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. atures. 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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. me so , and firearms m s e s c i i v eal ical de ach to ty Rplex mecharnealistic appircoh impropearm or t i r G re com more in wh e to j a n a s, g Guns ay prefer x weapon more pro followin t e e i m l h s t e p k r M m a o de D can m ther c consi and o a weapon ese cases f th care o ction. 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I e ed the Tim nta The ased on t advanc and mai s b n o y a ver e, m erly cle erag p on av r to pro ou an h 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 rations n though a number of ite This supplement ha build a ginal Idea was to try and and expansions. The ori guns. for s g that added mechanic supplement for my settin ns apo we e d that many of the cor But in doing so I realize at best, r ste klu lac en handbook are oft listed in the 5e player’s ally to nic cha me es elv tinguish thems and fail to hold up or dis powerful n class. Adding suitably other weapons in their ow llcasting ng melee weapons and spe firearms also meant creati bal bat anced. calibre to help keep com equipment of a similar ns for if I was re-tooling weapo And then I realized that or. arm ly do the same for versatility, I should probab firearm see’s some changes to the This most recent iteration have to m see t tha s ng ngs I have thi mechanics, based on thi significantly tems and supplements, worked well in other sys Advanced ties, and adding others. simplifying some proper lly require o been retooled to genera Melee weapons have als balance lp er bonus actions, to he winding, loading, or oth their own to ns moved Aetheric weapo their damage. Finally, I when te ara sep as ally treated them section, as I found I usu DMing. 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