Custom Gear Options

Additional Martial Weapons
Small Table of Melee Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Saber | 25gp | 1d8 slashing | 3lb. | Finesse |
Katana | 20gp | 1d6 slashing, crit range -1 (19-20) | 3lb. | Versatile (1d8) |
Notes: Monks may also add katanas to their proficiency list.
Firearms and Other Blackpowder Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Flintlock Pistol | 125gp | 1d10 piercing | 3lb. | Ammunition (range 100/400), reload 1, misfire 2 |
Musket | 300gp | 1d12 piercing | 10lb. | Ammunition (range 200/800), two-handed, reload 1, misfire 2 |
Pistol | 250gp | 1d8 piercing | 3lb. | Ammunition (range 100/400), light, reload 4, misfire 1 |
Grenade | 200gp | Varies | 1/2 lb. | Thrown (range 30/60), explosive (10ft), misfire 2 |
Let's be honest, Fifth edition is pretty swell. Balanced, streamlined, and it puts a lot of emphasis on "rule of cool." But glancing over the equipment section of the PHB leaves some things to be desired, like I don't know, more of it. I'm no master homebrewer but I came up with a few things to hopefully add in a bit more variety to the gear you guys can pick up.
Notes
- Grenades can pack a variety of payloads, ranging from steel and silver grapeshot (4d6 piercing), flashpowder (DC 15 Con save or be blinded and deafened for 1d4 rounds), alchemical fire (2d4 fire in the affected area for 1d4 rounds), blackpowder and pitch (heavily obscured area for 1d4 rounds), or copper and elegite shards (2d6 lightning, DC 14 Con save or stunned). All grenades can be arced over 1/2 and 3/4 cover. Grenades must be crafted with a DC 17 Tinkering check. Failed checks may result in partial or total loss of material components at the DM's discretion.
- All one-handed firearms can be used as an improvised weapon, dealing 1d4 bludgeoning damage. Similarly, all non-heavy two-handed weapons deal 1d6 bludgeoning.
- The Anti Materiel Rifle and Rocket Launcher must be custom built over several weeks or even months, with a series of difficult crafting checks, and costly material components. They also require their own specific ammunition.
Metals, Alloys, and Ores
Mithril and Adamantine
Mithril and adamantine are in the DMG treasure lists, so why not add in some other generic fantasy metals as well. None of the effects are particularly crazy, just some slight passive buffs to your armor for what I think to be an appropriate cost increase. All metals listed can only form medium and heavy armor.
Steel
Steel. Tried and true, steel is the backbone of armies, laborers, and adventurers alike. A reliable and easily acquired, worked, and maintained, steel is a relatively cheap and common alloy; don't be fooled however. Steel is so common because of all these characteristics, why would the average man waste the time, coin, and effort to procure a mithril blade or an adamant plow when a steel one will suffice. Adventurers on the other hand, are not the average man, and are very particular about what they carry with them into a moldy, corpse-infested monster lair.
Steel weapons and armor have the default price, weight, and properties listed in the PHB. The following materials that modify price are basing them off the steel equivalent.
Mithril
Mithril is a lightweight and flexible metal that shines with a pale milky silver. Preferred by elven smiths for its favorable metalworking qualities, or nobles and assassins alike looking for easily concealable body armor. Weapons made out of mithril are much lighter than their steel counterparts, and exceptionally well-balanced. Armor made out of mithril is more comfortable to wear, and a mithril chainshirt or breastplate can be discreetly worn under regular clothing with ease. It also rattles notably less than other metals.
- One-handed weapons gain the "Light" property, and all weapons made from mithril gain the "Thrown" property (range 20/60).
- Mithril is easily worked, but uses rarer ores than steel swords, and costs five times as much to produce.
- e.g., a mithril longsword will cost 75gp and weigh 2lbs, a greataxe will cost 150gp and weigh 4lbs, a rapier will cost 125gp and weigh 1lb.
- Armor made from mithril no longer has a Strength requirement to wear and doesn't impose disadvantage on Stealth checks. Mithril armor costs two times as much to produce as steel, with the exception of heavy plate only costing 1000gp more.
Adamantine
Where mithril is light and flexible, adamantine is one of the hardest substances that can be found and is incredibly dense. This dark gray, dull metal is rather heavy and hard, and as such very difficult to mine out and work. Weapons made out of adamantine can hold an edge almost indefinitely and never rust, making them excellent weapons for the discerning adventurer. Armor made wholly out of adamantine would be too heavy to properly wear, but armor can easily be reinforced or formed into alloys to reduce the weight while retaining the strength to absorb even the mightiest blows. Critical hits scored with adamantine weapons add an additional die of damage, and count as magical for the purpose of overcoming damage resistance. Adamantine weapons cost ten times as much as steel. An adamantine greatsword, for example, will cost 500gp.
Armor with adamantine composition makes critical hits against the wearer count as normal hits instead. Adamantine armor costs five times as much to produce, ore is easy enough to find but mining and forging it is much more difficult. Half plate costs four times as much and plate armor costs only 2500gp more to make.
Meteoric Iron
Meteoric iron, starsteel, thunderbolt steel, or sky iron, features bright etched patterns as a result of forging that are literally out of this world. Rumored to have magical properties that grant luck, this exceedingly rare material can never be found in great enough quantities to forge suits of armor, making blades a popular choice. Few blacksmiths have this ore lying around to work with, and filling a custom order of starsteel costs them a great expense, but many will jump at the opportunity to work with the material if provided, some even at a profit loss.
Weapons forged from meteoric iron count as magical for the purpose of overcoming damage resistance and expand the wielder's critical hit range by 1 (19-20 by default). It costs thirty times as much to forge due to its rarity, however, it only costs ten times as much if the player provides the ore themselves.
Orichalcum
Orichalcum is a dense dull copper-colored metal similar to adamantine, but not nearly to the same degree, frequently used for lab equipment or medical tools as they don't rust and remain remarkably clean. Adventurers, however, might procure orichalcum equipment because of its weight, which many find incredibly useful for keeping their footing once they get used to wearing it. Another rustless super metal, orichalcum also conducts electricity extremely well, and for some inexplicable reason floats in liquids.
Weapons forged from orichalcum are heavy, and require 13 Strength to wield, and grant advantage to checks made to shove targets or knock them down. They cost ten times as much to make.
Armor forged from orichalcum is heavy but cleverly built to distribute the weight around the wearer's body so it won't tire them out so quickly. It grants advantage to any check or saving throw that would move the wearer against their will. They require at least 13 Strength to wear if they didn't have one, and Strength requirements for armors that already did increase by 1. Orichalcum armor costs five times as much to make, half plate costs four times as much, while plate armor is only increased in cost by 2500gp.
Dimeritium
This dark green, lustrous metal has similar properties to common steel with one key difference - its extreme resistance to magic. Dimeritium completely suppresses the wearer's ability to cast any spells and interferes with any magic cast near it. A relatively rare material, it is often forged into shackles and prison bars or lined into walls to prevent magic exit/entry.
- A weapon forged from dimeritium prevents the wielder from casting spells while holding it, and imposes disadvantage on concentration checks made as a result of taking damage from it. Dimeritium weapons cost ten times as much to make due to the advanced forging techniques needed to preserve its magically frustrating qualities.
- Armor forged of dimeritium alloys prevents the wearer from casting spells. Spells cast within 20ft of the wearer have disadvantage on their attack rolls, and have the DC of the spell saving throw reduced by 2. Dimeritium armor costs six times as much to forge, half plate costs five times as much, and plate armor costs 3500gp more.
- Dimeritium equipment cannot be affected by spells such as Heat Metal, Telekinesis, Catapult, etc.
Tetsudite
Tetsudite, or soul steel as it's called by some, is a bright metal that typically is colored shades of red or orange and glows dully in the dark. Equipment seems to vibrate softly at the touch, and produces pleasant tones when struck. Tetsudite is rumored to be able to channel the soul of whoever touches it; on a scientific basis, this has been proven to be a falsehood, as the average man can't illicit a response. Adventurers, however, have never been tested, as they all seem to be off, rescuing dragons and slaying princesses.
- Tetsudite weapons allow the wielder to expend a hit die to deal an additional damage die of force damage on a successful attack. They also count as magical for the purpose of overcoming damage resistance. The rare ore costs much more to acquire; weapons cost thirty times as much.
- Armor forged from soul steel allows the wearer to expend a single hit die as a reaction to taking damage to deal that much force damage to the attacker. Tetsudite armor costs ten times as much to forge. Half plate and plate armor cost eight times as much and 9000gp respectively.
Primal Iron
Primal iron is mined from deep naturally formed caves, waterfalls, sites of lightning strikes, ancient glaciers, and active volcanoes. Similar in properties to regular iron or steel, primal iron forges jet black with streaks of crimson. Mystics insist the ore's proximity to nature's fiercest elements give it magical properties, but most men just observe it to cut well and look intimidating. Some feel as though their armor gives them great strength and speed, but these are attributed by scholars to a placebo effect or surges of adrenaline under extreme duress. - Weapons forged from primal iron deal an additional 1d6 of cold, fire, lightning, or thunder damage (depending on where the ore was found) to fey, fiends, undead, elementals, and celestials. It costs fifteen times as much to produce a primal iron weapon, the ore is hard to find and cold forged, taking slightly longer to finish. - Primal iron armor allows the wearer to dash 10ft towards the enemy as a bonus action, and can grant them advantage on one Strength or Dexterity check per short or long rest. It costs six times as much to make. Half plate costs five times as much and full plate costs 5000gp.
Demonsteel
Demonsteel weapons aren't forged by human hands; instead, they are forged deep in the bowels of the Nine Hells or the Abyss by unholy blacksmiths slaving away for all eternity. The weapons and armor themselves are magic in nature, but bestow a powerful curse upon those greedy enough to take them as their own.
- Demonsteel weapons count as +1 magic weapons and require attunement. They also grant advantage on Intimidation checks when the weapon is drawn, but bestow a curse upon the wielder when attuned.
- Curse: Attuning to these weapons gives you the following flaw: "I will do anything to keep this weapon in my possession." Wielding a demonsteel weapon gives you disadvantage on attack rolls against demons and saving throws against their spells and abilities.
- While wearing this armor you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack and damage rolls and a damage die of 1d8. Demonic smiths tend to only forge full plate.
- Curse: Once you don this cursed armor you can't doff it unless you are targeted by the remove curse spell or similar magic. Wearing the armor gives you disadvantage on attack rolls against demons and saving throws against their spells and abilities.
Elegite Crystal
While not technically a metal, elegite can be carved into armor and reinforced with copper, but is too fragile to form a full weapon. It possesses a remarkable capacity to store arcane energy for long periods of time, and is frequently used to maintain power in arcane devices. A pale translucent blue, the crystal takes on a purplish color when charged, and peering into it will reveal arcing electrical bolts.
- Elegite armor is effective at turning magical energy into a sort of magical barrier. When damaged by a magic attack, your armor is considered charged and you gain a +1 bonus to your AC until you finish a long rest. In addition, you may expend this charge to cast shield as a first-level spell, using the armor as a focus. Elegite is rare and time-consuming to work with in large quantities. It costs ten times as much to purchase. Half plate costs eight times as much, and full plate costs 9000gp.
Organic Material
Trying not to leave the Dex based characters out, but let's be frank they don't really need anything unless you're a ranger. There will probably be a bit more down the line but this is all I've got so far.
Abberant Hide
Crafted from the hides of creatures like beholders, mindflayers, or other abberations and tanned into a grotesque leather, abberant hide armor inherits some of the psionic traits of its former owners. Some claim to hear voices or sucking sounds, while others claim to know what others are thinking. Whatever the case, the discerning adventurer may find the flesh of their freshly killed beholder to be worth... acquiring.
- Abberant hide counts as light armor. Wearing it gives resistance to psychic damage, telepathy out to 10ft, and advantage on saving throws against charm effects. It also reveals the location of the wearer to any abberations within 30ft as if they had blindsight. Donning the armor also gives you a form of indefinite madness chosen by your DM. Armor made from abberant hide costs eight times as much to make, and a DC 16 Persuasion check to convince any self-respecting craftsman to work with it.
Dragon Bits
Felling a dragon is a feat of great skill and determination, an almost rite of passage for your archetypical hero, and their corpses are literally full of valuable bits and pieces that the less dignified or monetarily blessed have a habit of ripping and cutting out. The bones, skin, and scales of a dragon are tough and vaguely magical in nature, and so are perfect for creating various types of adventuring gear. Use every part, nothing goes to waste.
- Weapons can be created out of the bones of the dragon. Dragonbone weapons count as +1 magic weapons (including arrows), and land a critical hit on a 19-20 on creatures with the dragon subtype. Additionally, dragonbone weapons deal an additional 1d6 of damage on a critical hit, the damage type is based on the breath weapon of the dragon it came from. Dragonbone weapons cost fifty times as much to make, as it takes many hours and a smith experienced in shipbuilding to carve the bone down, and an additional expense to overcome how magically tough it is.
- Leather and studded leather armor can be fashioned out a dragon's hide. This armor grants a +1 bonus to AC, and advantage on saving throws against the Frightful Presence of dragons, as well as a permanent featherfall effect. As a special action, you may give yourself a fly speed of 60ft for one round. This property can't be used again until the next dawn. Armor made this way uses advanced tanning and leatherworking techniques and tools, costing 150 times as much to make.
Scale Mail
- Scale mail armor can be fashioned out of the dragon's scales. This grants a +1 bonus to AC (which is 14 + Dex mod max of 3 since you're spending so much money, you should have a respectable AC), advantage on saving throws against the Frightful Presence and breath weapons of dragons. Additionally, you can focus your senses to magically discern the distance and direction of the closest dragon within 30 miles of you. This property can't be used again until the next dawn. Armor made this way costs 150 times as much to make.
Splint Mail and Full Plate
- Splint mail and full plate armor can be fashioned out of the bones of the dragon as well. Armor made this way grants a +1 bonus to AC and advantage on saving throws against the Frightful Presence and Wing Attacks of dragons, and any contested ability check that a dragon initiates. As a special reaction to taking damage, any opponent within 5ft takes 5d6 points of damage. This damage is typed corresponding with the type of dragon the bones came from (e.g., fire for gold and red, cold for silver and white). Once used, this property can't be used again until the next dawn. Splint mail made of dragon bone costs 12,000gp, while plate costs 21,000gp.
Shields
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Shields can be crafted using hide, scales, and bone pieces. Shields made this way grant an additional +1 bonus to AC, as well as advantage on saving throws against the Frightful Presence and breath weapons of dragons. Additionally, the shield grants players a Frightful Presence of their own with a DC equal to 10 + half the player level rounded down. For example, a 13th level player's Frightful Presence will have a DC of 16. This feature does not work against creatures with the dragon subtype.
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All equipment grants resistance to a type of damage that corresponds with the dragon it came from (e.g., fire for gold, cold for white, etc.).
Tarrasque Leather
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You killed the tarrasque. You win. The tarrasque isn't known to keep a horde of treasures, or anything but its nigh insatiable hunger really, so here's your consolation prize: totally overpowered armor, that you can get for free because any self-respecting craftsman would be giving up his firstborn and wife to get his hands on any piece of the beast he can.
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Tarrasque Leather armor counts as +3 studded leather. It grants resistance to damage, as well as advantage on all Intimidation and Persuasion checks. You also regenerate hit points at the start of your turn equal to twice your constitution modifier, and your move speed increases by 10ft.
Customized Gear
Now, here is something I'm trying to borrow from Pathfinder. From what I understand, you started with a buttload of starting gold that you'd use primarily to customize your starting loadout with some sweet magically enhanced gear. Now, if 5e is going to be stubbornly low magic, I see no reason why a mundane blacksmith can't take custom orders or rework your weapons (and later armor) to your specifications. You cannot have more than one enhancement per part of the weapon.
Blade
Serrated
By introducing teeth or a small wave-like pattern to the profile of the blade, it can cause more jagged or slightly larger wounds. For 300gp, whenever you deal maximum weapon damage on a target with half its remaining HP or less, roll an additional 1d4. On a critical hit, you automatically roll 2d4 no matter what their current HP is.
Keen
A keen blade has been specially worked to an incredibly sharp edge, then magically enchanted to maintain said edge and always get perfect alignment in a cut. For 800gp, a blacksmith and a mage can work together to expand your critical hit range by 1 (19-20 by default).
Light
Plain and simple, the blacksmith can rework the blade to create a lighter version of your weapon, while maintaining a good center of gravity. For 150gp, your weapon gains the light property.
Dueling
A weapon made for a swordsman who prefers to fight his foes one at a time, a duelist's weapon has a balance ideal and custom worked to the wielder, with a custom-built and fitted hand and cross guard. When the wielder is only holding one weapon, they can gain a +1 bonus to their AC as a reaction. This can stack with any feats that allow them to do the same. It costs 100gp, mostly for the time spent working directly with the person buying it.
Oversized
An oversized blade is exactly what it says on the tin. It's entirely too goddamn big, but some adventurers need to compensate for something so some armorers get custom orders for huge blades. For 4x the cost of the regular weapon, it gains reach. However, on a 1-5 on the d20, you lose your grip on the weapon and fling it up to 30ft away.
Blunt
Savage
A savage weapon is eeeeeeeeeehhhhhhhhhhh +1 to crit range (19-20 by default) 800gp.
Thrown
By balancing the head of the weapon properly and adding some counterweight to the handle or shaft, the weapon can gain the thrown property. Costs 100gp.
Heavy
Adding in some extra weight to the business end of the weapon can do a lot to upset the balance of your opponents. Dealing max damage with a weapon enhanced this way can knock your opponent prone. Prone enemies take an additional 1d4 points of damage when hit with this weapon. 300gp + 2lbs for one-handed and 4lbs for two-handed.
Crushing
These weapons are specifically designed to ruin the armor of your unfortunate foes. Whenever you roll max damage on a weapon attack against enemies wearing breastplate, half-plate, splint, or full plate; reduce their AC by one. This effect will stack and costs 400gp.
Shattering
Installing strategically placed points on the weapon increases its effectiveness at cracking bones. On a critical hit, the target is stunned until its next turn from the pain of having one of its bones broken. Yes, you can fight with broken bones, it just really fudging hurts.
Firearm
Bayonetted
A bayonetted firearm can be used as a Strength-based melee weapon. A one-handed firearm with a bayonet deals 1d6 piercing damage, a two-handed firearm deals 1d8. 75gp.
High Caliber
A high-caliber weapon increases the damage die for firearms up one size (d10 to d12, or in the case of a 1d12 changes to 3d6). However, this adds 2 to the misfire score, and a misfire breaks the gun. Since most firearm ammo is player-crafted, this does not change the Tinker DC.
Low Caliber
By decreasing the blackpowder load, you increase the stability at decreased potency. You lower the damage die and misfire scores by one, making a d12 a d10 and so on. This can lower the misfire score to 0. This does not change the Tinker DC.
Weapon Specific
Injector (Dagger)
For the professional assassin or dirty fighter, an advanced hypodermic system can be put into the dagger of your choice, and the inside of the hilt can hold up to three doses of one kind of poison, potion, alchemical substance, etc. On a hit, you can expend one of the doses to apply it to the target immediately. This is some shady black-market stuff right here, most blacksmiths won't have any part in it, and those that will charge somewhere in the ballpark of 500gp.
Parrying Dagger
A dagger more designed to parry and guard, it loses the thrown property and grants a +1 bonus to AC, but loses the ability to deal extra damage with a critical hit or use the rogue's Sneak Attack feature, and it loses the thrown property. This will cost 75gp.
Barbed (Whip)
- By incorporating small blades into the whip, the damage die for the whip increases from 1d4 to 1d6. This will cost 25gp.
Hooked (Axes)
- Lengthening the head of the axe and exaggerating the curve, the axes almost gain a hooked shape to them. You can use your attack to attempt to remove a shield or weapon from the hands of your target, or grapple them. This will cost 50gp, the work is easy enough to do.
Spiked Pommel (Two-handed)
- By adding a small spike to the bottom of your weapon, you can use it as a weapon when you get up close and personal. As a bonus action, you can make a single melee attack with disadvantage. This attack deals 1d4 piercing damage. 50gp.
Buckler (Shield)
- A buckler is a much smaller shield strapped to the arm. It only grants a +1 bonus to AC, but allows bows, crossbows, and dual-wielded weapons to be used, losing your proficiency bonus in the process (maybe with disadvantage). 10gp.
Tower Shield
- This massive bulwark of a shield grants +3 to AC, but gives disadvantage on all Dexterity checks. It also requires 15 Strength to wield. As a bonus action, you can brace yourself against the shield to grant yourself 3/4 cover until your next turn. Costs 20gp.
Basher (Shield)
- A bashing shield is a shield reinforced and ringed with pressure studs or small spikes that is more effective as a melee weapon than a regular shield. A bashing buckler deals 1d4, a standard shield 1d6, and a tower deals 1d8. Outfitting a shield for bashing requires 100gp. You may treat it as an off-hand weapon for the purposes of dual-wielding. (You may use it as a bonus action attack, you don't add your ability modifier unless you have an ability that specifically says you do, etc.)
Universal
Custom Hilt
- A custom hilt incorporates hand measurements, handguards, straps, etc., to ensure a sure, comfortable grip in the hand. This lets you add your proficiency on checks made to keep a hold of your weapon. The work is easy, only about 50gp.
Silvered
- Intricate silver inlay and alchemically binding the silver to the steel lets it overcome damage resistance as though it were magical. 100gp for the material components and the labor. Silver for monsters.
Masterwork
- A piece of masterwork equipment is as much a tool as an amazing work of art. It is the pinnacle of craftsmanship, enough to be considered for a museum piece. Only the most experienced and skilled craftsmen are capable of making such a piece, and they labor on it alone for months at a time, never quite agreeing that it's good enough, custom-tailored to its wielder and decorated with personalized motifs. For 20x the cost of the steel version of the weapon, it gains a +1 bonus to attack and damage rolls if it's a weapon. If it's armor, it gains a +1 bonus to AC, weighs 20% less, and the Strength requirement to wear decreases by 1. It will never rust as long as the owner spends a few minutes during a short rest caring for it. Finding a smith skilled enough to be able to do this may be a journey in and of itself.
Enchanted
- Finding a mage willing to spend hours of their time recasting the same old spells into a piece of equipment or pouring arcane energy into it for hours on end isn't an easy task, but not impossible. The price, however, may not be accessible to everyone.
Rough Idea of Pricing
Enchantment Level | Cost | Time |
---|---|---|
+1 / Uncommon | 500gp | 1 Week |
+2 / Rare | 4,000gp | 4 Weeks |
+3 / Very Rare | 20,000gp | 8 Weeks |
Legendary | 50,000gp | 16 Weeks |
- Keep in mind, finding a mage capable of casting into a weapon to make it even to +2 quality is rather difficult, and it would take an Epic level wizard to create an item of Legendary rarity.
And that's all I've got thus far.