FOREWORD
hat follows is a quick overview ofthis small
‘supplement’s content. As you will read, there
are no magic items as this supplement was
‘conceived to enhance the selection of base
items, weapons and rules that cover aspects of,
‘medieval life that were not portrayed by the
Player's Hand Book though being very
Aiffased for the major part of the Middle Ages.
‘Mind you, this is no attempt to bring historical renactement
into D&D, as my knowledge in that field is far from perfect,
but I think that even in a high fantasy setting there is a bare
‘minimum to respect.
hope you will enjay it and find it useful!
Unuill next time, ave atque vale!
Federico Gavioli
TABLE OF CONTENTS
Part 1: THE ARMORY
‘The armory itself, containing non magie gear and utility
adventure items.
Page 2: Armors and Shields
Page
and Adventure Gear
Shield Bash, Weapor
Part 2: THE ToME oF TACTICS
‘A smal collection of generic feats and some special rules for
average non magical combat.
Page 4: Feats, Hafted Special Rule and Shield Wall rules
Page 5: Parting WordsTHE ARMORY
ince the armors and weapons presented in the
Core Rulebook made very litle sense to me
plausbility-wise, all the more painfal by the fact
GAIN) that Thave some medieval renactment
} experience, Icame up with a slightly more
A ealistic armor system and some weapons that I
jund were missing in the Player's Hand Book
but where widely used in Medieval and Late Medieval times.
Anmors & SHIELDS
Instead of adding to the character's AC, [turned back to the
pre-Se system of a 10 base AC plus Dexterity modifier, a8
armor allows not to dodge an attack, but to absorb or deflect
itonce landed.
Similarities, however, end here, as armors now reduce
incoming physical damage instead of increasing Armor
Chass,
ifn armor piece is enchanted to reduces damage from
sources other than bludgeoning, piercing and slashing, itis
up to the GM to judge by how much.
is also completely revertible as you only need to take the
damage reduction bonus plus 10 to return to the normal SE
AC system
[also added a small system that allows modular armor
building, as warriors could afford some armor components
but others.
AAs you will notice, some of the pieces apply their damage
reduction bonus only when the character is hit in melee, as
they are small enough not toe a likely target for a ranged
attacks, but play a key role ina melee, where joints and limbs
are usually the most appealing points to strike.
‘Asa side note, these various item! weight values is still a
work in progress as I'm trying to keep it as accurate as
possible, but gathering information is not as easy as one
‘would think, especially about topies that fall under the
“experimental archeology” category
Arming Doublet: +2 damage reduction to a Gambeson. 25
Ibs.
‘Accloth and thin mail vestment usually worn directly
underneath fall plate armors.
Brigandine: +4 damage reduction to a Gambeson. 35 Ibs.
A piece of body armor made up of small metal plates and
bands riveted in the inside of a leather carrier to protect the
wearer from slashing and piercing weapons.
Byrnie: +3 damage reduction. 45 Ibs
‘Along and heavy coat of ste! interlocking rings covering
the torso and the upper legs. Although itis considerably
heavier than other armors, iis also way easier to maintain
and cheaper to acquire.
Closed Helmet: +2 damage reduction to a Gambeson. 10
Ibs. The wearer, however, suffers disadvantage on
Perception checks.
series of heavy helmets that are made ofa bascinet and a
visor to protect the wearer from almost everything non
‘magical although atthe cost of poor vision and quick internal
overheating
PART |The Armory
Coat of Plates: +6 damage reduction to a Gambeson. 40
Ibs.
‘When wearing a Coat of Plates, a character cannot wear
anything else than gauntlets and a helmet as itis a rather
bulky piece of armor.
The natural evolution of byrnies, a coat of plates is a ong
coatlike carrier that has various metal plates riveted to it,
usually covering the torso and the upper legs. Although
lighter and more flexible than full suits of plates, its also less
versatile as it allows a lesser grade of personalization to the
wearer's need
Gambeson: +1 damage reduction; its base form allows
pieces of armor to be attached to it
A heavily padded jacket that is the most basic form of
personal protection, worn by every single combatant ever in a
battlefield as it is both versatile and inexpensive to fabricate.
For those who can afford the expense, itis the anchor forall
the pieces of armor
Gauntleta: +1 damage reduction to a gambeson, bonus
applied only in melee only in melee. 5 Ibs.
Hard gloves made of steel interlocking plates that protect
the wearer's hands from the perils of fencing while allowing
them to strike harded in unarmed combat.
Gorget: +1 damage reduction to a Gambeson, bonus
applied only in melee.
A steel piece of armor to protect the neck of in cases such
asa sallet helmet, the neck and jaw.
Legguards: +2 damage reduction,
A series of plates protecting the thigh section, where very
important arteries and muscular bundles crucial to
movement pass.
Open Helmet: +1 damage reduction to a Gambeson. 3 Ibs
A series of helmets shaped to protect the skull and part of
the visage; whilst not thick enough to have a visor and
offering lesser coverage than their closed counterparts, they
allow better sight as the eves do not have a narrow slit to see
through and way easier breathing.
‘Sabatons: +1 damage reduction, bonus applied only in
melee,
‘Steelreinforced boots that can be crucial ina very tight
-melee, as usually fighters tend to aim to the limbs and joints.
‘A must have forall close-range combatants
‘Teardrop Shield: 4 damage reduction,
A high teardrop-shaped shield that completely protects a
warriors flank whilst still alowing a decent vision cone. It
was particularly used by heavy cavalry troops, although
shieldvalls too could benefit from this kind of shield.
‘Tower Shield: 5 damage reduction. When the user tries to
shove a cresture of equal or smaller size, the Strenghth
check gains advantage.
A sshield as tall 2s the watrior's shoulders and as wide as he
is, extremely effective ina shield wall as itcan be used to
block roads and corridors acting as a mobile bulwark.
Thanks to its considerable bulk, also, itcan be quite
effective to bullrush smaller or equabsized enemies, aihough
its size does not help sight and controlSurep BasH
normal melee attack dealing d4 points of bludgeoning
damage plus the shicld's damage reduction bonus and the
‘wearer's Strength bonus.
‘The target creature must then pass a Constitution saving
Throw against the attacker's Strength score or be stunned for
the following round.
‘WEAPONS
‘They work exactly the same way they do in the rest of the
“normal” game, with only some minor tweaks to already
existing items.
Battleaxe: 1d8 slashing damage, Hafted, Versatile (1410).
This is a modification of the standard Player's Hand Book
battleaxe.
Billhook:1410 slashing damage, Reach, Two-Handed On a
‘Strength check opposed by a Dexterity saving throw from the
target, the user can hook a mounted enemy and hat them off
their mount or knock them prone ifthey are already on foot
A spearong haft witha bladed head that curves into 2
‘hook usually with a spike on the other side probably derived
from a farming implement.
Tis especially useful in formation fighting or to combat
‘mounted opponents.
Boar Arrow: Inficts bleeding on failed DC 13
Constitution saving throw.
A thick arrow with a broad winged tip to embed itself in
the prey’s flesh and then be extremely difficult to remove
without causing heavy collateral bleeding and internal
damage.
Bodkin Arrow: ignores 2 points of damage reduction,
‘An arrow with a narrow and thick, dagger like tip to pierce
Falchion: dé damage, Versatile (48) The player chooses
‘whether the weapon deals bludgeoning or piercing damage at
each Attack action taken,
‘A surprisingly thin blade, designed to cut through clothes,
padding and flesh as itis most predominantly used and
procured in urban environments where armor is not worn
often.
Handaxe: 146 slashing damage, Hafted Light, Thrown
(20/60) This is a modification ofthe standard Player's Hand
Book handaxe,
Longbow: instead of adding Dexterity modifier to the bit
and damage rolls, it adds the Strength one. This is a
‘modification to the standard, Player's Hand Book longbow.
Longsword: 148 damage, versatile (10) Finesse. The
player chooses whether the weapon deals piercing or
slashing damage at each Attack action taken. This isa
‘modification to the standard, Player's Hand Book longsword
Poleaxe: 1410 damage, Hafted, Two-Handed. The player
chooses whether the weapon deals piercing or bludgeoning
damage at each Attack action taken,
Ahafted polearm usually shoulder high with a spiked
hammerhead ideal to be used in close range personal combat
both against armored and unarmored opponents. In the
times of olden, it was employed by feuding knights in their
duels of honour
War Pick: 148 piercing damage. Hafted This is a
‘modification ofthe standard Player's Hand Book war pick.
Warhammer: 1d8 bludgeoning damage. Hafted, Versatile
(110) This is a modification of the standard Player's Hand
Book warhammer,
ADVENTURE GEAR
‘Along with weapons and armor, I found that the current
selection of adventuring gear presented in the Player's Hand
Book still lacked some things or others were not as complete
and plausible as I would have liked them to be.
‘As such, [came up with the following suggestions.
Belt Pouches: small leather pouches that can carry up to
100 coins of whatever material and value. Money weighs!
‘And, more importantly, a great amount of small metal bits
dangling in liberty are not helpful when sneaking
Portable Bookcase: « set of leather belts or a hard
wooden case that allow a book not to aceupy carrying space
in the character's backpack. A character ean use a number of
Portable Bookcases equal their Strength modifier.
Potions Bandolier: belt with straps or a small wooden
tube to carry up to 6 potions that can be used as. free action,
A character can wear up to two Bandoliers,
‘Scrolls Bandolier: a belt with straps to carry 3 scrolls that
‘can be used as a free action. A character can wear up to two
Bandoliers,
PART |The ArmocyTHE TOME OF TACTICS
4 sated before, my small medieval renactment
experience showed me that things that athe
time were either extremely important or very
frequent such a fighting using the shield ss an
scual weapon o forming a shield wall were
Pissing in he Payer Hand Book
Not aj problem with many layer i that hey are
less ikely to attempt something that has no writen rles
about, perhaps because they fee that whats not expresscly
alle i implicitly forbidden, so what follows ie my
attempt at tackling a few ofthese "mising” or not enough
fleshed out aspects
HarrTep:
‘Weapons with this special rule, as hammers, axes and
poleaxes, are mounted on a wooden shaft with a head of|
‘varying shapes that grant them the ability to hook enemy
‘weapons and shiclds to yank them off their user's grasp.
However, too long hafts, such as those of spears, pikes and
halberd, are too long and therefore too heavy to allow
enough control for such a precise operation as they tend to
bend due to their head's mass.
Hooking an enemy weapon or shield to have the wielder
rop itis an opposed Strength check, Ifit ends with a te,
both contendents count as grappled.
Weapons with the Versatile special rule slong with the
Hafted one gain advantage to their Strength check when
booking enemy weapons and shields,
SHrzLp WALL
Shields, especially large or tall ones, can be an extremely
potent force when locked together to form a wall and then
used with insightful coordination,
ftwo creatures stand shoulder to shoulder and lock
shields together, whoever stands inthe 5 feet behind them
gets the benefits of three quarters cover,
Ifa third character joins the wall the cover is full and all
attacks relying on line of sight targeting the characters
behind the wall suffer disadvantage,
When a ereature behind a shield wall is successfully hit by
fan attack coming from beyond the wall one of the characters
holding it can try to suffer it themselves by rolling a Dexterity
saving throw with a DC equal the result of the attack roll
Critical hite, however, are too masterful or lucky attacks to
be redirected
[Asa shicldwall is something quite frightening to behold, a
solid barrier of variously coloured wooden slabs that threaten
to crumble whoever is on their path, shorter weapons trying,
toattack those standing behind it suffer disadvantage, while
those with the Hafted special rule allow other weapons to
attack normally if used to hook a shield down,
‘Those with the Reach special rule sill have disadvantage
attacking those who hold it, but instead count thei Reach
distance beyond those holding the shield wall as they are long
enough to be thrust aver the wall itself.
PART2 |The Tome of Thetes
Holding or tying to push through a shieldwall is an
‘opposed Strength check with a +] bonus for each creature
forming it with a maximum of '3
However, coordinating the movements of a shieldwall is 2
much more complex matter as it needs many people to make
intricate maneuvers in an extremely stressful situation,
Moving a shieldwall takes an action and a successful
Insight check with a DC equal to the number of people
forming it times five
Feats
‘The feats presented here can be accessed by all classes as
long as they meet the requisites, although Fighters and
Paladins can make the most out of them,
In particular, Frontine talents give the most out of them if
‘the group has at least three sword-and-board oriented,
characters although it works with two too,
A one-man shield wall however, is a thing many an enemy
‘would laugh at
Brewmaster:
Proficiency in Nature Skill Intellect score of 14
Brewed poisons and potions add an additional d6 (o their
effect.
Frontline Fighter:
Proficiency with shields, Strength score of at least 14
‘Asa bonus action, the character can attempt to distract an
‘enemy within 5 feet and give a 1d6 bonus weapon damage to
their allies attacking it for the next round.
Frontline Tactician:
Proficiency with Insight, Intellect score atleast of 14
The shieldwail’s speed is not halved anymore and the
Insight check to move it gain advantage.
Giants slayer:
Proficiency with martial weapons
‘Weapons with the Hafted and Reach special rules gain
‘advantage on to hit rolls against Large or bigger enemies.
‘Titan Warrior:
Strength score of 20
‘The character can now wield 2-handed weapons with only
‘one hand, although to hit ros suffer disadvantage. Dual
‘wielding rules still apply as usual
Honor Duelist:
Proficiency with martial weapons
Ifthe character directs all of his attacks to the same target
while wielding a weapon with the Hafted special rule, he can
forego one of them to attempt a hooking maneuvre with
advantage.
Veteran Brewer:
Brewmaster feat
Checks for brewing potions and poisons have advantage
and require half the ingredients. Itworks best with
Herbalism: Defined, Refined and Usable by Chris Conte,
which is an awesome tool that I suggest to give atleast @
check atPARTING WORDS
of this would ave looked lke rotten goblin
poop, a simple Libreotice file brimming with
talerbbled notes and horrendous a>
sarkings, had I not stumbled upon the
fantacy looking (dd T mention flippin
trea?) format made a the Homebrewery thal
re he selfeame format the
hallowed Player Hand Book uses!
T have heard he even has a patreon to keep up the good
stuf 80 g0 give him a look and a tip for beer and coffee!
‘Also, special thanks to Voice Actor, GM and overall
awesome person Matthew Mercer, GM for the Critical Role
show on Geek and Sundry, as I got watching him and the
show the spur to finally put on a decent format what was 2
series of half discarded notes in some dusty capy book of
Lecat STUFF
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PARTS [PARTING WORDS