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# Weapon Changes ### Base Weapon Changes ___ - **Basic Poison** deals 1d4 poison damage when a weapon or arrow coated in it hits a target. If Basic Poison is imbibed the creature must make a DC 10 Constitution saving throw or take 4d4 poison damage and become Poisoned for 1 hour, or take half as much damage on a successful save. - **Glaives** are valid weapon choices for Kensei Monks 3rd level feature. - **Heavy** weapon drawbacks that would affect a Small creature do not affect them if the creature has Strength 15 or higher. - **Heavy Crossbows** have a 1d12 damage die. - **Nets** have a range of 10/20. - **Tridents** are 1d8 Versatile 1d10 weapons. - **Versatile** weapons wielded in two hands can Parry. - **Whips** are now a starting weapon proficiency for Bards, Monks, and Rogues. - **Parry** When a creature is hit by a melee attack they can use their reaction to attempt to parry the blow with a weapon or shield that has the Parry feature, adding +2 to their AC against the attack.
##### New Weapons | Name | Cost | Damage | Weight | Properties | |:----------------:|:------:|:---------------:|:------:|:-------| | Ball & Chain | 15gp | 1d8 bludgeoning | 5 lbs. | versatile (1d10), special | | Bola | 2gp | 1d6 bludgeoning | 2 lbs. | finesse, special, range 20/60 | | Caestus | 2gp | 1d4 bludgeoning | 1 lbs. | light | | Composite Bow | 75gp | 1d8 piercing | 3 lbs. | Ammunition (range 120/400), two-handed | Composite Warbow | 200gp | 1d10 piercing | 5 lbs. | Ammunition (range 180/700), heavy, two-handed | Garrote | 5gp | 1d6 bludgeoning | 1 lb. | Two handed, finesse, special | Katana | 35gp | 1d10 slashing | 5 lbs. | Two handed, finesse | Parrying Dagger | 5gp | 1d4 piercing | 1 lbs. | light, finesse, parry | \columnbreak ___ - The **Ball & Chain** is a rough but effective weapon in the right hands. When a chain is wielded in two hands its reach increases by 5ft and you can take the shove action to attempt to prone a target within the chain's reach. Creatures wielding or carrying Chains have Disadvantage on all Dexterity (Stealth) checks unless the chain is made of Mithril. Creatures proficient with martial weapons and Rogues are proficient with Chains. Additionally, Kensei Monks can choose the weapon for their 3rd level feature. - **Bola** are weights attached to a short rope which, when thrown correctly and they hit a creature, can wrap around the limbs of a creature and ensnare them. When you hit a Large or smaller creature with a bola, it must make a DC 12 Dexterity saving throw or be restrained by it. Standard Bolas have Leather Straps. A creature can end this condition by a Strength (Athletics) check with a DC equal to the chain or strap DC strength as an action or by dealing 5 slashing damage to the bolas' chain or strap. Formless creatures are immune to the effect of a nonmagical bolas. Creatures proficient with martial weapons, Monks, and Rogues are proficient with bolas. - **Caestus** are reinforced gloves which both protect and improve the punches. All creatures are proficient with Caestus. - **Composite Bows** are complex and powerful shortbows made in a recurve design. This means the weapon has greater power, but also requires greater strength from its user as a result. A creature must have at least 13 Strength to wield a Composite bow. Creatures proficient with martial weapons, Bards, and Rogues are proficient with Composite bows. - **Composite Warbows** are massive and complex longbows made in a recurve design. This means the weapon has greater power, but also requires greater strength from its user as a result. A creature must have at least 15 Strength to wield a Composite Warbow. Creatures proficient with martial weapons are proficient with Composite Warbows. - **Garrotes** are a strong cord, usually made of leather or flax, used to silence unassuming targets. You cannot make an attack roll with a Garrote unless you have Advantage on the attack. When you hit with a Garrote, a creature is also Grappled and Suffocating. Creatures proficient with martial weapons, Bards, and Rogues are proficient with Garrotes. - **Katanas** are an exotic and terribly sharp yet hefty weapon. A creature must have at least 11 Strength to wield a Katana without suffering Disadvantage on their attack rolls. Creatures proficient with Longswords are proficient with Katanas. - A **Parrying Dagger** is a short blade designed to catch swords and other weapons to block or misdirect an attack. A creature can Parry as a reaction while wielding one, as well as use it to attack. Unlike more balanced daggers a parrying dagger is ill suited for being thrown. Creatures proficient with martial weapons, Rogues, Bards, Warlocks and Monks are proficient with Parrying Daggers.
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##### Armor | Name | Cost | Weight | Properties| |:-------------:|:----:|:------:|:--------| | Buckler | 8gp | 2lbs. | +1 AC, light, parry | | Pavise | 30gp | 15lbs. | +2 AC, heavy | | Spiked Shield | 15gp | 5 lbs. | +1 AC, light | | Tower Shield | 50gp | 45 lbs.| +2 AC, heavy |
___ - **Buckler** While wielding a Buckler your Armor Class increases by 1. When you are wearing a buckler and are targeted by a melee weapon attack you can use your reaction to attempt to Parry the blow. You can don or doff a buckler as a bonus action on your turn. Creatures proficient with light armor are proficient with Bucklers. - **Pavise** While wielding a Pavise your Armor Class increases by 2 but your movement speed decreases by 5ft. As a Bonus Action you can plant your Pavise on the ground. It counts as half cover while planted. You can pick it back up as an Action on your turn, or it can be knocked over by any creature as an Action by succeeding on a DC 10 Strength (Athletics) check. Creatures that are proficient with normal shields are proficient with a Pavise. The Shield Master feat negates the speed penalty. - **Spiked Shield** While wielding a Spiked Shield your Armor Class increases by 1. A Spiked Shield doubles as a melee weapon which deals 1d4 piercing damage. When you take the Attack Action while holding a Spiked Shield you can make an attack with a Spiked Shield as a Bonus Action. Creatures that are proficient with regular shields are proficient with Spiked Shields both as shields and a weapon. - **Tower Shield** While wielding a Tower Shield your Armor Class increases by 2 but your movement speed decreases by 5 and you have Disadvantage on all Dexterity checks and saving throws. While holding a Tower Shield you are considered under the effect of half cover against ranged attacks, and count as 3/4ths cover for other creatures you block for purposes of ranged attacks. At the start of your turn you can use your action to brace against the shield, setting your speed to 0 until the start of your next turn, but gaining full cover against ranged attacks and causing melee attacks to have Disadvantage against you until the start of your next turn. The Shield Master feat negates the speed penalty and Dexterity saving throw Disadvantage (but not for skill checks).
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##### Chains and Restraints | Name | Cost | AC | DC | HP | Weight | |:----------------:|:------:|:--:|:--:|:--:|:---------| | Leather Straps | 20sp | 11 | 10 | 5 | 1(-) lbs. | | Rope | 1gp | 11 | 15 | 5 | 5(n/a) lbs. | Iron Chain | 5gp | 18 | 19 | 10 | 10(2) lbs. | | Steel Chain | 15gp | 19 | 20 | 10 | 9(2) lbs. | | Mithril Chain | 800gp | 21 | 22 | 15 | 4(0.5) lbs. | | Adamantium Chain | 2000gp | 23 | 25 | 20 | 15(3) lbs. | *weight is halved for chains used as a weapon* *weight in ( ) is weight added to a Bola if the leather straps are replaced* *cost for chains is halved when added to a Bola*
The DC of chains and restraints refers to the DC required to break them with a Strength (Athletics) check. Creatures bound by them can also attempt a Dexterity (Acrobatics) check to escape with Disadvantage against the same DC. Subsequent checks to break or escape the restraints after the first attempt incur one level of Exhaustion after, even if the result is successful. Successful Strength (Athletics) checks destroy the restraints, which can be repaired for 1/10th their cost. Successful Dexterity (Acrobatics) checks do not destroy them. \pagebreakNum
##### Special Equipment | Name | Cost Modifier | Weight Modifier | |:-------------------:|:--:|:-----| | Adamantine Weapons | x10| x2 | | Adamantine Equipment| x4 | x2 | | Mithril Weapons | x8 | x0.5 | | Mithril Equipment | x3 | x0.5 | | Orichalum Weapons | x8 | x1 | Orichalum Equipment | x3 | x1
___ - **Adamantine Equipment** Adamantine is considered effectively indestructible. It is a heavy pitch black material that still shines in the faintest light when polished. Armor and weapons made of it weigh twice as much, and only heavy armor and non Hide medium armor may be made of the material. - **Adamantine Weapons** Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit. - **Adamantine Armor** While you're wearing armor made of Adamantium any critical hit against you does not deal extra damage. - **Mithril Equipment** Mithril is a silvery and light metal, but still stronger than steel. Armor and weapons made of it weigh half as much. - **Mithril Weapons and Ammunition** A weapon made of mithral weighs half as much as a normal weapon of its kind. Mithral weapons gain the light property if they do not have the heavy property. Arrows or bolts crafted out of mithral increase the short range of bows and crossbows by 60 and 30 respectively. There is a minimum cost of 300gp to obtain Mithril weapons or armor. - **Mithril Armor** Armor creafted out of Mithril is lightweight and quiet. It does not impose Disadvantage on any Dexterity (Stealth) checks made while wearing or carrying it. - **Orichalcum Equipment** Orichalcum, sometimes referred to as phantom metal, is translucent and mint-green in appearance. Because of it's inherent properties, only certain weapons and armor can be made using the metal. - **Orichalcum Weapon** A weapon made of orichalcum must be a melee weapon that deals slashing or piercing damage. Such a weapon is considered magical for the purposes of overcoming the damage resistance and immunities of creatures with an Etherealness feature, and can strike creatures that are hidden on the Ethereal Plane as if they were on the Material Plane. - **Orichalcum Armor** While wearing armor composed of Orichalcum, creatures with the Etherealness feature have disadvantage when attacking you. Armor made from the substance must be heavy or non Hide medium armor.
\pagebreakNum # Fantasy Firearms
| Common Firearms | Cost | Damage | Weight | Properties | |:----------------:|:-----:|:------:|:------:|:-----------| | Pistol | 250gp | 1d8 | 3 lb. | Ammunition, Range 20/90, loading | Musket | 400gp | 1d12 | 9 lb. | Ammunition, Range 60/150, loading, two-handed | Blunderbuss | 400gp | 3d4 | 14 lb. | Ammunition, Range 15/40, loading, two-handed, heavy | Rare Firearms | Cost | Damage | Weight | Properties | |:----------------:|:-----:|:------:|:------:|:-----------| | Rifled Gun |1200gp | 1d12 | 10 lb. | Ammunition, Range 120/500, loading, two-handed | Hand Cannon |2000gp | 2d6 | 18 lb. | Ammunition, Range 60/150, loading, two-handed, heavy | Gnomish Revolver|1000gp | 1d4 | 2 lb. | Ammunition, Range 40/120, Reload 6, light | Gnomish Carbine |3000gp | 1d6 | 6 lb. | Ammunition, Range 80/320, Reload 7, two-handed |Very Rare Firearms | Cost | Damage | Weight | Properties | |:--------------------:|:-----:|:------:|:------:|:-----------| | Dwarven Repeater |5000gp | 1d12 | 14 lb. | Ammunition, Range 60/150, Reload 6, two-handed, heavy |Dwarven Thundercannon |6000gp | 4d6 | 22 lb. | Ammunition, Range 40/80, loading, two-handed | Dwarven Sniper |10000gp| 2d8 | 19 lb. | Ammunition, Range 300/800, loading, two-handed, heavy |Ammo | Cost | Weight | | For | |:------------------:|:---------:|:-------:|:-:|:-----| |Powder and Shot | 1g per 5 | 0.3 each| | Pistol, Musket, Hand Cannon |Powder and Buckshot | 1g per 5 | 0.4 each| | Blunderbuss, Thundercannon |Cartridge | 1g per 2 | 0.5 each| | Rifled Gun, Revolver, Carbine, Repeater, Sniper
**Reload:** Guns which have the Reload feature can be fired multiple times within a creature's turn as long as they have a feature that grants them multiple attacks with the same weapon, such as Extra Attack. Once the weapon has been fired a number of times equal to the number stated they must be reloaded before they can be fired again, the same as if the weapon possessed the Loading feature. ___ **Alternate Scattershot Rule:** When you make an attack with a Blunderbuss or Thundercannon, instead of making an attack roll you force each creature in a 15ft/25ft cone respectively to make a Dexterity saving throw. On a failed save the creatures take 3d4/4d6 piercing damage, or no damage on a successful save. ___ **Dwarven Sniper** Because of the awkward bulk of this weapon, as well as the large crystal scope used to give it such its large range, ranged attacks within 30ft with the weapon have disadvantage. \columnbreak ## Special Ammunition Sometimes a round could be specially made, or enchanted. In that case the damage is amplified by special round. Here are a few examples. ___ - **Incendiary:** On a hit, the shot explodes dealing 1d10 bonus fire damage to the creature hit. Any creatures within 5ft of the creature hit must make a DC 12 Dexterity saving throw or take the bonus fire damage as well. - **Concussive:** On a hit, the shot flattens, dealing 1d6 bonus bludgeoning damage and forcing the creature to make a DC 14 Strength saving throw or be knocked prone. - **Stormcharged:** On a hit, the shot deals 2d6 bonus lightning damage and arcs lightning from the creature hit to the nearest creature within 15ft. If multiple creatures are within range, the DM rolls a 1d4, starting north and moving in the cardinal directions to choose a creature. The creature must succeed on a DC 15 Dexterity saving throw or take the bonus lightning damage. - **Freezing:** On a hit, the shot deals 1d6 bonus cold damage and the creature must succeed on a DC 13 Constitution saving throw or else have their movement speed reduced by half for 1 minute, as ice chills their veins. - **Poisoned:** On a hit the shot deals 2d4 bonus poison damage, and the creature must make a DC 15 Constitution saving throw, or else be poisoned for 1 hour.