Equipment Variations

Equipment throughout the land is so varied with different materials, creators and conditions they can be found in. These rules are an expansion upon the core 5th edition rules.

Weapon Damage Dice

In addition to the damage die amounts for standard weapons, three new combinations will be added into the mix. 2d4, 3d4 and 2d8. Using averages rounded up, they slot into position like example.  
Dice Average Variation %
1d4 3 40%
1d6 4 30%
1d8 5 25%
2d4 5 20%
1d10 6 15%
1d12 7 10%
2d6 7 7%
3d4 8 5%
2d8 9 0%
Weapons found in the world may have their damage outputs slightly or heavily modified from the base stats as well as various properties & conditions attached to them.

Weapon Properties


A cumbersome weapon is incredibly heavy or awkward to hold effectively. Creatures sized smaller or below are unable to wield these weapons. Medium sized creatures have disadvantage when using these weapons.


A weapon with this property is designed in such a way that when thrown, it will curve and make it's way back to it's weilder. On the following turn It can then be caught or left to fall to the ground within 10ft of the weilder.

Weapon Conditions


These weapons are barley functional and if used, will use the strength or dexterity modifier only with no bonuses or damage die.


These are often crudely or poorly made items compared to what is considered average. These weapons will roll an additional damage die, taking the lowest values, in addition rolling a natural 1 will cause the weapon to break. They usually sell for about half the cost of an average model.


Exceptional weapons are rare, excellently crafted items compared to the average. They offer a single extra damage die keeping the higest value. They usually sell for around two to three times the base cost.


Weapons regarded as mastered are some of best crafted in the land and of course some of the rarest too. Using these wepaons gives you two additional damage die, keeping the highest and an additional +1 to damage. These weapons can be known to fetch a price up to five times their original cost.

Armor Properties


Armor with this property, usually constructed with bits of fallen enemies, grants advantage on intimidation skill checks.


Bronze armor is softer than iron and steel, any armor made from bronze suffers a -1 penalty to AC.

Armor Conditions


This armor is damaged beyond repair, missing bits and usually rusted or torn apart. Wearing it will grant a -2 AC compared to the standard item and is practically worthless.


Armor with the poor condition, weighs more than it's average counterpart (up to 50%). It also suffers a -1 to the wearers armor class and usually is worth about half the value.


Exceptional armor is rare and often weighs slightly less than an average set, usually between 5 and 15 percent lighter. Any exceptional armor with a strength requirement will see this lowered by one point, any with a dexterity limiter will be increased by one point. These sets usually sell for up to three times their usual market value.


Armor with the mastered condition is a unique and finely crafted peice of equipment, you are unlikely to ever encounter two of the same and they are incredibly rare. It is usually between 15 and 25 percent lighter than average. Any mastered armor with a strength requirement will see this lowered by one point, any with a dexterity limiter will be increased by one point, the wearer will not have disadvantage on stealth rolls related to armor. These sets usually sell for up to five times their usual market value.


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