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Expanding 5e, Weapons, Armor, Spells.


IWantBapo

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Expanding the 5e weapon selection

Weapon Cost Damage Weight Properties
Simple Weapons
Half-hand Knife 5 Cp 1d3 S/P 1/4 lb Finesse, Light, Thrown (10-30ft)
Dagger 5 Sp 1d4 P/S 1 lb Finesse, Light, Thrown (20-60ft)
Tiger's Claw 2 Gp 1d4 S 2 lb Finesse, Light, Monk,
Club 1 Sp 1d4 B 2 lb Light
Baselard 1 Gp 1d4 P 1 lb Finesse, Light,
Sickle 5 Sp 1d4 S 2 lb Light
Light Hammer 2 Gp 1d4 2 lb Light
Pickaxe 5 Cp 1d4 P 5 lb Two-Handed
Quarterstaff 2 Sp 1d6 B 4 lb Versatile (1d8)
Mace 5 Gp 1d6 B 4 lb -
Handaxe 5 Gp 1d6 S 2 lb Light, Thrown (20-60ft)
Spear 8 Gp 1d8 P 5 lb Two-Handed, Thrown (10-30ft)
Short-Spear 5 Gp 1d6 P 3 lb Light, Finesse, Thrown (20-60ft)
Greatclub 2 Sp 1d8 B 10 lb Two-Handed
Lumber Axe 8 Gp 1d8 S 8 lb Two-Handed
Scythe 5 Gp 2d4 S 12 lb Two-Handed
Ranged Simple Weapons
Dart 1 Sp 1d4 P 1/4 lb Light, Finesse, Thrown (20-60ft)
Throwing Dagger 1 Sp 1d4 P 1/4 lb Light, Finesse, Thrown (20-60ft)
Sling 5 Cp 1d4 B   Ammunition, Range (30-120ft)
Shortbow 25 Gp 1d6 P 3 lb Ammunition, Two-Handed, Range (80-320ft),
Light Crossbow 30 Gp 1d8 P 10 lb Ammunition, Two-Handed, Range (80-320ft)
blowgun 10 Gp 1d2 P 1 lb Ammunition, Range (25-100ft), Loading,
Net 1 Gp - 3 lb Special, thrown (range 5/15)
Javelin 5 Sp 1d6 P 2 lb Thrown (30-120ft),

Weapon Cost Damage Weight Properties
Martial Weapons
Battleaxe 10 Gp 1d8 S 4 lb Versatile (1d10)
Flail 10 Gp 1d8 B 2 lb -
Glaive 20 Gp 1d10 S 6 lb Heavy, Reach, Two-Handed
Greataxe 30 Gp 1d12 S 7 lb Heavy, Two-Handed
Greatsword 50 Gp 2d6 S 6 lb Heavy, Two-Handed
Halberd 20 Gp 1d10 S 6 lb Heavy, reach, Two-Handed
Lance 10 Gp 1d12 P 6 lb Special. Reach,
Longsword 15 Gp 1d8 S 3 lb Versatile (1d10)
Maul 10 Gp 2d6 B 10 lb Heavy, Two-Handed
Morningstar 15 Gp 1d8 P 4 lb -
Pike 5 Gp 1d10 P 18 lb Heavy, Reach, Two-Handed
Rapier 25 Gp 1d8 P 2 lb
  Finesse
Scimitar 25 Gp 1d6 S 3 lb
  Finesse, Light
Shortsword 10 Gp 1d6 S 2 lb Finesse, Light
Trident 5 Gp 1d6 P 4 lb Thrown (range 20/60), Versatile (1d8)
War Pick 5 Gp 1d8 P 2 lb -
Warhammer 15 Gp 1d8 B 2 lb Versatile (1d10)
Whip 2 Gp 1d4 S 3 lb Finesse, Reach
Lucerne hammer 30 Gp 1d10 B 10 lb Heavy, Reach, Two-Handed
Lochaber axe 35 Gp 1d10 S 9 lb Heavy, Reach, Two-Handed
Falchion 30 Gp 2d4 S

8 lb

Two-Handed, Heavy
Hand-and-a-half Sword 35 Gp 1d10 S 9 lb Two-Handed
Twinned Sword 50 Gp 1d6/1d6 S 10 lb Two-Handed, Finesse
Orc Twinned Axe 50 Gp 1d8/1d8 S 12 lb Two Handed
Ranged Martial Weapons
Heavy Crossbow 50 Gp 1d10 P 18 lb Ammunition, Two-Handed, Range (100-400ft), Heavy, Loading,
Repeating Crossbow 120 Gp 1d8 P 20 lb Ammunition, Two-Handed, Range (100-400ft), Heavy, Special,
Longbow 50 Gp 1d8 P 4 lb Ammunition, Range (150-600ft), heavy, Two-Handed,
Hand-Crossbow 75 Gp 1d6 P 6 lb Light, Ammunition, Range (40-120ft), Loading,
Chakram 30 Gp 1d6 S 4 lb Light, Finesse, Thrown (10-40ft), Special, Monk,

 

Edited by IWantBapo (see edit history)
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  • 2 months later...
Variant Rule-Set for Armors

Armor

Cost

AC

Strength

Speed

Stealth

Feature

Weight

 

Light Armor


 

Leather

10 GP

11+ Dex

-

-

Adv.

-

5lbs

Gambeson

20 GP

12 + Dex

-

-

-

Advantage against cold environments

10lbs

Studded Leather

30 GP

12 + Dex

-

-

Adv.

-

15lbs

Chain Shirt

100 GP

13+ Dex

-

-

Disad.

-1 Non-Magical Slashing Damage

20lbs

Mage Robes: Silken

100 GP

-

-

-

-

+1 extra AC when using Mage Armor

2lbs

Mage Robes: Runic

300 GP

-

-

-

-

+2 extra AC when using Mage Armor

3lbs

Mage Robes: Warband

500 GP

-

-

-

-

+3 extra AC when using Mage Armor 

4lbs

Spider Silk Armor

750 GP

14+ Dex

-

-

Adv.

Drow cultivated armor from Giant Spiders. Will burn away if alit with fire.

5lbs



 

Medium Armor



 

Hide

15 GP

12 + Str/Dex (Max Mod 3)

-

-

-

Advantage against cold environments

25lbs

Scaled Lorica

50 GP

13+ Str/Dex (Max Mod 3)

-

-

Disad.

-

30lbs

Spiked Armor

75 GP

14 + Str/Dex (Max Mod 3)

Str 13

-5

Disad.

Dwarves Only.  Grapple for 1d4 Non-Magical Piercing Damage. Damage occurs when grapple is kept.

30lbs

Chain Mail

150 GP

15 + Str/Dex (Max Mod 3)

Str  13

-5

Disad.

-2 Non-Magical Slashing Damage

40lbs

Breastplate

200 GP

15 + Str/Dex (Max Mod 3)

Str 15

-5

Disad.

-2 Non-Magical Slashing & Piercing Damage 

30lbs


 

Heavy Armor


 

Ring Mail

150 GP

16

Str 16

-5

Disad.

-3 Non-Magical Slashing Damage

40lbs

Splint Mail

200 GP

17

Str 16

-5

Disad.

+5 HP to hitpoint maximum when wearing this armor.

45lbs

Banded Mail

250 GP

18

Str 17

-10

Disad.

Resist Non-Magical Piercing Damage

50lbs

Half-Plate

600 GP

19

Str 18

-10

Disad.

Resist Non-Magical Slashing Damage

60lbs

Full-Plate

1,500 GP

20

Str 18

-10

Disad.

Resist Non-Magical Slashing & Piercing Damage

65lbs


 

Shields


 

Wooden Shield

5 GP

+1

-

-

-

Weak to fire. Light and allows for Spellcasting & Shillelagh can be cast on this shield

3lbs

Buckler

10 GP

+1

-

-

-

Light and allows for Spellcasting. Bonus Action Shield Bash for 1d4 Bludgeoning.

5lbs

Nylon Sash

20 GP

+1

-

-

-

Light and allows for Spellcasting, can be equipped as a cape.

1 lb

Steel Shield

20 GP

+2

Str 14

-

-

Heavy. Can’t cast spells in shield hand. Bonus Action Shield Bash for 1d6 Bludgeoning. 

8lbs

Tower Shield

30 GP

+3

Str 18

-

-

Heavy. Can’t cast spells in shield hand. Bonus Action Shield Bash for 1d8 Bludgeoning (no modifier). Use an Action to grant yourself Half-Cover.

30lbs

 

Kudos to ReyTakashi for this set of armors and defensive items, Retooling Strength as usable for medium and heavy armors, and speed penalties inspired by earlier editions.

Edited by Ratwalk (see edit history)
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Rule Set for Low Technology and Gritty Iron Age Settings

Material Strength and rolls for Durability
 

Attack rolls determine the weapon discipline of the user. Untrained, and unconditioned warriors will likely break their weapons when compared to trained fighters. A critical hit represents perfect discipline on a hit, and as such does not detract from weapon durability.

A critical failure, in turn, is a failure of discipline on the part of the warrior. On a natural 1, the weapon takes durability points equal to the damage the hit would have dealt. More force means more stress, and eventually means more likely to break.
Broken weapons can still be used, but lose properties associated with their size and weight. For example, a wooden halberd loses the ‘Reach’ property as it is split in half. The DM may even change the weapon depending on the actual breakage (a stone maul is now a club or light hammer). All broken weapons have a -1 to attack and damage rolls until repaired.

 

 

 

Whetstone
Common, Ordinary (less than 2 cp)
While whetstone is not a weapon in and of itself, it is essential for the maintenance of metallic grade weaponry to sustain itself to prevent bending, chipping, and other negative effects. Whetstones grant a +3-durability bonus on weapons of bronze grade and higher, but +6 if you’re proficient in the weapon. However, you must sharpen the weapon in a 5-minute preparation time prior to using it. After this, the bonus is gained for an attack or use against an object. Whetstones have 15 uses before they are no longer usable.

 

Bone weapons
Common, Ordinary (less than 1 gp)

Bone tends to be constructed from either animal or human remains such as teeth, fangs, claws, or jawbones. Weapons made of bone have 18 durability points and have normal stats. This weapon material cannot be used for the following weapons: Whips, flails, swords (long and short).

 

Stone weapons
Common, Ordinary (less than 1 gp)

Stone is not an ideal material for weaponry due to the likelihood of damage to the weapon. If it is used, the stones tend to either be kneaded into a wooden core (such as a macahuitl) or be a fairly small weapon to begin with (such as a stone dagger). Weapons of stone have limitless durability points, but due to their mineral state, are prone to fracture. Fracture causes rock fragments to fly off on rolls below a 5 with the weapon. Any creature within 5 feet of the weapon fracture will take 1 point of bludgeoning damage and lose their bonus action for the duration of the turn it was broken on. This weapon material cannot be used for the following weapons: Whips, flails, swords (long and short).

 

Wooden weapons
Common (1-5 sp)

Wood is an excellent material for those who lack the resources to shape metal. Normal wood varies in density but tends to make fine bludgeons. Wooden weapons cannot produce slashing effects, only piercing or bludgeoning. Weapons of wood have 27 Durability Points. Wood weapons also have the added effect of being the easiest to imbue with magic. The cost of enchanting a wooden weapon or item with magic is half of what it would be for other materials. Wooden weapons kneaded with stone do not experience fractures. Instead, the durability points take the form of individual rocks.

 

Bronze weapons
Mundane (Base price)

The premier metal of the ancient world, bronze was discovered when firing native copper with byproduct metals like tin, forming a malleable metal that could be shaped into incredible figures. For this reason, bronze weapons are the most complex, and therefore have no restrictions on the type of weapon they can be molded into. Bronze weapons have 36 Durability Points, and like all metals can be sharpened to achieve a temporary +1 to attack rolls. Bronze weapons do not fracture, but instead bend or chip out of shape, causing -1 to attack rolls, as the weight of the weapon is off balance.

 

Iron weapons 
Mundane (Base price)

Native iron is a rarity, but business is booming for any who can find a large enough vein. Iron is the heaviest of the metals used in weapons and must be melted down from oxides to create the proper material. Iron produces sharp, durable, and costly weapons. Iron is not as malleable as bronze, however, and certain weapon shapes are impossible with less sophisticated processes. 

Iron weapons have 45 Durability Points, and like all metals can be sharpened to achieve a temporary +1 to attack rolls. Due to iron’s alchemical properties, magical attunement to iron is costly (roughly 100 more gp than base price). Exotic weapons (such as those used by monks) cannot be made of iron.

 

Steel weapons
Uncommon (2x base price)

Steel is the latest of alchemical research, and a heavily guarded secret, producing weapons, tools, and items of unmatched precision. While most carbon steels are heavy, indecipherable from iron, and not nearly as light as bronze. Royalty and noblemen tend to carry these weapons. Steel weapons have 60 Durability Points and have a +1 to attack and damage rolls. The weapons require both a smith, and a metallurgist to create. Sharpening steel weapons increases their damage by the character’s proficiency bonus. Exotic weapons cannot be made of steel. Steel can be bent out of shape by extreme forces or melted.

 

Damascus Steel
Rare (10x base price)

Damascus is named after the ancient city from whence this steel was created. Lost to time, these weapons are known for their mythical sharpness, keeping a honed edge despite years, even centuries of wear and tear. Only ancient crypt walkers or long dead royalty still possess these blades.

Damascus weapons have 75 Durability Points, and a static +2 to attack and damage rolls. Melting appears to be the only way to destroy these weapons.

 

Native Adamantine
Legendary (100x base price)

Adamantine is an unyielding, unbreakable metal said to form near Lodestone and Diamond deposits by Northern natural philosophers. Alchemists have tried and failed to replicate its properties. Only one mortal has ever successfully melted adamantine, Asclepius of Hellas, and he has been rumored dead. This blade requires an investigation into a vein of Adamantine, an Alchemist to ready a fire powerful enough to mold the metal, a master Metallurgist to separate the impurities, and a competent smith to shape the metal into mold, or Sorcerer to Fabricate the metal into shape. Adamantine has unlimited Durability Points, a +3 to attack and damage rolls, but is not immune to magical means of destruction. Asclepius’ Acid is the only substance capable of melting Adamantine otherwise.

 

Celestial Bronze
Legendary (100x base price)

Also known as arsenical bronze, Celestial Bronze matches the versatility of Bronze and infuses it with the properties of the Killer of Kings, the most toxic native metal known to man, Arsenic. It inflicts a horrific agony upon cutting and is said to poison the blood upon a severe enough wound. Natural 20s with these weapons ensure a poisoned condition, and the weapon has a +3 to attack and damage rolls. The weapon deals 1d4 poison damage, which further enhances other poisons applied to this blade, making it as though the poison is magical, overcoming resistance and turning immunity into resistance. Any poison on this weapon increases to the next highest damage dice to maximum of d20.

It is a pity that the smiths who forge such beautiful weapons are driven lame or insane by the vapors produced in the forging process.

 

Edited by Ratwalk (see edit history)
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