Agathok Armaments

The following page goes over every type of weapon, armor, and shield found in the world of Agathok. These options replace those found in base 5e, with things marked with an asterick (*) indicating it to have specific changes to those found in base 5e.  
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Basic Armor

Light Armor

ArmorArmor Class (AC)StrengthStealthWeightCost
Padded 11 + Dex modifier Disadv. 8 lb. 5 GP
Leather 11 + Dex modifier 10 lb. 10 GP
Studded Leather 12 + Dex modifier 13 lb. 45 GP
 

Medium Armor

ArmorArmor Class (AC)StrengthStealthWeightCost
Hide 12 + Dex mod (max 2) 12 lb. 10 GP
Chain Shirt 13 + Dex mod (max 2) 20 lb. 50 GP
Scale Mail 14 + Dex mod (max 2) Disadv. 45 lb. 50 GP
Breastplate 14 + Dex mod (max 2) 20 lb. 400 GP
Half Plate 15 + Dex mod (max 2) Disadv. 40 lb. 750 GP

Heavy Armor

ArmorArmor Class (AC)StrengthStealthWeightCost
Ring Mail 14 Disadv. 40 lb. 30 GP
Chain Mail 16 Str 13 Disadv. 55 lb. 75 GP
Splint 17 Str 15 Disadv. 60 lb. 200 GP
Plate 18 Str 15 Disadv. 65 lb. 1,500 GP
 

Shields

ArmorArmor Class (AC)StrengthStealthWeightCost
Shield +2 6 lb. 10 GP
Spiked Shield +2 6 lb. 4 GP
Spiked Shield. Damage dealt with this shield as an Improvised Weapon deals Piercing damage, instead of Bludgeoning damage.
     

Exotic Armor

Regardless of class, a character typically starts without training in any type of Exotic Armor. You can gain training with Exotic Armor through things like specific feats, or through spending your downtime training.   If you have training in at least two types of:
  • Exotic Light armor, you have training with all Exotic Light armor.
  • Exotic Medium armor, you have training with all Exotic Medium armor.
  • Exotic Heavy armor, you have training with all Exotic Heavy armor.
  • Exotic Shields, you have training with all Exotic Shields.
 

Exotic Light Armor

ArmorArmor Class (AC)StrengthStealthWeightCostSpecialOrigin
Desert "Battle" Robe 11 + Dex mod 5 lb. 200 GP Any Fire Damage you take is reduced by 2. Additionally, you are considered to be naturally adapted to hot climates while wearing this armor. Xendar
Gliding Suit 12 + Dex mod 8 lb. 400 GP Whenever you willingly fall and aren't Incapacitated, you can subtract 20 feet from the fall when calculating Fall Damage, and you can move up to 2 feet horizontally for every 1 foot you descend. Jund & Kerrios
Creeping Scale Armor 12 + Dex mod 6 lb. 600 GP You have a +2 bonus on Dexterity (Stealth) checks that rely on hiding or moving silently, and you can crawl without spending extra movement up to 10 feet per turn. Daboria
 

Exotic Medium Armor

ArmorArmor Class (AC)StrengthStealthWeightCostSpecialOrigin
Spiked Armor 14 + Dex mod (max 2) Disadv. 45 lb. 350 GP Whenever you successfully Grapple a creature or are successfully grappled by one, that creature takes 1d4 Piercing Damage. Additionally, you can use your armor as an Improvised Melee Weapon that deals 1d4 Piercing damage. Jund
Brigadine Armor 13 + Dex mod (max 4) 20 lb. 180 GP Kynance Bay
Kikko "Tortoise" Armor 15 + Dex mod (max 2) 25 lb. 810 GP Kerrios
Scavenger Armor 16 + Dex mod (max 2) Disadv. 10 lb. 500 GP If you have a Dexterity score less than 16, the base AC of this armor is decreased by 2. Badlands
 

Exotic Heavy Armor

ArmorArmor Class (AC)StrengthStealthWeightCostSpecialOrigin
Heavy Beast Hide 16 Str 13 22 lb. 600 GP You have a +3 bonus on Strength (Athletics) checks made to climb or swim. Additionally, you are considered to be naturally adapted to cold climates while wearing this armor. Seblin
Mirror Plate 16 Str 15 Disadv. 60 lb. 1,600 GP You have a +3 bonus to AC against spell attacks. Astos
Lamellar 17 Str 13 Disadv. 65 lb. 125 GP You have Advantage on Saving Throws against having this armor break. Xendar
Mountain Plate 20 Str 16/19 Disadv. 110 lb. 2,000 GP If you have a Strength score less than 16, your Speed is reduced by 200 feet; if it's between 16 and 18, your Speed is reduced by 10 feet.
 

Exotic Shields

ArmorArmor Class (AC)StrengthStealthWeightCostSpecialOrigin
Buckler +1 4 lb. 8 GP Whenever a creature within your reach misses you with an Attack Roll, you can use your Reaction to make an Opportunity Attack against that creature. Additionally, the time it takes you to don or doff this shield is 1 Bonus Action. Astos
Thrusting Shield +2 Str 13 8 lb. 14 GP You can use this shield as a Simple Melee Weapon; it deals Piercing damage on a hit equal to 1d6 + your Strength modifier. Kynance Bay
Tower Shield +2 Str 16 Disadv. 20 lb. 40 GP You have Half-Cover while wielding this shield, but you also have Disadvantage on Attack Rolls against targets within 5 feet of you. Seblin
     
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Weapon Properties

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. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover some of your expended ammunition by taking a minute to search the battlefield (16%-50% chance, based on the environment).
If you use a weapon that has the Ammunition property to make a melee attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way.
 

Blackpowder

This weapon uses blackpowder to fire projectiles with explosive force. When fired, this weapon emits a deafening crack audible 300 feet away. Furthermore, if this weapon is ever submerged in water or doused with a significant amount of water, it jams. While jammed, this weapon can't be used until a creature takes an Action to clear the weapon malfunction.  

Braced

You have Advantage on Ability Checks and Saving Throws you make to avoid being disarmed of this weapon.  

Brutal

When you score a Critical Hit with this weapon, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the Critical Hit.  

Cleaving

If you hit a creature with a melee attack using this weapon and there is a second creature within 5 feet of the initial creature that is also within your reach, you can deal the weapon's damage to the second creature if the initial Attack Roll would beat the second creature's AC. You don't add your Ability Modifier to the damage dealt this way, unless that modifier is negative, and the damage dealt does not benefit from being a Critical Hit. This does not count as making or hitting an attack; only effects that explicitly activate from the weapon dealing damage applies (such as a Barbarian's Rage feature). If the weapon is one that allows you to choose which Damage Type it deals, the Damage Type against the second creature is the same as the one you chose for the first.  

Colossal

A Colossal weapon is so massive in size, it is especially unwieldly compared to other weapons. You cannot wield this weapon unless you have a Strength score of at least 13, and you have Disadvantage on your Attack Rolls with it unless you meet or exceed its Strength score requirement—which appears in parantheses with the property. For every Size you are below Medium, this requirement is increased by 2 (opposite vice versa).  

Concealable

While stowed, you have Advantage on Ability Checks made to conceal this weapon.  

Elegant

An Elegant weapon requires fine motor skills to use. You have Disadvantage on your Attack Rolls with an Elegant weapon unless you have a Dexterity score of at least 15.  

Finesse

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.  

Fist

Attacks made with this weapon are considered Unarmed Strikes. If without this weapon your Unarmed Strikes would deal more damage, this weapon instead deals that amount of damage plus 1. Furthermore, a hand equipped with this weapon is considered free for all purposes, though you cannot attack with this weapon while holding anything in the same hand.  

Heavy*

A Heavy weapon is unwieldly compared to other weapons. You have Disadvantage on your Attack Rolls with a Heavy weapon unless you have a Strength score of at least 13.

Light*

When you take the Attack action on your turn and attack with a Light weapon in one hand, you can make one extra attack with a different Light weapon you're holding in another hand. You don't add your Ability Modifier to the extra attack's damage, unless that modifier is negative. You can make this extra attack only once per turn.  

Loading

Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an Action, Bonus Action, or Reaction to fire it, regardless of the number of attacks you can normally make.  

Misfire

When you make an Attack Roll with this weapon and roll a number equal to or less than its misfire score (which appears in parantheses), it jams. While jammed, this weapon can't be used until a creature takes an Action to clear the weapon malfunction.  

Range

A weapon that can be used to make a Ranged attack has a range in parantheses 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

This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.  

Returning

This weapon is shaped in such a way that, if thrown, is likely to return back to you. When you make a Ranged attack by throwing this weapon, it returns to your hand at the end of the attack. Catching the weapon itself is considered part of the attack. If you are moved 10 or more feet against your will during the time this weapon is returning to you, or if you have no free hand by the time it returns, it lands where you would be standing. If you make a Ranged attack with this weapon and miss the target's AC by 5 or more, the weapon doesn't return and instead falls to the ground at an unoccupied space within 5 feet of the target (GMs discretion).  

Special

A weapon with the Special property has unusual rules governing its use, explained in the weapon's description.  

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, 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 Dexterity since the Dagger had the Finesse property.
 

Twinned

While wielding this weapon with two hands, you fulfill the requirements for Two-Weapon Fighting (i.e. you are considered to have a Light weapon in both hands).  

Two-Handed

This weapon requires two hands when you attack with it.  

Versatile

This weapon can be used with one or 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.
   

Basic Weapons

Simple Melee Weapons

WeaponDamagePropertiesWeightCost
Battle Glove* 1d4 Bludgeoning Braced, Fist, Light 1/2 lb. 3 GP
Claw Gauntlet* 1d4 Slashing Braced, Fist, Light 1/2 lb. 5 GP
Club 1d4 Bludgeoning Light 2 lb. 1 SP
Dagger 1d4 Piercing Finesse, Light, Thrown (Range 20/60) 1 lb. 2 GP
Greatclub 1d8 Bludgeoning Two-Handed 10 lb. 2 SP
Handaxe 1d6 Slashing Light, Thrown (Range 20/60) 2 lb. 5 GP
Javelin 1d6 Piercing Thrown (Range 30/120) 2 lb. 5 SP
Light Hammer 1d4 Bludgeoning Light, Thrown (Range 20/60) 2 lb. 2 GP
Mace 1d6 Bludgeoning 4 lb. 5 GP
Pickaxe* 1d4 Piercing Versatile (1d6) 10 lb. 2 GP
Quarterstaff 1d6 Bludgeoning Versatile (1d8) 4 lb. 2 SP
Shovel* 1d4 Bludgeoning Versatile (1d6) 5 lb. 1 GP
Sickle 1d4 Slashing Light 2 lb. 1 GP
Spear 1d6 Piercing Thrown (Range 20/60), Versatile (1d8) 3 lb. 1 GP

Simple Ranged Weapons

WeaponDamagePropertiesWeightCost
Crossbow, Light 1d8 Piercing Ammunition (Range 80/320), Loading, Two-Handed 5 lb. 25 GP
Dart 1d4 Piercing Finesse, Thrown (Range 20/60) 1/4 lb. 5 CP
Shortbow 1d6 Piercing Ammunition (Range 80/320), Two-Handed 2 lb. 25 GP
Sling 1d4 Bludgeoning Ammunition (Range 30/120) 1 SP
 

Alternatives

Dagger. Knife, Kunai, Tanto.
Dart. Shuriken.
Greatclub. Giant Mallet.
Handaxe. Kukri, Meat Cleaver, Tomahawk.

Martial Melee Weapons

WeaponDamagePropertiesWeightCost
Battleaxe 1d8 Slashing Versatile (1d10) 4 lb. 10 GP
Boomerang* 1d4 Bludgeoning Light, Special, Thrown (Range 60/180) 1 lb. 2 GP
Flail 1d8 Bludgeoning 2 lb. 10 GP
Glaive 1d10 Slashing Heavy, Reach, Two-Handed 6 lb. 20 GP
Greataxe 1d12 Slashing Heavy, Two-Handed 7 lb. 30 GP
Greatsword 2d6 Slashing Heavy, Two-Handed 6 lb. 50 GP
Halberd 1d10 Slashing Heavy, Reach, Two-Handed 6 lb. 20 GP
Lance* 1d12 Piercing Heavy, Reach, Special, Two-Handed 6 lb. 10 GP
Longsword 1d8 Slashing Versatile (1d10) 3 lb. 15 GP
Maul 2d6 Bludgeoning Heavy, Two-Handed 10 lb. 10 GP
Morningstar 1d8 Piercing 4 lb. 15 GP
Pike 1d10 Piercing Heavy, Reach, Two-Handed 18 lb. 5 GP
Rapier 1d8 Piercing Finesse 2 lb. 25 GP
Scimitar 1d6 Slashing Finesse, Light 3 lb. 25 GP
Shortsword 1d6 Piercing Finesse, Light 2 lb. 10 GP
Trident 1d8 Piercing Thrown (Range 20/60), Versatile (1d10) 4 lb. 5 GP
War Pick 1d8 Piercing Versatile (1d10) 2 lb. 5 GP
Warhammer 1d8 Bludgeoning Versatile (1d10) 2 lb. 15 GP
Whip 1d4 Slashing Finesse, Reach 3 lb. 2 GP

Martial Ranged Weapons

WeaponDamagePropertiesWeightCost
Blowgun* 1 Piercing Ammunition (Range 25/100), Concealable, Loading 1 lb. 10 GP
Crossbow, Hand 1d6 Piercing Ammunition (Range 30/120), Light, Loading 3 lb. 75 GP
Crossbow, Heavy 1d10 Piercing Ammunition (Range 100/400), Heavy, Loading, Two-Handed 18 lb. 50 GP
Longbow 1d8 Piercing Ammunition (Range 150/600), Heavy, Two-Handed 2 lb. 50 GP
Musket 2d6 Piercing Ammunition (Range 80/300), Blackpowder, Loading, Misfire (1), Two-Handed 10 lb. 350 GP
Pistol 2d4 Piercing Ammunition (Range 30/100), Blackpowder, Light, Loading, Misfire (1) 4 lb. 150 GP
 

Special Properties

Boomerang. If you throw this weapon and miss the Attack Roll, it returns to your hand at the end of the turn (or to your feet if you're Incapacitated).   Lance. You have a -2 on Attack Rolls using this weapon against targets within 5 feet of you. If you are mounted, you can wield this weapon with one hand (as if it didn't have the Two-Handed property).  

Alternatives

Greatsword. Claymore.
Halberd. Bardiche.
Longsword. Arming Sword, Bastard Sword, Broadsword.
Maul. Sledgehammer.
Scimitar. Falchion.
Shortsword. Gladius, Khyber Knife, Mortuary Sword, Wakizashi.
Trident. Bident, Military Fork.
   

Ammunition Types

Name Quantity Cost Weight
Arrows 20 1 GP 1 lb.
(Blowgun) Needles 50 1 GP 1 lb.
(Crossbow) Bolts 20 1 GP 1.5 lb.
Name Quantity Cost Weight
Firearm Bullets 10 2 GP 2 lb.
Greatbow Arrows 5 2 GP 10 lb.
Sling Bullets 20 4 CP 1.5 lb.
   

Exotic Weapons

Regardless of class, a character typically starts without Proficiency in any type of Exotic Weapon. You can gain Proficiency in Exotic Weapons through things like specific feats, or through spending your downtime training.   If you have Proficiency in at least seven types of Exotic Melee weapons, you have Proficiency in all Exotic Melee weapons. If you have Proficiency in at least three types of Exotic Ranged weapons, you have Proficiency in all Exotic Ranged weapons.   Note: "Origin" refers to where the weapon is most likely to be seen used, and it determines the time reduction for Training. "Weap. Family" refers to what family of weapons a particular exotic weapon belongs, if any, and it determines what type of weapon it is considered for the prerequisites of things like Weapon Arts.  

Melee Weapons

WeaponDamagePropertiesWeightCostSpecialOrigin | Weap. Family
Assassin's Blade 1d8 Piercing Concealable, Elegant, Finesse, Light 1 lb. 75 GP — | Dagger
Chain Whip 1d8 Bludgeoning Finesse, Reach, Versatile (1d10) 6 lb. 55 GP Daboria | Whip
Mountain Cleaver 2d8 Slashing Cleaving, Colossal (17),
Two-Handed
20 lb. 120 GP Badlands | Greataxe
Chakram 1d6 Slashing Braced, Finesse, Light, Returning, Thrown (Range 20/60) 2 lb. 8 GP Jund | Boomerang
Cutlass 1d8 Slashing Braced, Finesse 4 lb. 30 GP When you damage a creature that is below its Hit Point Maximum with this weapon, it takes an extra 1 damage. Kynance Bay | Scimitar
Giant Shears 1d8 Slashing Versatile (2d6) 6 lb. 80 GP While wielded in two hands, this weapon has the Brutal property. Additionally, if you have a Strength score of at least 14, this is considered a Finesse weapon. Badlands | —
Katana 1d8 Slashing Brutal, Finesse, Versatile (1d10) 4 lb. 70 GP Xendar | Longsword
Kerambit 1d4 Slashing Braced, Finesse, Light 1 lb. 5 GP If you have Advantage on an Attack Roll against a creature and damage them with this weapon, that creature takes an additional 1 Bleed damage. Seblin | Dagger
Khopesh 1d6 Slashing Finesse, Light 5 lb. 30 GP Whenever you take the Disarm action using this weapon, you have Advantage on the roll. Jund | Scimitar
Greatspear 1d12 Piercing Heavy, Reach, Two-Handed 20 lb. 45 GP Kerrios | Spear
Macuahuitl 1d4 Bludgeoning or Slashing Cleaving, Finesse 5 lb. 25 GP If you deal Slashing damage to a creature with this weapon, that creature takes an additional 1 Bleed damage. Jund | Greatclub
Twinblade 1d8 Slashing Twinned, Versatile (1d10) 6 lb. 145 GP Xendar | —
War Scythe 1d10 Slashing Cleaving, Heavy, Reach, Two-Handed 7 lb. 65 GP Daboria | —
Zweihander 2d8 Slashing Brutal, Colossal (16), Two-Handed 8 lb. 75 GP Astos | Greatsword
 

Ranged Weapons

WeaponDamagePropertiesWeightCostSpecialOrigin | Weap. Family
Bola 1d4 Bludgeoning Loading, Thrown (Range 20/60) 2 lb. 3 GP A creature one Size larger than you or smaller hit by this weapon falls Prone, and is unable to stand until it is freed. A creature can use its Action to make a DC 10 Strength (Athletics) check, freeing itself or another creature within reach on a success. Destroying the bola (AC 10; 5 HP; Immunity to Bludgeoning, Poison, and Psychic damage) also frees the creature without harming it, ending the effect. Seblin | —
Edged Card 1d6 Slashing Elegant, Finesse, Light, Thrown (Range 20/60) 7 GP Kynance Bay | —
Goliath Sling 1d10 Bludgeoning Ammunition (Range 100/400), Finesse, Heavy, Two-Handed 1 lb. 115 GP Seblin | Sling
Greatbow 1d12 Piercing Ammunition (Range 100/400), Colossal (17), Two-Handed 10 lb. 90 GP You use your Strength modifier for the Attack and Damage Rolls of this weapon. This weapon uses either Greatbow Arrows or Javelins as ammunition. Seblin | Longbow
Blunderbuss 2d6 Piercing Ammunition (Range 20/40), Blackpowder, Heavy, Loading, Misfire (2), Two-Handed 11 lb. 420 GP If you make an attack with this weapon against a target within 10 feet of you, you deal 2d8 Piercing damage instead of its normal damage dice. — | Musket