Mundane Armory Expanded

by kivothe

Search GM Binder Visit User Profile

Mundane Armory Expanded v1.0

The Mundane Armory Expanded intends to provide a variety of extra and alternate options for mundane equipment, as well as adjust existing ones, all while retaining the accessibility of D&D 5e. Statistics will be detailed throughout, including new adventuring gear and rebalanced armor and weaponry. The ultimate goal of the Mundane Armory Expanded is to provide options that give equipment identity. Many weapons in base 5e were identical to one another, and the goal of this expansion is to provide alternatives to the lack of variety and problems like it. As a Dungeon Master, you may allow your players to use some or all of these rules to add more variety and identity to their characters’ equipment.

The Armory

Adventuring Gear

Most adventuring gear has special rules, as explained here:

Atlatl. Not a weapon in its own right, the atatl is used to throw spears long distances. Javelins and spears thrown with an atatl have their normal and long ranges doubled. You must use both hands to load and use an atatl properly.

Blade Oil. These fine oils are made by skilled alchemists. Some are said to be made from the spit of dragons, others from the blood of angels. A given flask of blade oil is associated with one damage type, based on the materials used. You can apply blade oil to a melee weapon or 6 pieces of ammunition as an action.

Every attack made with that weapon or ammunition before the oil dries deals an extra 1d4 damage of that specific oil’s damage type.

The oil dries after 1 minute.

Tanglefoot Bag. A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. As an action, you can throw this sack up to 20 feet, causing it to come apart and goo to burst out, entangling the target. Make a ranged attack against a creature or object, treating the Tanglefoot Bag as an improvised weapon. On a hit, the bag bursts and coats the target with its contents. The target is restrained for a minute. A restrained creature can use its action to attempt a DC 10 Strength check to break free, ending the effect.

Heatstone. Heatstones are pieces of volcanic glass formed naturally in deserts that have the ability to keep an area pleasantly warm even in otherwise frigid conditions.

Though these stones are often traded away to colder regions or used to keep tents comfortable during the desert nights, magicians and scientists both routinely find new ways to put heatstones to use.

Some heatstones are alchemically treated to produce heat that lasts indefinitely or to be used in permanent items. However, common heatstones found in the wilds can be made to function as described below with only a simple alchemical treatment and can be bought at the listed price.

Alchemically treated to enhance their natural heat-generating properties, these round or ovoid stones of volcanic glass provide enough heat to keep chambers warm in the coldest winter. One heatstone keeps a 20-foot-square area comfortably warm even in extreme cold (below 0° F) or a 40-foot-square area in severe cold (between 32° F and 0° F).

A single heatstone is activated by striking it against any hard surface, after which point it continues to provide heat for 24 hours. Following the 24 hours that the heatstone provides heat, it is destroyed. An active heatstone does not give off enough heat to cook food or cause damage.

Smoke Pellet. As an action or bonus action, you can throw a smoke pellet at a point within 10 feet or you. The smoke pellet then detonates, creating a 10-foot cube filled with smoke. This area is heavily obscured until the end of your next turn.

Smokestick. As an action, you can ignite a smokestick using a torch, tinderbox, or other source of fire or intense heat. Once ignited, the smokestick is consumed and a 10-foot cube around it is filled with smoke for one minute. This area is heavily obscured. A moderate or strong wind disperses the smoke in one round.

Thunderstone. As an action, you can throw a thunderstone up to 30 feet. When it strikes a hard surface or is struck hard, it creates a deafening bang. Creatures within 10 feet of the stone must make a DC 11 Constitution saving throw or be deafened for 10 minutes. If a creature deafened in this way casts a spell with verbal components, it must make a DC 11 Charisma saving throw, or fail to cast the spell.

Sunrod. A sunrod burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. Sunrods can burn underwater, as they are not open flames.

Tindertwig. You can strike the end of this small, wooden stick on a flammable object. The object immediately ignites when struck.

Adventuring Gear
Name Cost Weight
Atalatl 2 gp 1 lb.
Blade Oil 100 gp 1 lb.
Tanglefoot Bag 50 gp 4 lb.
Heatstone 20 gp 1 lb.
Smoke Pellet 15 gp 1/4 lb.
Smokestick 25 gp 1/2 lb.
Thunderstone 30 gp 1 lb.
Sunrod 50 gp 1 lb.
Tindertwig 15 gp 1/4 lb.

Ammunition

Crossbows and bows now have a variety of different ammunition options, as detailed here:

Arrow, Bodkin (10). When you roll maximum on the weapon's damage dice, you roll an additioanl 1d4 and add it to the final damage.

Arrow, Broadhead (10). When dealing damage to a creature wearing light or no armor, or with natural armor with an AC of 16 or lower, you deal an additional 1 slashing damage. What creatures count for this bonus is ultimately up to DM discretion.

Arrow/Bolt, Barbed. This piece of ammunition causes bleeding wounds. A creature hit with a barbed arrow or bolt takes 1 point of piercing damage at the beginning of its turn until it uses its action to pull the arrow or bolt free, or until it succeeds on a DC 15 Constitution Saving Throw, which it may make at the end of each turn it has barbed ammunition in it. If the creature succeeds on the saving throw, all barbed arrows currently in the creature are destroyed, and they are immune to this effect for 10 minutes. Once pulled free of the wound, the ammunition is destroyed.

Arrow/Bolt, Splintering. When you hit a creature with a splintering arrow or bolt, it explodes into wooden or bone shards. In addition to doing normal damage, each creature within 10 feet of the target must make a DC 12 Dexterity Saving Throw. A target takes 1d4 piercing damage, or half that on a successful save. Once it explodes, the ammunition is destroyed.

Arrow/Bolt, Smoldering. This piece of ammunition has a hollow point containing alchemist’s fire and a simple ignition mechanism. In addition to doing normal damage, a creature you hit with a smoldering arrow or bolt if forced to make a DC 10 Dexterity Saving Throw, or take 1d4 fire damage at the beginning of its next turn. This damage does not stack from multiple pieces of smoldering ammunition. As an action, a creature ignited can make a DC 10 Dexterity Check to extinguish any fire they have on them caused by smoldering arrows. If the creature succeeds on the saving throw or check, they are immune to this effect for 1 minute. Once ignited, the ammunition is destroyed.

Arrow/Bolt, Smoking. This piece of ammunition lets out a blast of smoke on contact. In addition to doing normal damage, a 20-foot radius sphere centered on the creature or point you hit is heavily obscured until the end of your next turn. Once ignited, the ammunition is destroyed.

Ammunition
Name Cost
Arrow, Bodkin (10) 2 gp
Arrow, Broadhead (10) 2 gp
Arrow/Bolt, Barbed 1 gp
Arrow/Bolt, Splintering 4 gp
Arrow/Bolt, Smoldering 10 gp
Arrow/Bolt, Smoking 6 gp

Materials

How weapon and armor materials were depicted in 5e gave them negligible or situational effects, such as adamantine weapons’ ability to deal critical hits to objects. While some of these materials were initially made as unique to my own homebrew setting, they can be translated with ease into something else, ignored, or kept the same with minimal impact to most settings. These alternate and modified materials give non-enchanted options to Dungeon Masters and players. Materials each have their own unique properties and statistics, as shown in the Materials table.

Adamantium (rare / very rare). All metal armor as well as any weapon can be made of Adamantium. Adamantium armor and weapons count as magical and are unbreakable. Whenever an adamantium weapon or piece of ammunition hits an object, the hit is a critical hit. Any critical hit a wearer of adamantium armor takes becomes a normal hit. All adamantium items are at least Good craftsmanship.

Typically these weapons and armors can only be acquired (if at all) from royal smithies or other similarly exclusive locations.

Mithral (rare). All metal armor as well as any weapon can be made of Mithral. Mithral armor and weapons count as magical. A Mithral Chain Shirt or Breastplate gains the Concealed quality. If Mithral armor normally has the Noisy or Restricting quality or has a Strength requirement, the Mithral version of the armor does not. The Mithral version of any weapon that does not have the Heavy or Two-Handed quality (with the exception of the flail) gains the finesse property. Mithril items weigh half as much as its mundane equivalent, to a minimum of 1 pound.

Mithral is known for its light weight and flexibility, as well as its use in the creation of Aethilmil. Weapons cast from Mithral feel feather-light in the hand.

Gaisteel (very rare). All metal armor as well as any weapon can be made of Gaisteel. Gaisteel armor and weapons count as magical and is unbreakable. Whenever an gaisteel weapon or piece of ammunition hits an object, the hit is a critical hit. Any critical hit a wearer of gaisteel armor takes becomes a normal hit. . All Gaisteel weapons and armor are of master craftsmanship.

Gaisteel is a priceless metal known for its durability, strength, light weight, and utility. It is regarded as an incredibly versatile, rare material, much like its creators, the humans. It is normal adamantium, but forged by only the most skilled of smiths into a masterful Damascus pattern.

Aethilmil (legendary). All metal armor as well as any weapon can be made of Aethilmil. Aethilmil armor and weapons count as magical, are unbreakable, and have special properties. Whenever an Aethilmil weapon or piece of ammunition hits an object, the hit is a critical hit. Any critical hit a wearer of Aethilmil armor takes becomes a normal hit. An Aethilmil Chain Shirt or Breastplate gains the Concealed quality. If Aethilmil armor normally has the Noisy or Restricting quality or has a Strength requirement, the Aethilmil version of the armor does not. Additionally, all Aethilmil weapons have the finesse quality, instead of just weapons that do not have Heavy or Two-Handed. Armor made out of Aethilmil forces the class of it (light, medium, heavy) to be bumped down by one step. This would make light armor not count as armor, medium armor count as light armor, and heavy armor count as medium armor. However, light Aethilmil armor still counts as armor for the purpose of unarmored defense. All Aethilmil items are of master craftsmanship.

Aethilmil is a priceless metal known for its light weight and durability; it serves as an excellent alternative to steel and iron mail. Aethilmil is an elven alloy composed of Adamantium and Mithral, masterfully produced in secret by the elves. Aethilmil is incredibly lightweight and flexible.

Ardromir (legendary). All metal armor as well as any weapon can be made of Ardromir. Ardromir armor adn weapons count as magical, are unbreakable, and have special properties. Whenever an Ardromir weapon or piece of ammunition hits an object, the hit is a critical hit. Any critical hit a wearer of Ardromir armor takes becomes a normal hit. All items made of Ardromir are master craftsmanship. Weapons made of Ardromir that deal damage with Strength deal an additional +1 damage. Plate type armor made of Ardromir (breastplate, plate, splint, scale, and half-plate) all grants an addition +1 to AC, effectively making it +4 armor. All Ardromir items are of master craftsmanship.

Ardromir is priceless, and famed to be the toughest and sturdiest metal on the material plane. It is forged into the hardiest swords, axes, and armor. Due to how difficult the metal is to smith, Ardromir can only rarely be fashioned into things other than plates. Ardromir is a Dwarven alloy composed of Adamantium and raw meteoric metal gathered from deep within their mountains holds.

Materials
Name + Properties Cost mod Cost base Rarity
Adamantium +1/+2 Unbreakable, Magical, Special x10/x15 5,000 gp/8,000 gp Rare/very rare
Mithral +1 Magical, Special x12 7,000 gp Rare
Gaisteel +3 Unbreakable, Magical, Special Very rare
Aethilmil +3 Unbreakable, Magical, Special Legendary
Ardromir +3 Unbreakable, Magical, Special Legendary

Armor and Shields

Medieval armor was very complex. These alternate armor rules will attempt to show that better than base 5e.

Armor frames and properties are introduced; frames being the core component and how mobile a user is while wearing it, and properties being traits that can be good or bad, depending on the armor. You are also now required to wear all layers of armor underneath the top layer worn. For example, if your character is wearing plate, they must also be wearing chain underneath that, leather underneath the chain, and normal clothing underneath leather. You must purchase all of these layers separately. If you wish to complete a set of armor, such as a chain shirt into full chain mail, you must pay the remainder of the money between the two. For example, a chain shirt is 50 gp and chain mail is 100 gp, so you must pay 50 gp. While armor does not gain the + AC benefits from craftsmanship, different craftsmanship armor can still be acquired for different benefits. However, armor may still be made of other materials, which can AC bonuses. While wearing armor, the weight of it is halved.

Armor Craftsmanship
Craftsmanship Weight Properties Cost mod
Poor +50% -1 AC /2
Common
Good -10% x1.5
Superb -15% Removes Restricting x3
Master -25% Removes Restricting and Noisy x5

Jack

This armor is flexible and easy to move in. Most are made of canvas or leather, often stiffened and reinforced in places. While you wear armor with a jack frame, you add your Dexterity modifier to your Armor Class.

Hauberk

A hauberk is a piece or pieces of armor that is flexible enough to still dodge blows, but restricts the wearer’s agility more than a jack. The most common hauberk is made of interlocking links of steel or iron chain. When you wear a hauberk, add the lower of your Dexterity or Strength modifier to your Armor Class, rather than your Dexterity modifier.

Hauberks

The wording on hauberk frames has confused many people, so to explain further, your Dexterity does modify your AC, but only to the extent allowed by your Strength. No matter how quick you are, if your Strength score is only 10 then this armor is too heavy for you to get the most out of. This is mathematically equal to “your max Dex bonus is equal to your Strength modifier,” but it achieves simplicity at perhaps the cost of obviousness.

Cuirass

The most formidable armor is built around a rigid carapace protecting the wearer’s vital organs. This chest plate is augmented with additional protection over the wearer’s extremities. When you wear a cuirass, you do not add your Dexterity bonus to your Armor Class.

Armor and Shield Properties

Many armors have special properties related to their use, as shown in the Armor table.

Concealed. This armor consists of protective reinforcement sewn into otherwise ordinary looking clothing. It appears as if the wearer is not unarmored unless an observer succeeds on a DC 15 Wisdom (Perception) check. If the observer is physically handling the armor, this check is made with advantage.

Noisy. This type of armor reduces your ability to move quietly. Generally, the cause of this noise is metal components of the armor striking against each other. When you wear noisy armor, any ability checks that you make to move silently (this is most often a Dexterity (Stealth) check) are made with disadvantage. Other situations — hiding without moving at all, moving while magically silenced — are up to the DM.

Restricting. This armor restricts the wearer’s range of movement, lowering their speed by 5, unless the character is a dwarf or their Strength score is 2 above the Strength requirement for the armor.

Special Armor and Shields

Armor or shields with special rules are described here.

Targe. When wielding a targe, you can use the hand you wield the targe in to manipulate objects, shove, grapple, perform somatic spell components, or wield a light melee weapon. Creatures that are proficient with regular shields are proficient with targes.

Buckler. When you are wearing a buckler and are the target of a melee weapon attack by a creature you can see, you can use your reaction to parry the blow, further increasing your AC by 2 for the rest of the round. If you are wielding a weapon with the Deflect property when you use this ability, the AC increase becomes 3 instead. You can don or doff a buckler as though interacting with an object instead of as an action. Creatures that are proficient with light armor are proficient with bucklers.

Tower Shield. When wielding a tower shield, your speed is reduced by 5 feet. Additionally, you provide three-quarters cover to creatures standing directly behind you. Creatures that are proficient with heavy armor are proficient with tower shields.

Armor
Armor Cost Armor Class (AC) Frame Strength Properties Weight
Light Armor
Padded 8 gp 11 Jack Concealed 8 lb.
Leather 45 gp 12 Jack 10 lb.
Chain shirt 50 gp 13 Hauberk Noisy 16 lb.
Medium Armor
Brigandine 350 gp 13 Jack 13 lb.
Hide 10 gp 13 Hauberk 12 lb.
Breastplate 400 gp 14 Hauberk 20 lb.
Chain mail 100 gp 15 Hauberk Str 13 Noisy 30 lb.
Half plate 750 gp 16 Cuirass Noisy 40 lb.
Heavy Armor
Scale mail 400 gp 16 Hauberk Str 14 Noisy, Restricting 55 lb.
Splint 200 gp 17 Cuirass Str 14 Noisy, Restricting 60 lb.
Plate 1,500 gp 18 Cuirass Str 15 Noisy, Restricting 65 lb.
Shield
Buckler 8 gp +1 Special 2 lb.
Targe 12 gp +1 Special 3 lb.
Tower shield 200 gp +3 Str 15 Noisy, Special 45 lb.
Shield 10 gp +2 6 lb.

Weapons

Weaponry in D&D 5e suffered from a lack of identity. Damage types meant very little, with most weapons being identical to another, and others just being inferior to another choice. The new Properties introduced here will make each weapon fill its own niche, giving purpose to every weapon available.

Weapon Craftsmanship

Weapons made by craftsmen of variable skill and means produce weapons of varying quality. This is represented in weapon craftsmanship, as shown in the Weapon Craftsmanship table.

Weapon Craftsmanship
Craftsmanship + Cost base Cost mod Cost max
Poor -1 /2
Common +0 x1
Good +1 200 gp x10 1,000 gp
Superb +2 4,000 gp x25 10,000 gp
Master +3 15,000 gp x50 30,000 gp

New Weapon Properties

Many weapons have special properties related to their use and niche, as shown in the Weapons table.

Deflect. If you are the target of a melee weapon attack by a creature you can see, you can use your reaction to parry the blow, increasing your AC by 1 for the remainder of the round. This effect stacks with itself, as well as with the buckler’s parry effect. This means that if you are wielding two weapons with the Deflect property, your AC increases by 2 instead of 1, and if you are wielding a buckler and weapon with the Deflect property, your AC increases by 3.

Heft. This particular weapon is too large to wield in one hand normally unless you meet a specific Strength requirement. You must have a Strength score of at least 16 or suffer disadvantage on all attacks made with this weapon when wielding it with one hand.

Charge. If you have charged at least 20 feet while mounted, you may add your Dexterity or Strength modifier twice for the purposes of calculating damage.

Splitting. When you roll maximum on the weapon’s damage dice, you roll an additional 1d6 and add it to the final damage.

Cutting. When dealing damage to a creature wearing no armor, light armor, or with natural armor with an AC of 16 or lower, you deal an additional 1 slashing damage. What creatures count for this bonus is ultimately up to DM discretion.

Puncture. When dealing damage to a creature wearing heavy armor, with a thick hide, or with natural armor with an AC of 17 or higher with this weapon, you deal an additional 2 piercing damage. What creatures count for this bonus is ultimately up to DM discretion.

Unblockable. Attacks made using this weapon ignores the AC increase granted by a shield.

Weighty Swing. When attacking a creature wearing heavy armor, with a thick hide, or with natural armor with an AC of 18 or higher with this weapon, you gain a +1 to hit. What creatures count for this bonus is ultimately up to DM discretion.

Crushing. When attacking a creature wearing heavy armor, with a thick hide, or with natural armor with an AC of 16 or higher with this weapon, you gain a +2 to hit. What creatures count for this bonus is ultimately up to DM discretion.

Shaft. While wielding this weapon, opportunity attacks made against you using at a reach over 5 feet are made at disadvantage.

Silvered Weapons

Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. Different craftsmanship weapons require different fees to silver, as shown in the Silvering table.

Silvering
Craftsmanship Cost Time
Poor 50 gp 1 day
Common 100 gp 3 days
Good 400 gp 7 days
Superb 800 gp 14 days
Master 1,500 gp 21 days

Special Weapons

Weapons with special rules are described here.

Whip. If you are benefiting from the weapon’s Reach property, you can use Dexterity (Acrobatics) instead of Strength (Athletics) to start and maintain grapples.

Trident. If you throw this weapon and the attack hits, in addition to doing normal damage, the target must make a Strength saving throw, with a DC equal to 8 + your proficiency bonus + Strength modifier, or their movement becomes 0 until the end of their next turn. This only affects creatures with an overland movement speed; if a creature flies, swims, hovers, burrows, etc., this effect does nothing.

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 creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

Repeater Crossbow. A natural 1 on an attack roll with this weapon causes it to jam. It must be cleared with an action, or a bonus action with the Crossbow Expert feat.

Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

New Weapons Proficiencies

Some weapons have been added, and proficiency in those weapons functions as such.

Throwing Axe. If you have proficiency with a handaxe, you also have proficiency with a throwing axe.

Falchion. If you have proficiency with a longsword, you also have proficiency with a falchion.

Estoc. If you have proficiency with a rapier, you also have proficiency with an estoc.

Longspear. If you have proficiency with a pike, you also have proficiency with a longspear.

Greatflail. If you have proficiency with a flail, you also have proficiency with a greatflail.

Bastard Sword. If you have proficiency with a greatsword, you also have proficiency with a bastard sword.

Bearded Axe. If you have proficiency with a greataxe, you also have proficiency with a bearded axe.

Sabre. If you have proficiency with a lance, you also have proficiency with a sabre.

Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
Spear 1 gp 1d6 piercing 3 lb. Finesse, thrown (range 20/60), versatile (1d8)
Club 1 sp 1d4 bludgeoning 2 lb. Light, crushing
Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Greatclub 2 sp 2d4 bludgeoning 10 lb. Two-handed
Handaxe 5 gp 1d6 slashing 2 lb. Light, splitting
Throwing axe 1 gp 1d4 slashing 2 lb. Light, thrown (range 20/60)
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120), puncture
Light hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
Mace 5 gp 1d6 bludgeoning 4 lb. Crushing
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8), deflect
Cestus 2 gp 1d4 bludgeoning 1/2 lb. Light
Simple Ranged Weapons
Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60), puncture
Shortbow 20 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling 1 sp 1d4 bludgeoning Ammunition (range 30/120)
Martial Melee Weapons
Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10), finesse, deflect
Falchion 20 gp 2d4 slashing 3 lb. Finesse, cutting
Estoc 30 gp 1d8 slashing or piercing 3 lb. Finesse, puncture
Rapier 25 gp 1d8 piercing 2 lb. Finesse, deflect
Scimitar 25 gp 1d6 slashing 2 lb. Finesse, light, cutting
Shortsword 10 gp 1d6 slashing or piercing 2 lb. Finesse, light, deflect
Bastard sword 75 gp 1d10 slashing 6 lb. Versatile (1d12), heavy, deflect, heft
Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed, deflect
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10), splitting
Bearded axe 45 gp 1d10 slashing 7 lb. Versatile (1d12), heavy, splitting, heft
Weapons (Cont.)
Name Cost Damage Weight Properties
Greataxe 30 gp 2d6 slashing 7 lb. Heavy, two-handed, splitting
Flail 10 gp 1d8 bludgeoning 2 lb. Unblockable, weighty swing
Greatflail 60 gp 2d6 bludgeoning 8 lb. Heavy, two-handed, unblockable, weighty swing
War pick 5 gp 1d8 piercing 2 lb. Versatile (1d10), puncture
Greatpick 12 gp 2d6 piercing 6 lb. Heavy, two-handed, puncture
Morningstar 15 gp 2d4 bludgeoning 4 lb. Crushing
Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10), crushing
Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed, crushing
Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed, shaft
Halberd 15 gp 1d10 piercing or 1d12 slashing 6 lb. Heavy, two-handed, reach (1d10)
Longspear 10 gp 1d10 piercing 6 lb. Heavy, reach, two-handed, puncture
Pike 5 gp 1d10 piercing 18 lb. Heavy, reach, two-handed, shaft
Lance 10 gp 1d12 piercing 6 lb. Heavy, reach, charge, special
Sabre 35 gp 1d8 slashing 3 lb. Finesse, cutting, charge
Whip 2 gp 1d4 slashing 3 lb. Finesse, reach, special
Trident 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8), special
Martial Ranged Weapons
Blowgun 10 gp 1 piercing 1 lb. Ammunition (25/100), loading
Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Crossbow, heavy 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Crossbow, repeater 200 gp 1d8 piercing 20 lb. Ammunition (range 50/200), two-handed, reload (6 shots), heavy, special
Longbow 35 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Net 1 gp 3 lb. Special, thrown (range 5/15)

Additional Notes

Special Thanks

Inspiration and support from:

  • My gaming group
  • The UESRPG 3e team
  • r/UnearthedArcana
  • r/dndnext
  • Wizards of the Coast
  • Critical Role
  • You, for reading!
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.