Zman's 5e Tweaks: Weapons and Armor V1.0

  • Edited 4-21-17
  • Feel like some arms and armor just dont stack up? Feel like far too many weapon and armor options aren't really options at all? Give my Weapons and Armor Tweak a try. It's aim is to rebalance some of the options present to create more vialbe options, condense redundant options, a add a few new options to fulfill missing niches. Enjoy!

Armor

Armor Cost Armor Class(AC) Strength Stealth Weight
Light Armor
Leather 10gp 11+ Dex Modifier 10lb.
Studded Leather 45gp 12+Dex Modifier 13lb.
Medium Armor
Hide 10gp 13+ Dex Modifier(Max 3) 12lb.
Chain Shirt 50gp 13+Dex Modifier(Max 4) 20lb.
Scale Mail 50gp 14+ Dex Modifier(Max 2) Str 12 Disadvantage 45lb.
Breastplate 400gp 14+ Dex Modifier(Max 3) 20lb.
Half Plate 750gp 15+ Dex Modifier(Max 2) Str 12 Disadvantage 40lb.
Heavy Armor
Ring Mail 30gp 15 Str 13 Disadvantage 40lb.
Chain Mail 75gp 16 Str 13 Disadvantage 55lb.
Splint 200gp 17 Str 14 Disadvantage 60lb.
Plate 1000gp 18 Str 14 Disadvantage 60lb.
Shields
Buckler/Targe' 10gp +1 3lb.
Buckler/Targe', Bladed` 25gp +1 4lb.
Buckler/Targe', Spiked` 25gp +1 4lb.
Shield 10gp +2 6 lb.
Shield, Tower 30gp +2'' Str 13 Disadvantage 20lb.

' A Buckler/Targe can be donned and doffed as a bonus action instead of a full round action.

'' A Tower Shield grants half cover to its bearer against ranged attacks and against ranged spell attacks and affects when the bearer is moving half speed or less and aware of the attacker.

Weapons

Weapon Cost Damage Weight Properties
Simple Melee Weapons
Club 1sp 1d4 bludgeoning 2lb. Light, Versatile(1d6), Offhand
Dagger 2gp 1d4 slashing 1lb. Finesse, Light, Thrown(range 20/60), Offhand
Great Club 2sp 1d10 bludgeoning 10lb. Heavy, Two-handed
Handaxe 5gp 1d4 slashing 2lb. Finesse, Light, Thrown(range 20/60), Offhand
Javelin 5sp 1d6 piercing 2lb. Light, Thrown(range 30/120)
Light Hammer 2gp 1d4 bludgeoning 2lb. Finesse, Light, Thrown(range 20/60), Offhand
Mace 5gp 1d8 bludgeoning 4lb.
Quarterstaff 5sp 1d6 bludgeoning 4lb. Finesse, Versatile(1d8)
Sickle 1gp 1d4 slashing 2lb. Finesse, Light
Spear 1gp 1d6 piercing 3lb. Reach, Thrown(range 20/60), Versatile(1d8)
Unarmed Strike 1 bludgeoning Finesse, Light

Weapons

Weapon Cost Damage Weight Properties
Simple Ranged Weapons
Crossbow, Light 25gp 1d8 piercing 5lb. Ammunition(Range 80/320), Loading, Two-handed
Dart 5cp 1d4 piercing 1/4lb. Finesse, Thrown(range 20/60)
Shortbow 25gp 1d6 piercing 2lb. Ammunition, Ranged(80/320), Two-handed
Sling 1sp 1d4 bludgeoning Ammunition, Ranged(30/120)
Weapon Cost Damage Weight Properties
Martial Melee Weapons
Battleaxe 10gp 1d8 slashing 4lb Versatile(1d10)
Buckler/Targe, Bladed 25gp 1d4 slashing 4lb. Special, Light, Offhand
Buckler/Targe, Spiked 25gp 1d4 piercing 4lb. Special, Light, Offhand
Elven Longblade/Katana 75gp 1d6slashing 5lb. Finesse, Versatile(2d4)
Elven Shortblade/Scimitar 25gp 1d6 slashing 3lb. Finesse, Light
Flail 10gp 2d4 bludgeoning 2lb
Footman's Flail 20gp 1d10 bludgeoning 6lb Heavy, Reach, Two-handed
Glaive/Halberd 20gp 1d10 slashing 6lb Heavy, Reach, Two-handed
Greataxe 30gp 1d12 slashing 7lb Heavy, Two-handed
Greatsword 50gp 2d6 slashing 6lb Heavy, Two-handed
Lance 10gp 1d12 slashing 6lb Reach, Special
Longsword 15gp 1d8 slashing 3lb. Versatile(1d10)
Maul 10gp 2d6 bludgeoning 10lb Heavy, Two-handed
Morningstar 15gp 2d4 Piercing 4lb.
Pike 4gp 1d10 piercing 18lb Heavy, Reach, Two-handed
Rapier 15gp 1d8 piercing 2lb. Finesse
Shortsword 10gp 1d6 piercing 2lb. Finesse, Light
Trident 5gp 1d6 piercing 4lb. Reach, Thrown(range 20/60), Versatile(2d4)
War Pick 5gp 2d3 piercing 2lb. Light
Warhammer 15gp 1d8 bludgeoning 2lb. Versatile(1d10)
Whip 2gp 1d4 slashing 3lb. Finesse, Reach
Weapon Cost Damage Weight Properties
Martial Ranged Weapons
Blowgun 10gp 1 piercing 1lb. Ammunition(Range 25/100), Loading
Crossbow, Hand 75gp 1d6 piercing 3lb. Ammunition(Range 30/120), Light, Loading
Crossbow, Heavy 50gp 1d10 peircing 18lb. Ammunition(Range 100/400), Heavy, Loading, Two-handed
Longbow 50gp 1d8 piercing 2lb. Ammunition(Range 150/600), Heavy, Two-handed
Net 1gp - 3lb. Special, Thrown(Range 10/30)

Offhand: Ignore the Light weapon restriction for your mainhand weapon when fighting with two weapons.

Buckler/Targe, Bladed: A Bladed Buckler/Targe is both a shield and a melee weapon. Gaining the bonus to AC requires proficiency in shields while using it as a weapon requires martial weapon proficiency. Attacks with a Bladed Buckler/Targe are made at disadvantage.

Buckler/Targe, Spiked: A Spiked Buckler/Targe is both a shield and a melee weapon. Gaining the bonus to AC requires proficiency in shields while using it as a weapon requires martial weapon proficiency. Attacks with a Spiked Buckler/Targe are made at disadvantage.

Magical Arms and Armor

Magical Armor

  • The the magical enhancement bonus from Magical Armor and Magical Sheids do not stack.

Magical Weapons

  • Reduce the enhancement bonus for +X Magical weapons by 1 for determining Rarity.