Expanded Armory

by RomanAlexandrov

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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.
 

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