Skip to content
Closed
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
Binary file not shown.
870 changes: 870 additions & 0 deletions data/raw_sources/southlands_players_guide/output/Spell.json

Large diffs are not rendered by default.

431 changes: 431 additions & 0 deletions data/raw_sources/southlands_players_guide/output/backgrounds.md

Large diffs are not rendered by default.

177 changes: 177 additions & 0 deletions data/raw_sources/southlands_players_guide/output/equipment.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,177 @@
# Chapter 4: Gear

The people of the Southlands have developed their own weapons and tools. Some
items may have a different name and look—but identical function—to one from
another part of the world.

## Weapon Equivalents

| Southlands Weapon | Equivalent Statistics |
| ---------------------- | --------------------- |
| Akrafena | Scimitar |
| Assagai | Javelin |
| Iklwa (stabbing spear) | Short sword |
| Machete | Handaxe |
| Ngulu | Greatsword |
| Starknife | Dagger |

## Special Weapons

Weapons with special rules are described here.

### Bladed Scarf

If you use one of your attacks to grapple a creature while wielding a bladed
scarf, you can use your bonus action to make an attack against it with one end
of the scarf. If you use your action to Attack with your scarf, you can use your
bonus action to make an attack with the other end of it, dealing 1d4 slashing
damage on a hit.

### Club Shield

These shields are wielded by grasping onto a stout two-foot-long pole on the
reverse side, allowing you to use your shield as an effective weapon. Wielding a
club shield increases your Armor Class by 2. You can't wield a shield or a
second club shield at the same time.

### Double Blowgun

The double blowgun is a ranged martial weapon comprised of two hollow tubes
connected to one mouthpiece. When a proficient wielder uses an Attack action to
blow into it and each tube is loaded with a needle, the wielder can attack two
targets within range that are within 5 feet of each other.

### Khopesh

A khopesh is a one-handed martial melee weapon that looks like a cross between a
sword and a sickle. The long blade emerges from the hilt straight like a
longsword, but the blade curves toward the end. The curve of the blade can be
used to trap an opponent's limb. In place of an attack against a humanoid, you
can attempt to grapple it with an attack roll. On a hit, the target is grappled.
The escape DC is your Strength (Athletics) check. When a creature you have
grappled with this weapon attempts to escape and fails, it takes 1d4 + your
Strength modifier slashing damage.

### Shotel

The curve of a shotel's blade allows you to reach around your opponent's shield.
When you attack a creature wielding a shield, you gain a +2 bonus to the attack
roll.

### Stabbing Axe

The long head of this axe is sharply pointed at the top curve, allowing you to
use it as a short-hafted spear. You can choose to deal piercing damage instead
of the listed slashing damage.

### Temple Sword

Also called a sickle sword, the blade ends in a crescent-shaped curve.

### War Boomerang

A war boomerang is a martial ranged weapon. It is a flat, curved piece of wood
with more heft than its smaller cousin. While it does more damage than a regular
boomerang, it doesn't return to its wielder on a miss. The boomerang can be used
to knock a target unconscious rather than kill it when thrown by a proficient
wielder.

### Wrist Knife

This 1- to 2-inch-wide circular blade is worn around the wrist like a bracelet.

## New Weapons

### Simple Melee Weapons

| Weapon | Cost | Damage | Weight | Properties |
| ------------------------- | ---- | --------------- | ------ | --------------------------- |
| Rungu (throwing club) | 2 gp | 1d4 bludgeoning | 1 lb. | Light, thrown (range 20/60) |
| Stabbing knife | 2 gp | 1d4 piercing | 1 lb. | Finesse, light |

### Martial Melee Weapons

| Weapon | Cost | Damage | Weight | Properties |
| ----------------------- | ------ | --------------- | ------ | ----------------------------- |
| Bladed scarf | 100 gp | 1d4 slashing | 3 lb. | Finesse, reach, special |
| Club shield | 25 gp | 1d4 bludgeoning | 2 lb. | Light, special |
| Khopesh | 25 gp | 1d6 slashing | 4 lb. | Special, versatile (1d8) |
| Narumbeki throwing knife| 20 gp | 1d6 piercing | 2 lb. | Light, thrown (range 20/60) |
| Shotel | 50 gp | 1d6 slashing | 3 lb. | Finesse, special |
| Stabbing axe | 20 gp | 1d6 slashing | 4 lb. | Special, versatile (1d8) |
| Temple sword | 35 gp | 1d6 slashing | 3 lb. | Finesse, light |
| Wrist knife | 4 gp | 1d4 slashing | 1 lb. | Finesse, light |

### Martial Ranged Weapons

| Weapon | Cost | Damage | Weight | Properties |
| --------------- | ----- | --------------- | ------ | ------------------------------------- |
| Double blowgun | 40 gp | 1 piercing | 2 lb. | Ammunition (range 20/60), loading |
| War boomerang | 2 gp | 1d6 bludgeoning | 1 lb. | Finesse, thrown (range 20/60) |

## Adventuring Gear

This new equipment is found primarily or exclusively in the Southlands.

| Item | Cost | Weight |
| -------------------------- | ------ | ------ |
| Camel saddle | 60 gp | 40 lb. |
| Elephant saddle | 150 gp | 90 lb. |
| Ritual cymbals | 2 gp | — |
| Sand skimmer | 50 gp | 50 lb. |
| Shroud strips (single body)| 75 gp | 1 lb. |
| Silt mask | 5 gp | ½ lb. |
| Surgery kit | 50 gp | 4 lb. |

### Camel Saddle

Camels are the most common mounts available in the Southlands, as they are ideal
for traveling through the desert. A properly fitted camel saddle allows you to
ride on your mount's humped back in comfort.

### Elephant Saddle

Elephants make for fearsome beasts of war but can be uncomfortable to ride for
extended periods. An elephant saddle resembles a wide-seated chair with a low
back and armrests.

### Ritual Cymbals

These small brass cymbals are worn on the fingers and struck together as part of
ritual dances.

### Sand Skimmer

This wooden land vehicle slides atop sand, propelled by a single sail. The
skimmer sits atop two narrow runners attached to a flat wooden platform. The
platform is five feet wide and ten feet long. One driver pilots the skimmer; it
can also hold one passenger. Depending on the wind, the sand skimmer reaches
speeds up to 8 miles per hour.

### Shroud Strips

Shroud strips are alchemically treated strips of cloth or leather used to wrap a
corpse. When the body is completely wrapped in shroud strips, it ceases to decay
and can't become undead. The first month a body is wrapped in these strips
doesn't count against the time limit of spells such as raise dead. Some clerics
of life or sun deities create enchanted shroud strips that prevent bodies from
being turned into undead creatures.

### Silt Mask

This covering keeps sand and other irritants out of the respiratory tract.
Creatures wearing a silt mask have advantage on saving throws against effects
that are delivered through breathing. Casting a spell with verbal components
while wearing a silt mask requires a DC 10 Constitution check; on a failure, the
spell slot is expended without effect.

### Surgery Kit

This leather roll-up can be fastened with an attached cord for storage. It
contains several sharp scalpels, a whetstone, a small mirror, sponges, bandages,
several needles, a small box of soap, and a bobbin of strong silk thread. In
addition to its use as a common medical kit, if you treat an injured creature
with a surgical kit during a short rest and the creature uses a Hit Die to
recover hit points, it can treat any 1 or 2 it rolls as a 3 instead. The kit has
enough consumable material for 10 uses. The consumable portion can be replaced
for 5 gp per expended use.
Loading