Equipment

*Leather armor reinforced and fitted with thin metal plates, this slightly cumbersome armor teeters the line between "light" and "medium" armor. Despite its weight, it still allows for enough flexibility to be considered light.*

## Shields

### *Mundane*

***Shield Categories, Variant**: This variant rule breaks shields into the three armor categories: Light, Medium, and Heavy. Shields no longer have their own proficiency, instead, you become proficient with a shield category if you have proficiency in an armor category. Having proficiency in Shields will give you proficiency in all shield types.*

#### Targe

* **Type**: Light Shield
* **Cost**: 5gp
* **Weight**: 3lbs
* **AC**: +1
* **Compact**: You can strap this shield to your arm, leaving your offhand free. Doffing and Donning this shield costs no action.

#### Buckler

* **Type**: Light Shield
* **Cost**: 7gp
* **Weight**: 4lbs
* **AC**: +1
* **Dexterity**: 13
* **Compact**: You can strap this shield to your arm, leaving your offhand free. Doffing and Donning this shield costs no action.
* **Nimble**: If you equip this shield and meet the Dexterity requirement, you gain an additional +1 to your AC.

#### Heater Shield

* **Type**: Medium Shield
* **Cost**: 10gp
* **Weight**: 6lbs
* **AC**: +2
* **Weapon Sheath**: This shield has two sheathes for two weapons that have the *Light* property. You may draw, sheath, or switch between both weapons as a free action once per turn.

#### Lantern Shield

* **Type**: Medium Shield
* **Cost**: 20gp
* **Weight**: 12lbs
* **AC**: +2
* **Weapon Sheath**: This shield has two sheathes for two weapons. You may draw, sheath, or switch between both weapons as a free action once per turn.
* **Hooded Lantern**: This shield has a lighting mechanism from within similar to a hooded lantern, casting bright light in a 20-foot radius and dim light for an additional 20 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.

#### Plate Shield

* **Type**: Heavy Shield
* **Cost**: 30gp
* **Weight**: 17lbs
* **AC**: +3
* **Strength Requirement**: 13
* **Heavy**: If you equip this shield and do not meet the strength requirement, your movement speed is decreased by 10 feet.

#### Tower Shield

* **Type**: Heavy Shield
* **Cost**: 50gp
* **Weight**: 25lbs
* **AC**: +3
* **Strength** **Requirement**: 13
* **Stealth** **Disadvantage**: Yes
* **Heavy**: If you equip this shield and do not meet the strength requirement, your movement speed is decreased by 10 feet.
* **Sturdy**: As a bonus action on your turn, you can raise the shield and provide total cover in any one direction of your choice. While the shield is raised, attack rolls cannot benefit from advantage (but may cancel disadvantage), and Dexterity checks and saving throws are made at forced disadvantage. Additionally, your movement speed is decreased by 10 feet. You can use a bonus action to lower the shield again.

### *Magical*

#### Crest of Almire

* **Type**: Any Medium Shield (Requires attunement)
* **Rarity**: Wondrous Item, Very Rare
* **Price**: 50kgp
* **AC**: +2
* **Blaze of Glory**: While wielding this shield you gain resistance to Fire and Necrotic damage.
* **Strength from Within**: If you are attuned to the shield, your Charisma score is 19 if it is not already while this shield is in your possession.
* **Lest We Forget (Curse)**: If you are attuned to the shield, you can strike a melee weapon onto the shield's face as a bonus action: the melee weapon gains 1d6 Fire Damage and the ability to Curse for 1 minute. If you successfully attack a creature with the weapon, they must make a Wisdom saving throw (DC 13) or become Cursed (Medium). When you use this ability, roll a d20. On a 1-3, you become Cursed (Strong). You can use this ability once per short rest.

*Based from a heater shield's design, it possesses a large extension on its right side giving it the appearance of a jousting shield. The ivory metal of the shield shines with a platinum sheen, while the face of the shield houses the Almirian symbol.*

## Weapons

### *Mundane*

#### Scythes (Exotic Weapons)

Used by farmers to harvest crops, these tools evolved early on during civil unrest to become easier to wield against humanoid creatures by angling the blade upwards and adding additional stability. While generally unwieldy to the common adventurer, these weapons have remained a favorite in various niche groups and have been refined for practical use both in battle and the fields. They are divided into the following archtypes:

##### Great Scythe

* **Type**: Exotic Melee Weapon (Martial Melee Weapon)
* **Cost**: 60gp
* **Damage**: 2d6 Slashing
* **Weight**: 10 lbs
* **Properties**: Heavy, Reach, Two-Handed, Special
* **Special Trait**: If you successfully attack a target that is prone, restrained, incapacitated, or unconscious, add an additional 1d6 to your damage roll.

*A large, heavy scythe that stands around 5ft tall with a 3ft thick double-edged blade. Both the pole and the blade are reinforced for heavy use.*

##### War Scythe

* **Type**: Exotic Melee Weapon (Martial Melee Weapon)
* **Cost**: 60gp
* **Damage**: 1d10 Slashing
* **Weight**: 6 lbs
* **Properties**: Heavy, Reach, Two-Handed, Special
* **Special Trait**: If you successfully attack a target that has other creatures to their sides within 5ft, this weapon instead deals 1d8 to the target and all adjacent creatures.

*A large, light scythe that stands around 6ft tall with a 3ft length thin double-edged blade. Both the pole and the blade are made of lighter material for quicker attacks.*

##### Battle Scythe

* **Type**: Exotic Melee Weapon (Simple Melee Weapon)
* **Cost**: 40gp
* **Damage**: 1d6 (1d8) Slashing
* **Weight**: 4lbs
* **Properties**: Reach, Versatile, Special
* **Special Trait**: After a successful two-handed attack, the target must make a Constitution saving throw of a DC equal to 10 or half the damage dealt, which ever is higher. On a fail, the target takes 1d4 slashing damage at the start of their turns for 1 minute. A creature can only have this effect once at all times.
	+ ***Optional (Bleeding Variant)**: After a successful two-handed attack, the target must make a Constitution saving throw of a DC equal to 10 or half the damage dealt, which ever is higher. On a fail, the target gains 1 level of Bleeding.*

*A thinner and smaller variant of the War Scythe, standing around 4ft tall with a 2ft length thin double-edged blade. Much lighter than the War Scythe, it is used in conjunction with other weapons or on its own for high-precision strikes.*

#### Greatbow

* **Type**: Martial Ranged Weapon
* **Cost**: 75gp
* **Damage**: 2d6 Piercing
* **Weight**: 15lbs
* **Properties**: Ammunition, Heavy, (Range 250/900), Two-Handed, Special
* **Special Trait**: This bow uses Strength instead of Dexterity for attack and damage rolls. You can choose to use Dexterity with disadvantage to your attack rolls.
	+ **Great Arrow**: A much larger and bulkier arrow specifically crafted to use with a greatbow. 10 great arrows cost 1gp, and that same amount can fit in a quiver or a similar storage option. These arrows share the same properties as normal arrows, doubling in weight due to their large size.

*A much larger bow, capable of reaching further and striking harder than most longbows. Due to the size and draw of this bow, it's generally considered a much more brutish weapon as it requires great strength to even nock a couple of arrows.*

#### Assassin's Blade

* **Type**: Any shortsword
* **Cost**: 100gp
* **Damage**: 1d6 Slashing + 3d6 Poison
* **Weight**: 2lbs
* **Properties**: Finesse, Light, Special
* **Special Trait**: The scabbard requires a dose of poison to coat the weapon, 1 charge per dose, up to 3 charges. If you hit a creature with this weapon while it was in its scabbard, the target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. The weapon retains the poison for 1 minute, consuming a charge.

*A thin, black shortsword fashioned as slim and sturdy as possible, with hidden jagged edges to allow the blade to absorb and retain as much poison as possible. A single attack from this weapon in the right spot could easily kill most hardy adventurers.*

#### Tachi

* **Type**: Exotic Melee Weapon
* **Cost**: 30gp
* **Damage**: 1d8 (1d10) Slashing
* **Weight**: 3lbs
* **Properties**: Finesse, Special, Versatile
* **Special Trait**: You may not benefit from the rogue's Sneak Attack feature while using this weapon two-handed. This weapon deals 1d10 (1d12) Slashing damage while mounted.

*A sightly larger variant of the katana, the tachi is considered the longsword equivalent of eastern bladed weaponry. Despite it's thin blade and curved appearance, the weapon performs nearly identical to its western cousin, with the addition of being much lighter than standard melee weapons of its caliber. Unfortunate, these advantages come at a higher cost, and the unique proportions make it difficult to master for those not acquainted with it.*

#### Ōdachi

* **Type**: Exotic Melee Weapon
* **Cost**: 60gp
* **Damage**: 2d6 Slashing
* **Weight**: 5lbs
* **Properties**: Finesse, Special, Two-Handed
* **Special** **Trait**: You may not benefit from the rogue's Sneak Attack feature while using this weapon. This weapon deals 2d8 Slashing damage while mounted.

*A much larger variant of the katana or tachi, this is the more common greatsword equivalent of eastern bladed weaponry. Thin and light enough to wield dexterously, swordsmen may prefer the odachi instead of a standard greatsword due to its considerably lighter frame, despite coming at a greater cost and need for specialization to truly master the weapon.*

#### Chained Dagger

* **Type**: Exotic Melee Weapon
* **Cost**: 13gp / 20gp
* **Damage**: 1d4 Piercing
* **Range**: 15ft / 30ft
* **Weight**: 17lbs / 32 lbs
* **Properties**: Finesse, Thrown, Special
* **Special Trait**: If a creature is successfully hit with the weapon when thrown, the creature is bound to you and cannot move out of your weapon's range if they are of your size or smaller. A creature bound in this manner can use their bonus action to make a Strength check (DC 15) to remove the dagger, taking 1d4 Slashing damage whether they succeed or fail. As a bonus action, you can contest strength with the chained creature to pull them within 5 feet of you on an unoccupied space on a success, and on a failure the dagger is pulled out and the creature takes 1d4 Slashing damage.
	+ If you miss the attack throw, you may pull the dagger into your hands if the attack was made within 15ft of you at the end of your turn, otherwise it requires a bonus action to retrieve the dagger.

*A jagged dagger that has been treated to weight slightly more and modified to accept a length of chain. The dagger, with enough strength behind it, can be thrown and lead the chain.*

#### Chained Hook

* **Type**: Exotic Melee Weapon
* **Cost**: 20gp / 30gp
* **Damage**: 1d8 Piercing
* **Range**: 15ft / 30ft
* **Weight**: 20lbs / 35 lbs
* **Properties**: Thrown, Special
* **Special Trait**: If a creature is successfully hit with the weapon, the creature is bound to you and cannot move out of your weapon's range if they are one size larger than you or smaller. A creature bound in this manner can use their action to make a Strength check (DC 15) to remove the hook and take 1d8 Piercing damage whether they succeed or fail. As a bonus action, you can contest strength with the chained creature to pull them within 5 feet of you on an unoccupied space on a success, and on a failure they are instead pulled 5ft closer and the hook returns to you, dealing 1d8 Piercing damage to the target. You gain +2 to your contested strength checks if you use this weapon.
	+ If you miss the attack throw, you may use a bonus action to pull the hook into your hands if the attack was made within 15 feet of you.

*A large, jagged hook that has been modified to accept a length of chain. The hook, with enough strength behind it, can be thrown and lead the chain.*

#### Gremlin Wrench / Thwacking Hammer

* **Type**: Simple Melee Weapon
* **Cost**: 6gp
* **Damage**: 1d6 Bludgeoning
* **Weight**: 5lbs
* **Properties**: Finesse, Special
* **Special Trait**: This weapon may be used as a tool to either create, modify, or destroy machinery. When you make an Intelligence check to tinker with machinery or gadgets, you may add a +1 to the result.

*An oversized wrench used by the hard-working gremlins. Thankfully enough, this tool is packed full of other tools commonly used in construction, so they only need carry one of these massive wrenches with them. Under a pinch, their heavy weight and decent reach may also serve as a makeshift mace.*

#### Lance (Versatile Variant)

* **Type**: Martial Melee Weapon
* **Cost**: 10gp
* **Damage**: 1d10 (1d12) Piercing
* **Weight**: 6lbs
* **Properties**: Versatile, Reach, Special, Unwieldy
* **Special Trait**: When hitting creatures within 5 feet of you with this weapon, the damage die instead deals 1d8 (1d10) Bludgeoning damage.
* **Unwieldy**: While you wield this weapon, it behaves as a Two-Handed weapon only for the purposes of being unable to wield another weapon in your offhand. You can still use a shield, other actions such as interacting with objects, or cast spells with your free hand.

#### Punching Gauntlets

* **Type**: Special Melee Weapon
* **Cost**: 10gp
* **Damage**: +1 Bludgeoning
* **Weight**: 2lbs
* **Properties**: Disarm Immune, Finesse, Special
* **Special Trait**: Attacks by this weapon are considered unarmed strikes. You can wield other weapons while wearing this weapon.

*A pair of leather gauntlets with a thick plating of metal over the knuckles, perfect for adding an extra oomph to your punches.*

#### Knuckle Dusters

* **Type**: Special Melee Weapon
* **Cost**: 25gp
* **Damage**: +2 Bludgeoning
* **Weight**: 2lbs
* **Properties**: Disarm Immune, Finesse, Special
* **Special Trait**: Attacks by this weapon are considered unarmed strikes.

*A pair of bronze or steel knuckles. A swift hit from these will easily knock a few teeth out of someone.*

#### Reinforced Gauntlets

* **Type**: Special Melee Weapon
* **Cost**: 100gp
* **Damage**: +3 Bludgeoning
* **Weight**: 2lbs
* **Properties**: Disarm Immune, Finesse, Special
* **Special Trait**: Attacks by this weapon are considered unarmed strikes. You can wield other weapons while wearing this weapon.

*Thicker metal plating and additional padding on these leather gauntlets not only allow them to cause more damage, but also cushion your hands from the direct impacts of strong blows.*

#### Wrist Claws

* **Type**: Special Melee Weapon
* **Cost**: 100gp
* **Damage**: +4 Slashing
* **Weight**: 2lbs
* **Properties**: Disarm Immune, Finesse, Special
* **Special Trait**: Attacks by this weapon are considered unarmed strikes.

*A pair of gloves that stabilize wrist-mounted claws. The slash of the blades is a lot more brutal than the punch itself, but deadly in unison.*

#### Push Dagger

* **Type**: Special Melee Weapon
* **Cost**: 100gp
* **Damage**: +4 Piercing
* **Weight**: 2lbs
* **Properties**: Disarm Immune, Finesse, Special
* **Special Trait**: Attacks by this weapon are considered unarmed strikes.

*Similar to a brass or steel knuckle, but instead tapers into a thin blade reminiscent of a dagger. While the edges of the blade aren't too sharp, it's the force of the punch that allows this weapon deal damage.*

### *Magical*

#### Sinixativus, the Mystical Hexblade

* **Type**: Longsword+1 (Requires attunement)
* **Rarity**: Legendary
* **Price**: Priceless

**Hexblade Stats & Lore**

* Weapon Type: Hexblade Longsword (N1)
* Stats: 10 Int, 10 Wis, 20 Cha
* Communication: Communicates telepathically when held, also speaks/reads/writes several languages.
* Alignment: Chaotic Good
* Sentience: High
* Senses: Hearing and darkvision out to 120 feet.
* Purpose: To spread kindness to those unfortunate, and to rid of evil in the wielder's heart.
* Conflict: The wielder goes against the weapon's wishes, or ignores the trials given.
* Demands: Demands that its wielder dispose of anything the item finds repugnant; in extreme situations, the item demands to be given to someone else.
* Refusal: Make it impossible for its wielder to attune to it & suppresses its activated properties.

*A magical longsword that's covered in paper amulets, with unknown symbols adorning them. It glows with faint iridescence, speckled with white floating dots. Unlike most Shadowfell swords, the spirit bound to this weapon is not evil nor has foul motives; despite this, he does not know what he truly wants. Instead, in return for his services, he decides to make the warlock perform menial trials of varying degrees of challenge and lethality. (N2)*

*While the patron behind this mysterious blade remains anonymous, when pleased, he manifests himself in the form of a tiny ethereal dragon faerie familiar, granting advice to the warlock, whether the advice is needed or not. Upon certain hits, the sword will spark with mysterious and chaotic energy, applying one of the myriad of effects it possesses. (N3)*

*His chaotic nature can be difficult to interpret and sometimes impossible to please; when unappeased he lays dormant, returning the weapon to a normal longsword until he decides to task the warlock with a new trial. (N4)*

* N1: Sinixativus is a Longsword(+1). The patron bestows the feat called "Sinixativus' Blessing" upon making the pact.
	+ Sinixativus' Blessing, Hexblade Version: You can bless one weapon as an action and gain this effect, lasting until you finish a long rest. If you crit when performing an attack with a weapon blessed by this effect, roll a die; 1d2 at 1st level, 1d4 at 4th, 1d6 at 7th, and 1d8 at 10th. The weapon's damage type will magically change depending on the result of the roll, as well as apply the appropriate effect. Some effects require a saving throw with a DC equal 8 + Charisma Modifier + Proficiency Modifier. (The effects and scaling remains the same as the base weapon.)
* N2: Pretty much flavortext, the DM can give the warlock random little tasks, such as "do a good deed", or "offer me some wealth". Lethality of the tasks can range between harmless to suicidal; don't be mean to players with this by abusing it! Also remember the patron's alignment is chaotic good; something to remember for task-giving.)
* N3: Intended to be paired with Pact of Chain; the familiar with appear see-through and tinted of any elemental color the warlock chooses; this is purely cosmetic, as the familiar will retain the stats of an appropriate choice.
* N4: If the warlock is unable or willingly does not fulfill their trial, the sword will remain inert for 1d4-1 days; if the result is 0, then half a day. During this time the warlock is unable to use the Sinixativus' Blessing feat and the weapon will not gain benefits from being magical. Effectively, the patron throws a temper tantrum.

**Sinixativus' Blessing**: If you crit when performing an attack with this weapon, roll a die; 1d2 at 1st level, 1d4 at 4th, 1d6 at 7th, and 1d8 at 10th. The weapon's damage type will magically change depending on the result of the roll, as well as apply the appropriate effect. Some effects require a saving throw with a DC equal 8 + Charisma Modifier + Proficiency Modifier.
* 1: Force damage. The wielder is surrounded by a protective ethereal barrier, gaining Lv\*3 temporary hit points for 4 rounds.
* 2: Fire damage. The affected target is magically set on fire, dealing 1d4+Lv Fire damage at the start of their turn for 4 rounds.
* 3: Cold damage. The affected target is magically frozen from the waist-down; the target must make a Strength save or be restrained for 4 rounds. At the end of the affected target's turn, they can make a Strength save to break the ice around their body.
* 4: Poison damage. The affected target magically feels sick and sluggish, causing all checks and saves to roll with disadvantage for 4 rounds.
* 5: Lightning damage. The affected target is magically shocked, causing bodily spasms. The target must make a Constitution save, or be paralyzed for 2 rounds. At the end of the affected target's turn, they can make a Constitution save to regain control of their body.
* 6: Acid damage. The affected target's armor is magically corroded, causing their AC to drop by 5 for 2 rounds.
* 7: Radiant damage. The affected target is dazed with a brilliant light, stunning for 2 rounds and pushing the target back 10ft if the attack was single-handed, or 20ft if the attack was two-handed.
* 8: Necrotic damage. The affected target is magically hexed with hovering ethereal daggers. For each of the target's successful attacks, they must make a Wisdom save or take Necrotic damage equal to half of the damage dealt, for 2 rounds.

At 15th level, you can re-roll an effect roll once when this effect activates, and choose which to keep. At 20th level, on a crit, you choose which effect to apply without rolling dice.

If the target is resistant to the new damage type, the effect's effectiveness is also cut in half, halving timers and saves. If immune, the effect is ignored.

#### Konue, the Demonic Hexblade

* **Type**: Greatsword+∞ or Greatscythe+∞ (Requires attunement)
* **Rarity**: Legendary
* **Price**: Priceless

**Hexblade Stats & Lore**

* Weapon Type: Hexblade Greatsword/Greatscythe
* Stats: 16 Int, 16 Wis, 16 Cha
* Communication: Communicates telepathically when held and through common writing on its body, also speaks/reads/writes many languages.
* Alignment: Chaotic Evil
* Sentience: High
* Senses: Hearing and darkvision out to 120 feet.
* Purpose: The total annihilation of the Red Wizards of Thay, and learn all their knowledge and secrets.
* Conflict: The wielder refuses to deal with a designated target, or pursue the Red Wizards of Thay.
* Demands: The weapon demands that the target be dealt with in spite of any other goals.
* Refusal: Either mentally coax the wielder to abide, or forcibly attempt to take control of its wielder.

*Forbidden knowledge made metal, Konue is an omniscient sentient greatsword (or greatscythe) forged in Thay by the Red Wizards, permanently bound to its metallic prison. Much like other Shadowfell blades, the pact made with Konue will grant the warlock power; although the most alluring qualities of the pact is the promise of forbidden knowledge. (N1)*

*Konue will only reward warlocks who are steadfast and have the stomach to allow it to drink deep of blood (either of your own or others). Once the blade has deemed the sacrifice sufficient, it will gift the warlock knowledge from it's infinite library of spells and curses, allowing its wielder to grow powerful; and by extension, itself as well. (N2)*

*While the pact is forged and further deepened with blood, the bond between warlock and blade may prove too much for warlocks with weak wills; when unappeased, the blade will often attempt to push bloodlust notions onto the warlock in order to satisfy the blade's needs. (N3)*

* N1: Intended to be paired up with Pact of Tome, the weapon itself grants the tome's purpose. If the weapon is lost it would require the 1-hour ritual to re-obtain.
* N2: Entirely flavor text, reasons as to why the wielder would learn Hexblade spells/abilities.
* N3: As long as you possess this weapon, you must roll a Constitution Save every long rest to resist the bloodlust. Failed saves cause disadvantage on proficient skill checks/saves until your next successful Constitution Save from this effect.

**Ever-Scaling**: Konue starts as a Greatsword+0 (Greatscythe+0), and has an internal "Slaying" counter. Whenever you slay or assist in slaying a creature whose Challenge Rating is equal or higher to your level, this weapon gains +1 to its counter. Every time the counter exceeds the current weapon's bonus number, this weapon gains +1 to damage rolls: at this time, the counter is reset back to 0. For every day you do not slay a creature that satisfies the previous conditions, this weapon loses a point to its "Slaying" counter; if it reaches zero, the weapon loses all bonuses.
**Impulsive, Curse**: As long as you possess this weapon, you must roll a Constitution Save every long rest to resist the bloodlust raging within the weapon. A failed save causes disadvantage on proficient skill checks/saves until your next successful Constitution Save from this effect.

#### Solemn Endeavor

* **Type**: Any Longsword or Greatsword (Requires attunement)
* **Rarity**: Uncommon
* **Price**: 500gp
* **Magical**: You gain a +1 bonus to attack and damage rolls made with this magic weapon.
* **Extremely Heavy**: To pick up and use this weapon, you require a Strength score of 14 or greater.
* **Crushing:** If the creature you are attacking is vulnerable to Bludgeoning damage, your attack's damage type instead becomes Bludgeoning if it is not already.
* **Awaken**: Speaking the command word, the cracks of its body open up and float over a white magical core in the shape of the blade for 1 minute. For the duration, any successful attacks deal an extra 1d8 Force damage. You cannot do this again until you finish a short or long rest.

*A sword from an empire that has been lost to time, and forgotten by history. Moss and vines decorate this decrepit weapon, its body cracked and chipped from what seems beyond repair, but surprisingly still holds out well in combat despite its shoddy appearance. The edges on the body look fairly dull, but the crescent tip of the blade remains exceptionally sharp.*

#### Stargazer

* **Type**: Any Glaive or Longsword (Requires attunement)
* **Rarity**: Rare
* **Price**: 5kgp
* **Magical**: You gain a +2 bonus to attack and damage rolls made with this magic weapon.
* **Transforming**: Speaking the command word, the weapon can magically either extend or retract its hilt, shifting between a glaive or a longsword. The weapon's stats change based on the form the weapon currently is in.
* **Astral Glory**: On a critical hit, the weapon strikes its target again with two starry, ethereal versions of itself, dealing an additional 2d8 Radiant damage while it is a glaive, and 2d6 Radiant damage while it is a longsword. This damage bypasses resistances and immunities.

*A single-edge glaive that houses a window of the starry night within its blunt end, and the fiery heat of the sun within its center and pommel. When held, it feels both particularly warm and cold to the touch.*

#### Ceremonium

* **Type**: Any Dagger
* **Rarity**: Rare
* **Price**: 50kgp
* **Magical**: You gain a +2 bonus to attack and damage rolls made with this magic weapon.
* **Splitting Headache**: On a successful attack, add 1d6 psychic damage to the damage roll if the target is not an undead.
* **Warping**: On a successful attack, roll a 1d4 if the target is not an undead. On a 4, the target suffers from one of the effects from the Short-term Warping table. You can only do this to a creature once every 24 hours.
* **Warped**: When you make an attack with this weapon, whether hit or miss, roll a d20. On a 1, you suffer from one of the effects from the Short-term Warping table.

*A small dagger with several jagged edges around it. While most daggers would normally leave large gashes and deep wounds, this half-etheric dagger pierces through the target's soul, causing them to slowly go mad as the Far Realm's energy permeates through their essence.*

#### Hunter's Handgun

* **Type**: Any Pistol
* **Rarity**: Rare
* **Price**: 500gp
* **Magical**: You gain a +1 bonus to attack and damage rolls made with this magic weapon.
* **Revolving**: This gun contains a revolving chamber that houses 6 bullets, ignoring the Loaded property as long as it has more than one bullet in its chamber.
* **Water-proof**: The gun's chamber is water-proof, and is not affected by the inability to shoot underwater, nor does it impose any penalty when shooting under rain.
* **Targeted Seeking**: If this weapon is pointed at a creature and the command word is spoken, the next attack roll will have advantage against that creature. This effect affects multiple attack rolls if the weapon has the Revolving or similar property, and the effect is lost when the weapon is reloaded. This ability can only be used once per short rest.

*A steel pistol with several golden elements, surprisingly plain in detail despite the quality and precision of all of its components; devoid of creator name or identification number. The ruggedness of the grip, the weight of the steel, and the kick of each shot make this weapon one of the best one-handed hunting firearms created.*

#### Gilded Peacemaker

* **Type**: Any Pistol
* **Rarity**: Rare
* **Price**: 500gp
* **Magical**: You gain a +1 bonus to attack and damage rolls made with this magic weapon.
* **Revolving**: This gun contains a revolving chamber that houses 6 bullets, ignoring the Loaded property as long as it has more than one bullet in its chamber.
* **Water-proof**: The gun's chamber is water-proof, and is not affected by the inability to shoot underwater, nor does it impose any penalty when shooting under rain.
* **Usher**: Each shot is magically infused with a trace of radiance. Fiends and Undead take an additional 1d6 Radiant damage from successful attacks made with this weapon.

*A silvery pistol that's beautifully engraved with a complex golden trimming around the length of the barrel all the way to the grip. Holding it makes you feel like you have a mission to usher undeath back to its grave.*

#### Shaded Phantom

* **Type**: Any Pistol
* **Rarity**: Rare
* **Price**: 500gp
* **Magical**: You gain a +1 bonus to attack and damage rolls made with this magic weapon.
* **Revolving**: This gun contains a revolving chamber that houses 6 bullets, ignoring the Loaded property as long as it has more than one bullet in its chamber.
* **Phantom**: If your successfully attack a target, roll a 1d20. On a 18 or higher, the gun does not consume ammo nor the powder.
* **Creeping**: If you make a successful attack against a target while under dim light or lower light levels, you deal an extra 1d6 necrotic damage.

*A jet-black pistol that's as slick and plain and it is deadly. Due to the exceptional quality of craftsmanship this weapon is made with, it can be difficult to discern what the weapon is, or even what the weapon looks like, under non-bright lighting.*

#### Star Slayer

* **Type**: Any Longbow or Shortbow
* **Rarity**: Uncommon
* **Price**: 500gp
* **Magical**: You gain a +1 bonus to attack and damage rolls made with this magic weapon.
* **Gleaming**: Any arrows used with this weapon instead have any additional damaging properties changed to Force damage, and gain ethereal visuals. Arrows fired return to their normal appearance and properties a round after they become motionless.
* **Fractal**: This weapon has different variations, which determine what special trait the weapon possess. The DM chooses the variation, or may have you either choose or roll for it (1d4). You can use these traits a number of times equal to your proficiency bonus, and gain all expended uses on a long rest.
	+ **Piercing**: If you successfully hit, the arrow pierces through the target in a straight line. The attack pierces through all creatures up to the weapon's long range or until coming in contact with a solid surface, such as a wall. All creatures within range take damage equal to the initial damage roll. This trait does not work on constructs.
	+ **Bouncing**: If you successfully hit, the arrow will seek a new creature within 30 feet of the target. The arrow can bounce up to 5 times and cannot choose a creature it has already targeted. Each new target requires a new roll to hit with a -2 penalty to the roll for each creature the arrow has traveled through.
	+ **Splinter**: If you successfully hit, the arrow splits into 6 (1d8+2) fragments that seek creatures within 15 feet of the target. Each fragment deals 1/4th of the damage (rounded down, minimum 1) of the original damage.
	+ **Blinding**: If you successfully hit, the arrow bursts into bright light, blinding creatures within 20 feet of the target. Affected creatures must make a Constitution saving throw (DC 10) or be blinded until the end of their next turn.

*An otherworldly-looking bow that appears to have an entire universe inside of its string, mounted upon an ethereal frame of a bow, that glows a faint color of the user's choice. Nocking an arrow will transform it into pure energy, releasing a piercing bolt of pure magic at any foes aimed at. Arrows fired this way return to their natural shape a moment after they land.*

#### Caustic Dragon Staff

* **Type**: Any Staff
* **Rarity**: Rare
* **Price**: 5kgp
* **Spellcasting**: This weapon can cast the following spells using your spellcasting modifier. If you do not have a spellcasting modifier, or are unable to cast spells, your spellcasting modifier for these spells becomes your Intelligence modifier, while your spell save DC is equal to 10 + your Intelligence modifier.
	+ *Command* at 1st level, consuming 1 Charge.
	+ *Melf's Acid Arrow* at 2nd Level, consuming 2 Charges.
	+ *Crown of Madness* at 2nd Level, consuming 2 Charges.
	+ *Acid Breath*: 5ft by 30ft line or 15ft cone, 6d8 Acid damage. Dex Save (DC13), half damage on success. Requires all 5 charges.
* **Blood Charged**: This staff holds 5 Charges total, regaining 1d4+1 charges at dawn. If no charges remain, it must be doused in a vial of dragon blood and a vial of acid to recharge all expended charges.

*A smooth staff made from an ebony wood-like material, decorated with the skull of a young dragon on one end as its vertebrae and tail coil around the shaft of the staff all the way to the bottom. The eyes emit a sickeningly green glow whenever a spell is cast, and some say the young dragon's skeleton briefly comes alive when casting its breath weapon.*

#### Hammer of Judgement

* **Type**: Any Warhammer
* **Rarity**: Rare
* **Price**: 5kgp
* **Magical**: You gain a +2 bonus to attack and damage rolls made with this magic weapon.
* **Chaotic**: If your successfully attack a target, roll a 1d10-1. The following effect happens based on the result:
	+ 0: The weapon casts minor illusion, creating a comically cartoonish bonking sound coming from the target.
	+ 1: Deal 1 Bludgeoning damage.
	+ 2: Deal 2 Bludgeoning damage. The creature is knocked back 5ft backwards.
	+ 3: Deal 3 (1d4+1) Force damage.
	+ 4: Deal 4 (1d4+2) Slashing damage.
	+ 5: Deal 5 (1d6+2) Lightning damage. The creature makes a Constitution Save (DC10, repeats). On fail, the creature is paralyzed.
	+ 6: Deal 6 (1d6+3) Fire damage. The creature takes an additional 1d4 Fire damage for 5 rounds on the start of their turn.
	+ 7: Heal for 7 (1d4+5). The creature is knocked back 10ft backwards.
	+ 8: Deal 8 (1d8+4) Cold damage. The creature makes a Constitution Save (DC10, repeats). On fail, the creature is restrained by ice.
	+ 9: Roll a d20. On a 15 or higher, the creature takes half of their maximum health as True damage, regardless if they are resistant or immune to the initial hit. Otherwise, they take 9 (2d6+2) True damage.

*A black hammer with nondescript details. It has a single perfectly-symmetrical cylindrical head, along with a perfectly-symmetrical cylindrical shaft, with no pommel at the end.*

#### Zanketsuken

* **Type**: Any Longsword, or Exotic Weapon (Katana)
* **Rarity**: Special
* **Price**: From 500gp / 5kgp / 50kgp / Priceless
* **Magical**: This weapon is magical for the purposes of bypassing resistance to nonmagical weapon attacks.
* **Discipline**: This weapon requires proficiency to be used, otherwise attacks with this weapon deal 1 bludgeoning damage regardless of the attack roll. If you have proficiency with this weapon, the weapon bestows the user with one unique discipline type. The DM chooses the discipline type, or may have you either choose or roll for it (1d4).
	+ **Yu'ami-Type Discipline (Uncommon)**: If you are hit while wielding this weapon, you may use your reaction to perform a counter-attack: this maneuver halves the damage taken from the attack and allows you to perform an attack using this weapon. While this weapon is holstered within its sheath, the next counter attack is a guaranteed critical hit. You may holster your sword as a bonus action if you have performed an attack with this weapon, or as an action otherwise.
	+ **Yozan-Type Discipline (Rare)**: When this weapon is holstered within its sheath at the end of your turn, the next attack will always have advantage ignoring any disadvantage you may have. While this weapon is holstered and you do nothing else during your turn (excluding movement or holstering), the next attack is a guaranteed critical hit. You may holster your sword as a bonus action if you have performed an attack with this weapon, or as an action otherwise.
	+ **Inzazu-Type Discipline (Very Rare)**: If this weapon critically hits a hostile creature and there are other hostile creatures within 20 feet of the target, those creatures take half the damage rolled to the initial target, rounded down (minimum 1) as magical slashing waves surge from the initial target. While this weapon is holstered and you do nothing else during your turn (excluding movement or holstering), the next attack is a guaranteed critical hit. You may holster your sword as a bonus action if you have performed an attack with this weapon, or as an action otherwise.
	+ **Zanketsu-Type Discipline (Legendary)**: If this weapon critically strikes a hostile creature of one or more sizes larger than you, add damage die equal to the amount of size differences between you and the creature (ex, medium vs large, +1 to damage die; medium vs huge, +2 to damage die; etc). While this weapon is holstered and you do nothing else during your turn (excluding movement or holstering), the next attack is a guaranteed critical hit. You may holster your sword as a bonus action if you have performed an attack with this weapon, or as an action otherwise.

*Magical Item Leveling Variant*

Yu'ami-Type Discipline (Uncommon)
 Disciplined (3rd)
 Master (5th)

Yozan-Type Discipline (Rare)
 Disciplined (8th)
 Master (10th)

Inzazu-Type Discipline (Very Rare)
 Disciplined (13th)
 Master (15th)

Zanketsu-Type Discipline (Legendary)
 Disciplined (18th)
 Master (20th)

#### Elyseum

* **Type**: Any Spear or Javelin
* **Rarity**: Rare
* **Price**: 5kgp
* **Magical**: You gain a +2 bonus to attack and damage rolls made with this magic weapon.
* **Returning**: If this weapon is thrown, the weapon returns to the end of their turn. The weapon takes the path of least resistance, going beside, above, or below creatures that are in the weapon's way toward the wielder.
* **Resonating**: If this weapon is thrown and hits a creature or an object, the spear vibrates violently before stopping and releasing all of the stored energy into a single booming shockwave. The target and any creatures within a 5ft radius of the target must make a Strength saving throw (DC 13) or be knocked back 15ft back and fall prone on a fail, or be knocked 5ft back on a success. Any object within this radius that weight no more than 100lbs or is hoisted down is additionally pushed back. Creatures within the path of an object being pushed back must make a Dexterity saving throw (DC 13) or take 2d8 bludgeoning damage.

#### Fulmen Deploro

* **Type**: Any Warhammer
* **Rarity**: Rare
* **Price**: 5kgp
* **Magical**: You gain a +2 bonus to attack and damage rolls made with this magic weapon.
* **Aerodynamic**: This weapon has the *Thrown* property, with a range of 30/90.
* **Returning**: If this weapon is thrown, the weapon returns to the end of their turn. The weapon takes the path of least resistance, going beside, above, or below creatures that are in the weapon's way toward the wielder.
* **Lightning Rod**: If this weapon is thrown and hits a creature while this weapon has a clear view of the sky, the weapon summons a bolt of lightning onto the creature. Each creature within 5 feet of the target must make a Dexterity saving throw (DC 13). The creatures take 3d10 lightning damage on a failed save, or half as much damage on a successful one. This trait can be used 1d6 + 4 times a day, and gains charges equal to the previous roll each dawn.

#### Event Horizon

* **Type**: Any Greataxe or Greatsword
* **Rarity**: Rare
* **Price**: 5kgp
* **Magical**: You gain a +1 bonus to attack and damage rolls made with this magic weapon.
* **Enhanced Critical Hits**: This weapon's critical hit range increases by 1. If you normally score a critical hit on a 20 with a d20, you now do so on either a 19 or 20. This feature stacks with any other feature that increases the critical range of attacks.
* **Erasure**: If you land a critical hit with this weapon, add extra damage equal to the weapon's highest number on the damage die as force damage. The target's maximum hit points is reduced by the extra damage granted, and can only be regained via magical means (such as a cast of Cure Wounds). Additionally, the target is permanently disfigured, as if having been shrunk or slimmed by several inches without showing any signs of visible seams, cuts, or scarring.

*A single-edged weapon imbued with Strange magics, making the blade appear as if the Astral Plane itself resides within it. When this weapon strikes true, the starry visage turns pitch black, absorbing whatever matter it comes in contact with and leaving no evidence behind.*

#### Fuel-Propelled Warhammer

* **Type**: Any Warhammer
* **Rarity**: Uncommon
* **Price**: 500gp
* **Magical**: This weapon is magical for the purposes of bypassing resistance to nonmagical weapon attacks.
* **Spiked**: You may make this weapon's damage type either piercing or bludgeoning whenever you make a successful attack roll.
* **Rocket Dash**: Whenever you make a two-handed attack with this weapon, you may use your bonus action to activate the hammer and dash 10ft in any direction to an unoccupied space you see; this movement is additional to your remaining movement speed, does not provoke Opportunity attacks, and you can dash through hostile creatures with this trait. Any creature that you dash through must make a Dexterity saving throw (DC 13) or take 2d4 fire damage. If you have used your previous bonus action to use this trait, you may not use it again until your next bonus action.
* **Propelled Bash**: Whenever you use your bonus action to use the "Rocket Dash" trait of this weapon, you may immediately make a one-handed weapon attack with this weapon.

*A strange asymmetrical warhammer; a flat head on one side accompanied by smoldering spikes, and shaking cylinders on the other that are attached to a strange and volatile magical mechanism in the middle. Pulling on a trigger near the grip will activate the mechanism and cause magical flames to propel the hammer forward. Whenever the hammer is active, it feels as the mechanism might explode at any second.*

#### Warmaster's Hammer

* **Type**: Any Warhammer
* **Rarity**: Legendary
* **Price**: Priceless
* **Magical**: You gain a +3 bonus to attack and damage rolls made with this magic weapon.
* **Overcharged Swing**: You may make this weapon's damage type either piercing or bludgeoning and deals an additional 2d6 lightning damage whenever you make a successful attack roll.
* **Rocket Dash**: Whenever you make a two-handed attack with this weapon, you may use your bonus action to activate the hammer and dash 20ft in any direction to an unoccupied space you see; this movement is additional to your remaining movement speed, does not provoke Opportunity attacks, and you can dash through hostile creatures with this trait. Any creature that you dash through must make a Dexterity saving throw (DC 15) or take 4d12 fire damage.
* **Propelled Bash**: Whenever you use your bonus action to use the "Rocket Dash" trait of this weapon, you may immediately make another weapon attack with this weapon.

*A much more refined and volatile version of the fuel-propelled warhammer, this design was engineered by an unknown gremlin of high authority and great power for the single purple of demolishing anyone and anything within their path.*

#### Staff of the Keeper's Soul

* **Type**: Any Staff (Requires attunement)
* **Rarity**: Very Rare
* **Price**: 50kgp
* **Spellcasting**: This weapon can cast the following spells using your spellcasting modifier. If you do not have a spellcasting modifier, or are unable to casts spells, your spellcasting modifier for these spells becomes your Wisdom modifier, while your spell save DC is equal to 10 + your Wisdom modifier.
	+ *Fortune's Favor* at 2nd level, consuming 2 charges.
	+ *Pulse Wave* at 3rd Level, consuming 3 charges.
	+ *Gravity Sinkhole* at 4th Level, consuming 4 charges.
	+ *\*Time Stop* *(Gray's Variant)* at 9th Level, consuming all remaining charges. You may only cast this spell if it is the first spell you cast after this item regains charges at dawn, either as an action or as a reaction. *(The item conveys a strong general urge of disuse until absolutely necessary.)*
* **Altering Outcome**: If you are holding the staff and if you or a creature within 10 feet of you fails a saving throw against a spell, you can turn the failed save into a successful one. This property can't be used again until the next dawn.
* **Be Kind, Rewind**: This staff holds 10 charges total, regaining 1d6 + 4 charges at dawn. If no charges remain, the staff unfold a tiny lever near the top of the staff, which must be rewound for a total of 5 minutes, at which point it gains 1 charge. The lever does not lose progress if it were to be left alone.
* **\*Disassembly**: If you cast *Time Stop* with this item, roll a d20. On a 5 or lower, this staff disassembles and becomes destroyed permanently. Attempts to fix the spell through magic means such as mending will fix the item, but remains magically inert. *(The item rattles in the wielder's hand in an unstable fashion.)*
* **Latent**: Spells and features marked with an \* are not immediately apparent to the wielder of the weapon. These may instead be hinted at via visual, auditory, or emotional cues which the wielder will have to experiment with.

*A smooth staff made from a gray metal-like material, polished enough to reflect light nearly like a mirror. The staff tapers upwards as a small glowing orb hovers over what seems to be the top of the staff, surrounded by two cogs; a small one which encircles the orb moving horizontally, and a larger one that encircles both the smaller cog and the orb moving vertically. Putting an ear to the staff, one can hear the strange sounds of mechanisms ticking and clicking, while the cogs silently click in opposing directions.*

#### Sarananthath's Energy Sword

* **Type**: Any Longsword, Rapier, or Greatsword (Requires attunement)
* **Rarity**: Legendary
* **Price**: Priceless
* **Magical**: You gain a +3 bonus to attack and damage rolls with this magic weapon.
* **Adaptive**: Choose a damage type between fire, cold, lightning, or poison. This weapon gains an additional damage die based on the weapon, dealing additional damage based on the damage type chosen. A different damage type can be chosen as a bonus action.
* **Evil's Bane**: This weapon deals twice as much damage to evil-aligned creatures, immediately destroys evil-aligned nonmagical items, and renders evil-aligned magical items nonmagical, severing attunements if any until the next dawn.
* **Variable**: Speaking one of the command words as a reaction will cause the weapon to stir and make a melee attack that automatically hits for maximum damage. You can only activate one command word once per day.
	+ **Lifesword**: The weapon attack gains a range of 15ft by 10ft in front of you, dealing force damage instead.
	+ **Herosword**: The weapon attack gains a range of 5ft by 30ft in front of you, dealing force damage instead.

*A unique-looking blade consisting of two prongs that make the sides of the blade while leaving the middle of the blade hollow, allowing bright energy arcs to freely move between them. The blade emits a quiet and soothing hum as it radiates pure energy, capable of switching to the wielder's desired element as each swing is capable of delivering a heavy elemental payload, or a devastating broad swipe.*

#### Arcade Blade

* **Type**: Any Longsword, Greatsword, or Exotic Weapon equivalent
* **Rarity**: Uncommon
* **Price**: 500gp
* **Magical**: This weapon is magical for the purposes of bypassing resistance to nonmagical weapon attacks.
* **Insert Coin**: During a short or long rest, you can insert up to 6 gold coins into the hilt of the sword. Once a coin is inserted, it cannot be retrieved unless a Dexterity check (DC 15) is met with either Jeweler's Tools or Thieves' Tools, retrieving 1 gold coin per attempt during a short or long rest.
* **Powered Hit**: Before you make an attack with this weapon, you can choose to activate the weapon's magic and expend at least 2 coins inserted into it; at this time, all expended coins are destroyed. The weapon gains the following benefits upon activation, and these effects remain on the weapon for 1 minute or until your next successful hit after being activated:
	+ An attack with this weapon gains +1 to attack and damage rolls for each 2 coins expended.
	+ The critical hit range of this weapon increases by one for every 3 coins expended, critically hitting on an 19 or above on the d20 with 3 coins expended, and on an 18 or above with all coins expended.

*A carbon-black single-edge sword with multiple neon-bright colorations that go through the spine and body of the blade, all the way down to the hilt. The guard has a horizontal orifice that blinks with a bright-red light around the edges, with the words "INSERT GOLD COIN HERE" engraved in common. Shaking the weapon, one can faintly hear the jingling of coins somewhere inside it.*

## Potions & Consumables

### Coffee

* **Type**: Potion
* **Rarity**: Common
* **Price**: 2sp

A deep black liquid that smells and tastes bitter, typically mixed with sugar, cream, or other ingredients to either complement or mask the flavor. This liquid can be either warmed or chilled, and stored in any container that can retain either heat or cold. When you consume coffee, any exhaustion levels you currently suffer from are temporarily gone, and gain a +1 to your Perception and Acrobatic skills, as well as advantage on Dexterity saving throws for 2d4 hours. Additionally, you can choose to no longer need to sleep to gain the effects of a long rest while under the effects of coffee.  When the effects wear off, you regain your levels of exhaustion, and gain an additional level if you did not sleep during your long rest or gain no additional levels of exhaustion if you did. You cannot gain more than 4 levels of exhaustion with this effect.

A creature may drink coffee more than once if they have multiple sources of it. The benefits do not stack, but instead the time the benefits last for does; for each potion consumed, add an additional 2d4 hours. Once the effects wear off, add exhaustion levels equal to the amount of drinks had: while a creature cannot having more than 4 levels of exhaustion, the time required to alleviate them stacks. At this time, roll a number of d10s equal to the amount of potions consumed if the creature would gain more than 4 exhaustion levels. The roll's result is the amount of days it would take for the 4th level of exhaustion to be removed from the creature.

*Optional: If your table is using the Variant Exhausion rules, the maximum amount of levels a creature can have increases to 6. The rest of the effects work as normal.*

### Hot Chocolate

* **Type**: Potion
* **Rarity**: Common
* **Price**: 2sp

A light brown liquid that smells and tastes sweet, typically topped with other sweet ingredients such as whipped cream or treats such marshmallows if consumed in an open container. This liquid can be either warmed or chilled, and stored in any container that can retain either heat or cold. When you drink hot chocolate, you lose 1 Exhaustion level. Additionally, you gain resistance to cold weather and cold temperatures up to -25F, and your Charisma score increases by 1 for the next hour. These effects last until your next long rest, and you may only benefit from these effects once per day.

### Potion of Mana

* **Type**: Potion
* **Rarity**: Special
* **Price**: Special

A bright blue liquid that shimmers and undulates underneath the light, emitting a faint yet pleasing blue glow coupled with a refined, subtle earthy odors. When you drink this potion, you regain spell slots based on the potion’s rarity, as shown in the Potions of Mana table.

Potions of Mana
 Potions of Greater Mana
 Potions of Superior Mana
 Potions of Supreme Mana

### Potion of Stamina

* **Type**: Potion
* **Rarity**: Uncommon
* **Price**: 100gp

A vivid green liquid that shimmers under the light, and when opened emits a sickeningly sweet odor, akin to a mixture of honey, sugar, and fruits. When you drink this potion, you immediately lose any Exhaustion levels you have on you, and cannot gain Exhaustion levels by any means for the next 8 hours.

### Brew of the Cosmos

* **Type**: Potion
* **Rarity**: Legendary
* **Price**: Priceless

This potion shimmers as it appears completely transparent, save for an iridescent film within the bottle, with no odor or taste. When you drink this potion, you gain the benefits of a long rest; you recuperate all expended resources and spell slots, lose one Exhaustion level, and regain your hitpoints back to maximum. This effect does not count towards the limit of long rests a creature can have per day, but a creature cannot benefit from this potion more than once each dawn.

## Adventuring Gear

### *Mundane*

#### Gemstone Knife set

* **Type**: Adventuring Gear (Add-On)
* **Rarity**: Common
* **Price**: 100gp

A set of gemstone knives crudely made from precious gems. From largest to smallest, this set contains the following gemstones: Topaz, Onyx, Emerald, Ruby, Sapphire, and Diamond. While this set of gems has no monetary value, a skilled cook can use these efficiently with Cook's Utensils, lowering the DC by 2 for any checks creating meals.

#### Mechanical Spool

* **Type**: Adventuring Gear (Add-On)
* **Rarity**: Common
* **Price**: 100gp

This spool can be activated as an action, automatically reeling back thread, rope, or chain attached to the spool.

### *Magical*

#### Sonic Quiver

* **Type**: Wondrous Item, Adventuring Gear (Add-On)
* **Rarity**: Common
* **Price**: 250gp

This quiver can hold up to 20 arrows, 20 crossbow bolts, or 10 great arrows. Ammunition taken from this quiver become sonically-charged: a creature successfully hit by an ammunition piece from this quiver must make a Strength saving throw (DC 12) or be knocked back 10 feet. A critical hit will cause the target creature to be affected without the need of a roll for twice the distance.

#### Elemental Quiver

* **Type**: Wondrous Item, Adventuring Gear (Add-On)
* **Rarity**: Common
* **Price**: 250gp

This quiver can hold up to 20 arrows, 20 crossbow bolts, or 10 great arrows. Ammunition taken from this quiver become elementally-charged: a creature successfully hit by an ammunition piece from this quiver is dealt an additional 1d4 damage, based on the damage type the quiver can imbue the ammunition with. A critical hit will cause the damage die to increase to 1d6, in addition to the rules of critical hits.

When first finding this quiver, your DM may roll or choose the type of damage the quiver is able to imbue a piece of ammunition with from the following list:

Elemental Quiver Damage Type
 2
 3
 4
 5

## Equipment Properties

### Weightless

*Weightless* is a magical equipment property that alters how a weapon performs in several aspects, pioneered by The Grays. Equipment found with this property become easy to tell that they have been magically altered as they can be seen almost-perfectly floating in mid-air if let go from any height; this property in no way means the item is considered *magical*, for other purposes. Equipment with this property have the following properties altered, if they have them:

* *Heavy*: This property is ignored.
* *Two-Handed*: The weapon instead becomes *Versatile* with no additional damage bonus to their rolls.
* *Versatile*: The weapon deals their *Two-Handed* damage roll whether used with one hand or both.
* *Ammunition, Thrown*, *Range*: The weapon has their range/long range distance doubled. Weapons that require ammunition need to have the Weightless property to have their distance doubled.
* Armors no longer suffer from stealth disadvantage if applicable, and *Heavy Armors* have their Strength requirements ignored.
* Shields can be used to make a ranged Attack with either Strength or Dexterity modifier, with a range of 60 feet: hit targets take 1d6 bludgeoning damage. This attack is considered as an Attack made with an Improvised Weapon.
* Any weight the item has is reduced to 0.01lbs.

This property is considerably rare as it requires strong magic to be applied to an item, and should be added onto exceptionally unique gear or in tandem with other negative effects to balance out its potential.

### Unmalleable

*Unmalleable* is a magical equipment property that alters how a weapon performs in several aspects, pioneered by The Grays. Equipment with this property proves almost impossible to bend, chip, snap, or even melt unless done with magical tools or by magical sources; this property in no way means the item is considered *magical*, for other purposes. Equipment with this property gain the following benefits:

* The item becomes unbreakable by conventional means.
* The item is thermally isolated, meaning that it does not heat up or cool by normal or magical means.
* Equipment with this property becomes immune to gear-destructive sources, such as a Gray Ooze's *Corrode Metal*, or a Rust Monster's *Rust Metal*.

A good, semi-magical alternative to magical weapons that are typically not affected by the previous effects. Generally meant to be used in tandem with other unique or special properties to accentuate a magical item's utility and durability.

### Absorbent

*Absorbent* is a magical equipment property that alters how a weapon performs in several aspects, pioneered by The Grays. Equipment with this property effectively become small elemental black holes, absorbing part of a spell or spell-like ability that was used by or against the wielder; this property in no way means the item is considered *magical*, for other purposes. Equipment with this property gain the following benefits:

* Weapons with this property absorb the damage type of the last damaging spell cast by the wielder: the available damage types are Fire, Cold, Lightning, Poison, Thunder, Radiant, Necrotic, and Force. When you make an attack after casting a spell with any of the aforementioned damage types, half (or greater) of the damage roll's result deals the last damage type used. (i.e. A broadsword dealing 7 Slashing damage after using Fire Bolt becomes 4 Fire & 3 Slashing damage from the melee attack.)
* When hit by a damaging spell, armors and shields become resistant to the spell's damage type until struck by the same type of damage. Armor and shields cannot be resistant to damage types more than once per hour, and lose their resistances after an hour of not being struck by the same damage type.

Similarly to *Weightless*, this property is considerably rare as it requires strong magic to be applied to an item, and should be added onto exceptionally unique gear or in tandem with other negative effects to balance out its potential.

## Weapon Archtypes

### Glass Weapons

Magically-enchanted weaponry is common enough in many arcana-centric forges and armories, however glass weaponry is an archtype of weapons seen as completely impractical, yet efficient at what it does. Typically wielded by unarmored spellcasters, as they are the ones who fashion such weapons, these weapons are meant to deal as much damage as possible with the least amount of effort required: an exorbitant amount of magic is used to infuse the weapon to the point where hits do not miss, and land exceptionally damning blows. These types of weapons have the following traits:

* These weapons have a rarity of *Rare* and a bonus of +2 to damage.
* When used with proficiency, these weapons land a guaranteed Critical Hit on a target. The additional damage dealt by the critical hit uses the roll's result maximum amount instead of rolling. *Optional: If you are using a rule where the additional critical hit damage already deals its maximum amount, you can double the additional critical damage dealt.*
* On each successful hit, roll a 1d20: on a 10 or less, the weapon shatters into 1d6 fragments which additionally hit for 1d4+2 magical slashing damage each. These fragments can hit the same target or a different one.
* These weapons may alternatively have a rarity of *Very Rare* and a bonus of +3 to damage. If the weapon is of this rarity or higher, it gains the following effect: if the weapon shatters, roll a 1d20 each morning: on an 18 or higher, the weapon magically fixes itself.

### Gremlin Weapons

Gremlins are often always seeking to either improve their designs or reverse-engineer others for their own benefits. Several masterminds have adapted more old-fashioned weapons and have given them a re-design in their image, allowing certain weapons to gain unique bonuses based on the properties they possess.

* **Finesse**: Causes the weapon to ignite the target dealing 1d6 fire damage.
* **Heavy**: Propels the wielder of the creature 10ft in one direction immediately after an attack.
* **Light**: Propels the weapon forward quickly, granting an extra damage dice roll to the attack.
* **Reach**: Allows the wielder to attack in a 10ft cone.
* **Thrown**: Causes the weapon to explode in flames dealing 1d6 fire damage in a 5ft radius.
* **Two-Handed**: Deals an additional 2d4 fire damage immediately after an attack.
* **Versatile**: Deals an additional 1d6 fire damage if wielded with both hands.

These weapons do not have properties, however they have been given the following bonuses:

1. Mace
	* **Bonus**: Propels the weapon forward quickly, granting an extra damage dice roll to the attack.
	* **Bonus**: Causes the weapon to ignite the target dealing 1d6 fire damage.
2. Flail
	* **Bonus**: Propels the weapon forward quickly, granting an extra damage dice roll to the attack.
	* **Bonus**: Allows the wielder to attack in a 5ft cone.
3. Morningstar, War pick
	* **Bonus**: Causes 2d4 fire damage immediately after an attack.
	* **Bonus**: Propels the wielder of the creature 5ft in one direction immediately after an attack.

### Apocrypha Weapons

"*[...] 96Wrap thyself in my embrace and succumb to my infinite love: let your breath drift from you like candle smoke, dreaming deeper and deeper still. 97Through my eyes you will see the path to ages: pure is my gaze, free from the lies of reality. 98Speak with the one, true voice and they will listen: quiet as a child's whisper, roaring like the death of this world. 99And with great practice and tender care, with an eternal heart and mind so pure: sharpen the stone, sturdy the chain, welcome the night, drink the cup of ascension.* *100ᖋϟᔮᒷリ↸ ▭ ᒣ⍑॥ ▭ ᒲ╎リ↸ ▭ ᖋリ↸ ▭ ᒍi!ᒷリ ▭ ॥ᒍ⚍∷ ▭ ∴╎ϟ↸ᒍᒲ ▭ i!ᖋϟᒣ ▭ ᕊᒷ॥ᒍリ↸ ▭ ᒣ⍑ᒷ ▭ ⍊ᒷ╎|:⁚ニ⁚ ▭ ∷ᒷ⋮ᒍ╎ᔮᒷ ▭ ╎リ ▭ ᒣ⍑ᒷ ▭ ᒣ∷⚍ᒣ⍑․⎽ ▭ ᖋリ↸ ▭ ᕊᒷᔮᒍᒲᒷ ▭ ᒣ⍑ᒷ ▭ ᖋi!ᒍᔮ∷॥i!⍑ᖋ."* -Final transcribed excerpts from an unknown hermit's journal.

Madness made physical, Apocrypha weapons are created with materials from an unknown plane of existence far beneath the Far Realms called Apocrea. These types of weapons are crudely made, often made of unsuspecting materials such as obsidian, stone, or unknown metals made by those that are in contact with creatures that come from Apocrea. These items contain geometric shapes and glyphs that give them unique traits, or behave in ways that would not be expected:

* These weapons are considered magical, but do not have any bonuses.
* Apocrypha weapons have 5 stages: Dormant, Lulled, Awakened, Incited, Ascended. These stages are only reached during narrative sequences, such as where the character suffers greatly or overcomes a great challenge. Each stage grants an additional benefit to the weapon, keeping the previous bonuses after each stage.

#### Dormant

Dormant apocrypha weapons are the baseline of their state. They appear as regular, albeit crude, weapons with strange symbols and shapes carved into them.

* When you successfully hit a creature, the creature must make a Wisdom saving throw (DC 10) or be afflicted by the Cursed (Weak) condition for 5 (1d4 + 3) turns. If they fail the save by more than 5, they are additionally afflicted with one effect from the Short-Term Warp table for 1 minute. A creature can be affected by this trait once every 24 hours.
* The weapon is considered an Uncommon +1 magical weapon.

#### Lulled

Lulled apocrypha weapons glimmer with a gentle purple-pink over their symbols and shapes. They gain the following benefits:

* All damage associated with the weapon is dealt as a hybrid Necrotic/Psychic damage type. Creatures must be resistant to both damage types to half the damage taken through damage type resistance.
* The weapon is considered a Rare +2 magical weapon.

#### Awakened

Awakened apocrypha weapons shine brilliantly through their symbols and shapes, and occasionally through any cracks or flaws the weapon has. They gain the following benefits:

* You may attune this weapon to any other weapon of the same category (Simple/Martial, Melee/Ranged) and of equal or lower rarity during a long rest: this weapon gains the magical benefits of that weapon in addition to any other benefits this weapon may have. At this time, the attuned weapon becomes nonmagical and loses all magical benefits and traits it had. If you attune this weapon to another magical weapon, the previous magical benefits are lost permanently, and the weapon gains the new benefits and traits the new attuned weapon has. The weapon gains properties for the purposes of fulfilling traits that depend on them.
* When you successfully hit a creature, the creature must make a Wisdom saving throw (DC 13) or be afflicted by the Cursed (Medium) condition for 7 (2d4 + 2) turns. If they fail the save by more than 7, they are additionally afflicted with one effect from the Long-Term Warp table for 1 hour. A creature can be affected by this trait once every 24 hours.
* The weapon is considered a Very Rare +3 magical weapon.

#### Incited

Incited apocrypha weapons begin to jut and crack through their faults and flaws, breaking off and appearing as a hovering facsimile of a weapon held by a tangible weave of purple-pink magical strands. They gain the following benefits:

* The critical hit range of this weapon increases by three, scoring a critical hit if the number on the d20 is 17 or higher. This trait stacks with any other ability or trait that increases an attack's critical hit range. Additionally, this weapon doubles the amount of damage dice for the critical damage.
* The weapon is considered a Legendary +3 magical weapon.

#### Ascended

Ascended apocrypha weapons hum ominously as their symbols and shapes glow ceaselessly, the weave of strange magicks reinforcing even more. They gain the following benefits:

* You can attune as many weapons as you choose to this weapon. The attuned weapons become nonmagical and loses all magical abilities and benefits they had.
* When you successfully hit a creature, the creature must make a Wisdom saving throw (DC 15) or be afflicted by the Cursed (Strong) condition for 10 (2d6 + 3) turns. If they fail the save by more than 10, they are additionally afflicted with one effect from the Permanent Warp table for 1 hour. A creature can be affected by this trait once every 24 hours.
* The weapon is considered an Artifact +3 magical weapon.