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The Comprehensive Equipment Manual
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The Comprehensive Equipment Manual

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The standard previews to this product includes just a sample of one small segment, the beginning of the armor rules. This is just the tip of the iceberg. To see the introductory chapter with full table of contents click here:

The Comprehensive Equipment Manual (PREVIEW)


Over 125 PAGES of content, plus introductory pages!!

PART 1: WEALTH. Part 1 talks about various aspects of wealth generally, its types, and how to manage it. This section details various forms of currency, from new coin types to expanded charts for trade goods in various categories. It addresses intangible assets like favors and expands the rules for expenses, food and lodging, and services. This part also addresses the finding of buyers and sellers for expensive equipment like poisons and magic items. It introduces a population-based option to reduce the complication of such commerce.

  • 3 new types of coin
  • 110 new trade goods
  • 14 new variants of food, drink, and lodging
  • 4 new types of services

PART 2: ARMAMENTS. Part 2 adds new armor and weapons to expand the options given in the core rulebooks, and it incorporates weapons found in the Monster Manual and other official products. Part 2 provides a wealth of new armor properties and weapon properties, using a conservative approach that carefully maintains game balance. This part also adds a lot of variant rules that a DM can choose to incorporate into her game for added realism or drama. It also provides rules for making armor and weapons with alternate materials and techniques, including a balanced set of masterwork rules.

  • 14 new types of armor, shields, and modifications to customize
  • 91 new weapons

PART 3: GEAR. By far the largest section of this product, Part 3 greatly expands the selection of adventuring gear and tools. It provides new ammunition types, a huge number of new equipment packs, rules for crafting and collecting poisons and other wondrous alchemies, expanded lists of mounts and their tack. It also offers a wealth of excellent variant rules.

  • 67 new pieces of miscellanious-category adventuring gear
  • 27 new equipment packs
  • 12 new containers
  • 18 new ammunition types
  • 10 new spellcasting implements
  • 40 new alchemical items
  • 16 new herbal items
  • 107 new poisons
  • 23 new tools (artsian's tools, gaming sets, musical instruments, and more)
  • 6 new mounts
  • 56 new items of tack and harness
  • 16 new land and water vehicles

PART 4: TRINKETS. Part 4 contains pages of new trinkets and it discusses the selection, customization, and use of specific trinket types. All trinkets charted to limit rolling to the technology/magic levels allowed in your campaign.

  • Over 150 new trinkets

PART 5: EXOTIC LISTS. Part 5 includes “exotic” lists of equipment not native to traditional medieval fantasy settings. These are the sorts of things that not all DMs might want to see in their games. Exotic lists group such items by theme, allowing DMs to easily include just the equipment that matches their intended flavor. The release version of this product includes the following: “Double Weapons” (a weapon list and rules for using double weapons), “Extra Polearms” (weapons to satisfy a Gygaxian-level fondness for polearms), “Fantasy Flight” (expanded airship options), “Firearms” (expansive rules separating early medieval versions and advanced renaissance versions), and “Monster Markets” (for the purchase and sale of monsters, particularly exotic mounts and guardians).

  • 10 new sailing ships
  • 20 new double weapons
  • 22 new polearms
  • 5 new types of airship
  • 27 new firearms and siege weapons
  • 15 new tools and modifications for firearms
  • 68 standard monsters stat-ed for purchase and use as mounts and guardians
  • 40 standard dragons stat-ed for purchase and use as mounts and guardians

PART 6: ADVENTURES IN THE ORIENT. Part 6 covers equipment specific to an Oriental Adventures-style campaign. It describes how to use an alternate set of starting equipment for player characters, to outfit characters that come from societies or backgrounds not traditionally associated with medieval fantasy stories. Unlike the Oriental Adventures of prior editions of Dungeons & Dragons, this list is almost entirely inspired by feudal Japanese culture, minimizing the influence of other proximate cultures.

  • 18 new types of armor and modifications to customize
  • 61 new weapons
  • 14 new musical instruments
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Reviews (1)
Discussions (2)
Customer avatar
Esteban R August 18, 2017 12:57 am UTC
OK, I buyed it, but the color version is flawed, and it launches "server error". Please fix this, the article isn't for free, you know?
Customer avatar
Wraith Wright P August 18, 2017 2:09 am UTC
What browser are you using? My technical consultant was just able to load it in Chrome, MS Edge, and MS Reader without issue. Internal hyperlinks seem to be working and do not link anywhere other than the DM's Guild. I don't know where you would get a server error. Unfortunately I don't control the DM's Guild servers and have no way fix any problems or incompatibilities that arise relating to the website, but I am very concerned if the DM's Guild is having server problems. Please keep me posted if this problem persists.
Customer avatar
Esteban R August 18, 2017 12:10 am UTC
I'm very much tempted to buy this, but I haven't as much money to spend. I'm thinking about expending some of the hard earned money from the DMs Guild, because this sounds good.
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File Last Updated:
August 10, 2017
This title was added to our catalog on August 10, 2017.