NINGUN

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

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.

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.

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.

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.

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.

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.

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.

Scale Mail

Splint Mail and Full Plate

Shields

Tarrasque Leather

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)

Hooked (Axes)

Spiked Pommel (Two-handed)

Buckler (Shield)

Tower Shield

Basher (Shield)

Universal

Custom Hilt

Silvered

Masterwork

Enchanted

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

And that's all I've got thus far.