Exotic Armor, Augments, And Weapons
Table of Contents
Exotic Weaponry
Exotic Armor, Shields and Augments
Relevant Feats
Firearms
Purpose & end goals of this document
The end goal for this document is to allow greater character customization, or diversity of weapon and damage types. Some to most of these weapons will be stronger than their PHB counterparts. This is lessened that they fall under a new type of proficiency that is unique to each piece of Exotic weaponry or armor. This new proficiency requirement excludes the Expanded Simple and Martial weaponry sections.
The caveat being that each piece of exotic equipment requires its own proficiency. There is no way (aside from DM Fiat, divine intervention, wish, or extremely long lifespans) to gain proficiency in all exotic equipment.
Note to DM's and players out there. The cost for each item is just a suggestion, as is most of this document. I personally will use these prices in my game, but none of the follow items will be easily obtainable. They would only be found at specialized merchants, or reclusive schools or from wandering masters.
Expanded Simple Weaponry
| Name | Cost | Damage | Weight | Propreties |
|---|---|---|---|---|
| Punch Dagger | 10gp | 1d4 Piercing & 1 Bludgeoning | 1lb | Finesse, Light |
| Scythe | 20gp | 1d10 Slashing or 1d6 Piercing | 10lbs | Heavy, Two-Handed |
| Slingshot | 5gp | 1d4 Bludgeoning or 1d4 Piercing | 1lb | Ammunition (range varies), Finesse, Two-Handed |
| Machete | 1g | 1d6 Slashing | 2lb | Light |
| Pitchfork | 5sp | 1d6 Piercing | 3lb | Reach, Two-Handed |
Ammunition Variants
The slingshot & sling can utilize Caltrops (25/90 piercing) or Ball Bearings (40/120 bludgeoning) for its ammunition.
Expanded Martial Weaponry
| Name | Cost | Damage | Weight | Propreties |
|---|---|---|---|---|
| Greathammer | 30g | 1d12 Bludgeoning | 16 lb | Heavy, Two-Handed, Special |
| Longhammer | 30g | 1d10 Bludgeoning | 16 lb | Heavy, Two-Handed, Reach |
| Long Spear | 20g | 1d8 Piercing | 5lb | Two-Handed, Reach, Thrown (20/60), Special |
| Wakizashi | 35gp | 1d6 Slashing | 2lb | Finesse, Light, Thrown (15/30) |
| Katana | 50gp | 1d8 Slashing | 4lb | Finesse, Versitile (1d10) |
| Nodachi | 100gp | 1d12 Slashing | 8lb | Finesse, Heavy, Two-Handed |
Simple Exotic Weaponry
| Name | Cost | Damage | Weight; | Propreties |
|---|---|---|---|---|
| Claw Bracer (Tekko) | 75gp | 1d4 Slashing or 1d4 Piercing | 2lb | Finesse, Light, Special, Monk Weapon |
| Sai | 75gp | 1d4 Piercing | 2lbs | Finesse, Light, Defensive, Special, Monk Weapon |
| Khopesh | 75g | 1d4 Slashing | 4lbs | Finesse, Special |
| Kunai | 20gp | 1d4 Piercing | 2lbs | Finesse, Light, Thrown (20/60) |
| Boomerang | 20gp | 1d4 Bludgeoning | 2lbs | Finesse, Special, Light, Thrown (25/100), Special |
| Harpoon | 75gp | 1d10 Piercing | 6lbs | Thrown (20/60), Special |
Martial Exotic Weaponry
| Name | Cost | Damage | Weight; | Propreties |
|---|---|---|---|---|
| Falchion | 100gp | 2d4 Slashing | 8lbs | Heavy, Special |
| Whip-Dagger | 75g | 1d6 Slashing | 3lbs | Finesse, Reach |
| Cutlass | 75g | 1d6 Slashing | 3lbs | Finesse, Light, Special |
| Fencing Dagger | 50g | 1d4 Piercing or Slashing | 3lb | Defensive, Finesse, Special |
| Ranseur | 100g | 2d4 Piercing | 12lbs | Reach, Two-Handed, Special |
| Spiked Chain | 100g | 2d4 Piercing | 10lbs | Finesse, Two-Handed, Special |
| Shuriken | 20gp | 1d4 Piercing or Slashing | 1/4lbs | Finesse, Light, Thrown Only (15/45), Special, Monk Weapon |
| Wrist Crossbow | 250gp | 1d6 Piercing | 2lbs | Ammunition (Bolts, 25/90), Light, Loading, Special |
| Shielded Crossbow | 100g | 1d8 Piercing | 10lb | Ammunition (Bolts, 80, 320) Defensive, Loading, Two-Handed |
Exotic Weaponry Special Descriptions & Traits
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Defensive: While wielding a weapon with this trait, you gain +1 bonus to your Armor Class (AC) if you are not also wielding a shield.
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Cutlass: You have advantage on saving throws or skill contests to resist being disarmed of this weapon.
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Fencing Dagger: You may wield this weapon and use your bonus action to make an attack by use two weapon fighting while wielding any one-handed weapon.
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Greathammer: In addition this weapon may be used as a sledgehammer when applicable.
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Long Spear: As a bonus action you may extend your reach by an additional 5 ft (totaling 15 ft). When you do so you leave yourself open to counter attack. Until the start of your next turn attacks have advantage to hit you.
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Sai, Ranseur: When you attempt to disarm a target, using this weapon, the target has disadvantage to resist the effect.
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Spiked Chain: When you attempt to knock a target prone, using this weapon, the target has disadvantage to resist the effect.
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Falchion: The critical strike range for this weapon is increased by 1 higher than you would normally have. (IE 19-20)
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Khopesh On a critical strike with this weapon the target bleeds (can stack up to 3 times) for 1d4 damage at the end of each of their turns. The bleeding can be stopped with a DC 15 medicine check, expending 1 use of a Healer's Kit as an action, or receiving magical healing.
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Shuriken: Attacking from stealth, hidden, or surprise does not reveal your location except on attack roll of 6 or less before modifiers.
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Claw Bracer, Wrist Crossbow: You cannot be disarmed of this weapon.
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Boomerang: When you miss a ranged attack with this weapon, you catch it as a free action, on a hit you may catch it as a free action if you succeed a DC 13 Dexterity Check.
- Harpoon: When a successful attack is made with this weapon it stays in the target. Any creature with a harpoon stuck in them can choose to pull it out and take 1d10 damage. As long as it remains in their body and you are holding on to the rope that the harpoon is attached to, they cannot move further away than 30 feet from you. As an action a they can attempt to yank the rope out of your hand by making a Strength check versus your own Strength check. Otherwise, they have to cut the line or pull out the harpoon to escape. Creatures one size larger than the creature holding the rope have advantage on the strength check. Creatures 2 sizes or larger ignore movement restrictions. When removing the harpoon outside of combat with a successful dc15 medicine check you gain resistance.
Exotic Armors and Shields
Some exotic armors are generally restricted to a specific class, such as the Spiked Armor from the Battle Rager Barbarian. This document opens the possiblity of gaining these, or other unique armors, without the need for multi-classing or being that specific subclass. Currently the only official non-magical armor is the Spiked Armor. Should more be released I shall update this document accordingly.
As a side note, unless the DM states otherwise, you can wield as many shields as you want, but you can only gain the benefit of a single shield when determing your armor class. This is similar to how you can have multiple ways to calculate armor class, such as Lizardmen/Dragon Sorceror scales, Monk armor, Barbarian armor, or standard worn armor.
Exotic Armors, & Shields
| Name | Cost | Type | AC/AC Bonus | Weight | Propreties |
|---|---|---|---|---|---|
| Wrist Buckler | 100gp | Shield | +1 to AC | 3lbs | Special |
| Aspis Shield | 250gp | Shield | +2 To AC | 12lbs | Heavy, Special |
| Tower Shield | 500gp | Shield | +3 to AC | 16lbs | Heavy, Special |
| Split Shield | 350gp | Shield | +2, or +3 to AC | 7lbs each | Special |
| Spiked Armor | 75gp | Medium Armor | 14 + Dex Mod (Max 2) | 45lbs | Special |
| Juggernaught Armor | 2500gp | Heavy Armor | 19 | 90lbs | Heavy, Special |
Exotic Armor & Shield Augments
| Name | Cost | Type | Weight | Propreties |
|---|---|---|---|---|
| Shield Spikes | 100gp | Shield Augment | 5lbs | Special |
| Armor Blades | 250gp | Armor Augment | 10lbs | Special |
| Armor Spikes | 250gp | Armor Augment | 10lbs | Special |
| Armor Weights | Half cost of Armor, Minimum 100g | Armor Augment | 40lbs | Special |
| Armor Padding | Half cost of Armor, Minimum 100g | Armor Augment | 5lbs | Special |
Exotic Armor, Shields, and Augments Specials Descriptions
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Wrist Buckler This shield is strapped to your arm, and thus doesn't require a hand to wield it. You can only use weaponry with the Light proprety, or a light/small object with the arm that has the Wrist Buckler strapped to it.
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Aspis Shield This shield requires a minimum of 15 strength to wield. At the start of your turn you can, as a bonus action, choose to hide behind this shield. Granting you 1/2 cover against all ranged attacks from in front of you. However, while hiding behind your shield you lose the Extra Attack feature if you have it.
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Tower Shield This shield requires a minimum of 18 strength to wield, and your movement speed is decreased by 5 feet. At the start of your turn you can, as a bonus action, choose to hide behind this shield. Granting you 3/4 cover against all ranged attacks from in front of you. However, while hiding behind your shield you lose the Extra Attack feature if you have it, and your movement speed is halved. Allies standing directly behind you also gain 1/2 cover against ranged attacks from in front of you.
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Split Shield A split shield comes in a pair of two shields which can be brought together to act as a single shield. Each shield can be wielded in either hand, and can't be wielded when joined together in a single hand. A Split shield grants +2 to your AC, or +3 if both are wielded. As a Reaction you may create a temporary shield wall by bringing both shields together, granting yourself 3/4ths cover against an attack or saving throw.
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Spiked Armor This metal armor is covered in spines and spikes. When you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.
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Juggernaught Armor This metal armor is extremely heavy and bulky and requires a minimum of 19 strength to wear. While wearing this armor it is almost impossible to move silently, when rolling for a stealth check you roll 3 dice and choose the lowest one. When you move at least 10 feet in a straight line towards a target, you may make the shove action with advantage against that target. Additionally, you have advantage to resist effects which would move you against your will, but not any damage associated with such effects. IE thunderwave you take your first die to determine whether or not you take full damage, the second die to help determine if you are moved by the effect.
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Shield Spikes You have attached spikes to your shield. As such when use your shield to preform the Shove attack action the creature you target takes 3 Piercing damage. Additonally, using materials scavanaged from an elemental creatures or dragons allows you to deal additional elemental damage of the corrisponding type for the materials. Damage or effects is at DM Discretion.
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Armor Blades or Spikes While you successfully grapple a target, or are grappled, the other creature immediately takes 3 piercing or slashing damage, plus an additional 3 piercing or slashing damage at the start of the wearer's turn. Additionally Unarmed attacks deal an additional 2 Piercing or Slashing damage so long as a blade or spike is afixed to a location which is used in the attack.
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Armor Weights You have disadvantage on stealth checks while wearing armor with weights. If you would already have had disadvantage, you instead roll 3 dice and choose the lowest one when determining your stealth check. Additionally, you gain advantage to resist effects which would move you against your will, but not any damage associated with such effects.
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Armor Padding You add additional padding to your armor. This changes disadvantage on stealth checks to a -2 instead. If you would be rolling 3 dice to determine stealth, you instead roll 2 taking the lowest die rolled.
Relevant Feats
Exotic Armor & Augments Master (From Myself)
You have practiced extensively with a selection of exotic armors gaining the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain proficiency with 2 Exotic armors, or Armor/Shield Augments. You must first be proficient with that category of armor (Light, Medium, Heavy, Shields) in order to gain this proficiency.
Exotic Weapon Master (From Myself)
You have practiced extensively with a selection of weapons, gaining the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain proficiency with 2 Exotic weapons. You must first be proficient with that category of weaponry (Simple or Martial) in order to gain this proficiency.
Firearms
Firearms are generally a no-no in most dnd games. I personally don't have an issue with firearms, If a wizard can create a fireball, why couldn't a chemist or tinkerer make blackpowder or smokeless powder & hollow cylinder to fire a projectile from.
I have included the DMG firearms / futuristic weapons, but have also added the additional properties to those weapons as well. I personally think that unless you are running a high tech campaign all futuristic weapons should be treated like expendable magic items and additional energy cells should be rare or non-existant. I have also categorized each firearm to its ammunition type which also semi-restricts the power level or technology level.
Lastly, a note about the the Repeating Shot Infusion & the Gunner Feat, Repeating shot specifies loading, and most firearms use the Reloading property.
DM Notes/Ideas: Additional properties can be added to a weapon, or its reload amount can be altered to add variance & "Unique or Upgraded" firearms.
Firearm Properties
Firearms have additional properties that help differentiate them from other weapons & from each other.
Lethal Attacks with this weapon do not add your ability modifier to damage rolls, but critical attacks roll 3 times the amount of dice instead of two times against a target, if they are within the weapons normal range.
Penetration Attacks with this weapon gain a +1 bonus to critical hit range and to your attack roll when attacking targets within its normal range.
Overpenetration Attacks with this weapon within its normal range ignore cover that is 1ft or less thick. Additionally critical hits allow you to target the next creature in the same line, making a new attack roll and subtracting one damage die on the subsequent hit.
Scatter When you make your attack roll, designate one other target within 5 feet of the target you choose. If the attack roll would beat that creatures' Armor Class, damage equal to the scatter die in the weapon's properties.
Scoped This weapon comes with, or requires a modified spyglass in order to be used beyond its normal range.
Reload A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action, substituting 1 attack as part of the attack action, or by expending 30 feet of movement.
Burst Fire A weapon that has the burst fire property can make a single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition.
Firearm Ammunition
| Name | Cost | Weight | Ammunition type |
|---|---|---|---|
| Black Powder & Ball | 3gp / 20 shots | 2lb / 20 ammo | Renaissance |
| Smokeless Powder & Slug | 6gp / 20 shots | 1.5lb / 20 ammo | Industrial |
| Modern Bullet | 10g / 20 shots | 1lb / 20 ammo | Modern |
| Large Caliber | 10g / 10 shots | 1lb / 10 ammo | Large Caliber |
| Energy Cell | 200g | .5lb / reload | Futuristic |
If the player has access to the tools, materials, and knowledge they can craft their own ammo at a 50% discount.
Dungeon Master's Guide Firearms
| Name | Cost | Damage | Weight | Propreties | Ammunition Type |
|---|---|---|---|---|---|
| Flintlock Pistol | 250gp | 1d10 piercing | 3 lb | 30/90, loading | Renaissance |
| Musket | 500gp | 1d12 piercing | 10 lb | 40/120, loading, two-handed | Renaissance |
| Revolver | Crafted: Flintlock Pistol + Schematic(300g) | 2d8 piercing | 3 lb | 40/120, Lethal, Reload 6 | Industrial |
| Hunting Rifle | Crafted: Musket + Schematic(300g) | 2d10 piercing | 8 lb | 80/240 Lethal, Penetration, Reload 5, Two-handed | Large Caliber |
| Shotgun | Crafted: Blunderbuss + Schematic(300g) | 2d8 piercing | 7 lb | 30/90 (shot) or 80/240 (slug) Lethal, Scatter 2d4 (if shot), Penetration (if slug), Reload 2, Two-handed | Industrial |
| Automatic Rifle | Crafted: Repeater + Schematic(600g) | 2d8 piercing | 8 lb | 80/240, Lethal, Burst Fire, Reload 30, Two-Handed | Modern |
| Automatic Pistol | Crafted: Revolver + Schematic(900g) | 2d6 piercing | 3 lb | 30/120, Lethal, Burst Fire, Reload 20, Light | Modern |
| Laser Pistol | Schematic (10,000g) | 3d6 radiant | 2 lb | 40/120, Lethal, Penetration, Overpenetration Reload 50 | Futuristic |
| Laser Rifle | Schematic (10,000g) | 3d8 radiant | 2 lb | 100/300, Lethal, Penetration, Overpenetration Reload 30, Two-Handed | Futuristic |
| Antimatter Rifle | Schematic (10,000g) | 6d8 necrotic | 10 lb | 120/360, Lethal, Penetration, Overpenetration Reload 2, Two-Handed | Futuristic |
Additional Firearms
| Name | Cost | Damage | Weight | Propreties | Ammunition Type |
|---|---|---|---|---|---|
| Pepperbox | Crafted: Flintlock Pistol + 200gp | 2d6+1 piercing | 3 lb | 60/240, Lethal, Light, Reload 4 | Industrial |
| Blunderbuss | Crafted: Musket + 300gp | 2d10 piercing | 10 lb | 15/60, Lethal, Scatter 1d6 Reload 1 | Industrial |
| Repeater | Crafted: Hunting Rifle + Schematic(600g) | 3d4+1 piercing | 8 lb | 90/320, Lethal, Penetration, Reload 11, Two-handed | Modern |
| Pump Shotgun | Crafted: Shotgun + Schematic(300g) | 2d8 piercing | 7 lb | 30/90 (shot) or 80/240 (slug) Lethal, Scatter 2d4 (if shot), Penetration (if slug), Reload 4, Two-handed | Industrial |
| Long Rifle | Crafted: Hunting Rifle + Schematic(1100g) | 3d6+1 piercing | 8 lb | 400/1200 Lethal, Penetration, Overpenetration, Scoped, Reload 2, Two-handed | Large Caliber |
| Heavy Shotgun | Crafted: Shotgun + Schematic(300g) | 3d6 piercing | 7 lb | 40/120 (shot) or 90/300 (slug) Lethal, Scatter 2d6 (if shot), Penetration (if slug), Reload 6, Two-handed, | Modern |
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