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Sources for this work include the following: ADVANCED DUNGEONS &DRAGONS® 2nd Edition Arms &Equipment Guide, ADVANCED DUNGEONS &DRAGONS 2nd Edition Monstrous Manual, Aurora’s Whole Realms Catalogue, Bastion of Broken Souls, , Defenders of the Faith, DRAGON® magazine #281, the ® Campaign Setting, Heart of Nightfang Spire, Lord of the Iron Fortress, Magic of Faerûn, Annual vols. 2 and 3, Of Ships and the Sea, , , The Standing Stone, StrongholdSample Builder’s Guide, Sword file and Fist, and .

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1 CONTENTS

CONTENTS Cost of Hirelings...... 61 Adventuring, Hirelings, and Hazard Pay . . . . 61 Introduction ...... 3 Skill Level of Hirelings ...... 61 Incorporating Items into Your Campaign ...... 3 Craft and Profession Skills...... 63 What’s in This Book ...... 3 Hiring Spellcasters ...... 64 Nonhuman Hirelings...... 64 Chapter 1: Weapons and Armor...... 4 Mercenaries ...... 65 Larger and Smaller Weapons ...... 4 Paying for Mercenaries ...... 65 New Weapons ...... 5 Mercenary Leaders ...... 67 Weapons and Technology...... 11 Types of Mercenaries...... 68 Weapon Equivalents ...... 11 Mercenary Statistics ...... 69 Weapon Materials...... 12 Exotic Troops ...... 69 Special Weapon Materials ...... 12 Exotic Mounts for Mercenaries ...... 72 New Armor Types ...... 14 Companions, Pets, and Mounts ...... 72 Armor and Technology ...... 17 Intelligent Creatures ...... 72 Armor Equivalents ...... 18 Training ...... 72 New Armor Materials ...... 18 New Feat: [Creature Type] Trainer ...... 73 Pets ...... 73 Chapter 2: Adventuring Gear ...... 21 Guard Creatures ...... 74 New Equipment ...... 21 New Guard Creatures ...... 76 Adventuring in Low- or Mounts...... 78 No-Magic Campaigns ...... 26 Care and Feeding...... 78 Class Tools and Skill Kits...... 28 New Equipment...... 78 Outfits ...... 29 Magic Items...... 79 Specific Clothing ...... 30 Other Animal Mounts ...... 80 Jewelry and Accessories...... 30 Animal and Magical Beast Mounts ...... 81 Food and Drink ...... 30 New Mounts ...... 83 Unique Alcoholic Beverages ...... 30 Monster Mounts ...... 84 Alcohol and Intoxication ...... 32 New Magic Item: Amulet of Ooze Riding . . 85 Special and Superior Items...... 32 New Exotic Mounts ...... 87 Alchemical Items ...... 32 Vermin Mounts ...... 89 Alchemy or Magic? ...... Sample...... 35 file New Potion: Queen Pheromone Admixture 90 Superior Items...... 35 Poisons ...... 36 Chapter 5: Magic Items ...... 92 New Poisons...... 38 Armor ...... 92 Trade Goods ...... 38 Armor and Shield Special Abilities...... 92 Economic Systems ...... 39 Specific Armor and Shields ...... 93 Weapons...... 95 Chapter 3: Vehicles ...... 41 Magic Weapon Special Abilities...... 95 A Quick Tour of Your Vehicle ...... 41 Specific Magic Weapons ...... 98 Maneuverability ...... 42 Potions ...... 123 Propulsion ...... 42 Elixir Armor ...... 123 Controlling Vehicles ...... 44 Rings...... 124 Vehicle Combat...... 44 Rods ...... 125 Collisions ...... 45 Staffs...... 127 Attacking a Vehicle ...... 46 Wondrous Items ...... 129 Vehicle Augmentations...... 48 The Vehicle Statistics Block ...... 51 Chapter 6: Special Magic Items . . . . . 139 Water Vehicles ...... 52 Intelligent Items ...... 139 Air Vehicles...... 54 Sample Intelligent Items ...... 140 Land Vehicles ...... 55 Cursed Magic Items ...... 144 Special Vehicles ...... 58 Specific Cursed Items ...... 146 Artifacts ...... 148 Chapter 4: Hirelings and Creatures . . 60 2 Finding Hirelings ...... 60 Appendix: Treasure Tables ...... 155 Guilds...... 60 INTRODUCTION

IntrOductiOn sess. However, this book is much more than a catalog of new items. Chapter by chapter, here’s a summary This book contains mundane, alchemical, and magic of what you’ll find inside. items for your DUNGEONS & DRAGONS® game. We Chapter 1: Weapons and Armor introduces have carefully scrutinized them for game balance and dozens of new nonmagical weapons and types of obedience to the rules. Nevertheless, we urge DMs armor. Here you’ll also find discussions of which and players to discuss these items before their first weapons and armor types should be available during appearance, because each D&D campaign is unique. certain technological eras, if the technology in your An adventure set in an extremely cold region might campaign is more primitive than in the historical go awry if characters have access to new items that do medieval era. fire damage, because many opponents are vulnerable Chapter 2: Adventuring Gear greatly expands to fire, for example. the equipment and accoutrements available to charac- ters and creatures, including adventuring gear, cloth- ing, jewelry, edible items, alchemical items, superior INCORPORATING ITEMS items, and commodities. This chapter also features a INTO YOUR CAMPAIGN long list of new poisons and their game statistics. The simplest way to add the new equipment in this Chapter 3: Vehicles opens with a general discus- book to your game is to just do it: add the items sion of the characteristics of vehicles and how to without explaining where they came from and why handle vehicles in play, particularly during combat characters are just learning about them. Everyone and in the event of a collision. The chapter has a sec- around the table agrees to simply adopt the fiction tion on vehicle augmentations—magical and mun- that the items have always been available. Maybe dane accessories that characters can purchase to mundane and alchemical items were always for sale customize their vehicles or expand their capabilities. in shops and bazaars the player characters never The last part of the chapter contains game statistics happened to visit. One day the PCs meet a new and other information about more than two dozen merchant in the marketplace and gain access to vehicles—including special modes of transport such new items. as the dwarven tunneler and the shadow carriage. If that stretches credulity too far, DMs may instead Chapter 4: Hirelings and Creatures provides encourage player characters to develop or design new rules for finding hirelings and determining how items as they need them. For instance, the first time much they charge to perform the work they’re good characters need a flexible, collapsible ladder, they can at, including costs for hiring someone to cast a spell design and build the spider poles described in Chap-Sampleon your behalf.file Those who want to assemble a fight- ter 2: Adventuring Gear. ing force will make use of this chapter’s rules for DMs may gradually introduce new equipment as hiring mercenaries and the advice on which kinds of NPCs discover, design, and build the new items. monsters make the best exotic troops. Player characters may discover new items when This chapter continues with a discussion of crea- they travel to new regions. For example, if they travel tures that can serve as companions, pets, mounts, and to an oasis on the edge of the desert, they’ll probably guard creatures. New creatures described in this encounter merchants selling the desert outfits chapter include the climbdog, thudhunter, axebeak, described in Chapter 2: Adventuring Gear. hippocampus, equine golem, zaratan, soarwhale, Finally, DMs can take a long-term approach, giant dragonfly, and giant firefly. adding the equipment from this book gradually and Chapter 5: Magic Items takes up more than one sparingly. To start, plant rumors and legends about fourth of this book. Following the format of Chapter strange magic items. As the characters gain levels 8 in the DUNGEON MASTER’s Guide, this chapter pro- and venture into more dangerous places, they vides new special abilities for magic armors, shields, uncover fragments of lost tales, including informa- and weapons; several new types of magic armor and tion about the magic items in this book. When the shields; more than 150 new specific magic weapons; PCs finally find new magic items in a dragon hoard and separate sections for new potions, rings, rods, or similar treasure trove, they’ll already know them staffs, and wondrous items. by reputation. Chapter 6: Special Magic Items presents new material on intelligent items, cursed magic items, and artifacts, also in the format of Chapter 8 in the WHAT’S IN THIS BOOK DUNGEON MASTER’s Guide. The Arms and Equipment Guide, as you might expect, is Appendix: Treasure Tables is a compilation of devoted mainly to descriptions of new weapons, tables that can be used to randomly generate items of 3 armor, and gear that characters and creatures can pos- treasure from among those presented in this book. CHAPTER 1: WEAPONS AND ARMOR

Chapter 1: Huge cloud giant is two size categories bigger. Consult Table 1–1: Damage for Larger Weapons or Table 1–2: WeapOns and Damage for Smaller Weapons, finding the weapon’s original damage in the left column and reading across to the right to find its new damage. For example, the ArmOr cloud giant’s longsword is increased twice from its base damage of 1d8, so it deals 3d6 points of damage. The two most important pieces of equipment many Light and Heavy Crossbows: These weapons use D&D characters will ever own are their primary the rules above. They follow the same cost and weight weapon and the armor that protects them. The new changes as other weapons, but are called out on Table weapons and armor described here, which supple- 1–3: Damage for Larger and Smaller Crossbows. ment the gear available in Chapter 7 of the Player’s Size, Weight, and Price: If you’re designing a Handbook, are designed for Medium-size creatures. weapon larger than the standard, its weight increases by 50% for each size category increase. Its cost increases at the same rate. So if you design a Large LARGER AND SMALLER version of a throwing axe (ordinarily a Small weapon WEAPONS weighing 4 pounds) it will weigh 9 pounds: A Some creatures, such as giants and pixies, wield Medium-size version weighs 6 pounds, and a Large weapons with different sizes than those presented in version increases the weight by a further 50%. Its cost the Player’s Handbook. These unusually sized weapons increases by the same amount, so a Large throwing have different characteristics, including damage, axe would cost 18 gp. weight, cost, range increment, and reach. Weights decrease by 25% per size category decrease Size and Damage: If you design a version of a par- if you’re designing a smaller version of a weapon. A ticular weapon that is larger or smaller than the stan- throwing axe weighs only 3 pounds if you make a dard presented in the Player’s Handbook, you’ll need to Tiny version of it. Costs also decrease by 25% per size recalculate how much damage it deals. To determine category decrease, so a Tiny throwing axe would cost the damage a larger or smaller weapon deals, first only 6 gp. determine how many size categories it varies from the Size and Range: Larger and smaller versions of standard. A longsword (normally Medium-size and ranged weapons have correspondingly longer or commonly used by Medium-size beings) suited for a shorter range increments. Each time you increase a Table 1–1: Damage for Larger WeaponsSample file Original First Second Third Fourth Fifth Sixth Damage Increase Increase Increase Increase Increase Increase 1 1d2 1d3 1d4 1d6 1d8 2d6 1d2 1d3 1d4 1d6 1d8 2d6 3d6 1d3 1d4 1d6 1d8 2d6 3d6 4d6 1d4 1d6 1d8 2d6 3d6 4d6 6d6 1d6 1d8 2d6 3d6 4d6 6d6 8d6 2d4 2d6 3d6 4d6 6d6 8d6 12d6 1d8 2d6 3d6 4d6 6d6 8d6 12d6 1d10 2d8 3d8 4d8 6d8 8d8 12d8 1d12 3d6 4d6 6d6 8d6 10d6 16d6 1d20 4d6 6d6 8d6 12d6 16d6 24d6 Table 1–2: Damage for Smaller Weapons Original First Second Third Fourth Fifth Sixth Damage Decrease Decrease Decrease Decrease Decrease Decrease 1d21————— 1d31d21———— 1d4 1d3 1d2 1 — — — 1d6 1d4 1d3 1d2 1 —— 2d4 1d6 1d4 1d3 1d2 1 — 1d8 1d6 1d4 1d3 1d2 1 — 1d10 1d8 1d6 1d4 1d3 1d2 1 1d12 1d10 1d8 1d6 1d4 1d3 1d2 Table 1–3: Damage for Larger and Smaller Crossbows 4 ————————————————— Weapon Size ————————————————— Crossbow Type Fine Diminutive Tiny Small Medium-Size Large Huge Gargantuan Colossal Light 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6 6d6 Heavy 1d3 1d4 1d6 1d8 1d10 2d8 3d8 4d8 6d8 CHAPTER 1: WEAPONS AND ARMOR weapon’s size, lengthen its range increment by 25%. Weapon Descriptions For example, Huge longbows, such as those wielded The weapons found on Table 1–4: Weapons are by ogre mages, have a range increment of 125 feet. described below. Each time you decrease a weapon’s size, shorten Arrow, Alchemist’s: Each of these projectiles car- its range increment by 25%. A Medium-size long- ries a deadly load of alchemist’s fire in its hollow bow in the hands of a has a range increment shaft. When it strikes a target, the arrow’s shaft shat- of 75 feet. ters, releasing the alchemist’s fire directly onto the Size and Reach: Most weapons keep the same target. One round after impact, the alchemist’s fire effective reach no matter what their size (although ignites, dealing 1d4 points of damage. The target can the reach of their potential wielders certainly use a full-round action to attempt to extinguish the changes). However, weapons that normally have a flames before taking this damage. It takes a successful reach of greater than 5 feet have different reaches Reflex saving throw (DC 15) to extinguish the flames. when you design them at different sizes. If you’re Rolling on the ground earns the target a +2 bonus on designing a larger version of such a weapon, increase the save. Submerging (such as by leaping into a lake) its reach by 5 feet for each size category it increases. A or magically extinguishing the flames automatically Huge guisarme has a reach of 15 feet, for example, kills the flames. while a Gargantuan guisarme has a reach of 20 feet. Arrow, Blunt: These arrows have wooden tips spe- Designing smaller versions of reach weapons cially crafted to deal subdual damage instead of nor- quickly makes reach irrelevant. A reach of 5 feet is mal damage. normal for Medium-size and Small creatures. The Arrow, Flight: The light shaft and special design important difference is that Tiny creatures using of this masterwork arrow increases a bow’s range Small reach weapons can fight in melee as if they had increment by 25 feet. 5 feet of reach, meaning they do not have to enter an Arrow, Signal: This arrow is specially designed to opponent’s space to attack. emulate a bird’s call when fired. Elven fletchers craft the arrows to make calls that will be recognized as signals by the elves of the community. For example, a NEW WEAPONS hawk’s cry might signal an attack, and an owl’s The following weapons—mostly exotic weapons and screech might signal a stealthy advance. A successful new ammunition for ranged weapons—are suitable Wilderness Lore check (DC 20) determines whether for a broad variety of D&D campaigns. Many are of the sound comes from a bird or another source. The Asian origin in the real world, but in your game, they intricate carving on the arrow shafts makes them can come from anywhere. Sampleclumsy in flight,file imposing a –2 circumstance penalty Monk Weapon List: Add the following weapons on attack rolls. to the monk’s weapon list: butterfly sword, sai, tiger Arrow, Thunder: Thunder arrows are tipped with claw, tonfa, three-section staff, and war fan. All except thunderstones (see Chapter 7 of the Player’s the three-section staff can be used with the monk’s Handbook). A hit from a thunder arrow deals no unarmed base attack bonus, including her more damage but triggers the thunderstone’s sonic attack. favorable number of attacks per round (see Table Thunder arrows that miss should be treated as 3–10 in Chapter 3 of the Player’s Handbook). Her attacks with a grenadelike weapon (see Chapter 8 of damage, however, is standard for the weapon, not her the Player’s Handbook). unarmed damage. The weapon must be light, so a Battlepick, Gnome: A gnome battlepick is crafted Small monk must use Tiny versions of these weapons and weighted to be used by creatures of Small size. in order to use the more favorable base attack bonus A Small character can use a gnome battlepick two- (see Larger and Smaller Weapons above). handed as a martial weapon. A monk can also use her more favorable unarmed Bladed Gauntlet: Unlike with a standard gauntlet, base attack bonus and number of attacks per round an attack with a bladed gauntlet is not considered an with the three-section staff, provided she takes the unarmed attack. The bladed gauntlet has two blades Exotic Weapon Proficiency feat for the weapon (due that extend from the back of the wrist following the to its Large size). Small monks must use a Medium- line of the forearm. The cost and weight are for a size version of the three-section staff. single gauntlet. Ammunition and Weapon Proficiencies: Bolas, Two-Ball: A set of two-ball bolas consists of Ammunition for ranged weapons requires no particu- two heavy wooden spheres connected by lengths of lar proficiency to use, although the weapons that cord. It is a ranged weapon used to trip an opponent. propel the ammunition (usually bows) do. The Exotic When you throw a set of bolas, you make a ranged Weapon Proficiency feat isn’t required to use any touch attack against your opponent. If you hit, your 5 item in the Ammunition category on Table 1–4: opponent must succeed on a Dexterity or Strength Weapons and the descriptive text below. check opposed by your Strength check or be tripped. CHAPTER 1: WEAPONS AND ARMOR

Table 1–4: Weapons Martial Weapons—Melee Item Cost Damage Crit Range Increment Weight Type 2 Large Lucerne hammer 3 12 gp 2d4 ×4 — 10 lb. Piercing Maul 15 gp 1d10 ×3 — 20 lb. Bludgeoning Exotic Weapons—Melee Item Cost Damage Crit Range Increment Weight Type 2 Tiny Claw bracer 1 30 gp 1d4 19–20/×2 — 2 lb. Piercing Panther claw 1 75 gp 1d4 ×3 — 3 lb. Piercing, slashing Stump knife 1 8 gp 1d4 19–20/×2 — 2 lb. Piercing Tiger claws 1 5 gp 1d4 ×2 — 2 lb. Piercing Triple dagger 1 10 gp 1d4 19–20/×2 — l lb. Piercing Ward cestus 1 10 gp Special 1 Special 1 — 4 lb. Bludgeoning Small Battlepick, gnome 10 gp 1d6 ×4 — 5 lb. Piercing Gauntlet, bladed 30 gp 1d6 19–20/×2 — 4 lb. Slashing Sai 1 1 gp 1d4 ×2 — 2 lb. Piercing Sapara 1 15 gp 1d6 19–20/×2 — 6 lb. Slashing Sword, butterfly 10 gp 1d6 19–20/×2 — 2 lb. Slashing Tonfa 2 sp 1d6 ×2 — 2 lb. Bludgeoning War fan 1 30 gp 1d6 ×3 — 3 lb. Slashing Medium-size Chain-and-dagger 1 4 gp 1d4 19–20/×2 — 4 lb. Piercing Khopesh1 20 gp 1d8 19–20/×2 — 12 lb. Slashing Longsword, mercurial 1 400 gp 1d8 ×4 — 6 lb. Slashing Large Duom3 20 gp 1d8 ×3 — 8 lb. Piercing Greatsword, mercurial 1 600 gp 2d6 ×4 — 17 lb. Slashing Gyrspike 1 4 90 gp 1d8/1d8 19–20/×2 — 20 lb. Bludgeoning, slashing Mace, double 4 125 gp 1d8/1d8 ×2 — 25 lb. Bludgeoning Manti 1 15 gp 1d8 ×3 — 9 lb. Piercing Scimitar, double 4 125Sample gp 1d6/1d6 file 18–20/×2 — 15 lb. Slashing Three-section staff 4 gp 1d8 ×3 — 8 lb. Bludgeoning Huge Fullblade 1 100 gp 2d8 19–20/×2 — 23 lb. Slashing

Bolas can only trip Medium-size or smaller targets. your trip attempt. If you are tripped during your own Your opponent cannot trip you when you make a trip trip attempt, you can opt to drop the chain-and- attack with a set of two-ball bolas. dagger instead of being tripped. Bolt, Tumbling: A tumbling bolt resembles a stan- Chakram: The chakram is a throwing disk or dard crossbow bolt except for a few minuscule holes quoit about 1 foot in diameter, with a sharpened and vents along the shaft. A channel allows air to pass outer rim. through the bolt, which causes the bolt to tumble Claw Bracer: A claw bracer is a metal armband with when fired. The bolt deals +2 damage but only has three steel claws projecting from the top, extending one-half its normal range increment due to the way about 4 inches beyond the tip of the wearer’s extended the projectile moves through the air. fingers. The wearer can cast spells normally while Calculus, Gnome: This oversized sling is made to wearing the bracer and cannot be disarmed. Many fire flasks filled with liquid. Common ammunition claw bracers are enhanced as magic weapons. includes acid, alchemist’s fire, and other alchemical Crossbow, Great: A great crossbow requires two substances. Alchemical ammunition deals damage hands to use effectively, regardless of the user’s size. according to its properties, but it gains the range You draw a great crossbow back by turning a winch. increment of the gnome calculus. Loading a great crossbow is a full-round action that Chain-and-Dagger: When wielding the chain-and- provokes an attack of opportunity. dagger, you gain a +2 bonus on your opposed attack A Medium-size character cannot shoot or load a roll when attempting to disarm an opponent (includ- great crossbow with one hand at all. With training, 6 ing the roll to keep from being disarmed yourself, if a Large creature can shoot, but not load, a great cross- you fail to disarm your foe). You can also use this bow with one hand at a –4 penalty. If a Large creature weapon to make trip attacks, gaining a +2 bonus on attempts to fire a separate great crossbow in each