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Cicero's Armory

Sim, Eu fiz um PDF.

Sim. eu fiz um PDF...

Please, Enjoy.
And if you notice any Misspelled words go fuck yourself.
:D
Simple Weapons
Name Cost Damage Weight Properties
Club + 1 Sp 1D4 Bludgeoning 2 lb. Impactful, Light
Dagger + 2 Gp 1D4 Piercing 1 lb. Finesse, Light, Off-Hand, Thrown (20/60)
Great-Club + 2 Sp 1D8 Bludgeoning 10 lb. Impactful, Two-Handed
Hand-Axe 5 Gp 1D6 Slashing 2 lb. Light, Thrown (20/60)
Javelin 5 Sp 1D6 Piercing 2 lb. Thrown (30/120)
Light Hammer 2 Gp 1D4 Bludgeoning 2 lb. Light, Thrown (20/60)
Mace + 5 Gp 1D6 Bludgeoning 4 lb. Impactful
Quarterstaff 2 Sp 1D6 Bludgeoning 4 lb. Versatile (1D8)
Sickle + 1 Gp 1D4 Slashing 2 lb. Curved, Finesse, Light
Spear 1 Gp 1D6 Piercing 3 lb. Thrown (20/60), Versatile (1D8)
Whip + 2 Gp 1D4 Slashing 3 lb. Maneuverable, Off-Hand, Finesse, Reach
Homebrew Weapons : . . . .
Boomerang 1 Gp 1D4 Bludgeoning 1 lb. Off-Hand, Returning, Thrown(30/120)
Cane 75 Gp 1 Bludgeoning 2 lb. Curved, Defensive, Finesse, Maneuverable, Off-Hand
Knuckles 5 Gp 2 Bludgeoning 1 lb. Light, Special, Maneuverable
Sythe 2 Gp 1d6 Slashing 3 lb. Curve, Menacing, Two-Handed
Torch 2 cp 1D4 Fire 1 lb. Off-Hand Thrown(20/60)

Simple Ranged Weapons


Name Cost Damage Weight Properties
Crossbow, Light 25 Gp 1D8 Piercing 5 lb. Ammunition,(80/320), Loading, Two-Handed
Dart + 5 Cp 1D4 Piercing 1/4 lb. Finesse, Thrown (20/60), Off-Hand
Shortbow 25 Gp 1D6 Piercing 2 lb. Ammunition,(80/320), Two-Handed
Sling + 1 Sp 1D4 Piercing - Ammunition (30/120), Off-Hand
. . . . .
Homebrew Weapons : . . . .
Cowboy Rope 1 Gp - 1 lb. Ammunition (30/120), Off-Hand, Special, Tug
Fishing Harpoon 2 Sp 1D6 Piercing 2 lb. Thrown (20/60), Tug
Molotov 1 Sp 1D4 Fire - Special, Thrown, Off-Hand
Martial Weapons
Name Cost Damage Weight Properties
Battleaxe + 10 Gp 1D8 Slashing 4 lb. Curved, Versatile (1D10)
Flail + 10 Gp 2D4 Bludgeoning 2 lb. Maneuverable, Menacing
Glaive + 20 Gp 1D10 Slashing 5 lb. Finesse, Heavy, Reach, Two-Handed
Greataxe 30 Gp 1D12 Slashing 7 lb. Heavy, Two-Handed
Great-sword 50 Gp 2D6 Slashing 6 lb. Heavy,Two-Handed
Halberd + 20 Gp 1D10 Slashing 6 lb. Heavy, Reach, Special, Two-Handed
Lance + 10 Gp 1D12 Piercing 6 lb. Impactful, Reach, Special
Long-sword + 15 Gp 1D8 Slashing 3 lb. Defensive, Versatile (1D10)
Maul 10 Gp 2D6 Bludgeoning 10 lb. Heavy, Two-Handed
Morning-star + 15 Gp 1D8 Piercing 4 lb. Impactful, Menacing
Pike + 5 Gp 1D8 Piercing 18 lb. Heavy, Reach, Versatile(1D10)
Rapier + 25 Gp 1D8 Piercing 2 lb. Finesse, Mneuverable
Scimitar + 25 Gp 1D6 Slashing 3 lb. Finesse, Light, Maneuverable
Short-sword + 10 Gp 1D6 Piercing 2 lb. Defensive, Finesse, Light
Trident 5 Gp 1D6 Piercing 4 lb. Thrown (20/60), Versatile (1D8)
War pick + 5 Gp 1D8 Piercing 2 lb. Curved, Menacing
War-hammer 15 Gp 1D8 Bludgeoning 2 lb. Impactful, Versatile (1D10)
Homebrew Weapons : . . . .
Chain 15 Gp 1D6 Bludgeoning 4 lb. Reach, Return, Special, Thrown(20/30), Tug
Chakram 25 Gp 1D4 Slashing 1 lb. Finesse, Light, Returning, Thrown(30/120)
Grappling Hook 2 Gp 1D4 Bludgeoning 3 lb. Curved, Finesse, Maneuverable, Throw(30/60), Tug
Hook Sword 25 Gp 1D6 Slashing 2 lb. Curved, Finesse, Light, Special
Thorn Whip 25 Gp 1D8 Piercing 4 lb. Maneuverable, Menacing, Reach
Twin Blade 40 Gp 2d4 Slashing 6 lb. Finesse, Heavy, Defensive, Special
Parrying Dagger 2 Gp 2 Piercing 1 lb. Defensive, Finesse, Off-Hand
Saber 25 Gp 1D8 Slashing 3 lb. Defensive, Finesse
War-Banner 10 Gp 1D10 Bludgeoning 10 lb. Impactful, Reach, Special, Two Handed
War Trident 60 Gp 3d4 Piercing 10 lb. Heavy, Manecing, Two-Handed
Reaper Sythe 30 Gp 1D8 Slashing 4 lb. Curve, Finesse, Menacing, Reach, Two-handed
Martial Ranged Weapons
Name Cost Damage Weight Properties
Blowgun 10 Gp 1 Piercing 1 lb. Ammunition,(25/100), Loading
Crossbow, Hand + 75 Gp 1D6 Piercing 3 lb. Ammunition,(30/120), Light, Loading, Off-Hand
Crossbow, Heavy 50 Gp 1D10 Piercing 18 lb. Ammunition (100/400), Heavy, Loading, Two-Handed, Impactful
Longbow 50 Gp 1D8 Piercing 2 lb. Ammunition,(150/600), Heavy, Two-Handed
Net 1 Gp - 3 lb. Special, Thrown (5/15)
Homebrew Weapons : . . . .
Atatl 1 Gp 2 Piercing 1 lb. Ammunition (60/240), Loading, Off-Hand, Special
Greatbow 100 Gp 1D12 Piercing 20 lb. Ammunition (150/600), Heavy, Loading, Special, Two-Handed
Harpoon Gun 25 Gp 1D8 Piercing 4 lb. Ammunition (80/320), Loading, tug, Two-Handed

Range
Properties A weapon that can be used to make a ranged attack has a
range shown in parentheses after the ammunition or thrown
Ammunition property. The range lists two numbers. The first is the
weapon’s normal range in feet, and the second indicates the
Each time you attack with the weapon, you expend one piece weapon’s maximum range. When attacking a target beyond
of ammunition. Drawing the ammunition from a quiver, case, normal range, you have disadvantage on the attack roll. You
or other container is part of the attack. At the end of the can’t attack a target beyond the weapon’s long range.
battle, you can recover half your expended ammunition by
taking a minute to search the battlefield. If you use a weapon Reach
that has the ammunition property to make a melee attack,
you treat the weapon as an improvised weapon. This weapon adds 5 feet to your reach when you attack with
it.
Finesse
When making an attack with a finesse weapon, you use your Special
choice of your Strength or Dexterity modifier for the attack A weapon with the special property has unusual rules
and damage rolls. governing its use.
Heavy Thrown
Small creatures have disadvantage on attack rolls with heavy If a weapon has the thrown property, you can throw the
weapons. weapon to make a ranged attack. If the weapon is a melee
Alternative Heavy Weapons : weapon, you use the same ability modifier for that attack roll
Creatures that Have a strenght score of 12 or less have
disadvantage on attack rolls with Heavy Weapons. and damage roll that you would use for a melee attack with
the weapon. For example, if you throw a handaxe, you use
Light your Strength, but if you throw a dagger, you can use either
your Strength or your Dexterity, since the dagger has the
A light weapon is small and easy to handle, making it ideal finesse property.
for use when fighting with two weapons. (See New Dual
Wielding Rules ) Two-Handed
Loading This weapon requires two hands to use.
Because of the time required to load this weapon, you can Versatile
fire only one piece of ammunition from it when you use an
action, bonus action, or reaction to fire it, regardless of the This weapon can be used with one or two hands. A damage
number of attacks you can normally make. value in parentheses appears with the property the damage
when the weapon is used with two hands to make a melee
attack.
Homebrew Properties New Dual Wielding Rules
To better incorporate the new weapons and
weapon properties, it is sugested a new rule for
Curve two Weapon Fighting:
* Weapons with the Off-Hand property can only
while wielding this weapon you can use your attack roll be used as Secondary weapons, unless they have
bonus when trying to shove or grapple a creature and can try the Light property.
to shove or grapple as a bonus action .If you use this bonus * When you are wielding a Light weapon in each
you can shove a creature in direction, except away from you. hand, you may consider one of >them as a
Secondary weapon.
Defensive * Weapons that Have the Heavy Propertie are
not considered Primary Weapons
A defensive weapon grants the wielder defensive options. While holding both a Primary and Secondary
While wielding a defensive weapon, you gain a +1 bonus to Weapon, you can use a bonus action to attack with
AC so long as you aren’t using a shield. You can only benefit your Secondary Weapon, you don’t add your ability
from a single defensive weapon at a time. modifyier to the damage of this attack.

Impactful
when this weapon strikes a solid surface and at least one of
it’s damage dies does maximum damage, the target of the
attack can’t take reactions until the beginning his next turn.
Maneuverable Special Weapons
when you take the attack action to attack with this weapon in
your turn, you can roll your charisma (deception) against the Atatl
target Wisdom (Insight) if you roll wigher you gain advantage
on your first attack roll. If the target is immune to being The ammunition for a Atatl could be a Harpoon, Javelin or
frightened or has an intelligence score of 4 or lower, it Spear and you add the ammunition damage to the Atatl’s
automatically wins the contest. damage. You can use either strength or dexterity as the ability
modifier for attack and damage rolls and any other property
Menacing that the weapon has, the atlatl also has.
###Brass Knuckles You can wield brass knuckles in a hand
if a creature that can see this weapon is frightened, it also that is already holding an item or weapon. You cannot wield
becomes frightened by this weapon. Any enemy within reach brass knuckles in the same hand as a shield. While wielding
of this weapon has disadvantage in saving throws to end the brass knuckles, you have disadvantage on Dexterity (Sleight
frightened condition. of Hand) checks that require the use of your fingers. Attacks
made with brass knuckles count as unarmed strikes.
Off-Hand
this weapon doesn't require an action to draw or sheath, they Chain
are also great for those who want two fight with two weapons A creature proficient with Smithing tools or Tinker tools can
(See New Dual Wielding Rules ). attach a weapon that lacks the Heavy and Reach Property to
the end of a chain. You can then either hold the weapon itself
Return or hold the chain. Holding directly at the weapon, give it the
If a ranged attack roll with this weapon misses, it returns to Return Property, holding the chain makes its damage type
the user at the end of his turn (or at the beginning of his next become that of the weapon on the end. Additionally, if the
turn, if the attack was made as a reaction). weapon has the Curved, Finesse, Impactful, Menacing or
Two-Handed Property, the chain also gains it.
Tug Cowboy Rope
once on your turn, when you hit a creature with this weapon when you hit a creature with this weapon it doesn deal
you may make a contested strength (Athletics) check to try to damage, instead the target becomes coiled by the rope. When
either pull the creature 10ft toward you, knock it prone or in this condition it cannot move away from you, you can use
disarm it from one of it’s weapons. If your weapon is curved, your action or bonus action to use the tug property on the
you can use your attack roll bonus in this contest. target and you can use your reaction to give the coiled
creature disadvantage on an attack roll, ability check or
Dexterity saving throw. A creature can end this condition by
succeeding in a Strength (athletics) contest.
GreatBow
Attack and damage rolls with Greatbows use your Strength
modifier, When you hit a large or smaller creature with this
weapon, the creature must make a constitution saving throw
against half the damage taken or fall prone. If the creature is
flying it instead fall’s 90 feet.
Halberd
Halberds have a complex blade at the end, when making an
attack you may choose to change the damage type to
Bludgeoning or Slashing
Hook Sword
While wielding two Hook Swords you have the Reach
Property
Lance
You have disadvantage when you use a lance to attack a
target within 5 feet of you. Also, a lance requires two hands to
wield when you aren’t mounted.
Molotov
A molotov is expended once thrown. Upon hit, it ignites
flammable objects that aren’t being worn or carried within 5
feet of the target.
Net
A Large or smaller creature hit by a net is restrained until it
is freed. A net has no effect on creatures that are form less, 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.
War Banner
While you wield a war banner, creatures have advantage on
any checks to perceive you by sight and you have advantage
on any checks to be perceived by other creatures.

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