The Mundane Armory Expanded intends to provide a variety of extra and alternate options for mundane equipment, as well as adjustments for existing ones, all with the goal of retaining the accessibility of D&D 5e. Statistics will be detailed throughout, including new adventuring gear and rebalanced armor and weaponry. The ultimate goal of the Mundane Armory Expanded is to provide options that give equipment identity. Many weapons in base 5e were identical to one another. The goal of this expansion is to provide alternatives to that lack of variety, and to also provide solutions to problems similar to it. As a Dungeon Master, you may allow your players to use some or all of these rules to add more variety to their characters’ equipment. Anything not addressed in terms of modifications and expansions is the same as stated in the core 5e books.

Adventuring Gear

New adventuring gear has special rules, as explained here:

Atlatl. While the atlatl is not a weapon in its own right, it is used to throw spears and javelins long distances. Javelins and spears thrown with an atatl have their normal and long ranges doubled. You must use both hands to load and use an atatl properly.

Blade Oil. These fine oils are made by skilled alchemists. Some are said to be made from the spit of dragons, others from the blood of angels. A given flask of blade oil is associated with one damage type, based on the materials used. You can apply blade oil to a melee weapon or 6 pieces of ammunition as an action.

Every attack made with that weapon or ammunition before the oil dries deals an extra 1d4 damage of that specific oil’s damage type.

The oil dries after 1 minute.

Tanglefoot Bag. A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. As an action, you can throw this sack up to 20 feet, causing it to come apart and goo to burst out, entangling the target. Make a ranged attack against a creature or object, treating the Tanglefoot Bag as an improvised weapon. On a hit, the bag bursts and coats the target with its contents. The target is restrained for a minute. A restrained creature can use its action to attempt a DC 10 Strength check to break free, ending the effect.

Heatstone. Heatstones are pieces of volcanic glass formed naturally in deserts that have the ability to keep an area pleasantly warm even in otherwise frigid conditions.

Though these stones are often traded away to colder regions or used to keep tents comfortable during the desert nights, magicians and scientists both routinely find new ways to put heatstones to use.

Some heatstones are alchemically treated to produce heat that lasts indefinitely or to be used in permanent items. However, common heatstones found in the wilds can be made to function as described below with only a simple alchemical treatment and can be bought at the listed price.

Alchemically treated to enhance their natural heat-generating properties, these round or ovoid stones of volcanic glass provide enough heat to keep chambers warm in the coldest winter. One heatstone keeps a 20-foot-square area comfortably warm even in severe cold (between 32° F and 0° F).

A single heatstone is activated by striking it against any hard surface, after which point it continues to provide heat for 24 hours. Following the 24 hours that the heatstone provides heat, it is destroyed. An active heatstone does not give off enough heat to cook food or cause damage.

Smoke Pellet. As an action or bonus action, you can throw a smoke pellet at a point within 10 feet or you. The smoke pellet then detonates, creating a 10-foot cube filled with smoke. This area is heavily obscured until the end of your next turn.

Smokestick. As an action, you can ignite a smokestick using a torch, tinderbox, or other source of fire or intense heat. Once ignited, the smokestick is consumed and a 10-foot cube around it is filled with smoke for one minute. This area is heavily obscured. A moderate or strong wind disperses the smoke in one round.

Thunderstone. As an action, you can throw a thunderstone up to 30 feet. When it strikes a hard surface or is struck hard, it creates a deafening bang. Creatures within 10 feet of the stone must make a DC 11 Constitution saving throw or be deafened for 10 minutes. If a creature deafened in this way casts a spell with verbal components, it must make a DC 11 saving throw with their spellcasting ability, or fail to cast the spell.

Sunrod. A sunrod burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. Sunrods can illuminate underwater, as they are not open flames.

Tindertwig. You can strike the end of this small, wooden stick on a flammable object. The object immediately ignites when struck.