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# Mundane Armory Expanded v1.2 The Mundane Armory Expanded intends to provide a variety of extra and alternate options for mundane equipment, as well as adjustments for existing ones, all with the goal of 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. The goal of this expansion is to provide alternatives to that lack of variety, and to also provide solutions to problems similar to it. As a Dungeon Master, you may allow your players to use some or all of these rules to add more variety to their characters’ equipment. Anything not addressed in terms of modifications and expansions is the same as stated in the core 5e books. ## Adventuring Gear New adventuring gear has special rules, as explained here: **Atlatl.** While the atlatl is not a weapon in its own right, it is used to throw spears and javelins 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 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 saving throw with their spellcasting ability, 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 illuminate 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 | | ------------- |:-------------:| -----:| | Atlatl | 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 | 25 gp | 1 lb. | | Tindertwig | 1 gp | 1/4 lb. | \pagebreak ## 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 Gaisteel, Aethilmil, and Ardromir were initially made as something 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 high level options to Dungeon Masters and players. Materials each have their own unique properties and statistics, as shown in the Materials table. **Cold Iron.** *Material, uncommon (+0, average), rare (+1, fine), very rare (+2, superb)* *(All weapons, all shields, all armor but padded, leather, and hide)* Cold Iron is a metal that is particularly distasteful to fey and elves. It is unusually cool to the touch, as it seems to seep away at heat in the environment, though this effect does not extend further than being a minor sensory effect. Cold Iron has the following properties: - Weapons made of cold iron count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. - A melee weapon or piece of ammunition made of Cold Iron deals 1d6 extra damage against fey, and any damage dealt with it against a fey or a creature with fey ancestry reduces the target's hit point maximum by the amount of damage dealt. This reduction stacks with itself, and lasts until the target finishes a long rest. - Fey have disadvantage on attacks made against a creature wearing armor made of Cold Iron. - A fey or a creature with fey ancestry is considered poisoned for the duration of holding an object made of cold iron or wearing armor made of Cold Iron, this effect ignoring immunity to the poisoned condition. **Pure Silver.** *Material, uncommon (+0, average), rare (+1, fine), very rare (+2, superb)* *(All weapons)* Pure Silver is normal silver that has undergone rigorous purification, a process that involves both precise metallurgy and magic. In the case of some worlds of the material plane, Pure Silver can be found in abundance on the moon(s). Pure Silver can also be found in the feywild, often in places where veins of normal silver would be found in the corresponding location in the material plane. Pure Silver has the following properties: - Weapons made of pure silver count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. - A weapon or piece of ammunition made of pure silver deals 1d6 extra radiant damage against fiends, undead, and humanoid shapechangers. - A weapon made of pure silver can be used to cast the *protection from good and evil* spell at 1st level once per long rest. **Darksteel.** *Material, rare (+0, average), very rare (+1, fine)* *(All weapons, all shields, all armor but padded, leather, and hide)* Darksteel is a very hard alloy comprised of star metal that has been treated with multiple specific oils. The esoteric make-up of the alloy is a closely guarded secret of the dwarves. Darksteel has the following properties: - Weapons made of Darksteel count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. - Armor made of Darksteel grants the wearer resistance to acid damage. - A weapon or suit of armor made of Darksteel can be used to cast the *protection from energy* spell at 3rd level once per long rest. For every point of damage the wielder absorbs with this resistance, they can activate their weapon for a round per point of damage taken to do 1d6 damage of the absorbed damage type. This effect fades between separate absorptions. **Adamantine.** *Material, rare (+1, fine), very rare (+2, superb)* *(All weapons, all shields, all armor but padded, leather, and hide)* Adamantine is an ultra-hard, jet black alloy of adamant and other metals. Adamantine is nearly impenetrable and unbreakable when forged into weapons and armor. Adamantine has the following properties: - Weapons made of Adamantine count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. - Adamantine weapons and armor are unbreakable. - Any critical hit a wearer of Adamantine armor takes becomes a normal hit. **Mithril.** *Material, rare (+1, fine)* *(All weapons, all shields, all armor but padded, leather, and hide)* Mithril, also spelled mithral, is an extraordinarily light-weight metal compared to items forged of steel. It is a silver-and-black mineral in its natural form and becomes a shining silvery-blue when forged. Mithril has the following properties: - Weapons made of mithril count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. - Mithril breastplates, chain armor, and chain shirts gain the Concealed quality. - If armor normally has the noisy or restricting property or has a Strength requirement, the Mithril version does not. \pagebreak - Two-handed weapons that are made of Mithril lose the heavy property, and one-handed weapon gain the light property. If any weapon already falls under this rule, it gains an additional +1 to hit on attack rolls. - Mithril items weigh half as much as its mundane equivalent, to a minimum of 1 pound. ### Non-Canon Materials The following materials were originally from my homebrew setting, thus are not canon in the Forgotten Realms setting. **Gaisteel.** *Material, legendary (+3, masterwork)* *(All weapons, all shields, all armor but padded, leather, and hide)* 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 the most skilled of smiths into a masterful Damascus pattern, making it doubly hard and allowing the wielder to put their full strength into strikes when they must. Gaisteel has the following properties: - Weapons made of Gaisteel count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. - Gaisteel weapons and armor are unbreakable. - Any critical hit a wearer of Gaisteel armor takes becomes a normal hit. - The wielder of a Gaisteel weapon can spend a hit die to deal 1 extra die of the weapon's damage on an attack. **Aethilmil.** *Material, legendary (+3, masterwork)* *(All weapons, all shields, all armor but padded, leather, and hide)* Aethilmil is a priceless metal known for its light weight and durability; it serves as a superb alternative to steel and iron mail. Aethilmil is an elven alloy composed of Adamantium and Mithril, forged through esoteric means that only the elves know of. Only the most skilled of arcane masters can enchant this metal. Aethilmil has the following properties: - Weapons made of Aethilmil count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. - Aethilmil breastplates, chain armor, and chain shirts gain the Concealed quality. - If armor normally has the Noisy or Restricting property or has a Strength requirement, the Aethilmil version of it does not. - Aethilmil weapons and armor are unbreakable. - Any critical hit a wearer of Aethilmil armor takes becomes a normal hit. - Two-handed weapons that are made of Aethilmil lose the Heavy property, and one-handed weapon gain the light property. If an Aethilmil weapon already has the light property, it gains an additional 1d4 damage of its type on damage rolls. - All Aethilmil weapons gain the finesse property. If an Aethilmil weapon already has this property, it gains an additional 1d4 damage of its type on damage rolls. If these two damage die bonuses are compounded, the weapon gains a 1d6 to damage rolls. - Aethilmil light armor no longer counts as armor (but still counts as armor for the purpose of unarmored defense), Aethilmil medium armor counts as light armor, and Aethilmil heavy armor counts as medium armor. - Aethilmil items weigh three-quarters as much as its mundane equivalent, to a minimum of 1 pound. - A weapon or suit of armor made of Aethilmil can be used to cast the *misty step* spell 3 times per long rest. When misty step is cast in this way, the caster gains advantage on attack rolls for the rest of their turn. **Ardromir.** *Material, legendary (+3, masterwork)* *(All weapons, all shields, all armor but padded, leather, and hide)* Ardromir is a priceless, never for sale metal, 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 Adamantine and raw meteoric metal gathered from deep within their mountains holds. - Weapons made of Ardromir count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. - Ardromir weapons and armor are unbreakable. - Any critical hit a wearer of Ardromir armor takes becomes a normal hit. - Armor made of Ardromir grants the wearer resistance to acid and poison damage. - If an effect moves you against your will along the ground, when wearing Ardromir armor, you can use your Reaction to reduce the distance you are moved by up to 10 feet. - A weapon or suit of armor made of Ardromir can be used to cast the *protection from energy* spell once per long rest. For every point of damage the wielder absorbs with this resistance, they can activate their weapon for a round per point of damage taken to do 1d6 damage of the absorbed damage type. - Weapons made from this metal deal an extra 1d6 damage of the weapon’s damage type to Giant, Humanoid (Goblinoid), and Humanoid (Orc) type enemies. \pagebreak ##### Materials | Name | + | Properties | Cost | Rarity | |:---:|:----------- |:---:|:-----------:|:---:|:-----------:| | Cold Iron | +0/+1/+2 | Magical, Special | +2,000 gp/+4,000 gp/+10,000 gp | uncommmon / rare / very rare | | Pure Silver | +0/+1/+2 | Magical, Special | +2,000 gp/+4,000 gp/+10,000 gp | uncommmon / rare / very rare | | Darksteel | +0/+1 | Magical, Special | +4,000 gp/+8,000 gp | Rare / very rare | | Adamantine | +1/+2 | Unbreakable, Magical, Special | +6,000 gp/+12,000 gp | Rare / very rare | | Mithral | +1 | Magical, Special | +9,000 gp | Rare | | Gaisteel | +3 | Unbreakable, Magical, Special | N/A | Legendary | | Aethilmil | +3 | Unbreakable, Magical, Special | N/A | Legendary | | Ardromir | +3 | Unbreakable, Magical, Special | N/A | Legendary | ## Armor and Shields Medieval armor was very complex. These alternate armor rules will attempt to show that better than base 5e, while still retaining the simplicity that makes it so accessible. 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 property. 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 medium armor underneath that, light armor underneath that, and normal clothing underneath light armor. 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. \columnbreak ##### Armor Craftsmanship | Craftsmanship | Weight | Properties | Cost mod | Rarity | |:---:|:----------- |:---:|:-----------:|:---:|:-----------:| | Poor | +50% | -1 AC | x.50 | ─ | ─ | | Average | ─ | ─ | ─ | ─ | | Fine | -10% | ─ | +1,000 gp | Uncommon | | Superb | -15% | Removes Restricting | +4,000 gp | Rare | | Masterwork | -25% | Removes Restricting and Noisy | +10,000 gp | Very rare | ### 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 the base number from your armor to the armor's base AC to determine your Armor Class. ### Plackart A plackart is a piece or pieces of armor that covers part or parts of the body entirely, but still allows for some area of movement. When wearing armor with a plackart frame, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to the armor's base AC to determine 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 armor with a hauberk frame, you add the amount of your Dexterity modifier equal to your Strength modifier to the base number from your armor to determine your Armor Class. > ##### 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 Dexterity bonus to AC is equal to your Strength modifier,” but it achieves simplicity at perhaps the cost of obviousness. \pagebreak ### 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, but it also doesn’t penalize you if your Dexterity modifier is negative. ### 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 16 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 they have a Strength score of 16 or higher. **Fortified.** This armor is formidable, protecting the most exposed parts of the body from weapon damage. When wearing Fortified armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 2. ### 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 until the beginning of your next turn. If you are wielding a weapon with the Deflect property, this stacks with the buckler's parry effect. 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.
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##### 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 | ─ | Noisy | 13 lb. | | Hide | 10 gp | 13 | Hauberk | ─ | ─ | 12 lb. | | Armored coat | 200 gp | 14 | Hauberk | ─ | Concealed, restricting | 20 lb. | | Breastplate | 400 gp | 14 | Plackart | ─ | ─ | 20 lb. | | Half plate | 750 gp | 15 | Plackart | ─ | Noisy | 40 lb. | | Chain mail | 100 gp | 16 | Cuirass | Str 13 | Noisy, restricting, fortified | 55 lb. | |*Heavy Armor* | | | | | | | | ─ | ─ | — | — | — | — | | Scale mail | 400 gp | 15 | Hauberk | Str 13 | Noisy, restricting | 55 lb. | | Banded mail | 250 gp | 15 | Plackart | Str 13 | Noisy, restricting, fortified | 45 lb. | | Splint | 200 gp | 17 | Cuirass | Str 15 | Noisy, restricting, fortified | 60 lb. | | Plate | 1,500 gp | 18 | Cuirass | Str 15 | Noisy, fortified | 65 lb. | |*Shield* | | | | | | | | | ─ | — | — | — | — | | Buckler | 8 gp | +1 | ─ | ─ | Special | 2 lb. | | Targe | 12 gp | +1 | ─ | ─ | Special | 3 lb. | | Heater shield | 10 gp | +2 | ─ | ─ | ─ | 6 lb. | | Tower shield | 200 gp | +3 | ─ | Str 15 | Noisy, special | 45 lb. |
\pagebreak ## Ammunition Crossbows and bows now have a variety of different ammunition options that are setting neutral, as detailed here: **Arrow, Bodkin (10)**. When you roll maximum on the weapon's damage dice, you roll an additional 1d4 and add it to the final damage. **Arrow, Broadhead (10)**. When dealing damage to a creature wearing no armor, jack frame armor, or with natural armor with an AC of 16 or lower, you deal an additional 2 piercing damage. What creatures count for this bonus is ultimately up to DM discretion. **Bolt, Armor Piercing (10)**. When attacking a creature wearing cuirass frame armor, plackart frame 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. **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 per piece of ammunition 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 they may make at the end of each of their turns. If the creature succeeds on the saving throw, all barbed ammunition 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, Smoldering**. This piece of ammunition has a hollow point containing alchemist’s fire and a simple ignition mechanism. When you hit a creature with a smoldering arrow or bolt, it explodes into an inferno. In addition to doing normal damage to the target, all creatures in a 5-foot radius must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity Modifier), or take 1 damage die lower than the weapon's (so 1d6 for a longbow, etc.) fire damage, or half as much on a successful save. **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) | 5 gp | Arrow, Broadhead (10) | 5 gp | Bolt, Armor Piercing (10) | 5 gp | Arrow/Bolt, Barbed | 1 gp | Arrow/Bolt, Smoldering | 10 gp | Arrow/Bolt, Smoking | 5 gp ## 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, while also retaining the simplicity of 5e's weaponry. ### 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 | Rarity | |:---:|:----------- |:---:|:-----------:|:---:|:-----------:| | Poor | -1 | x.50 | ─ | ─ | | Average | +0 | ─ | ─ | ─ | | Fine | +1 | +500 gp | Uncommon | | Superb | +2 | +5,000 gp | Rare | | Masterwork | +3 | +20,000 gp | Very rare | ### 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 until the start of your next turn, or until you are no longer holding the weapon. 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 and use this ability, your AC increases by 2 instead of 1, or if you are wielding a buckler and weapon with the Deflect property, your AC increases by 3.
\pagebreak **Heft.** This particular weapon is too large to wield in one hand normally unless you meet a specific Strength requirement. You can never dual wield these weapons, even if you have the Dual Wielder feat. 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 moved at least 20 feet in a straight line while mounted during your turn, you may add your Dexterity or Strength modifier (depending on the weapon) twice for the purpose 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. Only attacks made with the bladed edge of the weapon can benefit from Splitting. **Cutting.** When dealing damage to a creature wearing no armor, wearing jack frame armor, or with natural armor with an AC of 16 or lower, you increase the amount of slashing damage you deal by 2. What creatures count for this bonus is ultimately up to DM discretion. **Puncture.** When dealing piercing damage to a creature wearing cuirass frame armor, with a thick hide, or with natural armor with an AC of 17 or higher with this weapon, you increase the amount of piercing damage you deal by 2. What creatures count for this bonus is ultimately up to DM discretion. **Unblockable.** Attacks made using this weapon ignores the AC increase granted by any type of shield. **Weighty Swing.** Whenever you roll a natural 1 on an attack roll, you deal bludgeoning damage to yourself equal to your Strength modifier. Additionally, when attacking a creature wearing cuirass frame armor, with a thick hide, or with natural armor with an AC of 17 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 cuirass frame armor, plackart frame 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 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 | |:---:|:----------- |:---:|:-----------:|:---:|:-----------:| | Arrow/Bolt (20) | 40 gp | 1 day | | Poor | 50 gp | 1 day | | Average | 100 gp | 3 days | | Fine | 400 gp | 6 days | | Superb | 800 gp | 12 days | | Masterwork | 1,500 gp | 18 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. **Parrying Dagger.** As a reaction when you are targeted by a melee attack, you may add half of your Dexterity modifier to your AC for the purpose of resolving the attack. **Billhook.** As a bonus action, you can pull a Medium or smaller creature 5 feet towards you by making a contested Strength test. This effect can be used to pull creatures off of mounts. **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. If a creature has alternative movement speeds (swim, fly, 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.
\pagebreak **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. **Cestus.** This weapon cannot be disarmed or otherwise be removed from the grasp of the wielder. **Gauntlet.** This weapon cannot be disarmed or otherwise be removed from the grasp of the wielder. #### New Weapon 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. **Cestus.** If you have proficiency with a club, you also have proficiency with a cestus. **Parrying Dagger.** If you have proficiency with a rapier, you also have proficiency with a parrying dagger. **Estoc.** If you have proficiency with a rapier, you also have proficiency with an estoc. **Falchion.** If you have proficiency with a longsword, you also have proficiency with a falchion. **Katana.** If you have proficiency with a longsword, you also have proficiency with a katana. **Dai-Katana.** If you have proficiency with a greatsword, you also have proficiency with a dai-katana. \columnbreak **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. **Zweihander.** If you have proficiency with a greatsword, you also have proficiency with a zweihander. **Waraxe.** If you have proficiency with a battleaxe, you also have proficiency with a waraxe. **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. **Gauntlet.** If you have proficiency with a warhammer, you also have proficiency with a gauntlet. **Greatpick.** If you have proficiency with a war pick, you also have proficiency with a greatpick. **Poleaxe.** If you have proficiency with a glaive, you also have proficiency with a poleaxe. **Billbook.** If you have proficiency with a glaive, you also have proficiency with a billhook. **Eveningstar.** If you have proficiency with a maul, you also have proficiency with an eveningstar. **Repeater Crossbow.** If you have proficiency with a heavy crossbow, you also have proficiency with a repeater crossbow.
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##### Weapons | Name | Cost | Damage | Weight | Properties | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| |*Simple Melee Weapons* | | | | | | | — | — | — | — | — | — | — | | Spear | 1 gp | 1d6 piercing | 3 lb. | Versatile (1d8), finesse, thrown (range 20/60) | Concealed | 8 lb. | | Club | 1 sp | 1d4 bludgeoning | 2 lb. | Light, crushing | ─ | 10 lb. | | 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, cutting | | Mace | 5 gp | 1d6 bludgeoning | 4 lb. | Light, crushing | | Throwing axe | 1 gp | 1d6 slashing | 2 lb. | Light, thrown (range 20/60) | | Light hammer | 2 gp | 1d6 bludgeoning | 2 lb. | Light, thrown (range 20/60) | | Javelin | 5 sp | 1d6 piercing | 2 lb. | Thrown (range 30/120), puncture | | Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. | Versatile (1d8), deflect | | Cestus | 2 gp | 1d4 bludgeoning | 1/2 lb. | Light, special | |*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 | | Shuriken | 5 cp | 1d4 slashing | 1/4 lb. | Finesse, thrown (range 20/60), cutting | | 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* | | | | | | | | ─ | ─ | — | — | — | — | | Parrying dagger | 5 gp | 1d4 piercing | 1 lb. | Finesse, light, deflect, special | | Estoc | 30 gp | 1d8 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 | | Longsword | 15 gp | 1d8 slashing | 3 lb. | Versatile (1d10), finesse, deflect | | Falchion | 20 gp | 2d4 slashing | 3 lb. | Finesse, cutting | 60 lb. | | Katana | 80 gp | 1d6 slashing | 3 lb. | Versatile (2d4), finesse, deflect, cutting, puncture | | Dai-katana | 100 gp | 1d10 slashing | 6 lb. | Finesse, two-handed, heavy, deflect, cutting, puncture | | Bastard sword | 75 gp | 1d10 slashing | 6 lb. | Versatile (1d12), heavy, deflect, cutting, heft | | Greatsword | 50 gp | 2d6 slashing | 6 lb. | Heavy, two-handed, deflect, cutting | | Waraxe | 10 gp | 2d4 slashing | 4 lb. | Splitting | | Battleaxe | 10 gp | 1d8 slashing | 4 lb. | Versatile (1d10), splitting |
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##### Weapons (Cont.) | Name | Cost | Damage | Weight | Properties | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | Bearded axe | 45 gp | 1d10 slashing | 7 lb. | Versatile (1d12), heavy, splitting, heft | | 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 | | Gauntlet | 4 gp | 1d6 bludgeoning | 1 lb. | Light, crushing, special | | Morningstar | 15 gp | 2d4 bludgeoning | 4 lb. | Crushing | | Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10), crushing | | Eveningstar | 25 gp | 1d10 bludgeoning | 10 lb. | Versatile (1d12), heavy, crushing, heft | | Maul | 10 gp | 2d6 bludgeoning | 10 lb. | Heavy, two-handed, crushing | | Billhook | 12 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed, shaft, special | | Zweihander | 80 gp | 1d12 slashing | 12 lb. | Heavy, reach, two-handed, cutting | | Longspear | 2 gp | 1d10 piercing | 6 lb. | Reach, two-handed | | Glaive | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed, cutting, shaft | | Halberd | 15 gp | 1d10 piercing or 1d12 slashing | 6 lb. | Heavy, reach (1d10), two-handed, splitting (1d12) | | Poleaxe | 10 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed, splitting | | Pike | 5 gp | 1d12 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 | 2d4 piercing | 4 lb. | Thrown (range 20/40), special | |*Martial Ranged Weapons* | | | | | | | | | ─ | — | — | — | — | | Blowgun | 10 gp | 1 piercing | 1 lb. | Ammunition (25/100), loading| Special | 2 lb. | | 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), heavy, two-handed, reload (6 shots), special | | Longbow | 35 gp | 1d8 piercing | 2 lb. | Ammunition (range 150/600), heavy, two-handed | | Net | 1 gp | ─ | 3 lb. | Finesse, thrown (range 5/15), special |
\pagebreak ## Feats Some feats in base 5e don't translate over to the additions and modifications made, so following will be modifications to existing feats in the core books as well as UA, as well as some additions. Feats that are not mentioned have not been changed. ### Hauberk Master (replaces medium armor master) *Prerequisite: Proficient with medium armor* You have practiced moving in medium armor to gain the following benefits: - Increase your Strength or Dexterity score by 1, to a maximum of 20. - Medium armor you wear no longer has the Noisy property - When wearing Hauberk frame armor, if your Dexterity modifier is 1 higher than your Strength modifier, you may increase your AC by 1. ### Plackart Master (replaces medium armor master) *Prerequisite: Proficient with medium armor* You have practiced moving in medium armor to gain the following benefits: - Increase your Strength or Dexterity score by 1, to a maximum of 20. - Medium armor you wear no longer has the Noisy property - When wearing Plackart frame armor, you can add 3, rather than 2, to your AC. ### Cuirass Master (replaces heavy armor master) *Prerequisite: Proficient with heavy armor* You perfect the ability to deflect strikes that would kill others when wearing cuirasses. You gain the following benefits: - Increase your Strength score by 1, to a maximum of 20. - Restricting heavy armor you wear no longer has this property. - The Fortified property now increases the amount of reduced damage to 3, and now applies to damage from spells and magical weapons. ### Spear Mastery Though spears and pikes are a simple weapon to learn, they reward you for the time you have taken to master them. You gain the following benefits. - You gain a +1 bonus to attack rolls you make with spears, longspears, and pikes. - When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.) - You can set your spear, longspear, or pike to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creature moves within your spear’s reach on its next turn, you can make a melee attack against it with your weapon as a reaction. If the attack hits, the target takes an extra damage die of damage. You can’t use this ability if the creature used the Disengage action before moving. - Spears you wield gain the Reach property. - Longspears you wield gain the Shaft property. - As a bonus action on your turn, you can increase your reach with a pike by 5 feet for the rest of your turn. ### Polearm Master You can keep your enemies at bay with reach weapons. You gain the following benefits: - When you take the attack action with a glaive, longspear, billhoook, poleaxe, halberd, spear, or quarterstaff, you can use a bonus action to make a melee attack with the other end of the weapon. The damage die is a d4 (add attribute modifiers as normal) and deals bludgeoning damage. Otherwise, this attack functions just as if you attacked with the weapon in question. - While wielding any of these weapons, other creatures provoke an opportunity attack from you when they enter your reach. ### Blade Mastery You master the longsword, bastard sword, shortsword, and greatsword. You gain the following benefits when using them. - You gain a +1 bonus to attack rolls you make with the weapons. - Whenever you use the weapon's Deflect property, you increase your AC by 2 instead of 1. - On your turn, you can use an object interaction to change your weapon stance, provided you have the weapon in hand. Doing so gives the weapon you are wielding either the Crushing or Puncture property, also causing the weapon to lose the Deflect and Cutting properties. - When you make an opportunity attack with the weapons, you have advantage on the attack roll. ### Fell Handed You master the morningstar, eveningstar, warhammer, maul, greatpick, warpick, battleaxe, bearded axe, and greataxe. You gain the following benefits when using any of them: - You gain a +1 bonus to attack rolls you make with the weapons. - All of the weapons gain the Unblockable property. - Whenever you have advantage on a melee attack roll you make with the weapons and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target. - Whenever you have disadvantage on a melee attack roll you make with the weapons, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit. \pagebreak ### Flail Mastery The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits. - You gain a +1 bonus to attack rolls you make with a flail and greatflail. - Flails and greatflails you wield replace the Weighty Swing property with the Crushing property. - When you hit with an opportunity attack using a flail or greatflail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. ### Tavern Brawler Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: - Increase your Strength or Constitution score by 1, to a maximum of 20. - You are proficient with improvised weapons. - Your unarmed strikes use a d4 for damage. When using a cestus, its damage die changes from a d4 to a d6. When using a gauntlet, its damage die changes from a d6 to a d8. - When you hit a creature with an unarmed strike, cestus, or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. ### Defensive Duelist *Prerequisite: Dexterity 13 or higher* When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing it to miss you. This ability stacks with the buckler’s parry, the Deflect property, and the parrying dagger's parry. However, this bonus AC from Defensive Duelist is not added to the AC that you retain for the rest of the round. ### Fencer *Prerequisite: Dexterity 13 or higher* You master the estoc, rapier, and buckler. You gain the following benefits when using them. - You gain a +1 bonus to attack rolls you make with an estoc and rapier. - Rapiers and estocs you wield gain the Splitting property. - You can feint an enemy with your estoc or rapier. As a bonus action, choose a creature you can see that is within 10 feet of you. Roll an opposed Dexterity check. If you succeed, you can choose to have advantage on all attacks made against the creature until the end of your turn, or you can choose for the creature to have disadvantage on all attacks made against you until the end of your next turn. If you fail, nothing happens. - When using the buckler's parry effect, you gain 3 AC instead of 2. ### Whirling Dervish You master the scimitar, falchion, and sabre. You gain the following benefits when using them. - You gain a +1 bonus to attack rolls you make with the weapons. - Scimitars, falchions, and sabres you wield gain the Deflect property. - Whenever you benefit from the weapon's Cutting property, you increase the amount of extra slashing damage by 1. - When using the weapons, you can use your action to make attacks against a number of enemies equal to your Dexterity modifier within a 10 foot radius of you. - Whenever you hit a creature with a melee attack. you can move 5 feet without spending any movement.
\pagebreak ### Great Weapon Master You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits: - On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. - Before you make a melee attack with a heavy weapon with which you are proficient, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If you do so and the attack hits, it deals damage equal to double your proficiency bonus. ### Sharpshooter You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits: - Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. - Your ranged weapons ignore half cover and three-quarters cover. - Before you make a ranged attack with a ranged weapon with which you are proficient, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If you do so and the attack hits, it deals damage equal to double your proficiency bonus. ### Precise Striker You have mastered weapons that puncture deep. You gain the following benefits: - Weapons with the puncture property now have it always apply. - You can use a bonus action to lunge and increase your range by 5 feet for the duration of your turn. - When you score a critical hit, the first damage die of your weapon is treated as its maximum value. ### Deep Striker You have mastered weapons that cut deeply into foes. You gain the following benefits: - Instead of the cutting property dealing 2 damage, the cutting property now applies damage equal to your Strength modifier, or your choice of Strength or Dexterity modifier if the weapon has finesse. - When you attack with a weapon that has the cutting property, you may choose to target two adjacent creatures within 5 feet of you with a single attack. This attack uses the same attack and damage roll for both targets, and if you hit, you choose how much of the damage to deal to each. ### Sundering Striker You have mastered weapons that sunder the weapons and armor of your foes. You gain the following benefits: - Weapons with the crushing property now have it always apply. - You can use a bonus action to make an opposed Strength check to a target. On a success, the enemy's weapon drops to the ground. This has no effect against enemies that are not wielding a weapon. - When you score a critical hit with a crushing weapon, the target of the attack must make a Constitution Save with a DC of 8 + Proficiency bonus + Strength modifier, or gain the Stunned condition until the end of their next turn.
\pagebreak # Additional Notes ## Art Credits All images were randomly taken from the internet: - Elite knight image credit: FromSoftware - Seelah guarding image credit: Paizo - Syr Elenora the Discerning image credit: Magic the Gathering, Wizards of the Coast - Heroic Reinforcement image credit: Magic the Gathering, Wizards of the Coast - Seven Dwarves image credit: Magic the Gathering, Wizards of the Coast - Silverwing Squadron image credit: Magic the Gathering, Wizards of the Coast - Joust image credit: Magic the Gathering, Wizards of the Coast - Robber of the Rich image credit: Magic the Gathering, Wizards of the Coast ## Special Thanks Inspiration and support from: - My gaming group - UESRPG 3e - Grit and Glory - /r/UnearthedArcana - /r/dndnext - Wizards of the Coast - Critical Role - /u/thebiggestwoop - You, for reading! \pagebreak ## Change Log ### 1.1 changes - Changed costs for adventuring gear - Made it clear that Gaisteel, Aethilmil, and Ardomir can never be purchased - Added feats - Added art #### Weapons - Added the option to silver arrows/bolts - Changed wording on Splitting - Changed wording on Deflect - Changed Weighty Swing - Rebalanced the Handaxe - Rebalanced the Glaive - Rebalanced the Trident - Rebalanced the Pike - Added the Shuriken - Added the Poleaxe - Added the Eveningstar - Added the Waraxe - Added the special property to the Cestus #### Armor - Changed Brigandine’s name to Studded leather - Changed Shield’s name to Heater shield - Changed wording on armor frames - Added a new armor frame, called the Plackart, which is basically just base medium armor - Reduced half plate AC by 1, gave it the Plackart frame - Nerfed Scale Mail - Changed Breastplate to Plackart frame - Added Banded mail, a new heavy armor with the Plackart frame - Added armor and weapon craftsmanship rarities - Added the Armored coat, a new medium armor with the Plackart frame - Added a new armor property; “Fortified” - Added restricting to chain mail - Removed restricting from Plate armor - Added Noisy to Studded leather ### 1.2 changes - Fixed typos - Changed formatting #### Adventuring Gear - Removed splintering arrows/bolts - Changed wording on barbed arrows - Added Bolts, Armor Piercing - Rebalanced Arrow/Bolt, Smoldering #### Materials - Changed formatting in the materials section - Added Cold Iron, Pure Silver, and Darksteel - Rebalanced Mithril, Gaisteel, Ardromir, and Aethilmil #### Craftsmanship - Changed the name of Common craftsmanship to Average #### Properties - Changed wording on Charge - Buffed Cutting #### Weapons - Added the Parrying Dagger - Added the Gauntlet - Added the Katana - Added the Dai-Katana - Added the Billhook - Added the Zweihander - Rebalanced the Halberd #### Armor - Changed the name of studded leather to brigandine #### Feats - Rebalanced Hauberk Master - Rebalanced Plackart Master - Changed wording on Blade Mastery - Rebalanced Whirling Dervish - Rebalanced Fell Handed - Rebalanced Great Weapon Master - Rebalanced Sharpshooter - Added Precise Striker - Added Deep Striker - Added Sundering Striker