Table of Contents

Weapons and Armor

Weapons

Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons table.

Accuracy. Weapons default to Accuracy 0; weapons with Accuracy of 1 or greater give an Accuracy bonus to all attacks made with the weapon if one takes the time to aim a single shot. This is in addition to any bonuses for Quality.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, a case, or another container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon.

Armor-Piercing. Attacks with weapons or ammunition with the armor piercing trait are quite effective against armor, by either burning straight through it or passing through unsealed areas.

The AC penalties do not stack together.

Burst Fire. The DC of Dexterity saving throws made against firearms using burst fire is 13 + the attacker's proficiency bonus (not 15) if the attacker has proficiency with the weapon.

Carrier. Carrier effects may be noted for some firearm ammunition or beam weapons; this is a secondary effect that occurs if the initial attack is successful.

Cone. Weapons with “Cone X”, where X is a number, fire a spread of pellets or bullets that are a danger to everyone within X feet of the firer; use the same attack and damage roll against everyone within this area, allowing bonuses for cover to apply for those standing behind other people as well as behind other obstructions. This is most commonly used for shotguns (which fire a spread of pellets) and automatic weapons used to spray an area (using fifteen pieces of ammunition to do so).

Covert. Covert weapons are easily concealed upon the person. You have Advantage on any roll to hide this weapon from a casual observer.

Dire. If you are proficient with a dire weapon, you add your proficiency bonus to damage rolls instead of attack rolls.

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Glove. A glove weapon is worn on your hand or forearm, and you cannot be disarmed of it without the removal of the hand. You can hold or wield objects in a hand fitted with a glove weapon, but you can only attack with a glove weapon if that hand is unoccupied.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Loading. Because of the time required to load or otherwise prepare this weapon, you can only attack with it once when you use an action, bonus action, or reaction, regardless of the number of attacks you can normally make.

Loud. Firearms are very noisy! The following table gauges how difficult it is to hear a gunshot or explosion, by the size of a weapon. There are four brackets, each of which determine the DC of a hearing-based Perception check to hear a gun being fired. The first bracket (“Automatic”) is the maximum distance within which a weapon is so loud, it's impossible not to hear it unless you are deafened. Within that radius, you do not have to make a Perception check to hear it; it is automatically audible. Further away, it is increasingly less certain; the next three columns give a DC which must be passed to hear the sound of a firearm.

Weapon Type Automatic DC 10 DC 15 DC 20
(1) Suppressed or “Silent” Firearm 60 feet 120 feet 240 feet 480 feet
(2) Light Pistol, Musket 200 feet 400 feet 800 feet 1,600 feet
(3) Grenade Launcher*, Heavy Pistol 400 feet 800 feet 1,600 feet 3,200 feet
(4) Rifle, Shotgun, Submachine Gun 800 feet 1,600 feet 3,200 feet 1 ¼ miles
(5) Machine Gun, Stun (Nonlethal) Grenade 1,600 feet 3,200 feet 1 ¼ miles 2 ½ miles
(6) Anti-Personnel Explosion, Grenade 3,200 feet 1 ¼ miles 2 ½ miles 5 miles
(7) Anti-Vehicle Explosion, Tank Cannon 1 ¼ miles 2 ½ miles 5 miles 10 miles

*: This is the sound of a grenade launcher firing, not the sound of an exploding grenade, which is much louder (see further below on the table).

The DC of the Perception check assumes that the firearm is being used in a typical, relatively clear outdoors environment; the DC may be slightly lower when you are surrounded by stone or concrete (since those materials reflect sound, making it louder), or even lower in an enclosed space such as inside a building. On the other hand, the DC may be slightly higher in an environment such as a dense forest where there are many obstacles to diffuse the noise. Use common sense; it may be difficult to hear the sound of a pistol going off, even within the normally “automatic” distance (necessitating a Perception check), if there is a very loud background noise, such as heavy machinery or fireworks.

Misalignment. Barrel chain rifles and harmonica guns suffer a special kind of misfire. When the bullet is not properly aligned, whether due to forgetting to lock in a barrel or misaligning the slide, then the creature risks damaging the gun and itself. When it rolls a 1 on its attack roll, the barrel is considered cracked (as per the disadvantaged misfire rule) and the creature takes 1d4 damage from powder and shrapnel released by the explosion.

Misfire. Whenever you roll an attack roll with a firearm and the result on the die is equal to or lower than a firearm’s Misfire score, the weapon misfires. The attack misses, and the firearm is in danger of breaking completely. You may spend an action to clear the misfire (no check required), but if you do not, a second misfire will cause an explosion and break the weapon. This explosion deals the weapon’s listed damage to you and any creatures or objects within five feet. If the roll you made a misfire on was at disadvantage, the weapon automatically breaks.

Clearing a misfire out of combat similarly requires no check. Repairing a broken firearm, however, requires one hour and an Intelligence-based check with Tinker’s Tools (DC 10 + the firearm’s misfire score). On a success, the weapon is repaired and functional again; failure simply means you must spend another hour to attempt the repairs again. Items with two numbers separated by a slash are particularly reliable; they only suffer a misfire 1/X of the time (1/2 means that on a roll of 1, there is a 50% chance they malfunction, 1/3 means that on a roll of 1, there is a 33% chance, etc.)

Quality. Weapons of low quality have a -1; this manifests as a -1 to all attacks with the weapon. Weapons of exceptionally high quality have a +1 to +3, which adds a Quality bonus to all attacks made with the weapon.

Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. If the range lists two numbers, the first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. (If you otherwise would already have disadvantage on the attack roll, the attack misses regardless of the roll.) You can't attack a target beyond the weapon's long range.

Reach. This weapon adds to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Most weapons have a Reach of 5 feet and are unremarkable; weapons with Reach noted usually have a Reach of 10 feet.

Reload: A firearm may be shot a number of times equal to its Reload score before it must be reloaded by using either an action or a bonus action (Standard firearms require a standard action). You must have one free hand to reload a firearm - although you could use your free action to stow a weapon in your other hand before reloading. A reload action loads a single round into the weapon, or a speedloader, magazine or cell for weapons that are loaded with them, if available.

Returning. If you make a ranged attack with a returning weapon and miss, you catch it at the end of your turn if you still have a free hand. Returning weapons need lots of space to bank and return to the thrower. There must be no obstructions (such as walls or trees) within 5 feet of the target.

Scatter. When you fire a weapon with the scatter property at a target, you may simultaneously attack a second target that is within 5 feet of the first. Use the same attack and damage rolls for both targets.

Scope. Firearms with the scope trait have a scope which facilitates extreme long-range engagements. If you have not moved since the end of your last turn, you can use an action to aim down the scope of a firearm that has this trait at a specific target. Once you do so, you are incapacitated and your speed becomes 0 until the start of your next turn. However, the first attack you make against the target at the start of your next turn is made as if the firearm has a different range value (listed in parentheses), with no long range at which attacking imposes disadvantage on your attack roll.

Short Burst. Firearms with the short burst trait can, fire a number of rounds of ammunition with a single pull of the trigger. This is typically a three-round burst but could be anywhere between two and five.

When you make an attack with a firearm with this trait, you can choose to expend a single round of ammunition as normal, or fire a short burst and expend additional rounds of ammunition as indicated in the parenthesis. If you fire a short burst and successfully hit, you can re-roll a number of the damage dice, as indicated in the parenthesis, accepting the new results.

For example, a bolter has short burst (2), so when you attack you expend three rounds of ammunition and re-roll two of the damage dice if you successfully hit.

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Trip. This weapon can be used to trip a creature, knocking it prone. It uses the same rules as Shoving a Creature. However, you cannot use this weapon to push a creature away.

Two-Handed. This weapon requires two hands when you attack with it. Attempting to attack with only one hand imposes disadvantage on the attack roll. (If you otherwise would already have disadvantage on the attack roll, the attack misses regardless of the roll.)

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property; this is the damage dealt when the weapon is used with two hands to make a melee attack.

Weapons of Unusual Size

The weapons presented are made to be wielded by Small or Medium humanoids. These are considered “standard” weapons. Aside from standard weapons, there are Tiny, Large, and Huge weapons. You might come across such a weapon if you loot the corpse of a Large warrior, or you could have them specifically crafted by a trained artisan. Either way, they are typically not found in common markets.

If a weapon does not have the “special” property, it can exist in one of these unusual sizes. Its cost, weight, and damage depends on its size:

Size Cost Damage Weight Other effects
Tiny × ½ Special* × ⅛ A Medium wielder has disadvantage on attack rolls. A Large or larger character cannot wield a weapon of this size.
Standard × 1 × 1 A Tiny wielder has disadvantage on attack rolls, and does not benefit from the light or finesse properties. A Huge or larger character cannot wield a weapon of this size.
Large × 2 + 1d4 × 8 A Medium wielder has disadvantage on attack rolls, and does not benefit from the light or finesse properties. A Small or smaller character cannot wield a weapon of this size.
Huge × 4 + 3d4 × 64 A Large wielder has disadvantage on attack rolls, and does not benefit from the light or finesse properties. A Medium or smaller character cannot wield a weapon of this size.

* A Tiny weapon has damage dice two steps down from normal: 2d6 or 1d12 becomes 1d8, 1d10 becomes 1d6, 1d8 becomes 1d4, and anything 1d6 or lower becomes 1.

For example, a Medium creature could wield a Large rapier. Wielding this rapier the creature would deal 1d8 + 1d4 damage on a hit, but the creature would have disadvantage on the attack roll, and could not benefit from the rapier's finesse property.

If however the Medium creature was magically enlarged to be of Large size and then took hold of the Large rapier, things would be different. Wielding this rapier the Large creature would still deal 1d8 + 1d4 damage on a hit, but wouldn't suffer disadvantage on the attack roll, and could use the rapier's finesse property.

Weapons

Name Cost Damage Weight Properties
Simple Melee Weapons
Acrobat's Staff 3 gp 1d4 bludgeoning 2 lb. Finesse, Versatile (1d6)
Baseball Bat 5 gp 1d8 bludgeoning 2 lb. Heavy, two-handed
Battle Umbrella 5 gp 1d4 piercing or 1d4 bludgeoning 3 lb. Finesse, light, covert
Bayonet 1 gp d4 as dagger 1 lb. Versatile (d6/d8)
Bayonet, Triangular 5 gp d6 as dagger 1 lb. Versatile (d8/d10)
Blackjack 2 gp 1d4 bludgeoning 1 lb Finesse, special
Bladed Knuckle Duster 2 gp 1d4 slashing/piercing 1 lb Finesse, light, monk
Buckler 5 gp 1 bludgeoning 1 lb Finesse, light, special
Bug-Catching Net 1 gp 1 bludgeoning 2 lb. Light, special
Clawed Glove 3 gp 1 slashing 1 lb. Finesse, glove, light
Club 1 sp 1d4 bludgeoning 2 lb. Light
Crusher 15 gp 1d10 bludgeoning 12 lb. Dire, heavy, two-handed
Dagger 2 gp 1d4 piercing 1 lb Finesse, light, thrown (20/60)
Gauntlet 1 gp 1d4 bludgeoning 1 lb. Glove. light
Gauntlet, Spiked 4 gp 1d4 piercing 1 lb. Glove, light
Gauntlet, Locking 8 gp 1d4 bludgeoning 1 lb. Glove, light
Gun Butt 1d4 bludgeoning Light
Greatclub 2 sp 1d8 bludgeoning 10 lb Two-handed
Greatclub, heavy 5 sp 1d10 bludgeoning 15 lb Heavy, two-handed
Handaxe 5 gp 1d6 slashing 2 lb Light, thrown (20/60)
Home Run Slammer 50 gp 2d8 bludgeoning 2 lb. Dire, heavy, two-handed, destroyed on successful hit
Javelin 5 sp 1d6 piercing 2 lb Thrown (30/120)
Knife 2 gp 1d4 slashing 1 lb Finesse, light
Light Hammer 2 sp 1d4 bludgeoning 2 lb Light, thrown (20/60)
Mace 5 gp 1d6 bludgeoning 4 lb Versatile (1d8)
Prosthetic Hook 5 gp 1d4 piercing 1 lb Light, special
Quarterstaff 2 sp 1d6 bludgeoning 4 lb Two-handed
Sickle 1 gp 1d4 slashing 2 lb. Light
Scythe 2 gp 2d4 slashing 4 lb. Heavy, two-handed, trip
Spear 1 gp 1d6 piercing 3 lb. Thrown (20/60), versatile (1d8)
Spear, agile 20 gp 1d6 piercing 3 lb Thrown (range 20/60), versatile (1d8), finesse
Spear, war 20 gp 1d8 piercing 6 lb Thrown (range 20/60), versatile (1d10)
Spear, long 20 gp 1d6 piercing 5 lb Versatile (1d8), reach
Simple Ranged Weapons
Blowgun 1 gp 1 piercing 1 lb Ammunition (25/100), special
Boomerang 1 gp 2 (1d4) bludgeoning 1 lb. Light, returning, thrown (range 30/120)
Crossbow, Light 25 gp 1d8 piercing 5 lb Ammunition (80/320), loading, two-handed
Dart 5 cp 1d4 piercing 1/4 lb Finesse, thrown (20/60)
Harpoon 3 gp 1d6 piercing 6 lb Special, thrown
Shortbow 25 gp 1d6 piercing 2 lb Ammunition (80/320), two-handed
Sling 1 sp 1d4 bludgeoning - Ammunition (30/120)
Slingshot 5 sp 1d4 bludgeoning 1 lb Ammunition (30/90), two-handed
Staff sling 5 sp 1d6 bludgeoning 2 lb Ammunition (range 50/150), two-handed
Martial Melee Weapons
Ball and Chain 15 gp 1d8 bludgeoning 12 lb. Dire, heavy, versatile (1d10), thrown (range 20/60)
Battleaxe 10 gp 1d8 slashing 4 lb Versatile (d10)
Boomerang Blade 90 gp 1d6 slashing 2 lb. Finesse, returning, special, thrown (range 20/60)
Falchion 5 gp 1d8 slashing 2 lb
Flail 10 gp 1d8 bludgeoning 2 lb Trip
Giant Boomerang 10 gp 1d10 bludgeoning 6 lb. Heavy, returning, thrown (range 20/80), two-handed
Glaive 20 gp 1d10 slashing 6 lb Heavy, reach, two-handed, special
Greataxe 30 gp 1d12 slashing 7 lb Heavy, two-handed
Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed
Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed, trip
Half-pike 5 gp 1d10 piercing 6 lb Heavy, reach, two-handed
Lance 10 gp 1d12 piercing 6 lb. Reach, special
Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10)
Man Catcher 25 gp 1d6 bludgeoning 10 lb Heavy, reach, special, two handed
Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed
Morningstar 15 gp 1d8 bludgeoning/piercing 4 lb Versatile (1d10), special
Pike 10 gp 1d10 piercing 18 lb Heavy, reach, two-handed, special
Pollaxe 20 gp 1d10 bludgeoning 6 lb Heavy, reach, two-handed, trip
Rapier 25 gp 1d8 piercing 2 lb. Finesse
Saber 25 gp 1d8 slashing 2 lb Finesse
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light
Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light
Spiked Chain 30 gp 2d4 piercing 9 lb Finesse, reach, two-handed
Tail Attachment 15 gp 1d8 bludgeoning, slashing, or piercing as type 2 lb. Special (requires a tail)
Trident 5 gp 1d6 piercing 4 lb Thrown (range 20/60), versatile (1d8), trip
War Pick 5 gp 1d8 piercing 2 lb Trip
Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
Whip 2 gp 1d4 slashing 3 lb. Finesse, reach, trip
Martial Ranged Weapons
Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), loading
Bolas 10 gp 1d4 bludgeoning 2 lb Finesse, thrown (20/60), trip
Chakram 3 gp 1d6 slashing 1 lb Thrown (30/80)
Crossbow, Hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Crossbow, Heavy 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Duplex Bow 90 gp 1d4 or 2d4 piercing 2 lb. Ammunition (range 20/60), two-handed, special
Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Longbow, composite (+2) 100 gp 1d8 piercing 4 lb Ammunition (range 150/600), heavy, two-handed, special
Longbow, composite (+3) 150 gp 1d8 piercing 4 lb Ammunition (range 150/600), heavy, two-handed, special
Net 1 gp 3 lb. Special, thrown (range 5/15)
Exotic Melee Weapons
Longsword, elven 50 gp 1d8 slashing 3 lb Versatile (1d10), finesse, exotic (elves)
Greatsword, giant 150 gp 2d8 slashing 18 lb Heavy, two-handed, exotic
Battleaxe, dwarven 30 gp 2d4 slashing 5 lb Versatile (1d10), exotic
Exotic Ranged Weapons
Power Rod 90 gp Special 1 lb Special
Power Staff 120 gp Special 1 lb Special, versatile
Martial Firearms
Arquebus 200 gp 1d10 ballistic 12 lb Range (30/90/270), Pierce 1, Reload 1, Misfire 3, two-handed, loading
Barrel Chain Rifle 800 gp 2d8 ballistic 10 lbs. Ammunition (range 200/800), reload (14), loading, loud, misalignment, two-handed
Blunderbuss 250 gp special 8 lbs. Ammunition (range 20/60), loading, loud, misfire, shot (2d6 piercing), two-handed
Flintlock Pistol 150 gp 1d8 ballistic 2 lb Range (15/60/180), Pierce 1, Reload 1, Misfire 2, light, loading
Musket 750 gp 1d12 ballistic 10 lb Range (40/120/360), Pierce 1, Reload 1, Misfire 2, two-handed, loading
Pocket Pistol 125 gp 1d8 ballistic 1 lb Range (10/40/120), Pierce 1, Reload 1, Misfire 3, light, covert, loading
Scattergun 500 gp 1d8 piercing 12 lb Range (15/30/90), Pierce 0, Reload 1, Misfire 2, scatter, two-handed
Advanced Firearms
Double Hunting Rifle 3,500 gp 2d10 ballistic 10 lb. Range (100/400/1200), Pierce 2, Reload 2, Misfire 2, two-handed
Gatling Gun 7,500 gp 2d8 piercing 20 lb. Range (30/90/270), Pierce 2, Reload 40, Misfire 3, burst, two-handed, heavy
Harmonica Gun 3,000 gp 2d6 piercing 3 lb. Range (40/120/360), Pierce 1, Reload 9; Misfire 2
Howdah Pistol 2,000 gp 2d10 piercing 4 lb. Range (60/200/600), Pierce 2, Reload 1; Misfire 2
Hunting Rifle 3,000 gp 2d10 ballistic 9 lb. Range (100/400/1200), Pierce 2, Reload 1, Misfire 2, two-handed
Lever-Action Rifle 7,000 gp 2d8 piercing 8 lb. Range (80/240/720), Pierce 2, Reload 15, Misfire 2, two-handed
Pepperbox 1,000 gp 1d10 piercing 4 lb. Range (40/120/360), Pierce 2, Reload 4, Misfire 2, light
Pistol 600 gp 1d10 ballistic 3 lb. Range (30/90/270), Pierce 1, Reload 2, Misfire 1, light, loading
Revolver 3,000 gp 2d8 ballistic 3 lb. Range (40/120/360), Pierce 2, Reload 6, Misfire 1, light
Shotgun 1,250 gp 2d8 piercing 7 lb. Range (15/30/90), Pierce 2, Reload 2, Misfire 2, scatter, two-handed
Shotgun, Revolver 1,250 gp 2d8 piercing 8 lb. Range (15/30/90), Pierce 2, Reload 6, Misfire 2, scatter, two-handed
Sniper Rifle 5,000 gp 2d12 ballistic 15 lb. Range (150/600/1800), Pierce 3, Reload 1, Misfire 2, two-handed
Sniper Rifle, Revolver 6,000 gp 2d12 piercing 17 lb. Range (150/600/1800), Pierce 3, Reload 4, Misfire 2, two-handed
Ammunition
Arrows (20) 1 gp 1 lb. duplex bow, longbow, shortbow
Blowgun Needles (50) 1 gp 1 lb - blowguns
Bomb 150 gp Crafted 1 lb. Detonates 1 round after fuse is lit; 2d6 fire damage and 2d6 piercing damage.
Bullet (Musketball) 1 sp 0.1 lb flintlock firearms
Bullet (Pistol) 4 sp 0.1 lb - pistols
Bullet (Big Pistol) 4 sp 0.1 lb - large pistols
Bullet (Rifle) 4 sp 0.1 lb - rifles
Bullet (Big Rifle) 4 sp 0.1 lb - large rifles
Crossbow Bolts (20) 1 gp 1 ½ lb. hand crossbow, heavy crossbow, light crossbow
Shotgun Shells 4 sp 0.1 lb - shotguns
Sling Bullet, Lead (20) 4 cp 1 ½ lb. blowgun, sling, slingshot
Gunpowder Horn 35 gp Rare 2 lb 100 doses of powder for firing musketballs or crafting ammo.
Gunpowder Keg 250 gp Rare 20 lb 1000 doses of powder.
Explosive Cap 1 sp Very Rare 0.01 lb An explosive cap that detonates when struck with sufficient force.

Simple Melee Weapons

Acrobat's Staff: Light enough to carry easily, but springy and sturdy enough to support one's weight in order to perform complex acrobatic maneuvers. Favored by combatants with a mobile, aerial fighting style.

Aspergillum: Used by various faiths to dispense holy water. Holds one flask of holy water and are made of stout steel construction; can be silverplated (+100 gp) or gold plated (+250 gp) for additional cost. The first attack with an aspergillum loaded with holy water dispenses that holy water on the target in addition to the weapon's damage. Alternately, as an action, the wielder can spin the aspergillum and sprinkle holy water in a 10-foot radius. Creatures damaged by holy water, such as fiends or the undead, may attempt a DC 10 Dexterity saving throw. Those that succeed take only half damage from the holy water. It takes an action to fill an aspergillum with holy water.

Baseball Bat: This is used to play a game involving a small white ball; non-Nexus-adjacent commoners just assume that it and the similar 'cricket bat' are both greatclubs meant for smashing in skulls, which is something they are admittedly pretty effective at doing.

Battle Umbrella: A battle umbrella is really two weapons in one. While it can be used as a normal umbrella, it is more commonly used as a covert weapon. When sheathed, the battle umbrella does bludgeoning damage. When you take out the handle, it is a hidden, short rapier that does piercing damage. You can unsheathe or sheathe the blade as a bonus action.

Bayonet. A bayonet is a knife, spike, or similar piece of metal designed to fit on the muzzle of a firearm. Its purpose is to serve as a last resort melee weapon in instances where taking the time to switch weapons is impractical or impossible. Usage of a bayonet is important in determining its damage - if attached to a one-handed weapon, it may only use the listed one-handed damage. If attached to a two-handed firearm, it can be used as a versatile weapon. If used on its own, unattached to a firearm, a bayonet uses the statistics of a dagger.

Bayonet, Triangular: With the ubiquity of socket bayonets, it wasn’t long before someone developed a more effective blade that leaves nastier wounds. The triangular bayonet’s shape leaves irregular punctures that are difficult to heal. A creature using a musket or rifle affixed with a triangular bayonet does 1d8 damage, or 1d10 when wielded with two hands. A creature may also use an un-affixed triangular bayonet on its own, doing 1d6 damage.

Bladed Knuckle Dusters: This special design of Knuckle Dusters has sharp zigzag-shapes for each knuckle, giving them spiked “teeth”. This is coupled with a single-edged blade at the end of the Knuckle Duster.

The weapon deals 1d4 Piercing or Slashing damage -the choice of which must be made during the attack- and scales with any type of martial arts die.

Bug-Catching Net: 2 lb, 1 gp, 1 bludgeoning, light, special.

This handheld wooden net ends in a large loop, with a large and dense net attached to the loop. It is primarily designed to catch butterflies, bees, or other such diminutive creatures.

A Tiny creature hit by a bug-catching net suffers no damage, but is grappled by you, and restrained until it is freed from the grapple. A bug-catching net has no effect on creatures that are amorphous. The restrained creature can use its action to attempt to escape by making a Strength (Athletics) check contested by your Strength (Athletics) check, but the restrained creature automatically fails the contest unless its result is at least 10. Maintaining the grapple requires one hand from you, and you cannot make another attack with this bug-catching net while you are maintaining the grapple.

Dealing 5 slashing damage to the net (AC 10) also frees the restrained creature without harming it, ending the effect and destroying the net.

Clawed Glove: One of these weapons is usually a simple cloth glove with metallic spikes fitted over the fingers. It may be paired with armor, or come in the form of individual finger claws. Its primary value lies in keeping the wielder's hand free.

Crusher: This gargantuan, expertly-crafted weapon of wood and iron is deceptively simple to use - if you're strong enough to swing it. Giants are infamous for crafting and wielding larger versions of these imposing weapons, and they are thus occasionally known as “Giant Crushers.”

Gauntlet: Rather than used solely for protection, a weaponized gauntlet is reinforced for punching attacks, and may feature small barbs or spikes on the knuckles. Suits of armor often incorporate one or two gauntlets like these.

Gauntlet, Locking: A locking gauntlet includes a ratcheting mechanism that can be set or unset with an action. Once set, the user will not drop whatever is held in their locking gauntlet hand regardless of disarm attempts or other circumstances up to and including removal of the limb. You cannot cast spells with a locked gauntlet.

Gauntlet, Spiked: Favored by half-orc and dwarven customers, these fine metal gauntlets sport several solid steel spikes suitable for deterring close combat.

Gun Butt: This is damage inflicted using the butt or stock of a weapon to strike at a melee combatant. Some weapons are designed specifically to inflict more damage when used in such a manner; increase damage to 1d6 for such weapons.

Home Run Slammer: This baseball bat is designed to impart maximum force upon the target, and can only be used with the Attack action; it shatters upon impact, destroying the weapon irrevocably, but deals double normal damage.

Prosthetic Hook: Not every adventurer can afford the cost to have missing limbs replaced with regeneration or full prosthetics. Therefore, this classic utilitarian hook that can be used for a number of activities, including self-defense. You gain advantage on saving throws to avoid having your prosthetic hook disarmed. It takes one minute to properly don a prosthetic hook.

Scythe: This weapon is inspired by the common farming implement used to cut swaths of grown hay, but it has a straight handle and a heavier blade. Despite its humble origins, the scythe is recognized as a symbol of death in many cultures because of its use in reaping. Rather than being too heavy for most smaller creatures, the scythe is too long for Small sized creatures to wield effectively.

Simple Ranged Weapons

Blowgun: A blowgun is a simple ranged weapon consisting of a narrow, long tube designed for firing light projectiles or darts. You attack with the by inserting a needle inside the pipe, then blowing sharply into one end to shoot the projectile out the opposite side. Unlike most ammunition weapons, a blowgun can be both loaded and fired using only one hand instead of two. The force with which you shoot a blowgun needle depends on your exhalation power and lung capacity. When you use ammunition to make a ranged weapon attack with this blowgun, you can add your Constitution modifier to the damage roll instead of your Dexterity modifier.

Boomerang: A boomerang is a thrown tool, typically constructed as a flat aerofoil, that is designed to spin about an axis perpendicular to the direction of its flight. A returning boomerang is designed to return to the thrower. Boomerangs have been historically used for hunting, as well as a sport, and entertainment.

Harpoon: A standard spear for fishing, with a ring attached opposite the bladed end to which a rope or chain may be attached. Whether you need to reel in the big fish or you wish your enemy was just a little closer, these are for you. Targets hit with a harpoon must succeed in a DC 10 Constitution saving throw or have the harpoon lodge in their body. As an action, a harpooned creature can be pulled 20 feet if the target fails a contested Strength (Athletics) check. The harpoon can be removed safely with a successful DC 15 Wisdom (Medicine) check and 2 minutes. Failing this check deals 1d4 slashing damage to the victim. The target can also remove the harpoon violently as an action, but suffers 1d6 slashing damage for doing so.

Slingshot: This weapon consists of a Y-shaped wooden frame to be held in the off hand, with two elastic strips attached to the two upward-facing ends. The other ends of the strips lead back to a pocket that holds the projectile, which is most often a small rock or nut. This simple but effective weapon is often used by children or commoners who lack the means or skill needed to wield crossbows or shortbows.

Martial Melee Weapons

Ball and Chain: This gigantic metal sphere is lined with sparse spikes, and attached to a metal chain. It is designed to be swung from the chain itself like a heavy flail, or thrown like a gigantic sling bullet.

Boomerang Blade: This angled sword is designed to be wielded much like a normal scimitar, but its narrow airfoil design also enables it to be thrown as a returning boomerang. This scimitar has the following properties: thrown (range 20/60), and returning. The damage from this weapon isn't magical.

Giant Boomerang: A giant boomerang is a huge, blunt weapon comprised of hollow metal and that is about four feet across. It is shaped with an airfoil design much like a more common, smaller boomerang, albeit with grips specifically designed to enable it to be wielded as a melee weapon or thrown with both hands. As with more conventional boomerangs, it will return to its wielder if it hits nothing. A Large character, or one who can wield Large weapons without penality, can wield and throw a giant boomerang with one hand instead of two.

Man Catcher: This unusual device features two spring-loaed doors on the 'front'. The weapon is intended to catch the limb or neck of a foe that one wishes to capture. Spikes discourage struggling. The weapon does 1d4 piercing damage when grappling and every turn the target attempts to escape.

Spiked Chain: A heavy barbed chain meant for bashing your enemies with to poke them full of holes. Having good armor is recommended when using this.

Tail Attachment: A weapon without a handle that has been hollowed out for use on the end of a tail, otften used by dragonborn, kobolds and the like. This can be any weapon type, but it deals 1d8 slashing, piercing or bludgeoning as appropriate regardless of its type. When being flanked by an enemy, if an enemy moves or ends its turn behind you, you may use a free action (or reaction if it is not your turn) to make one attack against the target. The target is surprised if hit on the first turn of combat. Note: with Weapons of Unusual Size, this can simulate tail attachments for larger creatures. Creatures with tail attacks add this damage (plus any increase for size).

Whip, Barbed: These whips are made of the finest leather with razor sharp barbs embedded in the end. These are weapons of war and not intended for use with domesticated animals.

Martial Ranged Weapons

Chakram: This exotic disk-shaped throwing blade is decorated with carvings of snakes, tigers, or shooting stars, and can be thrown in such a way as to return to you. However, you must make a DC 10 Dex save to avoid taking 1d6 slashing damage. Duplex Bow: This unusually designed recurved shortbow is specialized for use in close range, and is a common demihuman weapon. When you make an attack with this weapon, you can choose to use one or two pieces of ammunition. If the attack hits, it respectively deals 1d4 or 2d4 piercing damage.

Exotic Melee Weapons

Exotic Ranged Weapons

Power Rod: A power rod is a low-powered magical rod that fuels itself based on the innate magic of the wielder (using the Spell Points variant rule for fueling its effects.) Specific effects depend on the element invoked:

Power Staff: A power staff is a low-powered magical staff that fuels itself based on the innate magic of the wielder (using the Spell Points variant rule for fueling its effects.) Specific effects depend on the element invoked:

Martial Firearms

Arquebus. The most basic combination of barrel, stock, and trigger, arquebuses use actual burning matches to set off their powder charge. This makes them cumbersome to use and load, but also cheap to produce, and therefore quite common.

Barrel Chain Rifle. This rifle has a barrel that is fed by chambers attached to a belt wrapped around the outside the gun, like a machine gun belt. Where it differs from the later belt-fed machine guns is that the chain rifle must be manually loaded and the chamber locked in place before the bullet is fired.

Blunderbuss. This short musket has a flared barrel and is designed to fire shot rather than bullets. Unlike a hand cannon, blunderbusses require specially-made pellets rather than using whatever’s at hand. In a pinch, a blunderbuss can be loaded with improvised shot, but its damage is reduced to 2d4 and until the gun is cleaned during a short rest, any misfire result breaks the barrel (as the improvised shot has compromised it). In melee the blunderbuss may be used as a two-handed club dealing 1d6 damage.

Flintlock Pistol. The first kind of pistol that didn’t require using an actual match, these are muzzle-loading, singleshot pistols. They are simple to build and perhaps the most common firearm around.

Musket. A step up from an arquebus, a musket is a flintlock weapon that uses steel on flint to set off the powder. It is still slow to load, but has slightly better range, packs more of a punch, and weighs less.

Pocket Pistol. A gentleman’s weapon generally used for self-defense, pocket pistols are basic flintlock weapons designed to be easily hidden. They are, however, notably unreliable and short range.

Advanced Firearms

These firearms require more focus to learn, typically through downtime study.

Double Hunting Rifle. A hunting rifle with two barrels, one stacked atop the other.

Gatling Gun. A large, lever-cranked weapon that can be fired rapidly, gatling guns are usually mounted on wagons or carried via complicated leather harnesses. They are exceedingly intricate and expensive to build, making them rare finds in most locations.

Harmonica Gun. A harmonica gun is breech-loaded with a steel slide, containing a number of chambers bored in it which are filled with cartridges. As you fire each shot, you push the slide through a bit to line up the next cartridge. An intricate design, these are rare sights in most areas.

Howdah Pistol. Designed specifically for killing large game, howdah pistols are large-caliber handguns that pack a wallop. They are breech-loaded but single-shot, trading capacity for power.

Hunting Rifle. More sophisticated than a musket, a hunting rifle is a breech-loader and fires cartridges. Its long range makes it popular with hunters and marksmen, although they are not as common or cheap as muskets or arquebuses.

Lever-Action Rifle. The rare product of master gunsmiths, lever-action rifles keep extra rounds in a tubular magazine under the barrel, and each new cartridge is loaded by using the lever that’s part of the trigger guard. They are intricate and difficult to build, making them prized possessions of those lucky enough to own one.

Pepperbox. The simplest method to fire multiple shots without reloading is to have more barrels, as a pepperbox does. All four barrels rotate together to line up the next barrel with the hammer.

Pistol. A slight upgrade from the flintlock, the pistol has two barrels stacked on top of each other and is more reliable. They are a common sight with guards and soldiers in some places.

Revolver. Considered by many the pinnacle of handguns, revolvers use rotating chambers with a single barrel. They are reliable, easier to clean and reload, and can fire six times before reloading. Their mechanical complexity, however, can sometimes make them difficult to find or afford.

Shotgun. An upgrade from scatterguns, shotguns have two barrels, are breach-loaded, and are set off by a hammer instead of a flint. They are additionally more reliable and hit harder, and this extra bit of craftsmanship generally makes them more expensive as well.

Shotgun, Revolver. A further upgrade to the shotgun that uses the revolver loading mechanism. They are additionally more reliable and hit harder, and this extra bit of craftsmanship generally makes them more expensive as well.

Sniper Rifle. Sniper rifles are essentially hunting rifles that have been machined to a higher degree of precision and quality. This results in better range, damage, but also more weight and skill to craft, and they can often be very difficult to find.

Sniper Rifle, Revolver. Even rarer than its single-shot brother, the revolver sniper rifle operates on the same principles, but carries four cartridges in revolving chambers, allowing for faster follow-up shots and less time spent reloading.

Ammunition

Arrows: This is the cost for standard arrows that inflict the damage listed for the bow in question. For enchanted or enhanced arrows, see below. 1 lb and 2 gp per 20.

Arrows, Barbed Barbed arrows have curved spikes on their heads, making them more difficult to remove (inflicting 1d8 extra damage if forcibly removed, or 1d10 minus a Medicine check if surgically removed over the course of ten minutes. If attached to a rope, range increment is reduced to 30 feet, but if embedded into a target the shooter can drag the target, who is considered grappled (d4 damage and can be dragged as the shooter likes). 3 lb per 20, 20 gp per 20.

Arrows, Bodkin: These arrows have a hardened spike as a head, and are designed for punching through heavy armor. Bodkin arrows have the armor piercing (-1) ability. 1 lb and 4 gp per 20.

Arrows, Detonation: Detonation arrows are connected to a detonator set to a specific frequency. A creature with an arrow detonator may use their bonus action to detonate up to 10 Detonating arrows within 200 feet. Creatures within 5 feet of this arrow must make a DC 10 Dexterity save or take 1d6 fire damage on a failed save or half as much on a successful one. Creatures impaled on a detonation arrow automatically fail their save. 1 lb per 10, 100 gp per 10.

Arrows, Ensnarement: A creature hit with this arrow must succeed a DC 10 Dexterity save or become restrained. A creature restrained this way may use their action to attempt a DC 10 Strength save in order to break free. 10 lb per 20, 20 gp per 20.

Arrow, Explosive: Creatures within 5 feet of this arrow must make a DC 10 Dexterity save or take fire 1d6 damage on a failed save or half as much on a successful one. The target, if struck, automatically fails their save. 10 lb per 20, 100 gp per 20.

Arrows, Fire Rune: This magic arrow is distinguished by having an orange-red crystal tip which resembles a swirling flame. Once this arrow is drawn, you can use your bonus action to focus on the arrow, causing it to glow with fiery evocation magic until the start of your next turn. When you use this glowing arrow as part of a ranged attack, the attack deals magical fire damage instead of its normal damage type. If the target is flammable, it is also ignited, and will take 1d6 fire damage at the end of each its turns unless an action is used to put out the flames. Once it hits a target, this arrow is no longer magical. 10 lb per 20, 100 gp per 10.

Arrows, Flight: Flight arrows have thin shafts and light fletching. When fired from a bow, the normal and long range is increased by 30 feet. You cannot recover expended flight arrows at the end of a battle. 1/2 lb per 20, 10 gp per 20.

Arrow, Grappling Hook: This arrow's head is replaced with a grappling hook and has 50 feet of rope trailing behind it. The hook will pierce through nonmagical, non-adamantine materials in order to stay hooked. The end of the rope is connected to your bow and may be undone as a bonus action. If another grappling hook arrow is fired, and lands within 100 feet of another grappling arrow that is attached to your bow, you may have them be connected. The hooks may be taken out with a successful DC 10 Strength check, and may be traversed with a DC 15 Acrobatics check at normal speed; once made the check does not need to be made for another minute. For each time this modification is taken another rope is attached to your bow. If this hits a creature, it connects to the square on the other side of the creature. 10 lb per 20, 20 gp per 20.

Arrows, Love Tap: If an attack with this arrow reduces a creature to 0 hit points, the creature is knocked out rather than killed. 10 lb per 20, 20 gp per 20.

Arrows, Magnet: These magical arrows create a momentary attractive field at the point the arrow hits. Every person within ten feet of the target with held items must make a DC 10 Str save or drop these items, which are pulled to the target; likewise, anyone with medium or heavy armor must make a DC 10 Str save or be pulled toward the target and grappled. The attractive effect wears off in one minute. If the target is a creature who has been hit by the arrow, they take d4 damage per item or creature drawn to them and are restrained if creatures are drawn to them. 10 lb per 20, 1000 gp per 20.

Arrows, Nyxsteel: These black metallic arrows have armor piercing (-1) capabilities (natural or worn armor with AC of 14 or higher is reduced by 1), but inflict half damage against unarmored targets. They are not commonly manufactured anymore, but are commonly found in Templar caches. 4 lb per 20, 10 gp per 20.

Arrows, Recording: This arrow does not break. Whenever this arrow lands, it records 10 minutes of any audio that occurs within 50 feet of it. It can be played at any part by someone who knows how to work the circuitry as a bonus action. 1 lb per 20, 10 gp per arrow.

Arrows, Shield: The arrowhead on this arrow is made of clear crystal and has the symbol of a shield etched on it. This arrow can be fired at location within range. At the spot that the arrow lands, a shimmering blue wall is created. The creature who fired this arrow decides how the wall faces and also if the wall is 10 x 10 with 75 hit points, 15 x 15 with 50 hit points or 20 x 20 with 25 hit points. This wall cannot cut through occupied areas. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). 1 lb per 20, 20 gp per arrow.

Arrows, Signal: This arrow is crafted with an ornate perforated head that creates a loud whistling noise when fired, capable of being heard across the battlefield. 1 lb per 20, 5 sp each.

Arrows, Speaker: When this arrow lands, a magic mouth appears on the area that it lands on. This magic mouth may have it's words set as a bonus action before firing. 1 lb per 20, 10 gp per arrow.

Arrows, Tranquilizer Target struck with this arrow takes half the normal damage, if the target has HP equal to or less than twice the amount of damage that would be taken, they fall asleep as per the sleep spell. 1 lb per 20, 100 gp.

Bombs: These metal spheres have an easy to light fuse on top of them, or a wind-up trigger. One round after they are triggered and thrown, they explode for 2d6 fire and 2d6 piercing damage within five feet.

Bullets: For simplicity's sakes, firearm bullets are broken up into five generic categories rather than tracked by caliber. Musketballs require powder and are far more finicky, whereas weapons closer to modern firearms are generally more reliable and use cartridges that seldom misfire. Special bullet types are listed below.

Bullets, Alchemical: With access to magical and alchemic components, bullets were invented by gnomes at a relatively earlier level of technology compared to the real world. These rudimentary bullets are made from a dollop of lead and a soft, explosive putty. They tend not to fire as straight or as hard as modern day bullets, but still have somewhat more penetrating power than a crossbow, while only being a bit more expensive. 1 gp per 10.

Bullets, Concussive (Alchemical): Increases Misfire number by 2, increases damage of bullet by 2d6 thunder.

Bullets, Explosive (Alchemical): Increases Misfire number by 2, increases damage of bullet by 2d6 fire.

Bullets, Adamantine: Bullets with an adamantine core designed to punch straight through all but the strongest armor. These inflict critical hits on rolls of 19 or 20 (or expand the critical range by 1), and have armor piercing (-5), unless the target is wearing adamantine armor (in which case the bullets are handled as normal, but armor effects do not apply either.) However, Misfire is doubled, or increased to 1 for weapons that do not have a Misfire rating, unless the gun is made of adamantine components. Adamantine bullets are typically cast in groups of 20, and cost 500 gold per 20.

Bullets, Silver: Silver bullets are considered impractical for regular use in firearms (they suffer a -2 to hit in rifled weapons), but are very popular nonetheless. They bypass DR against lycanthropes and some other creatures, and cost 40 gp per group of 20.

Crossbow Bolts: Any crossbow bolt can be purchased or found in the same array of configurations as arrows; hand crossbow bolts are the same weight and cost but purchased separately due to different design. Some rare items are only available as bolts.

Crossbow Bolts, Assassin's: The tip of this piece of ammunition is hollow, with storage equal to that of a vial, and contains a tiny mechanism similar to a syringe. Poison held within here never dries out and is injected directly into a creature struck by this. 1/2 lb per 20, 15 gp apiece.

Dart, Message: Message darts feature a threaded tip which can be removed to reveal a small hollow space in which a strip of rolled up paper can be inserted to deliver a covert message. A successful DC 10 Wisdom (Perception) is required to locate the hidden space.

Shotgun Shells: Shotgun shells are loaded into shotguns (and a few rare other weapons of note). There are many shell types, due to the ease of configuring the much larger shells compared to individual bullets.

Sling Bullets: Sling bullets are fired from slings, slingshots, blowguns and other contraptions, and inflict the damage listed for the weapon. Typically, a small rock will substitute for a sling bullet at -1 to damage. There are many alternative sling bullets, described below.

Sling Bullet, Signal: This sling bullet has been drilled with perforations that create a loud whistle that can be heard across the battlefield. 1/10 lb, 1 sp.

Sling Bullet, Ember Seed: One of these rare, bright orange seeds is imbued with incinerating chemicals that ignite when pierced or smashed. This makes them them dangerous, magical ammunition when used in a blowgun, sling, slingshot, or seed shooter. When using a ember seed as ammunition, the attack inflicts fire damage instead of bludgeoning damage. The hit target must succeed on a DC 12 Dexterity saving throw or be ignited. Any creature with resistance or immunity to fire damage automatically succeeds on this save. An ignited creature takes 1d6 fire damage at the end of each of its turns, but it can use its action to end this condition. An ember seed is destroyed after it hits a creature. 1/8 lb, 20 gp.

Sling Bullet, Razor Seed: One of these rare seeds is lined with organic razor-like blades, making them dangerous ammunition when used in a blowgun, sling, slingshot, or seed shooter. When using a razor seed as ammunition, the attack deals slashing damage instead of its normal damage type, and you gain a +1 bonus to the damage roll. 1/8 lb, 10 gp.

Sling Bullet, Steel: These sling bullets are heavier and hit harder than traditional sling bullets, inflicting +1 bonus to the damage roll. Per 20: 2 lb, 4 sp.

Armor

Armor Qualities

Ablative: Ablative armor degrades as it takes damage for the wearer. A weapon attack roll that equals the target's AC exactly also reduces the target's AC by 1 if it is wearing armor. The effect is cumulative to a maximum of the armor's AC bonus, at which point the armor is destroyed. Partially damaged armor can be repaired with appropriate materials.

Armor Proficiency. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells.

Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.

Shield. When you wield a shield in one arm, it increases your AC by a specified amount. You can benefit from only one shield at a time.

Strength Requirements. Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table lists entries such as “Str 13” or “Str 15” in the Strength column for an armor type, the wearer is restricted as if they were not proficient with the armor. Armor Enhancements may increase an armor's Strength requirement further.

Stealth. If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks made to move quietly. If it shows “Advantage”, the wearer has advantage on Dexterity (Stealth) checks.

New Armor Types

Name Cost AC Str Stealth Weight Notes
Light Armor
Leather Armor 10 gp 11 + Dex - - 10 lb
Padded Armor 5 gp 11 + Dex - Disadvantage 8 lb
Studded Leather Armor 45 gp 12 + Dex - - 13 lb
Light Combat Armor 60 gp 12 + Dex - - 4 lb DR 2 vs ballistic
Medium Armor
Breastplate 400 gp 14 + Dex (max 2) - - 20 lb
Chain Shirt 50 gp 13 + Dex (max 2) - - 20 lb
Half Plate 750 gp 15 + Dex (max 2) - Disadvantage 40 lb
Hide Armor 10 gp 12 + Dex (max 2) - - 12 lb
Scale Mail 50 gp 14 + Dex (max 2) - Disadvantage 45 lb
Security Combat Armor 50 gp 14 + Dex (max 2) - - 20 lb DR 4 vs ballistic
Heavy Armor
Chain Mail 75 gp 16 Str 13 Disadvantage 55 lb
Plate Armor 1,500 gp 18 Str 15 Disadvantage 65 lb
Ring Mail 30 gp 14 - Disadvantage 40 lb
Splint Mail 200 gp 17 Str 15 Disadvantage 60 lb
Powered Combat Armor 2,500 gp 16 13 Disadvantage 35 lb Resistant to bludgeoning, slashing, piercing, ballistic
Shields
Shield 10 gp +2 - - 6 lb
Ballistic Shield 250 gp +2 13, special Disadvantage 15 lb Resistant to ballistic, half cover from attacks
Deflecting Shield 100 gp +3 3 lb. AC vs Ranged Only
Heavy Shield 35 gp +3 Str 15 Disadvantage 35 lb. Special
Riot Shield 200 gp +2 or +3 - - 6 lb One or two-handed

Light Combat Armor: Worn by off-duty soldiers or non-combat personnel in dangerous, technologically advanced climates, this suit is made of ballistic fiber and includes a ballistic fiber cap of matching material. Optionally, field armor can be specialized to camouflage in one specific environment, and provides a +1 to Stealth when in that environment (and -2 when not); it also provides DR 2 against ballistic damage in particular.

Security Combat Armor: Security armor is a full body suit of ballistic fiber with hard ceramic inserts over the chest, limbs and groin. It includes a helmet with tactical visor and air filter. Optionally, field armor can be specialized to camouflage in one specific environment, and provides a +1 to Stealth when in that environment (and -2 when not); it also provides DR 4 against ballistic damage in particular.

Powered Combat Armor: Colloquially known as “mega-armor” or “tech-plate”, combat armor is a fully sealed, power-assisted suit with a composite armor of carbon nanotube soft fibre and ultra high molecular plates. While wearing combat armor, you have resistance against slashing, bludgeoning, ballistic, and piercing damage.

Ballistic Shield: A full sized shield constructed from advanced composite material, with a bullet resistant window. When held in one hand, it increases your Armor Class by 2 and you benefit from half cover against ranged attacks. You can only benefit from one shield at a time.

Deflecting Shield: This small wristband generates a low-powered field of deflecting force that allows the user to block projectiles more easily while still being able to see (and without necessarily being seen as shielded). However, it is not capable of deflecting melee attacks.

Heavy Shield: This massive shield resembles a portable wall. Its sheer size and weight make it abnormally difficult to use.

Proficiency. To wield a heavy shield proficiently, you must have proficiency both with shields and with heavy armor.

Special. While you are wielding a heavy shield with which you are proficient, when you take the Dodge action you gain an additional benefit. You gain half cover until the start of your next turn.

Riot Shield: A handheld transparent polycarbonate shield. It has two polymer alloy handles. When held in one hand, it increases your Armor Class by 2. When held in two hands, it increases your Armor Class by 3. You can only benefit from one shield at a time.

Materials

Medieval weaponry and armor often benefits from mystical materials, and many magical items are made from more than common steel. Even tech items can be infused with such materials to give them a bit of extra kick. Costs of these improvements are based on the cost of the amount of material actually used in the craft.

Material Effects Synopsis Craft cost Material cost Hardness HP per inch
Adamantine Extremely strong, weapons increase critical, armor reduces critical x20
Alchemical silver Affects shapechangers, channels magic x2
Carbonized Steel Tougher steel x2
Cold Iron Affects fey creatures x2
Faesteel Radiant moon metal x2
Nyxsteel Toxic to fey/celestials x2
Nyxcore Strong Church armor x5
Steel Standard metal x1 3 sp/lb 10 30
Tainted Leather Extremely tough, evil leather x20

Adamantine. Weapons made of adamantine increase the critical hit range of the weapon by 1 (from 20 to 19 or 20, from 19 or 20 to 18 through 20, etc), and provides armor piercing (-5) against any armor except adamantine. Shields and armor made of adamantine negates critical hits from any weapon except adamantine, and provide DR 5 against physical damage (bludgeoning, slashing, piercing, ballistic). Adamantine is not native to Arcydea, but is often acquired from plane-hopping visitors.

Alchemical Silver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes. On a successful attack with a silvered weapon, the wielder takes a –1 penalty on the damage roll (with the usual minimum of 1 point of damage). The alchemical silvering process can’t be applied to nonmetal items, and it doesn’t work on rare metals such as adamantine, cold iron, and mithral. Armor treated with alchemical silver provides an effective +1 modifier to spellcasting DCs, as the silver conducts the magic more readily. Some other items can be silvered for other benefits.

Bitethorn. The ancestor of the vampire thorns found in Rosa Noir and Grenadine, bitethorn is found throughout Arcydea in small numbers in temperate woodlands and plains zones. Growing about 3-4 feet tall and 3-12 feet wide, bitethorn is a plant-based equivalent to barbed wire. It has many flexible but strong branches that are covered in metal like barbs. The plant is very aggressive in the sense that it will often kill surrounding plants as it takes all the nutrients in the soil. As a result, if the plant can properly be harvested the sap extract is filled with vitamins and nutrients and is a common ingredient in medicines, once harvested and magically strengthened by druids. This material is resilient and can be manipulated in many ways.

When used in weapons as a replacement for rope (lassos or nets), it inflicts d3 damage when it first entangles someone, and d2 damage per action taken by the entangled person until the material is removed. Bitethorn can also be wrapped around bludgeoning weapons to inflict an extra d3 slashing damage. It is even more effective when poison is added.

When reinforced and wrapped around shields or armor, it inflicts an additional d3 slashing damage when used for a shield bash (shields) or when the wearer is engaged in a grapple; because of the barbs, the wearer has +2 to initiate grapples but -2 to resist being grappled.

Bitethorn is most commonly sold in lengths of 9 feet or more at a cost of 20 gp per 3 feet; bitethorn weave fabric costs 80 gp per square foot.

Carbonized Steel. This form of hardened steel has high amounts of carbon in it to provide additional strength. Items made of carbonized steel weigh 1.25x as much and cost 2x as much, but armor made of carbonized steel has a DR 2 vs physical and does not have disadvantage to Stealth for purposes of visibility in low-light conditions; weapons inflict +1 damage and are at +2 to rolls to break things.

Cold Iron. This iron, mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. Cold iron bypasses fey defenses and some magical protections, and is more difficult to enchant than normal items. Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, any magical enhancements cost an additional 2,000 gp. Items without metal parts cannot be made from cold iron.

Faesteel. An unalloyed metal supposedly dropped from one of the two moons of Arcydea, items made from faesteel cost 2x normal and weigh 0.75x as much. Weapons made from faesteel inflict 1d4 extra radiant damage per strike, and bypasses two points of damage resistance; armor made from faesteel provides DR 2/necrotic.

Nyxsteel. An unalloyed metal supposedly dropped from one of the two moons of Arcydea, items made from nyxsteel cost 2x normal and weigh 1.25x as much. Weapons made from nyxsteel inflict 1d4 extra necrotic damage per strike, and any fey, elven, or celestial entity struck by such a weapon must make a DC 15 Constitution save or suffer lingering necrotic damage (d4 per turn, cumulative if afflicted multiple times) as well as suffering the Poisoned condition. Armor made from nyxsteel provides DR 2/radiant.

Nyxcore. A development of the Church of the Traveler that sandwiches a layer of nyxsteel between two layers of carbonized steel in order to make their famous Templar armors. The overall effect is to provide DR 5/- to the wearer at the expense of double normal weight and 5x normal cost; this can only be done on heavy armors.

Steel. Steel is the default metal used for weapons and armor. Ammunition, such as arrows and crossbows, may use cheaper iron. Steel is iron ore with unwanted impurities removed and other impurities introduced. These impurities strengthen iron, making it far more resilient. Steel comes in many types. The steel for each weapon is assumed to be an appropriate type for that weapon. Steel items have a relative hardness of 10 and 30 HP/inch thick. Iron from a wall of iron is not steel.

Silverwood. These trees have a natural resistance to undeath and blight, and are often considered symbols of the god Arc who brought them to Arcydea originally. This rare magic wood is just as sturdy as normal wood, but has a natural sheen when planed and worked. Any wooden or mostly wooden item (such as a bow, an arrow, or a spear) made from silverwood increases the cost by ten, as the material is somewhat rare. Weapons made of silverwood bypass the damage reduction of creatures like lycanthropes who are vulnerable to silver; weapons whose significant parts are made of metal such as arrows and axes gain no benefit from having their wooden parts crafted from silverwood. Shields and armor made of silverwood gain +2 AC against creatures with damage reduction bypassed by silver, such as lycanthropes. Silverwood has 10 hit points per inch of thickness and hardness 6.

Spidersilk. This lightweight, sturdy material is made from the silk of giant spiders from Krytar or Delgado, and can be used to replace cloth material. Material thus replaced provides +1 to AC and DR 1/bludgeoning.

Tainted Leather. This awful leather was manufactured by the Church as a way of making whole use of the individuals who died under their iron fist, made from the skin of sentient species and tanned in their freshly drained blood. One should beware those who sell such items, for they might be of a cursed nature.

Whilst this material is mundane for all intents and purposes before enhancement bonuses are applied, it nonetheless emits a weak supernatural evil aura from the near-black surface. This will cause the character's perceived karma to appear as evil, even if their normal karma is highly good. Spells that detect evil or have interactions based upon the level of evil bear this into consideration; however, the effects are not so extreme as to affect the wearer's attacks or defenses.

Because the leather is much tougher due to its special treatment, much less thickness is required to achieve the same results; armor weighs half as much and adds +1 to AC. The armor itself has DR 20 vs fire, and provides the wearer with DR 2 vs fire.

Tainted leather has 10 hit points per inch of thickness and hardness 6.

Although tainted leather can be used for decorative functions on weapons, scabbards, etc, it provides no significant benefit when so used. Tainted leather can only be applied to the following armor types and may include further varieties at the DMs discretion: padded armor, leather armor, studded leather armor and hide armor.