D&D 4th Edition - Adventurer's Vault.pdf

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A dventurer’s Vault
Arms and Equipment for All Character Classes
ROLEPLAYING GAME SUPPLEMENT
Logan Bonner • Eytan Bernstein • Chris Sims
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Adventurer’s Vault
Arms and Equipment for All Classes
ROLEPLAYING GAME SUPPLEMENT
Logan Bonner • Eytan Bernstein • Chris Sims
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CREDITS
Design
Logan Bonner (lead),
Eytan Bernstein, Chris Sims
Graphic Designers
Kevin Smith, Leon Cortez
Interior Illustrations
Drew Baker, Ryan Barger, Ed Cox, Thomas Denmark,
Wayne England, Jason A. Engle, Randy Gallegos,
David Griffith, Howard Lyon, Lee Moyer, William
O’Connor, Darrell Riche, Marc Sasso, Chris Seaman,
Anne Stokes, Franz Vohwinkel, James Zhang
Additional Design
Kolja Raven Liquette, Owen K.C. Stephens
Development
Stephen Schubert (lead),
Andy Collins, Peter Schaefer
D&D Script Design
Daniel Reeve
Editing
Greg Bilsland (lead),
Scott Fitzgerald Gray, Alex Jurkat, Gwendolyn F.M. Kestrel
Publishing Production Specialist
Christopher Tardiff
Managing Editing
Christopher Perkins
Prepress Manager
Jefferson Dunlap
Director of R&D, Roleplaying Games/Book Publishing
Bill Slavicsek
Imaging Technicians
Travis Adams, Bob Jordan, Sven Bolen
D&D Story Design and Development Manager
Christopher Perkins
Production Manager
Cynda Callaway
D&D System Design and Development Manager
Andy Collins
This product requires the 4th Edition DUNGEONS & DRAGONS®
game rules, which are based on previous DUNGEONS & DRAGONS
game rules designed by E. Gary Gygax , Dave Arneson (1st
Edition and earlier); David “Zeb” Cook (2nd Edition); Jonathan
Tweet , Monte Cook , Skip Williams , Richard Baker , and Peter
Adkison (3rd Edition).
Art Directors
Stacy Longstreet, Jon Schindehette
Cover Illustration
David Griffith (front), William O’Connor (back)
620-21783720-001 HB
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First Printing: September
2008
ISBN: 978-0-7869-4978-6
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DUNGEONS & DRAGONS, D&D, d20, d20 System, WIZARDS OF THE COAST, Adventurer’s Vault, Player’s Handbook, Dungeon Master’s Guide, Monster Manual, D&D Insider, all other
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Introduction
Equipment and magic items are essential to the sur-
vival of any D&D ® character. Treasure is vital to any
adventure. As a player outfitting a character or a DM
filling hoards with shiny baubles, the more options
you have the better.
That’s where Adventurer’s Vault comes in. It
expands on the rules for using equipment found
in the Player’s Handbook ® . These pages are full of
options for the PC with gold or residuum burning
a hole in his pouch, and the DM looking for that
enticing reward. Adventurer’s Vault also expands the
D&D ® game with new tricks for normal tasks.
can add action to encounters and overland travel. An
alchemy system allows you to add some bang to your
game without having to rely on the wizard or magic
items.
Chapter 2: Magic Items: Vastly expanding on
the items found in the Player’s Handbook, this chapter
is divided by item slot. You’ll find a vast array of new
items for every slot, as well as the expanded ranks of
wondrous items and consumables. Even companion
beasts and mounts have their own items now, allow-
ing you to make more of your pets.
Open Adventurer’s Vault and find out . . .
Appendix 1: This section gives you, the DM or
player, ideas and tools for making magic items seem
unique in your campaign and world. Give your items
a story. Learn how to give items levels as treasure or
to move magic from one item to another.
What’s Inside
This book has two chapters—Equipment and Magic
Items—followed by appendices designed to aid in
using the rest of the contents. Use it to equip your PC
or your NPCs, or to stock your adventures with inter-
esting stuff.
Appendix 2: To help parcel treasure, all the magic
items in this book are listed alphabetically by level.
Chapter 1: Equipment: This chapter focuses on
nonmagical items—masterwork armor, new weapons,
alchemical substances, mounts, and vehicles—and
presents rules for using them in your game. Vehicles
contents
1:
1: EQUIPMENT
EQUIPMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Masterwork Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Mounts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Veh icles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Alchemy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Mount Slot Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
Feet Slot Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Hands Slot Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
Head Slot Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
Neck Slot Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
Rings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
Waist Slot Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163
Wondrous Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
Consumables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185
2:
2: MAGIC ITEMS
MAGIC ITEMS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Holy Symbols . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Orbs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Rods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Staffs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Wa nds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Arms Slot Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Companion Slot Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
APPENDIX 1
APPENDIX 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1195
Unique Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195
Item Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197
Enchanting Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198
APPENDIX 2: MAGIC ITEMS
APPENDIX 2: MAGIC ITEMS . . . . . . . . . 1199
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CHAPTER 1
Equipment
C
Being prepared means having what
you need in any situation. The adventurer’s life is
nothing if not unpredictable, so the savvy explorer
takes unusual paths even when it comes to finding or
making equipment. While wandering the markets in
unusual locales, you can find all sorts of exotic and
useful gear. The right training can grant you access to
such equipment, giving you an edge that just might
save your life.
In this chapter, you’ll find:
Masterwork Armor: Techniques and magic from
across the cosmos allow master craftsfolk to make
strange and amazing armor. Choosing the right
kind of armor is a matter of need and taste. Shore
up your soft spots with the items in this section.
Weapons: Weapons are as varied as the reasons
to do battle in the darkening world. Nonhuman
cultures have also produced a few variations on
typical weapon forms. Herein you’ll find several
new simple, military, and superior weapons com-
parable to yet different from those presented in the
Player’s Handbook ® .
Mounts: The right mount can get you where you
want to go faster, and many able creatures can be
trained to serve in this capacity. In this section,
you’ll find mounts that expand on those presented
in the Monster Manual ® . You’ll also find gear to
make your mount a better ally.
Veh ic le s: Some tasks and terrain demand more
than a mount. When that’s true, then it’s time to
learn to drive. This section provides sample vehi-
cles and the rules required to use them.
Alchemy: With a little special training, you
can combine arcane reagents according to
mystic formulas to produce fell poisons, bizarre
powders, and wondrous concoctions. For those
unskilled in the alchemical arts, such items can
also be procured from the right merchant with a
little coin.
CHAPTER 1 | Equipment
4
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