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
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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.
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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.
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Free-handed: A Free-Handed weapon does not consider your hand occupied while wielding.
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Finisher : A Finisher weapon does an extra die of it's normal damage to targets that are "Stunned" "Unconscious" or "paralyzed" .
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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.
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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.
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Reach (Reworked): All reach weapons have a set amount of reach rather than adding 5 feet to your normal range.
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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 |