The Armorer’s Handbook is a complete equipment upgrade ruleset enabling weapons and armor to grow along with your characters in an organic way that feels anchored in your setting.
This supplement is a comprehensive modular framework that allows characters to improve their equipment as they see fit by seeking out craftsmen and spending some coin! Chapter 1 covers nonmagical upgrades, which approximate the basic +1-3 progression of magic items in the Dungeon Master’s Guide. Chapter 2 introduces rune magic as a means to imbue your equipment with magical properties, including a fully-realized crafting system for characters wishing to create their own runestones using simple gemstones.
The two chapters comprise the following, with each option being adjustable, ignorable, or replacable without impacting the whole:
CHAPTER 1: UPGRADING EQUIPMENT
A Revised Armor table based on real-world historical armor, weight and prices, with scalable purchase options and three types of shield, each filling a unique role.
Armor Upgrade rules including 14 unique upgrades.
A minimalist Revised Weapons table, offering four new weapon properties.
Weapon Upgrade rules including 13 unique upgrades.
7 types of Special Ammunition with easy crafting rules.
8 of Special Materials with simple modifications to the upgrade rules.
Rules for equipment Wear and Repair.
CHAPTER 2: RUNE MAGIC
Rune Magic lore and how to introduce rune magic and runestones into your campaign.
Runestones – socketable gems used to empower equipment with magical properties.
Runesmithing – a complete ruleset for player-crafting of runestones.
Runesmith’s Tools – a new toolkit used to craft runestones using gemstones.
The Runesmith’s Guild – a complete ruleset for joining and progressing through a crafting guild, with tangible benefits to those who achieve status among their peers. Also includes new downtime activities!
A New Feat only available to veteran runesmiths.
Two New Artificer Infusions to enhance the potential of runic equipment.
39 Runestones, plus guidance on creating your own. Its also easy to repurpose the properties of magic items from any source—and you can even allow characters to "trade" magic items to help the guild scholars in their quest to discover/create new runestones!