Grim Hollow is a dangerous world; you best come equipped to survive it. Modifications to the weapons and armor and general combat system have been made to inject an added layer of complexity and faux realism to the world. First and foremost, the weapons and armor have had their statistics altered slightly, and features added. The Durability system has been added, and new resistances have been added to armors, and properties to weapons.
Light Armor
Type |
Armor Class |
Resistance |
Durability |
Strength |
Stealth |
Weight |
Cost |
Padded |
11 + Dex Modifier |
Bludgeoning |
4 |
- |
- |
8 lb |
5 gp |
Leather |
11 + Dex Modifier |
Slashing |
3 |
- |
- |
10 lb |
10 gp |
Studded leather |
12 + Dex Modifier |
Piercing |
3 |
- |
- |
13 lb |
20 gp |
Medium Armor
Type |
Armor Class |
Resistance |
Durability |
Strength |
Stealth |
Weight |
Cost |
Hide |
12 + Dex Modifier (Max 2) |
Slashing |
2 |
- |
- |
12 lbs |
10 gp |
Chain Shirt |
13 + Dex Modifier (Max 2) |
Slashing, Bludgeoning |
3 |
- |
-2 |
20 lbs |
50 gp |
Scale Mail |
14 + Dex Modifier (Max 2) |
Piercing, Bludgeoning |
4 |
- |
Disadvantage |
45 lbs |
50 gp |
Breastplate |
14 + Dex Modifier (Max 2) |
Piercing4 |
|
- |
- |
20 lbs |
400 gp |
Heavy Armor
Name |
Armor Class |
Resistance |
Durability |
Strength |
Stealth |
Weight |
Cost |
Ring Mail |
14 |
Slashing |
4 |
- |
Disadvantage |
40 lbs |
30 gp |
Chain Mail |
16 |
Slashing, Bludgeoning |
6 |
13 |
Disadvantage |
55 lbs |
120 gp |
Splint |
17 |
Slashing, Piercing |
7 |
14 |
Disadvantage |
60 lbs |
200 gp |
Plate Mail |
18 |
Bludgeoning. Slashing |
8 |
15 |
Disadvantage |
65 lbs |
1,500 gp |
Shields
Name |
Armor Class |
Proficiency |
Durability |
Strength |
Stealth |
Weight |
Cost |
Shield |
2 |
Shields |
2 |
- |
- |
5 lbs |
10 gp |
Buckler |
1 + Prof Bonus |
Shields, Simple |
1 |
- |
- |
3 lbs |
15 gp |
Kite Shield |
2 + Prof Bonus |
Shields, Martial |
2 |
- |
-2 |
7 lbs |
50 gp |
Tower Shield |
4 |
Shields, Heavy Armor, Martial |
4 |
15 |
-4 |
10 lbs |
200 gp |
Headwear
Name |
Armor Class |
Proficiency |
Durability |
Strength |
Perception |
Weight |
Cost |
Mask |
1 |
None |
1 |
- |
- |
1 lbs |
5 gp |
Open |
1 |
Simple |
2 |
- |
-2 |
2 lbs |
10 gp |
Closed |
2 |
Martial |
2 |
10 |
-4 |
3 lbs |
12 gp |
Full |
2 |
Martial |
2 |
12 |
-4 |
4 lbs |
120 gp |
Don/Doff Time
Category |
Don |
Doff |
Light |
1 Minute |
1 Minute |
Medium |
5 Minutes |
1 Minute |
Heavy |
10 Minutes |
5 Minutes |
Shield |
1 Action |
1 Action |
Proficiency
Armor Proficiency: Anyone can put on a suit of armor or strap a Shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or Attack roll that involves Strength or Dexterity, and you can’t cast Spells.
Strength Requirement: If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.
Durability: The amount of wear a piece of equipment can sustain is indicated by their Durability score. Whenever a player sustains a critical hit, their overall durability score is reduced by 1. A player’s AC is reduced for every point of difference between a character’s current durability from their maximum Durability Score. EXAMPLE; A player with full plate armor, a tower shield, and great helm would have a total AC of 24, and a Durability Maximum of 13. If their Durability score was reduced by 5, their total AC would be reduced to 19 until their armor was repaired.
Perception: A negative value in the perception column reduces your passive perception and perception skill checks by that value.
Simple Weapons
Type |
Damage |
Properties |
Weight |
Cost |
Club |
1d4 Bludgeoning |
Light |
2 lbs |
1 sp |
Dagger |
1d4 Piercing |
Finesse, Light, Swift, Thrown (20/60) |
1 lbs |
2 gp |
Great Club |
1d8 Bludgeoning |
Two Handed, Sweeping, Set |
10 lbs |
2 sp |
Hand Axe |
1d6 slashing |
Light, Thrown (20/60) |
2 lbs |
5 gp |
Short Sword |
1d6 Slashing/Piercing |
Finesse, Light |
2 lbs |
10 gp |
Javelin |
1d6 Piercing |
Puncturing, Thrown (30/120) |
2 lbs |
5 sp |
Light Hammer |
1d4 Bludgeoning |
Denting, Light, Thrown (20/60) |
2 lbs |
2 gp |
Mace |
1d6 Bludgeoning |
Denting |
4 lbs |
5 gp |
Quarterstaff |
1d6 Bludgeoning |
Defending, Hafted, Versatile (1d8), Tripping |
4 lbs |
2 sp |
Sickle |
1d4 Slashing |
Light, Rending, Swift |
2 lbs |
1 gp |
Spear |
1d6 Piercing |
Hafted, Thrown, Versatile, Puncturing (1d8), Set |
3 lbs |
1 gp |
Martial Melee Weapons
Type |
Damage |
Properties |
Weight |
Cost |
Battleaxe |
1d8 Slashing |
Hafted, Versatile (1d10) |
4 lbs |
10 gp |
Flail |
1d8 Bludgeoning |
Denting |
2 lbs |
10 gp |
Glaive |
1d10 Slashing |
Hafted, Heavy, Reach, Rending, Two-Handed |
6 lbs |
20 gp |
Greataxe |
1d12 Slashing |
Cleaving, Heavy, Rending, Two-Handed |
7 lbs |
30 gp |
Greatsword |
2d6 Slashing |
Cleaving, Sweeping, Two-Handed |
6 lbs |
50 gp |
Halberd |
1d10 Slashing |
Hafted, Heavy, Reach, Rending, Two-Handed |
6 lbs |
20 gp |
Lance |
2d6 Piercing |
Heavy, Puncturing, Special, Reach |
6 lbs |
10 gp |
Longsword |
1d8 Slashing/Piercing |
Versatile(1d10) |
4 lbs |
15 gp |
Maul |
2d6 Bludgeoning |
Hafted, Denting, Heavy, Two-handed |
10 lb |
10 gp |
Morning-Star |
1d8 Piercing/Bludgeoning |
Brutal |
4 lbs |
15 gp |
Parrying Dagger |
1d4 Piercing |
Disarming, defending, finesse, light, thrown (range 20/60) |
1 lb |
20 gp |
Pike |
1d10 Piercing |
Heavy, Puncturing, Reach Two-Handed |
18 lbs |
5 gp |
Rapier |
1d8 Piercing |
Disarming, Finesse, Precise |
3 lbs |
25 gp |
Scimitar |
1d6 Slashing |
Finesse, Light, Swift |
2 lbs |
10 gp |
Trident |
1d8 Piercing |
Brutal, Thrown (20/60), Tripping, Versatile(1d10) |
4 lbs |
15 gp |
War Pick |
1d8 Piercing |
Puncturing |
2 lbs |
5 gp |
Warhammer |
1d8 Bludeoning |
Denting, Versatile (1d10) |
2 lbs |
15 gp |
Whip |
1d Slashing |
Finesse, Reach |
2 lbs |
2 gp |
Ranged Simple Weapons
Type |
Damage |
Properties |
Weight |
Cost |
Crossbow |
1d8 Piercing |
Ammunition, Range (80/320), loading, Two-Handed |
6 lbs |
25 gp |
Dart/Throwing Star |
1d4 Piercing |
Finesse, thrown (20/60) |
1/4 lbs |
5 cp |
Shortbow |
1d6 Piercing |
Ammunition, range (80/320), Two-Handed |
2 lbs |
25 gp |
Sling |
1d4 Piercing |
Ammunition, range (30/120) |
1/4 Lb |
1 sp |
Ranged Martial Weapons
Type |
Damage |
Properties |
Weight |
Cost |
Blowgun |
1 Piercing |
Ammunition, Loading, Range (25/100) |
1 lbs |
10 gp |
Crossbow, Hand |
1d6 Piercing |
Ammunition, Light, Loading, Range(30/120) |
3 lbs |
75 gp |
Crossbow, Heavy |
1d10 Piercing |
Ammunition, Heavy, Loading, Puncturing, Two-Handed |
18 lbs |
50 gp |
Longbow |
1d8 Piercing |
Ammunition, Heavy, Range, Two-Handed |
2 lbs |
50 gp |
Net |
- |
Special, Thrown (10/20) |
3 lbs |
1 gp |
Composite Longbow |
1d8 Piercing |
Ammunition, Heavy, Strong-Draw, Two-Handed, Range (200/600) |
3 lb |
750 gp |
Composite Shortbow |
1d6 Piercing |
Ammunition, Strong-Draw, Two-Handed, Range (100/400) |
3 lb |
400 gp |
Crossbow-Repeating |
1d8 Piercing |
Ammunition (range 80/300), Magazine (6 bolts), Puncturing, Two-handed, Repeater |
7 lb |
750 gp |
Arbalest |
2d6 Piercing |
Ammunition (range 80/300), Heavy, Loading, Puncturing, Strong-draw, Two-Handed |
20 lb |
750 gp |
Blackpowder Pistol |
2d4 Piercing |
Ammunition (range 25/100), Blackpowder, Loading, Puncturing, Light |
3 lb |
400 gp |
Blackpowder Rifle |
1d8 Piercing |
Ammunition (range 80/300), Blackpowder, Loading, Puncturing, Two-Handed |
7 lb |
500 gp |
Blunderbuss |
2d6 Piercing |
Ammunition (range 20), Blackpowder, Loading, Scatter (Line 15) |
5 lb |
750 gp |
Blunderbuss Hand |
2d4 Piercing |
Ammunition (range 20/30), Blackpowder, Loading, Scatter (line 10) |
3 lb |
500 gp |
Dragon Pistol |
2d4 Piercing |
Ammunition (range 20), Blackpowder, Loading, Scatter (Cone 15) |
3 lb |
350 gp |
Dragon Rifle |
2d6 Piercing |
Ammunition (range 20), Blackpowder, Loading, Scatter (cone 15) |
7 lb |
750 gp |
Flame Bellows |
2d6 Fire |
Ammunition (range 15), Cumbersome, Loading, Magazine (20), Scatter (cone 15), Two-handed |
11 lb |
750 gp |
Advanced Ammunition Types
Most advanced ammunition is self-explanatory. A few
special types are explained here.
Damage Types
Advanced ammunition named after a damage type
deals that damage type. Arrows and bolts can have
wide, slashing heads or heavy, bludgeoning tips. A
sling bullet can have piercing facets. All such ammo is
heavier than normal, so the weapon’s maximum range
using it is half normal.
Advanced ammunition
Named after a damage type
deals that damage type. Arrows and bolts can have
wide, slashing heads or heavy, bludgeoning tips. A
sling bullet can have piercing facets. All such ammo is
heavier than normal, so the weapon’s maximum range
using it is half normal.
Ranging
Ammunition that has the ranging property is lighter and
better made than common counterparts. When you fire
ranging ammo, you can increase your weapon’s normal
range by 50 percent.
Whistling
Ammunition with the whistling property creates a
high-pitched sound after firing. This sound is audible
for 300 feet from the ammo as it flies. Whistling ammo
isn’t heavier, but it catches the air in baffles to create its
sound, so its maximum range is half normal. Whistling
ammo deals bludgeoning damage.
Alchemical Advanced Ammunition
Alchemical ammunition carries an alchemical payload.
Rather than hurling a vial as an improvised weapon, you
fire alchemical ammunition from a projectile weapon, using
your normal attack bonus with that weapon. Alchemical
ammunition deals the ammo’s normal damage type in
addition to delivering the alchemical effect. This ammo is
heavy though, so a weapon’s maximum range using alchemical
ammo is half normal. The alchemical ammunition
is destroyed once used, whether the attack hits or misses.
Acid, Alchemist’s Fire, and Holy Water. Other
than how you hit a creature using alchemical ammo,
these substances have their normal effects.
War Oil When you fire war-oil ammo at an area and
hit AC 10, viscous oil covers the area within 5 feet of a
point you target. If you target a creature, you must hit
that creature’s AC to cover the creature in war oil. But
if you hit the creature or AC 10, you can pick a point in
or adjacent to that creature’s space to determine the war
oil’s area as if you targeted a point.
War oil’s area is difficult terrain. A creature standing
in the area when it appears, that starts its turn in the area,
or that enters the area for the first time on a turn must
succeed at a DC 13 Dexterity saving throw or fall prone.
War oil is also flammable. If lit, such as by dealing
fire damage to a creature covered in the oil, the oil burns
for 2 rounds. Burning war oil deals 2d4 fire damage to
any creature ignited in this way. An ignited creature can
douse the flames by using its action to make a DC 10
Dexterity saving throw to extinguish the flames. If the
creature ends its turn still aflame, the creature takes 2d4
fire damage. If war oil ignites in an area, a creature takes
fire 1d4 damage when it enters the area for the first time
on its turn or starts its turn in that area. A creature can
take fire damage from war oil only once per round.
War oil dries and ceases to be slippery or flammable
after 1 minute.
Specialized Ammunition Properties
The following advanced ammunition properties
impart more effectiveness to ammunition. Each piece
of specialized ammunition can have only one of these
properties. Because of the crafting skills required to
make this ammunition, it is much more expensive.
Armor Piercing This ammunition works like
a
puncturing melee weapon, but you fire the
ammunition as a projectile from a ranged weapon.
Blessed When you hit a fiend, fey, or undead with
blessed ammunition, that creature’s speed is reduced by
10 feet until the end of its next turn. Also the creature
can’t take reactions until the end of its next turn.
Brutal Designed to open wide wounds, such as with
a broad-bladed arrowhead, brutal ammunition works
like a brutal melee weapon.
Incendiary When you hit a creature with
incendiary ammunition, the target takes an additional
1d4 fire damage.
Silvered Treat attacks you make with silvered
ammunition as magical for overcoming resistance and
immunity to nonmagical attacks.
Ammunition
Arrows & Bolts
Type |
Weight |
Cost |
Bludgeoning (1) |
1/10 lb |
1 sp |
Ranging (1) |
1/40 lb |
1 sp |
Slashing (1) |
1/10 lb |
1 sp |
Whistling (1) |
1/20 lb |
1 sp |
Sling Bullets |
|
|
Piercing (1) |
1/10 lb |
1 cp |
Ranging (1) |
1/20 lb |
5 cp |
Whistling (1) |
1/20 lb |
5 cp |
Bellows Canister (20) |
4 lb |
5 gp |
Dragon Shot (20) |
2 lb |
5 gp |
Magazine |
1 lb |
5 gp |
Paper Cartridge Bullets (20) |
2 lb |
5 gp |
Alchemical Ammunition
Type |
Weight |
Cost |
Arrow (1) |
1/4 lb |
75 gp |
Bolt (1) |
1/4 lb |
75 gp |
Sling Bullet (1) |
1/4 lb |
55 gp |
Specialized Ammunition
Type |
Weight |
Cost |
Arrows (5) |
1/4 lb |
100 gp |
Bolts (5) |
1/2 lb |
100 gp |
Paper Cartidge Bullets (5) |
1/2 lb |
250 gp |
Sling Bullets (5) |
1/2 lb |
100gp |
Blackpowder
Blackpowder weapons fire projectiles
with ear-splitting noise, shredding armor with deadly
force. When fired, blackpowder weapons emit a deafening
crack audible 300 feet away. A blackpowder weapon
exposed to heavy rain, or submerged or similarly
drenched in water, can’t fire until dried for 1 hour.
Brutal
A Brutal weapon adds one additional damage dice of the weapon's type when a critical hit is scored.
Cumbersome
Cumbersome weapons are difficult
to wield but are effective ranged tools for those strong
enough to wield them. When making an attack with
a cumbersome weapon, you must use your Strength
modifier for the attack and damage rolls.
Denting
An attack with a weapon that has the rending feature ignores the non-magical bludgeoning damage resistance granted by armor.
Defending
A defending weapon is either made for
parrying, has advanced techniques for use in parrying, or
both. When you use a defending weapon, you can use your
reaction to defend against a melee weapon attack that hits
you. If you do, increase your AC by 1d4 against that attack.
Disarming
A disarming weapon can catch a foe’s
weapon, allowing you to remove it from their grasp.
When an opponent misses you with a melee weapon
attack, you can use your reaction to attempt to disarm
them. Both you and the attacker must make contested
attack rolls. If you roll higher, and the weapon is
something the target can drop, the weapon falls from
the target’s grasp, landing within 5 feet of the target in
a space you choose. If you score a critical hit, and the
attacker did not, you can send the weapon flying up to
15 feet away from the target into a space you choose
instead. If you have a free hand when you score a critical
hit this way, you can disarm the target so that you
end up with the dropped weapon in your hand. If the
attacker tied or rolled higher, then nothing happens.
Finesse
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls.
Hafted
A hafted weapon’s haft can function well
as an off-hand attack. When you attack with only the
hafted weapon, you can use a bonus action to make a
melee weapon attack with the haft. The haft deals 1d4
bludgeoning damage, and you add your ability modifier
to damage as you would for other sorts of two-weapon
fighting. If you have feats that mimic this ability, the
damage dice becomes 1d8 instead.
Heavy
Small creatures have disadvantage on attack rolls with heavy weapons.
Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Magazine
A weapon with the magazine property
also has a number and an ammunition type. The weapon
holds that amount and type of ammo, which you can
expend before needing to reload the weapon. Removing
or loading a magazine counts as your interaction with
an object, so doing both in one turn takes an action. A
magazine weapon comes with one empty magazine
included in the weapon’s cost and weight. Loading an
empty magazine with ammunition takes 1 minute.
Precise.
When you attack with a precise weapon, you
can score a critical hit on a roll of 19 or 20. If a feature or
item you have increases the numbers you can roll for a
critical hit, a precise weapon increases that range by one.
A fighter with Superior Critical, for instance, scores a
critical hit on a roll of 17 to 20 with a precise weapon. Any
roll lower than 20 must still hit to be a critical hit—it’s not
an automatic hit as if the roll was a 20.
Puncturing
An attack with a weapon that has the penetrating feature ignores the non-magical piercing damage resistance granted by armor or armor like effects.
Reach
This weapon adds 5 feet to your reach when you attack with it.
Rending
An attack with a weapon that has the rending feature ignores the non-magical slashing damage resistance granted by armor.
Repeater
Repeater weapons can fire ammo in quick
succession, using multiple barrels or quick-reloading
mechanisms. When you take the attack action with a
repeater weapon, you can use a bonus action to attack
again with the same weapon. You add your ability
modifier to the damage the bonus-action shot only if that
modifier is negative.
Set
You can use a bonus action on your turn to
prepare, or “set,” a set weapon against a foe moving
toward you. A weapon becomes unset if you move or
take any action after setting it. If a target enters your
reach while you have the weapon set, you can use your
reaction to make a melee attack with the set weapon
against that target. If you hit, and your target moved 20
feet or more toward you before the attack, you can roll
one of the weapon’s damage dice one additional time
and add it to the damage total
Scatter
Scatter weapons can devastate multiple
enemies at once. When you take the Attack action and hit
a creature with a scatter weapon, measure the weapon’s
scatter range from the square the target you hit occupies
to a point farther from you. Creatures other than the
original target that fall within the weapon’s scatter range
must attempt a Dexterity saving throw (DC of 8 + your
proficiency bonus + the ability score modifier you use to
determine damage for the scatter weapon). Creatures that
fail take damage equal to the ability score modifier you use
to determine damage with the weapon (minimum 1). This
damage is of the same type you dealt to the original target.
Silvered Weapons
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 with silver. You can silver a single weapon or ten pieces of ammunition for 100 Gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
Special
A weapon with the special property has unusual rules governing its use.
Strong-Draw
An advanced ranged weapon with the
strong-draw quality requires great strength to use. You
must have a Strength of 13 or higher to use such a weapon,
or you make attack rolls using the weapon with disadvantage.
You add not only your Dexterity modifier to damage
with a strong-draw weapon, but you also add 1 + half your
Strength Modifier (rounded down) to the damage.
Sweeping
These weapons strike in broad motions. When you reduce an enemy to 0 hit points with a sweeping weapon, you can target another creature within 5 feet of the first that you can reach and, if the original attack roll can hit it, apply any remaining damage to it. If that creature is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to kill an enemy.
Swift
Swift weapons help you recover quickly from
misses. When you miss with a swift weapon, you gain advantage
on the first attack roll you make with the weapon
against the same target before the end of your next turn.
Two-Handed
This weapon requires two hands to use.
Tripping
A tripping weapon allows users to knock
targets prone. When you hit with a tripping weapon, you
can use a bonus action to force your target to attempt a
Strength saving throw, provided the target is no more
than one size larger than you. The DC for the saving
throw equals 8 + your proficiency bonus + your Strength
or Dexterity modifier (your choice). If the target fails, it
falls prone.
Versatile
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.
Special Weapons
Weapons with special rules are described here.
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.
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.
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