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Cicero's Armory

sim eu fiz um pdf

Enjoy . . .
If you notice any yisspelled words, Please 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 and damage roll that you would use for a melee attack with
disadvantage on attack rolls with Heavy Weapons. the weapon. For example, if you throw a handaxe, you use
your Strength, but if you throw a dagger, you can use either
Light 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
This weapon requires two hands to use.
Loading
Because of the time required to load this weapon, you can Versatile
fire only one piece of ammunition from it when you use an This weapon can be used with one or two hands. A damage
action, bonus action, or reaction to fire it, regardless of the value in parentheses appears with the property the damage
number of attacks you can normally make. 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 suggested 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 Property 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. modifier 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 of 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.
if a creature that can see this weapon is frightened, it also Brass Knuckles
becomes frightened by this weapon. Any enemy within reach
of this weapon has disadvantage in saving throws to end the You can wield brass knuckles in a hand that is already
frightened condition. holding an item or weapon. You cannot wield brass knuckles
in the same hand as a shield. While wielding brass knuckles,
Off-Hand you have disadvantage on Dexterity (Sleight of Hand) checks
that require the use of your fingers. Attacks made with brass
This weapon doesn't require an action to draw or sheath, they knuckles count as unarmed strikes.
are also great for those who want two fight with two weapons
(See New Dual Wielding Rules ). Chain
Return A creature proficient with Smithing tools or Tinker tools can
attach a weapon that lacks the Heavy and Reach Property to
If a ranged attack roll with this weapon misses, it returns to the end of a chain. You can then either hold the weapon itself
the user at the end of his turn (or at the beginning of his next or hold the chain. Holding directly at the weapon gives it the
turn, if the attack was made as a reaction). Return Property, holding the chain makes its damage type
become that of the weapon on the end. Additionally, if the
Tug weapon has the Curved, Finesse, Impactful, Menacing or
once on your turn, when you hit a creature with this weapon Two-Handed Property, the chain also gains it.
you may make a contested strength (Athletics) check to try to
either pull the creature 10ft toward you, knock it prone or
disarm it from one of it’s weapons. If your weapon is curved,
you can use your attack roll bonus in this contest.
Cowboy Rope
when you hit a creature with this weapon it doesn deal Materials
damage, instead the target becomes coiled by the rope. When
in this condition it cannot move away from you, you can use
your action or bonus action to use the tug property on the
target and you can use your reaction to give the coiled Dragon Bone
creature disadvantage on an attack roll, ability check or Rare Material
Dexterity saving throw. A creature can end this condition by
succeeding in a Strength (athletics) contest. White, opaque, soft and very light, Dragon bone weapons
and armour are a precious item very well kept by the ones
GreatBow who possess it. Those that are not akeen to the art of combat
usually underestimate its superiority, but warriors of any level
Attack and damage rolls with Greatbows use your Strength of experience could tell a trul from a fake just by holding it.
modifier, when you hit a large or smaller creature with this Working with Dragon-bone is a smith and artisans dream,
weapon, the creature must make a Strenght saving throw being so soft and easy to work on, those professionals usually
against half the damage taken or fall prone. If the creature is take a long time enjoying their time with it, ending up in
flying it instead fall’s 90 feet. Beautifully adorned and carved pieces.
All Dragon-Bone Weapons That lack the Heavy Property
Halberd are considered Finesse, and those that already are already
Halberds have a complex blade at the end, when making an Finesse gains the light property. A Weapon that has the
attack you may choose to change the damage type to Heavy property loses it. A weapon that has the Two handed
Bludgeoning or Piercing. Property gains the Maneuverable property.
Dragon-bone armour's don’t have strength requirements,
don't give disadvantage in stealth checks and they give you
Hook Sword advantage against being frightened.
While wielding two Hook Swords, you have the Reach Some Dragonbone have, Imbued on them, the power of the
Property. once Dragon they were made of. Dragonbone weapons may
let you cast absorb elements at will, and dragonbone armours
Lance may give you resistance to the damage type that the dragon
was resistant or immune to.
You have disadvantage when you use a lance to attack a Equipment made of Dragonbone weighs only half and
target within 5 feet of you. Also, a lance requires two hands to costs either four times the price or 30Gp, whichever is higher.
wield when you aren’t mounted. Martial prowess can easily tell the difference between an
original and a fake
Molotov
A molotov is expended once thrown. Upon hit, it ignites False-Iron
flammable objects that aren’t being worn or carried within 5
feet of the target. Common Material
This kind of metal is found in small veins almost anywhere,
Net but despite that smiths usually avoid working with it because
of their tendency to twist, distort and change colour giving
A Large or smaller creature hit by a net is restrained until it the item an unsettling and unfinished look. No one really
is freed. A net has no effect on creatures that are form less, or knows why this phenomenon happens but a common tale
creatures that are Huge or larger. A creature can use its says that it is man’s corruption that twists the metal… But
action to make a DC 10 Strength check, freeing itself or Maybe is just Blood.
another creature within its reach on a success. Dealing 5 Weapon and armour made this metal look identical as their
slashing damage to the net (AC 10) also frees the creature steel counterparts, after you killed a humanoid using a
without harming it, ending the effect and destroying the net. weapon or wearing an armour made of this metal, you must
When you use an action, bonus action, or reaction to attack clean the blood of the item within 1 hour or else it becomes a
with a net, you can make only one attack regardless of the deep dark red, bending and twisting.
number of attacks you can normally make. A transformed False-steel Weapon gain’s Menacing
Property. If the weapon already had this Property, you may
War Banner deal psychic damage instead of the weapon's normal damage
While you wield a war banner, creatures have advantage on when attacking against frightened creatures. A transformed
any checks to perceive you by sight and you have advantage False-Steel Armour gives you advantage in intimidation
on any checks to be perceived by other creatures. checks.
After you kill twenty non-evil humanoids without cleaning
your weapon, it receives +1 to attack and damage rolls,
despite any bonuses it already has.
When you roll a 1 on an attack with a Rusted Devil
weapon, the weapon breaks. A weapon that would normally
Golden-Brass deal bludgeoning damage, instead deals piercing damage.
Common Material When you hit a creature with a rusted weapon, it must
A special alloy specially developed to make the most succeed on a constitution saving throw (DC 10) or become
majestic items. It is always shiny and golden, it is malleable poisoned until the beginning of your next turn.
and perfect to adorn. Despite that, the alloy is also While you use a Rusted Devil armour or a shield, if an
surprisingly mediocre for making equipment that will actually attack against you scores a critical hit, one of them breaks
go on the battlefield. irreparably. Rusted devil armours don't have strength
While using an armour made of Golden-Brass you get requisites to be used effectively.
advantage on any charisma check to interact socially or when
using the maneuverable Property of a weapon. Creatures Silvered Weapons
also gain advantage when trying to perceive you by sight.
Equipment made of Golden-Brass Costs Twice as much. Some monsters that have immunity or resistance to non-
magical weapons are susceptible to silver weapons, so
cautious adventurers invest extra coin to plate their weapons
Grovstein with silver. You can silver a single weapon or ten pieces of
Uncommon Material ammunition for 100 Gp. This cost represents not only the
A light blue porous and rough looking stone, found only price of the silver, but the time and expertise needed to add
where the waves, winds and cold erodes the bare rock. it silver to the weapon without making it less effective.
cannot be molded or melted without it losing its properties,
but most artisans can carve it … Rarely ends up good-looking, Sun-Glass
but is certainly usable. That's why it’s Rare to find Grovestein
armour. Uncommon Material
When a grovestein weapon strikes a solid surface and at Found only in small shards everywhere below the sand of
least one of it’s damage dies rolls maximum damage, you can torrid deserts, these teardrop shaped crystals are black as
consider this weapon’s damage type as Thunder damage and coal, despite some people insisting that they are a deep red.
make the target deafened until the beginning of it’s next turn. They are always strangely warm to the touch, no matter if it's
While you wear Grovstein armour and you receive lightning freezing winter or if someone threw them in an oven for an
damage, this damage cannot reduce your hp to below 1. This hour. Smart smith's and artisans know how to use them to
phenomenon can happen only once a week. sell items at a higher price than they should. small items like
All Equipment made of Grovstein weight is doubled and daggers or a mace’s head could have hole crystals, while a
requires at least 13 strength to be used properly. larger item is usually made by smashing the crystals and
mixing them with the molten metal, giving the item a dark
coloration full of reflective speckles.
Moonsteel A weapon made of Sunglass is immune to spells and
Common Material effects simillar to the Heat Metal Spell. When at least one of
Moonsteel is a beautiful, fine and shiny metal, obtained as a the damage dies of this weapon rolls max damage, you can
side product while purifying silver. It has properties similar to consider this weapon’s damage type as Radiant. While you
steel but it is a lot more reflective and therefore has a more wear armour made of Sunglass you are immune to
sophisticated look. It is commonly used religiously, in cheap environmental cold damage and you can step and grasp non
jewelry or by novice knights that want to show their glory but magical fire without taking damage.
can't afford Golden-brass or better materials. Weapons made of Sunglass cost twice as much as their
While in an area of bright or dim light, Moonsteel faintly normal counterparts. armour made of Sunglass cost five
twinkles and shines in mystical multicolored rings, Sources times as much.
of light within 10 feet of moonsteel gain an extra 10 feet of
dim light. During night, given that you are not in an enclosed Suntouched Steel
space, any heavily obscured area within 10 feet of you Rare Material
becomes lightly obscured. Moonsteel items cost 1 extra Gp Suntouched steel is an alloy made with Moltenor , a Rare ,
per pound. soft ore with an unwearing golden-orange glow, that makes it
look melted. It naturally occurs where the sun scorches
Rusted Devil through the cold air without hindrance. It could be where the
sun shines for six months straight, above the clouds in the
(AKA Red Shit) Common Material highest mountains, or even in the depths of a long forgotten
This kind of metal is the source of frustration for most ruin brightened by a mysterious floating golden orb. Deemed
Blacksmiths. It is very similar to regular Iron, only a little as holy both by the ancients and by new religions,
(very little) lighter, just enough so that the poor worker can Suntouched Steel is believed to be a common metal that was
hate himself after spending an entire day working with it. somehow blessed, scholars, alchemists and mages tried many
After the metal cools down and sits for some minutes the red times to recreate it, although some were sucsessfull, none
speckles start to appear on it... that damn speckles… a few could find a reliable process.
hours past and the item is completely red porous and rusted.
Items made of Suntouched Steel aways glow in the dark,
even magical darkness. The glow isn't strong enough to
illuminate an area, just enough so that the item is never
obscured by dim light or darkness. while wearing an armour
made of suntouched, darkness imposes no penalty on
creatures trying to perceive or hit you, as the glow indicates
your location. If an item made of Suntouched steel occupies
the same space as a source of light, such as if you cast the
light cantrip on a helmet or if you put a mace head on a
bonfire, the light source loses all its area of dim light and its
light becomes sunlight.
Suntouched steel equipment cost three times as much as
their steel variants.
Tinkerer
Common Equipment Type
Some minds are ahead of time, and some of those are
akeen of making weapons and armour. the equipment made
by those mad-mans are not usually pretty or conventional, i
mean… if you don't consider unconventional as pretty. As I
was saying, those pieces of equipment are full of tricks and
strange things. take a look:
Common Tinkerer Weapons can be easily taken apart, so
they can be hidden or carried around more effectively. when
you do so, they occupy half the space and can only be
recognised as a weapon with an successful
Intelligence(investigation ) check (DC 15)
They also may have an unusual way of dealing damage. A
tinkerer weapon when created, may have it’s damage type
changed to Acid, Bludgeoning, Piercing, Poison or Slashing.
Some Uncommon Varieties may even have Cold, Fire,
Thunder or Lightning damage.
Common Tinkerer Armours usually have Hidden pockets
that require a DC 15 Investigation or Perception Check to
notice and can be don or doff in only one minute, no matter
the armour type.
Those items are usually prototypes and spoiled by their
creators, despite that, it shouldn't be that hard to put your
hands in one of those.

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