You are on page 1of 6

Custom Gear Options

L
et's be honest, Fifth edition is pretty swell.
Balanced, streamlined, and it puts a lot of
emphasis on "rule of cool." But glancing over
the equipment section of the PHB leaves some
things do be desired, like I don't know, more of
it. I'm no master homebrewer but I came up
with a few things to hopefully add in a bit more
variety to the gear you guys can pick up.

Additonal Martial Weapons


Small Table of Melee Weapons
Name Cost Damage Weight Properties
Saber 25gp 1d8 slashing 3lb. Finesse
Katana 20gp 1d6 slashing, crit range -1 (19-20) 3lb. Versitile (1d8)

Notes: Monks may also add katanas to their proficiency list.


Firearms and Other Blackpowder Weapons
Name Cost Damage Weight Properties
Flintlock Pistol 125gp 1d10 piercing 3lb. Ammunition (range 100/400), reload 1, misfire 2
Musket 300gp 1d12 piercing 10lb. Ammunition (range 200/800), two-handed, reload 1, misfire 2
Pistol 250gp 1d8 piercing 3lb. Ammunition (range 100/400), light, reload 4, misfire 1
Pepperbox 400gp 1d10 piercing 5lb. Ammunition (range 150/600), reload 6, misfire 2
Scattergun 500gp 2d6 piercing 10lb. Ammunition (range 15/30), two-handed, scatter, reload 2, misfire 3
Lever-Action 700gp 1d12 piercing 8lb. Ammunition (range 200/800), two-handed, reload 5, misfire 1
Revolver 1000gp 1d10 piercing 4lb. Ammunition (range 100/400), Light, reload 6
Grenade 200gp Varies 1/2 lb. Thrown (range 30/60), explosive (10ft), misfire 2
Rocket Launcher Special 4d12 piercing 25 lb. Range (60/120), heavy, two-handed, explosive (15ft), loading, misfire 6
Anti Materiel Rifle Special 2d12 piercing 25lb. Ammunition (range 300/1200), Heavy, two-handed, reload 1, misfire 3

Notes
Grenades can pack a vaierty of payloads, ranging from steel
and silver grapeshot (4d6 piercing), flashpowder (DC 15 Con
save or be blinded and deafened for 1d4 rounds), alchemical
fire, (2d4 fire in the affected area for 1d4 rounds)
blackpowder and pitch (heavily obscured area for 1d4
rounds), or copper and elegite shards (2d6 lightning, DC 14
Con save or stunned.) All grenades can be arced over 1/2 and
3/4 cover. Grenades must be crafted with a DC 17 Tinkering
check, failed checks may result in partial or total loss of
material components at the DM's discretion.
All one handed firearms can be used as an improvised
weapon, dealing 1d4 bludgeoning damage, similarly, all
nonheavy two-handed weapons deal 1d6 bludgeoning.
The Anti Materiel Rifle and Rocket Launcher must be
custom built over several weeks or even months, with a series
of difficult crafting checks, and costly material components.
They also require their own specific ammunition.

WEAPONS | GUNS
1
Critical hits scored with adamantine weapons add an
Metals, Alloys, and Ores additional die of damage, and count as magical for the
Mithril and adamantine are in the DMG treasure lists, so why purpose of overcoming damage resistance. Adamantine
not add in some other generic fantasy metals in as well. None weapons cost ten times as much as steel. An adamantine
of the effects are particularly crazy, just some slight passive greatsword for example, will cost 500gp.
buffs to your armor for what I think to be an appropriate cost Armor with adamantine composition makes critical hits
increase. All metals listed can only form medium and heavy against the wearer count as normal hits instead.
armor. Adamantine armor costs five times as much to produce,
ore is easy enough to find but mining and forging it is
Steel much more diffuclt. Half plate costs four times as much
Steel. Tried and true, steel is the backbone of armies, for and plate cost only 2500gp more to make.
laborers, and adventurers alike. A reliable and easily
acquired, worked, and maintained, steel is a relatively cheap
Meteoric Iron
and common alloy; don't be fooled however. Steel is so Meteoric iron, starsteel, thunderbolt steel, or sky iron,
common because of all these characteristics, why would the features bright etched patterns as a result of forging that are
average man waste the time, coin, and effort to procure a literally out of this world. Rumored to have magical
mithril blade or an adamant plow when a steel one will properties that grant luck, this exceedingly rare material can
suffice. Adventurers on the other hand, are not the average never be found in great enough quantities to forge suits of
man, and are very particular about what they carry with them armor, making blades a popular choice. Nary a few
into a moldy, corpse infested monster lair. blacksmith has this ore lying around to work with, and filling
a custom order of starsteel costs them a great expense, but
Steel weapons and armor have the default price, weight, many will jump at the opportunity to work with the material if
and properties listed in the PHB. The following materials provided, some even at a profit loss.
that modify price are basing them off the steel equivalent.
Weapons forged from meteoric iron count as magical for
Mithril the purpose of overcoming damage resistance and expand
Mithril is a lightweight and flexible metal that shines with a the wielder's critical hit range by 1 (19-20 by default.) It
pale milky silver. Prefered by elven smiths for its favorable costs thirty times as much to forge due to its rarity,
metalworking qualities, or nobles and assassins alike looking however, it only costs ten times as much if the player
for easily concealable body armor. Weapons made out of provides the ore themselves.
mithril are much lighter than their steel counterparts, and
exceptionally well balanced. Armor made out of mithril is
Orichalcum
more comfortable to wear, and a mithril chainshirt or Orichalcum is a dense dull copper colored metal similar to
breastplate can be discretely worn under regular clothing adamantine, but not nearly to the same degree, frequently
with ease. It is also rattles notably less than other metals. used for lab equipment or medical tools as they don't rust and
remain remarkably clean. Adventurers however, might
One-handed weapons gain the "Light" property, and all procure orichalcum equipment because of its weight, which
weapons made from mithril gain the "Thrown" property many find incredibly useful for keeping their footing once
(range 20/60). Mithril is easily worked, but uses rarer ores they get used to wearing it. Another rustless super metal,
than steel swords, and cost five times as much to produce. orichalcum also conducts electricity extremely well, and for
E.g. a mithril longsword will cost 75gp and weigh 2lbs, a some inexplicable reason floats in liquids.
greataxe will cost 150gp and weigh 4lbs, a rapier will cost
125 gp and weigh 1lb. Weapons forged from orichalcum are heavy, and require
13 Strength to wield, and grant advantage to checks made
Armor made from mithril no longer has a Strength to shove targets or knock them down. They cost ten times
requirement to wear, and doesn't impose disadvantage on as much to make.
Stealth checks. Mithril armor costs two times as much to
produce as steel, with the exception of heavy plate only Armor forged from orichalcum are heavy but cleverly built
costing 1000gp more. to distribute the weight around the wearer's body so it
won't tire them out so quickly. It grants advantage to any
Adamantine check or saving throw that would move the wearer against
Where mithril is light and flexible, adamantine is one of the their will. They require at least 13 Strength to wear if they
hardest substances that can be found, and incredibly dense. didnt have one, and Strength requirements for armors
This dark gray, dull metal is rather heavy and hard, and as that already did increase by 1. Orichalcum armor costs
such very difficult to mine out and work. Weapons made out five times as much to make, half plate costs four times as
of adamantine can hold an edge almost indefinitely and never much, while plate armor is only increased in cost by
rust, making them excellent weapons for the discerning 2500gp.
adventurer. Armor made wholly out of adamantine would be
too heavy to properly wear, but armor can easily be reinforced
or formed into alloys to reduce the weight while retaining the
strength to absorb even the mighiest blows.

PART 2 | MATERIAL
2
Weapons forged from primal iron deal an additonal 1d6 of
Dimeritium cold, fire, lightning, or thunder damage (depending on
This dark green, lustrous metal has similar properties to where the ore was found) to fey, fiends, undead,
common steal with one key difference - its extreme reistance elementals, and celestials. It costs fifteen times as much to
to magic. Dimeritium completely surprresses the wearer's produce a primal iron weapon, the ore is hard to find and
ability to cast any spells and interferes with any magic cast cold forged, taking slightly longer to finish.
near it. A relatively rare material, it is often forged into Primal iron armor allows the wearer to dash 10ft towards
shackles and prison bars or lined into walls to prevent magic the enemy as a bonus action, and can grant them
exit/entry. advantage on one Strength or Dexterity check per short or
long rest. It costs six times as much to make. Half plate
A weapon forged from dimeritium prevents the wielder
costs five times as much and full plate costs 5000gp.
from casting spells while holding it, and imposes
disadvantage on concentration checks made as a result of Demonsteel
taking damage from it. Dimeritium weapons cost ten
times as much to make due to the advanced forging Demon steel weapons arent forged by human hands, instead
techniques needed to preserve its magically frustrating they are forged deep in the bowels of the Nine Hells or the
qualities. Abyss by unholy blacksmiths slaving away for all eternity. The
Armor forged of dimeritium alloys prevents the wearer weapons and armor themselves are magic in nature, but
from casting spells. Spells cast within 20ft of the wearer bestow a powerful curse upon those greedy enough to take
have disadvantage on their attack rolls, and have the DC them as their own.
of the spell saveing throw reduced by 2. Dimeritium armor Demonsteel weapons count as +1 magic weapons and
costs six times as much to forge, half plate costs five times require attunement. They also grant advantage on
as much, and plate armor costs 3500gp more. Intimidation checks when the weapon is drawn, but
Dimeritium equipment cannot be affected by spells such bestow a cruse upon the wielder when attuned
as Heat Metal, Telekinesis, Catapult, etc.
Curse: Attuning to these weapons gives you the following
Tetsudite flaw: "I will do anything to keep this weapon in my
Tetsudite, or soul steel as it's called by some, is a bright metal possession." Wielding a demonsteel weapon gives you
that typically is colored shades of red or orange and glows disadvantage on attack rolls against demons and saving
dully in the dark. Equipment seems to vibrate softly at the throws against their spells and abilities.
touch, and produces pleasant tones when struck. Tetsudite is While wearing this armor you gain a +1 bonus to AC, and
rumored to be able to channel the soul of whoever touches it, you can understand and speak Abyssal. In addition, the
on a scientific basis this has been proven to be a falsehood, as armor's clawed gauntlets turn unarmed strikes with your
the average man can't illicit a response. Adventurers however, hands into your magic weapons that deal slashing
have never been tested, as they all seem to be off, rescuing damage, with a +1 bonus to attack and damage rolls and a
dragons and slaying princesses. damage die of 1d8. Demonic smiths tend to only forge full
Tetsudite weapons allow the wielder to expend a hit die to plate.
deal an additional damage die of force damage on a Curse: Once you don this cursed armor you can't doff it
successful attack. They also count as magical for the unless you are targeted by the remove curse spell or similar
purpose of overcoming damage reistance. The rare ore magic. Wearing the armor gives you disadvantage on attack
costs much more to acquire, weapons cost thirty times as rolls against demons and saving throws against their spells
much. and abilities.
Armor forged from soul steel allows the wearer to expend
a single hit die to as a reaction to taking damage to deal
that much force damage to the attacker. Tetsudite armor
Elegite Crystal
costs ten times as much to forge. Half plate and plate cost While not technically a metal, elegite can be carved into
eights times as much and 9000gp respectively. armor and reinforced with copper, but is too fragile to form a
full weapon. It possesses a remarkable capacity to store
Primal Iron arcane energy for long periods of time, and is frequently used
Primal iron is mined from deep naturally formed caves, to maintain power in arcane devices. A pale translucent blue,
waterfalls, sites of lightning strikes, ancient glaciers, and the crystal takes on a purplish color when charged, and
active volcanoes. Similar in properties to regular iron or steel, peering into it will reveal arcing electrical bolts.
primal iron forges jet black with streaks of crimson. Mystics Elegite armor is effective at turning magical energy into a
insist the ore's proximity to nature's fiercest elemnts give it sort of magical barrier. When damaged by a magic attack,
magical properties, but most men just observe it to cut well your armor is considered charged and you gain a +1
and look intimidating. Some feel as though their armor gives bonus to your AC until you finish a long rest. In addition,
them great strength and speed, but these are atrributed by you may expend this charge to cast shield as a first level
scholars to a placebo effect or surges of adreneline under spell, using the armor as a focus. Elegite is rare and time
extreme duress. consuming to work with in large quantities. It costs ten
times as much to purchase. Half plate costs eight times as
much, and full plate costs 9000gp.

PART 2 | MATERIAL
3
Scale mail armor can be fanshioned out of the draon's
Organic material scales. This grants a +1 bonus to AC, (which is 14 + Dex
Trying not to leave the Dex based characters out, but let's be mod max of 3 since you're spending so much money on
frank they don't really need anything unless you're a ranger. you should have a respectable AC), advantage on saving
There will probably be a bit more down the line but this is all throws against the Frightful Presence and breath
I've got so far. weapons of dragons. Additionally, you can focus your
senses to magically discern the distance and direction of
the closest dragon within 30 miles of you. This property
Abberant Hide can't be used again until the next dawn. Armor made this
Crafted from the hides of creatures like beholders, way costs 150 times as much to make.
mindflayers, or other abberations and tanned into a
grotesque leather, abberant hide armor inherits some of the Splint mail and full plate armor and can fashioned out of
psionic traits of its former owners. Some claim to hear voices the bones of the dragon as well. Armor made this way
or sucking sounds, while others claim to know what others grants a +1 bonus to AC and advantage on saving throws
are thinking. Whatever the case, the discerning adventurer against the Frightful Presence and Wing Attacks of
may find the flesh of their freshly killed beholder to be dragons, and any contested ability check that a dragon
worth... acquiring. initiates. As a special reaction to taking damage, any
opponent within 5ft takes 5d6 points of damage. This
Abberant hide counts as light armor. Wearing it gives damage is typed corresponding with the type of dragon
resistance to psychic damage, telepathy out to 10ft, and the bones came from, e.g. fire for gold and red, cold for
advantage on saving throws against charm effects. It also silver and white. Once used, this property can't be used
reveals the location of the wearer to any abberations again until the next dawn. Splint mail made of dragon
within 30ft as if they had blindsight. Donning the armor bone costs 12,000gp, while plate costs 21,000gp.
also gives you a form of indefinite madness chosen by
your DM. Armor made from abberant hide costs eight Shields can be crafted using hide, scales, and bone pieces.
times as much to make, and a DC 16 Persuasion check to Shields made this way grant an additional +1 bonus to to
convince any self respecting craftsman to work with it. AC, as well as advatnage on saving throws against the
Frightful Presence and breath weapons of dragons.
Dragon Bits Additonally, the shield grants players a Frightful Presence
of their own with a DC equal to 10 + half the player level
Felling a dragon is a feat of great skill and determination, an rounded down. For example, a 13th level player's Frightful
almost rite of passage for your archetypical hero, and their Presence will have a DC of 16. This feature does not work
corpses are literally full of valuable bits and pieces that the against creatures with the dragon subtype.
less dignified or monetarily blessed have a habit of ripping
and cutting out. The bones, skin, and scales of a dragon are All equipment grants resistance to a type of damage that
tough and vaguely magical in nature, and so are perfect for corresponds with the dragon it came from. E.g. fire for
creating various types of adventuring gear. Use every part, gold, cold for white, etc etc you guys are smart enough to
nothing goes to waste. figure it out.
Weapons can be created out of the bones of the dragon. Tarrasque Leather
Dragonbone weapons count as +1 magic weapons
(including arrows), and land a critcal hit on a 19-20 You killed the tarrasque. You win. The tarrasque isn't known
oncreatures with the dragon subtype. Additionally, to keep a horde of treasures, or anything but its nigh
dragonbone weapons deal an additonal 1d6 of damage on insatiable hunger really, so here's your consolation prize.
a critcal hit, the damage type is based on the breath Totally overpowered armor, that you can get for free because
weapon of the dragon it came from. Dragonbone weapons any self respecting craftsman would be giving up his first
cost fifty times as much to make, as it takes many hours born and wife to get his hands on any piece of the beast he
and a smith experienced in shipbuilding to carve the bone can.
down, and an additional expense to overcome how Tarrasque Leather armor counts as +3 studded leather. It
magically tough it is. grants resistance to damage, as well as advantage on all
Leather and studded leather armor can be fashioned out a Intimidation and Persuasion checks. You also regenerate
dragon's hide. This armor grants a +1 bonus to AC, and hitpoints at the start of your turn equal to twice your
advantage on saving throws against the Frightful Presence constitution modifier, and your move speed increases by
of dragons, as well as a permanent featherfall effect. As a 10ft.
special action, you may give yourself a fly speed of 60ft for
one round. This property can't be used again until the next
dawn. Armor made this way uses advanced tanning and
leatherworking techniques and tools, costing 150 times as
much to make.

PART 2 | MATERIAL
4
Heavy
Customized Gear Addeding in some extra weight to the business end of the
Now, here is something I'm trying to borrow from Pathfinder. weapon can do a lot to upset the balance of your opponents.
From what I understand, you started with a buttload of Dealing max damage with a weapon enhanced this way can
starting gold that you'd use primarliy to customize your knock your opponent prone. Prone enemies take an
starting loadout with some sweet magically enhanced gear. additional 1d4 points of damage when hit with this weapon.
Now, if 5e is going to be stubbornly low magic, I see no 300gp + 2lbs for one handed and 4lbs for two-handed.
reason why a mundane blacksmith can't take custom orders
or rework your weapons (and later armor) to your
Crushing
specifications. You cannot have more than one enhancement These weapons are specifically deisgned to ruin the armor of
per part of the weapon. your unfortunate foes. Whenever you roll max damage on a
weapon attack against an enemies wearing breastplate,
halfplate, splint, or full plate; reduce their AC by one. This
Blade effect will stack and costs 400gp
Serrated
By introducing teeth or a small wave-like pattern to the
Shattering
profile of the blade, it can cause more jagged or slightly larger Installing strategically placed points on the weapon, its
wounds . For 300gp, whenever you deal maximum weapon effectiveness at cracking bones can be increased. On a critical
damage on a target with half its remaining HP or less, roll an hit, the target is stunned until it's next turn, from the pain of
additional 1d4. On a critical hit, you automatically roll 2d4 no having one if its bones broken. Yes, you can fight with broken
matter what their current HP is. bones, it just really fudging hurts.

Keen Firearm
A keen blade has been specially worked to an incredibly
Bayonetted
sharp edge, then magically enchanted to maintain said edge
and always get perfect alignment in a cut. For 800gp, a A bayonetted firearm can be used as a Strength based melee
blacksmith and a mage can work together to expand your weapon. A one-handed firearm with a bayonet deals 1d6
critical hit range by 1 (19-20 by default). piercing damage, a two-handed firearm deals 1d8. 75gp.

Light High Caliber


Plain and simple, the blacksmith can rework the blade to A high caliber weapon increases the damage die for firearms
create a lighter version of your weapon, while maintaining a up one size (d10 to d12 ,or in the case of a 1d12 changes to
good center of gravity. For 150gp, your weapon gains the light 3d6). However, this adds 2 to the misfire score, and a misfire
property. breaks the gun. Since most of firearm ammo is player crafted,
this does not change the Tinker DC.
Dueling
A weapon made for a swordsman who prefers to fight his
Low Caliber
foes one at a time, a duelists weapon has a balance ideal and By decreasing the blackpoweder load, you increase the
custom worked to the wielder, with a custom built and fitted stability at decreased potency. You lower the damage die and
hand amd cross guard . When the wielder is only holding one misfire scores by one, making a d12 a d10 and so on. This
weapon, they can gain a +1 bonus to their AC as a reaction. can lower the misfire score to 0. This does not change the
This can stack with any feats that allow them to do the same. Tinker DC
It costs 100gp, mostly for the time spend working directly
with the person buying it. Weapon Specific
OVERSIZED Injector (Dagger)
And oversized blade is exactly what it says on the tin. It's For the professional assassin or dirty fighter, an advanced
entirely too goddamn big, but some adventurers need to hyperdermic system can be put into the dagger or your
compensate for something so some armorers get custom choice, and the inside of the hilt can hold up to three doses of
orders for huge blades. For 4x the cost of the regular weapon, one kind of poison, potion, alchemical substance, etc. On a
it gains reach, however, on a 1-5 on the d20 you lose your grip hit, you can expend one of the doses to apply it to the target
on the weapon and fling itup to 30ft away immediately. This is some shady black market stuff right
here, most blacksmiths won't have any part in it, and those
that will charge somewhere in the ballpark of 500gp.
Blunt
Savage Parrying Dagger
A savage weapon is eeeeeeeeeehhhhhhhhhhh +1 to crit A dagger more designed to parry and guard, it loses the
range (19-20 by default) 800gp. thrown property and grants a +1 bonus to AC, but loses the
ability to deal extra damage with a critical hit or use the
Thrown rogue's Sneak Attack feature, and it loses the thrown
By balancing the head of the weapon properly and added property. This will cost 75gp
some counter weight to the handle or shaft, the weapon can
gain the thrown property. Costs 100gp

Heavy PART 3 | CUSTOM GEAR


5
Barbed (whip) Masterwork
By incorporating small blades into the whip, the damage die A piece of masterwork equipment is as much a tool as an
for the whip increases from 1d4 to 1d6. This will cost 25gp amazing work of art. It is the pinnacle of craftsmanship,
enough to be considered for a museum piece. Only the most
Hooked(Axes) experienced and skilled craftsmen are capable of making
Lengthening the head of the axe and exaggerating the curve, such a piece, and they labor on it alone for months at a time,
the axes almost gain a hooked shape to them. You can use never quite agreeing that its good enough, custom tailored to
your attack to attempt to remove a shield or weapon from the its wielder and decorated with personalized motifs. For 20x
hands of your target, or grapple them. This will cost 50gp, the the cost of the steel version of the weapon, it gains a +1
work is easy enough to do. bonus to attack and damage rolls if it's a weapon. If it's armor,
it gains a +1 bonus to AC, weighs 20% less, and doesn't the
Spiked Pommel (Two-handed Strength requirement to wear decreases by 1 . It will never
By adding a small spike to the bottom of your weapon, you rust as long as the owner spends a few minutes during a
can use it as a weapon when you get up close and personal. short rest caring for it. Finding a smith skilled enough to be
As a bonus action, you can make a single melee attack with able to do this may be a journey in and of itself.
disadvantage. This attack deals 1d4 piercing damage. 50gp
Enchanted
Buckler (Shield) Finding a mage willing to spend hours of their time recasting
A buckler is a much smaller shield strapped to the arm. It the same old spells into a piece of equipment, or pour arcane
only grants a +1 bonus to AC, but allows bows, crossbows, energy into it for hours on end isn't an easy task, but not
and dual wielded weapons to be used, losing your proficiency impossible. The price however, may not be accessible to
bonus in the process (maybe with disadvantage). 10gp everyone.
Tower Shield Rough Idea of Pricing
This massive bullwark of a shield grants +3 to AC, but gives Enchantment Level Cost Time
disadvantage on all Dexterity checks. It also requires 15
Strength to wield. As a bonus action, you can brace yourself +1/ Uncommon 500gp 1 Week
against the shield to grant yourself 3/4 cover until your next +2/ Rare 4,000gp 4 Weeks
turn. Costs 20gp
+3/ Very Rare 20,000gp 8 Weeks
Basher (Shield) Legendary 50,000 16 Weeks
A Bashing shield is a shield reinforced and ringed with
pressure studs or small spikes that is more effective as a Keep in mind, finding a mage capable of casting into a
melee weapon than a regular shield. A bashing buckler deals weapon to make it even to +2 quality is rather difficult, and it
1d4, a standard shield 1d6, and a tower deals 1d8. Outfitting a would take an Epic level wizard to create an item of
shield for bashing requires 100 gp. You may treat it as an off- Legendary rarity.
hand weapon for the purposes of dual wielding. (You may use And that's all I've got thus far.
it as a bonus action attack, you don't add your ability modifier
unless you have ability that specifically says you do, etc)

Universal
Custom Hilt
A custom hilt encorporates hand measurements,
handguards, straps, etc, to ensure a sure, comfortable grip in
the hand. This lets you add your proficiency on checks made
to keep a hold of your weapon. The work is easy, only about
50gp.
Silvered
Intricate silver inlay and alchemically binding the silver to the
steel lets it overcome damage resistance as though it it were
magical. 100gp for the material components and the labor.
Silver for monsters.

Masterwork
PART 3 | CUSTOM GEAR
6

You might also like