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Customizing Armaments

Many weapons and pieces of armor have slight differences across cultures and are referred to with different names (see Cultural Weapons ). If you wish to use a weapon that is functionally similar to one on this table, work with the Narrator to determine how it changes visually. You may also use a combination of the weapon or armor properties and the additional properties listed here to create functionally distinct gear. 

As a general rule of thumb, weapons should have no more than three properties unless one of those properties is a restriction. Shields and armor should have no more than two properties. 

Particularly skilled craftspeople may be able to include the following properties when crafting standard gear, as well. Typically, such an addition costs a minimum of 50 gold or the full cost of the base item, whichever is higher. 

Camouflaged (Armor Only). The terrain type for camouflaged armor is chosen when it is crafted. You gain an expertise die on Stealth checks while wearing camouflaged armor crafted for the terrain you are in. 

Flamboyant (Weapons Only). Creatures have disadvantage on saving throws made to resist being distracted by this weapon, and you have advantage on Intimidation or Performance checks made with the use of it.

Quickdraw (Weapons Only). If you would normally only be able to draw one of these weapons on a turn, you may instead draw a number equal to the number of attacks you make. 

Rebounding (Thrown Weapons and Shields Only). When you make a ranged attack with this weapon or shield, you may make the attack with disadvantage . If you hit, the weapon returns to your hand. Piercing weapons cannot have this trait.

Spiked (Armor Only). A creature that begins its turn grappling you takes 1 piercing damage while you are wearing spiked armor.

Stealthy. This armor or weapon has been disguised to look like a piece of clothing or other normal item. A creature observing the item only realizes that it is armor or a weapon with a DC 15 Investigation check (made with disadvantage if the armor is being worn at the time or the weapon is sheathed).

Storage. This piece contains a hidden compartment the size of a small vial. On weapons, this compartment may have a release that allows liquid placed in the compartment, such as poison, to flow out and coat the blade or head. You can use a bonus action to release the liquid stored in a weapon.


Customizing Shields

Some shields have special properties to respond to specific situations. 

Hands-Free (25 gold). This shield mounts to your arm, leaving your hand free. You cannot wield a weapon with this hand unless it has the hand-mounted property. Only light shields may be hands-free. Hands-free shields cannot be thrown.

Mirrored (50 gold). Only shields of fine or masterwork quality can be mirrored. This shield has been polished to a mirror-like finish capable of showing a reflection. When you would be targeted or affected by a gaze effect, you can use your reaction to cause the effect to instead target either the source of the effect or a creature of your choice within 30 feet of you. While wearing this shield you have disadvantage on Stealth checks.

Spikes (75 gold). Some shields are equipped with spikes. When you use your shield to make an attack, you deal 1d4 piercing damage instead of 1d4 bludgeoning damage. When you use your shield to shove or knock someone prone , but would not normally deal damage, you instead deal 1d4 piercing damage on a success. Only light or medium shields may be spiked in this way.