Weapons and Armors Revised

by SkullDM

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Revised Weapons and Armors

This is meant for adding more depth to weapons and armors, in addition of extra weapons and armors to be included in the game. Weapons in this document will have extra properties in addition to using one DnD's weapon mastery system.

Extra Weapon properties

  • Mighty: A Mighty weapon has a strength requirement that must be met in order for you to add your attribute score to weapon attack rolls and damage rolls made with the weapon.
  • Delicate: A delicate weapon has a dexterity requirement that must be met in order for you to add your attribute score to weapon attack rolls and damage rolls made with the.
  • Free-handed: A Free-Handed weapon does not consider your hand occupied while wielding.
  • Conceal: A conceal weapon can easily be hidden on your person and any investigation or perception made to find them is made with disadvantage.
  • Finisher : A Finisher weapon does an extra die of it's normal damage to targets that are "Stunned" "Unconscious" or "paralyzed" .
  • Charge: A charge weapon does an extra die of it's normal damage on it's next attack roll when you move equal or more than 20 feet in a straight line.
  • Ensnaring: An Ensnaring weapon helps you bind and constrict your opponents. While wielding one, you have advantage on grappling checks and can use a dexterity (Acrobatics) check to grapple a creature. Furthermore, the extend of your grappling reach is equal to your weapon's reach.
  • Reach (Reworked): All reach weapons have a set amount of reach rather than adding 5 feet to your normal range.
  • Exotic: An exotic weapon requires special practice and a unique style to use properly. Otherwise, it is ineffective and can not be used as a proper weapon.

Extra Weapon Masteries

Slam

Prerequisite: A melee Heavy weapon

Once per turn, you can deal half your attacks damage, rounded down, to all creatures in a 15 foot cube within range. (Flying or hovering creatures are not effected)

Pull

Prerequisite: A reach weapon

If you hit a creature with an attack roll made by this weapon, you can force a creature to make a Strength saving throw with a DC equal to 8 + your Proficiency Bonus + the ability modifier used to make the attack roll. On a failed save, the creature is pulled to an unoccupied space within 5 feet of yourself.

Weapon Expertise

Barbarian, Fighter, Monk and rogue can change their weapon's mastery property once they reach lvl 6.

They can change their weapon's masteries property during a long rest.

Once they reach lvl 11, they can put two weapon masteries on a weapon.

Weapon's revised

Simple weapons

Name Damage Properties Mastery Cost Weight
Cestus 1d6 bludgeoning Free Handed Graze 2sp 1lb
Club 1d4 bludgeoning Light, Conceal Slow 2gp 2lb
Chakram 1d4 slashing light, Finesse, Thrown (20/60) Cleave 3gp 1lb
Dagger 1d4 piercing Light, Finesse, Thrown(20/60), Conceal Nick 2gp 1lb
Greatclub 1d8 bludgeoning Two-handed Push 2sp 10lb
Handaxe 1d6 slashing Light, Thrown(20/60 Puncture 5gp 2lb
Javalin 1d6 piercing Thrown (30/120) Slow 5gp 2lb
Kama 1d6 piercing Light, Conceal Sap 2gp 1lb
Katar 1d4 piercing Light, Finesse, Conceal, Finisher Puncture 3gp 1lb
Light hammer 1d4 bludgeoning Light, Thrown (20/ 60) Nick 2gp 2lb
Mace 1d8 bludgeoning Finisher Sap 5gp 4lb
Nunchaku 2d4 bludgeoning Delicate(14) Topple 3gp 1lb
Quarterstaff 1d6 bludgeoning Versatile(1d8) Topple 2sp 4;b
Sai 1d4 Piercing Light, Finesse, Thrown(20/60) Sap 2gp 1lb
Sickle 1d4 slashing Light, Finisher, Ensnaring Nick 1gp 2lb
Spear 1d6 piercing Reach (10), Charge, Versatile Sap 1gp 3lb
Tekkokagi 1d4 slashing Free handed, Conceal Puncture 2gp 1lb

Ranged simple weapons

Name Damage Properties Mastery Cost Weight
Crossbow, light 1d8 piercing Ammunition, Loading, Range (80/320), Two handed Slow 25gp 5lb
Dart 1d4 piercing Finesse, Thrown (40/ 120), Finisher, Conceal Puncture 5cp 1/4lb
Short Bow 1d6 piercing Ammunition, Range (80, 320), Two-Handed Puncture 25gp 2lb
Shuriken 1d4 slashing Finesse, Thrown (40/120), Finisher, Conceal Slow 4cp 1/4lb
Sling 1d4 Bludgeoning Ammunition, Range (40/120), Conceal Slow 1sp -

Martial weapons

Name Damage Properties Mastery Cost Weight
Battleaxe 1d8 Slashing Vesatile (1d10) Topple 10gp 4lb
Bill 1d10 Piercing Reach (15), Heavy, Two-Handed Pull 15gp 6lb
Claymore 3d4 Slashing Heavy, Two-Handed Graze 60gp 6lb
Dragontooth 2d10 Bludgeoning Mighty(18), Two-handed, Exotic, Heavy Slam 200gp 20lb
Dwarven Greathammer 3d8 Bludgeoning Mighty(18), Two-handed, Exotic, Heavy Slam 250gp 20lb
Executioner Axe 1d10 Slashing Finisher, Two-Handed Cleave 15gp 6lb
Executioner Sword 1d10 slashing Finisher, Two-Handed Sap 15gp 4lb
Flail 1d10 Bledgeoning, Heavy, Finisher Sap 10gp 2lb
Glaive 1d10 Slashing Reach(15), Heavy, Two-Handed Graze 20gp 8lb
Greataxe 1d12 Slashing Heavy, Two-Handed Cleave 30gp 7lb
Greatsword 2d6 Slashing Heavy- Two-Handed Graze 50gp 6lb
Greathammer 1d10 Bludgeoning Mighty(16), Two-Handed, Reach (10), Heavy Push 30gp 18lb
Giant Maul 2d6 Bludgeoning Mighty(18), Two-handed, Heavy, Charge Slam 30gp 16lb
Hallberd 1d10 Slashing Heavy, Reach (15), Charge, Two-Handed, Delicate (15) Cleave 20gp 8lb
Hooked Sword 1d8 Slashing Delicate(15), Finesse, Ensnaring Topple 15gp 12lb
Katana 1d10 Slashing Two-Handed, Mighty (15), Finesse Graze 10gp 4lb
Kanabo 1d10 Bludgeoning Two-handed, Heavy , Charge Push 20gp 13lb
Khopesh 1d8 Slashing Finesse, Finisher Sap 10gp 3lb
Kusarigma 1d6 Slashing Delicate(16), Finesse, Reach(20), Ensnaring Pull 15gp 3lb
Lance 1d10 Piercing Charge, Heavy, Two-Handed(Unless Mounted) Topple 10gp 6lb
Longsword 1d8 Slashing Versatile(1d10) Topple 15gp 3lb
Maul 2d6 Bludgeoning Heavy, Two-Handed Topple 10gp 10lb
Morningstar 1d8 Piercing Versatile(1d10) Sap 10gp 8lb
Naginata 1d10 Slashing reach(10), Finisher, Heavy, Two-Handed Graze 20gp 10lb
Pike 1d10 Piercing Charge, Heavy, Reach (15), Two-Handed, Delicate(15) Push 5gp 18lb
Rapier 1d8 Piercing Finesse, Finisher Puncture 25gp 2lb
Scimitar 1d6 Slashing Finesse, Light Nick 25gp 3lb
Shortsword 1d6 Piercing Light, Finesse Puncture 10gp 2lb
Spiked chain 1d6 Slashing Two-Handed, Ensnaring, Reach (10) Delicate (15) Pull 15gp 6lb
Spitt 1d8 Piercing Thrown (30/60), Charge Graze 10gp 4lb
Swordcane 1d8 Piercing Finesse, Conceal. Puncture 30gp 4lb
Swordspear 1d10 Piercing Thrown(30/60), Charge, Reach (10), Heavy, Two-handed, Delicate(15) Push 25gp 7lb
Scythe 1d10 Slashing Two-handed, Finesse, Mighty (15) Cleave 25gp 7lb
Tonfa 1d6 Bludgeoning Light, Ensnaring Slow 5gp 2lb
Trident 1d8 Piercing Versatile (1d10), Thrown (30/60) Topple 5gp 4lb
Twinblade 2d8 slashing Mighty (15), Finesse, Exotic Cleave 40gp 8lb
Urumi 1d6 Slashing Delicate(14), reach (10), Light, Exotic Cleave 10gp 4lb
War pick 1d8 piercing Finisher Sap 5gp 3lb
War hammer 1d8 Bludgeoning Versatile (1d10) Push 15gp 4lb
Whip 1d4 Slashing Finesse, Reach (10), Ensnaring Pull 10gp 3lb

Ranged Martial Weapons

Name Damage Properties Mastery Cost Weight
Blowgun 1 percing Ammunition, Range(30/100), Loading Puncture 10gp 1lb
Crossbow, Hand 1d6 piercing Ammunition, Light, Loading, range (30, 120) Puncture 75gp 3lb
Crossbow, Heavy 1d10 Piercing Ammunition, Loading, Heavy, Two-Handed, Range (100/400) Push 50gp 18lb
Greatbow 2d8 Piercing Mighty(15),Two-handed,Ammunition,Range(300/1000), Heavy, Exotic Push 80gp 10lb
Longbow 1d8 Piercing Two-handed, Heavy, Two-handed, Range(180/600) Slow 50gp 2b

Ammunition

Name Cost Weight
Arrows(20) 1gp 1lb
Blowgun needles(50) 1gp 1lb
Crossbow bolts(20) 1gp 1lb
Great Arrows(20) 30gp 10lb
Sling bullets 4cp 1lb
Note: The following weapons are added to the list of weapons that work with Polearm Master.

(Naginata, Swordspear, Scythe, Bill, Trident,)

Exotic Arsenal Master

Pre-requisite: Charcater lvl 8

You have undergone proper training to utilize exotic weapons and armors.

Armors and Shields

Extra properties

Exotic: An exotic armor or shield requires special practice and a unique style to use properly. Otherwise, it is ineffective and can not be used as a proper.
Free-Handed: A free handed shield does not consider your hand occupied while wielding it.
Riposte: A riposte shield lets you make an attack as a reaction against a creature that misses you with a melee attack roll.
Parry: A parry shield allows you boost your ac against a melee attack as a reaction.
Cover: A cover shield's large surface allows you to grant an ally within 5ft of you a certain bonus to AC.

Shield proficiency

Shields now have similar categories of light, medium and heavy like armor sets. Any class that gained proficiency with shields and armors, now gains similar proficiency with shields.
Example: A fighter gains proficiency with all shields and all armors but Rangers get proficiency with light shields and medium shields like they get only proficiency with medium and light armors.

Armor's table

Name AC Stealth Strength Exotic Cost Weigh
Light Armors
Padded 11+Dex Disadvantage - No 5gp 8lb
Leather 11+Dex - - No 10gp 10lb
Studded Leather 12+Dex - - No 45gp 12lb
Brigandine 13+Dex Disadvanatge - No 45gp 12lb
Medium Armor
Hide 12+Dex(max2) - - No 10gp 12lb
Chain Shirt 13+Dex(max2) - - No 50gp 20lb
Scale Mail 14+Dex(max2) Disadvanatge - No 50gp 45lb
Spiked Armor 14+Dex(max2) Disadvantage - No 75gp 45lb
Breastplate 14+Dex(max2) - - No 400gp 40lb
Halfplate 15+Dex(max2) Disadvantage - No 750gp 40lb
Chamelion Scales 14+Dex(max3) Advantage - Yes 900gp 45lb
Laminar 15+Dex(max3) - 13 Yes 2000gp 40lb
Heavy Armor
Ring Mail 14 Disadvanatge - No 30gp 40lb
Chain Mail 16 Disadvantage 13 No 75gp 55lb
Splint 17 Disadvantage 15 No 200gp 60lb
Plate 18 Disadvantage 15 No 1500gp 65lb
Night Watcher 17 - 16 No 2000gp 50lb
Impervious 18 Disadvantage 18 Yes 1500gp 70lb
Stone Carved 20 Disadvantage 18 Yes 4500gp 90lb
Giant Plate 20 Disadvantage 18 Yes 1500gp 70lb

Impervious

While wearing this armor, opportunity attacks are made with disadvantage against you.

Stone Carved

While wearing this armor, you have advantage on saves against forcibly being pushed or knocked prone.

Giant Plate

While wearing this armor, you ignore any size restriction for grappling or shoving.

Laminar

While wearing this armor, you can reduce slashing, piercing and bludgeoning damage by 1d10 as a reaction.

Shields

Name AC Stealth Strength Properties Cost Weigh
Light Shields
Arm Guard +1 - - Free-Handed 5gp 2lb
Buckler +1 - - Parry(+2) 10gp 2lb
Parrying Dagger - - - Parry(+1)Riposte(1d4)Finesse 10gp 2lb
Medium Shields
Round Shield +2 - - - 10gp 6lb
Spiked Pavise +1 - 13 Riposte (1d6) 20gp 6lb
Kite Shield +2 Disadvantage 13 Cover (+1) 25gp 7lb
Heavy Shields
Protector +3 Disadvanatge 15 Cover(+2) 40gp 12lb
Tower shield +5 Disadvantage 17 Exotic, Heavy , Cover(+4) 100gp 25lb
Shword +3 Disadvantage 17 Exotic, Heavy, Two-handed, Riposte(2d6) 100gp 25lb
 

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