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Weapons and Armor
Armor
Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
---|---|---|---|---|---|
Light Armor | |||||
Bone mail | 60 gp | 12 + Dex modifier | — | 15 lb. | |
Medium Armor | |||||
Scaled hide | 75 gp | 13 + Dex modifier (max 2) | — | 25 lb. | |
Lacquered | 100 gp | 14 + Dex modifier (max 2) | — | Disadvantage | 30 lb. |
Chitin | 600 gp | 14 + Dex modifier (max 2) | — | 20 lb. | |
Carapace | 1,000 gp | 15 + Dex modifier (max 2) | — | Disadvantage | 35 lb. |
Heavy Armor | |||||
Shell | 150 | 15 | Str 13 | Disadvantage | 40 lb. |
Shield | |||||
Buckler | 8 gp | +0 | — | — | 3 lb. |
Tower Shield | 50 gp | +2 | Str 15 | Disadvantage | 15 lb. |
Nonmetal Alternatives. Studded leather can use wood or bone studs instead of metal studs. Likewise, the scales or carapaces of large creatures can be fashioned into a suit of scale mail, much like how dragon scale armor is crafted. Substituting armor material in this way requires custom work, and depending on the rarity and complexity of the materials, buyers should expect at least a 25% markup.
Bone Mail. This armor is comprised of padded armor with a weave made of animal or monster bones stitched into its fabric. It often includes a skirt of composite bone and wood. Some sets of bone mail incorporate chest and rib bones that serve mainly as decoration.
Buckler. Bucklers are a special form of defense compatible with two-handed weapons. While you are wearing a buckler and not holding another object with the same hand, you are counted as having an open hand for other tasks, such as spellcasting. Also, while wearing a buckler you can also take actions with two-handed and versatile weapons as if you aren’t wielding a shield. When you are attacked, you can use your reaction to increase your AC by 2 against each attack made by the creature making the attack until the start of your next turn.
Carapace. Made from the hardened shells of monstrous crustaceans, carapace armor is a breastplate worn over a padded shirt. It may include a padded coat or skirt.
Chitin. Chitin armor features plates of treated exoskeletons from gigantic insects. Typically this armor is fashioned into a breastplate and leggings, using leather around joints for flexibility.
Lacquered. This lamellar armor features lacquerer wood plates and bands instead of metal, stitched into a canvas coat.
Scale Hide. Scaled hide armor uses treated hides from giant lizards and drakes for enhanced protection at the cost of added weight.
Shell. This armor is crafted from the shells of turtles or tortoises. It includes a breastplate and backplate made of a single large, carved shell, or multiple small shells, and arm guards and leggings made of a ribbing of split shells.
Tower Shield. This massive shield covers an area larger than a Medium sized humanoid’s body. You can take a bonus action on a turn in which you don’t move more than 10 feet using your movement speed to gain half cover against ranged weapon attacks. By using your action, you can set your shield and duck behind it granting you three-quarters cover until the start of your next turn, until you move using your movement, or make an attack.
A tower shield can’t be used as a spellcasting focus. A character is considered proficient with tower shields if it is proficient in heavy armor, shields, and martial weapons. Holding a tower shield counts as wearing heavy armor.
Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Simple Melee Weapons | ||||
Claw | 8 gp | 1d4 slashing | 1 lb. | Finesse, light, special |
Control rod | 15 gp | 1 piercing | 5 lb. | Special, two-handed |
Knuckle | 1 gp | 1d4 bludgeoning | 1/2 lb. | Light, special |
Scythe | 2 gp | 1d6 slashing | 4 lb. | Two-handed |
Simple Ranged Weapons | ||||
Bola | 5 gp | 1 bludgeoning | 1 lb. | Special, thrown (range 20/60) |
Boomerang | 2 gp | 1d4 bludgeoning | 1/2 lb. | Finesse, light, thrown (range 20/60) |
Lariat | 1 gp | — | 2 lb. | Special, thrown (range 10/30) |
Martial Melee Weapons | ||||
Ball and Chain | 20 gp | 1d12 bludgeoning | 15 lb. | Heavy, two-handed |
Chain whip | 8 gp | 1d6 bludgeoning | 4 lb. | — |
Falchion | 25 gp | 1d6 slashing | 4 lb. | Finesse, versatile (1d10) |
Garrote | 2 gp | — | 1/4 lb. | Special |
Great scimitar | 40 gp | 1d10 slashing | 5 lb. | Finesse, heavy, two-handed |
Halberd (revised) | 20 gp | 1d6 slashing | 6 lb. | Heavy, reach, versatile (1d10) |
Kukri | 2 gp | 1d4 slashing | 1 lb. | Finesse, light, thrown (range 20/60) |
Light flail | 8 gp | 1d4 bludgeoning | 2 lb. | Finesse |
Long spear | 4 gp | 1d10 piercing | 4 lb. | Heavy, reach, two-handed |
Lucerne hammer | 30 gp | 1d10 bludgeoning | 8 lb. | Heavy, reach, two-handed |
Parrying dagger | 10 gp | 1d4 piercing | 1 lb. | Finesse, light, special |
Pike (revised) | 12 gp | 1d10 piercing | 18 lb. | Heavy, special, two-handed |
Saber | 20 gp | 1d8 slashing | 3 lb. | Finesse |
Sickle and chain | 45 gp | 1d4 slashing* | 2 lb. | Finesse, reach*, special, two-handed |
Swordstaff | 15 gp | 1d8 slashing | 4 lb. | Two-handed |
Trident (revised) | 5 gp | 1d8 piercing | 4 lb. | Thrown (range 20/60), versatile (1d10) |
Triple staff | 15 gp | 1d8 bludgeoning | 5 lb. | Two-handed |
War chain | 10 gp | 1d6 bludgeoning | 8 lb. | Reach, two-handed |
War scythe | 8 gp | 1d10 slashing | 4 lb. | Two-handed |
Ball and Chain. This weapon consists of a massive weight attached to a chain with a short handle, not unlike certain prisoner shackles. Only the strongest of warrior can effectively swing this weapon.
Bola. The bola is comprised of two or more weighted balls attached to a cord. When you make an attack with a bola, you automatically attempt to knock your target prone.
Boomerang. A weapon-quality boomerang is a throwing stick. It doesn’t return to you when thrown.
Chain Whip. This whip uses a length of chain instead of leather, allowing for greater power at the cost of agility and weight.
Claw. This weapon is held in a clenched fist or worn as a gauntlet and features two or more sharpened blades. When worn as a gauntlet, a claw can’t be disarmed. You can use feats and class features that require an unarmed strike when using this weapon.
Control Rod. A jagged hook is attached to the end of a pole to make this weapon. When you hit a Medium or smaller creature with it, you can take a bonus action to attempt to grapple it. A creature grappled in this manner which attempts to escape takes 1d4 piercing damage, but only takes this damage once per round. You don’t add your Strength bonus to this weapon’s damage.
A variant of this weapon, called a catch pole, uses a rope or leather cord instead of a spiked hook. A catch pole deals no damage.
Falchion. A falchion is a heavy curved sword used one or two-handed and suited to chopping targets. It counts as a longsword for purposes of feats and class features.
Garrote. This thin length of cord is exceptionally strong and used to choke creatures. You can use it to strangle a creature (see Garroting under Action Options).
Great Scimitar. This weapon is a large two-handed curved sword. The great scimitar counts as a greatsword for the purpose of feats and class features.
Halberd. This weapon can be used inefficiently with one hand to chop like an axe.
Knuckle. The knuckle is a fist-held weapon or gauntlet attachment that allows for stronger punches. If your unarmed damage is higher than the knuckle’s damage, you can use your unarmed damage instead. Some variants of the knuckle include spikes, transforming the damage, including that from an unarmed strike, to piercing. When part of a gauntlet, the knuckle can’t be disarmed. You can use feats and class features that require an unarmed strike when using this weapon.
Kukri. This weapon is a slightly curved blade that can also be thrown. A kukri counts as a dagger for the purpose of feats and class features.
Lariat. A lariat is a stiff rope with a loop on one end. You can only make one attack with this weapon during your turn regardless of how many attacks you can make. A creature hit by this weapon is considered lassoed. While a target is lassoed, you can attempt to shove it. You can only pull a creature toward you unless the creature is no larger than you, in which case you can choose to knock it prone instead. If you are mounted, you may use your mount’s size in place of your own with this weapon. A lassoed creature must be strong enough to carry you in order to move away from you, but it must spend 2 feet of movement for every 1 foot moved unless it is larger than you in which case it can move normally. The lariat can be cut, has AC 10, 10 hit points, and immunity to bludgeoning, cold, necrotic, poison, psychic, and thunder damage.
Light Flail. This flail features a short handle and one to three weighted balls or flanges. Momentum drives this weapon as it whips targets in short, deliberate strokes.
Long Spear. A spear with an elongated shaft allowing it to strike a great distance at the cost of being unsuited for throwing. It counts as a pike for the purpose of feats and class features.
Lucerne Hammer. This polearm has a blunt head in place of an axe blade.
Parrying Dagger. This is a parrying weapon used to catch or deflect blades, and includes weapons like the jutte, main-gauche, sai, and swordbreaker. When missed by a melee weapon, you can use your reaction to attempt to disarm the attacker. This weapon counts as a dagger for the purpose of feats and class features.
Pike. The pike has a reach 10 feet greater than normal, but can’t be used to make attacks against a target within normal reach. When this weapon is allowed a bonus action attack via a feat or class feature, its damage type is never changed to bludgeoning or slashing.
Saber. A saber is single-edged sword held in one hand. It counts as a longsword for purposes of feats and class features.
Scythe. The scythe is a pole with a perpendicular blade generally unsuited for combat.
Sickle and Chain. This weapon is a chain attached to a sickle. The sickle part of the weapon uses your normal melee reach, while the chain part has the reach property and deals bludgeoning damage instead of slashing damage.
Swordstaff. This weapon has a long blade attached to either side of a shaft. The swordstaff counts as a quarterstaff or a spear for the purpose of feats and class features.
Trident. The trident uses two or more prongs to skewer targets for better damage than a spear.
Triple Staff. A weapon composed of three sections of rod joined by chains. It counts as a flail for the purpose of feats and class features.
War Chain. This weapon is a heavy length of chain with weighted ends. The weighted ends can be barbed, changing the damage to piercing.
War Scythe. This scythe is better balanced for battle, employing a curved double edged blade, allowing it to rake targets. A war scythe counts as a glaive for the purpose of feats and class features.