# EQUIPMENT
###### tags: `DEADLY MARCHES`
## ADVENTURING GEAR
Basic poison does not require a Constitution saving throw, instead dealing the damage automatically. If the entire dose of the poison is imbibed (via a poisoned meal or drink), the creature must make a DC 10 Constitution saving throw or take 4d4 poison damage, or half as much on a successful save.
A creature restrained by manacles cannot perform somatic components for spells.
Nets are now in this section, with the following description: “As an action, you can throw a net at a Large or smaller creature within 10 feet of you. The target must make a DC 12 Dexterity saving throw or be restrained. A creature can use its action to free itself or a creature within its reach from the net by succeeding on a DC 10 Strength check. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.”
The Container Capacity table shows that saddlebags can hold up to 6 cubic feet in volume, or 50 pounds in weight.
## SERVICES
Skilled hirelings cost at least 2 gp for each day of work. A skilled hireling has one or more skill or tool proficiencies, weapon proficiencies, may speak other languages, and may even cast spells. A skilled hirelings’ proficiency bonus is usually +2. Generally, skilled hirelings prefer to be paid as much up-front as possible. Examples of skilled hirelings are listed below.
• Artisan. An artisan is usually a commoner with at least 12 (+1) Intelligence and proficiency with one or more set of artisan’s tools. An artisan will craft mundane items appropriate to their tool proficiencies for you, charging 2 gp per day plus the cost of materials. A renowned artisan, such as a well-off painter or sculptor, may instead charge 5 gp per day plus the cost of materials. The DM decides how long it takes an artisan to craft an item, usually taking 1 day of work for every 10 gp the item is worth.
• Healer. A healer is a commoner, acolyte, or priest proficient with herbalism kits. A healer charges 2 gp per day to take care of you or someone else, tending to the wounds, poisons, and diseases afflicting the patient. They may also accompany you on your adventures as a sort of field medic, charging 4 gp per day (even if you do not use their services that day). After finishing a rest during which a healer tended to you, you can maximize the roll of any Hit Dice you expend to heal. An acolyte or priest healer will also use their spells and abilities to restore your hit points or cure you of poisons and diseases, if possible.
• Mercenary (Basic). A bandit, guard, or scout. A mercenary will fight by your side, to a point. If you or your allies (including other mercenaries) fall, any basic-level mercenaries working for you are subject to the effects of morale (detailed in chapter 9 of the Dungeon Master’s Guide) and may flee. Mercenaries have no special loyalty to you past their own coin, though working with you for a time may change the hearts of some. If a basic mercenary in your hire often falls unconscious or sees horrific sights, they may choose to leave your employment for greener pastures.
• Mercenary (Veteran). An archer (from Volo’s Guide to Monsters), knight, or veteran. A veteran mercenary charges 10 gp per day, or 2 gp per day alongside an equal share of any loot you may gain. Veterans are not subject to morale as long as you treat them with respect, as cowards do not make it long in the mercenary business.
• Sage. A sage is a commoner or noble with at least 16 (+3) Intelligence and proficient with one or more of the following skills: Arcana, History, Nature, or Religion. Sages are scholars that surround themselves with books and fill their minds with boundless knowledge. A sage will perform research for you at the cost of 5 gp per day, pouring over books and contacting their peers. After 5 days of research, the sage will produce 1d4 - 1 pieces of lore, each equivalent to one true statement about whatever the sage is researching for you. The DM ultimately decides what a sage’s research reveals to you.
• Scribe. A scribe is a commoner proficient with calligrapher’s supplies and forgery kits. For 2 gp per day, a scribe will copy text or dictation down, though you must provide them with paper or parchment. A scribe may also be willing to forge documents, charging 10 gp per day, providing they are of a criminal leaning.
Untrained hirelings cost 2 sp for each day of work. They perform tasks that require little specialized training, usually menial labor. Most are commoners, though some have a minor number of skill proficiencies (with a proficiency bonus of +2) or have 1 or 2 ability scores of 12. Examples of untrained hirelings are listed below.
• Laborer. A commoner with 12 (+1) Strength and Constitution and sometimes proficient with the Athletics skill. A laborer will work for up to 8 hours per day (or up to 12 if paid 1 gp for the day), performing menial labor such as hauling goods and materials, cleaning out stables, or building structures with the guidance of a skilled foreman.
• Maid. A commoner with 12 (+1) Wisdom and Charisma, and sometimes proficient with cook’s utensils. A maid performs basic household tasks: cleaning, laundry, light cooking, and so on. A maid will restock their place of employment with food and amenities if you leave them with the extra budget to do so, so long as a grocer is nearby.
• Porter. A commoner with 12 (+1) Strength and, sometimes, as 12 (+1) Charisma. A porter will haul baggage and goods for you. Porters are usually hired for specific events to greet guests, take their coats, and make sure their belongings are safely stored away. A porter may also be hired to greet a newly- arrived ship or caravan to help unload its stocks and greet the new arrivals.
SPELLCASTING SERVICES
The Spellcasting Services table gives the cost of having a learned spellcaster cast a spell of a given level for you. These can be sometimes purchased with gold, but many spellcasters will instead request a favor of about the same value.
Spells of 3rd level and higher are usually quite rare, and spells of 5th level and higher are never available for purchase. If a spell requires an expensive material component, a spellcaster usually charges for 10% of the component’s value. If the component is consumed or must be made especially for that casting of the spell, a spellcaster will often charge twice the value of the component.
SPELLCASTING SERVICES Spell Level Cost
Cantrip 5 gp
1st 10 gp
2nd 40 gp
3rd 90 gp
4th 160 gp
5th 250 gp
The following section provides new armor, weapon, and equipment types. Prices, weights, and other information are also listed on the Additional Shields, Additional Weapons, and Additional Adventuring Gear tables.
ARMOR AND SHIELDS
These new armor additions and shield types allow defensive characters a few more options.
ADDITIONAL ARMOR AND SHIELDS
Name Cost Weight Properties
Armor +150 gp — Special
spikes
Shields
Buckler 8 gp 2 lb. AC +1, special
Spiked 15 gp 5 lb. AC +1, special
shield
Targe 12 gp 3 lb. AC +1, special
Tower shield 50 gp 45 lb. AC +3, special
Armor spikes. Armor spikes can be added to a set of medium or heavy armor for 150 gp, representing the price of the spikes and the expertise needed to add them to a set of armor.
While wearing armor with spikes, wrestling with you is a dangerous proposition. If you use the Attack action to grapple a creature within 5 feet of you and successfully do so, the creature takes 1d4 piercing damage. Each time the creature attempts to escape this grapple, it takes 1d4 piercing damage. If the suit of armor is magical, the damage dealt by the spikes is also considered magical.
Buckler. While wielding a buckler, your Armor Class increases by 1. When you are wearing a buckler and are targeted by a melee weapon attack by a creature you can see, you can use your reaction to parry the blow, further increasing your AC by 2 against that attack. You can don or doff a buckler as though interacting with an object instead of as an action. Creatures that are proficient with light armor are proficient with bucklers.
Spiked shield. While wielding a spiked shield, your Armor Class increases by 1. A spiked shield serves as a martial melee weapon that deals 1d4 piercing damage. When you take the Attack action and wielding a spiked shield, you can attack with it as a bonus action. Creatures that are proficient with regular shields are proficient with spiked shields, both as a shield and a weapon.
Targe. This shield is wielded in a way that leaves one's hand open. While wearing a targe, your Armor Class increases by 1. You can use the hand you wield the targe in to manipulate objects, shove, grapple, or perform somatic spell components.
Creatures that are proficient with regular shields are proficient with targes.
Tower shield. While wielding a tower shield, your Armor Class increases by 3, but your speed decreases by 5 feet and you have disadvantage on Dexterity checks and saving throws. You provide three-quarters cover, instead of half cover, to other creatures. You can use your action to set the shield like a wall, reducing your speed to 0 and giving yourself total cover against ranged attacks until the start of your next turn. Creatures that are proficient with heavy armor are proficient with tower shields.
WEAPONS
This section describes new weapons and weapon properties.
WEAPON PROPERTIES
The following weapon property can be found among several entries in the Additional Weapons table.
Double. A double weapon has two ends with which you can attack. When you take the Attack action and attack with the weapon, you can engage in two-weapon fighting with it, treating both ends as separate light weapons. Your attack with two-weapon fighting uses the specified damage die.
SPECIAL WEAPONS
New weapons with special properties are described here.
Boomerang. When you throw this weapon and miss, it returns to your hand. Creatures that are proficient with javelins are also proficient with boomerangs.
Composite bow. These bows use a complex design with a high draw weight. You add your Strength modifier alongside your Dexterity modifier to damage rolls for composite bows.
Garrote. When you attack with this weapon and hit, you immediately grapple the target if it is Large or smaller and is not formless. This grapple ends early if you let go of either end of the garrote. While grappled in this way, the creature is gagged, cannot breathe, and melee attacks against it are made with advantage. Rogues are proficient with garrotes.
Kusarigama. This double weapon has very different ends, attached by a chain: a sickle, dealing slashing damage; and a weight, dealing bludgeoning damage with the reach property. You choose which end to attack with when you attack with the kusarigama. Monks are proficient with the kusarigama and can treat it as a monk weapon.
Parrying dagger. When you wield this weapon and are targeted by a melee weapon attack, you can use your reaction to increase your AC by 2 against that attack. Rogues are proficient with parrying daggers.
Repeating crossbows. These crossbows are fitted with cartridges that can hold up to six crossbow bolts. A repeating crossbow automatically reloads after firing until it runs out of ammunition. You can reload the cartridge as an action.
ADVENTURING GEAR
This section describes the special properties of this document's new adventuring gear.
ADDITIONAL ADVENTURING GEAR
Name Cost Weight
Adventuring Gear
Bola 2 gp —
Smoke Pellet 15 gp —
Smokestick 25 gp 1/2 lb.
Tanglefoot bag 50 gp 4 lb.
Thunderstone 30 gp 1 lb.
Tindertwig 15 gp —
Ammunition
Arrow, Barbed i gp —
Arrow, Smoldering 2 gp —
Arrow, Smoking 3 gp —
Arrow, Splintering 2 gp —
Arrow, Barbed. This piece of ammunition causes bleeding wounds. A creature hit with a barbed arrow or bolt takes 1 point of piercing damage at the beginning of its turn until it uses its action to pull the arrow free. Once pulled free of the wound, the ammunition is destroyed.
Arrow, Smoldering. This piece of ammunition has a hollow point containing alchemist's fire and a simple ignition mechanism. A creature you hit with a smoldering
ADDITIONAL WEAPONS
Name Cost Damage Weight Properties
Simple melee weapons
Cestus 2 gp 1d4 bludgeoning 1 lb. Light
Simple ranged weapons
Composite shortbow 45 gp 1d4 piercing 3 lb. Ammunition (range 80/320), special, two¬handed
Repeating crossbow, light 35 gp 1d8 piercing 6 lb. Ammunition (range 40/160), special, two¬handed
Martial melee weapons
Dire flail 25 gp 1d8 bludgeoning 10 lb. Double (1d6), two-handed
Double axe 30 gp 1d8 slashing 10 lb. Double (1d6), two-handed
Garrote 5 gp — 1 lb. Finesse, special, two-handed
Katana 35 gp 1d10 slashing 3 lb. Finesse, two-handed
Kusarigama 20 gp 1d4 bludgeoning or slashing 8 lb. Double (1d4), finesse, special, two-handed
Parrying dagger 5 gp 1d4 piercing 1 lb. Finesse, light, special
Scythe 12 gp 1d10 slashing 10 lb. Heavy, reach, two-handed
Spiked chain 15 gp 1d8 piercing 10 lb. Finesse, reach, two-handed
Two-bladed sword 30 gp 1d8 slashing 10 lb. Double (1d6), two-handed
urgrosh 25 gp 1d10 piercing or slashing 12 lb. Double (1d4), two-handed
Martial ranged weapons
Boomerang 5 sp 1d4 bludgeoning 1 lb. Finesse, light, special, thrown (range 20/60)
Composite longbow 70 gp 1d6 piercing 3 lb. Ammunition (range 150/600), heavy, special, two-handed
Repeating crossbow, heavy 75 gp 1d10 piercing 20 lb. Ammunition (50/200), heavy, special, two¬handed
arrow or bolt takes 1d4 fire damage at the beginning of its next turn. Once ignited, the ammunition is destroyed.
Arrow, Smoking. This piece of ammunition lets out a blast of smoke on contact. A 5-foot radius sphere centered on the creature or point you hit is heavily obscured until the end of your next turn. Once ignited, the ammunition is destroyed.
Arrow, Splintering. When you hit a creature with a splintering arrow or bolt, it explodes into wooden or bone shards. Each creature within 5 feet of the target must make a DC 12 Dexterity saving throw or take 1d4 piercing damage. Once it explodes, the ammunition is destroyed.
Bola. As an action, you can whip a bola at a Large or smaller creature within 30 feet of you. The target must make a DC 10 Dexterity saving throw or be restrained by the bola. A creature can end this condition by breaking free of the bola, either by making a DC 10 Strength check as an action or by dealing 5 slashing damage to the bola (AC 11). In either case, the bola is destroyed.
Smoke pellet. As an action or bonus action, you can throw a smoke pellet at a point within 10 feet of you. The smoke pellet then detonates and is destroyed, 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 continually fills the area within 5 feet of it with thick, black smoke. An area filled with the smoke is heavily obscured. Smoke not within 5 feet of the smokestick disappears after 1 round, but the smokestick continues to burn for 1 minute, allowing it to be thrown or moved around with to form larger areas of smoke.
Tanglefoot bag. As an action, you can throw this bag of alchemic goo at a creature within 30 feet of you. Make a ranged attack against a creature, treating the bag as an improvised weapon. On a hit, the creature is restrained for 1 minute if it is Large or smaller. Hit or miss, the tanglefoot bag is then destroyed. A creature restrained by the goo can free itself by using its action to make a DC 13 Strength check or by dealing 10 points of slashing damage to the goo. The goo has an AC of 13. In either case, the effect ends early.
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 and is destroyed. Creatures within 10 feet of the stone must make a DC 11 Constitution saving throw or be deafened for 1 hour. If a creature deafened in this way casts a spell with verbal components, it must make a DC 11 Charisma saving throw or fail to cast the spell.
Tindertwig. You can strike the end of this small, wooden stick on a flammable object, requiring no action. The object immediately ignites and the tindertwig is destroyed.