Equipment

General Equipment
In addition to the equipment in the PHB, the following items are available from various merchants in most of the city states across the world.

1. Alchemical Goods
Antichroma: A clear alchemical mixture that resembles powdered glass, this substance can be mixed in a vat with hot water to make a thick, syrupy solvent that will entirely leech the color out of any organic matter placed within it. Once the organic matter is removed, the solvent can be boiled down to a fine powder, which can then be repurposed into various dyes that replicate the color of the original substance with remarkable precision. Cost: 1 GP per 10 grams of powder. It takes 50 grams to prepare enough of the solution to die a single set of normal garments.

Desert Salve: A mixture of cactus sap, lichen, and honey applied to a small patch of fabric, these poultices are considered an essential part of the kit of any well-prepared adventurer. When applied to a wound that was made with a poisoned attack, such as a snakebite or poisoned arrow, the patch will automatically remove the Poisoned condition from the target. Some magical venoms may be too potent to be affected by this item. Cost: 5 GP

Weaponry
Weaponry is covered by two definitions, Simple, and Martial.

Most non magical weapons will do Bludgeoning, Piercing, or Slashing damage, which is marked as B, P, and S.

Simple Weapons
Simple weapons are something that most people can pick up and use with fairly minimal training, the sort of weapons you'd typically see wielded by conscripts, militia members, and town guards

Simple Melee Weapon Descriptions

Baton: A stick. That you hit people with. Cudgel: An even bigger stick you hit people with.

Dagger: A classic, must have sidearm that is favored by thieves, assassins, and anybody who enjoys concealing weapons on their person.

Hand Axe: A small, one-handed axe designed for using in a single hand... or just hurling it at your adversary.

Mace: Ranging from iron-reinforced sticks to elaborate works of art worth hundreds of gold pieces, maces are simply to use and their flanged or spiked surfaces ensure that their heavy strikes do not roll helplessly off of armor.

Maul: A heavy, two-handed hammer that is normally used by archers for driving stakes into the ground. It's also very useful for driving heads into sternums.

Quarterstaff: A stick you hit people with: Extra Long Edition.

Shepherd's Axe: A hatchet-like blade affixed to a long, slender shaft. Originally carried by those tending to large flocks of various animals, some are now carried for war by the riders of the northeastern steppes.

Sickle: A simple farming tool that has also come into vogue as a weapon of choice for duels, for some reason.

Spear: One of the world's oldest weapons and still one of it's most useful. Spears are easier and cheaper to make than swords, and can be used to hit things from a safer distance.

Simple Ranged Weapon Descriptions

Arquebus: One of the earliest black powder weapons, the arquebus is still in common use today. Special: The arquebus has a hook on the underneath allowing it to be stabilized against a wall or a special-made mount on a saddle to steady the shot. Using it in this way grants advantage on the attack roll.

Blunderbuss: A short firearm with a conical muzzle, the blunderbuss is a popular choice for those fighting in narrow, confined spaces. Special: When used at long range, the damage on this weapon decreases to 1d8.

Hurlbat: A throwing axe made from a single piece of steel, the hurlbat is pointed on each end and meant to be hurled en-masse as on opening volley in larger scale conflicts. Special: Much like a cat, every end of the hurlbat is pointy, and thrown attacks made with it gain a +1 bonus to hit.

Javelin: A light spear, made for throwing at your enemies or engaging in high-risk games of catch.

Light Crossbow: A favorite of hunters, militia members, and city guards, the light crossbow is accurate out to a good range with decent stopping power.

Musket: A smoothbore, muzzle-loading rifle that is traditionally used with a slow-burning fuse as an ignition source. Fancier versions have different, less finicky firing mechanisms.

Pistol: Like a musket, but fun-sized. It's not uncommon for some characters to carry two or more of these and fire them in succession rather than taking the time to reload one in the heat of battle.

Martial Weapons
Martial weapons are more specialized utensils of war. They are more likely to be seen in the hands of professional soldiers, private guards, and some members of the nobility.

Martial Melee Weapon Descriptions

Bardiche: A large, heavy polearm with a single, swooping blade, the Bardiche is favored as an infantry weapon by the armies of the northeast steppe. Special: The spike on the butt end of the bardiche can be driven into the ground, allowing the wielder to slide a normal-sized firearm through the loop formed by the blade, steadying their aim and granting advantage on the attack as long as they do not move before firing the weapon.

Battle Axe: Also known as a Horseman's axe, the Battle Axe is a one handed weapon designed to hew through flesh and armor alike. It cannot be thrown as a weapon.

Cutting Sword: This stat block represents a number of different weapons that fall under the category of being a single-handed sword primarily designed to be used as a cutting weapon.

Estoc: A two-handed sword with an unsharpened edge and a wicked point. It is designed to easily pierce chainmail or slide between the gaps of plate armor.

Flail: A flail is a wooden pole and a long mace head connected by a few links of chain. It hits with devastating force and the hinged nature of the weapon makes strikes difficult to predict or deflect. Special: If you are attacking an enemy that is actively using a shield or parrying weapon with the flail, you gain a +1 bonus to the attack roll.

Greatsword: An absolute unit of a two handed sword.

Halberd: A polearm featuring a small axe blade, a spike, and a hook for yanking people around, the Halberd is widely used in both military and civil forces in great abundance.

Katar: This weapon aligns a short-sword sized blade with a horizontal grip, allowing the user to punch with the weapon with devastating effect.

Lance: A long, narrow-tipped spear designed to be used from horseback. If a character with a lance moves at least 30 feet towards an enemy target and hits them, it deals an extra 1d10 points of damage.

Longaxe: Considered a somewhat antiquated weapon by some, the longaxe is still heavily favored by multiple groups for its impressive and consistent killing power.

Longsword: A lighter two-handed sword that is highly versatile in its application and favored as a weapon in duels and general usage by the nobility. Special: Someone proficient in the use of a Longsword may grip it with one hand on the blade and use it like a short spear. This reduces the damage die to a d8 but changes the damage type to Piercing and grants the weapon AP.

Messer: Technically a very long knife with a handguard, the messer is a highly versatile weapon that can be used with one hand or two, allowing the wielder to adapt to different situations as needed.

Pike: A weapon that is extremely unpopular with the more warlike members of nobility, the Pike is essentially a long spear with stout haft. Some pikes are only 10 feet long and well suited to smaller-scale engagements. Some are much longer and grant reach out to 20 feet. Pikes longer than 10 feet cannot be used to attack enemies within 5 feet of your character.

Special: As an action, someone with a pike can brace it against the ground and set it against an oncoming charge. As a reaction, when an enemy enters the space threatened by the pike, the wielder can make a reaction to make an attack against it. If the creature moved at least 30 feet towards the wielder in a single turn, that attack will automatically crit if it hits.

Poleaxe: The true multitool of murder, the Poleaxe features an axe blade, spear point, and crushing hammer head all in one convenient package. The character wielding it decides which type of damage will be inflicted when they make the attack.

Rapier: This entry covers any single-handed sword predominantly designed for thrusting, and versions of this weapon are carried by nobles and cavaliers alike.

Saber: Light, responsive, and deadly, the saber is the favored weapon of northeastern steppe warriors as well as many of the city states around the Lake of Glass.

Shortsword: A classic military sidearm carried pikers, archers, and anyone else who might find themselves in an unexpected close quarters battle. It's often a common weapon of self defense by many in the merchant caste, with some incredibly ornate models displayed as a symbol of wealth and the willingness to shank a bitch if pressed.

Sword Gauntlet: Invented and used by members of the city states near the Lake of Glass, the sword gauntlet is a finely crafted sword fixed to a special-made gauntlet that buckles on the hander of the wielder. Special: You cannot be disarmed of this weapon unless they remove your actual arm in the process.

Warhammer: These brutal weapons are designed to either clobber an opponent senseless or punch through their armor and drag them off of their horse.

Martial Ranged Weapon Descriptions

Bolas: A series of weighted spheres connected by stout cord, Bolas are designed to entangle the limbs of a target instead of doing damage. Special: A creature struck by the bolas is entangled and falls prone unless they make a DC 15 Dexterity saving throw. If they were moving at full speed when hit, this throw is made with disadvantage. A creature cannot move until it disentangles by succeeded at a DC 14 Dexterity check.

Chakram: Razor-sharp murder frisbees employed by many fighting units that serve the City States near the lake of Glass.

Fire Arrow: These arrows (or crossbow bolts) have a fuse and a hollow, tubular head stuffed with an incendiary compound. They inflict the base damage of the weapon used to fire them, plus an additional 1d4 fire damage on impact. Unattended objects that are even sort of flammable will be automatically set on fire. Creatures struck by the arrow must make a DC 13 Dexterity saving throw or also be set on fire.

Fragmentation Grenade: These hollow metal spheres are filled with gunpowder and shot and fixed with a hole for a fuse. They are extremely dangerous to everyone present on the battlefield. Anyone inside the blast radius must make a DC 15 dexterity throw or take the weapon's given damage. On a successful saving throw they will only take half damage from the effect.

Incendiary Grenade: Made of heavily waxed and alchemically reinforced canvas, these grenades contain a highly volatile mixture that explodes in a roaring cloud of flame when the fuse burns down. Special: Anyone inside the blast radius of this grenade must make a DC 15 saving throw or take the weapon's damage and be set on fire. Anyone who succeeds the save takes half damage and is not set ablaze.

Thunderclap Grenade: A ceramic orb filled with an unusual alchemical compound and topped with a fuse, this grenade produces a tremendous amount of concussive force when detonated. Anyone in the blast radius must make a DC 15 Constitution Saving Throw or be Stunned until the end of their next turn.

Hand Mortar: A scaled-down mortar meant to be carried and fired by an individual soldier, the Hand Mortar is a useful if not innately hazardous tool. Functionally, it supplies its range to hand grenades, and inflicts the damage and effects of water grenade it fires. Special: If a natural 1 is rolled on the attack roll, the grenade immediately detonates when fired. The wielder of the Hand Mortar automatically fails their saving throw against the effects of the grenade.

Heavy Crossbow: The favored weapon of elite mercenaries, well-funded city guards, assassins, and members of the Broken Rune, the heavy crossbow delivers reliable, devastating results at great distances.

Longbow: These stout, heavy bows wielded by well practiced archers are one of the undisputed kings of the battlefields. They offer a faster rate of fire and greater maximum range than either crossbows or black powder, and many city states ensure that at least some of their citizens engage in regular practice with them. Special: These weapons are powerful but unwieldy. They cannot be used from horseback, or fired from anything more than half cover.

Recurve Bow: Laminated, powerful bows from the northeastern steppes, these weapons are ideal for use by both infantry and cavalry.

Rocket Javelin: One of the worst ideas still in regular military use, the Rocket Javelin employs a specialized powder charge to add some heft, range, and collateral damage to a normal javelin. Wielders light the fuse with a bonus action and hope for the best before hurling the projectile. Special: If the javelin flies for more than 30 feet before hitting a target, it deals an extra 1d4 points of damage and gains the AP quality.

Swivel Gun: This is just a miniature cannon on a pintle. They are common on fortresses, ships, and even on the caravan wagons of particularly paranoid merchants.

Wall Gun: Essentially a gigantic musket, Wall Guns are designed to be fired from crenellations or holes in a fortress wall. Attempting to fire one without having it properly braced and secured will likely result in gaining a brief but very painful flight speed.

Tags
AP: This weapon is particularly adept at bypassing or punching through armor. Attacks made against an armored opponent (or an opponent with natural armor) are made with a +1 bonus.

Finesse: These melee weapons can be used with either your dexterity or your strength bonus in combat.

Heavy: These weapons are large and bulky enough that they inflict disadvantage on Small characters attempting to use them.

Light: These weapons are sufficiently light and compact enough to be used as an off-hand weapon.

Light Artillery: This weapon is mean to be crewed and operated by two people. Two characters acting in unison can get the weapon reloaded in a single full turn without movement. In order to be fired, one character must spend their action aiming the weapon, and the other can fire it with a readied action when prompted.

Muzzle Loading: These weapons use black powder and have to be manually reloaded after every shot. Someone proficient with the weapon can reload it by spending their action and taking no movement during their turn. The weapons will not fire in the rain or when sufficiently saturated with water. These weapons are wholly incapable of firing more than once per turn.

Reach: The weapon can attack targets up to 10 feet away, and your character is considered to be threatening any space within the reach of that weapon.

Tripping: These weapons grant advantage to the wielder whenever they attempt to trip or dismount another character.

Two Handed: This weapon requires two hands to wield effectively.

Versatile: This weapon can be wielded in one hand or two. If wielded in two hands, it uses the higher die listed next to the Versatile tag in the weapon stats for damage.