Mundane Adventuring Gear There's a dearth of useful items for low-level adventurers to purchase. After getting their (free) starting gear, there's very little worth buying until the party saves enough to afford magic items, at which point there's suddenly an abundance of options. Now magic items are fun, but they shouldn't be the only interesting options. The following lists aim to provide some mildly useful items and upgrades for non-rich characters to peruse. They're not as powerful as magic items, but for a fraction of the cost they're the common man's best friend. Especially useful for low-level parties or low-magic settings. Item Cost Weight Effect Chef's Utensils (Good Quality) 4gp 6 lb When a creature proficient with Chef's Utensils uses these to prepare a meal during a long rest, everyone who partakes gains 1 temp hp at the end of the rest. Furnace Quiver 15gp 1 lb Projectiles drawn from this quiver have their damage type changed to fire for 1 minute. Holds up to 10 arrows or bolts, and can be refilled during a short or long rest. Glacial Quiver 15gp 1 lb Projectiles drawn from this quiver have their damage type changed to cold for 1 minute. Holds up to 10 arrows or bolts, and can be refilled during a short or long rest. Hip Flask 5sp 1/2 lb Whenever you make a Wisdom saving throw against a fear-induced effect, you can use your reaction to take a swig, gaining +1 to the roll. Invisible Chalk 1gp -- This chalk leaves markings which are only visible under the light produced by a special, purple-flamed candle (3gp). Magic which produces light can duplicate the candle's effect. Specially treated dark lenses (15gp) also allow a creature to perceive the markings. Lucky Charm -- -- An unremarkable item such as an old horseshoe, religious pendant, or striped socks. While you have it with you, you can make a single reroll per long rest as per the Lucky feat. Doesn't work for anyone else, unless you specifically and irrevocably gift it to them. Item Cost Weight Effect Soap 2cp -- After bathing using soap, you have advantage on Constitution saves against disease for the next 24 hours. Consumables Item Cost Weight Effect Death's Door 4gp 1/2 lb A concoction which brings the body's vital functions to a standstill. When administered to a dying creature, the target gains 2d10 temp hp and stops making death saving throws for 12 hours. Any damage which isn't absorbed by the temp hp inflicts death saving throw failures as normal. Medicine 6gp -- After consuming this, on a d20 roll of 6+ the symptoms of one disease you are afflicted with are suppressed for 24 hours. After taking 10 doses 10 days in a row, the disease is cured. On-Yer-Feet 1gp 1/2 lb A vile, burning concoction which, when administered to a dying creature, restores 1 hp and grants 1d4 temp hp. If the target has a reaction remaining, it uses it to stand up. A creature can only benefit from this brew once per long rest. Salve 1gp -- After spending a minute applying it to the skin, the target gains 10 temp hp. These hit points only reduce damage of a specific type, based on the type of salve: fire, cold, lightning, poison, or necrotic. Wears off after 4 hours. Sneezing Powder 2sp -- As an action you can throw the powder into the faces of up to three adjacent creatures within 10' of you. They make a Dexterity save vs DC 8 + your Sleight of Hand score. Any creature which fails is blinded for 1 round. A creature won't fall for the same trick twice - if targeted again within 24 hours, it has advantage on its save. Trauma Bandages 15gp 3 lb A creature which spends a long rest wearing these herb-infused bandages regains an additional 1d4 hit points, or 1d8 if they started the rest with less than half hp. Contains 10 charges. Troll Musk 2gp 1/2 lb Coating yourself in this foul smelling fluid deters animals and insects (and people). Whenever the GM rolls to determine if you encounter dangerous wildlife, roll twice and take the better result. 1

Weapon Upgrades While any blacksmith worth his salt can forge a sword or a spear, the ability to customize or improve upon these designs is less common. As a rule of thumb, if the players can afford the weapon several times over, then they probably have the contacts and influence needed to simply order a custom weapon. Otherwise, an upgrade's availability is left to fate (and the GM). Of course, sufficiently motivated adventurers may take matters into their own hands, finding the necessary designs, materials, or craftsmen themselves. Doing so could be an adventure in its own right. Quality Not all weapons are created equal. Maybe due to poor craftsmanship, inferior materials, or years of hard use, some are simply better than others. All weapons have a Quality associated with them. The GM decides the quality of any weapons you find. Quality Cost Effect Poor -50% -1 to attack rolls. Standard -- -- Masterwork +75gp This weapon must be custom made for use by a particular person. That person, and only that person, gains a +1 bonus to attack rolls when using this weapon. Materials Most weapons are made of common materials - wood, iron, leather, steel. However, unusual materials can be advantageous, if pricier. The listed cost applies for modifying one weapon or ten pieces of ammunition to use the material. Note that ranged weapons made of special materials don't impart their properties to ammunition they fire, and that weapons and ammunition can only be made of one type of material. Material Cost Effect Adamantine +200gp +2 to damage, and the weapon becomes nigh-indestructible. Cold Iron +10gp Counts as magical for the purpose of bypassing non-magical weapon resistance against Fey creatures. Mithril +200gp +1 to attack rolls, and the weapon's weight is halved, Sanctified Steel +10gp Made from reforged religious icons, this weapon deals radiant damage when striking undead creatures. Silver +100gp Counts as magical for the purpose of bypassing non-magical weapon resistance. Alterations Weapons can be modified to improve on certain aspects or to incorporate new elements. Upgrades listed in this section are mutually exclusive, as they require fundamental changes to the weapon's design. Alteration Cost Effect Aerodynamic +2gp Thrown weapons only. -1 to melee attack rolls, but its Thrown range is increased by 5'. Blazing +60gp Melee weapons only. As a free action you can set the weapon on fire, converting any damage it deals to fire damage. This effect lasts for 10 rounds. During this time, it also functions as a torch, providing illumination and can be used to set things on fire. You can't use this feature again until you take a short or long rest, during which time you must empty an oil flask to refuel the weapon's internal reservoir. Concealed +5gp Light weapons only. -1 to damage, but you gain a +4 bonus to checks to coneal the weapon. Collapsible +20gp -1 to attack rolls, but can be disassembled into smaller, much less conspicuous components. Takes 1 minute to assemble/disassemble. Cruel +5gp When you reduce an enemy to 0 hit points using this weapon, you can make a free Intimidation check against all nearby enemies. Enemies can only be subject to this check once every 24 hours. Iconspicuous +20gp One handed weapons only. -1 to hit, but while stowed the weapon is indistinguishable from a harmless everyday object, such as a walking cane (rapier), hairpin (dagger), or belt (whip). Increased Draw Weight +10gp Bows only. The weapon adds your Strength modifier instead of your Dexterity modifier to damage rolls. Creatures with a Strenght score of less than 14 have disadvantage using this weapon. Sturdy +2gp The weapon's weight is increased by 50% and its hitpoints are doubled. Trick +20gp The weapon has some hidden trick to it: a spring-loaded blade, an alchemical flashbomb, etc. The modification inflicts -1 to attack rolls, but when you make a melee attack with this weapon you can declare you're using the weapon's trick, granting yourself advantage on the attack roll. This has no effect if the target is familiar with your weapon's trick. You can't use this feature again until you reset it during a long or short rest. 2

Miscellanious Any combination fo the following upgrades can be applied, regardless of the weapon's quality, material, or alteration. Upgrade Cost Effect Quick Draw +3gp Modifies the scabbard, holster, or container to be easier to access, allowing you to draw the weapon faster than your foes expect. While your weapon is stowed, you gain a +1 bonus to initiative rolls. Unfortunately, pickpockets also gain advantage on rolls to steal the stowed weapon. Scope +10gp Crossbows only. Firing at targets in short range imposes disadvantage, while firing at targets at long range does not. Can be un/attached during a short or long rest. Strap +5sp One handed weapons only. You can attach or unattach this weapon to your arm as a bonus action. While attached, whenever you drop the weapon or are disarmed, the weapon always stays within reach, even if you move. Weather Proofing +3gp The weapon becomes all but immune to the effects of weathering, rust, and grime. Additionally it gains resistance to Acid and Cold damage. Armour Upgrades Armour requires an ever higher degree of skill to produce than weapons. Consequently, finding some of these upgrades can be quite the challenge. Unless otherwise noted, none of the following upgrades apply to shields. Quality Like weapons, all armour has a certain level of Quality. Quality Cost Effect Poor -50% The armour is clumsy and awkward to maneuver in, redcuing the wearer's speed by 5. Standard -- -- Masterwork +750gp Whenever a critical hit strikes the wearer, roll a d20. On a 10+, it becomes a normal hit. Materials Armour is typically made of a combination of metal and leather, but some alternative materials exist. A single suit of armour can only be made of one kind of special material. Material Cost Effect Adamantine +1,500gp Medium and heavy armour only. The armour is nigh-indestructible. When a non-magical weapon rolls a 3 or less to strike the wearer, the weapon breaks. Dragonhide +500gp Choose a damage type: Acid, Cold, Fire, Lightning, Necrotic, or Poison. The wearer gains resistance to that damage type. Dwarven Plate +100gp Heavy armour only. Whenever an effect would move the wearer, the wearer can choose to reduce the distance they are moved by 5. Elven Weave +70gp Light armour only. Can be donned or doffed as a full round action. Gnomish Clockwork +400gp Somehow those Gnomish tinkerers managed to build a suit of armour that can support two Alterations (see below). Human Alloy +20% Reduces medium armour weight by 5 lb, heavy armour by 10 lb, or shield weight by 2 lb. Not compatible with Hide armour. Mithril +1,500gp Reduces weight by half, removes all Strength requirements, and the armour counts as one category lighter for the purpose of proficiencies and donning/doffing (heavy armour counts as medium, medium counts as light, and light counts as clothing). Appearances The appearance of your armour can help or hinder you, depending on the situation. Armour can only have one kind of appearance. Appearance Cost Effect Camouflage +5gp +1 to Stealth checks to hide. Fanciful +10gp +1 to Persuasion when dealing with commoners. Feral +5gp +1 to Intimidation against beasts. Menacing +10gp +1 to Intimidation against people. Officer's +20gp +1 to Persuasion when dealing with military groups. Ornate +100gp +1 to Persuasion when dealing with nobility. Pious +20gp +1 to Persuasion when dealing with religious groups or individuals. 3