Giant 5e Shopping List (Standard)
Giant 5e Shopping List (Standard)
Giant 5e Shopping List (Standard)
greater healing potion 350 heals for 8d4+8 Same as above but grants 1d8 radiant damage and gives advantage on all
perfected healing potion 500 heals for 8d6+12 Silver 175 attack rolls vs undead, demons, devils, or cursed shapeshifters (for
example were-wolves)
*Important* Every adventurer has enough room in his kit to have one potion or poison availiable at any given time. Some belts or other pieces of gear allow more than
one potion slot for ready use. After choosing which potion or poison you have tie'd up to your belt all other potions must be stowed away in a backpack or left at camp.
The rules of Potion use! Meaning you can have a single potion or poison ready for use as a bonus action. Additional potions require a standard action to use as you must pull them from your
pack before using them.
Rune Forge
Daggers Axes
Rune Description Rune Description
Hack and Increases critical hit range by 1. Critical hits also cause dismemberment,
slash the part and effect of the dismemberment are at GM's discretion.
2 times per long rest while in a shadow or dark area the user may as a
bonus action slip into the shadows becoming undetectable even via Juggernaut When charging (moving at least 3 squares or 15 feet before closing into
effects that see through invisibility. The user may continue to move about melee range) gain an additional attack that turn.
freely through the shadows indefinitely, but cannot interact with any of If wielding a shield user gains +1 AC and an additional +1 AC per shielded
his own items, or anything in the material world. Movement in the Shield Wall
friendly by their side. (up to +3 AC total)
Shadow shadows is the same as usual, player is still effected by rough terrain,
cannot bypass walls or closed doors, cannot move through spaces too
small to crawl through and must climb or descend from verticle surfaces
as normal. On will as a free action the player may re-emerge from the Hammers
shadows. Player is forcefully expelled if exposed to bright light. Upon Rune Description
exiting the shadows the user immediately appears in the nearest availiable
space. Armor Any enemy armor class higher than 17 AC is treated as having 17 AC for
Penetration attacks from this weapon.
Roll an additional weapon damage die, when you score a critical hit.
Demolision Additionally attacks with this hammer count as explosive type damage for
the purpose of destroying doors, walls, and objects.
Stabbing Any sneak attacks made with this dagger gain an additional 2d6 sneak
attack damage.
Paladins using this hammer gain access to twice the amount of lay on
Poisons applied to this weapon deal twice the normal number of damage Divinity hands per long rest. Clerics gain twice the number of channel divinitys per
Poison dice and have +2 dc for saves against. long rest.
Upon successful hit with this weapon the user may knock a large or
As a reaction user may parry an attack after the attack roll but before the smaller target back 10 feet (2 squares). If the target colides with another
damage roll. The user parrying rolls a melee attack against the target. If Knock back enemy or a solid object they must make a CON save or be knocked prone
Parrying the Parry roll is greater or equal to the attackers roll after modifiers have (dc based on users STR modifier)
been added the blow is parried and the parrying player makes an attack of
opprotunity using the parry roll to hit. If wielding a shield user gains +1 AC and an additional +1 AC per shielded
Shield Wall friendly by their side. (up to +3 AC total)
Swords Spears/Halberds
Rune Description Rune Description
Anti-large Roll twice the weapons base damage dice when dealing attack damage to
As a reaction user may parry an attack after the attack roll but before the size large or larger creatures, or to mounted units.
damage roll. The user parrying rolls a melee attack against the target. If
Parrying the Parry roll is greater or equal to the attackers roll after modifiers have If being charged (enemy moves at least 3 squares or 15 feet before closing
been added the blow is parried and the parrying player makes an attack of Charge into melee range) you may as a reaction make an attack of opprotunity at
opprotunity using the parry roll to hit. Defense range 10ft. If the target is large or smaller this also stops the targets
movement for the rest of their turn.
Shield Wall If wielding a shield user gains +1 AC and an additional +1 AC per shielded On a succesful hit with this weapon the user may choose to deal half
friendly by their side. (up to +3 AC total)
Leg sweep damage and knock the target prone. Target must pass a strength saving
throw (DC determined by users STR modifier) or be knocked prone.
The first time each battle the user draws this blade they may grant
themselves and all allied creatures within sight twice the users level in
Heroic temporary hit points. The temporary hit points last up to 1 minute. No On a succesful hit with this weapon the user may choose to move away
NPC ally will ever flee so long as the user fights with this blade in their from the target without provoking attacks of opprotunity. If the user is
hand. This feature may only be used once per battle regardless of how Disengage able to make multiple attacks they may attempt to use this feature to
many allies possess a heroic sword. disengage from multiple targets.
When the user engages in a 1v1 melee with an enemy (user and enemy User of this weapon gains an additional attack against prone opponents.
Duelist are engaged in melee with each other exclusively) They benefit from Impale This feature still works if the enemy was knocked prone after the initial
advantage and their enemy suffers from disadvantage. attack was declared.
Dervish The first offhand attack user makes each turn is a free action.
Ultra Great Sword
Bows Rune Description
Rune Description When dealing attack damage to a target you may also deal half of that
Cleaving damage to up to 2 other targets also within your melee range.
Prey Upon Grant animal companion +5 to hit and +5 dmg on any target you've
attacked with this weapon this turn. Still works on a miss.
Death from Gain advantage and +3 damage when attacking targets from a higher As a reaction user may parry an attack after the attack roll but before the
above elevation (must be at least 5 feet above them) Shatter damage roll. The user parrying rolls a melee attack against the target. If
Weapon the Parry roll is greater or equal to the attackers roll after modifiers have
User and users animal companion may make an additional attack on the been added the blow is parried. If the attack was made with a non-
Ambusher first round of combat. The attack is with advantage if you go before the magical weapon, the weapon is destroyed.
target in initiative order.
On a succesful hit against a flying creature the creatures flight is thrown The massive amount of material allows for stronger enchantments.
Wing off and they must land. The creature must make a dexterity saving throw Well of magic Increase enchantment bonus damage by one level (1d4 becomes 1d6, 1d8
Breaker DC 15 to avoid crashing to the ground. becomes 1d10, 1d12 becomes 2d8)
You may as a free action change any enchantment on this bow for a Sundering Every hit by this weapon reduces targets AC by 1 permanently
Flexibility different type.
Once per battle if you would be knocked unconcious instead go to 1 hp
Guts and gain twice your level times your CON modifier in temporary HP.
Temporary HP lasts up to 1 minute.
Bombs
Name Price(gp) Description
Throwing (30), creates a 15 ft radius of thick smoke that cannot
Smoker 10
be seen through. Lasts 1 minute.
A kit with all the detonation fuzes, timers, and defusing tools
Demo-kit 25
you'll ever need.
Throwing (50), All creatures in a 30 ft radius must make a dc 16
Bright stick 100
CON save or be blinded for 1d4-1 turns.
Belts
Name Price(gp) Description
Custom sheathes and protectors allow for up to 3 one handed
Quickdraw Belt 250 weapons to be carried, drawn, and sheathed as a free action.
(Daggers count as half a weapon slot)
These extra pouches allow you to carry an additional potion/poison
Plentiful Pouches 250
on your person (2 total)
These extra pouches allow you to carry two additional
Excessive Pouches 1000
potion/poison on your person (3 total)
Custom Weapons
Name Price(gp) Description
Weapon enchantments
Name Price(gp) Description
Minor 2500 Becomes a +1 weapon (damage and hit +1)
Lesser 5000 Becomes a +2 weapon (damage and hit +2)
Fine 10000 Becomes a +3 weapon (damage and hit +3)
Greater 16000 Becomes a +4 weapon (damage and hit +4)
Perfected 25000 Becomes a +5 weapon (damage and hit +5)
Enchantment Rules
An enchanted weapon may only have 1 element (or vampiric) type enchantment.
The enchantment can be removed from the weapon for a fee of 500 gold.
Enchantments may only be cast on weapons that are at least +1. The enchantment
may be intensified for the same 1000 gold. Each intensification of the enchantment
increases the damage dealt as listed, and requires that the weapon be at least +x
where 1+x is the total number of intensifications of the enhancement. To break it
down, more powerful weapons are required in order to cast more powerful
enhancements. Armor (not including shields), may have 3 minor and 1 major
enchantment, and do not need to be +1 to have them. Armor enchantments may be
removed for a fee of 500 gold.
Armor Enchantments
Name Price(gp) Description
Minor (may have up to 3)
Fitting 250 Armor resizes to fit the user
Armor is much more comfortable and may be
Comfort 250
slept in
Self Cleaning 250 Armor cleans itself remaining unsoiled at all times