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Returning 35 results for 'cost weapons rites'.
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core weapons rites
Classes
Player’s Handbook
, Medicine, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light and Medium armor and Shields
Starting Equipment
Choose A or B: (A) Chain Shirt, Shield
prayers and rites that help them draw on power from the Outer Planes.
Not every member of a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their
Classes
Player’s Handbook
, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival
Weapon Proficiencies
Simple weapons
Tool Proficiencies
Herbalism Kit
Armor Training
Light armor and Shields
, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles
Species
Eberron: Rising from the Last War
will come with a cost. If you have the gold, Jorasco healers can remove a disease instantly with lesser restoration. If you can’t afford such a service, they will treat you with mundane techniques
during the Last War, working with House Vadalis to develop biological weapons and new creatures. A Jorasco heir has to decide if they want to investigate these rumors.
Backgrounds
Baldur’s Gate: Descent into Avernus
between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric&mdash
;performing sacred rites is not the same thing as channeling divine power.
Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your
Backgrounds
Baldur’s Gate: Descent into Avernus
you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a
leaves me quivering with fear.
2
I have little respect for anyone who is not a proven warrior.
3
I made a terrible mistake in battle that cost many lives—and I would do anything to
races
a new metal, impenetrable to the weapons of their enemies: adamantine. With armor and weapons crafted from adamantine, dwarf battalions managed to push the invaders back to their homelands, but at a
great cost. The population of Stehlenwald was decimated by war and famine. Isolation within the mountains was the only option for survival for those who remained.
By the time of the rise of human
Acolyte
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and
offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power
Equipment
Magitech firearms (martial ranged weapons) use a small arcanomagnetic engine to propel their ferrous projectiles at incredible velocities. Though their means of propulsion is magical, the damage they
magazine capacity of a magitech firearm up to a maximum of 6, ensuring that the price increases proportionally. For example, a pistol typically costs 200 gp and has reload (2). If you increased this to reload (6), you would multiply the price by 3 for a new cost of 600 gp.
Equipment
Magitech firearms (martial ranged weapons) use a small arcanomagnetic engine to propel their ferrous projectiles at incredible velocities. Though their means of propulsion is magical, the damage they
magazine capacity of a magitech firearm up to a maximum of 6, ensuring that the price increases proportionally. For example, a pistol typically costs 200 gp and has reload (2). If you increased this to reload (6), you would multiply the price by 3 for a new cost of 600 gp.
Soldier
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the
mistake in battle that cost many lives—and I would do anything to keep that mistake secret.
4
My hatred of my enemies is blind and unreasoning.
5
I obey the law, even if the law causes misery.
6
I’d rather eat my armor than admit when I’m wrong.
Equipment
property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal
your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost
Equipment
Magitech firearms (martial ranged weapons) use a small arcanomagnetic engine to propel their ferrous projectiles at incredible velocities. Though their means of propulsion is magical, the damage they
magazine capacity of a magitech firearm up to a maximum of 6, ensuring that the price increases proportionally. For example, a pistol typically costs 200 gp and has reload (2). If you increased this to reload (6), you would multiply the price by 3 for a new cost of 600 gp.
Equipment
Magitech firearms (martial ranged weapons) use a small arcanomagnetic engine to propel their ferrous projectiles at incredible velocities. Though their means of propulsion is magical, the damage they
magazine capacity of a magitech firearm up to a maximum of 6, ensuring that the price increases proportionally. For example, a pistol typically costs 200 gp and has reload (2). If you increased this to reload (6), you would multiply the price by 3 for a new cost of 600 gp.
Equipment
Magitech firearms (martial ranged weapons) use a small arcanomagnetic engine to propel their ferrous projectiles at incredible velocities. Though their means of propulsion is magical, the damage they
magazine capacity of a magitech firearm up to a maximum of 6, ensuring that the price increases proportionally. For example, a pistol typically costs 200 gp and has reload (2). If you increased this to reload (6), you would multiply the price by 3 for a new cost of 600 gp.
Equipment
property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to
firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the
Equipment
property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to
firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the
Equipment
property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to
firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
people who became yuan-ti were one of the original human civilizations. Their society built great temples of stone and forged metal into armor, tools, and weapons. In their ceremonies they paid homage to
can transform an individual into a more powerful type. The cost and time required to perform the ritual is prohibitive, and as a result most yuan-ti never get the opportunity to undergo such a
Equipment
property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to
firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the
Equipment
property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal
your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Arms, Armor, and Other Equipment As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
GP
Splint Armor 200 GP
Shield 10 GP
Studded Leather Armor 45 GP
Useful Weapons Weapon Cost
Maul 10 GP
Rapier 25 GP
Longsword 15 GP
Spear 1 GP
Trader Handout
Shop Services The Trader Handout lists items available for sale. Give this handout to the players whenever they visit this location. Sturdy Armors and Shields Armor Cost
Breastplate 400
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Silvered Weapons Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver
. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Arms, Armor, and Other Equipment As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
GP
Splint Armor 200 GP
Shield 10 GP
Studded Leather Armor 45 GP
Useful Weapons Weapon Cost
Maul 10 GP
Rapier 25 GP
Longsword 15 GP
Spear 1 GP
Trader Handout
Shop Services The Trader Handout lists items available for sale. Give this handout to the players whenever they visit this location. Sturdy Armors and Shields Armor Cost
Breastplate 400
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Silvered Weapons Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver
. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
reward for faithful service, although they can also be bought. Deeds can be bought or inherited. A small estate might sell for as little as 100 gp or as much as 1,000 gp. A large estate might cost
5,000 gp or more, if it can be bought at all. Once the estate is secured, a character needs access to building materials and laborers. The Building a Stronghold table shows the cost of building the
Equipment
property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to
firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the
Warlock
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
and grows in power, at the cost of occasional services performed on the patron’s behalf. The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being
are comfortable in light armor and know how to use simple weapons. Delvers into Secrets Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
reward for faithful service, although they can also be bought. Deeds can be bought or inherited. A small estate might sell for as little as 100 gp or as much as 1,000 gp. A large estate might cost
5,000 gp or more, if it can be bought at all. Once the estate is secured, a character needs access to building materials and laborers. The Building a Stronghold table shows the cost of building the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Simple Ranged Weapons Weapon Name Cost Damage Weight Properties Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed Dart 5 cp 1d4 piercing 1/4 lb. Finesse
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Simple Ranged Weapons Weapon Name Cost Damage Weight Properties Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed Dart 5 cp 1d4 piercing 1/4 lb. Finesse
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Turtle Ship A turtle ship is encased in a protective metal shell, as befits its name, and bristles with weapons. In addition to its roomy quarters, it can carry a decent-sized payload, making it
turtle ship includes three forward-mounted ballistae and a rear-facing mangonel. These weapons can’t be used while the ship is underwater. Turtle Ship Summary Armor Class: 19 (metal) Cargo: 30 tons Hit
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
rites never meant to see the light of day. Many such items, including drow armor, weapons, and piwafwi cloaks, permanently lose their magic if they are exposed to sunlight for 1 hour without interruption. Charged items such as a wand of viscid globs are destroyed after 1 hour’s exposure to sunlight.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
rites never meant to see the light of day. Many such items, including drow armor, weapons, and piwafwi cloaks, permanently lose their magic if they are exposed to sunlight for 1 hour without interruption. Charged items such as a wand of viscid globs are destroyed after 1 hour’s exposure to sunlight.