Aronar's Armory by Therin Creative

by Therin

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Aronar's Armory


This pack contains a number of weapons, shields, and feats to enhance your character options. These additions should fit easily among the options presented in the core rules and plug a number of holes in weapon and armor types as well as provide feats for non-heavy weapon users. You will need the Psychic and Spiritual Handbook for one feat or rewrite it to fit your campaign.

Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
 Bone mail 60 gp 12 + Dex modifier 15 lb.
Medium Armor
 Scaled hide 75 gp 13 + Dex modifier (max 2) 25 lb.
 Lacquered 100 gp 14 + Dex modifier (max 2) Disadvantage 30 lb.
 Chitin 600 gp 14 + Dex modifier (max 2) 20 lb.
 Carapace 1,000 gp 15 + Dex modifier (max 2) Disadvantage 35 lb.
Heavy Armor
 Shell 150 gp 15 Disadvantage 40 lb.
Shield
 Buckler 8 gp +0 3 lb.
 Tower Shield 50 gp +2 Str 15 Disadvantage 15 lb.

Armor and Shields

Nonmetal Alternatives. Studded leather can use wood or bone studs instead of metal studs. Likewise, the scales or carapaces of large creatures can be fashioned into a suit of scale mail, much like how dragon scale armor is crafted. Substituting armor material in this way requires custom work, and depending on the rarity and complexity of the materials, buyers should expect at least a 25% markup.

Bone Mail. This armor is comprised of padded armor with a weave made of animal or monster bones stitched into its fabric. It often includes a skirt of composite bone and wood. Some sets of bone mail incorporate chest and rib bones that serve mainly as decoration.

Buckler. Bucklers are a special form of defense compatible with two-handed weapons. While you are wearing a buckler and not holding another object with the same hand, you are counted as having an open hand for other tasks, such as spellcasting. Also, while wearing a buckler you can also take actions with two-handed and versatile weapons as if you aren’t wielding a shield. When you are attacked, you can use your reaction to increase your AC by 2 against each attack made by the creature making the attack until the start of your next turn.

Carapace. Made from the hardened shells of monstrous crustaceans, carapace armor is a breastplate worn over a padded shirt. It may include a padded coat or skirt.

Chitin. Chitin armor features plates of treated exoskeletons from gigantic insects. Typically this armor is fashioned into a breastplate and leggings, using leather around joints for flexibility. Lacquered. This lamellar armor features lacquerer wood plates and bands instead of metal, stitched into a canvas coat.

Scale Hide. Scaled hide armor uses treated hides from giant lizards and drakes for enhanced protection at the cost of added weight.

Shell. This armor is crafted from the shells of turtles or tortoises. It includes a breastplate and backplate made of a single large, carved shell, or multiple small shells, and arm guards and leggings made of a ribbing of split shells.

Tower Shield. This massive shield covers an area larger than a Medium sized humanoid’s body. You can take a bonus action on a turn in which you don’t move more than 10 feet using your movement speed to gain half cover against ranged weapon attacks. By using your action, you can set your shield and duck behind it granting you three-quarters cover until the start of your next turn, until you move using your movement, or make an attack.

A tower shield can’t be used as a spellcasting focus. A character is considered proficient with tower shields if it is proficient in heavy armor, shields, and martial weapons. Holding a tower shield counts as wearing heavy armor.

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Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
 Claw 8 gp 1d4 slashing damage 1 lb. Finesse, light, special
 Control rod 15 gp 1 piercing 5 lb. Special, two-handed
 Knuckle 1 gp 1d4 bludgeoning 1/2 lb. Light, special
 Scythe 2 gp 1d6 slashing 4 lb. Two-handed
Simple Ranged Weapons
 Bola 5 gp 1 bludgeoning 1 lb. Special, thrown (range 20/60)
 Boomerang 2 gp 1d4 bludgeoning 1/2 lb. Finesse, light, thrown (range 20/60)
 Lariat 1 gp 2 lb. Special, thrown (range 10/30)
Martial Melee Weapons
 Ball and chain 20 gp 1d12 bludgeoning 15 lb. Heavy, two-handed
 Chain whip 8 gp 1d6 bludgeoning 4 lb.
 Falchion 25 gp 1d6 slashing 4 lb. Finesse, Versatile (1d10)
 Garrote 2 gp 1/4 lb. Special
 Great scimitar 40 gp 1d10 slashing 5 lb. Finesse, heavy, two-handed
 Halberd (revised) 20 gp 1d6 slashing 6 lb. Heavy, reach, versatile (1d10)
 Kukri 2 gp 1d4 slashing 1 lb. Finesse, light, thrown (range 20/60)
 Light flail 8 gp 1d4 bludgeoning 2 lb. Finesse
 Long spear 4 gp 1d10 piercing 4 lb. Heavy, reach, two-handed
 Lucerne hammer 30 gp 1d10 bludgeoning 8 lb. Heavy, reach, two-handed
 Parrying dagger 10 gp 1d4 piercing 1 lb. Finesse, light, special
 Pike (revised) 12 gp 1d10 piercing 18 lb. Heavy, special, two-handed
 Saber 20 gp 1d8 slashing 3 lb. Finesse
 Sickle and chain 45 gp 1d4 slashing* 2 lb. Finesse, reach*, special, two-handed
 Swordstaff 15 gp 1d8 slashing 4 lb. Two-handed
 Trident (revised) 5 gp 1d8 piercing 4 lb. Special, thrown (range 20/60), versatile (1d10)
 Triple staff 15 gp 1d8 slashing 5 lb. Two-handed
 War chain 10 gp 1d6 bludgeoning 8 lb. Reach, two-handed
 War scythe 8 gp 1d10 slashing 4 lb. Two-handed

Weapons

Ball and Chain. This weapon consists of a massive weight attached to a chain with a short handle, not unlike certain prisoner shackles. Only the strongest of warrior can effectively swing this weapon.

Bola. The bola is comprised of two or more weighted balls attached to a cord. When you make an attack with a bola, you automatically attempt to knock your target prone.

Boomerang. A weapon-quality boomerang is a throwing stick. It doesn’t return to you when thrown.

Chain Whip. This whip uses a length of chain instead of leather, allowing for greater power at the cost of agility and weight.

Claw. This weapon is held in a clenched fist or worn as a gauntlet and features two or more sharpened blades. When worn as a gauntlet, a claw can't be disarmed. You can use feats and class features that require an unarmed strike when using this weapon.

Control Rod. A jagged hook is attached to the end of a pole to make this weapon. When you hit a Medium or smaller creature with it, you can take a bonus action to attempt to grapple it. A creature grappled in this manner which attempts to escape takes 1d4 piercing damage, but only takes this damage once per round. You don’t add your Strength bonus to this weapon’s damage.

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 A variant of this weapon, called a catch pole, uses a rope or leather cord instead of a spiked hook. A catch pole deals no damage.

Falchion. A falchion is a heavy curved sword used one or two-handed and suited to chopping targets. It counts as a longsword for purposes of feats and class features.

Garrote. This thin length of cord is exceptionally strong and used to choke creatures. You can use it to strangle a creature (see Garroting under Action Options).

Great Scimitar. This weapon is a large two-handed curved sword. The great scimitar counts as a greatsword for the purpose of feats and class features.

Halberd. This weapon can be used inefficiently with one hand to chop like an axe.

Knuckle. The knuckle is a fist-held weapon or gauntlet attachment that allows for stronger punches. If your unarmed damage is higher than the knuckle’s damage, you can use your unarmed damage instead. Some variants of the knuckle include spikes, transforming the damage, including that from an unarmed strike, to piercing. When part of a gauntlet, the knuckle can't be disarmed. You can use feats and class features that require an unarmed strike when using this weapon.

Kukri. This weapon is a slightly curved blade that can also be thrown. A kukri counts as a dagger for the purpose of feats and class features.

Lariat. A lariat is a stiff rope with a loop on one end. You can only make one attack with this weapon during your turn regardless of how many attacks you can make. A creature hit by this weapon is considered lassoed. While a target is lassoed, you can attempt to shove it. You can only pull a creature toward you unless the creature is no larger than you, in which case you can choose to knock it prone instead. If you are mounted, you may use your mount’s size in place of your own with this weapon. A lassoed creature must be strong enough to carry you in order to move away from you, but it must spend 2 feet of movement for every 1 foot moved unless it is larger than you in which case it can move normally. The lariat can be cut, has AC 10, 10 hit points, and immunity to bludgeoning, cold, necrotic, poison, psychic, and thunder damage.

Light Flail. This flail features a short handle and one to three weighted balls or flanges. Momentum drives this weapon as it whips targets in short, deliberate strokes.

Long Spear. A spear with an elongated shaft allowing it to strike a great distance at the cost of being unsuited for throwing. It counts as a pike for the purpose of feats and class features.

Lucerne Hammer. This polearm has a blunt head in place of an axe blade.

Parrying Dagger. This is a parrying weapon used to catch or deflect blades, and includes weapons like the jutte, main-gauche, sai, and swordbreaker. When missed by a melee weapon, you can use your reaction to attempt to disarm the attacker. This weapon counts as a dagger for the purpose of feats and class features.

Pike. The pike has a reach 10 feet greater than normal, but can’t be used to make attacks against a target within normal reach. When this weapon is allowed a bonus action attack via a feat or class feature, its damage type is never changed to bludgeoning or slashing.

Saber. A saber is single-edged sword held in one hand. It counts as a longsword for purposes of feats and class features.

Scythe. The scythe is a pole with a perpendicular blade generally unsuited for combat.

Sickle and Chain. This weapon is a chain attached to a sickle. The sickle part of the weapon uses your normal melee reach, while the chain part has the reach property and deals bludgeoning damage instead of slashing damage.

Swordstaff. This weapon has a long blade attached to either side of a shaft. The swordstaff counts as a quarterstaff or a spear for the purpose of feats and class features.

Trident. The trident uses two or more prongs to skewer targets for better damage than a spear.

Triple Staff. A weapon composed of three sections of rod joined by chains. It counts as a flail for the purpose of feats and class features.

War Chain. This weapon is a heavy length of chain with weighted ends. The weighted ends can be barbed, changing the damage to piercing.

War Scythe. This scythe is better balanced for battle, employing a curved double edged blade, allowing it to rake targets. A war scythe counts as a glaive for the purpose of feats and class features.

Proficiency Expansion

Certain classes have proficiency in explicit weapons that don’t cover the new weapons in this pack. Below are recommendations for these classes, but the DM remains final arbiter. Sorcerer and wizard gain no new proficiencies. Channeler is a class featured in the Psychic and Spiritual Handbook by Therin Creative.

Class Additional Weapon Proficiencies
Bard Falchions, kukris, parrying daggers, sabers
Channeler Kukris, sabers
Druid Kukris, long spears
Monk Kukris, light flails, parrying daggers, triple staffs
Rogue Falchions, garrotes, kukris, parrying daggers, sabers
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Feats

New feats are presented in alphabetical order.

Aerial Acrobatics

Prerequisite: Proficiency with Acrobatics and Athletics

Through grace and deftness you can spring into and out of battle. Once on your turn, you can perform an acrobatic feat in addition to your normal movement. During this acrobatic feat, you can use your reaction to make a melee or ranged weapon attack against a target within your melee reach. If this attack hits, you deal an extra 1d4 + your proficiency bonus weapon damage. You can perform the following feats:

  • You can back flip, moving 5 feet in any direction into an unoccupied space. You can land on a surface up to 5 feet tall.
  • You can flip over a target your size or smaller, provided the space behind it is unoccupied. You occupy this space at the end of your maneuver.
  • You can spring off of an object or creature that is larger than, enabling you to jump up to 10 feet high.
  • You can drop and reduce the distance you fall by a number of feet equal to 5 times your proficiency bonus before calculating fall damage.

Agile Weapon Training

Prerequisite: Proficiency with simple weapons

You have mastered techniques to adroitly use certain weapons, gaining the following benefits:

  • When you wield a club, flail, quarterstaff, sickle, spear, swordstaff, or triple staff, it is treated as having the finesse property, allowing you to use your Dexterity modifier on attack and damage rolls with that weapon instead of your Strength.
  • When you take the Attack action and attack with a club, flail, light flail, quarterstaff, sickle, spear, swordstaff, or triple staff and you have a free hand or are wielding the weapon with two hands, you can us a bonus action to make a swift melee attack with it. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.

Chain Mastery

You have mastered several techniques when wielding whips and similar weapons, gaining the following benefits:

  • While using a chain whip or triple staff, you treat the weapon as having the reach property.
  • While wielding a sickle and chain, you can choose to deal slashing damage when using the weapon’s reach property by using the bladed end when you strike.
  • When you attempt to knock a target prone using a weapon that has the reach property, you can use your attack bonus in place of your Strength (Athletics) skill for the check.
  • When you successfully knock a target prone while wielding a chain whip, sickle and chain, war chain, or whip, you can automatically pull that creature 5 feet toward you. If this movement would cause the target to enter your space, you can move up to 5 feet in any direction, and this movement doesn’t provoke opportunity attacks.

Fencing Mastery

You are trained in dueling with one-handed weapons. You gain the following benefits:

  • Once per round, when you deal piecing damage with a melee weapon, you can move 5 feet. This movement doesn’t draw opportunity attacks.
  • When a foe within 5 feet of you misses you with a melee weapon attack, you can use your reaction to make an attack with a one handed weapon against that foe. This attack roll is made with a +2 bonus, and gains a +2 bonus to its damage roll on a hit.
  • When you successfully disarm a foe as part of your Attack action, you can take a bonus action to make a melee weapon attack. If you have a second melee weapon in hand and use it to make this attack, you have advantage on the attack roll. If you have an open hand, you can grab a disarmed weapon as part of this bonus action, and if it’s a one-handed weapon, use it to attack as you would a second weapon in hand.

Gladiator Fighting

You are trained in special weapons often used in the pits of the gladiatorial arena. You gain the following benefits:

  • When you hit a creature with a melee weapon attack using a trident, you can take a bonus action to attempt to shove that creature. If the creature is knocked prone, you can choose to deal 1d4 + your Strength modifier piercing damage to the creature without making an attack roll as part of the shove.
  • Whenever you shove a creature and push it away from you as part of your Attack action and have a free hand, you can take a bonus action to throw a one-handed weapon at the creature you shoved. You draw the weapon as part of the bonus action.
  • Whenever you hit a creature with a net, you can pull it 5 feet toward you as part of the same attack. You can also replace any attack you make while a creature is restrained by the net to shove that creature to knock it prone. You make your Strength (Athletics) check with advantage in this case.
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Hafted Glory

You are especially practiced with axes and hammers, gaining the following benefits:

  • When you hit a target with any kind of axe, hammer, or pick, you can take a bonus action to deal 1d4 extra weapon damage.
  • You have advantage on ability checks to shove a creature while wielding any two of the following weapons: battleaxe, handaxe, light hammer, war pick and warhammer or while wielding a battleaxe, greataxe, halberd, or maul with two hands.
  • Once on your turn, when you throw a handaxe or light hammer using a bonus action, you can freely draw another weapon. If this weapon is another handaxe or light hammer, you can throw it as part of the same bonus action, but this attack is made with disadvantage.

Hand Switch

You are proficient in swapping your active weapon hand when fighting with a weapon. You gain the following benefits:

  • When you only wield a single one-handed weapon and don't hold a shield, you can freely swap which hand you hold your weapon and gain advantage on ability checks to avoid being disarmed.
  • When you miss a target with a versatile weapon while holding it in one hand with nothing in your other hand, you can take a bonus action to make another attack with that weapon. This attack deals the weapon's versatile damage.

Impulse Shot

Your reflexes are especially swift in ranged combat, granting you the following benefits:

  • You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
  • Your ranged weapons and weapons with the thrown property can be used to make opportunity attacks with a reach that is 5 feet greater than your normal melee reach.
  • When you roll initiative while wielding a ranged weapon or a weapon with the thrown property and aren’t surprised, you can use your reaction make one ranged attack with the weapon against a target you can sense within 30 feet of you at the start of the round.

Master Duelist

You have mastered a fighting style allowing you to focus on a single foe. You gain the following benefits:

  • You can use two-weapon fighting if you hold a longsword or rapier in one hand and a dagger in the other.
  • While wielding two weapons, when you are hit by a melee weapon attack, you can use your reaction to attempt to parry the attack. Make an attack roll with your weapon against an AC equal to your foe’s attack roll, if you hit the attack misses you. If you successfully parry using a dagger, your foe has disadvantage on its next attack made that weapon before the end of its turn.
  • While wielding a lance, pike, rapier, spear, or trident, you can take a bonus action to increase your reach with that weapon by 5 feet until the end of your turn. Each attack made with this extra reach must be against the same target.

Medium Armor Specialization

Prerequisite: Proficiency with medium armor

You are trained in using your armor to absorb and redirect impact, gaining the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • While wearing medium armor, you can add your Constitution modifier to your AC instead of Dexterity to a maximum of +2 (or +3 if you have the Medium Armor Mastery feat).

Rapid Flurry

Prerequisite: Unarmed strike damage of at least 1d4

Through lightning reflexes, you can leverage your momentum to push your attack, gaining the following benefits:

  • On your turn, if you hit a target with an unarmed strike, you can make a special attack as a bonus action. This special attack allows you to make an attack roll against your target and one additional target within 5 feet of it and you. You deal your unarmed strike damage on a hit. If you have the Flurry of Blows class feature, you can choose to replace one of those attacks with this special attack.
  • While fighting unarmed or with a monk weapon, you can choose to take a -2 penalty on all attack rolls until the start of your next turn to make one additional attack when you take the Attack action on your turn.
  • If you spend ki on your turn, you increase your AC by 1 until the start of your next turn.
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Thuggery

You are a scrapper in a fight, opting to get close and personal with a foe to quickly disable it. You gain the following benefits:

  • When you deal bludgeoning damage with a melee weapon attack, you may take a bonus action to make one unarmed strike against the same target or to attempt to grapple or shove it.
  • Whenever you use your reaction to make an opportunity attack with a club, dagger, great club, mace, or morning star you deal 1d4 extra weapon damage.
  • If you have the Extra Attack feature, any time you take a bonus action to make a melee weapon attack with a dagger, you make two attacks.

Weapon Expert

You have practiced extensively with a variety of weapons, gaining the following benefits:

  • Increase your Strength, Dexterity, or Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with simple weapons and martial weapons.

Weapon Master (revised)

Prerequisite: Proficiency with martial weapons

Through focus and training, your ability to handle weapons is unmatched. After finishing a long rest, choose one melee weapon which you are proficient. Until you change the chosen weapon, you gain the following benefits with that weapon:

  • You never need to spend any kind of action when drawing or sheathing this weapon and can make opportunity attacks with it while surprised.
  • You have advantage on ability checks to disarm attempts made with the weapon.
  • Once on your turn, you can increase the damage of your weapon by an amount equal to your proficiency bonus. Until the start of your next turn, your AC is reduced by 2 when you do so.
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Appendix: Common Reskins and Reflavors of Weapons

Weapon Stat Block
Arbalest Heavy crossbow
Atlatl Javelin
Bagh nakh Claw
Bardiche Glaive
Baselard Shortsword
Bastard (Knight) Sword Longsword
Cat o’nine tails Light flail
Cestus Knuckles (variant)
Chakram Kukri
Claymore Greatsword or longsword
Cutlass Scimitar
Dadao Longsword
Daikyu Longbow
Dao Saber
Epee Shortsword
Estoc Rapier
Falcata Saber
Flamberge (large) Greatsword
Flamberge (small) Rapier
Gladius Shortsword
Guan Dao Glaive
Harpoon Javelin
Jian Saber
Jo Club or mace
Jutte Parrying dagger
Katana Longsword
Katar Claw or knuckle (variant)
Kawanaga War chain
Weapon Stat Block
Khopesh Falchion
Kodachi Saber
Kris Dagger
Kunai Dagger
Mancatcher Control rod
Meteor hammer War chain
Naginata Glaive or swordstaff
Nagimaki Falchion or longsword
Ninjato Scimitar or shortsword
Nunchaku Light flail
(N)Odachi Great scimitar or greatsword
Poleaxe Halberd
Ranseur Long spear
Rod Club or mace
Sai Parrying dagger
Sap Club
Shamshir Saber or scimitar
Shotel Saber
Shuriken Dart
Tanto Kukri
Tessen Sickle
Tetsubo Greatclub or maul
Tonfa Club
Two section staff Flail or Lucerne hammer
Wakizashi Saber or scimitar
War fan Sickle
Yari Spear
Zweihander Greatsword
7

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