BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Item List

Armor

 

Proficiency Notes

Armor Proficiency
Anyone can put on a suit of armor or strap a Shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or Attack roll that involves Strength or Dexterity, and you can’t use powers.   Strength Requirement
If the Armor table shows “STR 13” or “STR 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.  

Light

Name Armor Class (AC) Stealth Weight Cost
Jury Rigged Armor 11 + DEX modifier Disadvantage 8 lbs 5 gp
Kevlar Vest 11 + DEX modifier 10 lbs 10 gp
Kevlar Reinforced Clothing 12 + DEX modifier 13 lbs 45 gp
 

Medium

Name Armor Class (AC) Stealth Weight Cost
Layered Kevlar Plating 12 + DEX modifier (max 2) 12 lbs 10 gp
Liquid Armor 13 + DEX modifier (max 2) 20 lbs 50 gp
Light Ceramic Plating 14 + DEX modifier (max 2) Disadvantage 30 lbs 50 gp
Enhanced Chain Mail 14 + DEX modifier (max 2) 20 lbs 400 gp
Heavy Ceramic Hard Plating 15 + DEX modifier (max 2) Disadvantage 40 lbs 750 gp
 

Heavy

Name Armor Class (AC) Strength Req'd Stealth Weight Cost
Minimal Exoskeleton Armor 14 - Disadvantage 40 lbs 30 gp
Unpowered Heavy Exoskeleton 16 STR 13 Disadvantage 55 lbs 75 gp
Light Power Armor 17 STR 15 Disadvantage 60 lbs 200 gp
Heavy Power Armor 18 STR 15 Disadvantage 65 lbs 1500 gp
 

Shields

Name Armor Class (AC) Hands Req'd Strength Req'd Disadvantage On Weight Cost
Buckler Shield +1 1 3 lbs 10 gp
Riot Shield +2 1 Acrobatics 6 lbs 12 gp
Metal Shield +3 1 STR 15 Stealth 10 lbs 15 gp
Hard-light Unidirectional Shield +3 1 3 lbs 200 gp
Hard-light Full Body Shield +2 0 10 lbs 400 gp
 

Don/Doff Time

Category Don Doff
Light Armor 1 minute 1 minute
Medium Armor 5 minutes 1 minute
Heavy Armor 10 minutes 5 minutes
Shield 1 action 1 action
 

Weapons

Simple Weapons

Names Cost Damage Weight Properties Special
Brass Knuckles,
Weaponized Gloves
5 gp 1d6 bludgeoning 1 lb Light
Club,
Pipe,
Crowbar
0.1 gp 1d4 bludgeoning 2 lbs Light
Combat Knife 2 gp 1d6 piercing 1 lb Finesse, Light
Dagger,
Throwing Knife
2 gp 1d4 piercing 1 lb Finesse, Light,
Thrown (20/60)
Garrote 1 gp 1d4 force 1 lb Two-Handed, Special When you take the attack action, you attempt to strangle the target (if physiologically possible). Starting immediately after a successful attack, the target cannot breathe and must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) to remove your stranglehold.
Hand-Axe 5 gp 1d6 slashing 2 lbs Light,
Thrown (20/60)
Hidden Blade 15 gp 1d6 slashing 2 lbs Finesse, Special You gain 1d4 to initiative when wielding only this weapon as well as 1d4 to Deception checks to maintain an appearance of being non-hostile.
Machete 5 gp 1d6 slasing 2 lbs Versatile (1d8)
Quarterstaff 1 gp 1d6 bludgeoning 4 lbs Versatile (1d8)
Spear 1 gp 1d6 piercing 3 lbs Thrown (20/60),
Versatile (1d8)
Stun Baton 5 gp 1d4 bludgeoning 2 lbs Special When you take the Attack action, you can attempt to somewhat stun the target. The target must make a Constitution saving throw against a DC that equals 8 + your proficiency bonus + your Strength modifier. On a failure, the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
   

Simple Ranged Weapons

Names Cost Damage Weight Properties Special
Dart 0.1 gp 1d4 piercing 0.25 lbs Finesse,
Thrown (20/60),
Light, Silent
Light Crossbow,
Light Recurve Bow
25 gp 1d8 piercing 5 lbs Ammunition,
Range (60/240),
Loading (1 shot),
Two-Handed, Silent
Revolver,
Light Pistol
30 gp 1d8 piercing 2 lbs Ammunition,
Range (60/240),
Loading (5 shots)
Heavy Pistol,
Semi-Auto Pistol
50 gp 1d6 piercing 2 lbs Ammunition,
Range (80/320)
Sling 0.5 gp 1d4 bludgeoning 0.25 lbs Ammunition,
Range (30/120)
   

Martial Weapons

Names Cost Damage Weight Properties Special
Battle Sythe,
Halberd
20 gp 1d10 slashing 6 lbs Heavy, Reach,
Two-Handed,
Special
When you take the Attack action, you can attempt the Trip Attack combat manuever against a creature as one of your attacks. Trip Attack: In addition to taking the damage from the attack, the target must make a Strength saving throw against a DC equaling 8 + your proficiency bonus + your Strength modifier. If the target fails, it is knocked prone.
Battleaxe 10 gp 1d8 slashing 4 lbs Versatile (1d10)
Chainsaw 5 gp 1d10 slashing 10 lbs Two-Handed
Electric Gauntlets 10 gp 1d6 bludgeoning,
1d6 lightning
2 lbs
Electro Glaive 20 gp 1d6 slashing,
1d4 lightning
6 lbs Heavy, Reach,
Two-Handed
Great-Sword 50 gp 2d6 slashing 6 lbs Heavy, Two-Handed
Great-Axe 30 gp 1d12 slashing 7 lbs Heavy, Two-Handed
Long-Sword 15 gp 1d8 slashing 3 lbs Versatile (1d10)
Nunchucks 10 gp 1d8 bludgeoning 2 lbs Light
Rapier 25 gp 1d8 piercing 2 lbs Finesse
Scimitar 25 gp 1d6 slashing 3 lbs Finesse, Light
Sonic Gauntlets 10 gp 1d6 bludgeoning,
1d6 thunder
2 lbs
Trident 5 gp 1d6 piercing 4 lbs Thrown (20/60),
Versatile (1d8)
War-Hammer 15 gp 1d8 bludgeoning 2 lbs Versatile (1d10)
Whip 2 gp 1d4 slashing 3 lbs Finesse,
Reach
 

Martial Ranged Weapons

Names Cost Damage Weight Properties Special
Blowgun 10 gp 1 piercing 1 lb Ammunition,
Range (25/100),
Loading, Silent
Compound Bow 50 gp 1d8 piercing 4 lbs Ammunition,
Range (100/240),
Heavy, Silent,
Two-Handed
Heavy Crossbow 50 gp 1d10 piercing 18 lbs Ammunition,
Range (100,400),
Heavy, Loading,
Two-Handed
Net 1 gp 3 lbs Special,
Thrown (5,15)
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.
Light Rifle 100 gp 1d8 piercing 9 lbs Ammunition,
Range (120/400),
Two-Handed
Heavy Rifle 300 gp 1d12 piercing 9 lbs Ammunition,
Range (240,600),
Two-Handed,
Heavy
Shotgun 250 gp 1d12 piercing 10 lbs Ammunition,
Range (60,120),
Two-Handed,
Heavy, Special
Creatures within 5 feet of a target that has been hit must succeed a Dexterity saving throw (8 + proficiency bonus + Dexterity modifier) or take half damage.
   

Notes on Weapon Properties

Ammunition
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. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon.   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.   Heavy
Small creatures have disadvantage on attack rolls with heavy weapons.   Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.   Loading
Because of the time required to load this weapon, you can fire only the specified number of ammunition from it before you must use an action to reload the weapon.   Range
A weapon that can be used to make a ranged attack has a range shown 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 maximum 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.   Silent
The weapon makes almost no noise when you use it meaning it won't break your cover from stealth. Note: It's at the GM's discretion whether or not multiple shots coming from the same direction, even from a silent weapon, could tip off an enemy as to your position.   Special
A weapon with the special property has unusual rules governing its use. See Special column of the item table for details.   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
This weapon requires two hands to use.   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.    

Other Items

Sorted by Associated Body Part
             

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!