Expanded Weapons & Armor [5E]

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Expanded Weapons & Armor
Armor
Armor Cost Armor Class (AC) Strength Stealth Damage Properties Weight
No Armor
Base Armor Class 10 + Dex modifier
Barbarian 10 + Dex modifier + Con modifier
Monk 10 + Dex modifier + Wis modifier
Spiked Clothing 20 gp --- --- --- 1d4 piercing --- 3 lb.
Light Armor
Padded 5 gp 11 + Dex modifier --- Disadvantage --- --- 8 lb.
Leather 10 gp 11 + Dex modifier --- --- --- --- 10 lb.
Studded Leather 45 gp 12 + Dex modifier --- --- --- --- 13 lb.
Brigandine 1500 gp 13 + Dex modifier --- --- --- --- 15 lb.
Light Spiked 2000 gp 14 + Dex modifier Str 11 --- 1d6 piercing --- 18 lb.
Light Carapace 10000 gp 15 + Dex modifier Str 11 --- --- --- 20 lb.
Medium Armor
Hide 10 gp 12 + Dex modifier (max 2) --- --- --- --- 12 lb.
Chain shirt 50 gp 13 + Dex modifier (max 2) --- --- --- --- 20 lb.
Scale mail 50 gp 14 + Dex modifier (max 2) --- Disadvantage --- --- 45 lb.
Breastplate 400 gp 14 + Dex modifier (max 2) --- --- --- --- 20 lb.
Half plate 750 gp 15 + Dex modifier (max 2) --- Disadvantage --- --- 40 lb.
Laminar plate 1500 gp 15 + Dex modifier (max 2) --- --- --- --- 35 lb.
Medium Spiked 4000 gp 16 + Dex modifier (max 2) Str 13 Disadvantage 1d8 piercing --- 45 lb.
Medium Carapace 15000 gp 17 + Dex modifier (max 2) Str 13 Disadvantage --- --- 50 lb.
Heavy Armor
Ring Mail 30 gp 14 --- Disadvantage --- --- 40 lb.
Chain mail 50 gp 16 Str 13 Disadvantage --- --- 55 lb.
Splint 200 gp 17 Str 15 Disadvantage --- --- 60 lb.
Plate 1500 gp 18 Str 15 Disadvantage --- --- 65 lb.
Lamellan plate 2000 gp 18 Str 15 --- --- --- 60 lb.
Heavy Spiked 6000 gp 19 Str 17 Disadvantage 1d10 piercing Heavy 70 lb.
Heavy Carapace 20000 gp 20 Str 17 Disadvantage --- --- 75 lb.
Shields
Buckler 5 gp +1 --- --- 1d4 bludgeon Deflect 2 lb.
Round 10 gp +2 --- --- 1d6 bludgeon --- 6 lb.
Tower 1500 gp +3 Str 17 --- 1d8 bludgeon Heavy 45 lb.
Revised & New Spells (optional)

Description: For the duration of the spell, the base armor class of a willing creature of your choice within range who isn't wearing armor becomes 10 + its Dexterity modifer + your spellcasting modifier, if it isn't higher already. The spell ends if the target dons armor or if you dismiss the spell as an action.

Name Class Spell Level School Time Duration Range Components
Barkskin Druid, Ranger 2 Transmutation 1 action 8 hours Self V, S, M (a handful of oak bark)
Inspiring Visage* Bard, Paladin 3 Enchantment 1 action 8 hours Self (10-foot-radius) V, S, M (a feather of a griffon)
Mage Armor Sorcerer, Wizard 1 Abjuration 1 action 8 hours Touch V, S, M (a piece of cured leather)
Otherworldy Favor* Cleric, Warlock 2 Divination 1 action 8 hours 30 feet V, S, M (a shard of stained glass)

Armor Properties

The armor table shows the cost, weight, and other properties of the common types of armor worn in the worlds of D&D.

Adamantine. An adamantine suit of armor is reinforced with adamantine, one of the hardest substances in existence. The adamantine version of an armor costs 10000 gp more than the normal version. While you're wearing it, any critical hit against you becomes a normal hit.

Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.

Armor Proficiency. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells. You cannot be disarmed of your armor.

Damage. A creature wearing spiked armor of any variant or wielding a shield can use a bonus action to make one melee weapon attack with the armor spikes or shield at a target within 5 feet of it, and at the start of each of their turns, they can deal damage while wearing spiked armor to one creature grappled by them with the armor spikes. The damage equals the damage die in the damage column, and you use your Strength modifier for the attack and damage rolls.

Mithril. Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. The mithril version of an armor costs 1000 gp more than the normal version. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by the amount stated in the armor class column. You can only gain the armor class increase from one shield at a time. If your character starts with a shield, that shield is a round shield.

Stealth. If the Armor table shows "Disadvantage" in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.

Strength. Armor can interfere with the wearer's ability to move quickly, stealthily, and freely. If the strength score is less than the score in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.

Battlerager. The battlerager barbarian can use all spiked armor variants for its class features, and can rage while wearing heavy armor, ignoring the restriction. The damage for all of its subclass features is reflected in the damage column of the respective armor types, replacing the damage the features normally deal.

Simple Melee Weapons
Name Cost Damage Weight Properties
Arming sword 1 gp 1d6 slashing 3 lb. Flexible (1d4), light
Brass knuckles 5 gp 1d4 bludgeoning 1 lb. Glove, light, nimble
Club 1 sp 1d4 bludgeoning 2 lb. Brawler, light, versatile (1d6)
Dagger 2 gp 1d4 piercing 1 lb. Execute, finesse, light, thrown (range 20/60)
Greatclub 2 sp 2d4 bludgeoning 10 lb. Brawler, heavy, two-handed
Handaxe 5 gp 1d6 slashing 2 lb. Light, nimble, thrown (range 20/60)
Hidden knife 25 gp 1d4 piercing 1 lb. Execute, finesse, glove, hidden, light
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120), versatile (1d8)
Light hammer 2 gp 1d4 bludgeoning 2 lb. Bludgeon, light, thrown (20/60)
Mace 5 gp 1d6 bludgeoning 4 lb. Demolish, versatile (1d8)
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Agile, versatile (1d8)
Scythe 5 gp 2d4 slashing 5 lb. Heavy, reach, two-handed
Sickle 1 gp 1d4 slashing 2 lb. Disarm, light, finesse
Shortspear 1 gp 1d6 piercing 3 lb. Finesse, thrown (range 20/60), versatile (1d8)
Unarmed Strike --- 1d1 bludgeoning --- Light, nimble
Martial Melee Weapons
Name Cost Damage Weight Properties
Bastard sword 30 gp 1d10 slashing 6 lb. Heavy, variable, versatile (1d12)
Battleaxe 10 gp 1d8 slashing 4 lb. Lacerate, versatile (1d10)
Broadsword 30 gp 2d4 slashing 4 lb. Defensive, flexible (1d4)
Chain sickle 5 gp 1d6 slashing 4 lb. Finesse, flexible (1d6), reach, two-handed, variable
Chain club 5 gp 1d6 bludgeoning 4 lb. Bludgeon, finesse, flexible (1d6), two-handed
Cutlass 25 gp 1d8 slashing 2 lb. Finesse, swift
Double-bladed scimitar 100 gp 2d4 slashing 6 lb. Deflect, finesse, flexible (1d4), two-handed
Double-headed axe 100 gp 1d6 slashing 10 lb. Flexible (1d6), heavy, lacerate, two-handed
Double-headed hammer 100 gp 1d6 bludgeoning 10 lb. Bludgeon, flexible (1d6), heavy, two-handed
Double-headed spear 100 gp 1d6 piercing 6 lb. Finesse, flexible (1d6), reach, two-handed
Estoc 25 gp 1d8 piercing 2 lb. Finesse, penetrate
Flail 10 gp 1d8 bludgeoning 2 lb. Bypass, versatile (1d10)
Gauntlet, clawed 5 gp 1d6 slashing 2 lb. Finesse, glove, lacerate, light
Gauntlet, spiked 5 gp 1d6 piercing 1 lb. Finesse, glove, light, penetrate
Gauntlet, weighted 5 gp 1d6 bludgeoning 2 lb. Finesse, bludgeon, glove, light
Glaive 20 gp 1d10 slashing 6 lb. Finesse, heavy, reach, two-handed
Greataxe 30 gp 1d12 slashing 7 lb. Heavy, momentum (2d12), two-handed
Greatsword 50 gp 2d6 slashing 6 lb. Heavy, momentum (3d6), two-handed
Greatscythe 40 gp 3d4 slashing 10 lb. Heavy, reach, two-handed
Halberd 20 gp 2d6 slashing 6 lb. Heavy, reach, two-handed, variable
Harpoon 1 gp 1d6 piercing 3 lb. Liquidate, special, thrown (range 15/30)
Hidden blade 25 gp 1d6 piercing 2 lb. Execute, finesse, hidden, light
Katana 25 gp 1d8 slashing 3 lb. Deflect, finesse, versatile (1d10)
Khopesh 25 gp 1d6 slashing 3 lb. Disarm, finesse, light
Lance 20 gp 1d8 piercing 6 lb. Mount, reach
Longspear 25 gp 1d8 piercing 9 lb. Heavy, reach, thrown (range 20/60), versatile (1d10)
Longsword 15 gp 1d8 slashing 3 lb. Flexible (1d4), versatile (1d10)
Maul 10 gp 1d12 bludgeoning 10 lb. Bludgeon, heavy, momentum (2d12), two-handed
Morningstar 15 gp 1d8 piercing 4 lb. Penetrate, versatile (1d10)
Parrying dagger 15 gp 1d4 piercing 1 lb. Disarm, finesse, light, parry
Pike 5 gp 1d10 piercing 18 lb. Heavy, momentum (2d10), reach, two-handed
Polehammer 5 gp 2d6 bludgeoning 18 lb. Bludgeon, heavy, reach, two-handed
Rapier 25 gp 1d8 piercing 2 lb. Defensive, finesse
Riding hammer 20 gp 1d8 bludgeoning 5 lb. Mount, versatile (1d10)
Saber 50 gp 1d8 slashing 4 lb. Finesse, mount
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light, nimble
Shortsword 10 gp 1d6 piercing 2 lb. Adaptable, finesse, light
Splitstaff 25 gp 1d8 bludgeoning 8 lb. Agile, heavy, reach, versatile (1d10)
Trident 5 gp 1d8 piercing 4 lb. Liquidate, thrown (range 20/60), versatile (1d10)
War pick 5 gp 1d8 piercing 2 lb. Demolish, versatile (1d10)
Warhammer 15 gp 1d8 bludgeoning 2 lb. Bludgeon, versatile (1d10)
Warclub 15 gp 3d4 bludgeoning 15 lb. Brawler, heavy, two-handed
Whip 2 gp 1d4 piercing 3 lb. Disarm, finesse, light, reach
Whipblade 25 gp 1d4 slashing 3 lb. Drag, finesse, light, thrown (range 20/60), special
Simple Ranged Weapons
Name Cost Damage Weight Properties
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)
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling 1 sp 1d4 bludgeoning --- Ammunition (range 30/120)
Throwing knife 5 gp 1d6 piercing 1 lb. Finesse, thrown (range 20/60)
Throwing star 5 sp 1d4 slashing 1/2 lb. Finesse, thrown (range 30/120)
Martial Ranged Weapons
Name Cost Damage Weight Properties
Blowgun 10 gp 1d1 piercing 1 lb. Ammunition (range 25/100), covert, loading
Bowblade 50 gp 1d6 piercing 4 lb. Ammunition (range 80/320), finesse, special, two-handed
Composite bow 50 gp 1d8 piercing 2 lb. Ammunition (range 100/400), finesse, heavy, two-handed
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 150 gp 1d6 piercing 7 lb. Ammunition (range 50/200), repeater, two-handed
Greatbow 65 gp 1d10 piercing 5 lb. Ammunition (range 200/800), bulky, cumbersome, heavy, two-handed
Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Net 25 gp --- 25 lb. Special, thrown (range 5/20)
Wristbow 100 gp 1d4 piercing 3 lb. Ammunition (range 30/120), glove, hidden, light, loading
Advanced Melee Weapons
Name Cost Damage Weight Properties
Quadflail 500 gp 1d4 bludgeoning 8 lb. Bypass, heavy, special, unwieldy
Ranseur 500 gp 3d6 piercing 20 lb. Brutal, drag, heavy, reach, two-handed, variable
Ultragreatsword 500 gp 3d8 slashing 50 lb. Brutal, momentum (4d8), heavy, two-handed, unwieldy
Warscythe 500 gp 4d4 slashing 15 lb. Brutal, finesse, heavy, reach, two-handed
Advanced Ranged Weapons (Firearms)
Name Cost Damage Weight Properties
Blackpowder grenade 125 gp 4d6 fire 1 lb. Blackpowder, finesse, thrown (range 20/60), scatter (square 15)
Blackpowder pistol 250 gp 2d4 piercing 4 lb. Ammunition (range 25/100), blackpowder, loading, light
Blackpowder repeater rifle 500 gp 2d4 piercing 8 lb. Ammunition (range 50/200), blackpowder, repeater, two-handed
Blackpowder rifle 500 gp 2d6 piercing 10 lb. Ammunition (range 100/400), blackpowder, loading, two-handed
Blunderbuss 750 gp 2d6 piercing 10 lb. Ammunition (range 20/30), blackpowder, cumbersome, loading, scatter (line 10), two-handed
Flame bellows 750 gp 2d6 fire 11 lb. Ammunition (range 15), cumbersome, loading, scatter (cone 15), two-handed
Frost bellows 750 gp 2d6 cold 11 lb. Ammunition (range 15), cumbersome, loading, scatter (cone 15), two-handed
Storm bellows 750 gp 2d6 lightning 11 lb. Ammunition (range 15), cumbersome, loading, scatter (cone 15), two-handed
Ammunition
Name Cost Damage Weight Properties
Arrows (20) 1 gp --- 1 lb. ---
Blowgun needles (50) 1 gp --- 1 lb. ---
Crossbow bolts (20) 1 gp --- 1.5 lb. ---
Sling bullets (20) 4 cp --- 1.5 lb. ---
Paper Cartridge Bullets (20) 3 gp --- 2 lb. ---
Bellows Canister (20) 5 gp --- 4 lb. ---

Improvised Weapons

Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin. Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.

An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.

Special Weapons

Weapons with special rules are described here.

Bowblade. The bowblade can be transformed into a scimitar or back again as a bonus action.

Harpoon. When you score a hit with a thrown ranged attack with the Harpoon against a Huge creature or smaller, the target cannot move further than 30 feet away from you as long as you hold the rope or tie it to an immovable object. They can free themselves with a successful DC 15 Strength (Athletics) check to rip the rope or use their action to pull out the harpoon, dealing 1d6 piercing damage to themselves unless they succeed on a DC 15 Wisdom (Medicine) check to pull it out safely.

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 15 Strength (Athletics) check, freeing itself or another creature within its reach on a success. Dealing 20 slashing damage to the net (AC 20) 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 with the net regardless of the number of attacks you can normally make.

Quadflail. When you hit an attack with this flail, roll a d4. The number rolled determines how many heads will hit the target. You roll the damage die and add your ability modifier as well as any other modifiers a number of times equal to the number rolled on the d4.

Whipblade. When you make a thrown ranged attack with the Whipblade, the blade gets pulled back into your hand as part of the attack.

Uncommon Weapons

    Adamantine. An adamantine weapon or piece of ammunition overcomes resistance and immunity to nonmagical bludgeoning, piercing or slashing damage that isn't adamantine. Any hit made with an adamantine weapon against an object is a critical hit, and adamantine armor is treated as normal armor. The adamantine version of a melee weapon or of ten pieces of ammunition costs 500 gp more than the normal version, whether the weapon or ammunition is made of the metal or coated with it.

Advanced. Advanced weapons are difficult to master, and as a result require more specialised training than even martial weapons. Characters gain proficiency in Advanced Weapons when they have proficiency in all Martial Weapons. If a character gains proficiency in Martial Weapons at a later level, then they also gain proficiency in Advanced Weapons. If you gain the Weapon Master feat, you can also choose an advanced weapon as one of the weapon proficiencies you gain.

Enchanted. You can purchase or craft five pieces of enchanted ammunition or a single enchanted melee weapon and give it one weapon property with an (E) next to its name. This property is applied when the ammunition is purchased or crafted, and cannot be changed. The cost for five pieces of enchanted ammunition equals 250 gp more than the normal version, and 1000 gp more than the normal version for a melee weapon. To craft and enchant ammunition or a melee weapon, you must be proficient in smith's tools and be able to cast at least one spell of any level. The enchanting process takes 10 minutes, which you can undertake as part of a short or long rest, after which the gold is absorbed into the enchanted object. Once a a weapon or piece of ammunition is given an enchanted property, it cannot be be given another enchantment.

    Firearms. In some worlds, firearms are common and widespread among those unaffine to magic. As an optional rule, they cost 1/100th of their cost in their respective table and deal an additional damage die instead of adding your ability modifier to the damage rolls. If you gain the Gunner feat, you also gain proficiency in the advanced ranged weapons, and when you use the Attack action and attack with a one-handed weapon with this feat, you can use a bonus action to attack with a blackpowder pistol you are holding.

Silver. A silvered weapon or piece of ammuntion overcomes resistance and immunity to nonmagical bludgeoning, piercing or slashing damage that isn't silvered. The silver version of a melee weapon or of ten pieces of ammunition costs 100 gp more than the normal version, whether the weapon or ammunition is made of the metal or coated with it.

Weapon Properties

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

Armor Piercing (E). You have advantage on attack rolls with an Armor Piercing weapon or ammunition when attacking a creature that has an AC of 20 or higher.

Blessed (E). When a creature is hit with a Blessed weapon or ammunition, the target cannot take reactions until the end of their next turn.

Blinding (E). When a creature is hit with a Blinding weapon or ammunition, the target is affected by the blinded condition until the end of their next turn.

Disabling (E). When a creature is hit with a Disabling weapon or ammunition, the target's speed is reduced by 10 feet until the end of their next turn.

Distracting (E). When a creature is hit with a Distracting weapon or ammunition, the next saving throw the target makes before the end of the wielder's next turn is made with disadvantage.

Elemental (E). When you hit a creature with an Elemental weapon or ammunition, the target takes an additional 2d4 of one of the following damage types (chosen when gaining this property): acid, cold, fire, lightning, poison or thunder.

Exotic (E). When you hit a creature with an Exotic weapon or ammunition, the target takes an additional 1d8 of one of the following damage types (chosen when gaining this property): force, necrotic, psychic, or radiant.

Glowing (E). As a bonus action on your turn, you can have your Glowing weapon or ammunition shed bright light in a 30 foot radius, and dim light for an additional 30 feet. You can deactivate this effect with another bonus action on your turn.

Slaying (E). When you hit a creature with an Slaying weapon or ammunition, the target takes an additional 2d6 damage if it is of one of the following creature types (chosen when gaining this property): aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, undead or two distinct humanoid races (such as gnolls and orcs).

Switching (E). When you hit a creature with an Switching weapon or ammunition, you can use a bonus action immediately afterwards to switch places with the target.

Adaptable. When you make an opportunity attack with this weapon, you have advantage on the attack roll.

Agile. When making an attack with an agile weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls when you wield the weapon in two hands. You must use the same modifier for both rolls.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon).

At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used this way.

Blackpowder. When fired, Blackpowder weapons emit a deafening crack audible 300 feet away. If a Blackpowder weapon is exposed to heavy rain, submerged, or drenched in water by a similar means, then it cannot fire. A character cannot use this weapon again until they complete a short rest in dry conditions. Blackpowder bullets and grenades are destroyed after being used.

Bludgeon. If you make an attack with this weapon and score a critical hit against a creature wearing armor, you can roll one additional damage die when determining the extra damage it takes.

Brawler. If you attack with this weapon as part of the attack action on your turn, you can use a bonus action immediately after to shove or grapple your opponent.

Brutal. When you score a critical hit against a creature with a Brutal weapon, you can add an additional weapon damage die to the damage dealt.

Bulky. When using this weapon to attack a target within 10 feet, you have disadvantage on the attack roll.

Bypass. When you attack a creature wielding a shield with a bypassing weapon, you can ignore the bonus to its AC from its shield.

Covert. If you are hidden, a missed attack with a covert weapon does not reveal you.

Cumbersome. When making an attack with a cumbersome weapon, you must use your Strength modifier for both the attack and damage rolls.

Defensive. While you are wielding a defensive weapon and no tower shield, you gain a +1 bonus to your AC. You can add this bonus only once.

Deflect. When a creature within 5 feet of you hits you with an attack while you are wielding a deflecting weapon, you can reduce the damage as a reaction by 1d4 plus your proficiency bonus (to a minimum of 0 damage).

Demolish. On a hit, your weapon deals double damage to structures and objects.

    Disarm. You can use the Attack action to make a special melee attack with a disarm weapon, a disarming attack. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your disarming attack must be no larger than one size larger than you and must be within range if your weapon.

Make an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If you win the contest, the attack causes no damage or other ill effect, but its weapon lands in an unoccupied square within 10 feet of it. You have disadvantage on the attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than you, or disadvantage if it is smaller.

Drag. You can use the attack action to make a special melee or ranged attack with a dragging weapon, a dragging attack. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your dragging attack must be no larger than one size larger than you and must be within range of your weapon. Make an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If you win the contest, the attack causes no damage or other ill effect, but the target gets pulled up to 10 feet in a direction of your choice.

Execute. If you make an attack with an executing weapon and score a hit against an incapacitated, paralyzed, restrained, surprised or unconscious creature, you can roll one additional damage die when determining the damage it takes.

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Flexible. When you take the Attack action and attack with a flexible weapon, you can use a bonus action to make another attack, dealing bludgeoning, piercing or slashing damage (your choice) equal to the value in parentheses, on the property description.

Glove. A glove weapon is worn on your hand or forearm, and you cannot be disarmed of it. You can hold objects, wield weapons, and cast spells with a hand fitted with a glove weapon, but you can only attack with the glove weapon if that hand is unoccupied. It takes an action to don or doff a glove weapon.

Heavy. Small or Tiny creatures have disadvantage on attack rolls with heavy weapons. Small and Tiny creatures may craft versions of these weapons that are more suited to them, with the size of all damage dice reduced by one die size (3d4/2d6/1d12 -> 1d10 -> 2d4/1d8 -> 1d6 -> 1d4 -> 1d1).

Hidden. Your weapon is hidden inside a boot, gauntlet, sleeve, staff, hat, cane or another possible location on your person and can be pulled out, ejected via a mechanism or reinserted as a bonus action. The weapon remains hidden unless a creature succeeds on a DC 20 Intelligence (investigation) check to search you.

Lacerate. If you make an attack with a laceration weapon and score a critical hit against an unarmored creature, you can roll one additional damage die when determining the extra damage it takes.

Light. When you take the Attack action and attack with a light weapon that you’re holding in one hand, you can use a bonus action to attack with a different light weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

If either weapon has the Thrown property, you can throw the weapon, instead of making a melee Attack with it.

Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Liquidate. If you make an attack with a liquidation weapon and score a critical hit against a creature submerged underwater, you can roll one additional damage die when determining the extra damage it takes.

Momentum. If you make an attack with a momentum weapon, and you have moved 20 feet or more in a straight line this turn, the damage you deal changes to the weapon’s momentum dice value in parenthesis.

Mount. If you make an attack with a mount weapon while mounted and score a hit against a creature within your reach, you can roll one additional damage die when determining the damage it takes.

Nimble. When you engage in two-weapon fighting with a nimble weapon as your offhand weapon, you can add your ability modifier to the damage of its attack.

Parry. While you are wielding a parrying weapon and one other one-handed finesse weapon, you gain a +1 bonus to your AC. You can add this bonus only once.

Penetrate. If you make an attack with a penetration weapon and score a critical hit against a creature with natural armor, you can roll one additional damage die when determining the extra damage it takes.

Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range.

When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Repeater. When you take the attack action with a repeating weapon, you can use a bonus action to attack again with the same weapon. You can make this bonus action even if the weapon has the Loading property.

    Scatter. When you take the attack action and successfully hit a creature with a scattering weapon, measure the weapon’s Scatter range from the square (or point of impact) that the target you hit occupies. All creatures other than the original target that fall within the weapon’s scatter range must make a Dexterity saving throw against your Scatter DC. Upon a failed save, they take damage equal to 2d6 of the same type as the weapon that you hit with.

A weapon’s Scatter range and shape are mentioned in its statistics. For example, a Flame Bellows has a range of 15 feet and a Scatter range of 15 feet. This means the weapon can hit a target within 15 feet, and upon a hit, a 15-foot cone extending beyond the target will determine those hit by the Scatter effect, up to a total distance of 30 feet.

Scatter Save DC = 8 + your proficiency bonus + the ability score modifier that you use to determine damage for this weapon.

Special. A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see "Special weapons" earlier in this section).

Swift. When you miss an attack with a swift weapon, you gain advantage on the next attack roll you make with that weapon against the same target.

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.

For example, if you throw a hand axe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Two-Handed. This weapon requires two hands when you attack with it.

Unwieldy. Due to being incredibly oversized, having an awkward shape, or any other number of ergonomic problems, swinging or firing this weapon is an incredible commitment. You cannot attack more than once in a single turn with this weapon, regardless of how many attacks you could normally make, unless your strength score equals 24 or higher.

Variable. A variable weapon is multifaceted and lets you use any part of it effectively to deal damage.

You can switch the damage type of the a variable weapon to bludgeoning, piercing or slashing damage (your choice) any time you attack with a variable weapon.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property - the damage when the weapon is used with two hands to make a melee attack.

New Additions

Simple Melee Weapons (3)
  • Arming sword, Hidden knife, Scythe
Martial Melee Weapons (25)
  • Bastard sword, Broadsword, Chain sickle, Clawed gauntlet, Cutlass, Double-bladed scimitar, Double-bladed spear, Double-headed axe, Double-headed hammer, Estoc, Katana, Khopesh, Greatscythe, Harpoon, Hidden blade, Longspear, Parrying dagger, Polehammer, Riding Hammer, Saber, Spiked gauntlet, Splitstaff, Warclub, Weighted gauntlet, Whipblade
Simple Ranged Weapons (2)
  • Throwing knife, Throwing star
Martial Ranged Weapons (5):
  • Bowblade, Composite bow, Greatbow, Repeater crossbow, Wristbow
Advanced Melee Weapons (5)
  • Quadflail, Ranseur, Ultragreatsword, Warscythe, Zweihänder
Advanced Ranged Weapons (7):
  • Blackpowder grenade, Blackpowder pistol, Blackpowder repeater rifle, Blackpowder rifle, Blunderbuss, Flame bellows, Frost bellows, Storm bellows
Armor (9)
  • Brigandine Armor, Light Spiked Armor, Light Carapace Armor, Laminar Plate Armor, Medium Spiked Armor, Medium Carapace Armor, Lamellan plate, Heavy Spiked Armor, Heavy Carapace Armor
Shields (3)
  • Buckler shield, Round shield, Tower shield
Properties (41)
  • Armor Piercing (E), Blessed (E), Blinding (E), Disabling (E), Elemental (E), Exotic (E), Glowing (E), Slaying (E), Switching (E), Adaptable, Agile, Blackpowder, Bludgeon, Brawler, Brutal, Bulky, Bypass, Covert, Cumbersome, Defensive, Deflect, Demolish, Disarm, Drag, Execute, Flexible, Glove, Heavy, Hidden, Lacerate, Liquidate, Momentum, Mount, Nimble, Parry, Penetrate, Repeater, Scatter, Swift, Unwieldy, Variable

Expanded

Weapons

& Armor

I started this project to expand on the 5e weapons & armor available in the Player's Handbook, as I found them too one-dimensional or stymied in progress in many cases, and the choice you made at character creation was often a given, if you didn't just flat-out ignored the mechanics for flavor, so this is supposed to help solve that problem without going too much into the level of depth that was normal in earlier editions while expanding on what already is there. The additional armors are also supposed to continue progress at higher levels, so that you still have something to work towards.

Thank you all once again for your input, and the time you took to analyse my homebrew, I appreciate it more than I can bring across in this comment. Feel free to use what you like, and leave out what you don't. I also don't mind if you want to use any of this in your own homebrew revamps. Enjoy the Expanded Weapons & Armor [5E]!

Cover Art

Content Credit