The first thing my group did when they dropped their first Guard Drake, was skin it so they could make some armour. As such, I have taken the liberty to come up with some new equipment for D&D 5th Edition, based on my experience running HDQ for D&D Adventurer’s League. All items are non-magical.


Armour


Ambush Drake Hide Armour

Type: Light Armour.
Armour Class: 13 + Dex modifier.
Weight: 15lb
Major Raw Materials: Six Ambush Drake Hides.
Market Price: 150gp.
Crafting: The hides themselves make up half of the cost (75gp). Using the standard crafting rules, this means one suit can be made by a leatherworker in 15 days. All standard variances apply normally.

Guard Drake Hide Armour

Type: Medium Armour
Armour Class: 14 + Dex modifier (max 2)
Weight: 20lb
Major Raw Materials: Four Guard Drake Hides.
Market Price: 200gp
Crafting: The hides themselves make up half of the cost (100gp). Using the standard crafting rules, this means one suit can be made by a leatherworker in 20 days. All standard variances apply normally.

Masterwork Armour

Just as with weapons, you can purchase or craft masterwork versions of armour or shields. Such a well-made item functions like the normal version, except for certain differences, based on the type of armour.

Light Armour: Gives Advantage on Stealth Checks.
Medium Armour: Increases the maximum Dexterity bonus by 1.
Heavy Armour: Decreases the weight of the armour by 10lbs, and decreases the minimum Strength by 1.
Shields: Add the shield’s AC bonus to Strength (Athletics) rolls made to Shove an opponent in combat.

The cost for a masterwork suit of armour, or shield, is usually twice the price of a normal piece of the same type, but this price varies between artisans. You can’t add the masterwork quality to armour or a shield after it is created; it must be crafted as a masterwork item.

DM Note: As a general rule, masterwork armour and sheilds should cost between 1.5x to 3x the price of a regular item of its type. For game balance, masterwork armour and shields should never increase the AC of the item, unless under specific circumstances, such as using exotic materials. Custom orders should be designed by the player, under your guidance.


Commodities


Drake Teeth

The canine teeth from an Ambush Drake, or Guard Drake can be used for various alchemical preparations. It is said that grinding them down and mixing with a solution of Foxglove and Wormwood, the imbiber will receive portents of future events.

Market Price: 2sp each.


Materials


Ambush Drake Hide

The hide from an Ambush Drake is thick and pliable, but it can be used in much the same way as leather. The hides are rendered useless if the drakes were hit with Fire, or Acid. Piercing and slashing marks can be stitched together. The hides must be cured and tanned before use.

Market Price: 15gp each.

Guard Drake Hide

The hide from a Guard Drake is much thicker and tougher than that from Ambush Drakes. It can be used in the same fashion as animal hide. The hides are rendered useless if the drakes were hit with Fire, or Acid. Piercing and slashing marks can be stitched together. The hides must be cured and tanned before use.

Market Price: 25gp each.


Weapons


Dragonwing Scimitar

These masterwork scimitars are carried by high ranking officers in the Cult of the Dragon. They are instantly recognisable as a symbol of status, especially when paired with the Dragonwing Scabbard.

Type: Martial Melee (Scimitar)
Market Price: 50gp
Weight: 3lb
Properties: Light, Finesse
Damage: 1d6 Slashing
Special: When wearing a Dragonwing Scimitar, a creature rolls Advantage with all Charisma checks regarding the Cult of the Dragon, for anyone of rank Dragonclaw or lower. If not paired with a Dragonwing Scabbard, the same checks are rolled with Disadvantage, as the cultists outfit is incomplete. This effect does not stack with the same effect stated for the Scabbard.

Kobold Grit

This small pebble is the primary ammunition that is used by kobolds wielding slings. They are formed by kobolds mixing snot, mucus, ear-wax and dung between the hands to form a roughly spherical ball and leaving to dry solid. Due to the nature of kobolds, this gives them an almost unlimited supply of ammunition.

Type: Ammunition (Bullet)
Weight: 1lb / 200 grits
Market Price: There is no inherent value in kobold grits, although it has been rumoured that in some far-flung cities, they are considered a delicacy, and many monstrous creatures will eat them as well.
Crafting: An average kobold can produce roughly 200 bullets a day, using various body secretions and fluids. Under duress, this rate may be doubled, or even tripled, until the kobold is spent.

Masterwork Weapons

A masterwork weapon is a finely crafted version of a normal weapon, and adds a +1 to the damage of a successful hit. For piercing and slashing weapons, this is usually due to them being exceptionally sharp; for bludgeoning weapons, they are usually far better balanced, or have a moving weight in the head to augment the impact.

The cost for a masterwork weapon, is usually 4x the price of a normal weapon of the same type, but this price varies between artisans. You can’t add the masterwork quality to armour or a shield after it is created; it must be crafted as a masterwork item.

Masterwork ammunition is damaged (effectively destroyed) when used. The bonus to damage of masterwork ammunition does not stack with any magical enhancement bonus of the projectile weapon firing it.

All magic weapons are automatically considered to be of masterwork quality. The bonus to damage granted by the masterwork quality doesn’t stack with the enhancement bonus provided by the weapon’s magic.

Even though some types of armour and shields can be used as weapons, you can’t create a masterwork version of such an item using these rules.

DM Note: As a general rule, masterwork weapons should cost between 3x to 6x the price of a regular weapon of its type. For game balance, masterwork weapons should never give a bonus to attack, unless under specific circumstances, such as making a “keen” weapon that increases the critical threat range. Custom orders should be designed by the player, under your guidance.


Gear


Dragonwing Scabbard

These scabbards are carried by high ranking officers in the Cult of the Dragon. They are instantly recognisable as a symbol of status, especially when paired with the Dragonwing Scimitar.

Market Price: 5gp
Effect: When wearing a Dragonwing Scabbard, a creature rolls Advantage with all Charisma checks regarding the Cult of the Dragon, for anyone of rank Dragonclaw or lower. If not paired with a Dragonwing Scimitar, the same checks are rolled with Disadvantage, as the cultists outfit is incomplete. This effect does not stack with the same effect stated for the Scimitar.

Tiamat Signet Ring

This gold ring is inscribed with Ancient Draconic runes saying “All hail Tiamat” and “Tiamat will rise”. An ornately etched five headed dragon adorns the front of the ring, with the tail wrapping around the chassis of the ring.

Market Price: 10gp. However, most market traders wouldn’t dare buy it, and are more likely to chase the seller out of town as a heretic, or “Wyrmfriend”.


Tools


Masterwork Tools

Masterwork tools are finely crafted, intricate, or particuarly robust versions of the regular tools they represent. A set of masterwork tools gives the artisan the benefits of Expertise within the use of those tools. If the user already has Expertise in the use of the specific tools, they gain Advantage on rolls to use the tools in question. Most masterwork tools will cost 3x the price of a regular set of tools of the same type.

DM Note: The price of different types of tools will range vastly, and it is best to consider these on a case by case basis. Custom orders should be designed by the player, under your guidance.