Hollowed Kingdoms Weapons and Armor

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Weapons and Armor

Provided below is a collection of weapons and armor found throughout the world of Hollowed Kingdoms. This is a resource to be used with existing official DnD rules. The official gear as listed in the PHB will not be listed here.


For new items not covered in broader topics (ie specific weapons vs light armor) we will list class inclusions for both existing classes and the project. The Abbreviations are as follows:

  • AF = Artificer
  • BB = Barbarian
  • BD = Bard
  • CL = Cleric
  • DR = Druid,
  • FT = Fighter
  • MK = Monk
  • PD = Paladin
  • RN = Ranger
  • RG = Rouge
  • SR = Sorcerer
  • WK = Warlock
  • WZ = Wizard

Additionally;

  • NM = Nailmaster
  • SC = Soulcaster
  • RK = Royal Knight


For the weapons table, Martial classes (BB, FT, PD, RN & RK) will not be listed in the weapons section as they are already proficient with all weapons, which carries over here, as does the Artificer and Warlock proficiencies with Simple Weapons.

Weapons


Weapon Cost Damage Weight Classes Properties
Single Melee Weapons
Hook 15 GP 1D4 Piercing 2 Lbs DR, MK, RG, SC, SR, WZ Finesse, Hooked, Light
Needle 10 GP 1D6 Piercing 3 Lbs DR, MK Finesse, Reach, Throw (20/60)
Razor 15 GP 1D6 Slashing 3 Lbs CL, SC Cleave, Versatile (1D8)
Tusk 8 GP 1D10 Bludgeoning 25 Lbs DR Excessively Heavy (14), Two-Handed
Martial Melee Weapons
Clawed Staff 25 GP 1D8 Piercing 6 Lbs DR, MK, SC Hooked, Reach, Two Handed
Crystal Pick 20 GP 1D8 Piercing 5 Lbs Martial Only Cracking, Versatile (1D10)
Grand Hammer 100 GP 2D8 Bludgeoning 28 Lbs NM Excessively Heavy (15), Two-Handed, Rare
Great Nail 65 GP 3D4 Slashing 11 Lbs NM Heavy, Nail, Two-Handed
Nail 35 GP 2D4 Slashing 5 Lbs BD, MK, NM, RG Nail, Versatile (1D4 + 1D6)
Needle & Thread 15 GP 1D6 Piercing 4 Lbs MK Finesse, Reach, Tethered, Thrown (20/60)
Pin 10 GP 2D4 Piercing 2 Lbs BD, NM, RG Finesse, Nail
Scythe 30 GP 1D10 Slashing 8 Lbs NM, WK Cleave, Nail, Reach, Two-Handed
Shear Blades 250 GP 3D4 Slashing 10 Lbs NM Heavy, Nail, Two-Handed, Split (1D6 each, Light), Rare
Shell Gauntlets 40 GP 1D6 Bludgeoning 2 Lbs Martial Only Armored, Follow-Up, Two-Handed
Twin Hooks & Thread 35 GP 1D6 Piercing 4 Lbs DR, MK Follow-Up, Hooked, Tethered, Two-Handed
Martial Range Weapons
Aspid Bow 50 GP 1D10 Piercing 10 Lbs Martial Only Ammunition (60/180), Cracking, Heavy, Two-Handed
Shardbreaker 500 GP 2D12 Piercing 35 Lbs Martial Only Ammunition (90/240), Cracking, Cleave, Excessively Heavy (14), Loading*, Rare, Two-Handed
Spineshot 100 GP 2D4 Piercing 7 Lbs BD, RG Ammunition (120/480), Loading, Two-Handed

Property Descriptions

Armored

These weapons feature an armored and defensive structure and grant a +1 bonus to a Creatures AC.

Cleave

These weapons feature large blades designed to carve up enemies. When a creature is reduced to 0 HP with a Cleave weapon, you can deal damage equal to your STR modifier to another creature within reach of the weapon. You can only do this once per attack.

Cracking

These Weapons are built to bypass defenses, with an emphasis on breaking through cover and weaker barriers. When attacking with a Cracking weapon, you may ignore half cover on a target and treat 3/4 Cover has Half Cover. At the DMs discretion, a critical hit can destroy weaker covers (wooden barriers, crumbling walls, etc.).

Excessively Heavy

Excessively Heavy Weapons are unwieldy weapons that are far beyond typical capabilities. An excessively heavy weapon has the same restrictions as a Heavy weapon, but additionally a creature must have a STR stat equal to or greater the number listed after the Property in the table.

Follow-Up

A Two-Handed weapon that has separate pieces held in either hand. A weapon with this property can be used with Two Weapon Fighting rules. The “Light” property is not required and does not impose penalties on weapons with this property with Two-Weapon Fighting

Hooked

These weapons feature a one or more curved points specially made to latch onto items and be difficult to remove. A creature wielding these weapons can use them to attempt to grapple. Regular grapple rules still apply. If a creature would attempt to grapple with a weapon while more than 5ft away, that creature has disadvantage on all checks made in regards to the grapple until or unless they close the distance.

Nail

This property denotes a requirement for certain class abilities and infers no benefit beyond disambiguation. These are Bladed weapons crafted by a skilled smith and are often of a higher quality, though this has no stated mechanical benefit.

Rare

This weapon is uncommon and cannot be selected as starting equipment without the expressed permission of your GM.

Split

Split Weapons are unique in that they function as a single weapon made of a pair of smaller weapons. The stats of these weapons are listed in the properties section of the weapons table and a listed stat applies to both weapons unless otherwise stated.

Tethered

These weapons feature a strong rope or chain attached to them. A creature wielding a tethered weapon can use a bonus action to retrieve a weapon thrown, dropped or otherwise out of the creatures possession. They can only do this if the weapon is free and unobstructed, otherwise it must use an action to wrench it free, making an opposed Athletics (STR) against an enemy creature that is holding the weapon.

Weapon Descriptions

Hook

A Curved blade designed to pierce flesh and stick. A common weapon found the world over, they have good versatility while requiring little skill.

Weapon Cost Damage Weight Classes Properties
Single Melee Weapons
Hook 15 GP 1D4 Piercing 2 Lbs DR, MK, RG, SC, SR, WZ Finesse, Hooked, Light

Needle

A slender weapon coming to a sharp point, they excel at piercing enemies. Favored by the Dexterous.

Weapon Cost Damage Weight Classes Properties
Needle 10 GP 1D6 Piercing 3 Lbs DR, MK Finesse, Reach, Throw (20/60)

Razor

A Short, often crude blade used for hacking and cleaving. Meant to deal large damage while still providing relative ease of use.

Weapon Cost Damage Weight Classes Properties
Razor 15 GP 1D6 Slashing 3 Lbs CL, SC Cleave, Versatile (1D8)

Tusk

A truly massive weapon made from large horns, tusks, etc… A blunt weapon so massive, it seems a greater threat to those wielding it, albeit deadly in strong, capable hands.

Weapon Cost Damage Weight Classes Properties
Tusk 8 GP 1D10 Bludgeoning 25 Lbs DR Excessively Heavy (14), Two-Handed

Clawed Staff

Favored by Guards and constabularies, this long staff ends in an effective clawed hook, providing a mixture of both lethal and non-lethal options for detainment or warfare, as the need arises.

Weapon Cost Damage Weight Classes Properties
Clawed Staff 25 GP 1D8 Piercing 6 Lbs DR, MK, SC Hooked, Reach, Two Handed

Crystal Pick

A specially designed pick originally created to harvest crystals and other super-hard minerals from the grasp of the earth. Many have been repurposed for combat due to their ability to break through almost anything given enough time and force.

Weapon Cost Damage Weight Classes Properties
Crystal Pick 20 GP 1D8 Piercing 5 Lbs Martial Only Cracking, Versatile (1D10)

Grand Hammer

Perhaps the heaviest weapon one could ever encounter, this giant-sized hammer takes the strength of a beast to even attempt to swing. The ground shakes when It finds its mark.

Weapon Cost Damage Weight Classes Properties
Grand Hammer 100 GP 2D8 Bludgeoning 28 Lbs NM Excessively Heavy (15), Two-Handed, Rare

Great Nail

A truly massive Nail meant for the strongest warriors. Capable of slaying a giant monster with a single swing, it requires both power and skill to wield effectively.

Weapon Cost Damage Weight Classes Properties
Great Nail 65 GP 3D4 Slashing 11 Lbs NM Heavy, Nail, Two-Handed

Nail

The Iconic weapon of elite warriors the world over, more enemies have been slain by nails than there are drops in an ocean.

Weapon Cost Damage Weight Classes Properties
Nail 35 GP 2D4 Slashing 5 Lbs BD, MK, NM, RG Nail, Versatile (1D4 + 1D6)

Needle and Thread

An elegant weapon pair, this set is used by those who value reach, range, and mobility. Swift and severe, it is a force to be reckoned with when wielded skillfully.

Weapon Cost Damage Weight Classes Properties
Needle & Thread 15 GP 1D6 Piercing 4 Lbs MK Finesse, Reach, Tethered, Thrown (20/60)

Pin

A slender Nail designed for those with a pension for grace and precision. Despite its size, it is still very powerful in capable hands.

Weapon Cost Damage Weight Classes Properties
Pin 10 GP 2D4 Piercing 2 Lbs BD, NM, RG Finesse, Nail

Scythe

Perhaps no weapon is more evocative of death than the scythe. Found as iconography for cultures around the world, this curved blade is difficult to use but incredibly effective.

Weapon Cost Damage Weight Classes Properties
Scythe 30 GP 1D10 GP 8 Lbs NM, WK Cleave, Reach, Two-Handed

Shear Blades

What appears to be one large sword is in fact 2 weapons that function as a pair. A skilled user is able to bring out the best of both a mighty blade and the 2 swift swords that comprise it.

Weapon Cost Damage Weight Classes Properties
Shear Blades 250 GP 3D4 Slashing 10 Lbs NM Heavy, Nail, Two-Handed, Split (1D6 each, Light), Rare

Shell Gauntlets

These weapons are more akin to heavy gloves, or tiny shields. They are designed for those with defense on the brain and an aptitude for brawling.

Weapon Cost Damage Weight Classes Properties
Shell Gauntlets 40 GP 1D6 Bludgeoning 2 Lbs Martial Only Armored, Follow-Up, Two-Handed

Twinhooks and Thread

Two skillfully crafted hooks conjoined by a long thread. Meant to be thrown and pierce at a distance, these confusing weapons may not pack a punch but feature a million uses for the creative warrior.

Weapon Cost Damage Weight Classes Properties
Twin Hooks & Thread 35 GP 1D6 Piercing 4 Lbs DR, MK Follow-Up, Hooked, Tethered, Two-Handed

Aspid Bow

A powerful short bow designed to duplicate the shot of an Aspid. Its range is very limited for a bow, but its strength is second to none.

Weapon Cost Damage Weight Classes Properties
Aspid Bow 50 GP 1D10 Piercing 10 Lbs Martial Only Ammunition (60/180), Cracking, Heavy, Two-Handed

Shard Breaker

More akin to a portable Balista than a crossbow, this incredibly heavy weapon was initially designed to break into mine walls of remarkably tough minerals. While slow, its power should not be taken lightly. It can and has disrupted and decimated entire squads of enemies in its wake.

Weapon Cost Damage Weight Classes Properties
Shardbreaker 500 GP 2D12 Piercing 35 Lbs Martial Only Ammunition (90/240), Cracking, Cleave, Excessively Heavy, Loading*, Rare, Two-Handed

Spineshot

An effective crossbow designed for use with specialty ammo crafted from enemies. A happy medium for those looking for reliability at range.

Weapon Cost Damage Weight Classes Properties
Spineshot 100 GP 2D4 Piercing 7 Lbs BD, RG Ammunition (120/480), Loading, Two-Handed

Armor


Armor Type Cost AC (Armor Class) Properties Stealth Weight
Silken Padded Armor Light 10gp 11 + DEX Modifier This Armor makes no noise and can be donned or doffed as an action +1 1 Lbs
Warm Clothing Light 50gp 11 + DEX Modifier While wearing the armor, you have advantages on saving throws made against cold enviornments / 8 Lbs
Jagged Armor Medium 100 GP 14 + DEX Modifer (Max 2) The enemy takes piercing damage equal to half the wearers PB, rounded down / 15 Lbs
Chitinous Armor Medium 250 GP 14 + Con Modifier (Max 2) / Disadvantage 25 Lbs
Shelled Armor Medium 500 GP 15 + CON Modifier (Max 2) / Disadvantage 30 Lbs
Pack Armor Heavy 100 GP Variable *See Pack Armor rules below *Disadvantage Variable
Shell Shield Shield 50 GP +2 As an action, you can use this shield as half cover / 3 Lbs
Light Buckler Shield 10 GP +1 This shield does not use your hand. You can use simple items and wield light weapons. / 1 Lbs

Armor Descriptions

Silken Padded Armor

Armor made for stealth and quick movements. It trades its minimal protection in exchange for silence.

Armor Type Cost AC (Armor Class) Properties Stealth Weight
Silken Padded Armor Light 10gp 11 + DEX Modifier This Armor makes no noise and can be donned or doffed as an action +1 1 Lbs

Warm Clothing

Custom made clothing specifically designed for colder climates. Useful for those traversing mountains or braving blizzards.

Armor Type Cost AC (Armor Class) Properties Stealth Weight
Warm Clothing Light 50gp 11 + DEX Modifier While wearing the armor, you have advantages on saving throws made against cold enviornments / 8 Lbs

Jagged Armor

Mostly used by truly bloodthirsty warriors, this armor is made of spikes and points crafted from whatever materials are at hand. It is designed to harm any who attempts to harm the user first

Armor Type Cost AC (Armor Class) Properties Stealth Weight
Jagged Armor Medium 100 GP 14 + DEX Modifer (Max 2) The enemy takes piercing damage equal to half the wearers PB, rounded down / 15 Lbs

Chitinous Armor

Armor crafted from Exoskeletal materials from slain creatures, designed to both menace enemies and protect wearers. Built to take a hit.

Armor Type Cost AC (Armor Class) Properties Stealth Weight
Chitinous Armor Medium 250 GP 14 + Con Modifier (Max 2) / Disadvantage 25 Lbs

Shelled Armor

Crafted from the shells of well armored creatures, Shelled Armor offers a solid balance of defense and weight and is favored by those who would rather bunker down than run around a battlefield.

Armor Type Cost AC (Armor Class) Properties Stealth Weight
Shelled Armor Medium 500 GP 15 + CON Modifier (Max 2) / Disadvantage 30 Lbs

Pack Armor

This armor, while rare, is a site to see. Made of numerous pouches, pockets and storage spaces, it is designed to carry as much gear as possible. Each pouch contains a 3x3x3ft area and has a 1.5ft opening, covered by a latch. The armor also includes several loops, straps, and hooks on which to hang addition gear and carry larger weapons. No set of Pack Armor is the same, as they are often augmented with personal touches and may even include additional functions, which can and should be discussed with your DM.


This Armor increases your carry weight by an additional 100Lbs. Additionally, this pack gives bonuses based on how full the pack is. The max weight the pack can hold is determined by the wearer’s max carry weight + 100lbs. While wearing the armor, you can use an action to retrieve any item stored within the pouches. The AC provided by this armor is determined by the amount of gear and items the armor is carrying, as shown below (please note you must REACH the amount to gain the benefit):

  • 0% - AC = 13, No disadvantage on Stealth Checks
  • 25% - AC = 14 No Disadvantage on Stealth Checks
  • 50% - AC = 15
  • 75% - AC = 16 (Movement reduced by 5ft)
  • 100% - AC = 17 (Movement reduced by 10 ft)
Armor Type Cost AC (Armor Class) Properties Stealth Weight
Pack Armor Heavy 100 GP Variable *See Pack Armor rules below *Disadvantage Variable

(Credit: Labgold15, aka Gor’zix)

Shell Shield

A Shield made from a large Shell found off armored creatures, it is large enough and sturdy enough to serve as solid cover. Fight in the Shade.

Armor Type Cost AC (Armor Class) Properties Stealth Weight
Shell Shield Shield 50 GP +2 As an action, you can use this shield as half cover / 3 Lbs

Light Buckler

A light and maneuverable shield, what it lacks in size, it makes up for in versatility by leaving a hand relatively free.

Armor Type Cost AC (Armor Class) Properties Stealth Weight
Light Buckler Shield 10 GP +1 This shield does not use your hand. You can use simple items and wield light weapons. / 1 Lbs
Game Credit

This Subclass was inspired by the game Hollow Knight by Team Cherry. A labor of love made solely for entertainment purposes and not-for-profit. No copyright infringement is intended.

Designed by: Nick and Labgold15

 

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