Weapons and Armor


Note: All explanations for the different properties and additional options will be listed at the end. You can find the special abilities for Martial Weapons known as “Weapon Arts” here

  • Simple Weapons

    • Melee

      • Club - 1d4 Bludgeoning

      • Heavy Club - 1d6 Bludgeoning, Versatile

      • Seax - 1d6 Slashing; Light

      • Light Spear - 1d4 Piercing; Thrown 10m/40m, Balanced, Versatile

      • Hammer - 1d8 Bludgeoning; Light, Thrown 4m/16m

      • Handaxe - 1d8 Slashing; Light, Thrown  8m/24m

      • Sickle - 1d4 Slashing, Balanced, Light

      • Quarterstaff - 1d8 Bludgeoning, Large, Balanced

    • Ranged

      • Dart - 1d4 Piercing, Thrown 20m/60m, Small

      • Lightbow - 1d6 Piercing; Ranged 20m/100m, Reload 1

      • Light Crossbow - 1d8 Piercing; Ranged 20m/100m, Reload 1

      • Crossbow - 1d10 Piercing; Ranged 40m/80m, Reload 2

      • Sling - 1d4 Bludgeoning, Light, Small, Ranged 20m/100m

  • Martial Weapons

    • Melee Weapons

      • Hammers

        • Flail - 1d6 Bludgeoning, Balanced

          • Weapon Art - Graze

        • Warhammer - 1d10 Bludgeoning; Penetration 1

          • Weapon Art - Push

        • Mace - 1d12; Versatile, Heavy, Penetration 2

          • Weapon Art - Opportune

        • Greathammer - 2d8 Bludgeoning; Heavy, Large, Penetration 1

          • Weapon Art - Rancor

      • Axes

        • War Pick - 1d10 Piercing, Versatile, Penetration 1

          • Weapon Art - Trip

        • Battle Ax - 1d12; Heavy, Versatile, Thrown 4m/12m

          • Weapon Art - Sap

        • Great Ax - 2d8; Heavy, Large

          • Weapon Art - Graze

        • Executioner's Ax, 2d8 Slashing, Heavy, Large

          • Weapon Art - Cleave

      • Swords

        • Dagger - 1d4 Piercing; Thrown (10m/40m), Light, Small, Deadly, Finesse

          • Weapon Art - Nick

        • Shortsword - 1d6 Piercing; Deadly, Finesse, Light

          • Weapon Art - Rapid

        • War Sickle - 1d8 Slashing, Light, Balanced

          • Weapon Art - Dart

        • Arming Sword - 1d10 Slashing/Piercing; Balanced

          • Weapon Art - Vex

        • Scimitar - 1d6 Slashing; Light, Finesse

          • Weapon Art - Cutter

        • Estoc - 1d8 Piercing; Finesse 

          • Weapon Art - Counter

        • Saber - 1d10 Slashing; Balanced

          • Weapon Art - Defend

        • Bastard Sword - 1d12 Slashing/Piercing; Versatile, Large

          • Weapon Art - Rancor

        • Longsword - 2d8 Slashing/Piercing; Heavy, Large

          • Weapon Art - Graze

        • Greatsword - 2d12 Slashing/Piercing; Heavy, Large

          • Weapon Art - Cleave

      • Polearms

        • Javelin - 1d6 Piercing; Balanced, Light, Thrown 20m/40m

          • Weapon Art - Launch

        • Spear - 1d8 Piercing; Balanced, Thrown 4m/12m, Large, Reach

          • Weapon Art - Distract

        • Halberd - d10 Slashing/Bludgeoning; Balanced, Large, Heavy, Reach

          • Weapon Art - 

        • Glaive - d10 Slashing; Finesse, Large, Reach

          • Weapon Art - Cleave

        • Lance - 1d12 Piercing; Large, Heavy, Reach, Deadly, Penetration 2, Charge

          • Rush

        • Pollax - 2d6 Slashing/Piercing; Heavy, Large, Loud, Penetration 1

          • Weapon Art - Defend

    • Ranged Weapons

      • Hand Crossbow - 1d8 Piercing, Ranged 20m/60m, Reload 1, Small, Deadly

        • Weapon Art - Rush

      • Recurve Bow - 1d8 Piercing; Ranged 40m/150m, Reload 1

        • Weapon Art - Slow

      • Heavy Crossbow - 2d8 Piercing; Ranged 40m/150m, Reload 3, Large, Penetration 2

        • Weapon Art - Kick

      • Warbow - 1d10 Piercing; Ranged 50m/200m, Reload 1, Large, Penetration 2

        • Weapon Art - Slow

      • Siege Crossbow - 4d8 Piercing; Ranged 50m/200m, Reload 6, Large, Heavy, Penetration 3

        • Weapon Art - Kick

      • Sniper’s Bow - 1d12 Piercing; Ranged 100m/400m, Reload 2, Large, Penetration 2

        • Weapon Art - Slow

  • Dragon Powder Weapons

    • Dragon Cricket - 2d4; Dangerous (5/20), Ranged 10m/20m, Reload 5, Light, Small

    • Powder Pistol - 3d6; Dangerous (4/20), Penetration 1, Ranged 40m/80m, Reload 6, Light

    • Powder Rifle - 3d12; Dangerous (4/20), Penetration 2, Ranged 50m/100m, Reload 8, Large, Heavy

    • Breath Cannon - 3d4; Dangerous (5/20), 10m Cone, Dexterity Save DC12, Reload 6, Large, Heavy

  • Improvised Weapons

    • These items are not meant to be Weapons but things like a wooden chair can of course be utilized as such. In some cases an improvised weapon can be quite similar to a listed weapon, such as a wooden chair leg mimicking a club and should utilize the same statistics. However, some things such as a pot or broken bottle do not fit in a reasonable way, garnering a basic statistic of using only the Creature’s Strength for its Attack Rolls and doing damage equivalent to that value for the Damage.

      • Weapons such as a carving knife or a camping ax, common items that are similar to weapons utilize a 1d4 as well but a GM could decide that weapon is less deadly and so give it 1d2 damage instead. These weapons if they are thrown have a range of 5m. 

      • Requirements - While most Improvised Weapons wouldn’t have any a GM can denote a larger one (such as a complete door) have a Strength Requirement around 14


Armor: Requires the following to equip or unequip (Light - 1 Minute, Medium - 10 Minutes, Heavy - 30 Minutes [with help]; or half this time to unequip). Shields require an Action for either while Bucklers require a Bonus Action or an Action for either

  • Light Armor - (Increases AC slightly while allowing free movement so no MAX Dexterity Bonus) - Requires a Strength Score of at least 8 to equip without difficulty, and the Armor described (besides the helmet) assumes you have no helmet

    • Helmet - Base AC 11

    • Gambeson - Base AC 11

    • Hardened Hide Armor - Base AC 11

      • Grants +5 to Stealth Rolls while in Nature

    • Leather Armor - Base AC 12

      • Grants +5 to Sleight of Hand Rolls to wear armor without notice, requires an actual Investigation Check (DC = 15 + your Sleight of Hand bonus) to discover on your person if you’re wearing more than thin clothes

    • Thickened Gambeson - Base AC 13

  • Medium Armor - (Increases AC while limiting some Movement, MAX Dexterity Bonus of +2) - You reduce your Swimming and Climbing Speed by half and it Requires a Strength Score of 12 to Wear  without difficulty. Finally, this Armor type is assumed to be using a Helmet for the sake of imagery

    • Great Helm - Grants you Immunity to Critical Hits but garners Disadvantage on all Perception Rolls. However, most can only survive 3 Critical Hits before being Damaged.

    • Light Chain Shirt - Base AC 13

    • Full Chain Hauberk - Base AC 14

    • Light Scale Mail - Base AC 15, Loud

    • Light Coat of Plates - Base AC 16, Loud

  • Heavy Armor - Dexterity does not increase AC, causes -2 to all Perception Checks and Passive Perception (due to your heavy helmet), you have your Swimming and Climbing Speed reduced by half, and you have Disadvantage on any Ability Checks or Saves related to Climbing or Swimming. All are assumed to have large sets of chain (such as a coif and aventail) under all the outer armor. It requires a Strength Score of 14 to equip without difficulty, and grants you Resistance to non-magical Slashing Damage

    • Heavy Chainmail - Base AC 16, Loud

    • Scale Mail - Base AC 17, Loud

    • Heavy Coat of Plates - Base AC 18, Loud

    • Lamellar Armor - Base AC 19, Loud

    • Great Coat of Plates - Base AC 20, Loud

    • Breastplate - Base AC 21, Loud

  • Shields - Increases your AC and Reflex Saves by 2, requires 10 Strength to equip

    • Reaction: Hunker - While you're equipped with a Shield you can use your Reaction to activate this Ability. You can do so when an Attack Roll is made against you with a Ranged or Thrown weapon. This grants you a bonus +2AC against that Attack and any other Ranged or Thrown Attacks until the start of your next turn

  • Bucklers - Increases your AC and your Reflex Saves by 1, requires Strength 8 to equip. The Buckler can be held in the off-hand easily, allowing you to hold Weapons with the Small Property in the same hand or the Large Property in both hand while having this shield equipped. However you cannot utilize it in this way if your Weapon has the Heavy Property.

    • Reaction: Hunker - While you're equipped with a Buckler you can use your Reaction to activate this Ability. You can do so when an Attack Roll is made against you with a Ranged or Thrown weapon. This grants you a bonus +1AC against that Attack and any others like it until the start of your next turn


  • Proficiency

    • Untrained - The Damage Die for the Weapon is reduced by 1 (d4 Weapons deal 1 Damage

    • Proficiency - You can add your Proficiency Modifier to your Attack Rolls and can utilize additional Properties (such as Cleave or Push) of that Weapon

    • Expertise - You can add your 2x Proficiency Modifier to your Attack Rolls

    • Mastery - You can add your 3x Proficiency Modifier to your Attack Rolls

  • Basic Weapon Properties:

    • Balanced

      • Weapons with this property can utilize the wielder’s choice of Strength or Dexterity

    • Charge - Weapons with this Property are difficult to use while moving on foot. They have Disadvantage on Attack and Damage Rolls and gain no benefits from other Properties

      • When a Weapon with this Property it is utilized by a Creature riding a Mount that has moved 10m on that turn the user rolls an additional Damage Die and has Advantage on the first Attack Roll you make on this turn

    • Dangerous - Dragonpowder weapons have yet to gain complete control of this volatile substance and are prone to dangerous combustion

      •  Whenever you make an Attack Roll using a Weapon with this property and the result on the d20 is equal to or lower than the Dangerous Property value the weapon Misfires. If the roll’s total would still hit you deal the Damage appropriately before processing the Misfire 

    • Deadly

      • Weapons with this Property are vicious in moments of surprise and as so they Critically Strike on a 19 or 20 and Critical Strikes deal 1 additional Damage Die. Additionally, when being used while Grappling an enemy all Attacks with these Weapons are done at Advantage

    • Finesse

      • Melee Weapons with this Property use Dexterity instead of Strength as it is only generally useful when used in a precise faction

    • Heavy

      • Weapons with this Property require a Strength of 15 to wield, creatures without this requirement have Disadvantage on Attacks Rolls and Damage Rolls with this Weapon. 

        • Weapons of a size Larger (such as those carried by Giants) than Medium have an “Extra Heavy” Property that functions in the same way but with a Strength of Requirement of 18 and with Giant Weapon having another increase to 21

    • Large

      • Weapons with this Property are quite unwieldy for untrained people and in addition cause large problems to wield while within enclosed spaces such as caves, buildings, or thick forests due to their two-handed nature

    • Light - Weapons with this Property don’t cause difficulty in use while being used in certain situations

      • If you take the Attack Action using a Weapon with this Property and have another Weapon with this Property in your off-hand you can make an Attack Roll using that Weapon as a Bonus Action. You cannot add your Ability Modifier to the Damage Roll on a hit with this Weapon 

        • You can add your Ability Modifier by gaining the Two-Weapon Fighting Style

        • You can utilize this extra Attack with all Weapon by taking the Dual Wielder Feats

        • You can utilize this extra Attack as part of the original Action instead of your Bonus Action by acquiring a Weapon with the Nick Weapon Art

    • Loud 

      • Items with this Property give a -10 to all Stealth Rolls when equipped by a character 

    • Penetration (X) - This Property allows weapons to bypass armor due to their precise nature

      • The value of this Property grants a Bonus to any Attack Rolls using this Weapon against a Creature wearing Heavy Armor, Medium Armor, or strong Natural Armor. Weapons with the Ranged Property don't benefit from this if outside their Standard Range

    • Ranged/Thrown - The Thrown property represents the ability for a Melee Weapon to be used outside of Melee while the Ranged Property represents a missile which cannot be used in Melee

      • This is represented by (X/Y), with X being your Range and Y being Long Range. Attacks can be made against Creatures up to the Long Range value, but Attacks against a Creature between the Range and Long Range grant Disadvantage on the Attack Roll

      • Weapons with Ranged Property used in Melee Range are treated as Improvised Weapons (such as swinging a bow at an enemy’s head)

      • Weapons with the Thrown Property can be Thrown in Melee Range but have Disadvantage on the Throw, but are treated as normale Melee Weapons if swung as normal

      • If a Weapon with the Thrown Property also has the Light or Small Properties you can draw and Throw this Weapon as a part of your Attack Roll once per turn

    • Reach - This property allows someone to strike from a distance, the Range of this Weapon is 4m

      • When a Creature enters this range you can utilize this Property to make an Opportunity Attack against that creature. Additionally, if there is a Creature between you and your target (such as an ally defending you) you can still make your Attack as normal, but cannot gain Advantage from other means as you try to precisely not hit the central Creature. Finally a Creature adjacent to you gives you Disadvantage on Attack Rolls with Weapons that have this Property

        • Long Reach - This variant of Reach is an extension, normally only allotted for Weapons of a substantial length such as the Pike. This grants the Opportunity Attack Advantage if it’s triggered by the Reach Property 

          • However, now if a Creature is adjacent to you it causes even greater issues, they gain Advantage on all Attacks against you in addition to your Disadvantage against them as long as they have a Weapon without the Reach or Long Reach Properties

    • Reload (X) - Weapons with this property must have time taken for them to be made ready again, with the Weapon only allowed to Attack when the Reload Property equals 0. 

      • Weapons with more complicated mechanisms or require a larger projectile will in most cases have a larger Reload Property. In addition, there are other features from either Feats or Classes that may reduce this Property as well

      • The Reload Property is reduced by 1 for Characters Proficient with the Weapon

      • The Reload Property can be reduced by 1 by using an Attack Action, and Characters with the Extra Attack Feature can utilize each Attack in that Action to reduce this Property by 1

      • If a Character reduces this Property to 0 either by Proficiency or Feature then this Property can be ignored by that Character, such as Rangers having Proficiency with the Warbow which has a Reload Property of 1

    • Small

      • Weapons with this Property are easily concealed and are normally Light, granting the user +5 to Sleight of Hand Checks to Conceal this Weapon. If a Target isn’t aware of you having this Weapon and you roll for Initiative that creature is treated as Surprised. This can only be applied if all hostile Creatures that Roll initiative are unaware if fighting multiple opponents

    • Type - Strike/Pierce/Slash

      • Shows if a weapon has multiple types of Damage available to the user

    • Versatile

      • Weapons with this Property have an extended handle or a large staff with a light head that allows for the use of it in either one hand or two. Switching to two increases the Damage Die for Attacks with the Weapon by 1 but appropriately disallows use of other items in your off hand


Quality

  • Weapon Quality

    • Damaged Weapon - You have Disadvantage on Damage Rolls with this Weapon (Dragonpowder Weapons with this Property cannot Fire)

    • Reinforced Weapon - You have Advantage on Damage Rolls with this Weapon (Dragonpowder Weapons with this Property reduce their Dangerous Property instead)

    • Expert Weapon - Gain +1 to all Attack and Damage Rolls with this Weapon

    • Masterwork Weapon - Gain +2 to Attack and Damage Rolls with this Weapon and each has 2 different Weapon Arts

  • Weapon Upgrades

    • Silvered - Weapons that have been coated in an Alchemist’s Quicksilver, granting the ability to ignore some creature Resistance

    • Vicious Weapon - This Weapon has been honed to a fine edge but not of the best quality. You deal an additional +2 Damage with this Weapon but a Critical Failure causes the Weapon to be Damaged

  • Ziran Weapons - Gain +2 to Damage Rolls

    • Balanced Ziran - Gain +2 to Attack Rolls as well

    • Brutal Ziran - Gain +4 to Damage Rolls if they are not wearing Armor and do not have Natural Armor

  • Dragonpowder Quality - Modified via Tinker’s Tools but only can apply 2 of the options below per Weapon. However increases in a bonus, such as a Refined Pistol gaining the Advanced Property, instead replaces the Refined Pistol with the Advanced Pistol

    • Refined - Decrease Dangerous Property by 1

    • Advanced - Decrease Dangerous Property by 2

    • Precise - Double the Ranges of the Weapon

    • Expert Crafted - Increase Attack Rolls by 1

    • Masterwork - Increase Attack Rolls by 2

    • Overpowdered - Increase Damage Die by 1, Increase Dangerous Property by 1

    • Superpowdered - Increase Damage Die by 2, Increase Dangerous Property by 3

    • Extrapacked - Increase DC of Dexterity Saves by 2

    • Large Pellets - Increase DC of Dexterity Saves by 4

    • Spreader - Increase the Cone of Effect of a Weapon by Double

    • Powder Packs - Decrease Reload Property by 1

    • Quicklocks - Decrease Reload Property 2

    • Speedloaded - Decrease Reload Property 3

    • Damaged - It cannot Fire and requires a DC10 Repair Check to fix

    • Broken - It is worse than Damaged, requires DC20 Repair Check, 1 Hour at a Workbench, and 25GP of materials to fix


Weapon Arts

  • Cleave - When you deal Damage with this Weapon you can target an additional Creature adjacent to you with a Weapon Attack as a part of that Attack Action

  • Counter - When a Creature misses you to make an Attack Roll you can use your Reaction to deal Damage equal to your current Weapon’s Ability Modifier 

  • Cutter - When you deal Damage to a Creature with the Bloodied Condition you deal additional Damage equal to your Proficiency Bonus 

  • Dart - When you are targeted by an Opportunity Attack you can use your Reaction to make a Weapon Attack against that Creature

  • Defend - When a Creature targets you with an Attack Roll you can use your Reaction to increase your AC by 2 against just that Attack

  • Distract - After dealing Damage to a Creature with this Weapon you reduce their ability to fight, causing their next Attack Roll to be at Disadvantage. This lasts for up to 1 minute

  • Endure - After dealing Damage to a Creature with this Weapon you increase your ability to survive, granting yourself Advantage on your next Physical [Constitution/Dexterity/Strength] Saving Throw. This lasts for up to 1 minute 

  • Graze - You deal Damage equal to the Ability Modifier you utilize for your Weapon after missing a Weapon Attack

  • Kick - When an enemy enters an adjacent square you can use your Reaction to kick them, dealing [1d4+your Strength Modifier] Bludgeoning Damage and knocking them back 2m

  • Launch - When you make an Attack Roll you deal additional Damage equal to your Proficiency Bonus            

  • Nick - When you are wielding a Weapon with this Property in your Off-Hand you can use the Off-Hand Attack Bonus Action as a part of your Attack Action instead

  • Opportune - When you take an Opportunity Attack with this Weapon you have Advantage on the Roll 

  • Push - After dealing Damage with this Weapon to a Creature of a Large size or smaller you can push them back 4m

  • Rancor - If you have Disadvantage on an Attack Roll you can use this ability before rolling to grant yourself Advantage instead. In exchange your target has Advantage on their next Attack Roll against you

  • Rapid - When you take the Attack Action with this Weapon you can make an additional Rapid Attack as a part of that Action. The Damage from this Attack does not use your Ability Modifier

  • Rush - After making an Attack Roll you can move 4m as a part of this Attack Action

  • Sap - After dealing Damage to a Creature with this Weapon you reduce their ability to survive, granting them Disadvantage on their next Physical [Constitution/Dexterity/Strength] Saving Throw. This lasts for up to 1 minute 

  • Slow - After dealing Damage to a Creature with this Weapon you reduce their Movement Speed on their next turn by 2m 

  • Trip - After hitting with this Weapon to a Creature of a Large size or smaller you can knock them prone, in exchange for only dealing Minimum Damage

  • Vex - After dealing Damage to a Creature with this Weapon you grant yourself Advantage on your next Attack Roll against them with a Weapon of this Type. This lasts until the end of your next turn

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