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# Gabes' Glorious Guide To Extravagant Arms of Mass Destruction This ruleset is an augmentation for the 5th Edition rules on weapons and armor. It's designed to improve the granularity and specificity so that choice of weapon both is a more important part of creating a character, and has more mechanical impact. This ruleset does not include prices or weights for the listed weapons and armor. These aspects are flexible and best determined by the DM using the location of creation and sale. For specific prices, see *Atlas' Glorious Guide to The Noble Hawsetrean Country* (currently unreleased). ## Weapons This ruleset replaces the 5th Edition weapon table in the *Player's Handbook*. In addition to the normal characteristics, weapons have durability, and many have special properties listed at the end of this document. ### Altered Properties The light property is not used. Instead, all weapons without the two-handed property can be used with two-weapon fighting. This helps open up more character options earlier without substantially changing the balance of combat. The heavy property is not used. Instead, all humanoids can wield weapons correctly made for their size without issue. This doesn't alter the balance of combat, simply allowing small races the same range of weapon options as medium races. ### Durability Each kind of weapon has a durability, listed as a die expression in the table below. When a weapon is acquired or repaired, roll the durability dice and record the total. This is that weapon's durability. For melee weapons, reduce the durability by 1 each time a hit is scored. For ranged and thrown weapons, reduce the durability by 1 each time the weapon is fired or thrown. When a weapon's durability reaches 0, the weapon is no longer usable, either by general wear and tear, or from major damage such as a broken blade or bowstring. The *mending* cantrip is sufficient to repair a weapon. ### Properties Weapons commonly have the following properties, in addition to those specified in the *Player's Handbook*. #### Cleaving A cleaving weapon ignores damage reduction caused by armor. #### Bleeding A weapon which causes bleeding deals the marked damage as additional piercing damage on hit. For some weapons with both the versatile and bleeding properties, the bleeding damage increases when the weapon is wielded in two hands. #### Armor Piercing An armor piercing weapon adds the marked number as a bonus to attack rolls made with that weapon against targets that are wearing armor. ## Armor Each kind of armor grants a way to calculate your base armor class. Some armors include an ability modifier as part of the calculation. Shields provide a bonus to your armor class rather than a way to calculate your base armor class. Some kinds of shield include an ability modifier as part of the bonus. ### Characteristics Armor can have the following characteristics in addition to the normal ones. #### Damage Reduction Each kind of armor that isn't a shield has a damage reduction number. When you take any type of damage except psychic while wearing armor, reduce the damage you take by this number. If this would reduce the damage you take to 0 or less, you take 1 damage instead. #### Bleeding Prevention Armor that prevents bleeding prevents the wearer from being affected by the *bleeding* property of weapons that hit them.
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##### Weapons | Weapon | Durability | Damage | Properties | Type | |:-|:-|:-|:-|:-| | ***Melee Weapons*** | | Rapier | 4d8 | 1d8 piercing | Finesse | Martial | Dagger | 2d4 | 1d4 piercing | Finesse, thrown (range 20/60)|Simple | Javelin | 1d6 | 1d6 piercing | Thrown (range 30/120)|Simple | Short Spear | 2d6 | 1d6 piercing | — |Simple | Spear | 4d6 | 1d10 piercing | Special | Martial | Club | 2d4 | 1d4 bludgeoning | — |Simple | Greatclub | 4d4 | 1d6 bludgeoning | Special, two-handed |Simple | Quarter Staff | 1d8 | 1d4 bludgeoning | — |Simple | Staff | 2d8 | 1d6 bludgeoning | Versatile (1d8) |Simple | Pike | 4d6 | 1d10 piercing or slashing | Special, cleaving, two-handed, reach| Martial | Pernach | 4d10 | 1d8 bludgeoning | Special, cleaving, versatile (1d10)| Martial | Bastard Sword | 6d10 | 1d6 slashing + 1 bleeding | Versatile (1d6 + 1d4), cleaving|Simple | Guisarme | 4d6 | 1d10 | Cleaving, two-handed, reach, armor piercing 4 | Martial | Gandasa | 3d6 | 2d4 | Cleaving, finesse, armor piercing 7 | Martial | Katana | 4d10 | 1d10 slashing + 1 bleeding | Cleaving, versatile (1d12 + 1)| Martial | Maul | 1d100 | 2d6 bludgeoning | Two-handed| Martial | Morning Star | 2d100 | 1d12 bludgeoning | Two-handed| Martial | Flail | 5d10 | 1d10 bludgeoning | Reach |Simple | Mace | 4d10 | 1d6 bludgeoning | — |Simple | Warhammer | 4d10 | 1d8 bludgeoning | Versatile (1d10)| Martial | Half Sword | 1d100 | 1d8 slashing | Versatile (1d10)|Simple | Full Sword | 2d100 | 2d6 slashing | Two-handed|Simple | Longsword | 4d10 | 1d8 slashing | Versatile (1d10)| Martial | Shortsword | 4d6 | 1d6 slashing | Finesse|Simple | Greatsword | 5d10 | 1d12 slashing | Two-handed| Martial | Battleaxe | 6d10 | 1d6 slashing | Versatile (1d8)| Martial | Greataxe | 5d10 | 1d12 slashing | Two-handed| Martial | Handaxe | 2d10 | 1d6 slashing | Thrown (range 20/60) |Simple | Hatchet | 1d6 | 1d4 | |Simple | ***Ranged Weapons*** | | Shortbow | 4d6 | 1d6 piercing | Ammunition (range 80/320), loading, two-handed|Simple | Longbow | 4d10 | 1d8 piercing | Ammunition (range 150/600), two-handed, two-handed|Simple | Greatbow | 6d10 | 1d12 piercing | Ammunition (range 300/800), two-handed, two-handed|Simple | Hand Crossbow | 6d6 | 1d4 piercing | Ammunition (range 30/120), loading| Martial | Light Crossbow | 8d6 | 1d10 piercing | Ammunition (range 80/320), loading| Martial | Heavy Crossbow | 10d6 | 2d6 + 1 piercing | Ammunition (range 100/400), loading, cleaving, two-handed| Martial
\pagebreakNum #### Special Weapons These weapons have the special property, conferring the respective features below. ***Spear and greatclub.*** When you take the Attack action and attack with a spear or greatclub, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. You don't add an ability modifier to the damage of this attack unless you have the Two-Weapon Fighting fighting style. ***Pike.*** When you hit a creature with one of these weapons, that creature makes a Constitution saving throw with a DC equal to 10 + your Strength Modifier. On a failed save, they have the dazed condition until the end of their next turn. ***Pernach.*** The Pernach has the special properties of both the spear and the pike. > ##### Dazed > A dazed creature can't take the attack action. They can still take other actions and reactions that involve weapon attacks, such as opportunity attacks.
##### Armor | Armor | Armor Class (AC) | Damage Reduction | Properties | |:-|:-|:-|:-| | Robes | 11 | 1 | — | | Leather Armor | 11 + Dex modifier | 1 | — | | Hide Armor | 12 + Dex modifier | 2 | — | | Scale Mail | 12 | 2 | Prevents Bleeding | | Chainmail | 13 + Str modifier | 3 | — | | Dragon Bone | 14 + Str modifier(Max 2) | 4 | Prevents Bleeding | | Devil Bone | 15 + Dex modifier (Max 2) | 5 | — | | Full Armor | 16 | 6 | Prevents Bleeding | | ***Shields*** | | Buckler | + 1 + Dex modifier | — | — | | Medium Shield | + 2 | — | — | | Wall Shield | + 3 | 2 | — |