Subido por Manuel Beltrán Rueda

Clockwork Dragon's Expanded Armory

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Clockwork Dragon's Expanded Armory
This supplement is designed to address some of the
glaring issues with the weapons listed in the players
handbook, by introducing a number of new properties
that better reflect the unique and varying ways that
different weapons can be used effectively.
In addition, this supplement adds a wide array of
interesting weapons from around the world (referred
to by their European names to better suit the standard
pseudo-medieval setting). The goal of the supplement
is to make sure that no two weapons are the same,
and that every weapon is equally worthwhile when
compared to other weapons of it’s type. In a few cases,
this meant changing the type of a weapon.
In a separate section are distinct and extensive rules
for more advanced weapons such as firearms. These
weapons are designed mainly for high-power campaigns,
or campaigns played in a more modern setting. These
weapons are inherently more powerful than most
traditional weapons, and therefore represent a class of
weapons all their own.
Traditional Weapons
Around the world there are a vast array of unique and
interesting weapons. The weapons listed in this section
are available to most players as part of their standard
class proficiency.
Simple Melee Weapons
Name
Brass Knuckles
Cleaver
Club
Dagger
Fighting Claws
Greatclub
Handaxe
Javelin
Light Hammer
Mace
Machete
Quarterstaff
Punching Dagger
Scythe
Sickle
Spear
Spiked Gauntlet
Trident
Unarmed Strike
Cost
1 gp
1 gp
1 sp
2 gp
3 gp
2 sp
5 gp
5 sp
2 gp
5 gp
5 gp
2 sp
2 gp
8 gp
1 gp
1 gp
5 gp
5 gp
---
Damage
1d4 bludgeoning
1d4 slashing
1d4 bludgeoning
1d4 piercing
1d4 Slashing
1d8 bludgeoning
1d6 slashing
1d6 piercing
1d6 bludgeoning
1d6 bludgeoning
1d6 Slashing
1d6 bludgeoning
1d6 piercing
2d4 slashing
1d6 slashing
1d6 piercing
1d4 piercing
1d6 piercing
1 bludgeoning
Weight
1 lb
1lb
2 lb
1 lb
2lb
10 lb
2 lb
2 lb
2 lb
4 lb
2 lb
4 lb
2 lb
12 lb
2 lb
3 lb
2 lb
4 lb
---
Properties
Concealed, Light, Secure
Brutal, Concealed
Light, Stout
Thrown (range 20/60), Finesse, Light, Subtle
Finesse, Flensing, Light, Secure
Stout, Two-handed
Thrown (range 20/60), Light
Thrown (range 30/120)
Thrown (range 20/60), Light
Brutal
Special
Stout, Versatile (1d8)
Finesse, Light, Secure
Brutal, Two-handed, Unwieldy
Brutal, Grappling, Light
Thrown (Range 20/60), Armor Pierce, Versatile (1d8)
Defensive, Grappling, Light, Secure
Thrown (range 20/60), Defensive, Versatile (1d8)
---
Damage
1 peircing*
1d8 piercing
1d4 piercing
--1d6 piercing
--1d6 peircing
1d4 bludgeoning
Weight
1 lb
5 lb
1/4 lb
4 lb
6 lb
3 lb
2 lb
---
Properties
Ammunition (range 25/100), Loading, Subtle, Special
Ammunition (Range 80/320), loading, Two-handed,
Thrown (range 20/60), Finesse, Subtle
Thrown (range 15/30), Finesse, Grappling*
Thrown (Range 20/60), Armor Pierce
Thrown (range 5/15), Special
Ammunition (range 80/320), Two-handed
Ammunition (range 30/120), Adaptable
Simple Ranged Weapons
Name
Blowgun
Crossbow, Light
Dart
Grappling Hook
Harpoon
Net
Shortbow
Sling
Cost
10 gp
25 gp
5 cp
2 gp
5 gp
1 gp
25 gp
1 sp
Martial Melee Weapons
Name
Bastard Sword
Baton
Battleaxe
Bladestaff
Bladed Fan
Canesword
Chain
Chain, Spiked
Dagger, Parrying
Flail
Glaive
Greataxe
Greatsword
Halberd
Katana
Khopesh
Kpinga
Kusari-Gama
Lance
Longsword
Macuahuitl
Maul
Meteor Hammer
Morningstar
Nunchuks
Garrote
Pike
Rapier
Scimitar
Shortsword
Urumi
War pick
Warhammer
Whip
Yo-Yo
Zweihander
Cost
40 gp
5 gp
10 gp
50 gp
5 gp
25 gp
20 gp
25 gp
20 gp
10 gp
10 gp
30 gp
50 gp
20 gp
40 gp
10 gp
25 gp
15 gp
10 gp
15 gp
25 gp
10 gp
40 gp
15 gp
10 gp
3 gp
5 gp
25gp
25 gp
10 gp
15 gp
5 gp
15 gp
2 gp
15 gp
80 gp
Damage
1d10 slashing
1d6 bludgeoning
1d8 slashing
2d6 slashing
1d4 slashing
1d8 slashing*
2d4 bludgeoning
2d4 piercing
1d6 piercing
1d8 bludgeoning
1d10 slashing
1d12 slashing
2d6 slashing
1d10 slashing
1d8 slashing
1d8 slashing
1d6 slashing
2d4 slashing
1d12 piercing
1d8 slashing
1d8 slashing
2d6 bludgeoning
2d6 bludgeoning
1d8 piercing
2d4 bludgeoning
1d4 slashing*
1d10 piercing
1d8 piercing
1d6 slashing
1d6 piercing
3d4 slashing
1d8 piercing
1d8 bludgeoning
1d4 slashing
1d6 slashing
2d8 slashing
Weight
5 lb
2 lb
4 lb
15 lb
1/2 lb
3 lb
15 lp
15 lb
2 lb
2 lb
6 lb
7 lb
6 lb
6 lb
3 lb
3 lb
5 lb
3 lb
6 lb
3 lb
6lb
10 lb
3 lb
4 lb
2 bl
1/4 lb
18 lb
2 lb
3 lb
2 lb
2 lb
2 lb
2 lb
3 lb
1 lb
23 lb
Properties
Versatile (2d6)
Light, Defensive, Stout
Versatile (1d10)
Defensive, Heavy, Two-handed
Concealed, Finesse, Light
Concealed, Finesse, Special
Grappling, Reach, Reckless, Two-handed, Unwieldy
Flensing, Reach, Reckless, Two-handed, Unwieldy
Finesse, Light, Defensive
Brutal, Reach
Heavy, Critical 19, Reach, Two-handed
Brutal, Heavy, Two-handed
Heavy, Two-handed
Brutal, Heavy, Reach, Two-handed
Critical 19, Finesse, Versatile (1d10)
Brutal, Grappling
Brutal, Grappling, Defensive,
Finesse, Grappling, Reach, Reckless, Two-handed
Armor Pierce, Defensive, Reach, Unwieldy, Special,
Versatile (1d10)
Flensing, Brutal
Heavy, Two-handed
Finesse, Reach, Reckless, Two-handed, Unwieldy
Brutal, Stout
Finesse, Stout
Finesse, Concealed, Two-handed, Subtle, Special
Armor Pierce, Heavy, Reach, Two-handed
Finesse, Critical 19, Defensive
Brutal, Finesse, Light,
Finesse, Light
Finesse, Flensing, Reach, Reckless, Unwieldy
Armor Pierce, Brutal
Versatile (1d10), Brutal
Finesse, Reach, Grappling
Grappling, Reach, Light
Heavy, Two-handed, Unwieldy
Damage
1d4 bludgeoning
1d6 bludgeoning
1d8 slashing
1d10 piercing
1d8 piercing
1d6 piercing
1d10 piercing
1d8 piercing
1d6 piercing
2d6 piercing
1d12 peircing
1d12 peircing
Weight
2 lb
2 lb
1 lb
3 lb
16 lb
3 lb
18 lb
2 lb
1/4 lb
9 lb
3 lb
10 lb
Properties
Thrown (range 20/40), Grappling, Light,
Finesse, Light, Thrown (range 30/80), Returning*
Finesse, Thrown (30/70)
Ammunition (range 200/800), Two-handed
Ammunition (80/320), Heavy, Two-handed, Reload 6
Ammunition (range 30/120), Light, Loading
Ammunition (Range 100/400), AP*, Heavy, Loading, Two-handed
Ammunition (range 150/600) Heavy, Two-handed
Thrown (range 40/100), Finesse, Light, Subtle
Ammunition (range 5/20), Loading, Scatter, Reckless
Ammunition (range 20/60), Light, Loading, Reckless
Ammunition (range 80/320), Loading
Martial Ranged Weapons
Name
Bola
Boomerang
Chakram
Compound Bow
Crossbow, Repeat
Crossbow, Hand
Crossbow, Heavy
Longbow
Throwing Star
Blunderbuss
Flintlock
Musket
Cost
1 gp
3 gp
1 gp
120 gp
250 gp
75 gp
50 gp
50 gp
1 gp
60 gp
25 gp
50 gp
Critical X
Critical weapons are especially effective at targeting
the weak spots of an enemy. If you roll this number or
higher on an attack roll with a critical weapon the attack
is considered a critical hit.
Defensive
Defensive weapons are designed to deflect or catch
attacks. While wielding a defensive weapon, your AC
against weapon attacks is increased by 1. You may only
gain this benefit from a single defensive weapon at a
time.
Additionally while wielding a defensive weapon, when
a weapon attack against results in a critical failure,
you may make an attack roll contested by the target’s
Strength (Athletics) check. On a success, the target’s
weapon is broken or disarmed.
Finesse
Weapons with the finesse property are designed to be
wielded with a dextrous flourish, rather than a heavy
blow. 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.
Weapon Properties
The properties below are designed to reflect the unique
traits and unconventional uses of many weapons.
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, case, or other 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.
Flensing
Flensing weapons are designed to rip and tear, leaving
painful open wounds. Once per turn when you hit with
an attack using a flensing weapon, you may leave a
wound that continues to deal 1 nonmagical slashing
damage to the target at the end of each of it’s turns for
a number of rounds equal to your proficiency bonus.
Ongoing damage from multiple wounds stack. As a
bonus action a creature can use a healer’s kit to remove
all such wounds from itself or an ally within 5ft.
Grappling
Grappling Weapons have hooks, chains or other means
of grabbing and holding a creature. When you make an
attack with a grappling weapon, you may choose to deal
no damage and instead attempt to grapple the target or
knock it prone by making a grapple check using your
attack roll in place of a strength (athletics) check.
If you use a weapon that has the Ammunition property
to make a melee Attack, you treat the weapon as an
Improvised Weapon (see “Improvised Weapons” later in
the section). A sling must be loaded to deal any damage
when used in this way.
Heavy
A heavy weapon’s size and bulk make it too large for a
some creatures to use effectively. Small Creatures have
disadvantage on Attack rolls with heavy Weapons, and
Tiny creatures cannot use heavy weapons at all.
Armor Pierce (AP)
Weapons with this property are especially designed for
overcoming mundane sources of protection. Attacks
made with an Armor Pierce weapon ignore the AC
bonus granted by non-magical armor, including the
natural armor of creatures not resistant to magic.
Light
A light weapon is small and easy to handle, making it
ideal for use when Fighting with two Weapons. When
you take the Attack action and attack with a light melee
weapon that you’re holding in one hand, you can use
a bonus action to attack with a different light melee
weapon that you’re holding in the other hand. You don’t
add your ability modifier to the damage of bonus attack,
unless it is negative
Brutal
Brutal weapons are designed to deal massive amounts
of damage. When rolling damage dice for an attack
made with a brutal weapon, you re-roll 1’s.
Concealed
Weapons with the concealed property are easily hidden
or do not immediately appear to be weapons. You have
advantage on checks made to hide the existence or
nature of these 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.
Range
A weapon that can be used to make a ranged Attack
has a range in parentheses after the Ammunition or
thrown property. 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. You can’t Attack a target beyond the
weapon’s Long Range.
Reach
These weapons are designed to make melee attacks
from a greater distance than most weapons allow. A
Reach weapon adds 5 feet to your reach when you
Attack with it, as well as when determining your reach
for Opportunity Attacks with it.
Reckless
Reckless weapons are dangerous even to their wielder.
Attack rolls made with a reckless weapon deal half their
weapon damage to the user on a natural attack roll of
1 or 2. This is in addition to any damage done to the
intended target by a successful attack.
Reload X
Weapons with this property can be fired this many times
before it must be reloaded A character must then reload
it using an action or a bonus action (the character’s
choice).
Returning
Returning weapons are either aerodynamically designed
to return to the user’s hand, or outfitted with some
mechanical means of recovering them once thrown.
After throwing a returning weapon, a proficient wielder
can use a bonus action to return the weapon to their
hand.
Scatter
Weapons with the scatter property allow their wielder
to trade accuracy for a more wide-ranging attack. When
making an attack using a weapon with the scatter
property, you may choose to fire in a 15 ft wide cone
with a range equal to half the weapon’s normal range,
instead of firing at a specific target.
All creatures within this cone must succeed on a
dexterity saving throw with a DC equal to 8 + your
proficiency bonus. Taking damage equal to the weapon’s
damage dice on a failure, or half as much damage on a
success. You do not add your ability modifier to damage
rolls to attacks made in this way.
Scatter attacks consume ammunition at a different rate
than other attacks with the weapon, when making a
cone attack with this property, use the number denoted
next to this property to determine the amount of
ammunition used.
Secure
Secure weapons are strapped to the body or held in
such a way that they are difficult to remove. These
weapons require a full action to equip or unequipped,
but cannot be disarmed.
Special
A weapon with the special property has unusual rules
governing its use, explained in the weapon’s description
(see “Special Weapons” later in this supplement).
Stout
Stout weapons hit hard, even when they don’t deal
damage. When you make an attack with a stout weapon,
you may choose to deal no damage and instead force
the target to make a constitution saving throw against
your attack roll. On a failure, the target is incapacitated
until the end of it’s next turn. Creatures with resistance
to bludgeoning damage have advantage on this saving
throw, and creatures with immunity to bludgeoning
damage automatically succeed.
Subtle
Subtle weapons are designed to deliver their damage
without giving away your position. Attacking with a
subtle weapon while hidden does not end the hidden
condition.
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.
Two-Handed
These weapons requires both hands to wielded
effectively. You must use two hands when making an
Attack with a two-handed weapon.
Unwieldy
Weapons with the unwieldy property or large, awkward,
or otherwise difficult to use quickly. An Unwieldy
weapon cannot be used to make opportunity attacks.
Versatile
These weapons can be used with either one hand or
with two hands. A damage value in parentheses appears
with the property—the damage when the weapon is used
with two hands to make a melee Attack.
Tiny Creatures must use versatile weapons as twohanded weapons, but deal damage with the weapon as if
it were being wielded in one hand
Special Weapons
The weapons below have specific rules that govern their
use, or are likely to be unfamiliar to most players.
Boomerang
A boomerang is a curved throwing weapon usually
constructed of wood and designed for specific
aerodynamic effect. Once thrown, a proficient user must
return the boomerang to their hand before the end of
their next turn, or the weapon fails to return.
Blowgun
Blowguns deal little damage on their own, but are
particularly effective as a means of delivering poisons.
Creatures hit by a poisoned blowgun needle have
disadvantage on their first saving throw against the
poison’s effects.
Canesword
Caneswords are unique weapons made up of a thin
blade hidden inside a sturdy sheath designed to look
like a walking cane. While Sheathed, a canesword deals
1d8 bludgeoning damage, But when unsheathed, the
blade deals 1d8 slashing damage, and the sturdy sheath
can be wielded in the offhand as a club
Garrote
A Garrote is nothing more than a thin wire, usually with
a handle on either side. While not particularly effective
in open combat, a successful attack with a garrote
grapples a target, and deal’s it’s damage each time the
grappled creature fails to escape. While the target is
grappled in this way, it cannot breath, and is subject to
the suffocation rules on pg 183 of the player’s handbook.
Grappling hook
A grappling hook is a curve piece of metal tied to a rope,
and can be used to grab hold of enemies and objects at
a distance. A creature grappled by a grappling hook is
not restrained, but cannot move away from the creature
grappling it. Additionally, while grappling a creature
with a grappling hook, you may use a bonus action to
pull the creature towards you a distance equal to your
strength score.
Lance
Lances are large polearms designed to be wielded from
atop a horse or other mount. 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.
Machete
A machete is a wide flat blade ideally suited for clearing
underbrush and cutting through thick vines and foliage.
Machetes deal an additional weapon dice of damage to
plant-based creatures.
Sling
A sling is an adaptable weapon that trades power for
versatility, and isn’t tied to a specific type of ammunition.
It can use any object of similar size and weight to it’s
standard ammunition as a projectile.
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 Strength
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.
Improvised Weapons
Sometimes Characters don’t have their Weapons and
have to Attack with whatever is at hand. An Improvised
Weapon includes any object you can wield in one or two
hands, such as broken glass, a table leg, a frying pan, a
wagon wheel, or a dead Goblin.
Often, an Improvised Weapon is similar to an actual
weapon and can be treated as such. For example, a table
leg is akin to a club. At the GM’s option, a character
proficient with a weapon can use a similar object as if it
were that weapon and use his or her Proficiency bonus.
An object that bears no resemblance to a weapon deals
1d4 damage (the GM assigns a damage type appropriate
to the object). If a character uses a ranged weapon to
make a melee Attack, or throws a melee weapon that
does not have the thrown property, it also deals 1d4
damage. An improvised thrown weapon has a normal
range of 20 feet and a Long Range of 60 feet.
Silvered Weapons
Some Monsters that have immunity or Resistance
to nonmagical Weapons are susceptible to silver
Weapons, so cautious Adventurers invest extra coin to
plate their Weapons with silver. You can silver a single
weapon or ten pieces of Ammunition for 100 gp. This
cost represents not only the price of the silver, but the
time and Expertise needed to add silver to the weapon
without making it less effective.
Weapon Feats
The following feats represent specialized training or
practice with specific weapons, or unique styles of
combat, and are designed to complement the weapons
added by this supplement. With your DM’s permission,
you may take any of these feats as a fighting style when
granted a new fighting style by a class feature or other
source.
Intimidating Swordsman
Prerequisite: Charisma 15 or higher
Your skill with your weapon is enough to make trained
warriors cower, even before you land a single blow.
• As an action on your turn, you may attempt to terrify
a target with your weapon. Choose a single creature
who can see you, and make an intimidation check,
adding your weapon proficiency to the result. The DC
for this check is equal to the AC of the target. On a
success, the target is frightened of you until the end of
it’s next turn
Natural Weapon Adept
Prerequisite: At least one natural weapon.
You have honed your skills when fighting with nothing
more than the claws or teeth nature gave you. You gain
the following benefits
• The damage dice of your natural weapons increases
by one step. For example, if your claws would
normally deal 1d6 slashing damage, they now deal
1d8 slashing damage.
• When you engage in two-weapon fighting using
only your natural weapons, you can add your ability
modifier to the damage of the second attack
Primal Ascetic
Prerequisite: Monk Class, At least one natural weapon.
No weapon is more an extension of your body than
those you were born with. You gain the following
benefits:
• The damage dice of your natural weapons becomes
one step higher than that of your martial arts dice. For
example, if your Martial arts dice is 1d6, the damage
dice of your natural weapons becomes 1d8.
• Attacks made using your natural weapons count as
unarmed strikes for the purpose of your monk class
features, such as Flurry of blows.
Quick Draw
Prerequisite: Dexterity 13 or higher
You’ve trained to the peak of performance when it
comes to drawing and reloading your weapons, and
can do so with incredible speed. You gain the following
benefits:
• You can draw or stow two one-handed ranged
weapons when you would normally be able to draw or
stow only one.
• You ignore the loading property of weapons, and
may reload your weapons as a free action instead of a
bonus action.
Spellblade
Prerequisite: The ability to cast at least one spell.
You have mastered the use of athames and other ritual
blades as spellcasting implements, and can use them
with deadly purpose. You gain the following benefits:
• You may use any light, bladed, melee weapon as
an arcane focus for your spells. Magic weapons are
treated as magic spellcasting focuses when used in
this way.
• When you make a melee attack using a light, bladed,
melee weapon and hit, you may use a bonus action to
cast a cantrip. The range of this cantrip is considered
touch, regardless of it’s normal range, and it must
target the same creature as your attack.
Strong Arm
Prerequisite: Strength 15 or higher
Any weapon is likely to become a missile in your hands.
You gain the following benefits.
• You may treat any weapon as having the thrown
property, with a normal range of 20ft, and a long
range of 60ft.
• The normal and long range of attacks you make
with thrown weapon is doubled. Weapons that do not
normally have the thrown property do not gain this
benefit.
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Armor
Name
Light
Padded
Shadoweave
Leather
Studded Leather
Drowsilk
Medium
Hide
Mimic Hide
Chain Shirt
Scale mail
Breastplate
Half Plate
Wooden Slat
Heavy
Ring mail
Blastweave
Chain mail
Metal Splint
Chiten Plate
Fullplate
Cost
Armor Class (AC)
5 gp
60 gp
10 gp
45 gp
120 gp
11 + dex mod
11 + dex mod
11 + dex mod
12 + dex mod
12 + dex mod
10 gp
40 gp
50 gp
50 gp
400 gp
750 gp
400 gp
12 + dex mod (max 2) --12 + dex mod (max 2) --13 + dex mod (max 2) --13 + dex mod (max 2) --14 + dex mod (max 2) --15 + dex mod (max 2) --15 + dex mod (max 2) 13
30 gp
14
240 gp 14
75 gp
16
200 gp 17
500 gp 18
1,500 gp 18
Str Weight Properties
----8 lb Insulating, Fireproof, Organic
--3 lb Stealthy, Hydrophobic, Flammable
--- 10 lb Fireproof, Impact Resist, Organic
--- 13 lb Insulating, Hydrophobic, Organic
--5 lb Cutproof, Organic, Special*
--13
13
14
15
15
12 lb
12 lb
20 lb
45 lb
20 lb
40 lb
35 lb
Insulating, Organic
Insulating, Organic, Stealthy
Cutproof,
Cutproof, Impact Resist, Conspicious
Cutproof, Impact Resist, Conductive
Cutproof, Impact Resist, Conductive, Conspicious
Cutproof, Organic, Flammable, Conspicious
40 lb
40 lb
55 lb
60 lb
75 lb
65 lb
Cutproof, Hydrophobic, Conspicious
Cutproof, Insulating, Fireproof, Impact Resist
Cutproof, Conductive, Conspicious
Cutproof, Fireproof, Conductive, Conspicious
Cutproof, Impact Resist, Organic, Conspicious, Special*
Cutproof, Fireproof, Impact Resist, Hydrophobic,
Conductive, Conspicuous, Special*
Armor
Studded Leather: Made from tough but flexible leather,
sewn, and reinforced with metal studs as key joints,
studded leather generally covers more of the body
than boiled leather, but is less hardened against heavy
impacts. It provides greater protection against attacks
and caustic substances, but the metal studs transmit
heat more directly to the wearer.
Light armor
Made from supple and thin materials, Light Armor
Favors agile Adventurers since it offers some Protection
without sacrificing mobility. If you wear Light Armor,
you add your Dexterity modifier to the base number
from your armor type to determine your Armor Class.
Drowsilk: A sturdy fabric made from the silk of giant
spiders, drowsilk provides discrete protection against
bladed weapons, and is a favourite among noble houses
who can afford it, and the Drow who are it’s primary
producers. Because of it’s fine silken weave, drowsilk
often does not look like armor at all, and can be easily
passed off as fine clothing.
The most common mistake most adventurers make
when choosing armor is simply selecting the toughest
armor they can feasibly wear and afford. The goal of this
expansion is to make armors more diverse, and provide
adventurers a reason to keep multiple sets of armor for
different situations.
Padded: Padded Armor consists of quilted layers of
cloth and batting. It is Insulating against the cold, and
surprisingly resistant to fire - preferring to smoulder
rather than actually burn.
Shadoweave: Made of soft cloth woven from fibres
treated with tar, shadoweave absorbs light and is the
choice of experienced assassins and thieves, providing
superior stealth, at the cost of less physical protection,
and high flammability.
Boiled Leather: The Breastplate, shoulder protectors,
and bracers of this armor are made of hard leather that
has been stiffened by being boiled in oil. The rest of the
armor is made of softer and more flexible materials.
Boiled leather is highly resistant to fire, and deadens
most blunt-force impacts to critical parts of the body.
Medium armor
Medium Armor offers more Protection than Light Armor,
but it also impairs Movement more. If you wear Medium
Armor, you add your Dexterity modifier, to a maximum
of +2, to the base number from your armor type to
determine your Armor Class.
Hide: This crude armor consists of thick furs and pelts.
It is commonly worn by Barbarian tribes, and other folk
who lack access to the tools and materials needed to
create better armor, and spend regular time in extreme
climates.
Mimic Hide: Despite it’s name, Mimic hide holds no
actual connection to the creature from which it draws
its name. Instead, it is a type of hide armor specially
crafted to disguise the wearer’s silhouette, often
by making them resemble an animal or bush while
crouched.
Wooden Slat: Similar in design to metal splint, but
crafted from small overlapping plates of resin hardened
paper, fabric, or wood. Slat armor is lighter and slightly
less durable than it’s metal counterpart, but provides
better mobility and is often favoured among druids and
warriors of the east. It is, however, be highly flammible
compared to it’s metal counterpart.
heavy armor
Of all the armor categories, Heavy Armor offers the best
Protection. These suits of armor cover the entire body
and are designed to stop a wide range of Attacks. Only
proficient warriors can manage their weight and bulk.
Heavy armor doesn’t let you add your Dexterity modifier
to your Armor Class, but it also doesn’t penalize you if
your Dexterity modifier is negative.
Ring Mail: This armor is Leather Armor with heavy
rings sewn into it. The rings help reinforce the armor
against blows from Swords and axes. Ring Mail is
inferior in most ways to Chain Mail, but provides better
protection against caustic liquids such as acids or
alchemist’s fire.
Blastweave: Blastweave armor incorporates heavy
plates of ceramic sewn into key areas to help protect it’s
wearer from a wider array of injury. It is less conductive
than metal, and less bulky or loud than other heavy
armors, but provides less overall protection for it’s
weight. It also provides excellent protection against fire
Chain Mail: Made of interlocking metal rings, Chain
Mail includes a layer of quilted fabric worn underneath
the mail to prevent chafing and to cushion the impact of
blows. It is relatively loud, and exceptionally heavy. The
suit includes gauntlets.
Metal Splint: This armor is made of narrow vertical
strips of metal riveted to a backing of leather that is
worn over cloth padding. Flexible Chain Mail protects
the joints. It is loud, bulky, and exceptionally heavy, but
protects well against fire.
Chain Shirt: Made of interlocking metal rings, a Chain
Shirt is worn between layers of clothing or leather. This
armor offers modest Protection to the wearer’s upper
body and allows the sound of the rings rubbing against
one another to be muffled by outer layers.
Scale Mail: This armor consists of a coat and leggings
(and perhaps a separate skirt) of leather covered with
overlapping pieces of metal, much like the scales of a
fish or dragon. The suit includes gauntlets.
Breastplate: This armor consists of a fitted metal
chest piece worn with supple leather. Although it leaves
the legs and arms relatively unprotected, this armor
provides good Protection for the wearer’s vital organs
while leaving the wearer relatively unencumbered.
Half Plate: Half Plate consists of shaped metal plates
that cover most of the wearer’s body. It does not include
leg Protection beyond simple greaves that are attached
with leather straps.
Chiten Plate: Crafted from overlapping plates of heavy
insect chitin or carved bone, Chiten plate is similar
in strength to it’s metal counterpart, but made from
heavier, organic materials. While not as resistant to
most damage types as metal, Chitin armor is less
than half the price of fullplate, and has the added
benefit of instilling fear in most enemies, granting it’s
wearer advantage on intimidation checks against most
humanoid races.
Fulplate: Fullplate armor consists of shaped,
interlocking metal plates to cover the entire body. A
suit of plate includes gauntlets, heavy leather boots, a
visored helmet, and thick layers of padding underneath
the armor. Buckles and straps distribute the weight
over the body. Plate armor is resistant to most types
of damage, but is a magnet for any electrically basedattacks, and rings like a bell when struck by thunderous
attacks. When a creature wearing fullplate takes any
amount of thunder damage, it must succeed on a dc 15
constitution saving throw or be incapacitated until the
end of it’s next turn.
Armor Properties
While the general idea of armor is always to protect
the wearer from harm, not all armors do this in the
same way, or are well suited for the same situations.
The following properties represent the unique traits of
various types of armor.
Conductive
Armors made primarily of metal, or other highly
conductive materials are a magnet for electricity. Attack
roles against creatures wearing conductive armor have
advantage if the attack would deal lighting damage, and
creatures wearing conductive armor have disadvantage
on saving throws against spells and effects that would
deal lightning damage.
Conspicuous
Armor that is bulky, loud or otherwise makes you easy
to notice is considered conspicuous. Creatures have
disadvantage on stealth checks while wearing armor
with this property.
Cutproof
These armors are made of materials that resist cutting,
tearing, or penetration. While wearing cutproof armor,
you gain resistance to piercing and slashing damage
form nonmagical sources.
Fireproof
Made of flame retardant materials that smoulder rather
than burn, or otherwise protect the wearer form being
burned, fireproof armor grants the wearer resistance to
fire damage.
Flammable
Crafted from materials that easily burn or catch
alight, flammable armor can make fire and lightening
significantly more dangerous. When a creature wearing
flammable armor is dealt 10 or more fire or lightning
damage, roll a d20. On a result of 1, the armor catches
fire, causing the wearer to take 1d4 fire damage at the
start of each of it’s turns, until it succeeds on a dc 10
dexterity check to extinguish the flames.
Hydrophobic
Armors that have been specially treated to resist
the effects of acids and other hazardous liquids are
considered hydrophobic. While wearing armor with this
property, a creature gains resistance to acid damage,
and has advantage on saving throws against hazardous
liquids such as alchemists fire.
Impact Resist
Often bulky or rigid, impact resistant armors are
designed to protect the wearer from blunt force trauma.
While wearing impact resistant armor, a creature gains
resistance to bludgeoning damage from non-magical
sources.
Insulating
This armor is heavily padded or otherwise insulated by
thermally non-conductive materials. Wearing armor with
the Insulating property grants the wearer resistance to
cold damage, and advantage on saving throws against
the effects of nonmagically cold climates.
Organic
Made primarily or entirely from natural materials such
as wood, leather, or bone, organic armors are well
suited to the likes of druids and other characters who
cannot make use of metal armor.
Stealthy
Stealthy armor si designed to obscure a creature’s form
or appearance, making it easier to hide. Such armors
are often made of soft, padded materials that also
reduce the sounds of movement. A creature wearing
stealthy armor has advantage on stealth checks made to
hide or remain hidden.
Shields
Name
Bashing
Buckler
Collapsible
Spiked
Throwing
Tower
Cost
10 gp
5 gp
120 gp
20 gp
35 gp
60 gp
AC
+2
+1
+2
+2
+2
+3
Weight
10 lb
4 lb
18 lb
3 lb
2 lb
9 lb
Properties
Weaponized (Quarterstaff )
Light, Secure
Concealed, Light, Secure, Special
Weaponized (Punching Dagger)
Light, Weaponized (Handaxe), Returning
Str 15, Heavy, Conspicuous, Cover
Sheilds
Just like weapons are each designed to be used in a
specific way, Shields too are built for specific purposes.
The specialised shields listed below are intended to
replace the standard shield available in the player’s
handbook, and each have unique properties that make
them ideal for different situations.
Bashing
The most standard form of shield an adventurer is likely
to encounter, a sturdy shield is primarily designed for
defence, but can be used by a proficient wielder to bash
targets as a melee attack
Buckler
Bucklers are small, lightweight shields designed to be
strapped to the forearm, and do not require a free hand
to wield effectively.
Collapsible
Collapsible shields remain in an inactive hidden state
until activated by a proficient wielder as a bonus action.
An inactive collapsible shield is treated as a gauntlet
or glove, and does not use a free hand or grant an AC
bonus. An active collapsible shield can be deactivated as
a free action.
Spiked
Spiked shields come in a variety of shapes and sizes,
but at their most basic are a sturdy wooden shield with
protruding iron spikes, which can be used to strike an
opponent in melee combat.
Throwing
Throwing shields have a sharp, bladed edge, and are
uniquely balanced to be thrown across the battlefield
and return to their user. Once thrown, a throwing shield
must be caught as a bonus action before the end of the
wielder’s next turn, or fail to return to the wielder. A
throwing sheild provides no AC bonus while not in the
wielder’s hand
Tower
Tower shields are massive barriers often constructed
of or reinforced by iron and other metals. They require
significant strength to wield, and impose disadvantage
on stealth checks in the same way that plate armor does,
but provide far more protection than other shields.
Sheild Properties
Many shields are designed to be used not just
defensively, but offensively as well.
Weaponized
Weaponized shields are built to make as effective a
weapon as they do armor. A proficient wielder can
use a weaponized shield as a weapon with the same
damage and weapon properties as the weapon listed in
parenthesis.
Cover
Large shields, such as the tower shield, do more than
just increase the wielder’s AC. While using a shield with
the cover property, a proficient wielder an action on it’s
turn to plant the shield firmly in place, providing total
cover for itself, three-quarter’s cover to any ally directly
behind itself, and half-cover to allies directly adjacent to
itself. This effect lasts until the start of the wielder’s next
turn
Advanced Weapons
In more modern or high-power campaigns, it may be
possible, or even commonplace, for player characters
and enemies alike to acquire more complex and
powerful weapons, that are nonetheless considered
mundane or nonmagical.
These weapons, while strictly nonmagical, generally
rely on fuel, ballistic ammunition, or other forms of
mechanical power to augment the damage that a
creature can do far beyond what would normally be
possible. Because of their complexity, and the need for
careful maintenance, such weapons generally require a
special proficiency in order to be wielded effectively
Advanced weapons require routine maintenance with a
set of tinker’s tools to function properly, have a chance
of catastrophic failure if not well maintained. When you
make an attack with an advanced weapon and roll a 1,
the weapon jams, and must be cleared as bonus action
before it can be used again. If the weapon has not been
serviced using tinker’s tools within the past week, the
weapon instead breaks, and must be repaired as part of
a long rest before it can be used again.
Performing maintenance on an advanced weapon
requires 1 hour and a set of tinker’s tools, which you
must be proficient with.
Advance Melee Weapons
Name
Battlefist
Buzz-axe
Buzz-Cutter
Chainsword
Chem-thrower
Injector
Ballistic Hammer
Warjaw
Zapper
Cost
520 gp
360 gp
280 gp
520 gp
660 gp
20 gp
420 gp
440 gp
80 gp
Damage
2d6 Bludgeoning
2d6 Slashing
2d6 slashing
3d6 Slashing
4d6 Variable
1d6 Peircing
2d10 Bludgeoning
2d6 Piercing
1d8 lightening
Weight
12 lb
9 lb
4 lb
18 lb
50 lb
3 lb
10 lb
7 lb
3 lb
Properties
Brutal, Thrown (range 10/20), Returning, Secure
Brutal, Flensing, Fuel 10, Heavy, Versatile (2d8)
Springwound ,Flensing, Finesse, Light, Secure
Brutal, Flensing, Fuel 5, Heavy, Two-handed, Unwieldy
Fuel 1, Scatter, Special
Finesse, Special
Loading, Brutal, Two-handed, Reckless
Grappling, Light, Secure, Special
Springwound, Light, Stout, Volt
Damage
2d6 Piercing
8d10 Bludgeoning
--3d6 Fire
12d8 Peircing
2d6 Piercing
2d8 Piercing
2d6 Piercing
3d6 Piercing
3d10 Peircing
5d6 Peircing
4d6 Peircing
4d6 Peircing
1d8 lightening
Weight
5 lb
120 lb
2 lb
1 lb
120 lb
4 lb
1 lb
3 lb
9 lb
12 lb
9 lb
8 lb
4 lb
2 lb
Properties
Ammunition (range 60/180), Concealed, Loading
Ammunition (range 160/860), Siege, Loading
Ammunition (range 60/180) Siege, Special
Thrown* (range 20/30)
Ammunition 24 (range 120/570), Siege, Scatter, Reload 6 Ammunition (range 60/180), Brutal, Light, Reload 6
Ammunition (range 15/30) Concealed, Light, Loading
Ammunition (range 60, 180), light, Reload 12
Ammunition (range 120, 570), Loading, Brutal
Ammunition (range 160, 860), Loading, Critical 18, Unwieldy
Ammunition 10 (range 80/320), Reload 6, Scatter
Ammunition (20/40), Flensing Reload 2, Scatter
Ammunition (close range 10/15/20), Flensing, Reload 2, Scatter
Loading, Volt, Special (range 15/30)
Advanced Ranged Weapons
Name
Cane-Gun
Cannon
Grenade Launcher
Grenade
Machine-Gun
Revolver
Palm-Pistol
Pistol
Rifle, Hunting
Rifle, Sniper
Rifle, Burst
Shotgun
Shotgun, Sawed-off
Stunner
Cost
55 gp
480 gp
320 gp
5 gp
750 gp
60 gp
40 gp
80 gp
160 gp
320 gp
240 go
60 gp
70 gp
150 gp
Buzz-cutter
Buzz-cutters consist of a springloaded rotary drive,
attached to a serrated blade. Squeezing the mechanism
winds a spring, which causes the blade to spin at speeds
fast enough to easily cut through bone
Chain Sword
Chain-swords are terrifying weapons that use a highspeed chain-blade to tear through flesh, bone, and
anything else in their way. They consume fuel to operate,
and can hold up to 5 units of liquid fuel at a time
Chem-Thrower
Made up of a large industrial chemical sprayer and a
pressurized tank worn on the back, Chem-throwers
are designed to spray combustible fuels in a wide area,
igniting the fuel as it leaves the barrel. However they can
also be used to disperse other chemicals and alchemical
compounds such as alchemist’s acid. They are versatile
and devastating weapons, but But consume fuel quickly,
and are heavy,bluky contraptions. On average, a Chemthrower’s tank holds 20 units of fuel.
Injector
Designed as a combat-capable delivery mechanism for
fast acting poisons and chemicals, an injector resembles
a strangely shaped handgun, with a 4-6 inch needle
extending from the tip, and a large glass phial extending
form the back. The phial can hold up to 30 doses of
poison before it must be refilled.
Palm Pistol
Palm Pistols are discrete firearms small enough to fit in
the palm of the hand relatively unnoticed. They only fire
a single shot, but are often used for assassinations or
self-defence.
Ballistic Hammer
A gnomish invention, Rocket-hammers use the explosive
charge of a shotgun shell to increase the force behind
their blows. Improper handling has been know to lead
to... Accidents.
Advanced Weapon Descriptions
Advanced weapons aren’t always easy to understand at a
glance, and often have special properties. The following
list offers descriptions of each of these new weapons
Battlefist
A battlefist is a specialized weapon made up of a large
metal weight or “fist” attached to a mechanical gauntlet
by length of chain. The heavy “fist” can be used to
make melee attacks, or launched from the gauntlet as
a thrown weapon and then reeled back in by way of the
attached chain.
Burst Rifle
Burst Rifles are lightweight but powerful firearms
capable of firing 3-6 rounds of ammunition a second.
They can be switched between a burst mode which fires
fewer shots more accurately, and a scatter mode that
fires more rounds in a wider cone.
Buzz-Axe
Buzz-Axes are an especially brutal weapon that consist
of a spinning mechanical blade at the end of a long, axelike haft. They consume fuel to operate, and can hold up
to 5 units of liquid fuel at a time
Stunner
A stunner is a small handgun designed to disable but not
kill it’s target, and is largely used for crowd-control or
in other situations where nonlethal force is preferable.
All Damage done by a Stunner is considered non-lethal.
They must be manually reloaded after each shot by
winding the internal dynamo that powers their electric
charge
Warjaw
Adapted from industrial and construction applications,
the Warjaw is large powered claw, worn on the arm like
a gauntlet, and capable of exerting thousands of pounds
of force.
Because the claw only opens or closes when operated,
maintaining a grapple made using a warjaw does
not require an action of any sort, however using an
action to maintain the grapple causes the weapon to
automatically deal it’s weapon damage to the grappled
creature.
Zapper
Zappers are baton-like weapons containing a springwound dynamo designed to impart an electrical charge
when striking a target.
Fuel
These weapons consume liquid fuel when operating.
The number shows how many rounds an the can
operate for on a single unit of fuel. A weapon with the
fuel property ceases to function once all it’s fuel is
consumed, and must be reloaded using a an action.
Volt
Volt weapons are designed to disable their target with
an electrical shock. When you hit with an attack with an
electrified weapon, the target must make a constitution
saving throw against 8+ your attack modifier, + your
proficiency bonus, or be incapacitated until the end of
their next turn.
Advanced Weapon Properties
Advanced weapons are significantly more complicated
in their construction that other types of equipment,
and may have additional properties not seen in more
traditional weapons.
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. The
ammunition of a firearm is destroyed upon use.
Burst Fire X
Weapons with the burst fire property can be used to
attack more rapidly than other weapons, in exchange
for reduced accuracy. When making an attack with
a burst fire property, you may choose to attack twice
instead of once. If you do so, you make both attacks at
disadvantage.
Burst attacks consume ammunition at a different rate
than other attacks with the weapon, when making
multiple attacks using this property, use the number
denoted next to this property to determine the amount
of ammunition used.
Blast
When an attack with a blast weapon hits a target, it
explodes in a 10-foot radius at a point of your choosing
within the target’s space. Targets in this radius who
were not the original target receive half as much
damage from the weapon’s damage roll.
The evasion feature (and similar features) and full cover
between the original and secondary target negate this
secondary damage. Attacks made with a blast weapon
against objects, structures, vehicles, and creatures made
out of inorganic material have advantage.
Close Range X/X/X
Weapons like the shotgun are considered ranged
weapons, but function best at short distances. Close
range weapons only deal their full damage at close
range, and deal one damage dice less damage at each
standard range, and another damage dice less at long
range.
Creatures with resistance to lightening damage have
advantage on this saving throw, and creatures with
immunity to lightening damage automatically succeed
Reload X
Weapons with this property can be fired this many times
before it must be reloaded A character must then reload
it using an action or a bonus action (the character’s
choice).
Scatter
Weapons with the scatter property allow their wielder
to trade accuracy for a more wide-ranging attack. When
making an attack using a weapon with the scatter
property, you may choose to fire in a 15 ft wide cone
with a range equal to half the weapon’s normal range,
instead of firing at a specific target.
All creatures within this cone must succeed on a
dexterity saving throw with a DC equal to 8 + your
proficiency bonus. Taking damage equal to the weapon’s
damage dice on a failure, or half as much damage on a
success. You do not add your ability modifier to damage
rolls to attacks made in this way.
Scatter attacks consume ammunition at a different rate
than other attacks with the weapon, when making a
cone attack with this property, use the number denoted
next to this property to determine the amount of
ammunition used.
Seige
Siege weapons are enormous armaments usually
mounted to a sturdy platform. They count as having the
heavy, two-handed, and unwieldy properties, and while
unmounted can only be wielded by large (or bigger)
creatures, or creatures who are treated as large (or
bigger) when calculating carrying capacity.
Spring
Weapons with the spring property are powered by a
ratcheted coil spring, which must be wound as a bonus
action before it can be used. Once wound, a spring
weapon continues to operate until the start of your next
turn.
Ammunition
All firearms require ammunition, however the type
of ammunition can vary depending on the gun. As a
general rule, Light Arms use Light Rounds, Medium
Arms Require Medium Rounds, and Heavy arms use
Heavy Rounds., However a few exceptions exist:
Black-Powder Rounds
Flintlocks, Muskets, and Cannons represent outdated
styles of firearm, and must be loaded with black powder
in addition to their unique ammunition. Flintlocks
and Muskets both use Pellets, while Cannons use
Cannonballs.
Grenades
Grenade Launchers do not use regular ammunition, but
rather are used to propel grenades, which then explode
on impact.
Liquid Fuel
Liquid fuels such as kerosene, gasoline, or other highly
combustible fluids are necessary for certain weapons to
operate. Fuel is measured in units or litres.
Special Ammunition
In addition to the standard ammunition normally used
by a firearm, a number of special types of ammunition
may be available at the discretion of your DM.
Specialized rounds usually costs twice to three times as
much as standard rounds.
Armor-Piercing
Armor-Piercing rounds are specially designed to
penetrate an enemy’s defences. Attacks made using this
ammunition ignore the AC bonus of a target’s armor or
natural armor. Armor Piercing rounds generally costs
twice as much as regular ammunition.
Elemental
Elemental rounds contain an arcane charge which
causes them to deal elemental damage in addition to
their normal damage. Attacks made with elemental
ammunition deal an extra 1d4 damage of their
elemental type. Elemental rounds can run between 3 to
4 times the price of regular ammunition, depending on
the element.
Silvered
Some Monsters that have immunity or Resistance to
nonmagical Weapons are susceptible to silver Weapons,
so cautious Adventurers invest extra coin to plate
their Weapons with silver. You can silver ten pieces of
Ammunition for 100 gp. This cost represents not only
the price of the silver, but the time and expertise needed
to add silver to the weapon without making it less
effective.
Syringe
Syringe rounds are used to administer potions or other
solutions at a distance. Attacks made with Syringe
rounds deal no damage, but can be used to apply the
effects of poisons, potions, or other chemicals at the
discretion of the DM. Syringe rounds cost roughly 1.5
times the price of regular ammunition.
Aetheric Weapons
Name
Powder Rounds
Pellets (100
Gunpowder (horn)
Cannonball
Gunpowder (keg)
Ballistic Rounds
Bullets (10)
Shotgun Shells (10)
Belt (480 Bullets)
Liquid Fuel
Canister (5 unit)
Tank (20 units)
Barrel (100 units)
Cost
Weight
1gp
1gp
5gp
25gp
2lb
2lb
3lb
20lb
1gp
1gp
25gp
1lb
1lb
30lb
5sp
2gp
100gp
5lb
20lb
100lb
Aetheric Devices
Aetheric Weapons represent a special class of weapons
and equipment, first developed by the Thoc’Rah during
the Illithid wars. They are designed to channel arcane
energy into powerful attacks, or in some cases even cast
spells without the need of a spellcaster. Even in modern
settings they are usually exceedingly rare.
Aetheric Devices
Name
Arcane Rifle
Casting Gauntlet
Magefist
Mageshot
Manawhip
Spellsaber
Spellbomb
Spellcannon
Wizard’s Shield
Cost
3,600 gp
1,600 gp
680 gp
1,200 gp
750 gp
680 gp
50 gp
4,800 gp
120 gp
Damage
----2d6 Bludgeoning
--2d6 Slashing
2d6 Peircing
-------
Weight
9 lb
2 lb
7 lb
3 lb
3 lb
3 lb
1 lb
160 lb
3 lb
Device Descriptions
Wizard’s Shield
Single purpose variations on the more versatile casting
gauntlet, a Wizard’s shield can be used to cast the
Shield spell with a duration of two rounds instead of
one. Doing so consumes 1 spellcharge per turn spell is
active.
Arcane Rifle
Similar in size and shape to a standard rifle, but
significantly heavier and crafted using incredibly rare
arcane alloys, the arcane rifle is just what the name
implies: a gun that shoots spells.
Casting Gauntlet
A casting gauntlet is an glove-like spellcasting weapon
designed to allow martial combatants to cast spells, or
to empower spells cast by a spellcaster through regular
means. Spells cast through the use of a casting gauntlet
always have a range of touch, regardless of the normal
range of the spell.
In addition to the normal rules for spellcasting weapons,
A casting gauntlet can also be used as a spellcasting
focus by a proficient spellcaster. While using a casting
gauntlet as an arcane focus, a creature my use a bonus
action to consume mana and apply metamagic effects
as if spending the same number of sorcery points. The
metamagic effects that a casting gauntlet can be used
to apply are determined by the spellcanister loaded in
the device, and a casting gauntlet cannot be apply more
than one metamagic effect to a single casting of a spell.
Magefist
An early “failure” in the creation of the Casting Gauntlet,
Magefists are oversized gauntlets designed to channel
arcane energy in the form of mana. While unable to
recreate the complex effects of spells, A magefist can
impart particularly powerful blows of magical energy
when used as a melee weapon, and has become the
basis for a number of other arcane weapons.
Properties
Spellcasting (5)
Arcane 1*, Spellcasting (5), Secure, Special
Arcane 6, Brutal, Variable, Secure
Arcane 3, Spellcasting (cantrip)
Arcane 6, Reach, Variable
Arcane 6, Finesse, Light, Variable, Secure
Spellcasting (5) Thrown (20/30)
Spellcasting (8), Siege
Arcane 1, Concealed, Light, Secure, Special
Magegshot
A more lightweight version of the Arcane rifle,
roughly the size of standard handgun, the Magegun
functions similarly to it’s cousin, but is only capable of
reproducing cantrips.
Manawhip
A further variation on the spellsaber, the manawhip is
a handheld arcane device shaped much like the hilt of
a sword. When powered, It forms a roughly 15ft long
whip or condensed magical energy.
Spellbomb
Spellbombs are grenade-like devices pre-loaded
with enough mana to cast a single spell at it’s lowest
level, using the Spellbomb itself as the point of origin.
Spellbombs are thrown similarly to a grenade, and are
destroyed on impact, casting their spell.
Because it is impossible to predict the direction a
spellbomb will be facing when it lands, spellbombs
generally only cast spells with a non-directional area of
effect.
Spellcannon
Usually only mounted in fixed positions where they can
be supplied with power directly from a large arcane
store, Spell cannons work in exactly the same way
as an Arcane Rifle, but can be loaded with multiple
spellcanisters in order to quickly swap between spells
during combat.
Spellsaber
A gauntlet-like device, Spellsabers are an adaptation
on the same principals that empower magefists. These
devices focus mana into a solid blade of energy when
powered.
Aetheric Properties
Arcane X
Aetheric Weapons consume arcane energy in the form
of spellcharges in order to function. The number shows
how many rounds an arcane weapon can operate
for using a single spellcharge. When a spellcharge is
consumed, it powers the weapon for this many rounds,
even if the weapon is not used during those rounds. For
this reason it is best to use most aetheric weapons only
when you can make full use of the spellcharges spent.
A weapon with the arcane property ceases to function
once all it’s spellcharges are consumed, and must be
reloaded using a bonus action.
Spellcasting
Spellcasting weapons are highly advanced devices
designed to mimic the way a spell caster would
channel arcane energy to cast spells. Spells cast from
a spellcasting weapon have a Set Spellcasting modifier
of 3.
Spell save DC = 8 + wielder’s proficiency bonus + 3.
Spell attack modifier = your proficiency bonus + 3.
In order to function, a spellcasting weapon must
be loaded with a special arcane construct called a
spellcanister, which is used to determine both the spell
the device will recreate, and the level at which it is cast.
By default, most spellcasting weapons come pre-loaded
with a spellcanister which replicates magic missile at
1st level
The number listed after the Spellcasting property in
the weapons table is the maximum level at which that
weapon can cast a spell. Each time a Spellcasting
weapon is fired, it consumes spellcharges based on the
level of the spell being cast, as shown on the spellcharge
value table below. Cantrips do not consume a noticeable
amount of energy, but cannot be cast if the weapon is
contains no spellcharges
Variable
Weapons with the variable property have the unique
ability to deal multiple types of damage. When you make
an attack with a variable weapon, You may use a bonus
action to choose one of the following damage types:
Acid, Cold, Fire, Lightening. Your attack deals damage
of this type. If you do not use a bonus action to select
a damage type, the weapon deals damage of the type
listed on the weapons table.
Arcane Ammunition
The Spellcharges consumed by Aetheric weapons can
be supplied in a number of ways
Manual Charging
A creature with the ability to cast spells can use a
free action to charge the weapon with spellcharges
by expending a spell slot. The amount of spellcharges
supplied depends on the level of the spell slot expended,
as shown on the Charge Value table below:
Charge Value
Spell Slot level
1
2
3
4
5
6
7
8
9
Charge Value
2
3
5
6
7
9
10
11
13
Spell-shards
Spell-shards are specialized crystals used to power
Aetheric weapons without the need of a spellcaster. In a
pinch, they can also be used by proficient mages to store
or recover spell slots as shown on the Charge Value
table above.
The size of a Spell-shard determines how many charges
it can hold, with most shards being roughly the size of
two fingers, and holding no more than 7 charges. These
crystals can cost anywhere from 50-100gp, depending
on their availability.
Spellcanisters
Spellcanisters are specially designed arcane constructs
that fit inside spellcasting weapons, allowing them to
cast specific spells. A spellcanister determines both
the spell, and the level at which it is cast, and this
information is determined when the canister is made.
Spellcanisters vary in price depending on the spell, but
generally cost 3 to 5 times the price of an equivalent
spell-scroll.
Special spellcanisters also exist which are programmed
to recreate metamagic effects, rather than spells.
These canisters generally hold no more than 2 or 3
programmed metamagic effects.
Magical Countermeasures
As firearms and advanced weapons have taken
their place on the battlefield, new spells and arcane
countermeasures against these powerful tools of war
have been developed alongside them
Suppress Fire
2nd-level Abjuration
Casting Time: 1 reaction, which you take when you see
a creature within 120 feet of you making an attack with
a ranged weapon.
Range: 120 feet
Components: S
Duration: Instantaneous
You attempt to momentarily suppress the combustion
reaction or other firing mechanism of a creature’s
weapon, causing gunpowder not to ignite, a spring to
lose it’s elasticity, or some other similar malfunction.
The creature must succeed on an intelligence saving
throw, or their weapon fails to fire, causing the
triggering attack to fail.
Sabotage
3rd-level Transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a miniature wrench)
Duration: concentration, up to 1 minute
You magically sabotage the inner workings of a machine,
throwing a metaphorical wrench into the gears. When
you cast this spell, choose one complex or mechanical
device, such as an advanced weapon, that weighs no
more than 50lbs. For the duration of the spell, this
device fails to function.
At Higher Levels: When you cast this spell using a spell
slot of 4th level or higher, you may affect an additional
device or a device weighing an additional 50 lbs for each
slot level above 3rd.
Return Fire
4th-level Transmutation
Casting Time: 1 reaction, taken when you are hit by a
ranged weapon attack.
Range: special
Components: V, S, M (a small mirror)
Duration: instantaneous
You magically absorb the momentum of your enemy’s
projectile, sending it back in their direction as a bolt of
force. The damage of the triggering attack is reduced
by 1d8 + your spellcasting modifier, and the triggering
attacker must succeed on a dexterity saving throw or
take force damage equal to the reduction.
At Higher Levels: When you cast this spell using a spell
slot of 4th level or higher, the damage of the triggering
attack is reduced by an additional 1d8 for each level
above 4th
Ceasefire
8th-level Enchantment
Casting Time: 1 action
Range: 60 ft
Components: V, S, M (a white peace of cloth)
Duration: Concentration up to 1 hour.
You command a magical and binding truce between all
parties. Each creature that can see or hear you must
make a charisma saving throw. On a failure, the creature
is considered charmed by all other creatures under the
effect of this spell. A creature may repeat their saving
throw against this spell at the end of each of it’s turns to
attempt to end this effect. If any creature affected by this
spell is attacked or targeted by a harmful spell or ability,
this spell ends.
Suppressing Field
8th-level Abjuration
Casting Time: 1 action
Range: self (30 ft radius)
Components: V, S
Duration: Concentration, up to 10 minutes
30 ft radius sphere surrounds you, suppressing the
function of all firearms and mechanical weapons.
Within this sphere, gunpowder and other explosives
fail to ignite, mechanical devices cease to function, and
weapons that use ammunition fail to fire. Attacks made
with complex or mechanical weapons, such as firearms
or advanced weapons automatically fail, and such
devices consume no fuel or ammunition.
Misfire
Transmutation Cantrip
Casting Time: 1 action
Range: 30 ft
Components: V, S
Duration: Concentration, up to 1 round
You point at an your enemy’s weapon uttering a
mechanical curse which causes it to function
unpredictably. The next attack the target makes with
a complex or mechanical device - such as a firearm
or advanced weapon - is made at disadvantage. If the
affected attack critically fails, the weapon used to make
the attack malfunctions, and must be field repaired
using an action before it can be used again.
Unique and Modified Weapons
No two weapons are the same, but some weapons are
entirely unique or simply do not fit into the categories
above. These weapons generally fall into one of two
categories
Combined Weapons
Sometimes the best way to create a new weapon is to
fuse two or more weapons that already exist to create
something that combines the best properties of each
Weapons with additional properties
It is not uncommon for a weapon to crafted with
additional properties not unusually found it that type
of weapon (for example, a dagger crafted with an
attachment point for a rope or chain, so that it can be
pulled back into the wielder’s hand after being thrown,
as per the Returning property).
Combined weapons are highly subject to DM approval,
but there are a number of examples that can be
commonly found in other media:
Not all properties can be applied to all weapons, and
it is best to discuss with your DM what modifications
can and cannot be made to a weapon. Below are Listed
some examples of common modifications.
Precision Sight
This modification is relatively common on ranged
weapons such as bows and firearms, and grants or
increases the Critical X property of a weapon.
Serrated Edge
A relatively simple modification, adding sharp saw-like
serrations to the bladed edge of a weapon easily adds
the Flensing property.
Assassin’s Blade
Combining a Spiked Gauntlet with a Dagger, and adding
the Concealed property is an effective way to replicate
the classic hidden blade of a trained assassin.
Gunblade
A longsword with a revolver built into the hilt,
Gunblades allow the wielder to combine the melee
capability of a standard blade with the ranged
effectiveness of a firearm.
Bayonet
Not unlike a gunblade in it’s functionality, a Bayonet is a
small blade not unlike a dagger attached to the end of a
musket or rifle
Silencer
Silencers are specialized modifications designed for
firearms like the sniper rifle, and are used to quiet the
telltale sound of gunfire, effectively adding the Subtle
property..
Chain Grasp
Often applied to throwing weapons, this modification
consists of nothing more than a length of rope or chain
added to the hilt of a dagger or similarly thrown weapon.
This allows the weapon to be retrieved from a distance,
adding the Returning property.
Weapons with additional properties generally cost
twice as much as their standard counterpart, plus an
additional cost equal to half the weapon’s standard price
for each additional property after the first, but your DM
may decide some modifications cost more or less.
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Credits and
Acknowledgments
Supplement By
DM Clockwork Dragon (Sebastian McCoy)
https://dm-clockwork-dragon.tumblr.com/
https://ko-fi.com/U6U6GK7U
https://www.patreon.com/DMClockWorkDragon
https://discord.gg/jr3gMsZ
Template and Backgrounds By
Nathanaël Roux
https://www.patreon.com/barkalotdesigns
Custom Art By
Elisha GIllette
Images (sortof) in order
Grim Reaper Scythe - Product Image
https://www.amazon.com/California-Costumes-MensReaper-Scythe/dp/B071H74W23
Macuahuitl - Stock Image
Blood Reaper Weapon - ©Grinding Gear Games
https://www.pathofexile.com/game
Throwing Star Set - Product Image
https://www.wildbillwholesale.com/4-pc-assortedthrowing-star-set-black-2-5/
Xena Chakram Replicas - Product Image
https://www.toddscostumes.com/
https://elishagillette.art/
Elisha is an amazing artist, and has been an complete
joy to work with. The character on the cover of this and
future editions is actually their own Mutophage, Addie,
and I was thrilled to be able to comission the work.
Multiple Images - © Jagex Ltd
https://www.jagex.com/en-GB/
A Special thanks
Spear Knight - Sebastian Horoszko
https://www.artstation.com/sebastianhoroszko
To My wife, who has helped me playtest more versions
of the class than I can count, And put up with my
obsessive work.
Capturing a Dragon - Steve Argyle
https://www.steveargyle.com/
Tali - Isa - spaceMAXmarine
https://www.deviantart.com/spacemaxmarine/about
And of course, to all my patrons and supporters, and to
those fans who continue to enjoy my work. I love what I
get to do for you guys, and hope to continue doing it far
into the future
Multiple Images - © Games Workshop Ltd
https://www.games-workshop.com/en-US/
Warhammer-40-000
Fan Content Notice
Jonah Sheppard - Elisha GIllette
This Supplement is unofficial Fan Content permitted
under the Fan Content Policy. Not approved/endorsed
by Wizards. Portions of the materials used are property
of Wizards of the Coast. ©Wizards of the Coast LLC.
https://elishagillette.art/
Wooden Tower Sheild- Unknown
www.woingear.com
Monster Heart Guns - Sergey Zimmer
Author’s Nsotbeees
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https://www.artstation.com/sergeyzimmer
Crystal - Zer0Frost
https://www.deviantart.com/zer0frost
Machinist Guns Art - Akihiko Yoshida
https://www.facebook.com/YoshidaSquareEnix/
Machinist Guns Art - Akihiko Yoshida
https://www.facebook.com/YoshidaSquareEnix/
Steampunk Weapons Gauntlet - Teayl Thorn
https://www.artstation.com/teaylthorn
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