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Racial Items

As with the weapon materials post, this is a reposting of some of my older material, but ties into some upcoming work.
One of the things that disappointed me about the selection of weapon and armour in D&D is the lack of any items that are linked to specific races. For example, you would think that elves, so closely linked with the forest, nature, and the two ranger builds would have some kind of special longbow or sword. And dwarves, who are almost universally presented in fantasy as wielding battle axes have nothing that makes them use them in D&D.

So here are some of my ideas for weapons/armour that are restricted to their own races.

Elves

The majority of Nerathi elves still live in forest communities, in tree house like structures that span many trees. In the bigger elven towns, they are arranged in the shape of a leaf, with a central spine of wide rope bridges that lead off to the homes on either side. The core of the settlements is a Tree of Life, the widest and oldest tree in the area, which the elves worship around, imbuing it with a certain degree of energy. Within the community, they have Arboricultrist’s, Artificers who sole purpose is to tend the Tree of Life, and make items from it.

Elven Bow

The Elven Bow introduces a new weapon property, Silent, which is a property that grants the wielder a +2 bonus to Stealth checks made in the same round after attacking.

The Elven Bow is the perfect match of function and form. The bows are individually made for each elf, and cut, bent and carved to fit the shape of the elf that is to use it. While each bow is decorated according to its owners whims, most follow a simple design principle that allows them to be un-and-re strung with ease.

Elven Bow
Weight: 1 lb.
Military two-handed ranged weapon
Cost: 50 gp
Damage: 1d6
Proficient: +3
Range: 10/20
Properties: Load Free, Small, Silent
Group: Bow

Elven Arrows

The elven arboricultrists that tend the Tree of Life at the heart of elven communities trim wild branches to get the wood needed for long bows. They also gather the tree’s copious amounts of sap, which they pour into moulds that cast the resin into arrowheads that form a dark smokey material that is as hard as steel. These arrowheads, combined with shafts made from twigs of the tree of life, and a singe feather from war eagle, create a short arrow with incredible flight properties.

Elven Arrow
Category: Ammunition
Price: 1 sp
Weight: .1 lb
Special: Elven Arrows deal an additional +1 damage, and have +5 range when used in an Elven Bow.

Eladrin

The so called and mystical high society of elves has made an art form out of everything, from their castles intricately carved from crystal and marble, to the shining robes with starlight stitched into their thread. Unlike their primitive elven brethren the Eladrin do not make a city around a central concept, rather each ‘family’ whether bound by blood or servitude build their homes around a shard of ancient crystal, located within an open area or central shaft. The families’ residents use the crystal for many things, from creating a iridescent light source, to sharpening their blades. When the shine of the crystal shard becomes dulled, the ‘family’ is disbanded.

Eladrin Tabak

For most, there is nothing special about an Eladrin Tabak. While the blade is exceptionally sharp, and forged with a unique mix of metals, resulting in a pearlescent sheen. What makes an eladrin tabak special is the unique construction of the hilt. When each family is formed, they register a design that represents their outlook on the complex interaction of nature and the arcane. Only those Eladrin who belong to the family learn the arcane secrets crafted into the hilt and how to unlock the true power that has been folded into the blade when it was forged.

Tabak
Military one-handed melee weapon
Cost: 50 gp
Damage: 1d8
Proficient: +3
Weight: 4 lb.
Properties: Versatile, High Crit, Brutal 1
Group: Heavy blade

Dwarves

The tough and hardy mountain dwellers… Or at least, that was once the origin of such a great race. Now millennia after the squat race first appeared, the many clans have spread out across Nerath, and can be found in cellars below blacksmiths, or in small caves in desert bluffs, or wetting their beards behind waterfalls. Wherever you find them, you can guarantee two things; there will be a fire and forge, and a ready supply of metal.

War Axe

Dwarven war axes look as primitive and as roughly hewn as the dwarves that make them. They have a surprisingly short hilt for a large, angular cutting head, and they appear to be crudely put together, always on the verge of breaking, an feeling that is confirmed when you lift the overly heavy weapon.

Of course, this is an illusion that the dwarves have crafted. While the weapon is heavy, it’s weighted to the dwarves stocky build, and is ideal for throwing.

War Axe
Military one-handed melee weapon
Cost: 30 gp
Damage: 1d6
Proficient: +3
Weight: 8 lb.
Properties: Brutal 1, Heavy Thrown, Off-Hand
Group: Axe

Banded Mail

Armour specifically built for dwarves is hard to find. Compared to the other races, their stocky bodies are out of proportion, short legs, muscular arms… As such, the dwarves, being an inventive bunch prone to working metal instead of sleeping, made their own. By hammering metal into thin sheets that could be riveted onto a leather jerkin and stitched together, they made a form of armour that allowed much easier movement than most, based on bands of free moving iron for protection.

Banded Mail Armor
AC Bonus: +7
Check: 0
Speed: 0
Weight: 40 lb.
Cost: 70 gp.
Type: Scale

Clan Helms

Dwarven clans are a matter of honour. To be stripped of ones clan is the ultimate punishment for a dwarf, and those that suffer such a fate are loners, lost souls wandering dangerous mountainsides, trying to find death, but even nature doesn’t allow them such a privilege. Each clan is unique, from the McFrother’s, a skirt wearing, drug taking bunch of warriors who wield claymores, to the Drinkphlage’s, short even for dwarves, all of them the bastard childe of prominent dwarven runesmiths or axelords, to the feuding clans of the Wickett’s, the Warwick’s and the willow’s. And each clan has their own special helm, its construction unique to the smiths of the clan, it’s etched and carved runes telling both the history of the clan, and working as all dwarven runes do, on the binding of metal and material, strengthening the helms and making them as strong as shields.

Clan Helm
AC Bonus: +1
Weight: 8 lb.
Cost: 15 gp.
Type: Light Shields

Halflings

While dwarves are short and stocky, muscular and warlike, halflings are the opposite in so many ways. While they too are small in height, their bodies are lithe, well suited to the way they live their lives, that being in constant enjoyment and wonder of the world of the large people. Of course, not all halflings are made the same. There are the Shirelings, a sub breed of halfling renowned for their decadence, slow aging and general lack of interest in worldly matters. There are the Kenderlings, who take the halflings inquisitive nature and turn it up a notch. Anything they touch they will steal, and anything they steal, they will tear apart to understand how it works. And their are the Stoutlings, the gypsy halflings, who tour the wilderness, visiting farm and village, setting their ponies and caravans at the sides of rivers and making mad music and trading rare goods until the moon itself hides from sight.

Halfling Slingshot

Their height, agility, and outgoing and inquisitive nature makes halflings ideal thieves, and given thieves love nothing more than peppering their prey with painful distractions. The halflings have perfected this ability, topping a short walking cane, ideal for any adventurer of their stature, with a sling. The added energy they can achieve with the canes flinging action increases the range of their shot, while the materials they use are the finest available for trade, and nearly silent.

Slingshot
Simple one-handed ranged weapon
Cost: 10 gp
Damage: 1d6
Proficient: +3
Range: 15/30
Weight: 1 lb.
Properties: Load Minor, Silent
Group: Sling

Fingerblade

Why risk discovery when you are relieving a target of their bulging purse? The city guard are always on the lookout for halflings with a dagger in a sheath, and it’s common for even the most amazing halfling warriors to be arrested under accusation of being a Cutpurse. A wise halfling thief then, carries a hidden blade, small, sharp, and strapped to the finger of their hand, so they merely have to point and tap to slice through the leather of their prey.

Fingerblade
Superior one-handed melee weapon
Cost: 15 gp
Damage: 1d4
Proficient: +2
Range: -
Weight: 0 lb.
This weapon consists of a small sharp blade that rests against a finger, freeing the wielder’s hand. A shield cannot be worn on the same arm as a fingerblade. The fingerblade does not need to be drawn, nor does it need to be sheathed for the wielder to use the hand the fingerblade are on.
Properties: Off-Hand, Brutal 1, Silent
Group: Light blade

Tieflings

The tiefling bloodlines of old were massively diluted by the ancient fall of civilization. Persecuted for their tainted blood and kinship with demonic beings, the Tiefling race spread out, and in doing so, brought upon a terrible change to the race. While once their power came from the direct relationship with beasts from the Abyss, subsequent breeding with cultists, followers, victims, and worse lead to each new generation of tieflings becoming weaker and weaker, less and less connected. The ancient tieflings called themselves and their direct lineage purebloods. In an effort to maintain the power inherit in the race, these primogenitors set apart removing the lesser breeds. Unfortunately, this wasn’t easy, as despite the dilution, there were no obvious outwards signs.

Bonding Knife

Originally forged in the fires of the Abyss, these blades are unique to the demon that sealed their relationship and breeding with a weak human, though all such blades share a similar design with a wickedly sharp curved blade, and a handle that curves away in the opposite direction. With the fall of the Tiefling empire, most of these blades were lost, and those that remained were kept secure by the purebloods, who found that they had another purpose.

Bonding Knife
Military one-handed melee weapon
Cost: 60 gp
Damage: 1d4
Proficient: +2
Weight: 1 lb.
Properties: Off-Hand, Heavy Thrown, High Crit, Brutal 1
Group: Light blade

Blooding Robes

The other part of the ritual that bound fell demons with the human chosen to become an ancestor to the Tiefling was the robes worn by both parties. Unlike the bonding knives, more of these robes survived, and they have been used in each planned breeding of a strong Tiefling bloodline. Soaked in the blood of countless generations of tieflings parents, and even the demonic blood that started the race, these cloth robes are tough.

Blooding Robes
AC Bonus: +1
Check: -1
Speed: -1
Weight: 8 lb.
Cost: 20 gp.
Type: Cloth
Special: Tieflings using a Bonding Knife while wearing these robes gain a +1 bonus to attack and damage rolls.

Dragonborn

Dragonborn bloodlines are ancient, stemming back millennia to the days when the gods, Bahamut and Tiamet first walked the lands of Nerath, their great claws tearing chunks out of the lands that would fill with the tears of the primordial’s to form lakes. In those early days of mankind, before they had entered the forests and become elves, and delved into the roots of mountains and become dwarves, Bahamut and Tiamet would change their shape and move amongst the men and women kind, enjoying the food, and company, and shelter. From these nights upon Nerath, the great dragon deities did spawn a new race, the Dragonborn, the childe of Bahamut and Tiamet.

While the race has changed greatly over the millennia, walking more upright, and retaining the elemental breath of their ancestors. However, the tails and claws of their draconic heritage have faded away, such adaptations un-necessary in a world of swords and shields. In the lost cities of the ancient civilizations, lost to most when the tieflings fell, are the bones of ancient dragonborn warriors. Sometimes, relic hunter’s return to Nerath with these remains, and craftsmen recreate the hulking bodies of fallen heroes.

Talon Shells

The Talon Shells introduce a new weapon property, Grasping, which is a property that grants targets grabbed by the wielder a -2 penalty to checks made to escape grabs

One item that has come from such a statue were dragonborn talon shells. Built around the sizing of ancient dragonborn hands and claws, these heavy, scaled gloves fit over your claws, providing a bulky shield along with sharp talons that can tear through armour.

Talon Shells
Military one-handed melee weapon
Cost: 40 gp each
Damage: 1d6
Proficient: +2
Weight: 1 lb.
A shield cannot be worn on the same arm as a talon shell. The talon shell does not need to be drawn if worn, but it does need to be removed for the wielder to use the hand the talon shell is on.
Properties: Defensive, Off-Hand, Brutal 1, Grasping
Group: Light blade

Half-Elf

The Elves and Humans of Nerath have always had dealings with each other, them feyfolk trademeets in forest clearings, to the eladrin ancestral skyships landing in human harbours. This constant exposure to each others race means that some individuals have had physical and emotional attachments, and as such, there has been cross-breeding, forming the Half-Elf race. Centuries later, the race endures, the offspring of a half-elf is itself always another half-elf. As a race, half-elves display the best traits of their parents races, and thus are durable and wise, and incredibly charismatic, a knack that has made them very successful in whatever they choose to do.

Those With Social Grace

Half-elves by there nature tend to be outsiders, unwilling or unable to settle down for long periods of time, instead, they move from town to town, forming friendships that can last a lifetime, and their smile and overwhelming charm and willingness to help makes them be accepted into communities quickly. Such half-elves tend to display an empathetic quality, and are admired and liked, not just by elves and humans, but by the other races as well.

These half-elves tend to be richer than most, with fine clothes, made from a mixture of human and elven styles and materials, and jewellery collected during their many travels.

Ternoka

The Ternoka is more than just a fine set of clothes, it is a whole matter of appearance, function and form. Half-elven societies in the largest cities teach all of their races children the methods needed to craft this item, and it is expected that by the time a half-elf reaches adulthood, with the growth of their first beard, or their first bleeding, that they will have found the wealth to buy the material and a secure community within which they can spend the year necessary to weave and sew this item.

Ternoka
AC Bonus: +1
Check: 0
Speed: 0
Weight: 7 lb.
Cost: 60 gp.
Type: Cloth
Special: The Ternoka also gives the Half-Elf a +1 bonus to diplomacy.

Those Who Rob To Live

Not all half-elves find it easy to fit in to the society they were born into. Maybe the circumstances of their conception were taboo, maybe it was just a poor farming season, and they were blamed as the bad omen that caused it. Whatever the trigger, these half-elves have not just embraced their solitary nature and their desire to wander, they have made a life from it. Living on the open road, much like any normal adventurer, except they have become experts of figuring out which trade caravan is best to attack and steal from, which band of wearer travellers can be mugged for supplies in the night, and which lowly party of newly fledged adventurers won’t be missed.

Brigands Shirt

The Brigands shirt takes everything that makes leather armor sturdy and strong, and then improves it. The core of the armour is the actual shirt, effectively the same boiled leather plates, but overlapped to provide more protection, and stitched to allow better movement, with metal studs, spikes and rivets stitched onto its surface, further improving the protection by helping to redirect deadly blows into mere glancing ones.

Brigands Shirt
AC Bonus: +3
Check: 0
Speed: 0
Weight: 25 lb.
Cost: 50 gp.
Type: Leather
Special: A Half-elf grabbed while wearing this armour deals 1 damage to the grabber at the start of the half-elf’s turn.

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