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Expanded Weapons & Armor (5E) - GM Binder
Expanded Weapons & Armor (5E) - GM Binder
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Name Cost Damage Weight Properties
Whip 2 gp 1d4 piercing 3 lb. Disarm, finesse, light, reach
Whipblade 25 gp 1d4 slashing 3 lb. Drag, finesse, light, thrown (range 20/60), special
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Light Armor
Armor Cost Armor Class (AC) Strength Stealth Damage Reduction Weight
Padded 5 gp 11 + Dex modifier Str 8 --- -1 8 lb.
Leather 10 gp 12 + Dex modifier Str 10 --- -1 10 lb.
Hide 45 gp 13 + Dex modifier Str 10 --- -1 12 lb.
Studded Leather 200 gp 14 + Dex modifier Str 10 --- -1 13 lb.
Medium Armor
Armor Cost Armor Class (AC) Strength Stealth Damage Reduction Weight
Chain shirt 50 gp 14 + Dex modifier (max 2) Str 10 --- -2 20 lb.
Scale mail 50 gp 15 + Dex modifier (max 2) Str 12 Disadvantage -2 45 lb.
Breastplate 400 gp 16 + Dex modifier (max 2) Str 10 --- -2 20 lb.
Half plate 750 gp 17 + Dex modifier (max 2) Str 12 Disadvantage -2 40 lb.
Heavy Armor
Armor Cost Armor Class (AC) Strength Stealth Damage Reduction Weight
Ring Mail 30 gp 17 Str 14 Disadvantage -3 40 lb.
Chain mail 75 gp 18 Str 14 Disadvantage -3 55 lb.
Splint 200 gp 19 Str 16 Disadvantage -3 60 lb.
Plate 1,500 gp 20 Str 16 Disadvantage -3 65 lb.
Shields
Shield Cost Armor Class (AC) Damage Damage Reduction Properties Weight
Buckler Shield 5 gp +1 1d4 bludgeoning -1 Light 2 lb.
Round shield 10 gp +2 1d6 bludgeoning --- --- 6 lb.
Spiked shield 200 gp +3 1d8 piercing --- --- 7 lb.
Tower shield 500 gp +4 1d10 bludgeoning --- Heavy 45 lb.
Unarmored Defense
Name Type Armor Class (AC) Damage Reduction
Barbarian Class 10 + Dex modifier + Con Modifier -2
Monk Class 10 + Dex modifier + Wis Modifier -2
Barkskin Spell 16 (minimum) -2
Mage Armor Spell 13 + Dex modifier -1
Natural armor --- --- -1
Other --- 10 + Dex modifier ---
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Ammunition
Name Cost Weight
Ammunition
Arrows (20) 1 gp 1 lb.
Blowgun needles (50) 1 gp 1 lb.
Crossbow bolts (20) 1 gp 1.5 lb.
Sling bullets (20) 4 cp 1.5 lb.
Advanced Ammunition
Paper Cartridge Bullets (20) 3 gp 2 lb.
Bellows Canister (20) 5 gp 4 lb.
Specialised Ammunition (A)
Arrows (5) 100 gp 0.25 lb.
Bolts (5) 100 gp 0.25 lb.
Paper Cartridge Bullets (5) 250 gp 0.5 lb.
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Firearms (optional) Weapon Properties
Firearms are common among those unaffine to magic. Many weapons have special properties related to their
They are widespread, and cost 1/100th of their cost in use, as shown in the Weapons tables.
their respective table. You only add your ability modifier to Adaptable. When you make an opportunity attack with
the attack rolls of firearms and not their damage rolls, but this weapon, you have advantage on the attack roll.
instead deal one additional damage die. If you gain the Agile. When making an attack with an agile weapon, you
Gunner feat, you also gain proficiency in the use your choice of your Strength or Dexterity modifier for
blackpowder pistol, blackpowder rifle and blunderbuss. the attack and damage rolls when you wield the weapon in
two hands. You must use the same modifier for both rolls.
Improvised Weapons Ammunition. You can use a weapon that has the
ammunition property to make a ranged attack only if you
Sometimes characters don't have their weapons and have
have ammunition to fire from the weapon. Each time you
to attack with whatever is at hand. An improvised weapon
attack with the weapon, you expend one piece of
includes any object you can wield in one or two hands,
ammunition. Drawing the ammunition from a quiver, case,
such as broken glass, a table leg, a frying pan, a wagon
or other container is part of the attack (you need a free
wheel, or a dead goblin. Often, an improvised weapon is
hand to load a one-handed weapon). At the end of the
similar to an actual weapon and can be treated as such.
battle, you can recover half your expended ammunition by
For example, a table leg is akin to a club. At the DM's
taking a minute to search the battlefield. If you use a
option, a character proficient with a weapon can use a
weapon that has the ammunition property to make a
similar object as if it were that weapon and use his or her
melee attack, you treat the weapon as an improvised
proficiency bonus.
weapon. A sling must be loaded to deal any damage when
An object that bears no resemblance to a weapon deals used this way.
ld4 damage (the DM assigns a damage type appropriate to
Armour Piercing (A). When you roll to hit a creature
the object). If a character uses a ranged weapon to make a
with an Armour Piercing weapon or ammunition, if the
melee attack, or throws a melee weapon that does not
target is wearing armour or has natural armour, then you
have the thrown property, it also deals 1d4 damage. An
receive +2 on your attack roll to hit that target.
improvised thrown weapon has a normal range of 20 feet
Blackpowder. Blackpowder weapons fire projectiles
and a long range of 60 feet.
with ear-splitting noise, shredding armour with deadly
force. When fired, Blackpowder weapons emit a deafening
Silvered Weapons crack audible 300 feet away. Unfortunately, Blackpowder
Some monsters that have immunity or resistance to weapons often become useless when wet. If a
nonmagical weapons are susceptible to silver weapons, so Blackpowder weapon is exposed to heavy rain,
cautious adventurers invest extra coin to plate their submerged, or drenched in water by a similar means, then
weapons with silver. You can silver a single weapon or ten it cannot fire. A character cannot use this weapon again
pieces of ammunition for 100 gp. This cost represents not until they complete a short rest in dry conditions.
only the price of the silver, but the time and expertise Blessed (A). When a creature that is a fiend, fey, or
needed to add silver to the weapon without making it less undead is hit with a Blessed weapon or ammunition, that
effective. creature’s speed is reduced by 10 feet until the end of
their next turn. Additionally, they cannot take reactions
Special Weapons until the end of their next turn.
Bludgeon. If you make an attack with this weapon and
Weapons with special rules are described here. score a critical hit against a creature wearing armor, you
Net. A Large or smaller creature hit by a net is can roll one additional damage die when determining the
restrained until it is freed. A net has no effect on creatures extra damage it takes.
that are formless, or creatures that are Huge or larger. A Brawler. If you attack with this weapon as part of the
creature can use its action to make a DC 10 Strength attack action on your turn, you can use a bonus action
check, freeing itself or another creature within its reach on immediately after to shove or grapple your opponent.
a success. Brutal. Brutal weapons are designed to subject an
Dealing 5 slashing damage to the net (AC 10) also frees adversary to the most harm. When you score a critical hit
the creature without harming it, ending the effect and against a creature with a Brutal weapon, you can add an
destroying the net. When you use an action, bonus action, additional weapon damage die to the damage dealt.
or reaction to attack with a net, you can make only one Bulky. When using this weapon to attack a target within
attack regardless of the number of attacks you can 10 feet, you have disadvantage on the attack roll.
normally make. Bypass. When you attack a creature wielding a shield
Quadflail. When you hit an attack with this flail, roll a with your weapon, you can ignore the bonus to its AC from
d4. The number rolled determines how many heads will its shield.
hit the target. You roll the damage die and add your ability Charge. When you have moved 20 feet or more in a
modifier as well as any other modifiers a number of times straight line this turn, your next attack with the weapon
equal to the number rolled on the d4. deals an additional damage die when determining the
Whipblade. When you make a thrown ranged attack damage it takes.
with the Whipblade, the blade gets pulled back into your
hand as part of the attack.
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Cumbersome. Cumbersome weapons are difficult to Heavy. Small creatures have disadvantage on attack
wield but are effective tools for those strong enough to rolls with heavy weapons. A heavy weapon's size and bulk
wield them. When making an attack with a Cumbersome make it too large for a Small creature to use effectively.
weapon, you must use your Strength modifier for both the Hidden. Your weapon is hidden inside a boot, gauntlet,
attack and damage rolls. sleeve, staff, hat, cane or another possible location on your
Defensive. While you are wielding this weapon and no person and can be pulled out, ejected via a mechanism or
other weapon or shield, you gain a +1 bonus to your AC. reinserted as a bonus action. The weapon remains hidden
You can add this bonus only once. unless a creature succeeds on a DC 20 Intelligence
Demolish. On a hit, your weapon deals double damage (investigation) check to search you.
to structures and objects. Incendiary (A). When you hit a creature with an
Disarm. You can use the Attack action to make a special Incendiary weapon or ammunition, the target takes an
melee attack with this weapon, a disarming attack. If additional 1d4 fire damage.
you're able to make multiple attacks with the Attack action, Lacerate. If you make an attack with this weapon and
this attack replaces one of them. The target of your score a critical hit against an unarmored creature, you can
disarming attack must be no larger than one size larger roll one additional damage die when determining the
than you and must be within your reach. Make an attack extra damage it takes.
roll contested by the target's Strength (Athletics) check or Light. A light weapon is small and easy to handle,
Dexterity (Acrobatics) check. If you win the contest, the making it ideal for use when fighting with two weapons.
attack causes no damage or other ill effect, but its weapon When you take the Attack Action and Attack with a light
lands in an unoccupied square within 10 feet of it. You melee weapon that you’re holding in one hand, you can
have disadvantage on the attack roll if the target is holding use a Bonus Action to Attack with a different light melee
the item with two or more hands. The target has weapon that you’re holding in the other hand. You don’t
advantage on its ability check if it is larger than you, or add your ability modifier to the damage of the bonus
disadvantage if it is smaller. Attack, unless that modifier is negative.
Drag. You can use the attack action to make a special If either weapon has the Thrown property, you can
melee attack with this weapon, a dragging attack. If you're throw the weapon, instead of making a melee Attack with
able to make multiple attacks with the Attack action, this it..
attack replaces one of them. The target of your dragging Loading. Because of the time required to load this
attack must be no larger than one size larger than you and weapon, you can fire only one piece of ammunition from it
must be within your reach. Make an attack roll contested when you use an action, bonus action, or reaction to fire it,
by the target's Strength (Athletics) check or Dexterity regardless of the number of attacks you can normally
(Acrobatics) check. If you win the contest, the attack causes make.
no damage or other ill effect, but the target gets pulled up Liquidate. If you make an attack with this weapon and
to 10 feet towards you. score a critical hit against a creature submerged
Execute. If you make an attack with this weapon and underwater, you can roll one additional damage die when
score a hit against an incapacitated, unconscious or determining the extra damage it takes.
surprised creature, you can roll one additional damage die Momentum. Momentum weapons are designed to
when determining the damage it takes. deliver devastating attacks as part of a charge. When you
Finesse. When making an attack with a finesse weapon, hit a creature with a Momentum weapon, and you have
you use your choice of your Strength or Dexterity modifier moved 20 feet or more in a straight line this turn, you can
for the attack and damage rolls. You must use the same upgrade the damage dice to the weapon’s momentum
modifier for both rolls. dice value.
Flexible. Some weapons allow you to use the other end Nimble. When you engage in two-weapon fighting with
of the weapon or are meant to only be dual-wielded. When this weapon as your offhand weapon, you can add your
you take the Attack action and attack with this weapon, ability modifier to the damage of its attack.
you can use a bonus action to make another attack, Parry. While you are wielding this weapon and one
dealing bludgeoning, piercing or slashing damage (your other one-handed weapon, you gain a +1 bonus to your
choice) equal to the value in parentheses, on the property AC. You can add this bonus only once.
description. Penetrate. If you make an attack with this weapon and
Glove. A glove weapon is worn on your hand or score a critical hit against a creature with natural armor,
forearm, and you cannot be disarmed of it. You can hold you can roll one additional damage die when determining
objects, wield weapons, and cast spells with a hand fitted the extra damage it takes.
with a glove weapon, but you can only attack with the Range. A weapon that can be used to make a ranged
glove weapon if that hand is unoccupied. It takes an action attack has a range in parentheses after the ammunition or
to don or doff a glove weapon. thrown property. The range lists two numbers. The first is
Guard. Guard weapons are made to fight defensively, the weapon's normal range in feet, and the second
often designed with a long reach or flat surface for indicates the weapon's long range. When attacking a
parrying. While wielding a Guard weapon, whenever a target beyond normal range, you have disadvantage on
hostile creature moves within your reach, and you did not the attack roll. You can't attack a target beyond the
move on your last turn, you can use a reaction to make a weapon's long range.
weapon attack with a Guard weapon against that creature.
If the attack hits, then it deals no damage, the creature
immediately stops and its speed becomes 0 until the end
of its turn.
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Reach. This weapon adds 5 feet to your reach when you Two-Handed. This weapon requires two hands when
attack with it, as well as when determining your reach for you attack with it.
opportunity attacks with it (see chapter 9). Unwieldy. Due to being incredibly oversized, having an
Repeater. Repeater weapons fire rounds in quick awkward shape, or any other number of ergonomic
succession, either using multiple barrels or quick reloading problems, swinging or firing this weapon is an incredible
mechanisms. When you take the attack action with a commitment. You cannot attack more than once in a
Repeater weapon, you can use a bonus action to attack single turn with this weapon, regardless of how many
again with the same weapon. You don’t add your ability attacks you could normally make, unless your strength
modifier to the damage of the second shot, unless that score equals 20 or higher, in which case you can make a
modifier is negative. You can make this bonus action even maximum of two attacks per turn.
if the weapon has the Loading property. Versatile. This weapon can be used with one or two
Scatter. Scatter weapons are capable of devastating hands. A damage value in parentheses appears with the
multiple enemies at once. When you take the attack action property - the damage when the weapon is used with two
and successfully hit a creature with a Scatter weapon, hands to make a melee attack.
measure the weapon’s Scatter range from the square (or
point of impact) that the target you hit occupies.
All
creatures other than the original target that fall within the
weapon’s scatter range must make a Dexterity saving Changes (23)
throw against your Scatter DC. Upon a failed save, they
take damage equal to 1d6. Damage dealt this way is the Simple Melee Weapons
same type as the weapon that you hit with.
Club: brawler, versatile (1d6)
A weapon’s Scatter range and shape are mentioned in Dagger: terminate
its statistics. For example, a Flame Bellows has a range of Greatclub: changed damage to 2d4 from
15 feet and a Scatter range of 15 feet. This means the 1d8, demolish
weapon can hit a target within 15 feet, and upon a hit, a Handaxe: Lacerate
15-foot cone extending beyond the target will determine Javelin: versatile (1d8)
those hit by the Scatter effect, up to a total distance of 30 Light hammer: bludgeon
feet. Mace: versatile (1d8), demolish
Scatter Save DC = 8 + your proficiency bonus + the Quarterstaff: finesse
ability score modifier that you use to determine damage Sickle: Disarm, finesse
for this weapon. Shortspear: changed the name of the
spear to shortspear, finesse
Silvered (A). Attacks you make with silvered weapons
or ammunition count as magical for the purpose of Martial Melee Weapons
overcoming resistance and immunity to non-magical
attacks. Battleaxe: lacerate
Special. A weapon with the special property has Flail: versatile (1d10), bypass
unusual rules governing its use, explained in the weapon's Glaive: finesse
description (see "Special weapons" earlier in this section).
Greataxe: charge
Greatsword: charge
Specialized ammunition. You can purchase or craft
Halberd: changed damage to 2d6, switch
specialised ammunition and give it one weapon property between slashing and piercing
with (A) next to its name. This property is applied when the Lance: removed the special property,
ammunition is purchased or crafted, and cannot be charge, momentum (1d12), versatile
changed. (1d10), changed weapon type to advanced
Swift. Swift weapons are renowned for their utility in from martial
recovering from missed attacks. When you miss an attack Longsword: flexible (1d4), switch between
with a Swift weapon, you gain advantage on the next piercing and slashing damage
attack roll you make with that weapon against the same Maul: changed damage to 3d4 from 2d6,
target. charge
Thrown. If a weapon has the thrown property, you can
Morningstar: versatile (1d10), penetrate
Pike: charge
throw the weapon to make a ranged attack. If the weapon
Rapier: defensive
is a melee weapon, you use the same ability modifier for
Scimitar: wieldy
that attack roll and damage roll that you would use for a Shortsword: adaptable
melee attack with the weapon. For example, if you throw a Trident: changed damage to 1d8 from 1d6,
hand axe, you use your Strength, but if you throw a versatile (1d10), perforate
dagger, you can use either your Strength or your Dexterity, War pick: versatile (1d10), demolish
since the dagger has the finesse property. Warhammer: bludgeon
Whip: light, disarm
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Credits
New Additions (39) Advanced Weapons: Ghostfire Gaming
Art: Kyle van wyk
Simple Melee Weapons (3) All the rest: u/haimurashoichi
added the Hidden knife
added the Scythe
added the Spiked gauntlet
Martial Melee Weapons (14)
added the Bastard sword
added the Chain sickle
added the Clawed gauntlet
added the Double-bladed scimitar
added the Double-headed axe
added the Double-headed hammer
added the Katana
added the Khopesh
added the Greatscythe
added the Hidden blade
added the Longspear
added the Parrying dagger
added the Warclub
added the Whipblade
Advanced Melee Weapons (6)
added the Cavalry hammer
added the Sabre
added the Claymore
added the Ranseur
added the Quadflail
added the Ultragreatsword
Simple Ranged Weapons (1)
added the Throwing star
Martial Ranged Weapons (4)
added the Composite bow
added the Greatbow
added the Throwing knife
added the Wristbow
Advanced Ranged Weapons (7)
added the Blackpowder pistol
added the Blackpowder rifle
added the Blunderbuss
added the Repeater crossbow
added the Flame bellows
added the Frost bellows
added the Storm bellows
Shields (4)
added the Buckler shield
added the Round shield
added the Spiked shield
added the Tower shield