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.
Spiked Shield. Damage dealt with this shield as an Improvised Weapon deals Piercing damage, instead of Bludgeoning damage.
Dart. Shuriken.
Greatclub. Giant Mallet.
Handaxe. Kukri, Meat Cleaver, Tomahawk.
Halberd. Bardiche.
Longsword. Arming Sword, Bastard Sword, Broadsword.
Maul. Sledgehammer.
Scimitar. Falchion.
Shortsword. Gladius, Khyber Knife, Mortuary Sword, Wakizashi.
Trident. Bident, Military Fork.
Basic Armor
Light Armor
Armor | Armor Class (AC) | Strength | Stealth | Weight | Cost |
---|---|---|---|---|---|
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
Armor | Armor Class (AC) | Strength | Stealth | Weight | Cost |
---|---|---|---|---|---|
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
Armor | Armor Class (AC) | Strength | Stealth | Weight | Cost |
---|---|---|---|---|---|
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
Armor | Armor Class (AC) | Strength | Stealth | Weight | Cost |
---|---|---|---|---|---|
Shield | +2 | — | — | 6 lb. | 10 GP |
Spiked Shield | +2 | — | — | 6 lb. | 4 GP |
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
Armor | Armor Class (AC) | Strength | Stealth | Weight | Cost | Special | Origin |
---|---|---|---|---|---|---|---|
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
Armor | Armor Class (AC) | Strength | Stealth | Weight | Cost | Special | Origin |
---|---|---|---|---|---|---|---|
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
Armor | Armor Class (AC) | Strength | Stealth | Weight | Cost | Special | Origin |
---|---|---|---|---|---|---|---|
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
Armor | Armor Class (AC) | Strength | Stealth | Weight | Cost | Special | Origin |
---|---|---|---|---|---|---|---|
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 |
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
Weapon | Damage | Properties | Weight | Cost |
---|---|---|---|---|
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
Weapon | Damage | Properties | Weight | Cost |
---|---|---|---|---|
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
Weapon | Damage | Properties | Weight | Cost |
---|---|---|---|---|
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
Weapon | Damage | Properties | Weight | Cost |
---|---|---|---|---|
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
Weapon | Damage | Properties | Weight | Cost | Special | Origin | 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
Weapon | Damage | Properties | Weight | Cost | Special | Origin | 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 |