Item List
Armor
Proficiency Notes
Armor ProficiencyAnyone 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
AmmunitionEach 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
Head
Torso
Hands/Arms
Belts
Feet
Misc
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