The Armory
A comprehensive list of weapons and armor suitable for Getninia.
Special:Weapons with Special Properties are described here.
Urgrosh: If using an Urgrosh with two hands, one can use their bonus action to make an attack with the secondary speartip at the base of their weapon. This uses the same attack modifier as their main attack, and deals 1d4 piercing damage on a hit. If one has the polearm master feat they can deal 1d6 piercing damage instead.
Lance: 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.
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 form less, 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.
Ler'Chèsh: If the wielder of the ler'chèsh is proficient with the weapon, the ler'chèsh counts as two light weapons for the purposes of dual-wielding.
War Bows: Shortbows and Longbows can be constructed as War Bows by spending twice as much money on their construction. War Bows allow users to use their strength bonus instead of their dexterity bonus for attack and damage rolls.
Reloading: Weapons with the reloading property can fire a set number of shots before needing to be reloaded, which takes an action.
Firearm Proficiency: A character is considered proficient with firearms if they are proficient with Martial Weapons, if an artificer, if granted proficiency by the DM, or if training is acquired through play, including obtaining the Gunner feat.
Firearm Ammunition: Firearms have special ammunition that comes in multiple parts, requiring both powder and shot to operate. Musket balls and blunderbuss shot also tends to scatter and deform on impact. As a result one cannot collect firearm ammunition once it has been used.
Misfire: Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Repeating Crossbow Ammunition: The Repeating Crossbow through a box of 5 bolts. Bolts can be recovered, but the boxes must be recharged before they are ready for use, this takes 3 actions or bonus actions in combat.
Masterwork Firearms: Masterwork firearms are highly expensive works made on commission by a master gunsmith. A gunsmith can make a masterwork firearm with any number of the below traits (no more than one instance of each trait however) at a cost of an extra 500 gp per trait over the cost of the base piece. Traits: Increase Damage by one die type (d6 to d8, d8 to d10 etc), Halve the weight (round up), double the ranges, decrease loading time by one action (minimum of one action), eliminate the to hit penalty for non-proficient users, remove heavy trait (Arquebus and Hand Cannon only).
Armor
Light Armor
Name | Armor Class (AC) | Strength | Stealth | Weight | Cost |
---|---|---|---|---|---|
Crude Gambeson (Padded Armor) | 11 + Dex modifier | - |
Disadvantage |
8lb. | 5 gp |
Gambeson | 11 + Dex modifier | - |
- |
8lb. | 10 gp |
Leather | 11 + Dex modifier | - |
- |
10lb. | 10 gp |
Heavy Gambeson/Kavadion | 12 + Dex modifier | - |
- |
10lb. | 40 gp |
Studded Leather | 12 + Dex modifier | - |
- |
13lb. | 45 gp |
Medium Armor
Name | Armor Class (AC) | Strength | Stealth | Weight | Cost |
---|---|---|---|---|---|
Hide Armor | 12 + Dex modifier (max 2) | - |
- |
12lb. | 10 gp |
Byrnie (Chain Shirt) | 13 + Dex modifier (max 2) | - |
- |
20lb. | 50 gp |
Heavy Kavadion | 13 + Dex modifier (max 2) | - |
Disadvantage |
20lb. | 60 gp |
Scale Armor (Scale Mail) | 14 + Dex modifier (max 2) | - |
Disadvantage |
45lb. | 50 gp |
Klivanion | 14 + Dex modifier (max 2) | - |
Disadvantage |
15lb. | 150 gp |
Breastplate/Brigandine | 14 + Dex modifier (max 2) | - |
- |
20lb. | 250 gp |
Laminar Armor | 14 + Dex modifier (max 2) | - |
- |
25lb. | 225 gp |
Half-Plate Armor | 15 + Dex modifier (max 2) | - |
Disadvantage |
40lb. | 350 gp |
Heavy Armor
Name | Armor Class (AC) | Strength | Stealth | Weight | Cost |
---|---|---|---|---|---|
Ring Armor (Ring Mail) | 14 |
- |
Disadvantage |
40lb. | 30 gp |
Mail Hauberk (Chain Mail) | 16 |
13 |
Disadvantage |
55lb. | 75 gp |
Heavy Klivanion | 16 |
13 |
Disadvantage |
60lb. | 350 gp |
Heavy Laminar | 16 |
13 |
Disadvantage |
30lb. | 400 gp |
Splint/Demiclibinarius | 17 |
15 |
Disadvantage |
65lb. | 475 gp |
Munition Plate | 17 |
13 |
Disadvantage |
50lb. | 450 gp |
Plate Armor/Clibinarius/Brigandine and Plate | 18 |
15 |
Disadvantage |
65lb. | 700 gp |
Shields
Name | Armor Class | Weight | Cost | Special |
---|---|---|---|---|
Shield | +2 | 6lb. | 10 gp | - |
Buckler | +1 | 2lb. | 5 gp | Can use offhand at -2 to attack rolls and skill checks. |
Weapons
Simple Melee Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Club | 1 sp | 1d4 Bludgeoning | 2lb. | Light |
Dagger | 2 gp | 1d4 Piercing | 1lb. | Finesse, Light, Thrown (20/60) |
Great-Club | 2 sp | 1d8 Bludgeoning | 10lb. | Two-Handed |
Hand-Axe | 5 gp | 1d6 Slashing | 2lb. | Light, Thrown (20/60) |
Javelin | 5 sp | 1d6 Piercing | 2lb. | Thrown (30/120) |
Light Hammer | 2 gp | 1d4 Bludgeoning | 2lb. | Light, Thrown (20/60) |
Mace | 5 gp | 1d6 Bludgeoning | 4lb. | - |
Quarterstaff | 2 sp | 1d6 Bludgeoning | 4lb. | Versatile (1d8) |
Sickle | 4 sp | 1d4 Slashing | 2lb. | Light |
War Scythe | 9 sp | 1d8 Slashing | 9lb. | Two-Handed |
Spear | 1 gp | 1d6 Piercing | 3lb. | Thrown (20/60), Versatile (1d8) |
Spontoon | 2 gp | 1d8 Piercing | 7lb. | Reach, Two-Handed |
Simple Ranged Weapons
Name | Damage | Cost | Weight | Properties |
---|---|---|---|---|
Light Crossbow | 25 gp | 1d8 Piercing | 5lbs. | Ammunition, Range (80/320), Loading, Two-Handed |
Repeating Crossbow (Light) | 100 gp | 1d8 piercing | 7lb. | Ammunition (5 per box), Range (80/320), Reload (5 shots), Two-Handed |
Dart | 5 cp | 1d4 Piercing | 1/4lbs. | Finesse, Thrown (20/60) |
Shortbow | 25 gp | 1d6 Piercing | 2lbs. | Ammunition, Range (80/320), Two-Handed, War Bow |
Sling | 1 sp | 1d4 Piercing | - | Ammunition, Range (30/120) |
Martial Melee Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Battleaxe | 10 gp | 1d8 Slashing | 4lb. | Versatile (1d10) |
Flail | 10 gp | 1d8 Bludgeoning | 2lbs. | |
Glaive/Halberd | 20 gp | 1d10 Slashing | 6lb. | Heavy, Reach, Two-Handed |
Greataxe | 30 gp | 1d12 Slashing | 7lb. | Heavy, Two-Handed |
Greatsword | 50 gp | 2d6 Slashing | 6lb. | Heavy, Two-Handed |
Lance | 10 gp | 1d12 Piercing | 6lb. | Reach, Special |
Longsword | 15 gp | 1d8 Slashing | 3lb. | Versatile (1d10) |
Arming Sword/Heavy Cutlass | 15 gp | 1d8 Slashing | 3lb. | Finesse |
Maul | 10 gp | 2d6 Bludgeoning | 10lb. | Heavy, Two-Handed |
Morningstar/Heavy Mace | 15 gp | 1d8 Piercing | 4lb. | |
Pike | 5 gp | 1d10 Piercing | 18lb. | Heavy, Reach, Two-Handed |
Rapier | 5 gp | 1d8 Piercing | 2lb. | Finesse |
Scimitar/Cutlass | 25 gp | 1d6 Slashing | 3lb. | Finesse, Light |
Shortsword | 10 gp | 1d6 Piercing | 2lb. | Finesse, Light |
Trident | 5 gp | 1d6 Piercing | 4lb. | Thrown (20/60), Versatile (1d8) |
War Pick | 5 gp | 1d8 Piercing | 2lb. | |
Warhammer | 15 gp | 1d8 Bludgeoning | 2lb. | Versatile (1d10) |
Whip | 2 gp | 1d4 Slashing | 3lb. | Finesse Reach |
Urgrosh | 35 gp | 1d8 Slashing | 12lb. | Versatile (1d10), Special |
Ler'chèsh | 150 gp | 1d8 Slashing | 7lb. | Special |
Martial Ranged Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Blowgun | 10 gp | 1 Piercing | 1lb. | Ammunition, Range (25/100), Loading |
Hand Crossbow | 75 gp | 1d6 Piercing | 3lb. | Ammunition, Range (30/120), Light, Loading |
Heavy Crossbow | 50 gp | 1d10 Piercing | 18lb. | Ammunition, Range (100/400), Heavy, Loading, Two-Handed |
Repeating Crossbow (Heavy) | 150 gp | 1d10 Piercing | 20lb. | Ammunition (5 per box), Range (100/400), Heavy, Reload (5 shots), Two-Handed |
Longbow | 50 gp | 1d8 Piercing | 2lb. | Ammunition, Range (150/600), Heavy, Two-Handed, War Bow |
Net | 1 gp | - | 3lb. | Special, Thrown (5/15) |
Arquebus | 25 gp | 2d8 Piercing | 12lb. | Ammunition, Range (40/160), Loading (3 actions/attacks), Two-Handed, Misfire 2 |
Blunderbuss | 30 gp | 2d10 Piercing | 12lb. | Ammunition, Range (15/60), Loading (2 actions/attacks), Heavy, Two-Handed, x4 to damage on critical, Misfire 3 |
Musket | 50 gp | 2d10 Piercing | 10lb. | Ammunition, Range (60/240), Loading (3 actions/attacks), Two-Handed, Misfire 1 |
Pistol | 25 gp | 2d6 Piercing | 3lb. | Ammunition, Range (30/120) Loading (2 actions/attacks), Misfire 2 |
Hand Cannon | 150 gp | 4d8 Bludg. | 45lb. | Ammunition, Range (120/480), Loading (6 actions/attacks), Heavy, Two-Handed, Pushback (5ft, Str save of 13 to ignore) on hit, x3 to damage on critical, Misfire 3 |
Ammunition
Ammunition | Cost | Weight |
---|---|---|
Arrow (Longbow Shortbow) (20) | 2 gp | 2lb. |
Bolts (Longbow Shortbow) (20) | 2 gp | 2lb. |
Ball (Musket, Arquebus, Pistol) (10) | 3 gp | 1lb. |
Shot (Blunderbuss) (10) | 5 gp | 3lb. |
Ball (Hand Cannon) (5) | 10 gp | 10lb. |
Bolt Box (Repeating Crossbow) (5) | 5 gp | 2lb. |
New Traits
Special:Weapons with Special Properties are described here.
Urgrosh: If using an Urgrosh with two hands, one can use their bonus action to make an attack with the secondary speartip at the base of their weapon. This uses the same attack modifier as their main attack, and deals 1d4 piercing damage on a hit. If one has the polearm master feat they can deal 1d6 piercing damage instead.
Lance: 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.
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 form less, 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.
Ler'Chèsh: If the wielder of the ler'chèsh is proficient with the weapon, the ler'chèsh counts as two light weapons for the purposes of dual-wielding.
War Bows: Shortbows and Longbows can be constructed as War Bows by spending twice as much money on their construction. War Bows allow users to use their strength bonus instead of their dexterity bonus for attack and damage rolls.
Reloading: Weapons with the reloading property can fire a set number of shots before needing to be reloaded, which takes an action.
Firearm Proficiency: A character is considered proficient with firearms if they are proficient with Martial Weapons, if an artificer, if granted proficiency by the DM, or if training is acquired through play, including obtaining the Gunner feat.
Firearm Ammunition: Firearms have special ammunition that comes in multiple parts, requiring both powder and shot to operate. Musket balls and blunderbuss shot also tends to scatter and deform on impact. As a result one cannot collect firearm ammunition once it has been used.
Misfire: Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Repeating Crossbow Ammunition: The Repeating Crossbow through a box of 5 bolts. Bolts can be recovered, but the boxes must be recharged before they are ready for use, this takes 3 actions or bonus actions in combat.
Masterwork Firearms: Masterwork firearms are highly expensive works made on commission by a master gunsmith. A gunsmith can make a masterwork firearm with any number of the below traits (no more than one instance of each trait however) at a cost of an extra 500 gp per trait over the cost of the base piece. Traits: Increase Damage by one die type (d6 to d8, d8 to d10 etc), Halve the weight (round up), double the ranges, decrease loading time by one action (minimum of one action), eliminate the to hit penalty for non-proficient users, remove heavy trait (Arquebus and Hand Cannon only).