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Published by venomouspug, 2021-10-27 08:38:26

Revised Hombrew Weapons & Armor

tee hee

Revised Weapons & Armor Weapon Properties
Homebrew Range: A weapon that can be used to make a ranged attack

Ammunition: you can use a weapon that has the ammunition has a range shown in parentheses after the blackpowder or
property to make a ranged attack only if you have thrown property. The range lists two numbers. The first is the
ammunition to fire from the weapon. Each time you attack weapon's normal range in feet, and the second indicates the
with the weapon, you expend one piece of ammunition. weapon's long range. When attacking a target beyond normal
Drawing the ammunition from a quiver, case, or other range, you have disadvantage on the attack roll. You can't
container is part of the attack (you need a free hand to load a attack a target beyond the weapon's long range.
one-handed weapon). At the end of the battle, you can recover
half your expended ammunition by taking a minute to search Reach: This weapon adds 5 feet to your reach when you
the battlefield. attack with it. This property also determines your reach for
opportunity attacks with a reach weapon.
Blackpowder: you can use a weapon that has the
blackpowder property to make a ranged attack only if you Reload: A limited number of shots can be made with a
have ammunition to fire from the weapon. Each time you weapon that has the reload property. A character must then
attack with the weapon, you expend one piece of ammunition reload it using an action or a bonus action (the character's
and cannot recover it. Making an attack with a blackpowder choice).
weapon emits a loud crack audible up to 300 feet away.
Blackpowder weapons become useless when wet. If it is Special: A weapon with the special property has unusual
subject to heavy rain, submerged or drenched in water by rules governing its use, explained in the weapon's description
similar means, it cannot be fired until a character finishes a (see "Special Weapons" later in this section).
short rest in dry conditions.
Thrown: If a weapon has the thrown property, you can
Brace: When preparing an attack action with this weapon, throw the weapon to make a ranged attack. If the weapon is a
you have advantage on the attack roll against the creature melee weapon, you use the same ability modifier for that
that triggered it. attack roll and damage roll that you would use for a melee
attack with the weapon. For example, if you throw a handaxe,
Bypass: When making an attack with this weapon against you use your Strength, but if you throw a dagger, you can use
a creature with a shield, you can ignore the AC bonus granted either your Strength or your Dexterity, since the dagger has
by the shield. the finesse property.

Defensive: While wielding this weapon without using a Trip: You can use this weapon to attempt to trip a Large or
shield, you gain a +1 bonus to your AC. You can only gain this smaller creature. Make an athletics check contested by the
bonus once. creature's athletics or acrobatics check, knocking it prone if
you succeed.
Disarm: You can use this weapon to attempt to disarm one
item a Large or smaller creature is holding if it has one. Make Two-Handed: This weapon requires two hands to use.
an athletics check contested by the creature's athletics or This property is relevant only when you attack with the
acrobatics check, knocking the item in a space within 10ft of weapon, not when you simply hold it.
you if you succeed.
Unwieldy: Due to the weight, shape or general ergonomic
Double Weapon: With this weapon, you treat it as if you problems with this weapon, you can only make one attack
were fighting with two light weapons when using both ends. regardless of how many you could usually make. If you have a
strength score of 18 or more, you can make up to two attacks
Finesse: When making an attack with a finesse weapon, per turn.
you use your choice of your Strength or Dexterity modifier for
the attack and damage rolls. You must use the same modifier Versatile: This weapon can be used with one or two hands.
for both rolls. A damage value in parentheses appears with the property-the
damage when the weapon is used with two hands to make a
Glove: This weapon is attached to you, making it unable to melee attack.
be disarmed. Weapons cannot be used in the hand with a
glove weapon. It takes an action to don or doff it. Vicious: When you hit a creature with a critical, roll an
additional damage die.
Heavy: Creatures that are Small or Tiny have disadvantage
on attack rolls with heavy weapons. A heavy weapon's size
and bulk make it too large for a Small or Tiny creature to use
effectively.

Hidden: This weapon is easy to conceal, giving you
advantage on sleight of hand checks to hide it.

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 this
weapon, you can fire only one piece of ammunition from it
when you use an action, bonus action, or reaction to fire it,
regardless of the number of attacks you can normally make.

Misfire: A weapon with the misfire property will
experience a critical failure if the attack roll die lands on the
number in the parentheses or lower, instead of just on a 1

Simple Melee Weapons

Name Cost Damage Weight Properties
Cestus 5 sp 1d4 Bludgeoning or Piercing 1 lb glove
2 lbs light
Club 1 sp 1d4 Bludgeoning 1 lb finesse, light, thrown (range 20/60)
Dagger 2 gp 1d4 Piercing 4 lbs reach, two-handed, special
10 lbs two-handed
Gnome pincher 10 gp 1d4 Bludgeoning 2 lbs light, thrown (ranged 20/60)
2 lbs thrown (ranged 30/120)
Greatclub 2 sp 1d8 Bludgeoning 2 lbs light, thrown (ranged 20/60)
4 lbs -
Handaxe 5 gp 1d6 Slashing 4 lbs double weapon, two-handed
Javelin 5 sp 1d6 Piercing 5 lbs heavy, two-handed, vicious
2 lbs light, trip
Light hammer 2 gp 1d4 Bludgeoning 3 lbs thrown (ranged 20/60), versatile (1d8), brace

Mace 5 gp 1d6 Bludgeoning

Quarterstaff 2 sp 1d8 Bludgeoning/1d8 Bludgeoning
Scythe 5 gp 2d4 Slashing

Sickle 1gp 1d4 Slashing
Spear 1 gp 1d6 Piercing

Simple Ranged Weapons

Name Cost Damage Weight Properties
Boomerang
1 gp 1d6 Bludgeoning 1lbs light, thrown (ranged 30/90), special

Crossbow, light 25 gp 1d8 Piercing 5 lbs ammunition (ranged 80/320), loading, two-handed
Dart 5 cp 1d4 Piercing ¼ lbs finesse, thrown (ranged 20/60)

Shortbow 25 gp 1d6 Piercing 2 lbs ammunition (ranged 80/320), two-handed
Sling
1 sp 1d4 Bludgeoning - ammunition (ranged 30/120)

Handgonne 75 gp 2d6 Piercing 4 lbs blackpowder (ranged 40/120), loading, two-handed, misfire (3)

Martial Melee Weapons

Name Cost Damage Weight Properties

Battleaxe 10 gp 1d8 Slashing 4 lbs versatile (1d10), vicious

Billhook 20 gp 1d8 Piercing or Slashing 4 lbs reach, two-handed, trip, brace

Bladed scarf 30 gp 1d6 Slashing 2 lbs finesse, bypass, trip, hidden

Chain sickle 30 gp 1d8 Slashing/1d4 Bludgeoning 3 lbs finesse, reach, two-handed, disarm, double weapon

Double scimitar 50 gp 1d6 Slashing/1d6 Slashing 6 lbs two-handed, double weapon

Dire flail 60 gp 1d10 Bludgeoning/1d10 Bludgeoning 10 lbs heavy, two-handed, double weapon, bypass

Estoc 30 gp 1d10 Piercing 4 lbs finesse, two-handed

Flail 10 gp 1d8 Bludgeoning 2 lbs bypass

Glaive 15 gp 1d10 Slashing 5 lbs heavy, reach, two-handed, trip

Greataxe 30 gp 1d12 Slashing 7 lbs heavy, two-handed

Greatsword 50 gp 2d6 Slashing or Piercing 6 lbs heavy, two-handed

Halberd 30 gp 1d10 Slashing or Piercing 6 lbs heavy, reach, two-handed, brace, trip

Name Cost Damage Weight Properties
Lance 10 gp 1d12 Piercing 6 lbs reach, special
Longsword 15 gp 1d8 Slashing or Piercing 3 lbs versatile (1d10)
Khopesh 35 gp 1d6 Slashing 3 lbs finesse, light, disarm
Maul 10 gp 2d6 Bludgeoning 10 lbs heavy, two-handed, vicious
Morningstar 15 gp 1d8 Piercing 4 lbs vicious
Parrying dagger 13 gp 1d4 Piercing 2 lbs finesse, light, defensive
Pike 5 gp 1d10 Piercing 10 lbs heavy, reach, two-handed, brace
Polehammer 25 gp 1d12 Bludgeoning or Piercing 6 lbs heavy, reach, two-handed
Quadflail 450 gp 1d8 Bludgeoning 8 lbs heavy, bypass, unwieldy, special
Rapier 25 gp 1d8 Piercing 2 lbs finesse
Scimitar 25 gp 1d6 Slashing 2 lbs light, finesse
Scizore 20 gp 1d8 Piercing or Slashing 3 lbs glove, defensive
Shortsword 10 gp 1d6 Piercing 2 lbs light, finesse
Tessen 20 gp 1d4 Slashing 1 lb light, finesse, hidden, defensive
Trident 5 gp 1d8 Piercing 4 lbs thrown (ranged 20/60), versatile (1d10), brace
Warhammer 15 gp 1d8 Bludgeoning or Piercing 2 lbs versatile (1d10)
Whip 2 gp 1d4 Slashing 3 lbs finesse, reach, disarm, special
Wristblade 50 gp 1d6 Piercing 2 lbs finesse, light, glove, hidden
Zweihander 120 gp 3d6 Slashing 15 lbs heavy, reach, two-handed, unwieldy

Martial Ranged Weapons

Name Cost Damage Weight Properties

Blowgun 1 gp 1 Piercing - ammunition (ranged 25/100), loading

Blunderbuss 115 gp 3d4 Piercing 5 lbs two-handed, blackpowder (ranged 30/60), loading, misfire (2)

Bolas 3 gp 1d4 Bludgeoning 2 lbs thrown (ranged 30/90), special

Chakram 3 gp 1d6 Slashing 1 lb finesse, thrown (30/90)

Crossbow, hand 75 gp 1d6 Piercing 3 lbs ammunition (ranged 30/120), light, loading

Crossbow, heavy 50 gp 1d10 Piercing 18 lbs ammunition (range 100/400), heavy, loading, two-handed

Musket 150 gp 2d6 Piercing 10 lbs two-handed, blackpowder (ranged 100/350), loading, misfire (2)

Musket, pepperbox 250 gp 2d6 Piercing 11 lbs two-handed, blackpowder (ranged 100/350), reload (4), misfire (2)

Flare gun 60 gp 1d6 Fire 2 lbs light, blackpowder (ranged 30/300), loading

Hand mortar 210 gp - 3 lbs blackpowder (ranged 80/240), reload, misfire (3), special

Longbow 50 gp 1d8 Piercing 3 lbs ammunition (ranged 150/600), heavy, two-handed

Net 1 gp - 3 lbs thrown (ranged 5/15), special

Pistol 85 gp 1d8 Piercing 3 lbs light, blackpowder (ranged 30/90), loading

Pistol, coat 90 gp 1d6 Piercing 2 lbs light, blackpowder (ranged 20/60), loading, hidden

Pistol, dragon 90 gp 2d4 Piercing 3 lbs light, blackpowder (ranged 20/40), loading

Pistol, revolver 185 gp 1d10 Piercing 4 lbs light, blackpowder (ranged 60/120), reload (6), misfire (2)

Name Cost Damage Weight Properties

Musket, nock 400 gp 3d10 Piercing 12 lbs two-handed, blackpowder (ranged 60/240), reload (10), misfire (4), special

Wristbow 100 gp 1d4 Piercing 2 lbs ammunition (ranged 30/120), light, loading, glove, hidden

Ammunition Cost Weight
1 gp 1 lb
Name 1 gp 1 lb
Arrows (20) 2 gp 2 lbs
Blowgun needles (50) 1 gp 1.5 lbs
Bullets (20) 5 sp -
Crossbow bolts (20) 2 gp 1 lb
Flare 4 cp 1.5 lbs
Grapeshot (20)
Sling bullets (20)

Special Weapons

Bolas: A Large or smaller creature hit by this weapon at range takes no damage and is rendered prone until it is freed. A bola has
no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10
Athletics check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the bolas (AC 10)
also frees the creature without harming it, ending the effect and destroying the bolas.
Boomerang: If you miss an attack, and it wasn’t a natural 1, the weapon returns to your hand at the end of your turn.
Gnome Pincher: You can grapple a creature within the reach of the weapon. Everytime a creature attempts to break the grapple,
it takes 1d4 piercing damage.
Hand mortar: this weapon allows bombs, potions, etc to fired at the range of the mortar instead of its normal thrown range, and
for you to add your proficiency modifier to the attack roll.
Lance: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to
wield when you aren't mounted.
Musket, nock: This pepperbox rifle fires all 10 bullets at once and requires 1 minute to reload. When firing this weapon you must
make a DC 10 strength save, on a failure you are knocked prone.
Net: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or
creatures that are Huge or larger. A creature can use its action to make a DC 10 Athletics check, freeing itself or another creature
within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the
effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack
regardless of the number of attacks you can normally make.
Quadflail: When you hit a creature with this flail, roll a d4 to determine how many heads hit the creature. Roll a number of d8s
equal to the result of the d4 to determine damage.
Whip: When attacking a creature at the end of your reach, your critical range changes to 19-20 insted of just 20.

Light Armor Cost AC Strength Stealth Weight
5 gp 11 + Dex - Disadvantage 8 lbs
Name 150 gp 11 + Dex - 4 lbs
Padded 10 gp 11 + Dex - - 10 lbs
Battle robe 45 gp 12 + Dex - - 13 lbs
Leather -
Studded leather Weight
12 lbs
Medium Armor Cost AC Strength Stealth 15 lbs
10 gp 12 + Dex (max 2) - - 20 lbs
Name 65 gp 12 + Dex (max 3) - 25 lbs
Hide 50 gp 13 + Dex (max 2) - Special 20 lbs
Leaf mail 30 gp 13 + Dex (max 2) - - 45 lbs
Chain shirt 80 gp 13 + Dex (max 3) - 20 lbs
Wood armor 50 gp 14 + Dex (max 2) - Disadvantage 40 lbs
Brigandine 400 gp 14 + Dex (max 2) - -
Scale mail 750 gp 15 + Dex (max 2) - Weight
Breastplate Disadvantage 40 lbs
Half plate - 55 lbs
75 lbs
Disadvantage 60 lbs
55 lbs
Heavy Armor Cost AC Strength Stealth 65 lbs
30 gp 14 - Disadvantage 100 lbs
Name 75 gp 16 Str 13 Disadvantage
Ring mail 25 gp 16 Str 16 Disadvantage
Chain mail 200 gp 17 Str 15 Disadvantage
Stone plate 600 gp 17 Str 13 Disadvantage, Special
Splint 1,500 gp 18 Str 15 Disadvantage
Barrel Bulwark 2,000 gp 18 - Disadvantage
Plate
Steam suit

Special Armor

Barrel Bulwark: As an action you can retract your limbs into the armor and appear as a normal barrel. a DC 15 investigation
check is required by any creature trying to discern whether it is a real barrel or not.
Battle robe: You can gain the benefits of this heavy silk robe without having a proficiency in light armor.
Leaf mail: The alchemically hardened leaves of this suit offer protection and camouflage. You have advantage on stelath checks
amongst leaves and foliage.
Steam suit: This armor does not reduce your movement speed and you negate fall damage for the first 30 feet. You have
advantage on strength checks and saves, and can carry twice the amount you normally could. It requires fuel to function, that being
with 1 lb of coal to function for 8 hours or 1 lb of dry wood to function for 1 hour. If you're wearing it without it being fueled you
cannot move or take any action other than to doff it.

Shields Cost AC Strength Stealth Weight
5 gp +1 - - 2 lbs
Name 10 gp +2 - - 6 lbs
Buckler 10 gp - - - 11 lbs
Shield 30 gp Special - - 6 lbs
Pavise 60 gp +3 20 lbs
Dancing Scarves Str 13 Disadvantage
Tower Shield

Special Shields

Pavise: Designed to be portable cover for archers and riflemen, it can’t be used as a normal shield but as an action you can prop
up or stick it into soft ground to act as half cover if you are behind it. If an attack rolls 3 or less below your AC it hits the shield
instead. The shield itself has an AC of 10 and 20 HP.
Dancing scarves: If you move at least 15 feet during your turn with these heavy, colorful scarves on you gain a +2 bonus to your
AC until the start of your next turn. You can not gain the AC bonus of another shield while the dancing scarve's bonus is active.


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