My Documents
Support GM Binder!
# Weapons Remastered, Revised This remastering is a massive addition to the original weapons remastered, which can be found [here.](http://homebrewery.naturalcrit.com/share/H1vHNJOuG "Weapons Remastered original."). Both have have been created with the goal of diversifying the weapon designs for 5e Dungeons & Dragons. It is not an attempt to overall increase their combat effectiveness, but instead mirror the diversity of options and rider effects exhibited with their caster counterparts' cantrips and their use in real life. It does increase their power overall, but the ultimate goal is diversification. No damage dice have been unduly increased. It also attempts to remove the universal popularity of some weapons (such as the rapier) in situations where it might not apply (against enemies not armed with similar fencing weapons). Several new properties have been created from the original remaster, and more have been shifted around. Entirely new weapons have been added as well, to include some that I feel were sorely needed thanks to their historical value. Ideally, the weapon properties are fairly simple, straightforward, and easy to remember. They don't perfectly adhere to the design philosophy of 5e (one, for example, adds floating modifiers to attack rolls), but most are relatively simple or expand on the properties that were already there. Ultimately, they should change little of actual 5e play. \columnbreak The weapons expansion has added no new actions and does its best to adhere to the rules already extant without adding redundancies or extras. Ultimately, all weapons are designed to diversify martial characters' ability to think tactically and adding a level of nuance which characters without magic or superiority dice were sorely lacking. To those unused to such options this is a sudden and glaring change to a core part of the game. Through actual play I think you'll find that it changes the actual game very little overall, but appeals enormously to warriors' characters. In some cases, these properties might conflict with different feats, a problem which I am torn on. On one hand, martial characters are designed to take feats by nature of their greater number of ability scores. On the other, removing "feat taxes", feats that necessary to make builds viable, is an admirable goal as well. Ultimately, I have attempted to keep the properties distinct from feats, with those overlapping with feats providing a far lesser version or giving new, additional effects to feats which exist.
\pagebreakNum ## Weapon Properties #### Ammunition You can use a weapon that has the Ammunition property to make a ranged attack only if you have Ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. #### Bypass These flexible weapons can wrap around shields and other personal defenses. They ignore the AC bonus granted by shields and parrying weapons or reactions. #### Ensnaring The weapon features chain, rope, hooks, or other parts that can aid in entanglement. When you hit with an ensnaring weapon, you may use your bonus action to attempt to shove the target prone or disarm them, using your weapon attack modifier in place of Strength (Athletics). If you grapple a target with an ensnaring weapon, the grapple is automatically broken if you make another attack roll with that weapon. #### Finesse The weapon lends itself to dexterous combat due to features that make precisely aiming the weapon easier. When attacking with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. #### Finisher Finisher weapons are well-suited to executing enemies that are at your mercy. When you make an attack against a prone creature with a finisher weapon, you roll one additional damage die.
\columnbreak #### Gunpowder These weapons utilize volatile chemical powder as a propellant to fire projectiles or explode. They cannot be used underwater. When you make an attack, a gunpowder weapon flashes brightly, expels smoke, and creates a bang that can be heard within 300 feet. Each time you attack with a gunpowder weapon, you expend one pinch of powder as well as a piece of ammunition. It takes an action to reload a gunpowder weapon. Carrying too much powder is risky. Every time a creature wearing or carrying items with the *Gunpowder* property takes at least 20 fire damage, one of those items explodes and is destroyed. The blast deals 2d6 fire damage and 2d6 thunder damage to all creatures and objects within 20 ft. #### Heavy These weapons are unwieldier than most. Small creatures makes attacks with heavy weapons at disadvantage, and heavy weapons cannot be used to make more than one attack per turn unless the wielder has a Strength score of 13 or higher. When you attack with a heavy weapon that you are proficient in, you can forego adding your proficiency bonus to the attack roll. If the attack hits, you add that proficiency bonus to the damage roll. You must decide to do this before making the attack roll. This ability can be used in conjunction with the Great Weapon Master feat. #### Light A light weapon is small and easy to handle. When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. You can use your interaction to draw two light weapons, instead of one. #### Loading Because of the time required to load this weapon, you can fire only one piece of Ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. #### Nonlethal The weapon is designed to incapacitate or is otherwise capable of delivering a hit that does not kill the target. When you reduce a creature to 0 HP with this weapon you can knock a target unconscious and leave them stable. All weapons may be used to deal nonlethal strikes, but deal 1+STR bludgeoning damage instead of their typical value. #### Parry This weapons can parry incoming attacks. When you are attacked by a melee weapon attack from a target you can see, you can use your reaction to attempt to parry it, adding half your proficiency bonus to your AC for that single attack. Parries must be declared before the result is known. \pagebreakNum #### Prone Fighting When you are prone and make a melee attack with this weapon, you do not suffer disadvantage for being prone. #### Range A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. #### Reach This weapon's extended length adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Reach weapons cannot be used for two-weapon fighting regardless of strength or feats. #### Special Special weapons have some entirely unique property. These are detailed after the weapon charts. #### Status Status weapons inflict extra effects on powerful hits. When an attack roll with a status weapon exceeds the AC of the target by 5 or more, it will inflict an additional status effect based upon the type of damage dealt. Critically hitting guarantees a status effect. **Slashing** weapons inflict gaping wounds and profuse bleeding, inflicting additional slashing damage equal to your proficiency bonus. Objects, Constructs, and Elementals are immune to this damage, as may other creatures that do not bleed at the discretion of your DM. **Bludgeoning** weapons hit with staggering blows that daze the target. Inflicting this status causes the target's next attack roll to be made with disadvantage. **Piercing** weapons reward precise or focused attacks, punching holes in defenses and leaving a target vulnerable. Inflicting piercing status grants advantage to the next attack roll made against that target. Improvised weapons may inflict status depending on their damage type and the discretion of your DM. #### Sundering The weapon features qualities that crush, pierce, break, or penetrate armor. When you attack a target wearing a breastplate, half plate, splint mail, or plate, you gain a +2 to the attack roll. You lso gain this bonus against creatures with thick shells, stiff carapaces, metallic hides, and other creatures at the discretion of your DM. Ask your DM if *Sundering* would apply against a target when you attack. #### Sweeping These weapons strike in broad motions. When you reduce an enemy to hit points with a sweeping weapon, target another creature within reach and, if the original attack roll can hit it, apply any remaining damage to it. If that creature is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to kill an enemy. \columnbreak #### Thrown If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for attack and damage rolls that you would use for a melee attack with it. You may increase the base and maximum range of a thrown weapon by a number of feet equal to 5 times your Strength modifier, unless your Strength modifier is negative. Drawing a thrown weapon is part of the attack you make with a thrown weapon so long as you have one free hand. #### Two-Handed The weapon is large or cumbersome to the point of requiring two hands to fight with effectively. You must wield the weapon in both hands to use it, and cannot use the weapon while performing somatic components, grappling, or other tasks that require a free hand. #### Versatile The weapon can be wielded in either one or two hands. A damage value in parentheses appears with the property, indicating the damage dealt when the weapon is used with two hands. #### Wind-up You can prepare attacks with this weapon to make it even more effective. You can use an attack to wind up or set your weapon. On the next attack you make with the weapon, you add an additional weapon die and twice your Strength modifier to damage. A weapon can only add one such damage die in this way. If no attack is made by the end of the wielder’s next turn it is no longer wound up. The wielder can use an attack to keep the weapon wound up for a subsequent round. A weapon that is wound up can be used to make an opportunity attack when an enemy enters its range. #### Winged These weapons have specially-shaped heads that halt the forward movement of their target toward the user and can be used to catch shields and weapons. After hitting a huge or smaller target with this weapon, it is unable to move straight toward you and its movement speed is halved until you make an attack roll against another target or it leaves your reach. While holding a creature in this way, you can use a bonus action to attempt to shove the target or knock it prone. You may also replace one of your attacks with an attempt to disarm a target, using your weapon attack modifier in place of Strength (Athletics). \pagebreakNum ## Weapon Charts With the additional properties detailed, they can be listed in tables of new and existing weapons. Some weapons list multiple damage types. When attacking with one of those weapons, you indicate which type you'll use before you make the attack.
##### Simple Melee Weapons | Name | Cost | Damage | Weight | Properties | |:----:|:---:|:----:|:----:|:--| |Boar Spear | 5 gp | 1d6 piercing | 5 lb. | Versatile (1d8), winged | Club | 1 sp |1d4 bludgeoning|2 lbs.|Light, nonlethal| | Dagger | 2 gp |1d4 piercing|¾ lb.|Finesse, finisher, light, prone fighting, thrown (20/60)| |Goedendag | 5 sp | 1d4 bludgeoning/piercing | 3 lbs. | Finisher, sundering | Greatclub | 5 sp |2d4 bludgeoning|10 lb.|Heavy, nonlethal, status, two-handed | | Handaxe | 3 gp |1d6 slashing|2 lb.|Light, thrown (20/60)| | Javelin | 5 sp |1d6 piercing|2 lb.|Thrown (30/120) | |Light Hammer | 2 sp |1d4 bludgeoning|2 lb.|Light, status, thrown (20/60) | |Mace | 5 gp |1d6 bludgeoning|4 lb.|Sundering | |Quarterstaff | 2 sp |1d6 bludgeoning|4 lb.|Nonlethal, versatile (2d4) | |Sickle | 1 gp |1d4 slashing|2 lb.|Light, status| |Shortspear | 1 gp |1d6 piercing|4 lb.|Light, versatile (1d8) |
##### Simple Ranged Weapons | Name | Cost | Damage | Weight | Properties | |:----:|:---|:----:|:----|:--| |Dart|5 cp|1d4 piercing|¼ lb.|Finesse, thrown (20/60) | Light Crossbow |25 gp|1d8 piercing|5 lb.|Ammunition (80/320), loading, sundering, two-handed |Shortbow|25 gp|1d6 piercing|2 lb.|Ammunition (100/150), two handed |Sling|1 sp|1d4 bludgeoning| ¼ lb.|Ammunition (30/120)
\pagebreakNum
##### Martial Melee Weapons | Name | Cost | Damage | Weight | Properties | |:----:|:---|:----:|:----|:-- |Battleaxe |10 gp |1d8 slashing |4 lb.| Status, sweeping, versatile (1d10) |Estoc |20 gp |1d8 piercing |2 lb.| Parry, sundering, versatile (1d10) |Falchion |25 gp |1d8 piercing/slashing |2 lb.| Finesse, parry, status |Flail |10 gp |1d8 bludgeoning/piercing |2 lb.| Bypass, ensnaring, wind-up |Glaive |20 gp |1d10 slashing |6 lb.|Heavy, reach, sweeping, two-handed |Greataxe |30 gp |1d12 slashing |12 lb.|Heavy, finisher, status, two-handed |Greatsword |50 gp |2d6 piercing/slashing |7 lb.|Heavy, parry, sweeping, two-handed |Guisarme |5 gp |1d10 piercing |8 lb.| Ensnaring, heavy, reach, two-handed |Halberd |20 gp |1d10 piercing/slashing |7 lb.|Heavy, reach, status, two-handed |Harpoon |10 gp |1d8 piercing |4 lb.| Serrated, thrown (20/60) |Lance |10 gp |1d12 piercing |6 lb.|Reach, special, status |Longsword |15 gp |1d8 piercing/slashing |3 lb.|Parry, status, versatile (1d10) |Lucerne |20 gp |1d10 bludgeoning/piercing|7 lb.| Heavy, reach, sundering, two-handed |Maul |10 gp |2d6 bludgeoning |12 lb.|Heavy, status, sundering, two-handed |Morningstar |15 gp |1d8 bludgeoning/piercing |4 lb.|Status, sundering, finisher |Parrying Dagger |3 gp |1d4 piercing |1 lb.|Finesse, light, parry, prone fighting |Pike |5 gp |1d10 piercing |13 lb.|Heavy, reach, two-handed, wind-up |Pollaxe |35 gp |1d10 bludgeoning/piercing/slashing | 10 lb. | Finisher, parry, status, two-handed |Rapier |25 gp |1d8 piercing |2 lb.|Finesse, parry, status |Ranseur |25 gp |1d10 piercing/slashing |8 lb.| Heavy, status, reach, two-handed, winged |Scimitar |20 gp |1d6 slashing |3 lb.|Light, finesse, status |Shortsword |10 gp |1d6 piercing/slashing |2 lb.|Light, finesse, finisher | Spear |5 gp |1d8 piercing |5 lb.| Reach, versatile (1d10) |War Pick |5 gp |1d8 piercing |2 lb.|Status, sundering, versatile (1d10) |Warhammer |15 gp |1d8 bludgeoning |3 lb.|Status, sundering, versatile (1d10)
##### Martial Ranged Weapons | Name | Cost | Damage | Weight | Properties |:----:|:---|:----:|:----|:-- |Blowgun |10 gp|1 piercing|1 lb.|Ammunition (range 25/100), loading, special | Greatbow | 200 gp | 2d6 piercing |25 lb. | Ammunition (range 200/600), heavy, special, status, two-handed |Hand Crossbow |75 gp|1d6 piercing|3 lb.|Ammunition (range 30/120), light, loading, sundering, prone fighting |Heavy Crossbow|50 gp|1d10 piercing|12 lb.|Ammunition (range 100/300), heavy, loading, status, sundering, two-handed |Longbow |75 gp| 1d10 piercing|2 lb.|Ammunition (range 200/600), heavy, status, two-handed |Net |1 gp|-|3 lb.|Special, thrown (range 5/15) |Recurve Bow|50 gp|1d8 piercing|3 lb.|Ammunition (range 150/300), two-handed
\pagebreakNum
##### Shields | Name | Cost | +AC | Weight | Properties | Grip | |:----:|:---|:----:|:----: |:-:|:-| |Buckler|8 gp|1|2 lb.| Light, parry | Handle | |Shield|10 gp|2|6 lb.| - | Handle, strap |Tower Shield|50 gp|3|20 lb.| Special | Strap ##### Ammunition | Name | Cost | Weight | Weapon | Properties |:----:|:---:|:----:|:----:|:-| | Barbed Quarrel | 15 cp | 1 oz. | Crossbow | Adds *serrated* modification | Bodkin Arrow | 30 cp | 1 oz. | Bow | Sundering | Blowgun Needle | 2 cp | 1 oz. | Blowgun | - | Broadhead Arrow | 50 cp | 1 oz. | Bow | Slashing damage, status | Bullet | 30 cp | ⅛ oz. | Gun | - | Elemental Ammunition | 50 gp | 1 oz. | All | Special | Field Arrow | 5 cp | 1 oz. | Bow | - | Hunting Bolt | 2 cp | 1 oz. | Crossbow | Bludgeoning damage, Nonlethal | Sling Bullet | 1/5 cp | 1 oz. | Sling | - | Silver Bullet | 15 gp | ⅛ oz. | Gun | Special | Grapeshot | 10 gp | 3 oz. | Gun | Special | Quarrel | 5 cp | 1 oz. | Crossbow | - ### Exotic Weapons Exotic weapons are unwieldy, niche, or revolutionary. Others make poor weapons without intensive, specialized training that even typical PCs lack. They may be less effective weapons than popularly conceived and require expertise to use. A character can gain proficiency in an exotic weapon using the training rules in *Xanathar's Guide to Everything* or the *Weapon Master* feat. Specific classes or class features may also grant proficiency in these weapons. ##### Exotic Melee Weapons | Weapon | Cost | Damage | Weight | Properties |:---:|:-----:|:-----:|:-----:|:-----| |Cestus | 1 gp | 1d4 bludgeoning |½ lbs. |Light, special, status | Chain Whip | 5 gp | 1d6 bludgeoning | 10 lbs. | Bypass, ensnaring, special, versatile (1d8) |Garotte Wire| 5 gp | 1d6 slashing |¼ lb.| Finesse, light, special, two-handed |Gauntlet-sword | 25 gp | 1d6 slashing | 4 lb. | Light, special |Trident |5 gp|2d4 piercing|4 lb.| Thrown (20/60), versatile (1d10), winged |Whip |2 gp |1d4 slashing |3 lb.|Ensnaring, finesse, reach | Unarmed Strike | - |1 bludgeoning | -| Special ##### Exotic Ranged Weapons | Weapon | Cost | Damage | Weight | Properties |:---:|:-----:|:-----:|:-----:|:-----| | Arquebus | 500 gp | 2d8 piercing | 10 lbs. | Ammunition (range 60/120), gunpowder, heavy, loading, two-handed | Boomerang | 25 gp | 1d4 bludgeoning | 1 lb. | Finesse, thrown (range: 30/60), special | Matchlock Handgun | 250gp | 2d6 piercing | 3 lb. | Ammunition (range 30/90), gunpowder, loading ##### Exotic Shields | Weapon | Cost | Damage | Weight | Grip | Properties | |:---:|:-----:|:-----:|:-----:|:---:|:-| | Dueling Shield | 100 gp | 1d8 piercing | 6 lbs. | Handle | Ensnaring, heavy, parry, special, two-handed | | Lantern Shield | 300 gp | 1d4 piercing | 4 lb. | Strap | Special |
\pagebreakNum ## Special Properties #### Boomerang When you miss with this weapon, it returns to your hand. #### Blowgun Needle These minute needles are especially potent when paired with a poison coating. When applying poison, a dose can cover 10 pieces of ammunition instead of the usual 3. #### Chain Whip A length of chain is unbalanced and difficult to use, but can be a far-reaching weapon. When held in both hands, this weapon gains the *reach* property. #### Cestus The weapon is not held in the hand, instead wrapped around the wrist, held in the fingers, or covering the knuckles. Wielding this weapon does not prevent you from grappling or shoving an enemy, using an item, or climbing, but you cannot wield other weapons or perform somatic components with that hand. #### Elemental Ammunition Enchanted bullets, quarrels, needles, or arrows for use in projectile weapons. When crafted, their maker chooses a damage type: acid, cold, fire, lightning, or thunder. The ammunition deals that damage instead of their normal type. In order to make this ammunition, their maker must have proficiency in the tools necessary to make regular bullets, quarrels, or arrows, as well as the arcana skill. They must also be able to cast a spell at-will that deals the type of damage they are attempting to apply to the ammunition. These items cannot be purchased, and are magical items. They must either be crafted, or found as treasure. #### Dueling Shield These two-handed shields bear a large triangular boss and a set of hooks and blades built into their surface. They grant +2 to AC like normal shields when wielded in one hand, but when wielded in both hands they can be used as an incredibly versatile weapon while providing the same AC bonus. #### Garotte Wire Garrote Wire cannot be used on any creature greater than 1 size larger than the user, and the user must have advantage against the target. On a hit the target is automatically grappled and restrained. Until the grapple ends, the target cannot breath and chokes. Creatures that do not need to breath are immune to a garotte wire's choke at the discretion of the DM. Choking creatures die after an uninterrupted number of rounds equal to their Constituion modifier. #### Gauntlet Sword This specialized sword is built into a stiff gauntlet. When using this weapon you cannot be disarmed or drop it. It takes an action to don or doff a gauntlet sword. If you hit with a weapon attack after moving at least 30 feet straight toward a target while mounted, the gauntlet sword deals an extra 1d6 damage. \columnbreak #### Grapeshot Instead of a single bullet, a large number of tiny projectiles fill a canister of grapeshot ammunition. Upon firing, the projectiles fly in a straight line until they impact a creature or solid surface, dealing the gun's normal damage. You may target a number of creatures in that line equal to your proficiency bonus, making new attack rolls for each creature. Regardless of how many creatures you target, grapeshot cannot exceed the gun's normal range. #### Greatbow An enormous bow with an equally enormous draw weight, users of this bow must be a medium or larger creature with at least 18 Strength. It uses Strength instead of Dexterity for attack and damage. #### Lance You have disadvantage when you use a lance to attack a target within 5 feet of you. A lance requires two hands to wield when you aren't mounted. If you hit with a weapon attack after moving at least 30 feet straight toward a target while mounted, the lance deals an extra 2d6 piercing damage. #### Lantern Shield An apparatus combining a small shield, a lantern, a gauntlet, and several blades, pictured below. When wielded it adds +2 to Armor Class, can be used to make an attack that deals 1d4 piercing damage, and can be used to store a lit bullseye lantern, which you are wielding while holding this shield. You cannot be disarmed of the lantern, and cannot drop it. #### Net A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or are Huge or larger. A creature can free itself or others by using its action and succeeding a DC 10 Strength check. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, and destroys the net. #### Silver Bullet This bullet is useless against most creatures, but any attack with a silver bullet that hits a creature with a special vulnerability to silver, like fiends and some shapechangers, is an automatic critical hit.
\pagebreakNum #### Tower Shield To wield a tower shield, a creature must be medium or larger and have at least 15 strength. Its wielder can use their reaction to hide behind it to gain 3/4 cover against harmful area-of-effects such as breath weapons or spells, so long as the effect does not travel around corners. If the wielder of the shield is directly between an adjacent creature and the effect's origin, that creature gains 1/2 cover so long as it is of equal or smaller size than the shield's wielder. Tower shields may also be planted in the ground as an action. In this state they are no longer wielded and thus free both hands of the former user, but may stand on their own to act as 1/2 cover for an upright creature or full cover for a prone one. #### Unarmed Strike An attack with any part of the body, such as a fist, elbow, knee, or headbutt. Racial and class features might provide better damage dice when making unarmed strikes with specific parts of the body. Unarmed strikes can be used with features that trigger on a successful attack, such as martial maneuvers and divine smites, or with spells that require a weapon attack. ### Shield Grips There are two types of grips, which determines how you hold a shield: **Handles** are a simple bar made of metal or wood that function similarly to the hilt of a weapon. A shield with a handle can be doffed or donned with an interaction and dropped freely, but enemies have advantage on athletics checks made to disarm the user of that shield. **Straps** attach the shield to the arms, reinforcing the handle with a series of cloth or leather bands. These shields take an action to don or doff, and enemies have disadvantage on athletics checks made to disarm the user. If a shield lists multiple grip types, either can be used, chosen when the shield is obtained or created. ## Armor Revised Armor has also been reworked, to better reflect the realities of personal protection in the Late Middle Ages and early Renaissance. The table below shows the cost, weight, armor class, and and properties each type of armor. Proficiencies, Dexterity bonuses, and stealth rules remain unchanged, as do donning and doffing rules. However, armor's weight is halved while you wear it. ### Starting Armor Every class starts the game with certain armor. When using this rework, use the following table to determine which armor a character owns at the beginning of the game. - Bard: Leather - Cleric: Brigandine or leather, hauberk if proficient - Druid: Leather - Fighter: Leather or Hauberk - Paladin: Hauberk - Ranger: Brigandine or leather - Rogue: Leather \columnbreak ### Armor Table
| **Light** | Cost | AC | Strength | Stealth | Weight | |:---:|:----:|:---:|:----:|:---:|:---:| | Leather | 5 gp | 11+Dex | - | - | 8 lb. | Gambeson | 10 gp | 12+Dex | - | - | 10 lb. | Padded Jack | 25 gp | 13+Dex | - | Disad. | 15 lb. | **Medium** | Hide | 10 gp | 12+Dex (max 2) | - | - | 12 lb. | Chain Shirt | 50 gp | 13+dex (max 2) | - | Disad. | 15 lb. | Breastplate | 330 gp | 13+Dex (max 2) | - | - | 20 lb. | Brigandine | 125 gp | 14+Dex (max 2) | - | Disad. | 25 lb. | Cuirass | 400 gp | 14+Dex (max 2) | - | - | 25 lb. | | Half-plate | 1,000 gp | 15+Dex (max 2) | - | Disad. | 30 lb. | **Heavy** | Scale | 50 gp | 14 | - | Disad. | 40 lb. | Hauberk | 75 gp | 16 | Str 13 | Disad. | 30 lb. | Splint | 100 gp | 17 | Str 14 | Disad. | 35 lb. | Full Plate | 2,000 gp | 18 | Str 15 | Disad. | 45 lb.
\pagebreakNum
### Siege Engines The mightiest of mundane items, siege engines are slow-moving artillery used during battles and sieges. Through careful coordination and sheer numbers, they allow settlements without magic or heroes to defend themselves. They require either a multi-humanoid crew to ready, load, and fire, or multiple actions from one user. As objects, each are immune to psychic and poison damage, and have a movement speed of 10 ft when propelled by one large or two medium creatures. The table below details information about each of these objects, including their armor class, health, range, and damage. Each add their attack bonus to their damage rolls, and, save for the organ gun and cauldron, deal double damage to objects and structures. | Name | AC | HP | Attack Bonus | Range | Damage | Load | Aim | Attack | Properties | |:---:|:---:|:--:|:------------:|:-----:|:------:|:-------:|:------:|:-------:|:----------:| | Ballista | 15 | 50 | +6 | 120/480 ft | 3d10 piercing | 1 action | 1 action | 1 action | Status | Cannon | 19 | 75 | +6 | 600/2400 ft | 8d10 bludgeoning | 5 actions | 1 action | 1 action | Gunpowder, status | Cauldron | 19 | 20 | - | - | 3d6 fire | 3 actions | | 1 action | Special | Organ Gun | 17 | 40 | +5 | 90 ft cone | 4d8 bludgeoning | 10 actions | 1 action | 1 action | Gunpowder, special | Ram | 15 | 100 | +8 | 5 ft. | 3d10 bludgeoning | - | - | 1 action | Status, special | Trebuchet | 15 | 150 | +5 | 300/1,200 | 8d10 bludgeoning | 2 actions | 2 actions | 1 action | Status, special
#### Cauldron Often filled with boiling liquid and suspended above a gate, wall, or portcullis, those in a 10 ft. square directly below a cauldron must succeed on a DC 15 Dexterity saving throw or take its damage, or half on a successful saving throw. Boiling oil or fat deals an extra d6, pitch an extra 2d6, and magma (in the cases of a magical cauldron) an extra 4d6. Pouring acid changes the damage type to acid. Boiling holy water deals an additional 3d6 radiant damage to an undead. #### Organ Gun A set of parallel iron gun barrels, used as an anti-personnel weapon. Its massive spread allows targets to escape its grasp; all attack rolls with the organ gun are made with disadvantage, but it attacks every target within its area of effect. \columnbreak #### Ram This movable galley is equipped with an iron-clad log suspended by chains. It requires 4 medium creatures to operate, and these creatures have total cover against attacks from above. If all 4 of those creatures use their action to dash, the ram can move at a speed of 20 feet on that turn. #### Trebuchet These siege engines hurl their payloads in high arcs that hit targets behind cover. In addition to heavy stones, they can hurl barrels of oil or sewage, rotting corpses, alchemist's fire, and clusters of bombs which explode upon impact.
\pagebreakNum
## Proficiencies Some classes or racial features grant proficiency in additional or alternate weapons: * **Bard:** Estoc, parrying dagger, falchion, buckler * **Druid:** Boar spear, cestus, harpoon, spear, blowgun * **Monk.** Spear * **Rogue:** Estoc, garotte wire, parrying dagger, falchion, buckler * **Elf Weapon Training:** Recurve bow proficiency replaces longbow proficiency * **Dwarven Combat Training:** Greataxe, maul * **Improved Pact Weapon:** This invocation must be taken before the warlock can create exotic weapons with Pact of the Blade. Classes with proficiency in "all simple weapons" or "all martial weapons" gain access to every weapon on those respective lists, as normal. They do not, however, gain proficiency in exotic weapons. Such training must be sought out. According to the training rules established in *Xanathar's Guide to Everything*, a character may train to gain proficiency with a tutor and 10 workweeks, or 560 hours of training. For every Intelligence modifier higher than 0, the PC may remove 1 workweek/56 hours from the time required (9 weeks for +1, 8 weeks for +2, etc). Consider allowing trainers to travel with the party and train a PC in units of hours instead of weeks, permitting them to grow *during* adventure. This provides an opportunity for roleplay and a greater sense of progression and reward. ## Feature Changes *Sneak Attack* may be triggered with an estoc or longsword, as well as any other finesse and ranged weapons. ## Feats With the addition of new weapons, many feats expand. Most of these feats originate from *Unearthed Arcana* and have not been published. Additionally, several were intended as reworks similar to those presented in this document and so are likely to be redundant. They are marked with *. * **Blade Mastery:*** estoc, falchion, greatsword, longsword, rapier, scimitar, shortsword * **Crossbow Expert:** light crossbow, hand crossbow, heavy crossbow, matchlock handgun (2nd/3rd bullet only) * **Fell Handed:*** club, cestus, goedendag, greatclub, handaxe, light hammer, mace, battleaxe, greataxe, maul, pollaxe * **Flail mastery:*** chain whip, flail * **Polearm Master:** boar spear, quarterstaff, spear, glaive, guisarme, halberd, guisarme, halberd, lucerne, pike, ranseur, thrusting spear * **Shield Master:** shield, tower shield, lantern shield * **Spear Mastery:*** boar spear, shortspear, harpoon, pike, spear
\pagebreakNum
## Weapon Customization There exist multiple ways in which weapons might be further enhanced. While not the numerical bonuses from masterwork items of older editions, these alterations allow player characters to customize their weapons further. These changes may be made to magical as well as mundane weapons. ### Materials The composition of a weapon can be just as important as the skill of its wielder. While the system defaults to steel, different substances may provide circumstantial benefits against certain creatures or in certain situations. Weapons made of adamantine, adamantite, bronze, mithral, obsidian, nonmetal materials, or true ice are either magically immune to oxidization or made of a nonferrous material, and so do not corrode or rust, even when faced with rust monsters. The material of a weapon may not be changed after its creation. #### Adamantine An incredibly hard metal taken from meteorites with a multicolored sheen, weapons and ammunition made from this material can masterfully sunder other materials. When striking an object with a weapon made from this material, any normal hit becomes a critical hit. Conversely, when used to create armor, it transforms critical hits into normal hits. Thanks to its rarity, adamantine weapons and armor costs 500 gp more than their steel counterparts. \columnbreak
#### Adamantite A rare material created when deposits of adamantine are corrupted in underdark. Used extensively by drow, this material has all properties of adamantine, and poisons applied to it do not disappear when inflicted, but instead last until the poison would dry naturally. When exposed to sunlight, adamantite weapons disintegrate. Adamantite weapons cannot be purchased, but can be looted from the bodies of high-ranking drow. #### Bronze A gold-colored alloy of copper and tin. Though replaced by iron and steel, bronze weapons are known for their magical affinity. Enchanting bronze weapons or armor takes half the typical time and price. Most bronze weapons are antiques, making them valuable to collectors. Bronze weapons are equal in price to their steel counterparts, but are produced and sold by few smiths. They must be cast, rather than forged, and such a process is often forgotten. #### Cold Iron They may rust and deform more quickly than steel, but iron weapons hold a key advantage besides their price: they are anathema to fey. Iron weapons ignore fey creatures' resistances to nonmagical weapons, and prolonged contact with iron causes 1 fire damage per round to a fey creature. Iron weapons cost 3/4 the price of an equivalent steel one.
\pagebreakNum
#### Decorated The process of decorating a weapon or suit of armor with gemstones or gold, costing 100 gp in addition to material costs. It confers no benefits on the battlefield, but may grant advantage on Persuasion checks by creating an aura of wealth and prestige. May also include etching or paint. Can be accomplished with painter's supplies or jeweler's kits. #### Flametouched Iron Native to the material planes of Eberron, this dark gray metal takes on a reddish sheen when refined. A weapon created with this material ignores the resistances to nonmagical damage of all evil creatures, and likewise cannot be wielded by a creature of any evil alignment. Weapons and armor made from flametouched iron cost 1,000 more gp than their mundane counterparts thanks to the rarity of the metal. If used to create a cleric's holy symbol, flametouched iron increases the CR that a cleric can destroy with *destroy undead* by 1. #### Fur Armor lined or reinforced with animal hides and furs for warmth. When wearing furred armor, the wearer makes saving throws against extremely cold environments with advantage. Adding fur requires the services of a craftsman familiar with both fur-taloring and armor, and so costs 50 gp and adds 5 lbs to a piece of armor. Hide Armor is always furred. Can be added with leatherworker's tools. #### Mithral A light, flexible material, mithral is more useful in the production of armor, removing Strength requirements and disadvantage on Stealth checks. Weapons made from mithral are similarly light, weighing half as much as their steel counterparts. Mithral weapons without the *Light* or *Heavy* property can be used in two-weapon fighting, and mithral weapons with the *Heavy* property can be used to make extra attacks regardless of the user's strength, no longer take a bonus action to draw and stow, and can be wielded normally by small creatures. \columnbreak > ##### Material Rarities > Iron and steel are the only materials likely to be found in mundane shops. Bronze, gold, and silver require specialized crafstman, stone and organic materials require special circumstances and cultural trappings, and the rest are likely to exist only as magical items.
#### Obsidian A rare volcanic glass, weapons made with this delicate material are incredibly sharp. In addition to their typical properties, weapons made with obsidian have the status: slashing property so long as the weapon deals slashing damage. Obsidian weapons cost quadruple the price of the equivalent steel weapon, as they are carved from a single piece of glass. #### Silver Specific monsters, such as werewolves, are vulnerable to silver. Silvering a weapon costs 100 gp and a skilled smith beyond standard smithing proficiencies, but such a process retains the weapon's effectiveness while supplementing it with inferior material. #### Steel The standard. It has no magical properties, but its customizability allows allow smiths to select for sharpness, flexibility, hardness, and durability. Its relative resistance to wear and ease of maintenance has made it a material of choice across the world. Like all metals, characters with smith's tool proficiency can make items with this material. #### Stone Rarely-used, only weapons that deal bludgeoning damage can be made from stone. All weapons and armor made with stone have the *heavy* property, lose *finesse* if they have it, weigh 4 times as much as usual, and cost twice as much. A character proficient with mason's tools can make weapons and armor from stone. #### True Ice Exceptional magical material, True Ice is taken from the core of polar caps and mountain peaks, and never melts. With careful carving, it can be used to make weapons whose damage lementals aligned with fire or water are vulnerable to. Armor made from True Ice grants resistance to fire damage and immunity to atmospheric hazards in hot environments, but halves the time required to make saves against cold.
\pagebreakNum ## Modifications Weapons and armor are not complete, discrete items. They can be altered from their original forms and given new properties which change the way they operate. Specific tool proficiencies are necessary to create most modifications. Unlike the immobile manufacturing tools required to create entirely new weapons and armor, modifications can be created anywhere so long as a character has the tools, gear, and material in hand. ##### Weapon Mods
| Modification | Weapons | Price | Effect | |:-----------:|:------------------:|:-----:|:------| | Bayonet | Arquebus, heavy crossbow, light crossbow| 20 gp | Allows the attached weapon to be used as a melee weapon: 1d6 piercing, status, two-handed | Blunted | All piercing, slashing | 10 gp | Changes damage type to bludgeoning, adds nonlethal property. When the highest possible number on a damage die is rolled, reroll it and take the lower number. | Butt Spike | Spears, polearms, harpoon | 10 gp | Allows user to make a single melee weapon attack as a bonus action when they move through a prone creature's space. Deals piercing damage and normal damage die, but no other properties. |Consecrated | All | - | Overcome fiends' & undeads' resistances &immunities to nonmagical damage. | Guige | Shields | 2 gp | When the user drops or doffs a shield, it remains on their person instead of falling to the ground. |Guisarme Hook | Glaive, halberd | 55 gp | Modifies head of weapon to add the ensnaring property. | Enhanced Guard | Swords* | 15 gp | Grants advantage on checks to avoid being disarmed. | Flaming | All non-gunpowder |- | For 1 minute, half the damage dealt with the weapon (or in a single shot for ammunition) deals fire damage instead. |Penobscot Arms |Bows | 200 gp | Adds a small pair of forward-facing second arms that increase ease of drawing the bow, improving aim and increasing power. Reroll 1s on damage dice. | Poison Reservoir| All piercing, slashing | 1500 gp | Stores up to 5 doses of injury poison, automatically applying the poison on a successful hit. | Repeater | Crossbows | 300 gp | Allows user to fire crossbow 5 times before reloading. | Scope | Two-handed ranged | 6000 gp | Removes disadvantage from attacking at long range. | Second Barrel | Gunpowder | 500 gp | Adds 1.5*weight of weapon, allows user to attack twice, instead of once, before reloading. | Serrated | All piercing, slashing | 200 gp | When the user exceeds a target's AC by 5, they deal additional piercing/slashing damage equal to half their proficiency bonus.
*Estoc, falchion, greatsword, longsword, rapier, scimitar, shortsword #### Created Modifications **Consecrated.** Clerics or paladins can consecrate weapons by submerging them in 200 gp's worth of holy water in places sacred to their god such as a temple or altar. The ritual takes 80 work-hours of intense prayer and must be completed no more than 10 days after its inception. **Flaming.** As an action, coat and light a weapon or 3 pieces of ammunition, consuming 1 flask of oil in the process. **Oiled.** Over the course of 1 hour, expend a flask of oil to lubricate the components of armor to reduce noise. Lasts until your next long rest.
\columnbreak
#### Crafted Modifications Certain modifications follow the more typical crafting rules. **Leatherworker.** Guige. **Smith.** Butt spike, guisarme hook, enhanced guard, serrated. **Tinker.** Bayonet, poison reservoir, repeater, scope, second barrel. **Woodcarver.** Penebscot arms. **No tools.** Blunted, flaming. \pagebreakNum ## Offensive Gear Included in this section are the other items that PCs might employ to deal damage. They are not weapons, and each possesses their own unique properties and traits. Gear without an aggressive combat use have been omitted. If a piece of gear requires the user to make an attack roll, they are not proficient in it unless they are trained in the use of that item or have taken the *Tavern Brawler* feat. If a piece of gear can be thrown, it has the *Thrown* property and a range of 20/60. Throwing these items counts as a single attack when taking the attack action. You add Dexterity to attack rolls with thrown gear, and nothing to damage. ##### Gear | Name | Cost | Weight | Properties & Damage |:----------------:|:-------:|:-------:|:-:| | Acid Vial | 25 gp | 1 lb. | 2d6 acid, thrown | Alchemist's Fire | 50 gp | 1 lb. | 1d4 fire/round, thrown | Ball Bearings | 1 gp | 2 lb. | - | Caltrops | 1 gp | 2 lb. | 1 piercing | Flour | 2 cp | 1 lb. | 2d6 fire, thrown | Grappling Hook | 2 gp | 4 lbs. | 1 piercing, thrown | Gunpowder Horn | 35 gp | 2 lbs. | 3d6 fire, gunpowder |Gunpowder Keg | 150 gp | 20 lbs. | 6d6 fire, gunpowder | Gunpowder Barrel | 1750 gp | 20 lbs. | 12d6 fire, gunpowder | Holy Water | 25 gp | 1 lb. | 2d6 radiant, thrown |Hunting Trap | 5 gp | 25 lbs. | 1d10 piercing, status | Manacles | 2 gp | 6 lbs. | - | Oil Flask | 1 sp | 1 lb. | 5 fire, thrown | Torch | 1 cp | 1 lb. | 1 fire #### Acid You can splash the contents of this vial onto a creature within 5 feet of you or throw the vial, shattering it on impact. Make an attack attack against a creature or object, treating the acid as an improvised weapon using your Dexterity modifier. On a hit, the target takes 2d6 acid damage. Acid does double damage against objects, structures, and creatures made from stone or metal. \columnbreak #### Alchemist's Fire This sticky, adhesive fluid ignites when exposed to air. Throwing this flask causes it to shatter on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. Creatures vulnerable to fire damage have disadvantage on this check, and the DC is increased to 15 for them. #### Ball Bearings You can spill this bag of 1,000 tiny metal balls from their pouch to cover 10 ft square are. A creature moving across the covered ground must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the saving throw. A creature that has taken the dash action on their turn or moved at least 15 ft in a straight line before entering a ball bearing-filled space makes that save at disadvantage. Creatures that fly, jump, or hover through the space are unaffected by ball bearings. #### Caltrops You can spread a single bag of caltrops to cover a 5-foot-square. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw. If a creature is knocked prone in a caltrop's space, it takes damage equal to the Strength score of the creature that knocked it prone or the save DC of the same effect. Improvised collections of sharp items, such as broken glass, can be used as caltrops. #### Flour You can throw a bag of flour, which ruptures on impact. A 10 ft cube is filled by powder, which lingers in the air and can reveal any invisible creature. If the flour cloud is ignited, it deals 2d6 fire damage to all creatures within the cloud. Coal, sawdust, coffee, pollen, and magnesium powder can also be used to such an effect. #### Grappling Hook If this sharp metal hook is tied to a rope, you may throw the grappling hook at an object or creature, making an attack roll against the creature or the AC of the object's material. You may then pull the rope to move that object as though you were carrying it, or the creature as though you were dragging it. #### Gunpowder Horn A gunpowder horn holds 25 pinches of gunpowder to be used in loading weapons with the *Gunpowder* property. If the powder horn takes fire damage, it explodes, dealing 3d6 fire damage to all creatures and objects within 10 feet of it. A successful DC12 Dexterity saving throw halves the damage taken.
\pagebreakNum #### Gunpowder Keg A small, personal barrel of gunpowder, typically about a foot tall. It contains 200 pinches of gunpowder to be used in weapons with the *Gunpowder* property. If the powder keg takes fire damage, it explodes, dealing 6d6 fire damage to all creatures and objects within 10 feet of it. A successful DC14 Dexterity saving throw halves the damage taken. #### Gunpowder Barrel A full-sized barrel of black powder. It contains 700 pinches of gunpowder to be used in weapons with the *Gunpowder* property. If the powder barrel catches fire, it explodes, dealing 12d6 fire damage to all creatures and objects within 15 feet of it. A successful DC16 Dexterity saving throw halves the damage taken. #### Holy Water Throwing this flash causes it to shatter on impact. Make a ranged attack against a target. If the target is a fiend or undead, it takes 2d6 radiant damage. #### Hunting Trap As an action, you may set this trap, which is comprised of a pressure panel, a pair of heavy iron jaws, and a spike & chain. It has +8 to hit and deals 1d10 piercing damage. It requires an action and a DC15 Strength check to remove. Failing the check by 5 or more deals an additional 1d10 piercing damage. If the trap is concealed, a DC 10 Wisdom (Perception) check will reveal it, and a DC 10 Dexterity check using thieves' tools will disable it. #### Manacles These metal restraints can bind a Small or Medium creature, requiring a successful grapple if that creature is attempting to resist. Escaping the manacles requires a DC 20 Dexterity check to slip out, or a DC 20 Strength check to break. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. #### Oil Flask Make a ranged attack against a target creature or object, treating the oil as an improvised weapon, to splash flammable oil onto it. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage. You can also pour a flask of oil on the ground to cover a 5-foot-square space. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn. Oil can also be used in the upkeep of armor. Taking one hour to apply a flask of oil to an armor that grants at least 13 AC (without Dexterity bonuses) removes disadvantage on stealth checks while wearing it until you take a long rest. #### Torch A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for another 20. If you make a melee attack with a burning torch and hit, it deals 1 fire damage and ignites any oil or flour that may be on the target. \columnbreak ### Bombs and Grenades Specialized thrown explosives, bombs are thrown using an attack to any point within 60 feet. They deal their effects in a sphere in the radius listed. All bombs weigh 1 lb, have the *Gunpowder* property unless otherwise noted, can be lit or activated as part of the same attack used to throw them, and deal half damage on a successful saving throw unless otherwise noted. ##### Bombs | Name | Cost| Save/DC | Radius | Damage |:----------------:|:------:|:------:|:------:|:-:| | Bomb | 50 gp | Dex/12 | 5 ft. | 2d6 fire +
2d6 thunder | Aeolian Flare | 20 gp | Con/10 | 30 ft. | - | Ashes of Dreams | 50 gp | Con/11 | 10 ft. | - | Boreas' Embrace | 300 gp | Con/17 | 15 ft | 2d6 cold +
2d6 thunder | Cayenne Smog | 450 gp | Con/16 | 30 ft. | 1 fire | Charnock's Remorse | 500 gp | Dex/17 | 30 ft. | 3d6 fire/round | Dimeritium Shardsmoke | 600 gp | - | 5 ft. | 1d6 force +
2d6 thunder | Dynamo | 300 gp | Dex/14 | 5 ft. | 4d6 lightning | Flashbang | 40 gp | Con/10 | 15 ft. | 1 thunder | Glitterburst | 100 gp | Dex/13 | 10 ft. | 2d6 piercing +
2d6 thunder | Hornet's Nest | 75 gp | Con/11 | 25 ft. | - | Moon Dust | 320 gp | Wis/14 | 10 ft. | 3d6 radiant | Screamer | 30 gp | Con/13 | 15 ft. | - | Shockwave Diamond | 80 gp | Str/12 | 10 ft. | 1d4 thunder | Smokestick | 20 gp | - | 10 ft. | - | Spirit Walker | 300 gp | Cha/14 | 10 ft. |3d6 force +
3d6 thunder | Tanglefoot Bag | 100 gp | Dex/14 | 5 ft. | - | Thunderstone | 300 gp | Con/13 | 10 ft. | 4d6 thunder | Torpid Air | 35 gp | - | 20 ft. | - | Vomit Comet | 200 gp | Con/10 | 15 ft. | 1d4 poison | Zabou | 10 gp | CON/10 | 10 ft. | - \pagebreakNum #### Bomb The standard bomb, a metal shell packed with gunpowder. Its thunder damage is doubled against constructs and structures. #### Aeolian Flare A tiny cloth pouch filled with magnesium strips and gunpowder to set them alight. It produces blinding light on impact. All creatures that fail their saving throw are blinded until the end of their next turn. Creatures with Darkvision make their save against with disadvantage. #### Ashes of Dreams Fey magic and tranquilizing herbs combine in this gas bomb to tranquilize targets. Creatures that fail their save are knocked unconscious for 1d4 rounds. Creatures immune to being magically put to sleep are immune to this effect. #### Boreas' Embrace Packed with shards of True Ice and cold magic, creatures that fail their initial saving throw against this bomb are restrained and gain +2 to their AC. This effect lasts for 1 minute. They may repeat the saving throw at the end of each of their turns, ending both effects on a success.
#### Cayenne Smog Filled with a powder alchemically distilled from exotic fruits, this chemical grenade releases a billowing cloud of excruciating gas from the point it is thrown for 1 minute. On a failed save, creatures within the cloud are blinded and poisoned. Creatures suffer these effects for up to 5 minutes; this time is reduced by a number of minutes equal to the creature's Constitution modifier. When that time ends, the creature may repeat the saving throw at the start of each of their turns, ending the effect on themselves on a success. Creatures immune to fire damage or that do not need to breath are immune to this bomb's effects. This bomb does not have the *Gunpowder* property. #### Charnock's Remorse A closely-guarded secret of contemporary alchemy, the result of a quest for ever-burning flames. The result was a horrific, burning chemical which sticks to clothing, skin, and buildings, continuing to burn for 10 minutes unless completely starved of air by smothering. This fire is even immune to the effects of *prestidigitation*, *control flames,* and other extinguishing spells. Capable of burning damp materials and causing excruciating pain, creatures suffering from it must also succeed on a DC10 Constitution saving throw or be immediately incapacitated until the fire is put out or they die. While capable of burning in damp conditions, this bomb retains the *Gunpowder* property and must be ignited as normal. Creatures that succeed on their Dexterity saving throw against this bomb take no damage. #### Dimeritium Shardsmoke Crafted from a series of complicated enchantments, reagents, and metals, the tiny blast of smoke interferes with magic itself. When it explodes it imitates the effects of the *dispel magic* spell for all effects within range. If a check is required, it has a +5 to the d20 roll. #### Dynamo A palm-sized metal sphere covered in greebling, this marvel of alchemical engineering unleases stored lightning in all directions. It lacks the gunpowder property and does double damage when thrown underwater, and has a 20 ft radius of effect in water or damp conditions. Unlike other items and weapons, it can move its full range when used underwater. #### Flashbang This bomb creates a burst of light and sound upon impact, disoriented creatures within range. On a failed saving throw, all creatures within its range are blinded and deafened for 1 minute. They may repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success. Creatures with Tremorsense or Darkvision make the initial saving throw against this bomb with disadvantage. #### Glitterburst Silver dust and shards fill this bomb, inflicting terrible damage on creatures vulnerable to it. Creatures that do not resist damage from silvered weapons take doubled piercing damage and have disadvantage on their saving throws against this bomb. Its thunder damage is doubled against constructs and structures. #### Hornet's Nest This large sphere is packed by rounded balls of soft metal and rubber that explode in a wide radius. All creatures within range that fail their saving throw against it are stunned until the end of their next turn, incapacitated by nonlethal pain. Creatures resistant to damage from nonmagical weapons make their saving throw against this bomb with advantage, and creatures immune to automatically succeed.
\pagebreakNum #### Moon Dust Packed with parilla cuttings and shards of feldspar, this bomb is designed to combat shapechangers. Creatures with the shapechanger trait make their saving throw against this bomb with disadvantage and, if they take damage from it, revert to their human form and cannot change from it for 1 hour. #### Shockwave Diamond A small crystal of compressed energy, this tiny object shatters on impact and releases all its power at once. On a failed save, all creatures within its radius are pushed 10 feet away and knocked prone. They take damage regardless of whether they fail the save or not. This bomb deals an additional 3d4 thunder damage to objects, structures, and constructs within its range. #### Smokestick A flammable compound that produces a thick plume of smoke within its effect range for 1 minute. The area within its range is heavily obscured for 1 minute. #### Spirit Walker When this bomb explodes, it send all creatures within its radius that failed their save into the ethereal plane for 2d6 rounds, after which they return, unharmed, in the same place. #### Tanglefoot Bag A bag of magical, sticky tar that erupts from the point of impact. Creatures in its radius must succeed on a saving throw against it or be restrained. A successful DC14 Strength check can break a restrained creature free. In addition, its entire area is difficult terrain for 1 minute, after which the tanglefoot compound dries. If a 5ft square of tar takes 10 points of fire damage, it dries early and is no longer difficult terrain. This bomb does not have the *Gunpowder* property. #### Thunderstone A small rock densely packed with incredible magical power. When thrown, it shatters on impact, releasing tremendous concussive energy. It damages objects as well as creatures, and deals double damage to structures and constructs, both of which automatically fail their saving throws. #### Torpid Air A concocation that thickens the air within its area of effect, rapidly slowing descents. Bursting on impact, all creatures that fall to a point on the ground within its range have their falling damage quartered. This effect lasts for 1 minute. #### Vomit Comet Containing an assortment of pungent, rotting materials, the terrible smell of this bomb can stop creatures close to it in their tracks. Those who fail their save within its area of effect are poisoned, have their movement speed reduced by 10 feet, and must repeat their saving throw or lose their action to retch and stagger. This effect lasts for 1 minute. Creatures that cannot be poisoned or do not have to breathe are immune to this effect. \columnbreak #### Zabou A zabou can be hurled, releasing its cloud of spores on impact. Any creature in its area must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. The poisoned creature's skin itches for the duration. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
\pagebreakNum ### Oils These magically-infused ointments can coat weapons and armor to produce a temporary magical effect. Oils last for one hour, after which they naturally evaporate, or until they're cleaned off or washed away. Oils can be applied to a weapon, piece of armor, or 3 pieces of ammunition. A character needs at least 1 free hand to apply an oil. Oils cannot be applied to items worn or carried by an unwilling and conscious target. Items can only benefit from one oil at a time. A new application overrides the old and removes it.
### Creating Oils Characters proficient with both arcana and alchemist's kits can create oils. To create oils, a character needs an amount of the corresponding gemstone dust valued at least half the oil's cost, and a flask of oil. #### Oil Components
| Oil | Component | |:---:|:-----------:| | Accuracy | Pearl | | Blessing | Diamond | | Corruption | Emerald | | Decay | Onyx | | Energy | Topaz | Flameborn | Ruby | Oil | Component | |:---:|:-----------:| | Frost | Sapphire | Nightmares | Amethyst | Power | Garnet | Resilience | Aquamarine | Spite | Peridot | Thunderclap | Alexandrite
### Oils |Oil of: | Weapon Effect | Armor Effect | Rarity | Cost |:---:|:-----:|:-----:|:-----:|:-----:| Accuracy |Gain +1 to hit| Gain +1 AC |Uncommon | 200 gp Blessing |Deal Radiant damage |Gain resistance to Necrotic damage | Uncommon |200 gp Corruption |Deal Poison damage |Gain resistance to Acid damage |Uncommon| 200 gp Decay |Deal Necrotic damage| Gain resistance to Radiant damage |Uncommon |200 gp Energy | Deal lightning damage |Gain resistance to Thunder damage| Uncommon| 200 gp Flameborn |Deal Fire damage |Gain resistance to Cold damage |Uncommon |200 gp Frost | Deal Cold damage |Gain resistance to Fire damage| Uncommon |200 gp Nightmares |Deal Psychic damage |Gain resistance to Force damage |Uncommon |200 gp Power | Deal +1 damage |Reduce damage taken by 1 (min. 1)| Uncommon |200 gp Resilience| Deal Force damage |Gain resistance to Psychic damage |Uncommon| 200 gp Spite |Deal Acid damage |Gain resistance to Poison damage |Uncommon| 200 gp Thunderclap| Deal Thunder damage| Gain resistance to Lightning damage |Uncommon |200 gp Greater Accuracy |Gain +2 to hit |Gain +2 AC | Rare| 400 gp Greater Blessing |Deal Radiant damage+ 1d4 extra |Gain immunity to Necrotic damage |Very rare| 1000 gp Greater Corruption |Deal Poison damage +1d4 extra |Gain immunity to Acid damage |Very rare| 1000 gp Greater Decay |Deal Necrotic damage +1d4 extra |Gain immunity to Radiant damage |Very rare |1000 gp Greater Energy | Deal Lightning damage +1d4 extra |Gain immunity to Thunder damage |Very rare| 1000 gp Greater Flameborn |Deal Fire damage +1d4 extra |Gain immunity to Cold damage |Very rare |1000 gp Greater Frost | Deadl Cold damage +1d4 extra |Gain immunity to Fire damage| Very rare |1000 gp Greater Nightmares |Deal Psychic damage +1d4 extra| Gain immunity to Force damage |Very rare |1000 gp Greater Power | Deal +2 damage |Reduce damage taken by 2 (min. 1)| Rare | 400 gp Greater Resilience |Deal Force damage +1d4 extra| Gain immunity to Psychic damage |Very rare |1000 gp Greater Spite |Deal Acid damage +1d4 extra |Gain immunity to Poison damage| Very rare| 1000 gp Greater Thunderclap| Deal Thunder damage +1d4 extra |Gain immunity to Lightning damage |Very rare| 1000 gp Superior Accuracy| Gain +3 to hit |Gain +3 AC |Very rare |1000 gp Superior Power | Deal +3 damage| Reduce damage taken by 3 (min. 1)| Very rare |1000 gp
\pagebreakNum ## Mid-Adventure Crafting If you are proficient with a set of tools, you can create items with them. To craft, a player character declares a period of 1-8 hours, and makes 50 gp of progress toward its price for every hour spent. After the interval ends the character makes an Intelligence check with proficiency from the tool, with a DC equal to 18 minus the number of hours worked. Upon reaching the price of the item it is complete. If a character exceeds the price of the item in the time allotted they may not begin another item; reducing the DC over time reflects slower, more careful work. Multiple items in the same period require multiple intervals and checks. If the item remains unfinished, progress carries forward to the next crafting attempt. If the check fails, the materials the character used are worth half as much as they were before. To craft an item, a player character needs materials worth at least one half of the item's sale price. These materials can be purchased, scavenged, or bartered. For example, a character proficient in smith's tools with access to a forge, tools, and 5 gp of steel during a stopover in town can spend one hour to make a maul so long as he succeeds on a DC 17 check. He then allots 7 hours to 350 gp of progress toward plate armor, with an easier DC 11 check. ### Tools and Craftable Items The table supplements *Xanathar's* to clarify which tools create which items. It supplements those rules, and does not replace them. The list is not exhaustive. This system can repair damaged items. An hour grants 100 gp of progress, instead of 50, when fixing an item. Rangers can use this system to perform research on favored enemies. CR replaces price; for every successful hour of "crafting" they add 1 towards the CR of the creature they chose to study. When they reach or exceed its CR they learn one piece of lore or one statistic of their choice about the creature. This ruleset permits parties to create when traveling—instead of weeks of work, the player can allot a few hours to progress. During longer periods, *Xanathar's Guide to Everything* provides excellent guidelines. #### Specifics * Alchemists use esoteric reagents and need a recipe potions and bombs. Herbalists can only create basic potions of healing, but gather the necessary materials as a crafting check; if they succeed they gather herbs with a value equal to the gp progress made. * Like wizards, calligraphers use gp to transcribe scrolls. They do not need to purchase ink and can scribe scrolls on any sheet of parchment, paper, vellum, etc. * Some kits can be transported and used as-written in the *PHB* and *XGtE* but are too large to craft with while on the move. Those kits are marked with a * below. * If a character has a feature that allows them to create items in half the normal time, they make 100 gp of progress per hour. * Artistic items like jewelry can be sold for 1d4*10% more than their technical price. If mateirals cost 100 gp, art can be sold for 210-240 gp. Tools marked with † produce art.
| Tools | Items | |:---:|:-----------| | Alchemist | Bombs, oils, potions; acid, alchemist's fire, antitoxin, oil, perfume, soap | | Brewer*† | Alcoholic beverages | Calligrapher† | Spell scrolls, w/ arcana proficiency| | Carpenter† | Club, greatclub, shield, tower shield; wooden structures and furniture | | Cartographer | Maps | Cobbler† | Shoes | Cook† | Food | Disguise | Costume clothes | Forgery | False documents | Glassblower† | Any glass object | Herbalism | Potions of healing, antitoxin, perfume, soap | Jeweler† | Jewelry | Painter† | Canvas paintings | Poisoner | Poisons | Potter* | Clay pottery | Leatherworker | cestus, *fur* mod, *guige* mod, hide armor, leather armor, shield, sling | | Mason† | Stone armor & weapons | Smith* | All weapons, armor, and shields except arquebus, handgonne, and crossbows | Tinker | Arquebus, crossbows, matchlock handgun | Weaver*† | Textiles, common clothes, fine clothes, traveler's clothes | Woodcarver | Bows, arrows, bolts, shield, tower shield
\pagebreakNum ## Alternative Weapons Many real weapons varied only slightly, and cannot be further differentiated in this document. The following table provides alternatives to the existing mechanics and choices. They use the same weight, properties, and dice, though their damage type may differ. That difference is listed in parentheses. Several of these alternates originate from cultures and technologies outside the late-medieval/early-renaissance European pastiche of D&D, and may not be appropriate for every game. They include Greece, Rome, Japan, China, and India throughout multiple eras, and this list is not exhaustive. The DM is within their rights to not allow certain alternatives based on culture, time period, location, or tone. ### Artist Credits - ***medieval fight*, Ivan Koltovich** - ***Kagur Blacklion*, Eric Belisle** - ***Matchlock Musket*, ARTIC** - ***Rivendell Bow*, Nick Keller** - ***Lantern Shield*, Kunsthistorisches Museum** - ***Elisa*, by Matheus Graef** - ***The Exiled: Siege*, Tomasz Jedruszek** - ***Golden Knight*, Jake W Bullock** - ***Stones ores and gems*, Karbo** - ***Choose Your Treasure!*, Justin Nichol** - ***Elven Weapons - Silmarillion*, Emrek Mekci** - ***Concept/Illustrations for D&D 'Basic adventuring' items*, Michael Fitzhywel** - ***Alchemist Satchel*, Orcs Must Die!** - ***Alaeron*, Paizo Games** - ***medicine bottle*, Fang WangLin** - ***Armory*, Likhacheva Elena**
| Weapon | Alternative | |:---:|:-----------| | Battleaxe | Fu, masakari | | Brigandine | Lorica segmentata | Buckler | Parma | Cestus | Bagh nakh (s), brass knuckles, knuckledusters, push dagger (p), tekko | | Chain Whip | Spiked chain, kusarigama, meteor hammer | Club | Bian, blackjack, cosh, tonfa | | Dagger | Bishou, kozuka, kukri, tamo, tanto | | Flail | Nunchaku (b) | Falchion | Saber |Glaive | Bill, bisento, bardiche, falx, fauchard, guandao, naginata, sovnya, voulge, war scythe |Greatclub | Peasant flail, kanabo, tetsubo |Greatsword | Claymore, changdao, flamberge, nodachi, zweihander |Guisarme | Mancatcher |Halberd | Lochaber axe, rhomphaia, swordstaff |Handaxe | Chakram, ono |Javelin | Mau, uchi-ne |Lance | Umayari |Light Hammer | Chui |Longbow | Daikyu, greatbow |Longsword | Bastard sword, broadsword, katana |Pike | Ahlspiess, sarissa, mao, nagaeyari |Quarterstaff | Gun, bo |Ranseur | Corseque, earspoon, partisan spontoon, rawcon |Scimitar | Liuyedao, machete, shotel |Shield | Aspis, heater, ishlangu, kite, pelte |Short Spear |Assegai, hasta |Shortbow | Hankyu |Shortsword |Falcata, gladius, jian, katar, wakizashi |Sickle | Kama |Spear | Doru, qiang, yari |Trident | Magariyari |Trebuchet | Catapult, mangonel |Tower Shield | Pavise, scutum |War Pick | Fang, kuwa
##### Concept credits - Original document: anonymous poster, /tg/ - Bypass, winged, tower shield wording: /u/theapoapostolov - Harpoon, chain whip, spear: /u/AngryRepublican - Quick-and-Dirty Crafting, Kittenhugs - Oils: /u/giffyglyph
20