Expanded Armory
Weapons
Exotic Weapon Proficiency
Exotic weapons are unique enough to require a separate proficiency for each weapon. Exotic weapon proficiencies can be swapped for 4 martial or 8 simple during character creation. Monks start with 1 exotic weapon proficiency and certain backgrounds may start with one exotic weapon proficiency. During a campaign an exotic weapon proficiency can be gained with 6 months of dedicated downtime training This can be shortened to 3 months with a trainer. Classes that start with full martial proficiency gain 1 exotic proficiency at levels 5, 11, and 17.
Weapon Properties
- Ammunition: Weapon requires ammunition to fire that is expended during the attack regardless of success or failure.
- Brace: Weapon has a brace of some type to hold it steady, attack with advantage if using the weapon if they have 3/4 cover from the target or while prone.
- Concealed: Weapon has advantage to Stealth or Sleight of Hand to be concealed. Concealed weapons give advantage to the first attack made with them from concealment.
- CQC: Weapon attacks against a target that is grappled are made with advantage.
- Curved: Weapon is designed to get around shields, can ignore AC increase from shields.
- Disarming: Weapon can be used to disarm the enemy, enemy opposes the roll Strength or Dexterity and on a failure the enemy's weapon is thrown to the ground 10ft away.
- Disarm Immune: Weapon cannot be disarmed while creature wielding it is conscious.
- Double: Two weapon fighting rules can be used to attack with separate ends of the weapon while using it with two hands.
- Finesse: Can use Dexterity or Strength for attack and damage rolls.
- Grappling: Attacks made with this weapon can be a grapple made with Advantage. Weapons being used to grapple cannot be used to attack with. Targets grappled this way remain grappled until the succeed in escaping or the grappling weapon is no longer held.
- Heavy: Small creatures have disadvantage on attack rolls this weapon.
- Keen: Weapon Critical hit range +1.
- Light: Weapon can be wielded in your off hand without penalty.
- Loading: Only one projectile may be fired from this weapon at a time regardless of number of attacks available.
- Massive: Minimum Strength of 19 to wield.
- Reach (x): Melee weapon has a maximum range of X for attacks. Attacks made at X-10ft or less are made with disadvantage.
- Reload (x) Weapon may be fired x number of times before having to be reloaded. Reloading takes one action. When firing a weapon with the reloading property, roll a d10. On 3 or less, the weapon jams and an action must be used to clear the jam.
- Savage: You can reroll one of this weapon's damage die once per turn and must use the new result.
- Silvered: Silvered weapons overcome resistance to non magical damage.
- Smashing: Weapon has +1 to attack metal or solid natural armors.
- Switch: Weapon has two forms or stances and can change between the two as a reaction.
- Super Heavy: Minimum Strength of 17 to wield, Creatures smaller than medium cannot wield. Heavy.
- Thrown: Weapon can be thrown as a ranged attack and uses the same modifiers as its melee attacks to do so.
- Versatile: Weapon can be wielded with either one or two hands.
Ammunition
| Name | Weapon Type | Affects | Cost |
|---|---|---|---|
| Basic Arrows (20) | Bow | 1 Sp | |
| Broadhead Arrows (20) | Bow | +2 Damage to Light/Unarmored Targets | 3 Sp |
| Glass Tip Arrows (5) | Bow | Fill Glass with substance for additional effect | 5 Sp |
| Basic Bolts (20) | Crossbow | 1 Sp | |
| Piercing Bolts (20) | Crossbow | +2 Attack against Hard Armored Targets | 3 Sp |
| Explosive Bolts (5) | Crossbow | +1d6 Fire Damage 5ft radius of impact | 5 Sp |
| Great Arrows (20) | War Bow | +2 Attack to Heavy/Solid Natural Armored Targets | 5 Sp |
| Scatter Arrows (20) | War Bow | Arrow splits in the air and targets a 10ft cube | 20 Sp |
| Pistol Ammo (6) | Revolver | +2 Damage to Light/Unarmored Targets | 12 Sp |
| Rifle Ammo (3) | Rifle | +2 Attack to Heavy/Solid Armored targets | 12 Sp |
Simple Ranged Weapons
| Weapon | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Boomerang | 20 Cp | 1d6 Bludgeoning | 1lb | Finesse, Light, Special, Thrown 30/90 |
| Dart | 5 Cp | 1d4 Piercing | 1/4lb | Finesse, Light, Thrown 30/90 |
| Light Crossbow | 25 Sp | 1d8 Piercing | 3lb | Ammunition 100/400, Brace, Loading, Two Handed |
| Shortbow | 25 Sp | 1d6 Piercing | 1lb | Ammunition 80/320, Two Handed |
| Shuriken | 10 Cp | 1d4 Piercing/Slashing | 1/4lb | Concealed, Finesse, Light, Thrown 30/90 |
| Sling | 10 Cp | 1d4 Bludgeoning | Ammunition 30/120 | |
| Flash Bomb | 5 Sp | 1/4lb | Light, Thrown 20/60, Special | |
| Smoke Bomb | 5 Sp | 1/4lb | Light, Thrown 20/60, Special |
Boomerang: At the end of your turn, the boomerang returns to your empty hand if it was thrown within its normal range.
Flash Bomb: All creatures in a 10ft cube must a Con Save DC 15 or be deafened and Dex Save DC 15 or be blinded for 3 rounds.
Smoke Bomb: Heavily obscures a 10ft radius sphere.
Martial Ranged Weapons
| Weapon | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Blowgun | 10 Sp | 1 Piercing | 1/2lb | Ammunition 25/100, Loading |
| Bola | 2 Sp | 2d4 Bludgeoning | 1lb | Grappling, Thrown 25/75, Special |
| Hand Crossbow | 75 Sp | 1d6 Piercing | 2lb | Ammunition 25/100, Light, Loading |
| Heavy Crossbow | 50 Sp | 1d10 Piercing | 5lb | Ammunition 100/400, Brace, Heavy, Loading, Two Handed |
| Longbow | 50 Sp | 1d8 Piercing | 2lb | Ammunition 150/600, Heavy, Two Handed |
| Net | 1 Sp | 3lb | Special, Thrown 10/30 | |
| Shield Bow | 15 Gp | 1d6 Piercing | 6lb | Ammunition 40/160, Special, Switch |
| Windmill Shuriken | 20 Sp | 2d4 Piercing/Slashing | 1lb | Finesse, Light, Special, Thrown 30/90 |
| Wrist Crossbow | 125 Sp | 1d4 Piercing | 1.5lb | Ammunition 30/120, Concealed, Light, Loading |
Bola: Can attack as a reaction to a creature moving. The attack is made with disadvantage. If successful, target is grappled, prone, and takes 1d4 (B) for each 5ft attempted to move. It takes an action to undo the grapple on this creature. Large or smaller creatures only.
Net: Creature hit by the net is restrained. DC 10 Strength check to free self. AC 10 with 5HP to destroy.
Shield Bow: Weapon gives +1 AC while in shield mode and none while in ranged mode.
Windmill Shuriken: At the end of your turn, the windmill shuriken returns to your empty hand after being thrown within its normal range.
Exotic Ranged Weapons
| Weapon | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Hailfire Crossbow | 40 Gp | 1d6 Piercing | 10lb | Ammunition 40/160, Brace, Two Handed, Reload (20), Special |
| Portable Ballista | 50 Gp | 3d10 Piercing | 15lb | Ammunition 250/1000, Brace, Loading, Special, Super Heavy, Two Handed |
| Repeating Heavy Crossbow | 25 Gp | 1d10 Piercing | 8lb | Ammunition 50/200, Brace, Heavy, Reload (6), Special, Two Handed |
| Repeating Light Crossbow | 20 Gp | 1d8 Piercing | 6lb | Ammunition 40/160, Brace, Reload (6), Special, Two Handed |
| Revolver | 1 Pp | 1d8 Piercing | 2lb | Ammunition 30/120, Light, Reload (6) |
| Rifle | 150 Gp | 2d8 Piercing | 5lb | Ammunition 250/1000, Reload (3), Two Handed, Special |
| War Bow | 15 Gp | 1d12 Piercing | 4lb | Ammunition 200/800, Keen, Special, Super Heavy, Two Handed |
Hailfire Crossbow: You may attack a 10ft cube by expending 10 ammunition. Every creature in the cube makes a Dexterity save versus the attack. On a failure they take 2d6 piercing damage. Target may fall prone to gain advantage on save.
Portable Ballista: Weapon must be braced before firing.
Rifle: Rifle has disadvantage on attacks unless you reduce your speed to 0 for that turn.
Repeating Crossbows: If you do not move on your turn you may fire an additional bolt as a bonus action.
Warbow: You may add your Strength and Dexteirty mod as damage with this weapon.
Simple Melee Weapons
| Weapon | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Club | 1 Cp | 1d4 Bludgeoning | 2lb | Finesse, Light |
| Dagger | 1 Sp | 1d4 Piercing | 1lb | CQC, Finesse, Light, Thrown 20/60 |
| Garrote | 1 Sp | 1d4 Slashing | .5lb | Concealed, Grappling, Keen, Light, Special, Two Handed |
| Gauntlet | 5 Sp | Special | 1lb | CQC, Disarming, Disarm Immune, Light, Special |
| Greatclub | 2 Cp | 3d4 Bludgeoning | 4lb | Heavy, Savage, Smashing, Two Handed |
| Hand Axe | 5 Sp | 1d6 Slashing | 2lb | Finesse, Light, Thrown 20/60 |
| Javelin | 1 Sp | 1d6 Piercing | 2lb | Thrown 30/120 |
| Light Hammer | 2 Sp | 1d4 Bludgeoning | 2lb | CQC, Finesse, Light, Thrown 20/60 |
| Mace | 5 Sp | 1d6 Bludgeoning | 3lb | Smashing, Versatile 1d8 |
| Quarterstaff | 10 Cp | 1d8 Bludgeoning | 3lb | Finesse, Switch, Two Handed |
| Sickle | 1 Sp | 1d4 Slashing | 1lb | Curved, Finesse, Light |
| Spear | 1 Sp | 1d6 Piercing | 3lb | Finesse, Versatile 1d8 |
Garrote: Grappling with this weapon deals 1d4 slashing damage each turn and causes the target to hold its breath or begin suffocating. If the grappled creature rolls a 1 on the opposed roll they immediately begin suffocating.
Gauntlet: Weapon increases unarmed attacks damage die size by one (base 1d4+mod if no unarmed damage die).
Quarterstaff: When switched, weapon loses the finesse property and gains the double property with 1d4 damage.
Martial Melee Weapons
| Weapon | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Bastard Sword | 15 Sp | 1d8 Piercing/Slashing | 3.5lb | Versatile 2d6 |
| Battleaxe | 15 Sp | 1d8 Slashing | 3.5lb | Versatile 1d12 |
| Bident | 15 Sp | 2d4 Piercing | 4lb | Finesse, Grappling, Special, Two Handed |
| Claw | 15 Sp | 1d6 Piercing/Slashing | 2lb | CQC, Disarm Immune, Finesse, Light, Special |
| Flail | 10 Sp | 2d4 Bludgeoning | 3lb | Curved, Finesse, Smashing |
| Glaive | 20 Sp | 2d6 Slashing | 5lb | Finesse, Reach (10), Two Handed |
| Greataxe | 30 Sp | 1d16 Slashing | 5lb | Heavy, Savage, Two Handed |
| Greatsword | 30 Sp | 2d8 Slashing | 5lb | Heavy, Special, Two Handed |
| Hook Spear | 20 Sp | 1d8 Piercing/Slashing | 4lb | Grappling, Special, Two Handed |
| Khopesh | 15 Sp | 2d4 Slashing | 3lb | Curved, Finesse |
| Lance | 10 Sp | 3d6 Piercing | 6lb | Heavy, Reach (15), Special |
| Maul | 30 Sp | 4d4 Bludgeoning | 6lb | Heavy, Smashing, Two Handed |
| Morning Star | 15 Sp | 2d4 Piercing | 2.5 | Versatile 3d4 |
| Push Dagger | 10 Sp | 1d4 Piercing | 1lb | Concealed, CQC, Disarm Immune, Finesse, Keen, Light |
| Rapier | 25 Sp | 1d8 Piercing | 3lb | Finesse, Keen |
| Shortsword | 15 Sp | 1d6 Piercing/Slashing | 1.5lb | CQC, Finesse, Keen, Light |
| Sword Breaker | 5 Sp | 1d4 Piercing | 1lb | CQC, Disarming, Finesse, Keen, Light, Special |
| Sword Cane | 25 Sp | 1d6 Bludgeoning/Slashing | 3lb | Concealed, Finesse |
| Tonfa | 5 Sp | 1d6 Bludgeoning | 2lb | Finesse, Light, Smashing, Special |
| War Hammer | 15 Sp | 2d4 Bludgeoning | 3.5lb | Versatile 3d4 |
| War Pick | 15 Sp | 1d8 Piercing | 2.5lb | Curved, Disarming |
| War Scythe | 75 Sp | 1d10 Piercing/Slashing | 5lb | Finesse, Heavy, Keen, Reach (10), Two Handed |
| Whip | 10 Sp | 1d4 Slashing | 1.5lb | Disarming, Finesse, Grappling, Light, Reach (15) |
Bident: Successful grappling attacks with this weapon causes the target to be restrained.
Claw: Weapon can be used to increase natural weapons/martial arts damage die size by one.
Greatsword: Reaction; +2 AC against a single melee weapon attack.
Hook Spear: When a creature is grappled with this weapon, it takes 1d8 slashing damage each turn. Weapon can be used to make a tripping attack. Targeted creature makes a Strength (Athletics) or Dexterity (Acrobatics) check vs the Attack roll to prevent being knocked prone. The attack roll must be a hit before it can trip.
Lance: Two handed if not mounted.
Sword Breaker: Reaction; attempt to catch an attacking weapon with the sword breaker. Make a Dexterity check vs the attack roll. On a success the weapon is caught until the beginning of the attacking creatures next turn. If the weapon is caught during your next turn you can attempt to disarm the creature at Advantage as a bonus action.
Tonfa: Weapon is shield like, wielding this weapon gives you +1 AC bonus against melee attacks.
Exotic Melee Weapons
| Weapon | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Bearing Sword | 1 Gp | 2d10 Slashing | 9lb | Massive, Special, Two Handed |
| Boot Dagger | 2 Gp | 1d4 Piercing | 1lb | CQC, Concealed, Finesse, Keen, Light, Special |
| Double Sword | 75 Sp | 1d8 Slashing/Piercing | 6lb | Double, Finesse, Heavy, Two Handed |
| Dwarven Urgosh | 75 Sp | 1d8 Slashing/Bludgeoning | 6lb | Double, Heavy, Smashing, Two Handed |
| Executioner's Axe | 1 Gp | 1d20 Slashing | 9lb | Massive, Savage, Special, Two Handed |
| Fan | 10 Sp | 1d4 Slashing/Bludgeoning | 1lb | CQC, Concealed, Finesse, Light, Special |
| Goliath Hammer | 1 Gp | 5d4 Bludgeoning | 9lb | Massive, Smashing, Special, Two Handed |
| Katana | 1 Gp | 1d10 Slashing | 4lb | Finesse, Keen, Two Handed |
| Kusari Gama | 35 Sp | 1d6 Slashing/ 1d4 Bludgeoning | 4lb | Disarming, Double, Finesse, Special |
| Long Hammer | 50 Sp | 3d4 Bludgeoning/ 2d6 Piercing | 4lbs | Finesse, Special, Two Handed |
| Meteor Chain | 5 Gp | 2d6 Bludgeoning | 6lb | Finesse, Grappling, Heavy, Reach (15), Smashing, Special, Two Handed |
| Nunchaku | 5 Sp | 1d6 Bludgeoning | 2lb | Disarming, Double, Finesse, Grappling, Light, Smashing, Two Handed |
| Rope Dart | 5 Sp | 1d6 Piercing | .5lb | Concealed, Curved, Disarming, Finesse, Grappling, Light, Reach (15), Special |
| Sword Staff | 20 Sp | 2d8 Slashing/Piercing | 4lb | Finesse, Keen, Reach (10), Two Handed |
| Whipsword | 2 Gp | 1d8 Slashing/Piercing | 3lb | Finesse, Switch |
| Wrist Blade | 5 Gp | 2d4 Piercing | 2lb | Concealed, Finesse, Keen, Light, Special |
Bearing Sword: Reaction; gain half cover from attacks in front of you until the beginning of your next turn.
Boot Dagger: Weapon is considered concealed unless deployed.
Executioner's Axe: Double Strength Modifier for damage.
Fan: Weapon can be loaded with powders and upon the first attack with this weapon the powder is deployed in a 15ft cone.
Goliath Hammer: Max damage on 3 or more dice stuns target for one turn.
Kusari Gama: Bludgeoning attacks with this weapon have a 15ft reach as well as the grappling and smashing properties. While grappling with this weapon, you may make attacks with the sickle part.
Long Hammer: Weapon has the Smashing property when dealing bludgeoning damage and Curved property when dealing piercing damage.
Meteor Chain: Creatures grappled by this weapon are restrained.
Rope Dart: Attacks made against a target within 5ft deal 1d4 piercing damage.
Whip Sword: Weapon gains a 10ft reach when switched and does 1d6 slashing damage while in this form.
Wrist Blade: Weapon automatically hits if grappling with the target. Weapon is equipped with a poison injector which can hold a single dose of poison indefinitely. When you hit a creature with this weapon you may choose to inject the loaded poison as a free action. After poison has been injected, it takes 1 minute to load another dose.
Armor
Armor
| Armor | Type | Armor Class (AC) | Weight | Strength | Damage Reduction | Stealth | Cost |
|---|---|---|---|---|---|---|---|
| Gambeson | Light | 12+Dexterity | 10lb | 2 | 25 Sp | ||
| Leather | Light | 13+Dexterity | 8lb | 3 | |||
| Lacquered | Light | 14+Dexterity | 15lb | 4 | |||
| Arming Gambeson | Medium | 13+Dex (Max 3) | 18lb | 3 | 20 Sp | ||
| Hide | Medium | 14+Dexterity (Max 3) | 16lb | 4 | 30 Sp | ||
| Chain Shirt | Medium | 15+Dexterity (Max 3) | 22lb | 5 | 45 Sp | ||
| Reinforced Mail | Medium | 16+Dexterity (Max 3) | 31lb | 6 | 75 Sp | ||
| Ring Mail | Heavy | 16 | 38lb | 13 | 6 | Disadvantage | 40 Sp |
| Brigandine | Heavy | 17 | 45lb | 15 | 7 | 75 Sp | |
| Plate | Heavy | 19 | 55lb | 17 | 9 | Disadvantage | 3 Gp |
Shields
| Name | Weight | Effect | Minimum Strength | Cost |
|---|---|---|---|---|
| Bladed/Piercing | +1lb | Shield Bash to deal 1d6+STR Piercing/Slashing damage | 10 Sp | |
| Buckler | 2lb | +1AC able to wield light weapon in off hand | 10 Sp | |
| Heavy Gauntlet | 1lb | Reaction; reduce incoming damage by 1d4+STR, can wield a light weapon | 13 | 5 Sp |
| Kite | 5lb | +2AC | 10 Sp | |
| Parrying Dagger | 1.5lb | Reaction; +2AC against one attack per turn | 5 Sp | |
| Riot | 12lb | +2AC, able to fire crossbow one handed as if braced while using | 15 | 35 Sp |
| Tower | 20lb | +3AC | 17 | 25 Sp |
Notes
- These damage dice were intended to be played with critical hits doing maximum damage +1 die. Hence a critical hit with a great axe can do between 13-24 damage while a critical hit with a great sword does 13-18 damage.
- This was done so players must choose between more stable damage minimums and higher critical damage. Mauls do between 3-12 damage while great axes do between 1-12 damage. This makes the great weapon fighting style more valuable for blunt weapons once again leading to more reliable damage.
- The added variety to weapon properties are meant to give players more versatility to use play styles that are typically sub optimal and reward tactical thought rather than attacking over and over.
- These prices are meant to reflect my homebrew world where you can find daily necessities for a few copper; standard tools and weapons for silver, and exotic items or land would be bought with gold. These each denomination requires 100 to reach the next highest.
- Damage Reduction for armor is applied on a per attack basis and can never reduce damage below half. Armor only reduces damage when a creature's attack roll hits a number that indicates the armor is what stopped the attack. (ie 11-19 for plate or 14-15 for a gambeson with a +3 dex mod). Treat any shield or ability that increases AC (ie Shield of Faith) is treated the same as an AC increase due to Dexterity pushing the DR hits higher.