Expanded Armory Reach (x): Melee weapon has a maximum range of X for Weapons attacks. Attacks made at X-10ft or less are made with disadvantage. Exotic Weapon Proficiency Reload (x) Weapon may be fired x number of times before having to be reloaded. Reloading takes one action. When Exotic weapons are unique enough to require a separate firing a weapon with the reloading property, roll a d10. On proficiency for each weapon. Exotic weapon proficiencies can 3 or less, the weapon jams and an action must be used to be swapped for 4 martial or 8 simple during character clear the jam. creation. Monks start with 1 exotic weapon proficiency and Savage: You can reroll one of this weapon's damage die certain backgrounds may start with one exotic weapon once per turn and must use the new result. proficiency. During a campaign an exotic weapon proficiency Silvered: Silvered weapons overcome resistance to non can be gained with 6 months of dedicated downtime training magical damage. This can be shortened to 3 months with a trainer. Classes Smashing: Weapon has +1 to attack metal or solid that start with full martial proficiency gain 1 exotic natural armors. proficiency at levels 5, 11, and 17. Switch: Weapon has two forms or stances and can change between the two as a reaction. Weapon Properties Super Heavy: Minimum Strength of 17 to wield, Ammunition: Weapon requires ammunition to fire that is Creatures smaller than medium cannot wield. Heavy. expended during the attack regardless of success or Thrown: Weapon can be thrown as a ranged attack and failure. uses the same modifiers as its melee attacks to do so. Brace: Weapon has a brace of some type to hold it steady, Versatile: Weapon can be wielded with either one or two attack with advantage if using the weapon if they have 3/4 hands. cover from the target or while prone. Concealed: Weapon has advantage to Stealth or Sleight of Hand to be concealed. Concealed weapons give advantage to the first attack made with them from Ammunition concealment. Weapon CQC: Weapon attacks against a target that is grappled are Name Type Affects Cost made with advantage. Basic Arrows Curved: Weapon is designed to get around shields, can Bow 1 Sp ignore AC increase from shields. (20) Disarming: Weapon can be used to disarm the enemy, Broadhead +2 Damage to Bow 3 Sp enemy opposes the roll Strength or Dexterity and on a Arrows (20) Light/Unarmored Targets failure the enemy's weapon is thrown to the ground 10ft Glass Tip Fill Glass with substance away. Bow 5 Sp Disarm Immune: Weapon cannot be disarmed while Arrows (5) for additional effect creature wielding it is conscious. Basic Bolts Crossbow 1 Sp Double: Two weapon fighting rules can be used to attack (20) with separate ends of the weapon while using it with two Piercing +2 Attack against Hard hands. Crossbow 3 Sp Bolts (20) Armored Targets Finesse: Can use Dexterity or Strength for attack and Explosive +1d6 Fire Damage 5ft damage rolls. Crossbow 5 Sp Grappling: Attacks made with this weapon can be a Bolts (5) radius of impact grapple made with Advantage. Weapons being used to Great Arrows +2 Attack to Heavy/Solid War Bow 5 Sp grapple cannot be used to attack with. Targets grappled (20) Natural Armored Targets this way remain grappled until the succeed in escaping or Scatter Arrow splits in the air and 20 the grappling weapon is no longer held. War Bow Heavy: Small creatures have disadvantage on attack rolls Arrows (20) targets a 10ft cube Sp this weapon. Pistol Ammo +2 Damage to 12 Revolver Keen: Weapon Critical hit range +1. (6) Light/Unarmored Targets Sp Light: Weapon can be wielded in your off hand without Rifle Ammo +2 Attack to Heavy/Solid 12 penalty. Rifle (3) Armored targets Sp Loading: Only one projectile may be fired from this weapon at a time regardless of number of attacks available. MaSamplessive: Minimum Strength of 19 to wield. file

1 This 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. Simple Ranged Weapons

Weapon Cost Damage Weight Properties Boomerang 20 Cp 1d6 Bludgeoning 1lb Finesse, Light, Special, Thrown 30/90 Dart 5 Cp 1d4 Piercing 1/4lb Finesse, Light, Thrown 30/90 Light Crossbow 25 Sp 1d8 Piercing 3lb Ammunition 100/400, Brace, Loading, Two Handed Shortbow 25 Sp 1d6 Piercing 1lb Ammunition 80/320, Two Handed Shuriken 10 Cp 1d4 Piercing/Slashing 1/4lb Concealed, Finesse, Light, Thrown 30/90 Sling 10 Cp 1d4 Bludgeoning Ammunition 30/120 Flash Bomb 5 Sp 1/4lb Light, Thrown 20/60, Special Smoke Bomb 5 Sp 1/4lb Light, Thrown 20/60, Special

Boomerang: At the end of your turn, the boomerang returns to your empty hand if it was thrown within its normal range. Flash Bomb: All creatures in a 10ft cube must a Con Save DC 15 or be deafened and Dex Save DC 15 or be blinded for 3 rounds. Smoke Bomb: Heavily obscures a 10ft radius sphere.

Martial Ranged Weapons

Weapon Cost Damage Weight Properties Blowgun 10 Sp 1 Piercing 1/2lb Ammunition 25/100, Loading Bola 2 Sp 2d4 Bludgeoning 1lb Grappling, Thrown 25/75, Special Hand Crossbow 75 Sp 1d6 Piercing 2lb Ammunition 25/100, Light, Loading Heavy Crossbow 50 Sp 1d10 Piercing 5lb Ammunition 100/400, Brace, Heavy, Loading, Two Handed Longbow 50 Sp 1d8 Piercing 2lb Ammunition 150/600, Heavy, Two Handed Net 1 Sp 3lb Special, Thrown 10/30 Shield Bow 15 Gp 1d6 Piercing 6lb Ammunition 40/160, Special, Switch Windmill Shuriken 20 Sp 2d4 Piercing/Slashing 1lb Finesse, Light, Special, Thrown 30/90 Wrist Crossbow 125 Sp 1d4 Piercing 1.5lb Ammunition 30/120, Concealed, Light, Loading

Bola: Can attack as a reaction to a creature moving. The attack is made with disadvantage. If successful, target is grappled, prone, and takes 1d4 (B) for each 5ft attempted to move. It takes an action to undo the grapple on this creature. Large or smaller creatures only. Net: Creature hit by the net is restrained. DC 10 Strength check to free self. AC 10 with 5HP to destroy. Shield Bow: Weapon gives +1 AC while in shield mode and none while in ranged mode. WindmSampleill Shuriken: At the end of your turn, the windmill file shuriken returns to your empty hand after being thrown within its normal range.

2 This 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. Exotic Ranged Weapons

Weapon Cost Damage Weight Properties Hailfire Crossbow 40 Gp 1d6 Piercing 10lb Ammunition 40/160, Brace, Two Handed, Reload (20), Special 3d10 Ammunition 250/1000, Brace, Loading, Special, Super Heavy, Two Portable Ballista 50 Gp 15lb Piercing Handed Repeating Heavy 1d10 Ammunition 50/200, Brace, Heavy, Reload (6), Special, Two 25 Gp 8lb Crossbow Piercing Handed Repeating Light 20 Gp 1d8 Piercing 6lb Ammunition 40/160, Brace, Reload (6), Special, Two Handed Crossbow Revolver 1 Pp 1d8 Piercing 2lb Ammunition 30/120, Light, Reload (6) 150 Rifle 2d8 Piercing 5lb Ammunition 250/1000, Reload (3), Two Handed, Special Gp 1d12 War Bow 15 Gp 4lb Ammunition 200/800, Keen, Special, Super Heavy, Two Handed Piercing

Hailfire Crossbow: You may attack a 10ft cube by expending Rifle: Rifle has disadvantage on attacks unless you reduce 10 ammunition. Every creature in the cube makes a Dexterity your speed to 0 for that turn. save versus the attack. On a failure they take 2d6 piercing Repeating Crossbows: If you do not move on your turn you damage. Target may fall prone to gain advantage on save. may fire an additional bolt as a bonus action. Portable Ballista: Weapon must be braced before firing. Warbow: You may add your Strength and Dexteirty mod as damage with this weapon.

Simple Melee Weapons

Weapon Cost Damage Weight Properties Club 1 Cp 1d4 Bludgeoning 2lb Finesse, Light Dagger 1 Sp 1d4 Piercing 1lb CQC, Finesse, Light, Thrown 20/60 Garrote 1 Sp 1d4 Slashing .5lb Concealed, Grappling, Keen, Light, Special, Two Handed Gauntlet 5 Sp Special 1lb CQC, Disarming, Disarm Immune, Light, Special Greatclub 2 Cp 3d4 Bludgeoning 4lb Heavy, Savage, Smashing, Two Handed Hand Axe 5 Sp 1d6 Slashing 2lb Finesse, Light, Thrown 20/60 Javelin 1 Sp 1d6 Piercing 2lb Thrown 30/120 Light Hammer 2 Sp 1d4 Bludgeoning 2lb CQC, Finesse, Light, Thrown 20/60 Mace 5 Sp 1d6 Bludgeoning 3lb Smashing, Versatile 1d8 10 Cp 1d8 Bludgeoning 3lb Finesse, Switch, Two Handed Sickle 1 Sp 1d4 Slashing 1lb Curved, Finesse, Light 1 Sp 1d6 Piercing 3lb Finesse, Versatile 1d8

GarroSamplete: Grappling with this weapon deals 1d4 slashing size by one (base 1d4+mo d if no fileunarmed damage die). damage each turn and causes the target to hold its breath or Quarterstaff: When switched, weapon loses the finesse begin suffocating. If the grappled creature rolls a 1 on the property and gains the double property with 1d4 damage. opposed roll they immediately begin suffocating. Gauntlet: Weapon increases unarmed attacks damage die

3 This 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. Martial Melee Weapons

Weapon Cost Damage Weight Properties Bastard Sword 15 Sp 1d8 Piercing/Slashing 3.5lb Versatile 2d6 Battleaxe 15 Sp 1d8 Slashing 3.5lb Versatile 1d12 Bident 15 Sp 2d4 Piercing 4lb Finesse, Grappling, Special, Two Handed Claw 15 Sp 1d6 Piercing/Slashing 2lb CQC, Disarm Immune, Finesse, Light, Special Flail 10 Sp 2d4 Bludgeoning 3lb Curved, Finesse, Smashing Glaive 20 Sp 2d6 Slashing 5lb Finesse, Reach (10), Two Handed Greataxe 30 Sp 1d16 Slashing 5lb Heavy, Savage, Two Handed Greatsword 30 Sp 2d8 Slashing 5lb Heavy, Special, Two Handed Hook Spear 20 Sp 1d8 Piercing/Slashing 4lb Grappling, Special, Two Handed Khopesh 15 Sp 2d4 Slashing 3lb Curved, Finesse 10 Sp 3d6 Piercing 6lb Heavy, Reach (15), Special Maul 30 Sp 4d4 Bludgeoning 6lb Heavy, Smashing, Two Handed Morning Star 15 Sp 2d4 Piercing 2.5 Versatile 3d4 Push Dagger 10 Sp 1d4 Piercing 1lb Concealed, CQC, Disarm Immune, Finesse, Keen, Light Rapier 25 Sp 1d8 Piercing 3lb Finesse, Keen Shortsword 15 Sp 1d6 Piercing/Slashing 1.5lb CQC, Finesse, Keen, Light Sword Breaker 5 Sp 1d4 Piercing 1lb CQC, Disarming, Finesse, Keen, Light, Special Sword Cane 25 Sp 1d6 Bludgeoning/Slashing 3lb Concealed, Finesse Tonfa 5 Sp 1d6 Bludgeoning 2lb Finesse, Light, Smashing, Special War Hammer 15 Sp 2d4 Bludgeoning 3.5lb Versatile 3d4 War Pick 15 Sp 1d8 Piercing 2.5lb Curved, Disarming 75 Sp 1d10 Piercing/Slashing 5lb Finesse, Heavy, Keen, Reach (10), Two Handed Whip 10 Sp 1d4 Slashing 1.5lb Disarming, Finesse, Grappling, Light, Reach (15)

Bident: Successful grappling attacks with this weapon Lance: Two handed if not mounted. causes the target to be restrained. Sword Breaker: Reaction; attempt to catch an attacking Claw: Weapon can be used to increase natural weapon with the sword breaker. Make a Dexterity check vs weapons/martial arts damage die size by one. the attack roll. On a success the weapon is caught until the Greatsword: Reaction; +2 AC against a single melee weapon beginning of the attacking creatures next turn. If the weapon attack. is caught during your next turn you can attempt to disarm the Hook Spear: When a creature is grappled with this weapon, creature at Advantage as a bonus action. it takes 1d8 slashing damage each turn. Weapon can be used Tonfa: Weapon is shield like, wielding this weapon gives you to make a tripping attack. Targeted creature makes a +1 AC bonus against melee attacks. Strength (Athletics) or Dexterity (Acrobatics) check vs the Attack roll to prevent being knocked prone. The attack roll must be a hit before it can trip.

Sample file

4 This 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. Exotic Melee Weapons

Weapon Cost Damage Weight Properties Bearing Sword 1 Gp 2d10 Slashing 9lb Massive, Special, Two Handed Boot Dagger 2 Gp 1d4 Piercing 1lb CQC, Concealed, Finesse, Keen, Light, Special 75 Double Sword 1d8 Slashing/Piercing 6lb Double, Finesse, Heavy, Two Handed Sp Dwarven 75 1d8 Slashing/Bludgeoning 6lb Double, Heavy, Smashing, Two Handed Urgosh Sp Executioner's 1 Gp 1d20 Slashing 9lb Massive, Savage, Special, Two Handed Axe 10 Fan 1d4 Slashing/Bludgeoning 1lb CQC, Concealed, Finesse, Light, Special Sp Goliath 1 Gp 5d4 Bludgeoning 9lb Massive, Smashing, Special, Two Handed Hammer Katana 1 Gp 1d10 Slashing 4lb Finesse, Keen, Two Handed 35 1d6 Slashing/ 1d4 Kusari Gama 4lb Disarming, Double, Finesse, Special Sp Bludgeoning 50 3d4 Bludgeoning/ 2d6 Long Hammer 4lbs Finesse, Special, Two Handed Sp Piercing Finesse, Grappling, Heavy, Reach (15), Smashing, Special, Two Meteor Chain 5 Gp 2d6 Bludgeoning 6lb Handed Disarming, Double, Finesse, Grappling, Light, Smashing, Two Nunchaku 5 Sp 1d6 Bludgeoning 2lb Handed Concealed, Curved, Disarming, Finesse, Grappling, Light, Reach Rope Dart 5 Sp 1d6 Piercing .5lb (15), Special 20 Sword Staff 2d8 Slashing/Piercing 4lb Finesse, Keen, Reach (10), Two Handed Sp Whipsword 2 Gp 1d8 Slashing/Piercing 3lb Finesse, Switch Wrist Blade 5 Gp 2d4 Piercing 2lb Concealed, Finesse, Keen, Light, Special

Bearing Sword: Reaction; gain half cover from attacks in Long Hammer: Weapon has the Smashing property when front of you until the beginning of your next turn. dealing bludgeoning damage and Curved property when Boot Dagger: Weapon is considered concealed unless dealing piercing damage. deployed. Meteor Chain: Creatures grappled by this weapon are Executioner's Axe: Double Strength Modifier for damage. restrained. Fan: Weapon can be loaded with powders and upon the first Rope Dart: Attacks made against a target within 5ft deal 1d4 attack with this weapon the powder is deployed in a 15ft piercing damage. cone. Whip Sword: Weapon gains a 10ft reach when switched and Goliath Hammer: Max damage on 3 or more dice stuns does 1d6 slashing damage while in this form. target for one turn. Wrist Blade: Weapon automatically hits if grappling with the Kusari Gama: Bludgeoning attacks with this weapon have a target. Weapon is equipped with a poison injector which can 15ft reach as well as the grappling and smashing properties. hold a single dose of poison indefinitely. When you hit a While grappling with this weapon, you may make attacks creature with this weapon you may choose to inject the with the sickle part. loaded poison as a free action. After poison has been injected, it takes 1 minute to load another dose.

Sample file

5 This 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. Armor

Armor

Armor Type Armor Class (AC) Weight Strength Stealth Cost Gambeson Light 12+Dexterity 10lb 25 Sp Leather Light 13+Dexterity 8lb 15 Sp Lacquered Light 14+Dexterity 15lb 50 Sp Arming Gambeson Medium 13+Dex (Max 3) 18lb 20 Sp Hide Medium 14+Dexterity (Max 3) 16lb 30 Sp Chain Shirt Medium 15+Dexterity (Max 3) 22lb 45 Sp Reinforced Mail Medium 16+Dexterity (Max 3) 31lb 75 Sp Ring Mail Heavy 16 38lb 13 Disadvantage 40 Sp Brigandine Heavy 17 45lb 15 75 Sp Plate Heavy 19 55lb 17 Disadvantage 3 Gp

Shields

Minimum Name Weight Effect Strength Cost Bladed/Piercing +1lb Shield Bash to deal 1d6+STR Piercing/Slashing damage 10 Sp Buckler 2lb +1AC able to wield light weapon in off hand 10 Sp Reaction; reduce incoming damage by 1d4+STR, can wield a light Heavy Gauntlet 1lb 13 5 Sp weapon Kite 5lb +2AC 10 Sp Parrying 1.5lb Reaction; +2AC against one attack per turn 5 Sp Dagger Riot 12lb +2AC, able to fire crossbow one handed as if braced while using 15 35 Sp Tower 20lb +3AC 17 25 Sp

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This 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.