Tobias' Treatise of Tactics 2.5 - A Compendium of Combat

by Soupangel44

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Tobias' Treatise of Tactics 2.5

Weapons

Simple Melee Weapons
Name Damage Properties Expertise Weight Cost
Bagh Nakh 1d4 S Cripple, Finesse, Light Bleed 0.5 lbs. 8 Gold
Bauernwehr 1d6 S Finesse, Light Cripple 1 lbs. 2 Gold
Bichwa 1d4 P Finesse, Light, Punch Press 0.5 lbs. 9 Gold
Club 1d4 B Light, Stagger, Versatile (1d6) Reliable 2 lbs. 3 Silver
Dagger 1d4 P Critical, Finesse, Light II Shield (1) 1 lbs. 2 Gold
Deer Horn Knife 1d4 P Finesse, Light II, Punch Press 1 lbs. 11 Gold
Emeici 1d4 P Enfeeble, Finesse, Light Critical 0.5 lbs. 9 Gold
Ge 1d8 P Heavy, Negate, Reach, Two-Handed Hook 4 lbs. 4 Gold
Goedendag 1d8 B Daze, Heavy, Two-Handed, Varied (P) Mutilate 4 lbs. 3 Gold
Handaxe 1d6 S Light, Thrown (30/90) Enfeeble 2 lbs. 3 Gold
Javelin 1d6 P Light, Thrown (40/120) Mutilate 2 lbs. 1 Gold
Kakute 1 P Finesse, Hook, Light II Punch - 4 Gold
Kama 1d4 S Finesse, Light, Press Hook 0.5 lbs. 3 Gold
Kanabo 1d8 B Heavy, Negate, Reliable, Two-Handed Critical 7 lbs. 10 Gold
Knuckle Duster 1d4 B Light II, Punch Mutilate 0.5 lbs. 4 Gold
Knobkerrie 1d6 P Critical, Versatile (1d8) Stagger 1.5 lbs. 4 Gold
Kotiate 1d4 B Cripple, Light II Critical 1.5 lbs. 2 Gold
Longflail 1d8 B Daze, Heavy, Reach, Two-Handed Wrap 5 lbs. 7 Gold
Quarterstaff 1d6 B Negate, Versatile (1d8) Stagger 4 lbs. 5 Silver
Sai 1 B Catch, Finesse, Light II Daze 1 lbs. 4 Gold
Shortsword 1d6 P Finesse, Light Mutilate 1.5 lbs. 10 Gold
Sica 1d4 P Finesse, Light, Wrap Press 1.5 lbs. 12 Gold
Spear 1d6 P Thrown (20/60), Versatile (1d8, Reach) Formation 3 lbs. 1 Gold
Taiaha 1d6 B Two-Handed, Varied (P, S) Flow 3 lbs. 15 Gold
Tekko-Kagi 1d4 S Finesse, Light II, Punch Bleed 1 lbs. 6 Gold
Tewhatewha 1d6 B Daze, Reach, Two-Handed Critical 2 lbs. 2 Gold
Ula 1d6 B Light, Thrown (30/90) Stagger 1.5 lbs 3 Gold
Simple Ranged Weapons
Name Damage Properties Expertise Weight Cost
Atlatl 1d6 P Ammo (80/320), Brawn Critical 1 lbs. 5 Silver
Blowgun 1 P Ammo (25/100) Stagger 1 lbs. 1 Gold
Dart 1d4 P Thrown (30/90) Precise - 1 Silver
Hand Crossbow 1d6 P Ammo (30/120), Light, Load Mutilate 2 lbs. 30 Gold
Heavy Crossbow 1d10 P Ammo (100/400), Load, Two-Handed Mutilate 10 lbs. 60 Gold
Light Crossbow 1d8 P Ammo (80/320), Load, Two-Handed Mutilate 5 lbs. 25 Gold
Sling 1d4 B Ammo (30/120), Daze, Finesse Bleed - 1 Silver
Martial Melee Weapons
Name Damage Properties Expertise Weight Cost
Arming Sword 1d8 S Varied (P) Reliable 2.5 lbs. 15 Gold
Aspis 1 B Formation, Shield (1) Shield (2) 13 lbs. 19 Gold
Bardiche 1d10 S Daze, Two-Handed Stagger 4 lbs. 13 Gold
Bastard Sword 1d8 S Varied (P), Versatile (1d10) Reliable 2.5 lbs. 18 Gold
Bearded Axe 1d8 S Hook Stagger 2.5 lbs. 14 Gold
Bec De Corbin 1d10 P Heavy, Reach, Two-Handed, Varied (B) Negate 5 lbs. 25 Gold
Billhook 1d10 S Heavy, Hook, Reach, Two-Handed Negate 6 lbs. 20 Gold
Buckler 1 B Finesse, Light, Shield (1) Shield (2) 2 lbs. 13 Gold
Chain Whip 1d4 B Daze, Finesse, Negate, Reach Wrap 4 lbs. 19 Gold
Cherev 1d8 S Execution Critical 2.5 lbs 13 Gold
Cleek Axe 1d10 S Hook, Two-Handed Cripple 4 lbs. 16 Gold
Dadao 1d6 S Finesse, Light, Versatile (1d8, Cripple) Reliable 2 lbs. 21 Gold
Double-Bladed Glaive 1d6 S Flow, Two-Handed Cripple 3.5 lbs. 25 Gold
Double-Bladed Sword 1d6 S Flow, Two-Handed, Varied (P) Critical 4.5 lbs. 50 Gold
Dueling Shield 1d4 P Shield (2), Versatile (1d6, Shield (3)) Stagger 11 lbs. 26 Gold
Estoc 2d6 P Critical, Finesse, Heavy, Two-Handed Enfeeble 3 lbs. 25 Gold
Executioner Sword 2d6 S Enfeeble, Execution, Heavy, Load, Two-Handed Mutilate 10 lbs. 30 Gold
Falchion 2d4 S Cripple Mutilate 2.5 lbs 20 Gold
Falx 1d8 S Press, Versatile (1d10) Negate 2.5 lbs. 15 Gold
Fauchard 2d4 S Catch, Reach, Two-Handed Cripple 5 lbs. 25 Gold
Feng Huo Lun 1d4 P Finesse, Light II, Punch, Varied (S) Catch 2 lbs. 11 Gold
Glaive 2d4 S Cripple, Reach, Two-Handed Waylay 5 lbs. 20 Gold
Gou-Rang 1 P Catch, Shield (1) Wrap 1.5 lbs. 14 Gold
Greataxe 1d12 S Execution, Heavy, Two-Handed Mutilate 7 lbs. 15 Gold
Greatsword 2d6 S Heavy, Reach, Two-Handed Waylay 5 lbs. 38 Gold
Gythka 1d6 P Flow, Two-Handed Precise 3.5 lbs. 17 Gold
Halberd 1d10 S Heavy, Reach, Two-Handed, Varied (P) Cripple 5 lbs. 25 Gold
Headhunter Axe 1d10 P Versatile (1d12) Mutilate 3 lbs. 21 Gold
Heater Shield 1d4 B Shield (2) Cripple 11 lbs. 16 Gold
Hook Sword 1d6 S Finesse, Light, Wrap Punch 2 lbs. 14 Gold
Horseman's Flail 1d6 B Daze, Wrap Negate 3 lbs. 17 Gold
Ida 1d8 S Versatile (1d10), Waylay Cripple 2.5 lbs. 14 Gold
Ihe 1d8 P Bleed, Reach, Two-Handed Stagger 4 lbs. 20 Gold
Iklwa 1d6 P Light, Varied (S) Daze 2 lbs. 8 Gold
Isizenze 1d6 S Hook, Light Varied (P) 2 lbs. 10 Gold
Jian 1d8 S Finesse, Varied (P) Precise 2.5 lbs. 20 Gold
Jineta 1d8 S Catch Reliable 2.5 lbs. 20 Gold
Katar 1d6 P Daze, Light, Punch Critical 2 lbs. 13 Gold
Katzbalger 1d8 S Finesse, Waylay Daze 3 lbs. 21 Gold
Martial Melee Weapons
Name Damage Properties Expertise Weight Cost
Khanda 1d8 S Cripple, Versatile (1d10) Mutilate 3 lbs. 23 Gold
Khopesh 1d8 S Reliable Light 2 lbs. 15 Gold
Kite Shield 1 B Shield (3) Formation 10 lbs. 18 Gold
Kopis 1d6 S Daze, Light Critical 1.5 lbs. 12 Gold
Kora 1d8 S Daze Stagger 3 lbs. 15 Gold
Kpinga 1d8 S Thrown (60/180 P) Stagger 3.5 lbs. 19 Gold
Kriegsmesser 2d6 S Two-Handed Cripple 3 lbs. 22 Gold
Kusari-Gama 1d4 S Finesse, Reach (B), Wrap Critical 4 lbs. 24 Gold
Lance 1d12 P Heavy, Reach, Two-Handed Reliable 4 lbs. 20 Gold
Lantern Shield 1d4 P Finesse, Shield (1) Hook 2.5 lbs. 34 Gold
Leiomano 1d4 S Bleed, Finesse, Light Critical 1.5 lbs. 13 Gold
Longsword 1d10 S Two-Handed, Varied (P) Reliable 3 lbs. 28 Gold
Mace 2d4 B Negate Bleed 3 lbs. 9 Gold
Macuahuitl 1d8 S Enfeeble, Versatile (1d10) Cripple 3 lbs. 20 Gold
Makrigga 1d8 P Hook, Reach, Two-Handed Enfeeble 5 lbs. 20 Gold
Mambele 1d6 P Finesse, Press, Wrap Cripple 2 lbs. 15 Gold
Mancatcher 1d6 B Heavy, Hook, Reach, Reliable, Two-Handed Waylay 6 lbs. 20 Gold
Mandau 1d6 S Execution, Light Bleed 1.5 lbs. 14 Gold
Morning Star 1d8 P Cripple Negate 3 lbs. 14 Gold
Naginata 1d10 S Heavy, Reach, Reliable, Two-Handed Precise 5 lbs. 30 Gold
Ngulu 1d8 S Heavy, Reliable, Varied (P) Mutilate 2.5 lbs. 20 Gold
Odachi 1d12 S Heavy, Reliable, Two-Handed Critical 5 lbs. 20 Gold
Pata 1d8 S Daze, Heavy, Varied (P) Shield 4 lbs. 30 Gold
Pandat 1d10 S Critical, Daze, Heavy, Two-Handed Reliable 3 lbs. 28 Gold
Pike 1d10 P Formation, Heavy, Reach, Two-Handed Waylay 6 lbs. 7 Gold
Poleaxe 1d10 S Heavy, Reach, Two-Handed, Varied (B) Critical 5 lbs. 25 Gold
Poutangata 1d6 P Heavy, Light, Stagger Critical 3 lbs. 26 Gold
Pulwar 1d6 S Finesse, Press, Reliable Light 2 lbs. 20 Gold
Rapier 1d8 P Finesse, Precise Shield 2.5 lbs 30 Gold
Rhomphaia 1d10 S Heavy, Press, Two-Handed, Wrap Cripple 4 lbs. 25 Gold
Rondel 1d4 P Critical, Finesse, Light II, Negate Reliable 1 lbs. 7 Gold
Saber 1d8 S Finesse, Reliable Cripple 2.5 lbs. 22 Gold
Scissor 1d6 P Light, Shield (1) Cripple 2 lbs. 25 Gold
Scutum 1 B Formation, Shield (2) Shield (3) 20 lbs. 25 Gold
Shotel 1d8 P Versatile (1d10), Wrap Varied (S) 2.5 lbs. 20 Gold
Smallsword 2d4 P Critical, Finesse Precise 1.5 lbs. 30 Gold
Sodegarami 1d8 P Catch, Heavy, Hook, Reach, Two-Handed Waylay 7 lbs. 28 Gold
Swordbreaker 1d4 P Catch, Critical, Finesse, Light II Shield 1 lbs. 30 Gold
Swordstaff 1d8 P Heavy, Reach, Two-Handed, Varied (S), Waylay Critical 5 lbs. 25 Gold
Martial Melee Weapons
Name Damage Properties Expertise Weight Cost
Te Toanea 1d8 S Bleed, Finesse Stagger 3 lbs. 20 Gold
Tecpatl 1d4 P Enfeeble, Finesse, Light II Bleed 0.5 lbs. 10 Gold
Tepoztopilli 1d8 S Enfeeble, Reach, Two-Handed Cripple 3 lbs. 20 Gold
Tonfa 1d6 B Daze, Light, Punch Shield 2 lbs. 1 Gold
Trident 1d8 P Catch, Heavy, Thrown (40/120), Versatile (1d10) Hook 5 lbs. 9 Gold
Uchigatana 2d4 S Reliable, Two-Handed Precise 3 lbs. 20 Gold
Urumi 1d6 S Finesse, Light, Reach Bleed 2 lbs. 22 Gold
War Pick 1d8 P Critical, Heavy, Varied (B), Versatile (1d10) Mutilate 3 lbs. 12 Gold
War Scythe 1d8 S Press, Reach, Two-Handed Stagger 5 lbs. 15 Gold
Warsword 2d6 S Heavy, Two-Handed, Varied (P) Mutilate 4 lbs. 34 Gold
Whip 1d4 S Cripple, Finesse, Reach, Wrap Critical 1 lbs. 7 Gold
Wolf Tooth Mace 1d10 P Cripple, Heavy, Negate, Two-Handed Reliable 7 lbs. 28 Gold
Yari 1d8 P Reach, Versatile (1d10) Waylay 4 lbs. 6 Gold
Yatagan 1d8 S Finesse, Stagger Mutilate 2 lbs. 15 Gold
Zhanmadao 1d10 S Cripple, Two-Handed Mutilate 4 lbs. 30 Gold
Martial Ranged Weapons
Name Damage Properties Expertise Weight Cost
Arquebus 2d8 P Aim, Ammo (20/400), Load, Two-Handed Critical 20 lbs. 350 Gold
Bola 1d4 B Thrown (50/150), Restrain Daze 1.5 lbs 1 Gold
Longbow 1d10 P Ammo (150/600), Finesse, Precise, Two-Handed Critical 4 lbs. 50 Gold
Net - Restrain, Thrown (5/15) Wrap 1 lbs. 1 Gold
Pistol 1d12 P Aim, Ammo (15/300), Light, Load Critical 10 lbs. 250 Gold
Shortbow 1d8 P Ammo (80/320), Two-Handed Critical 3 lbs. 20 Gold
Warbow 3d4 P Ammo (200/800), Brawn, Heavy, Two-Handed Critical 5 lbs. 60 Gold

Weapon Properties

Aim

As a bonus action, you can forgo half of your movement speed for this turn, and gain advantage on your next attack roll made with this weapon. If the attack hits, the target takes additional damage equal to another roll of this weapon's damage dice.

Ammo

You can use a weapon that has the ammo property to make a ranged attack only if you have the 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.

The normal range is increased by a number of feet equal to 5 x your Dexterity modifier.

If you use a weapon that has the ammo property to make a melee attack, you treat the weapon as an improvised weapon.

Bleed

This weapon is designed to tear things open, leaving painful wounds. A Creature that takes unreduced damage from a bleed weapon must make a Constitution Saving throw at the end of it’s next turn, taking necrotic damage equal to your Proficiency Bonus on a failed Save.

Creatures that do not have or need blood take no additional damage.

If a creature regains hit points before making this Saving throw, it automatically succeeds.

Brawn

You always use your Strength Modifier for attack and damage rolls with this weapon.

Catch

When you are missed by a melee weapon attack made with a sword or similar weapon, you can use your reaction to lock that weapon, along with this one. While a weapon is locked, it cannot be used to attack, and if it has the shield property, the wielder doesn't benefit from it.

The wielder of the weapon you have locked can use its bonus action to attempt to end the lock. To do so, it must beat you in a Strength (Athletics) or Dexterity (Sleight of Hand) Contest (each creature chooses which skill to use separately).

As the Locker, you can end the lock at any time (no action required). The lock also ends if either creature moves away from the other more than 5 feet.

Cripple

When a creature takes damage from this weapon, the it makes its next attack roll at disadvantage.

Critical

This weapon excels at finding weak points, or making its own. The minimum number you need to roll to score a Critical Hit is reduced by one for your first attack each turn made with this weapon.

Daze

The first time you hit a creature with a daze weapon each turn, that creature loses its reaction.

Enfeeble

This weapon opens up a target, or pokes holes in their defenses, the first time you damage a creature with this weapon in a turn, it must subtract 1d4 to the next Saving throw that it makes before the end of your next turn.

Execution

These weapons excel at finishing enemies that you have already essentially beaten. When you damage a prone or stunned creature with this weapon, the target takes an additional 1d6 damage of this weapon's type.

Finesse

When making an attack with a finesse weapon, you use your choice of Strength or Dexterity for the attack rolls and damage rolls.

Flow

The form of this weapon allows you to make multiple attacks with it in quick succession. When you attack with this weapon on your turn, you can make one additional attack with it as a bonus action.

This second attack does not apply your Ability Modifier to the damage (unless that modifier is negative).

Formation

While wielding this weapon within 5 feet of a friendly creature, you can give it a +1 bonus to its Armor Class.

You can change what creature you are defending at any point during your turn at no action cost, or as a reaction to a creature being attacked.

Heavy

Small and Tiny creatures have disadvantage on attack rolls made with heavy weapons.

Hook

When you make a successful attack with this weapon, you can also attempt to grapple the target as a bonus action, using the weapon’s reach. If you succeed on this grapple you can choose one of the following effects:

  • The creature is pulled off of its mount.
  • The creature is pulled up to 10 feet closer to you.
  • The creature is knocked prone.

Once you activate one of these effects the grapple ends.

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 another hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

Light II

When you take the Attack action and attack with a light II weapon that you’re holding in one hand, you can use a bonus action to attack with a different weapon that you’re holding in another hand, whether it has the light property or not. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

Load

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

Mutilate

When you score a Critical Hit with this weapon, roll all of it’s damage dice another additional time.

Other damage dice, such as from Sneak Attack or Divine Smite, do not benefit from this property.

Negate

Damage from this weapon can't be reduced by the effects of medium or heavy armor.

Precise

When you have advantage on an attack roll with this weapon, you can also add 1d4 to your attack roll.

Press

Whenever you hit a creature with this weapon, your next attack made against that creature with this weapon before the start of your next turn is made with advantage.

Punch

Instead of doing this weapon's normal damage, you can instead increase your unarmed strike damage die by 1 die step for attacks made with this weapon. This is unaided by any racial features, such as claws, hooves, teeth, horns, etc.

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.

Reliable

Attack rolls made with this weapon gain an additional +1 bonus.

Restrain

A Large or smaller creature hit by this weapon is restrained and knocked prone until it is freed. This property has no effect on creatures that are formless, or creatures that are Huge or larger.

A creature can use it’s action to make a DC 10 Strength Check, freeing itself or another creature within its reach on a success.

Dealing 5 slashing damage to this weapon (AC 10) also frees the creature without harming it, ending the effect and destroying this weapon.

Shield

While wielding this weapon, your Armor Class increases by the amount listed in parentheses after this property.

If you wield two or more shield weapons, you benefit from all of them, up to a maximum AC bonus of +3. If you’re not proficient in Heavy Armor, this maximum is +2, and If you're not proficient in Medium Armor, this maximum is +1.

Stagger

This weapon is able to disrupt a creature’s movement, when a creature takes damage from this weapon, it’s movement speed is reduced by half until the end of it’s next turn.

Thrown

If a weapon has the thrown property, you can throw the weapon to make a ranged attack. You use the same Ability Modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.

A range appears in parentheses after this property, the range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the long range. When attacking beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.

The normal range is increased by a number of feet equal to 5 x your Dexterity Modifier, and the long range is increased by a number of feet equal to 5 x your Strength Modifier.

Two-Handed

This weapon requires two hands when you attack with it.

Additionally, you can add an additional 1/2 of your Strength modifier for this weapon's damage rolls.

Varied

When you attack with this weapon, you can choose to deal either it’s standard damage type or the damage type listed in parentheses after this property.

Versatile

This weapon can be used with one or two hands. When used in two hands it deals the damage value in parentheses after this property instead of its standard damage. Some properties of this weapon are only active when used in two hands, in which case, they appear in the parentheses with the damage value.

Waylay

If you make your first attack in a combat with this weapon, it deals additional damage equal to your Initiative count - the target's Initiative count on a hit.

Wrap

This weapon is flexible, or curved in design, allowing it to wrap around basic defenses to hit anyway. When you attack with this weapon, you ignore any non-magical bonus granted to the target by a shield weapon. This doesn't apply if you have disadvantage on the attack roll.

Weapon DC

Whenever a property calls for the target of the attack to make a Saving throw, it makes it against your Weapon DC, which is calculated as 8 + your attack bonus with this weapon

Armor

Light Armor Armor Class Stealth Weight Cost
Leather 11 - 6 lbs. 50 Gold
Gambeson 12 - 8 lbs. 5 Gold
Scalemail 13 -1 20 lbs. 75 Gold
Medium Armor Armor Class Stealth Weight Cost
Paper 13 - 15 lbs. 50 Gold
Segmented 14 Slow 25 lbs. 130 Gold
Lamellar 15 Slow 30 lbs. 200 Gold
Heavy Armor Armor Class Stealth Weight Cost
Chainmail 16 - 25 lbs. 100 Gold
Brigandine 17 -1 40 lbs. 800 Gold
Full Plate 18 Slow 45 lbs. 1500 Gold

Light Armor

You can add your Dexterity Modifier to your Armor Class when wearing Light Armor.

Medium Armor

You can add your Dexterity Modifier, up to a maximum of 2, to your Armor Class when wearing Medium Armor.

Additionally, when you are damaged by a weapon attack, you can reduce the amount of damage you take by an amount equal to your proficiency bonus as a reaction.

You cannot do this while prone or grappled.

Heavy Armor

When you are damaged by a weapon attack while wearing Heavy Armor, you can reduce the amount of damage you take by an amount equal to twice your proficiency bonus as a reaction.

You cannot do this while prone or grappled.

Slow

When you try to move silently while wearing this armor, you must move at half of your walking speed or roll with disadvantage.

7

Starting Equipment & Proficiencies

Artificer

Proficiencies


  • Armor: Light Armor, Medium Armor
  • Weapons: Simple Weapons, Aspides, Bucklers, Heater Shields, Lantern Shields
  • Tools: Thieves' Tools, Tinkers' Tools, one type of Artisan's Tools of your choice.

Starting Equipment

  • (a) a Gambeson (b) Paper armor
  • Tinkers' Tools
  • a Dungeoneer's Pack
  • 45 Gold

Barbarian

Proficiencies


  • Armor: Light Armor, Medium Armor
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None

Starting Equipment

  • any 2 simple melee weapons
  • 4 Javelins
  • an Explorer's Pack
  • 30 Gold

Bard

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons, Bucklers, Estocs, Gou-Rangs, Jians, Rapiers, Sabers, Smallswords, Swordbreakers, Urumis, Whips
  • Tools: 3 Bardic Foci of your choice

Starting Equipment

  • (a) a Diplomat's Pack or (b) an Entertainer's Pack
  • any Bardic Focus
  • a Gambeson
  • a Dagger
  • 30 Gold

Cleric

Proficiencies


  • Armor: Light Armor, Medium Armor
  • Weapons: Simple Weapons, Aspides, Bucklers, Gou-Rangs, Heater Shields, Lantern Shields, Maces
  • Tools: None

Starting Equipment

  • (a) a Gambeson (b) Paper Armor or (c) Chainmail (if proficient)
  • (a) a Priest's Pack or (b) an Explorer's Pack
  • a Holy Symbol
  • 45 Gold

Druid

Proficiencies


  • Armor: Light Armor, Medium Armor
  • Weapons: Simple Weapons, Falces, Heater Shields, Ihes, Maces, Macuahuitls, Poutangatas, Scutums, Shotels, Te Toaneas, Tecpatls, Tepoztopillis, Tonfas
  • Tools: Herbalism Kits

Starting Equipment

  • (a) a Gambeson (b) Paper armor
  • an Explorer's Pack
  • a Druidic Focus
  • 15 Gold

Fighter

Proficiencies


  • Armor: Light Armor, Medium Armor, Heavy Armor
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None

Starting Equipment

  • (a) a Gambeson (b) Segmented Armor or (c) Chainmail
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack
  • 45 Gold

Monk

Proficiencies


  • Armor: None
  • Weapons: Simple Weapons, Chain Whips, Dadaos, Feng Huo Luns, Gou-Rangs, Hook Swords, Katars, Tonfas, Urumis (These are all monk weapons)
  • Tools: any one type of Artisans' Tool or any one musical instrument of your choice

Starting Equipment

  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack
  • 10 Darts
  • 15 Gold

Paladin

Proficiencies


  • Armor: Light Armor, Medium Armor, Heavy Armor
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None

Starting Equipment

  • (a) a Priest's Pack or (b) an Explorer's Pack
  • Chainmail
  • A Holy Symbol
  • 45 Gold

Ranger

Proficiencies


  • Armor: Light Armor, Medium Armor
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None

Starting Equipment

  • (a) a Gambeson or (b) Paper armor
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack
  • 45 Gold

Rogue

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons, Bucklers, Estocs, Gou-Rangs, Hand Crossbows, Hook Swords, Jians, Katars, Lantern Shields, Rapiers, Rondels, Shortbows, Smallswords, Swordbreakers
  • Tools: Thieves' Tools

Starting Equipment

  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack
  • Thieves' Tools
  • 30 Gold

Sorcerer

Proficiencies


  • Armor: None
  • Weapons: Daggers, Darts, Light Crossbows, Quarterstaffs, Slings
  • Tools: None

Starting Equipment

  • (a) a Component Pouch or (b) an Arcane Focus
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack
  • 30 Gold

Warlock

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons
  • Tools: None

Starting Equipment

  • (a) a Component Pouch or (b) an Arcane Focus
  • (a) a Dungeoneer's Pack or (b) a Scholar's Pack
  • a Gambeson
  • 30 Gold

Wizard

Proficiencies


  • Armor: None
  • Weapons: Daggers, Darts, Quarterstaffs, Slings
  • Tools: None

Starting Equipment

  • (a) a Component Pouch or (b) an Arcane Focus
  • (a) an Explorer's Pack or (b) a Scholar's Pack
  • a Spellbook
  • 30 Gold
Starting Gold

With the variety of new weapons, it would be a crime to only give the players a select few options to start with.

Every playable class starts you out with some amount of Gold from 15 to 45 Gold Pieces. This Gold is intended to be spent during character creation to buy adventuring equipment such as supplies for traps, rations, ammunition, and especially weapons.

You must be proficient in a certain weapon or armor in order to purchase it at this stage.

You don't need to spend all of your Starting Gold before you play your character, but it is recommended that you spend as much of it as possible to make sure you are properly equipped with all the weapons, armor, and other supplies that you will need for your new adventuring career.

Random Starting Gold

Artificer

8d6 + 8

Barbarian

4d12 + 4

Bard

6d8 + 3

Cleric

18d4

Druid

2d12 + 2

Fighter

8d10 + 1

Monk

4d6 + 1

Paladin

10d8

Ranger

6d12 + 6

Rogue

4d10 + 8

Sorcerer

6d6 + 9

Warlock

12d4

Wizard

4d8 + 12

Feats

Aim Weapon Master

Prerequisite: 4th level or higher
You have trained with firearms and are able to use them more effectively, gaining the following benefits:

  • You don't have to use your bonus action to Aim if you forego all of your movement, rather than half.
  • Once per turn, When you have advantage on an attack roll and hit, you can add +5 to that attack's damage.

Adaptive Combatant

Prerequisite: A Fighting Style
You know how to fight well against different opponents, gaining the following benefits:

  • Increase your Intelligence or Wisdom Score by 1.
  • At the start of every combat, you can change your Fighting Style to another one available to your class, if you have multiple fighting styles, you can change any number of them.

Bloodmaster

Prerequisite: 4th level or higher
You have honed your skills with particular weapons in order to maximize pain, gaining the following benefits:

  • When you score a natural 20 on an attack roll, the target takes one level of exhaustion.
  • When a creature succeeds on its Saving throw against bleed from one of your attacks, it takes half damage instead of no damage.

Critical Hitter

Prerequisite: 10th level or higher
You know how to hit hard, and in the right places. The minimum number you need to roll to score a Critical Hit is reduced by one.

Execution Master

Prerequisite: 4th level or higher
You excel at finishing off enemies in one fell swoop, gaining the following benefits:

  • When you hit a prone or stunned creature with an execution weapon, the extra damage increases to 1d10
  • You can shove as a bonus action.

Finesse Weapon Master

Prerequisite: 4th level or higher
You have practiced extensively with fast weapons, gaining the following benefits:

  • You can disengage as a bonus action.
  • Before you make a melee attack with a finesse weapon,, you can choose to add 5 to your attack roll. If the attack hits, the weapon's damage dice are treated as 1s.

Finesser

Prerequisite: Strength and Dexterity Scores of 15 or higher
You excel at both strength and dexterity based fighting, and gain the following benefits:

  • When you make a weapon attack using Strength, you can add half your Dexterity Modifier to your attack bonus.
  • When you make a weapon attack using Dexterity, you can add your Strength Modifier to the damage roll.
  • You can add both your Strength and Dexterity Modifiers to both Strength and Dexterity saving throws.

Flow Master

Prerequisite: 4th level or higher
You've focused your training on hitting fast, and quickly recovering from your mistakes, gaining the following benefits:

  • When you attack with a flow weapon as a bonus action, you can make 2 attacks instead of 1.
  • When you miss a melee weapon attack, you can make another one with the same weapon as a reaction.

Half Wielder

Prerequisite: Strength Score of 17 or higher
You've figured out how to use two-handed weapons in one hand by cleverly conserving momentum, gaining the following benefits:

  • You can ignore the two-handed property of weapons that are not heavy.
  • Weapons with the versatile property always use their two-handed damage dice for you.

Heavy Weapon Master

Prerequisite: 4th level or higher
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 that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Improvised Weapon Master

Prerequisite: 4th level or higher
You've learned how to make the best of whatever you have available, gaining the following benefits:

  • You gain proficiency with improvised weapons.
  • Whenever you obtain an improvised weapon, you can add one property of your choice, other than ammo, to it.

Light Weapon Master

Prerequisite: 4th level or higher
You have trained in techniques to hit quickly against multiple targets, gaining the following benefits:

  • When you take the Attack action with a light weapon, you can make one additional attack. This attack can't target the same creature.
  • You gain an additional reaction every round that can only be used to make attacks of opportunity.

Reach Weapon Master

Prerequisite: 4th level or higher
You've learned to keep your enemies at bay, gaining the following benefits:

  • Creatures provoke opportunity attacks from you when they move into your reach.
  • When you attack with a reach weapon on your turn, you can attack again with a different part of the weapon as a bonus action. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is 1d4, and it deals bludgeoning damage.

Reactive

Prerequisite: Wisdom Score of 15 or higher
You are able to take 2 reactions each round.

Sentinel

You have mastered techniques to take advantage of every drop in an enemy's guard, gaining the following benefits:

  • Whenever you make an opportunity attack, you can make a grapple or shove instead of a normal attack.
  • Creatures within your reach provoke opportunity attacks even if they took the disengage action.
  • When a creature within your reach makes an opportunity attack against a creature other than you, you can use your reaction to make a melee weapon attack against the attacking creature.

Sentry

You have learned to spend your time in combat wisely. You can take an additional bonus action on your turn, at the cost of all of your movement for that round.

When you do this, you can not use either of your bonus actions to do something such as Cunning Action: Dash, Step of the Wind, or misty step that would result in you leaving your space.

Simple Weapon Master

Prerequisite: Proficiency in all martial weapons
Your training in martial weapons has allowed you to use simple ones even better, gaining the following benefits:

  • You have a +1 bonus to attack and damage rolls with simple weapons.
  • Once per turn, when you have disadvantage on a weapon attack, you can choose to ignore it and roll without disadvantage.

Skirter

Prerequisite: Dexterity or Wisdom Score of 13 or higher
You can cleverly manipulate battlefield positioning to make your foes fight one another, gaining the following benefits:

  • When you are missed by a melee attack, you can cause the attack to hit another creature within 5 feet of you as a reaction. The attack roll is rerolled against the new target.
  • Whenever you take the Dodge action, you gain an additional reaction that can only be used to do the above.

Splitter

Prerequisite: 6th level or higher
You have trained in quickly breaking your enemies apart, you gain the following benefits:

  • When you make a successful weapon attack against a creature that has its maximum hit points, the creature takes an additional 1d8 damage of the same type as the weapon used.
  • When a weapon attack made by you brings a creature below half of its maximum hit points, you are able to make one additional attack against that same creature at no action cost.

Unarmed Master

Prerequisite: unarmed strike that deals at least 1d4 damage
You have an aptitude to fighting with your hands, feet, horns, claws, or teeth, granting you the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Your unarmed strikes gain one of the following properties of your choice: daze, enfeeble, or waylay.

You can take this feat multiple times, selecting a different property every time. From the second time you take this feat onwards, the list of properties you can choose from expands to include bleed, critical, and precise.

Varied Weapon Master

Prerequisite: 6th level or higher
You've gotten good at picking the right technique to deal maximum damage, gaining the following benefits:

  • When you deal damage with a varied weapon, the creature takes whichever of the two damage types would deal more damage against it.
  • When you hit with a weapon attack, you can choose to make it a critical hit. You can do this once and regain the ability to do so when you finish a long rest.

Weapons Expert

Prerequisite: 8th level fighter, and/or 10th level or higher
You have trained with all weapons but become a true master with a select few, gaining the following benefits:

  • Once per turn, you can choose to add your Proficiency Bonus to a weapon damage roll you make.
  • You gain expertise in any 3 weapons of your choice. These weapons gain the extra property shown in the expertise column of the weapons table.

Fighting Styles

Calm Fighting

Fighter, Paladin, Ranger
You have advantage on Saving throws against being Charmed or Frightened.

Corner Fighting

Fighter, Paladin, Ranger
Creatures do not benefit from flanking you.

Countering

Fighter, Paladin
When you are missed by a melee attack, you can make an attack of opportunity against the attacker.

Critical Fighting

Fighter, Paladin, Ranger
When you score a Critical Hit on a weapon attack, you can add your Strength or Dexterity Modifier to the damage roll an additional time.

Deceptive Fighting

Fighter, Paladin, Ranger
You have advantage on attack rolls made to Feint.

Disarming

Fighter, Paladin, Ranger
You have advantage on checks made to Disarm.

Dueling

Fighter, Paladin, Ranger
When you are wielding a melee weapon in one hand and either no weapon, or a weapon with the shield property in the other, you gain a +2 to damage rolls with that weapon.

Flow Weapon Fighting

Fighter, Paladin, Ranger
When you attack with a flow weapon as your bonus action, you can add your Ability Modifier to the damage roll.

Mobile Fighting

Fighter, Ranger
Your walk speed increases by 15 feet.

Reach Fighting

Fighter, Paladin
Your reach for melee weapon attacks increases by 5 feet.

Resilient Fighting

Fighter, Paladin, Ranger
Your Hit Point maximum increases by 1, and increases by 1 again every time you gain a level in this class.

Risky Fighting

Fighter, Ranger
Once per round, you can choose to take disadvantage on an Attack roll. If the attack hits, it is considered to be a Critical Hit. You can do this a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a long rest.

Stable Fighting

Fighter, Paladin, Ranger
You have advantage on Ability checks and Saving throws to avoid being moved against your will or forced prone.

Unarmored Defense

Fighter, Paladin, Ranger
While not wearing armor, your AC is 13 + Your Dexterity or Constitution Modifier, your choice.

12

Death

Death Saving Throws
1d20 Result
1 You take 2 failures, if this kills you, your Resurrection DC increases by an additional 2
2 You take 1 failure, and remove 1 success
3 You take 1 failure, and you make your next Death Saving throw with disadvantage
4 You take 1 failure, if your next Death Saving throw is a 10 or above, treat it as a 9
5 You take 1 failure
6 You make your next Death Saving throw with disadvantage
7 Remove 1 success
8 You take 1 failure and make another Death Saving throw immediately
9 You take 1 failure, unless this would be the 3rd failure, in which case nothing happens
10 You take 1 failure, and make your next Death Saving throw with advantage
11 You take 1 success, and make your next Death Saving throw with disadvantage
12 You take 1 success, unless this would be the 3rd success, in which case nothing happens
13 You take 1 success and make another Death Saving throw immediately
14 Remove 1 failure
15 You make your next Death Saving throw with advantage
16 You take 1 success
17 You take 1 success, if your next Death Saving throw is an 11 or below, treat it as a 12
18 You take 1 success, and you make your next Death Saving throw with advantage
19 You take 1 success, and remove 1 failure
20 You take 2 successes

Resurrection DC

Whenever someone tries to resurrect you, they must make a skill check of some kind, often Religion or Arcana. The DC for this check is your Resurrection DC, which starts at 5, and permanently increases by 1 every time you die.

Remaining Conscious

When you are reduced to 0 hit points but not killed outright, you can make a Constitution Saving throw with the DC equal to half the damage taken, or 10, whichever is higher. If you succeed on this Saving throw, you remain awake during your Death Saving throws. While you are awake but not stable you have the following penalties:

  • You must remain prone, unless you have something to lean on, such as a wall or friendly creature.
  • Your movement speed is halved.
  • You cannot take any bonus actions.
  • You do not benefit from Extra Attack if you have it.
  • You cannot cast spells of the highest level your Spellcasting feature gives you access to.
  • You can't benefit from advantage on attack rolls.

If you take additional damage while in this state, you must repeat the Saving throw.

Getting Back Up

When you are stabilized, either by being healed or taking 3 successes, you stay unconscious until a creature uses an action to shake you awake, or you succeed on a DC 16 Constitution (Perception) check, which you can make once on each of your turns when unconscious.

When you wake up, you do so halfway through your turn, and have access only to half your movement and your action.

Even when you are stabilized, your Death Saving throw failures stay. You can get rid of 1 at the end of a short rest, or 2 at the end of a long rest. If you have Death Saving throw failures at the beginning of a long rest, that long rest cannot be used to remove a level of exhaustion.

Additional Combat Actions

Break Neck

action
Make a melee weapon attack roll contested by the Constitution Saving throw of a creature that you're grappling, which it makes with advantage. If you win the contest, the target takes necrotic damage equal to the result of your attack roll. If this damage reduces the target to 0 hit points, it immediately gains two failed Death Saving throws.

Feint

bonus action
Make a melee weapon attack roll contested by a target creature's Wisdom (Insight) check. If you win the contest, your next two weapon attack rolls made against that creature before the start of your next turn are made at advantage.

You make this initial attack roll at disadvantage if you are wielding a heavy weapon.

Half-Disengage

bonus action
For the rest of the turn, opportunity attacks made against you are made with disadvantage.

Interplace

reaction
When you are grappling a creature and you are targeted by an attack, you can switch places with the grappled creature, causing the attack to target it instead. You do before the attack is rolled.

Pin

attack
Make a Strength (Athletics) check contested by the Strength (Athletics) or Dexterity (Acrobatics) check of a creature you're grappling. On a success, the target is restrained for as long as you have it grappled, and you can choose to force it prone by falling prone yourself.

A creature can attempt to escape this restraining the same way it would escape a grapple, and on a success it is no longer restrained, but is still grappled by you as normal.

Scamper

reaction
When a creature moves to a point where you are within it's melee reach, you can move up to half your walk speed away from it.

Strangle

attack
You deal 1 bludgeoning damage to a creature that you're grappling. This damage doubles every time you do this successively, up to a maximum amount equal to your Strength Score.

Suplex

attack
Make a Strength (Athletics) check contested by the Strength (Athletics) or Dexterity (Athletics) check of a creature you're grappling, on a success, the target is knocked prone, moved to a space within 5 feet of you of your choice, and takes bludgeoning damage equal to the result of your Strength (Atletics) check - the result of its check.

You cannot do this to a prone creature.

Tackle

attack
Make a Strength (Athletics) check contested by the Strength or Dexterity Saving throw of a creature within 5 feet of you, you get a +1 bonus to your roll for every 5 feet you've moved towards the target this turn. On a success, both you and the target fall prone and the target takes bludgeoning damage equal to the result of your Strength (Athletics) check - the result of its Saving throw.

Appendix A: Miscellaneous Rules

Extra Attack and Multiclassing

When you gain the Extra Attack feature from multiple classes, you benefit from all of them, gaining an extra attack for each time you get the feature.

Directional Flanking

When you are to the side of an enemy creature you gain a +2 to your melee attack rolls, and when directly behind an enemy creature you have a +5 to your melee attack rolls.

You only benefit from flanking if another enemy of your target is threatening its space.

A creature can change what direction it is facing at any point. If it does so while it isn't its turn, it provokes an attack of opportunity fro any creature that is now behind or to the side of it.

Glancing Blows

When a weapon attack roll exactly meets its target's Armor Class, it only does half damage, and is inelligable for Sneak Attack.

Initiative Bonus

You can add your choice of your Dexterity or Wisdom Modifier to your Initiative rolls.

Shillelagh

The following weapons are eligible for the shillelagh cantrip:

Clubs, Goedendags, Ihes, Kanabos, Knobkerries, Kotiates, Leiomanos, Longflails, Macuahuitls, Quarterstaves, Taiahas, Te Toaneas, Tecpatls, Tepoztopillis, Tewhatewhas, Tonfas, Ulas

Appendix B: Alternative Weapons


Arming Sword: Spatha, Takoba, Ulfberht
Bauernwehr: Charay, Quaddara
Bearded Axe: Ikakalaka
Buckler: Targe
Chain Whip: Meteor Hammer
Club: Patu
Dadao: Pudao
Dagger: Basilard, Tanto, Wakizashi
Dart: Plumbata
Estoc: Tuck
Falchion: Cutlass, Dha, Golok, Hanger, Messer
Feng Huo Lun: Haladie, Vajra-Mushti
Ge: Ahlspiess, Awlpike
Glaive: Sovnya
Gou-Rang: Madu
Greatsword: Montante, Spadone, Zweihander
Gythka: Cicada Wing Sword
Halberd: Ji
Heater Shield: Pavise, Rotella, Skjoldr
Javelin: Pilum
Jian: Sidesword
Kopis: Falcata
Makrigga: Tiger Hook
Ngulu: Ramdao
Odachi: Nodachi
Pike: Ranseur, Xyston
Rapier: Basket-Hilted Broadsword, Spadroon
Saber: Backsword
Sai: Jitte
Shortsword: Kris, Gladius, Xiphos
Spear: Trident
Swordstaff: Partisan, Spontoon
Uchigatana: Tachi
War Pick: Totokia
Whip: Scourge
Wolf Tooth Mace: Evening Star
Zhanmadao: Bhuj, Darb Sri Gun Chai

Creating Your Own Weapons

You may want to wield a weapon not represented in this book, or you might think that a weapon's given statistics don't accurately reflect it. In any case, you can use this process to customize or create your own weapons.

First, you should choose what weapon you are trying to create. Knowing the weapon's physical characteristics as well as how it was used historically will be able to guide you through the process of translating it into the game.

Second, consider if your weapon of choice could be represented through another weapon's statistics. There are numerous examples of this in Appendix B: Alternative Weapons. Weapons that share very similar features, or are simply another culture's interpretation of the same weapon, can be simply reskinned versions of existing weapons found in this book.

Third, now that you've chosen a unique weapon, you must choose whether it will be simple or martial. From a mechanical standpoint, this will affect how powerful the weapon is, and who can use it effectively. From a storytelling perspective, this distinction should reflect how easy the weapon is to use, how common it is for somebody to be trained in it's use, and how common it may be in society.

Simple weapons have a starting damage die of 1d8, and martial weapons start their damage die at 1d10.

Fourth, augment your weapon with different properties. This book introduces dozens of new properties, all of which can be put in to three groups, positive, neutral, and negative.

Whenever you add a positive property to your weapon, reduce it's damage die by 1 die step, to a minimum of 1d4.

Whenever you add a negative property to your weapon, increase it's damage die by 1 die step, to a maximum of 1d12.

If a weapon's damage die reaches 1d4 or 1d12, you cannot add more properties that would cause it to exceed this range.

Positive Properties: Ammo, Bleed, Catch, Cripple, Critical, Daze, Enfeeble, Execution, Flow, Formation, Hook, Light, Mutilate, Negate, Precise, Press, Punch, Reach, Reliable, Restrain, Shield, Stagger, Thrown, Varied, Waylay and Wrap

Negative Properties: Heavy, Load, Two-Handed

Fourth, decide price and weight. This should be easy to do, simply learn how much the real thing weighs, and round it to the closest half pound. Price gets a little more difficult, figure out about how much material and skill is involved in your weapon, and then look around at other weapons in the rest of the book and try to do the same. Once you've found a weapon that you think would require the same amount of time and resources, simply use that price for your weapon.

Credits

Made by Soupangel44

Art, in order of apperance:
Carthars' Crusade - Karl Kopinski
Weapon Rack - Joe Slucher
Defend the Hearth - Raymond Swanland
Narset, Enlightened Master - Magali Villeneuve

 

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