Z's Armory (5e Variant Rule)

From Dungeons and Dragons Wiki
Jump to: navigation, search


Homebrew.png
Author: Zhenra-Khal (talk)
Date Created: 8-12-2022
Status: In Progress
Editing: Don't edit without discussion. Unauthorized edits will be reverted.
ArticleUndiscussed.png
Rate this article
Discuss this article


Z's Armory[edit]

Weapons and armor in 5e suck. The armor feels meh, and the weapons are the worst offender - Little more than "What flavor of d6 stick can you afford to point at your enemies?", and the Halberd and Glaive are literally mechanically identical, while the Trident is actually worse than the Spear, but fewer classes can use it. There's no reason it can't be more creative and useful than that. This right here is why people stick to greatswords, longswords and the like.

Other Variants[edit]

This variant rule is designed to work in conjunction with several of my other variant rules, and may be a lil bit funky when used on its own. The other variant rules to keep in mind are:

Class Proficiencies[edit]

With this variant rule, the armor weapon proficiencies of each class are updated as follows:

  • Artificer: Light and Medium armor; Light Shields; Simple weapons.
  • Barbarian: Light and Medium armor, Light and Heavy Shields, Simple and Martial weapons, plus 1 Exotic weapon of their choice.
  • Bard: Light Armor; Simple Weapons, plus 1 Exotic weapon of their choice.
  • Cleric: Light and Medium armor; Light and Heavy Shields; Simple weapons, plus 1 Martial or Exotic weapon of their choice.
  • Druid: Light and Medium armor; Light and Heavy shields; Simple weapons, plus the scimitar and shortsword.
  • Fighter: Light, Medium and Heavy armor; Light and Heavy Shields; Simple and Martial weapons, plus 5 Exotic weapons of their choice.
  • Monk: Light armor; Simple weapons, plus the scimitar, shortsword, and 5 Martial or Exotic weapons of their choice.
  • Paladin: Light, Medium and Heavy armor; Light and Heavy shields; Simple and Martial weapons, plus 1 Exotic weapon of their choice.
  • Ranger: Light and Medium armor; Light shields; Simple and Martial weapons, plus 3 Exotic weapons of their choice.
  • Rogue: Light armor; Simple weapons, plus 5 Martial or Exotic weapons of their choice.
  • Sorcerer: Light armor; Simple weapons.
  • Warlock: Light armor; Simple weapons, plus one Martial or Exotic weapon of their choice.
  • Wizard: No armor; No shields; Daggers, darts, slings, quarterstaffs, and light crossbows.

Multiclass Proficiencies[edit]

Only one set of multiclass proficiencies is changed with this variant:

  • When you multiclass into the Fighter class, in addition to the proficiencies ordinarily gained, you also gain proficiency with 1 Exotic weapon of your choice.

A Note On Cost[edit]

Cost remains the same across different sizes, despite great differences in construction. Mechanically, this is for balance purposes - 3.5e was rampant with the concept that "Since a Small creature's gear costs and weighs half as much, and their carrying capacity is only three-quarters that of a Medium creature, they can get more gear for less money and carry more of it". That's silly, and thus the cost is unified across all sizes.

Fluff-wise, you might assume that equipment for a Small or Tiny creature simply requires more effort and attention to fine detail, making up for the difference in cost despite requiring fewer raw materials. Likewise, beyond the raw material cost, equipment for a Large creature requires an exceptional amount of effort as well to shape all that material properly. Whatever the flavor reasons, the mechanical reason is the underlying cause for the cost for each item to be the same across all creature sizes.

Armor[edit]

With this variant rule, Armor is a little bit more interesting than before.

Armor Sizes[edit]

The weight and cost for armor and shields designed for creatures of unusual sizes - Such as Huge armor for a giant, or a Tiny shield for a sprite - Have also been listed. These can be found on a separate table: Unusual Shapes and Sizes

Shields[edit]

There are finally more than one kind of shield in 5e, each with different uses. Rejoice.

Light shields are maneuverable and compact, allowing for a modicum of additional defense without restricting mobility. If an effect grants you proficiency with shields, with this variant, it instead grants you proficiency with Light shields.

Heavy shields are bulky and weighty, giving the best defense, but restricting movement greatly. If you are proficient with both Heavy armor and with Light shields, you gain proficiency with Heavy shields automatically.


Armor and Shield Properties[edit]

Awkward[edit]

A suit of armor or shield with the Awkward property is bulky, heavy, and restricts movement especially strongly, imposing a -2 penalty on all Dexterity ability checks and Dexterity saving throws that the user makes.

Cover[edit]

When using a shield with the Cover property and taking the Dodge action, the shield's size grants you three-quarters cover against attacks made by creatures in front of you, instead of the shield's normal bonus to AC. The shield's AC bonuses from magic still apply, however.

Weapon[edit]

This armor or weapon entry is a shield, designed to also be used as a weapon. Even if you are proficient with the correct category of armor or shield, you cannot proficiently use armor or a shield as a weapon unless you are also proficient with that weapon.

Armor Table[edit]

Table: Armor

Armor Name Armor Class Cost Weight Strength Stealth Properties
Small Medium Large Small Medium Large

Light Armor
Padded 11 + Dex modifier - - - - - - - - -
Leather 12 + Dex modifier - - - - - - - - -
Studded Leather 13 + Dex modifier - - - - - - - - -

Medium Armor
Hide 12 + Dex modifier (max 2) - - - - - - - - -
Chain Shirt 13 + Dex modifier (max 2) - - - - - - - - -
Scale Mail 14 + Dex modifier (max 2) - - - - - - - - -
Breastplate 14 + Dex modifier (max 2) - - - - - - - - -
Half Plate 15 + Dex modifier (max 2) - - - - - - - - -

Heavy Armor
Ring Mail 14 - - - - - - - - -
Chain Mail 16 - - - - - - - - -
Splint 17 - - - - - - - - -
Plate 18 - - - - - - - - -

Light Shields
Buckler +1 - - - - - - - - -
Shield Gauntlets +1 - - - - - - - - -
Targe Shield +2 - - - - - - - - -
Heater Shield +2 - - - - - - - - -

Heavy Shields
Kite Shield +3 - - - - - - - - -
Scutum Shield +3 - - - - - - - - -
Pavise Shield +4 - - - - - - - - -

Weapons[edit]

The weapon system needed overhauled. Badly.

New Weapons[edit]

Some new weapons are introduced in this variant rule, and while the list isn't as inclusive as older editions, this is as purposeful as it was in the core of 5e. Just like a kama is just a reflavored sickle, a pair of nunchucks is just a reflavored club, and shuriken are just reflavored darts, weapons added by this variant rule are here for mechanical purposes - A dwarven chain-hammer is going to be mechanically identical to a Meteor Hammer; A rope javelin is going to be mechanically identical to a spiked chain, and so forth.

New Properties[edit]

Many of the weapons in this variant rule are going to have a new property - Such as Double or Reload. Don't forget to read up on what these properties do.

Reworked Weapons[edit]

You'll notice a lot of the existing weapons in 5e remain mostly unchanged, while several of them have been updated - Such as giving the Quarterstaff the Double and Finesse properties. This is intended to give more tactical choice and breadth to the weapon selection beyond your skull-splitting damage type of choice, and what size dice you'd like to roll in the general direction of enemy statblocks.

Exotic Weapons[edit]

A new category of weapons is introduced in this variant rule, though a few people are familiar with the concept from older editions.

Exotic Weapons are a category of weapons that aren't practical in warfare, and thus typically very few are trained in their usage. These weapons may also be very rare in the world, or to put it simply, more powerful than Martial weapons from a balance standpoint.

Additionally, several of these weapons are going to have additional requirements, such as the Heavy or Graceful properties, requiring you to have minimum Strength or Dexterity in order to use the item properly.

Weapon Size[edit]

With this variant, creatures are no longer limited by their size when selecting weapons - Halflings can now swing halfling-sized Greatswords.

However, weapons use a different damage die when made for a different size of creature, as denoted in the Damage column for each weapon. When subjected to the Enlarge/Reduce spell or a similar effect, you use the weapon's damage die for your new size, rather than the bonus or penalty to weapon damage imposed by the spell.

Weapon weight, cost and damage values for unusually-sized creatures can be found on a separate table: Unusual Shapes and Sizes

Additionally, you cannot effectively use a weapon made for a creature size other than you - If the weapon you are wielding is made for a creature one size larger or smaller than you, you suffer disadvantage on all attack rolls made with it, and you may not make use of the Disarming, Fending, Quick, or Tripping properties if the weapon possesses them. Furthermore:

  • If the weapon is made for a larger creature than you, you cannot make use of the Finesse or Light properties if it possesses them, and it gains the Heavy and Unwieldy properties while you wield it.
  • If the weapon is made for a smaller creature than you, you cannot make use of the Clouting or Versatile properties if it possesses them, and it gains the Graceful property while you wield it.

You cannot effectively use a weapon made for a creature than is more than one size larger or smaller than you - It is either too small and light, or too heavy and bulky, for you to use it effectively.

Weapon Properties[edit]

Ammunition[edit]

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 (you need a free hand to load a one-­handed weapon). 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. A sling must be loaded to deal any damage when used in this way.

Armor[edit]

This weapon entry is a suit of armor or a shield, when used as a weapon. Even if you are proficient with the correct category of weapon, you cannot proficiently use armor or a shield as a weapon unless you are also proficient with that type of armor or shield.

Clout[edit]

Once per round, when you land a successful attack with a Clout weapon you're proficient with, you may attempt to move the target of your attack 5ft in any horizontal direction, as if using the Shove Aside action (DMG, page 272) against it.

Concealable[edit]

While stowed, you have advantage on Dexterity (Stealth) checks made to conceal this weapon.

Disarm[edit]

Once per round, when you land a successful attack with a Disarm weapon you're proficient with, you may attempt to cause the target to drop one item it is holding, as if using the Disarm action (DMG, page 271) against it.

Double[edit]

This weapon can be used two perform Two-Weapon Fighting, even though it isn't a Light weapon. In order to do so, you must wield it in both hands. When used to perform two-weapon fighting, the weapon counts as a pair of Light weapons, unless is has the Heavy property. A damage value in parentheses appears with the property — The damage when the weapon is used to perform two-weapon fighting.

When you take the Attack Action with a weapon that has both the Versatile and Double properties, you must choose which of the properties to use - You cannot use the two in conjunction.

When you take the Attack Action with a weapon that has both the Double and Reach properties, if you choose to use the Double property for that attack action, you cannot also use the Reach property during that attack action.

Dry[edit]

If this weapon is ever submerged in water or doused with a significant quantity of water, it jams. A jammed firearm can’t be used to make an attack until a creature uses its action to clear the weapon malfunction.

Explosive[edit]

When this weapon’s projectile hits a target, it explodes in a 5-foot radius. The projectile can be fired at an unoccupied space within its range. Each creature other than the target within the blast radius must succeed on a Dexterity saving throw, taking half the damage rolled on a failed save, or no damage on a successful one. The DC for this saving throw is equal to 8 + your Proficiency Bonus (If proficient with the weapon), plus the ability modifier used to make the attack (Usually Dexterity).

Fending[edit]

A Fending weapon's length allows the user to defend against a foe's advancement and attacks.

Enemies provoke attacks of opportunity for entering the reach of a Fending weapon. The attack of opportunity must be made with the Fending weapon.

Additionally, when you target a creature you can see with a melee attack that uses a Fending weapon - You need not hit - You gain a +2 bonus to AC against attack rolls made by that target. This benefit lasts until the end of your next turn, you attack another target with the Fending weapon, the target leaves your melee reach, you can no longer see the target, or you become incapacitated. You can benefit from only one Fending weapon at a time.

Finesse[edit]

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[edit]

When you make an attack with a weapon that has the Fist property, you may use your unarmed damage die instead of the weapon's, and whenever you could make an unarmed attack (Such as with the Flurry of Blows feature), you may instead make an attack with a Fist weapon. A Fist weapon counts as an unarmed strike for all other purposes.

Foregrip[edit]

A weapon with the Foregrip property is designed to be used in one hand, but can be used with two hands to improve long-ranged accuracy. When used with two hands, the weapon's normal and long ranged double.

Graceful[edit]

A Graceful weapon is difficult to take advantage of without a sufficient level of physical agility to lunge and retreat, parry and maintain your accuracy. A weapon with the Graceful property requires the user to possess a Dexterity score of 15 or higher to wield it correctly.

When a wielder with a Dexterity of 14 or lower uses a Graceful weapon, they are subject to the following restrictions:

  • When you make an attack with the Graceful weapon, and you miss, one attack taken against you before the start of your next turn will be made with advantage, as your lack of control left your guard open.
  • When you make an attack with the Graceful weapon, and you roll a natural 1 on the attack roll, you must make a DC 15 Dexterity saving throw or fall prone.

Heavy[edit]

A Heavy weapon is difficult to maneuver without a sufficient level of physical might to control its weight and bulk. A weapon with the Heavy property requires the user to possess a Strength score of 15 or higher to wield it correctly.

When a wielder with a Strength of 14 or lower uses a Heavy weapon, they are subject to the following restrictions:

  • You may only make one attack with the Heavy weapon when you use an action or bonus action to attack with it, regardless of the number of attacks you can normally make.
  • You may not make an attack with the Heavy weapon using your Reaction.

Lethal[edit]

This weapon is especially deadly. When a Lethal Blow or critical hit is landed with this weapon, its damage die changes for that attack, as shown in parentheses.

Light[edit]

A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Loading[edit]

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[edit]

A ranged weapon with the Misfire property becomes jammed when a natural 1 is rolled on an attack roll with the weapon. It cannot be fired until an action is used to clear the malfunction.

Quick[edit]

You may make an Attack of Opportunity without using your Reaction, provided the Attack of Opportunity is made using a weapon with the Quick property. Once you do so, you may not do so again until the start of your next turn, regardless of how many Quick weapons you are using.

Range[edit]

A weapon that can be used to make a ranged attack has a range 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 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.

Rapid[edit]

Whenever you make an attack with this weapon on your turn, you can choose to make two attacks instead. These attacks are always made with disadvantage, regardless of circumstance. In the case of a ranged weapon, these attacks use twice the normal amount of ammunition.

Reach[edit]

This weapon adds a number of feet - Usually 5ft, but occasionally 10ft - To your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Reload[edit]

This weapon can be fired multiple times before it must be reloaded, unlike a Loading weapon. This property is accompanied by a number in parentheses - This is the number of times the weapon can be fired before it must be reloaded.

Reloading a weapon can be done as a bonus action, or in place of one of the wielder's attacks when they take the Attack action.

Returning[edit]

After being thrown, this weapon returns to your hand at the end of your turn.

Scatter[edit]

A ranged weapon with the Scatter property fires a cluster of projectiles, which spread out as the shot travels. These weapon deal more damage to targets within their normal range, using the die associated with this property instead of the weapon's damage die.

Special[edit]

A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).

Tension[edit]

When using a ranged weapon with the Tension property, you may use either your Strength or Dexterity modifier for attack and damage rolls. You must use the same modifier for both rolls.

Tether[edit]

A weapon with the Tether property has a rope, chain, or other tether, which is either held or attached to some part of the wielder. When making a thrown attack with the weapon, if the target is within the listed Tether range, the weapon remains in your hand and may be retrieved with either your free Item Interaction, or your bonus action. When attacking a creature outside of the weapon's Tether range, it leaves your grasp and must be retrieved normally.

Thrown[edit]

If a weapon has the thrown property, you can throw the weapon to make a ranged attack; A range appears with the Thrown property exactly as if it were a ranged weapon. 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.

Tripping[edit]

Once per round, when you land a successful attack with a Tripping weapon you're proficient with, you may attempt to knock the target of your attack prone, as if using the Shove action against it.

Two-Handed[edit]

This weapon requires two hands when you attack with it.

Unwieldy[edit]

This weapon is exceptionally awkward, or requires a lot of room to maneuver. You cannot make an attack with this weapon while Squeezing into a Smaller Space (PHB, page 192).

Additionally, if your reach with the weapon is greater than 5ft, against opponents within 5ft of you, you have disadvantage on attack rolls, and may not benefit from the Fending property against such opponents, if the weapon also possesses it.

Versatile[edit]

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.

Weapon Table[edit]

Table: Weapons

Weapon Name Cost Damage Weight Properties
Small Medium Large Small Medium Large Small Medium Large

Simple Melee Weapons
Buckler - - - - - - - - - Armor, Finesse
Club - - - - - - - - - -
Dagger - - - - - - - - - -
Greatclub - - - - - - - - - -
Gauntlet - - - - - - - - - Fist, Light
Handaxe - - - - - - - - - -
Handwraps - - - - - - - - - Finesse, Fist, Light
Javelin - - - - - - - - - -
Light Hammer - - - - - - - - - -
Mace - - - - - - - - - -
Quarterstaff - - - - - - - - - -
Shield Gauntlets - - - - - - - - - Armor, Clouting, Fist, Heavy
Sickle - - - - - - - - - -
Spear - - - - - - - - - -
- - - - - - - - - - -

Simple Ranged Weapons
Blowgun - - - - - - - - - -
Bolas - - - - - - - - - -
Dart - - - - - - - - - -
Light Crossbow - - - - - - - - - -
Sling - - - - - - - - - -
Shortbow - - - - - - - - - -

Martial Melee Weapons
Armor Blades - - - - - - - - - Armor, Fending
Armor Spikes - - - - - - - - - Armor, Fending
Atlatl - - - - - - - - - -
Battleaxe - - - - - - - - - -
Chakram - - - - - - - - - -
Estoc - - - - - - - - - -
Flail - - - - - - - - - -
Glaive - - - - - - - - - -
Greataxe - - - - - - - - - -
Greatsword - - - - - - - - - -
Halberd - - - - - - - - - -
Heater - - - - - - - - - Armor
Kite - - - - - - - - - Armor
Lance - - - - - - - - - -
Longsword - - - - - - - - - -
Maul - - - - - - - - - -
Morningstar - - - - - - - - - -
Pike - - - - - - - - - -
Rapier - - - - - - - - - -
Scimitar - - - - - - - - - -
Shortsword - - - - - - - - - -
Targe - - - - - - - - - Armor
Trident - - - - - - - - - -
War Censer - - - - - - - - - -
War Pick - - - - - - - - - -
Warhammer - - - - - - - - - -
Whip - - - - - - - - - -
- - - - - - - - - - -

Martial Ranged Weapons
Hand Crossbow - - - - - - - - - -
Heavy Crossbow - - - - - - - - - -
Longbow - - - - - - - - - -
Net - - - - - - - - - -
Repeating Light Crossbow - - - - - - - - - -
- - - - - - - - - - -
- - - - - - - - - - -

Exotic Melee Weapons
- - - - - - - - - -
- - - - - - - - - - -
- - - - - - - - - - -
- - - - - - - - - - -
- - - - - - - - - - -
- - - - - - - - - - -

Exotic Ranged Weapons
Greatbow - - - - - - - - - -
Great Crossbow - - - - - - - - - -
Heavy Repeating Crossbow - - - - - - - - - -
Repeating Hand Crossbow - - - - - - - - - -
Wrist Crossbow - - - - - - - - - -
- - - - - - - - - - -
- - - - - - - - - - -
- - - - - - - - - - -

Back to Main Page5x5eVariant Rules

AuthorZhenra-Khal +
Identifier5e Variant Rule +
RatingUndiscussed +
SummaryMy version of the weapons and armor in D&D that makes things a little bit more interesting. +
TitleZ's Armory +