Equipment List
Equipment List
This page lists equipment from various books. It does not include magic items.
Adventurer's Guide
Armor & Weapons
Materials & Customizing
Adventuring Gear
- Medicinals
- Spellcasting Foci
- Common Poisons
- Survival Gear
- Miscellaneous Adventuring Gear
- Equipment Packs
- Tools
- Mounts
- Vehicles
- Trade Goods
- Containers
- Lifestyle Expenses
Dungeon Delver's Guide
- Dungeon Delver Equipment
- Aboleth Equipment
- Grimlock Equipment
- Deep Dwarf Equipment
- Ratling Equipment
- Tinker Gnome Equipment
- Shadow Elf Equipment
- Dungeon Mounts
- Dungeon Vehicles
Mythological Figures
Adventures in ZEITGEIST
To Save A Kingdon
Gate Pass Gazette
Dungeon Delver's Magic Items
Dungeon Delver's Magic Items
The following magic items have long lain hidden in subterranean vaults or monster lairs. Many of these items allow adventurers to better traverse or survive jaunts in underground locations; others appear in the dungeon adventures in Dungeon Delver's Guide.
Easter Bunny
Easter Bunny
Oaken Fist
Oaken Fist
Brawler || Bruiser || Durala Carao || Exalted Athlete ||
Oaken Fist || Quickstepper || Tranquil Master ||
Warrior Monk
Some of the strongest, most unyielding things in the natural world are plants. Mighty trees, tenacious thorn bushes, and lichen that can grow anywhere are all compelling examples of incredible resilience. It is therefore unsurprising that some might take the endurance of plants as inspiration, and from these admirers of the natural world, Oaken Fists arise.
Tertiary Spellcasting
At 3rd level, you tap into the magical power of nature to enhance your martial training. Your casting ability score is Wisdom and you can select cantrips and spells from the nature and unarmed schools. See the Tertiary Spellcasting rules for when you would acquire new spells and spell slots, as well as the rules for swapping out spells.
Wilderness Home
Also at 3rd level, you have developed the skills to survive in the wilderness. You gain proficiency with the Nature and Survival skills. If you are already proficient, you gain an expertise die . You also gain proficiency with the herbalism kit.
You also gain the plant type, in addition to other types you have.
Plant Physiology
At 6th level, your blood becomes thick and sap-like. If you would suffer ongoing damage, you may instead spend 1 point of exertion to not suffer the ongoing damage for a number of rounds equal to your Wisdom modifier. These rounds count towards the effect’s duration.
In addition, if you are in natural surroundings with direct contact with fertile soil (such as walking across it barefoot) and sunlight, you do not require Supply , instead drawing your nutrients from the soil. This latter feature does not work in barren areas such as deserts and tundra.
Wooden Fists
Also at 6th level, you can use the residual energy of your magical connection to the natural world to bolster your strikes. As long as you have unused spell slots, you can spend 1 exertion to allow your unarmed strikes to deal additional bludgeoning damage equal to your proficiency bonus for the next minute.
Deep Roots
At 11th level, you gain the ability to literally take root. As an action, you extend roots from your lower extremities into the ground beneath you, locking you in place. For the duration, you automatically succeed against any effects that would move you or knock you prone and creatures trying to escape your grapple suffer disadvantage on their saves, but your movement speed is reduced to 0 and you have disadvantage on Dexterity saving throws . While you are rooted, you gain access to the following options:
- You can concentrate for 1 minute in order to expend one Hit Die as though you were taking a short rest .
- As a reaction to grappling or being grappled, you can sprout vicious thorns that deal 1d4 points of piercing damage to any creatures you are grappling or being grappled by. Once the thorns have been produced, they last until you retract them (no action required) or you end your rooted state.
You may revert to your normal form as an action. You automatically revert if you fall unconscious , drop to 0 hit points, or die. Once you have used this ability a number of times equal to your Wisdom modifier (minimum 1), you can’t do so again until you finish a long rest.
Mighty Boughs
At 17th level, your form becomes even more plant-like. While you use your Take Root ability, you are under a continual barkskin effect for the feature’s duration, and your reach with melee weapon attacks increases by 10 feet.
Choking Pollen
Also at 17th level, you can expend a spell slot to release a miasma of pollen around yourself. The range is a number of feet equal to 10 + (5 × the spell slot level). Non-plant creatures caught in the cloud must make a Constitution save against your spell save DC or be poisoned for one minute. The cloud lasts for 10 minutes or until dispersed by a strong wind.
Tertiary Spellcasting
Tertiary Spellcasting
Tertiary spellcasters are universally members of a class that does not ordinarily feature spellcasting . They share a few common features and a standardized spellcasting progression, detailed below.
Level |
Cantrips Known |
Spells Known |
1st |
2nd |
3rd |
4th |
3rd | 2 | 3 | 2 | - | - | - |
4th | 2 | 4 | 3 | - | - | - |
5th | 2 | 4 | 3 | - | - | - |
6th | 2 | 4 | 3 | - | - | - |
7th | 2 | 5 | 4 | 2 | - | - |
8th | 2 | 6 | 4 | 2 | - | - |
9th | 2 | 6 | 4 | 2 | - | - |
10th | 3 | 7 | 4 | 3 | - | - |
11th | 3 | 8 | 4 | 3 | - | - |
12th | 3 | 8 | 4 | 3 | - | - |
13th | 3 | 9 | 4 | 3 | 2 | - |
14th | 3 | 10 | 4 | 3 | 2 | - |
15th | 3 | 10 | 4 | 3 | 2 | - |
16th | 3 | 11 | 4 | 3 | 3 | - |
17th | 3 | 11 | 4 | 3 | 3 | - |
18th | 3 | 11 | 4 | 3 | 3 | - |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 3 | 3 | 3 | 1 |
Cantrips
At 3rd level, you know two cantrips of your choice drawn from the schools granted by your archetype. You learn an additional cantrip at 10th level.
Spell Slots
The Tertiary Spellcasting table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest .
Spells Known of 1st-Level and Higher
You know three 1st-level spells of your choice from the school granted by your archetype. The Spells Known column of the Tertiary Spellcasting table shows when you learn more spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the spells you know from this feature and replace it with another qualifying spell of a level for which you have spell slots. Some tertiary spellcasters may acquire their spells in the manner of a wizard , learning them from scrolls instead of on a set progression, or by some other means. In these cases, disregard the Spells Known column and see the archetype description for details.
Spellcasting Ability
Your spellcasting ability for your spells is indicated by your archetype. In most cases, this will be a set ability score, but some archetypes may allow you to choose. In addition, you use your spellcasting ability score modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your spellcasting ability score modifier
Spell attack modifier = your proficiency bonus + your spellcasting ability score modifier
Multiclassing
If you choose another class or archetype that uses Tertiary Spellcasting, add the levels of both classes together to determine your total number of spells known and how many spell slots you have. You can pick your cantrips and spells from any school you have access to. These spells are prepared separately from any you gain from a class or archetype that does not have Tertiary Spellcasting.
Kanos Spawn
Kanos Spawn
Mykand
Mykand
Spiderfolk
Spiderfolk
This pilgrimage happened long before the betrayal of the Shadowspinners and even before the conflict with the Gholluscs, and so these First Spawn traveled initially without opposition. It was during this time that they discovered the Ethereal Plane, and with it the Waking. As time passed, mortal life began to appear, and as ages came and went, these metaphysical webs started to entangle with their desires, fears, and hopes. For the first time, the threads of destiny began to tangle.
The First Spawn tasked with maintaining this uncertain area crept through the Ethereal Plane to watch and wonder. These mortals could change their fates and forge their own destinies in a way the Fate Spinner’s children couldn’t even fathom. They were not allowed to intervene with the comings and goings of the mortals—nor were they truly capable to, being more thoughtform than flesh and unable to materialize in the Waking—but some of them had become infected with that most mortal of vices: curiosity.
Those mortals that could commune with the Ethereal Plane made contact with the First Spawn, first by accident, then later with intent. They shared stories of their world with the insatiably curious weaverkin, who in turn read the weave of the mortal’s destinies. Alliances began to form, tentative friendships began, and what followed was perhaps inevitable.
In allowing themselves to become entangled in the fate and feelings of mortals, this portion of the First Spawn had irrevocably altered themselves. They were no longer able to seamlessly communicate with their fellows, no longer entirely certain of the will of their Great Mother. However, they were still unable to join the world of the Waking, and so a deal was struck. A spiritual merge was enacted, binding these First Spawn with the souls of their mortal allies. However, few change their spirits so drastically without also changing their bodies, and the result was a varying mixture of arachid and humanoid features.
Unfortunately, not all of these new individualswere well-received and many went into hiding. Through the following centuries, their progeny developed several key traits and now bred true, resulting in a new heritage. These spiderfolk—also known as spidren or weaverlings—are still a largely mysterious people.
Spiderfolk Traits
Characters with the zevite heritage share a variety of traits in common with one another.
Characters with the spiderfolk heritage share the following traits.
Age. Spiderfolk mature far faster than many humanoids. They are born from eggs as long-bodied, translucent spiders, eventually shifting form into that of a humanoid toddler after about a year. They reach adulthood around age of 10 and can live for 30 to 50 years.
Size. While their extra limbs make them look taller, most spiderfolk are around 5’5 feet tall and weigh between 120 and 160 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Extra Limbs. You have 2 more sets of arms than the average humanoid, though they are not quite as capable as your primary set. You can use your additional limbs in tandem with your primary set to gain an expertise die on all Strength- and Dexterity-based skill checks. Otherwise, you can perform 1 additional task during the same action, such as picking a pocket, using a tool set, or the Use an Object action. Additionally, you can use your extra limbs to perform the seen component of a spell if they are not otherwise occupied, though this does not otherwise affect the spell. Your extra limbs cannot be used to wield shields or make additional attacks.
Darkvision. Your otherworldly heritage grants you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Spiderfolk Gifts
Some spiderfolk are more physically similar to their arachnoid forebears, while others find themselves more in-tune with the Ethereal Plane. In addition to the traits found in your spiderfolk heritage, select one of the following gifts.
Spiderling
Some spiderfolk are more in touch with their arachnoid nature and have the following traits:
Arachnoid Movement. You gain a climb speed of 30 ft.
Web Walker. You ignore movement restrictions imposed by webs.
Chitinous Defense. Your body is protected by plates of chitin. While you aren’t wearing armor, your AC equals 12 + your Dexterity modifier. You can use a shield and still gain this benefit.
Spinner-Touched
The influence of the Fate Spinner is strong, even after eons of the creation of the First Spawn. Spiderfolk who are Spinner-touched have the following traits:
Alien Mind. You gain an expertise die on Intelligence, Wisdom, and Charisma saving throws against magic.
Ethereal Sight. You can cast see invisibility once per long rest . However, casting the spell in this way shortens its duration to a number of rounds equal to your proficiency modifier.
Spiderfolk Paragon
The more experienced and powerful you become, the more you are able to When you read 10th level, you unlock dormant abilities connected to your ancestral heritage, gaining one of the following paragon traits.
Arachnoid Scion
You have embraced the spider within and without. You can now climb even on difficult surfaces and upside down. Additionally, you can choose to use your additional limbs to climb, leaving your primary set free to take actions.
Child of Two Worlds
Your connection to the Ethereal Plane deepens. You can cast blink twice per long rest .
Spiderfolk Culture
Weaverlings are descendants of creatures always on the move, and their way of life reflects that. However, that doesn’t mean that they discount bonds with those outside of their band. Rather, they don’t put down roots so much as they form a web of social connections, developing mutually beneficial, interconnected relationships that all members can call on. They often travel in groups of their own kind, though foundlings and close comrades of all heritages are not an uncommon sight.
As spiderfolk are a relatively rare sight, impressions of them vary, with some seeing them as ill omens and others as a sign of good fortune. However, even those who fear the spidren are rarely hostile to them, often seeking instead to turn fate to their favor by way of small offerings. Lone weaverling pilgrims in particular are seen as a sign that destiny is at hand, and as such they are often invited to give their blessings on important occasions, such as a child’s naming ceremony, a ruler’s coronation, or a couple’s wedding.
Regardless of their reception, however, the spiderfolk do not tie themselves to a city for long. Webs must be woven and destinies must be connected. The bonds that they form and the community they connect with will follow them wherever they go, in the form of stories retold, favors owed, and skills traded, such as a profession or music.
What weaverlings seek is to connect with others, respecting their heritage and purpose but always creating something new between them—a collaborative song, a new craft, a different way of doing things—spinning another thread for an ever-growing web of stories and experiences.
Suggested Cultures
While you can choose any culture for your spiderfolk character, the following cultures often appeal to this heritage: caravanner , ethereal scout , itinerant , lone wanderer , and nomad . Interestingly, most spiderfolk are actively uneasy about anyone with the spinner cult background (Gate Pass Gazette #1, Weaving Prophecy), even though they are often revered by those who worship the Fate Spinner. Most view it as a fumbling distortion of Her ways, though there have been a few that have taken advantage of this to become pampered “prophets.”
Children of Zev
Children of Zev
Across the Astral Plane sail the ships of the Children of Zev. Pirates of the most joyous order, the Children of Zev fly their black flag with the symbol of Zev (resembling a sharp, barbed V with looping arms) emblazoned in gold at its heart. For while they are pirates, it is certainly true, they are among the more noble. Even as they battle their hated foe, the khalkoi, they do so with a heart bursting with hope against all odds.
Characters raised in the child of zev culture have a variety of traits in common.
Boarding Action. Rushing into combat is as much an art as a necessity for a pirate. You learn the Bounding Strike combat maneuver and gain a pool of exertion points equal to half your proficiency bonus that can only be used for this maneuver.
Brainwave Rider. The Astral Sea reacts to the emotions around it, causing suddenly rough waters, but you’ve learned to keep your feet. You gain an expertise die on saving throws against effects that would knock you prone , and on saving throws made to resist being shoved.
Move as One. A sharp noise can end a successful raid before it begins. When making a Stealth check you may allow one ally within 15 feet to benefit from your roll. Once you have used this feature a number of times equal to your Charisma modifier (minimum 1), you cannot use it again until you have finished a long rest .
Additionally, once per long rest , you can use your reaction to enter a state of focus for up to 1 minute that enables you to take the Help action as a bonus action. This requires concentration like a spell.
Languages. You know how to read, sign, and speak Common and one other language of your choice.
Zevanchist
Zevanchist
While the Children of Zev laud the ancient king, the zevanchists have a different perspective: an ancient power abusing his position and the people he forced onto the Astral Plane. Far more contemplative than their cousins, zevanchists build monasteries and homes on asteroids of matter adrift in the Astral and remote islands on the Astral Seas. Their buildings all bear the inverted symbol of Zev (resembling a sharp, barbed V with looping arms) in brilliant crimson to remind all to question authority and its origins.
Even as contemplatives living in well-defended fortresses hidden away from others, zevanchists yet hold a deeply ingrained cultural hatred of the khalkoi, who invaded and destroyed the world Zev fled from in the first place.
Characters raised in the zev anchist culture have a variety of traits in common.
Self-Awareness. Raised in a monastic structure, you are more aware of yourself and your emotions than many are thanks to years of deep contemplation of the self. You gain advantage on saving throws against being charmed or frightened .
Mindful Meditation. Through practice, you have the ability to gain rest from quiet meditation. When you take a long rest you may choose to meditate for a period of 4 hours instead of sleeping for 6. During this meditation you suffer no penalty to passive Perception. A long rest is still 8 hours for you and the remainder must only consist of light activity.
Unity of Purpose. On the Astral Plane you and those you trust are alone in a vast realm of thought and must rely on each other. When making an Insight check, you can spend your reaction to allow one ally within 15 feet to benefit from your roll. Once you have used this feature a number of times equal to your Wisdom modifier (minimum 1), you cannot use it again until you have finished a short or long rest .
Additionally, once per long rest, you can use your reaction to enter into a state of focus for up to 1 minute, which enables you to take the Help action as a bonus action. This requires concentration like a spell.
Languages. You know how to read, sign, and speak the Common tongue and one other language of your choice.