The Armory in Getninia | World Anvil

The Armory

A comprehensive list of weapons and armor suitable for Getninia.

Armor

Light Armor

Name Armor Class (AC) Strength Stealth Weight Cost
Crude Gambeson (Padded Armor) 11 + Dex modifier
-
Disadvantage
8lb. 5 gp
Gambeson 11 + Dex modifier
-
-
8lb. 10 gp
Leather 11 + Dex modifier
-
-
10lb. 10 gp
Heavy Gambeson/Kavadion 12 + Dex modifier
-
-
10lb. 40 gp
Studded Leather 12 + Dex modifier
-
-
13lb. 45 gp

Medium Armor

Name Armor Class (AC) Strength Stealth Weight Cost
Hide Armor 12 + Dex modifier (max 2)
-
-
12lb. 10 gp
Byrnie (Chain Shirt) 13 + Dex modifier (max 2)
-
-
20lb. 50 gp
Heavy Kavadion 13 + Dex modifier (max 2)
-
Disadvantage
20lb. 60 gp
Scale Armor (Scale Mail) 14 + Dex modifier (max 2)
-
Disadvantage
45lb. 50 gp
Klivanion 14 + Dex modifier (max 2)
-
Disadvantage
15lb. 150 gp
Breastplate/Brigandine 14 + Dex modifier (max 2)
-
-
20lb. 250 gp
Laminar Armor 14 + Dex modifier (max 2)
-
-
25lb. 225 gp
Half-Plate Armor 15 + Dex modifier (max 2)
-
Disadvantage
40lb. 350 gp

Heavy Armor

Name Armor Class (AC) Strength Stealth Weight Cost
Ring Armor (Ring Mail)
14
-
Disadvantage
40lb. 30 gp
Mail Hauberk (Chain Mail)
16
13
Disadvantage
55lb. 75 gp
Heavy Klivanion
16
13
Disadvantage
60lb. 350 gp
Heavy Laminar
16
13
Disadvantage
30lb. 400 gp
Splint/Demiclibinarius
17
15
Disadvantage
65lb. 475 gp
Munition Plate
17
13
Disadvantage
50lb. 450 gp
Plate Armor/Clibinarius/Brigandine and Plate
18
15
Disadvantage
65lb. 700 gp

Shields

Name Armor Class Weight Cost Special
Shield +2 6lb. 10 gp -
Buckler +1 2lb. 5 gp Can use offhand at -2 to attack rolls and skill checks.

Weapons

Simple Melee Weapons

Name Cost Damage Weight Properties
Club 1 sp 1d4 Bludgeoning 2lb. Light
Dagger 2 gp 1d4 Piercing 1lb. Finesse, Light, Thrown (20/60)
Great-Club 2 sp 1d8 Bludgeoning 10lb. Two-Handed
Hand-Axe 5 gp 1d6 Slashing 2lb. Light, Thrown (20/60)
Javelin 5 sp 1d6 Piercing 2lb. Thrown (30/120)
Light Hammer 2 gp 1d4 Bludgeoning 2lb. Light, Thrown (20/60)
Mace 5 gp 1d6 Bludgeoning 4lb. -
Quarterstaff 2 sp 1d6 Bludgeoning 4lb. Versatile (1d8)
Sickle 4 sp 1d4 Slashing 2lb. Light
War Scythe 9 sp 1d8 Slashing 9lb. Two-Handed
Spear 1 gp 1d6 Piercing 3lb. Thrown (20/60), Versatile (1d8)
Spontoon 2 gp 1d8 Piercing 7lb. Reach, Two-Handed

Simple Ranged Weapons

Name Damage Cost Weight Properties
Light Crossbow 25 gp 1d8 Piercing 5lbs. Ammunition, Range (80/320), Loading, Two-Handed
Repeating Crossbow (Light) 100 gp 1d8 piercing 7lb. Ammunition (5 per box), Range (80/320), Reload (5 shots), Two-Handed
Dart 5 cp 1d4 Piercing 1/4lbs. Finesse, Thrown (20/60)
Shortbow 25 gp 1d6 Piercing 2lbs. Ammunition, Range (80/320), Two-Handed, War Bow
Sling 1 sp 1d4 Piercing - Ammunition, Range (30/120)

Martial Melee Weapons

Name Cost Damage Weight Properties
Battleaxe 10 gp 1d8 Slashing 4lb. Versatile (1d10)
Flail 10 gp 1d8 Bludgeoning 2lbs.
Glaive/Halberd 20 gp 1d10 Slashing 6lb. Heavy, Reach, Two-Handed
Greataxe 30 gp 1d12 Slashing 7lb. Heavy, Two-Handed
Greatsword 50 gp 2d6 Slashing 6lb. Heavy, Two-Handed
Lance 10 gp 1d12 Piercing 6lb. Reach, Special
Longsword 15 gp 1d8 Slashing 3lb. Versatile (1d10)
Arming Sword/Heavy Cutlass 15 gp 1d8 Slashing 3lb. Finesse
Maul 10 gp 2d6 Bludgeoning 10lb. Heavy, Two-Handed
Morningstar/Heavy Mace 15 gp 1d8 Piercing 4lb.
Pike 5 gp 1d10 Piercing 18lb. Heavy, Reach, Two-Handed
Rapier 5 gp 1d8 Piercing 2lb. Finesse
Scimitar/Cutlass 25 gp 1d6 Slashing 3lb. Finesse, Light
Shortsword 10 gp 1d6 Piercing 2lb. Finesse, Light
Trident 5 gp 1d6 Piercing 4lb. Thrown (20/60), Versatile (1d8)
War Pick 5 gp 1d8 Piercing 2lb.
Warhammer 15 gp 1d8 Bludgeoning 2lb. Versatile (1d10)
Whip 2 gp 1d4 Slashing 3lb. Finesse Reach
Urgrosh 35 gp 1d8 Slashing 12lb. Versatile (1d10), Special
Ler'chèsh 150 gp 1d8 Slashing 7lb. Special

Martial Ranged Weapons

Name Cost Damage Weight Properties
Blowgun 10 gp 1 Piercing 1lb. Ammunition, Range (25/100), Loading
Hand Crossbow 75 gp 1d6 Piercing 3lb. Ammunition, Range (30/120), Light, Loading
Heavy Crossbow 50 gp 1d10 Piercing 18lb. Ammunition, Range (100/400), Heavy, Loading, Two-Handed
Repeating Crossbow (Heavy) 150 gp 1d10 Piercing 20lb. Ammunition (5 per box), Range (100/400), Heavy, Reload (5 shots), Two-Handed
Longbow 50 gp 1d8 Piercing 2lb. Ammunition, Range (150/600), Heavy, Two-Handed, War Bow
Net 1 gp - 3lb. Special, Thrown (5/15)
Arquebus 25 gp 2d8 Piercing 12lb. Ammunition, Range (40/160), Loading (3 actions/attacks), Two-Handed, Misfire 2
Blunderbuss 30 gp 2d10 Piercing 12lb. Ammunition, Range (15/60), Loading (2 actions/attacks), Heavy, Two-Handed, x4 to damage on critical, Misfire 3
Musket 50 gp 2d10 Piercing 10lb. Ammunition, Range (60/240), Loading (3 actions/attacks), Two-Handed, Misfire 1
Pistol 25 gp 2d6 Piercing 3lb. Ammunition, Range (30/120) Loading (2 actions/attacks), Misfire 2
Hand Cannon 150 gp 4d8 Bludg. 45lb. Ammunition, Range (120/480), Loading (6 actions/attacks), Heavy, Two-Handed, Pushback (5ft, Str save of 13 to ignore) on hit, x3 to damage on critical, Misfire 3

Ammunition

Ammunition Cost Weight
Arrow (Longbow Shortbow) (20) 2 gp 2lb.
Bolts (Longbow Shortbow) (20) 2 gp 2lb.
Ball (Musket, Arquebus, Pistol) (10) 3 gp 1lb.
Shot (Blunderbuss) (10) 5 gp 3lb.
Ball (Hand Cannon) (5) 10 gp 10lb.
Bolt Box (Repeating Crossbow) (5) 5 gp 2lb.

New Traits


Special:Weapons with Special Properties are described here.
Urgrosh: If using an Urgrosh with two hands, one can use their bonus action to make an attack with the secondary speartip at the base of their weapon. This uses the same attack modifier as their main attack, and deals 1d4 piercing damage on a hit. If one has the polearm master feat they can deal 1d6 piercing damage instead.
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.
Ler'Chèsh: If the wielder of the ler'chèsh is proficient with the weapon, the ler'chèsh counts as two light weapons for the purposes of dual-wielding.
War Bows: Shortbows and Longbows can be constructed as War Bows by spending twice as much money on their construction. War Bows allow users to use their strength bonus instead of their dexterity bonus for attack and damage rolls.
Reloading: Weapons with the reloading property can fire a set number of shots before needing to be reloaded, which takes an action.
Firearm Proficiency: A character is considered proficient with firearms if they are proficient with Martial Weapons, if an artificer, if granted proficiency by the DM, or if training is acquired through play, including obtaining the Gunner feat.
Firearm Ammunition: Firearms have special ammunition that comes in multiple parts, requiring both powder and shot to operate. Musket balls and blunderbuss shot also tends to scatter and deform on impact. As a result one cannot collect firearm ammunition once it has been used.
Misfire: Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Repeating Crossbow Ammunition: The Repeating Crossbow through a box of 5 bolts. Bolts can be recovered, but the boxes must be recharged before they are ready for use, this takes 3 actions or bonus actions in combat.
Masterwork Firearms: Masterwork firearms are highly expensive works made on commission by a master gunsmith. A gunsmith can make a masterwork firearm with any number of the below traits (no more than one instance of each trait however) at a cost of an extra 500 gp per trait over the cost of the base piece. Traits: Increase Damage by one die type (d6 to d8, d8 to d10 etc), Halve the weight (round up), double the ranges, decrease loading time by one action (minimum of one action), eliminate the to hit penalty for non-proficient users, remove heavy trait (Arquebus and Hand Cannon only).


Cover image: Midjourney Armory by Javak