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A Modular And Upgradable Weapon and Armor System for D&D 5e

The inside of a weapons shop with many weapon parts strewn all around.

Recently I’ve been writing a few articles that highlight some of the homebrew changes I make to D&D5e to make it more epic and open (Simpler Currency System [1] and Point Buy Feats [2]). The current game I’m running is in a Final Fantasy world and I’ve wanted to make sure things felt more open and accessible. Today I want to share the Modular Weapon and Armor system I use to make weapons more interesting and variable. This system is definitely not RAW or appropriate for more OSR style games, but what it does is allow weapons to be more interesting and adaptable to character concepts. It gives an upgrade option outside of magic +1 weapons and armor. With stock D&D rules there aren’t a lot of ways to make a dagger “better” except by making it a +1 weapon. Older editions had things like Masterwork, which were interesting and added some definition to the weapons and armor. This system separates weapon mechanics and narrative aspects to allow more interesting weapon types.

The Core Concepts

The core concept of this system is to start with a base cost for the weapon or armor based on the core effect it has. From there you add weapon properties and other modifiers that change the base cost of the weapon or armor. Here are the steps for building this system out for use, but you can just modify prices in the tables later on and insert into your game for ease of use.

Creating The Tables

That’s the basic setup of the system for your game. What comes next is building the weapons and armor when you need one. Let’s imagine that a magic using character who can only wield simple weapons wants to get a new staff made that is capable of withstanding combat as well as channeling magic. They would follow the following steps to build the weapon (or armor) and determine the cost.

Building Weapons and Armor

That’s it. New weapon acquired and priced. Let’s look at it a bit more in-depth though.

 

There are a lot of benefits that come out of using a system like this.

What This System Gets You

So, why would you use this system over the core D&D system that’s already written up? There are a lot of benefits that come out of the small amount of extra work you need to do.

All the Details

I’ve gone on long enough talking about the benefits of the system, so let’s end this article with the information you REALLY needed – the tables and costs. These are based on my FFXIV x DND costs but I’ve tweaked them back to silver costs to integrate more easily into a standard D&D game. You can get an approximate gold costs by dividing by 10.

Armor Creation Table

Light Armor

Light Armor Cost AC Strength Stealth Weight
Basic 125 sp 10 + Dex modifier
Good 250 sp 11 + Dex modifier
Great 500 sp 12 + Dex modifier


Medium Armor

Armor Cost AC Strength Stealth Weight
Basic 500 sp 12 + Dex modifier (max 2)
Good 1,000 sp 13 + Dex modifier (max 2)
Great 2,000 sp 14 + Dex modifier (max 2)
Excellent 4,000 sp 15 + Dex modifier (max 2)


Heavy Armor

Armor Cost AC Strength Stealth Weight
Basic 1,000 sp 14 Disadvantage
Good 2,000 sp 16 Str 13 Disadvantage
Great 4,000 sp 17 Str 15 Disadvantage
Excellent 8,000 sp 18 Str 15 Disadvantage

 

Shield

Armor Cost AC Weight
Shield 400 sp +2 6 lb.


Armor Modifiers

Armor Cost Properties
Clunky -10% Disadvantage on stealth
Silenced, Heavy +30% Heavy armor does not incur disadvantage on stealth
Concealed +20% Does not appear as armor
Concealed, Heavy +50% Heavy armor does not appear as armor

 

Standard 5e Armor Costs

Light Armor

Armor Cost Armor Class (AC) Strength Stealth Weight
Padded 225 sp 11 + Dex modifier Disadvantage 8 lb.
Leather 250 sp 11 + Dex modifier 10 lb.
Studded leather 500 sp 12 + Dex modifier 13 lb.


Medium Armor

Armor Cost Armor Class (AC) Strength Stealth Weight
Hide 500 sp 12 + Dex modifier (max 2) 12 lb.
Chain shirt 1,000 sp 13 + Dex modifier (max 2) 20 lb.
Scale mail 1,800 sp 14 + Dex modifier (max 2) Disadvantage 45 lb.
Breastplate 2,000 sp 14 + Dex modifier (max 2) 20 lb.
Half plate 3,600 sp 15 + Dex modifier (max 2) Disadvantage 40 lb.


Heavy Armor

Armor Cost Armor Class (AC) Strength Stealth Weight
Ring mail 1,000 sp 14 Disadvantage 40 lb.
Chain mail 2,000 sp 16 Str 13 Disadvantage 55 lb.
Splint 4,000 sp 17 Str 15 Disadvantage 60 lb.
Plate 8,000 sp 18 Str 15 Disadvantage 65 lb.


Shield

Armor Cost AC Weight
Shield 400 sp +2 6 lb.

 


Weapon Creation Table

Simple Melee Weapons

Name Cost Damage Weight Properties
Poor 20 sp 1d4 Choose one damage type
Basic 60 sp 1d6 Choose one damage type
Good 120 sp 1d8 Choose one damage type

Martial Melee Weapons

Name Cost Damage Weight Properties
Poor 20 sp 1d4 Choose one damage type
Basic 60 sp 1d6 Choose one damage type
Good 120 sp 1d8 Choose one damage type
Great 250 sp 1d10 Choose one damage type
Excellent* 600 sp 1d12 or 2d6 Choose one damage type, may have some counterbalance like heavy, two handed, or a special material.

Weapon Modifiers

Name Cost Damage Weight Properties
Ranged, Thrown +10% Range (20/60), have to retrieve
Ranged, Ammunition +30% Range (30/120), uses ammunition
Ranged, Long +40% Range (80/320), uses ammunition
Ranged, Very Long +60% Range (150/600), uses ammunition
Loading -10% Can only be fired 1 / turn
Light +10% Weapon can be used for dual wielding (max 1d6 damage)
Heavy -10% Small creatures have disadvantage
Finesse +10% Use DEX or STR as attribute (max 1d8 damage)
Two-handed -10% Requires 2 hands to use it
Versatile +10% Can use one handed or 2 handed (up one damage die type, 1d6 becomes 1d8)
Extra Damage Type +10% Add piercing, bludgeoning, or slashing to weapon
Ranged / Melee +10% Weapon functions equally well as well as a ranged or a melee weapon, requires ranged ammunition
Special Materials or Complexity Tax +1 level base cost / extra % costs Made of some special material that allows it to be unique in some way or fairly complex in some way as the mechanical parts and labor are more expensive. If the base cost is a d8, consider it as if it were a d10 instead. Alternatively, add in an extra +10%, +40%, +200%, etc. as relevant. Used to justify special options.

Standard Weapons List

Simple Melee Weapons

Name Cost Damage Weight Properties
Club 22 sp 1d4 bludgeoning 2 lb. Light
Dagger / Dart 26 sp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Greatclub 114 sp 1d8 bludgeoning 10 lb. Two-handed
Handaxe 72 sp 1d6 slashing 2 lb. Light, thrown (range 20/60)
Javelin 72 sp 1d6 piercing 2 lb. Thrown (range 30/120)
Mace 60 sp 1d6 bludgeoning 4 lb.
Quarterstaff 66 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
Sickle 22 sp 1d4 slashing 2 lb. Light
Spear 24 sp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)

Simple Ranged Weapons

Name Cost Damage Weight Properties
Crossbow, light 144 sp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Shortbow 90 sp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed

Martial Melee Weapons

Name Cost Damage Weight Properties
Battleaxe 132 sp 1d8 slashing 4 lb. Versatile (1d10)
Flail 120 sp 1d8 bludgeoning 2 lb.
Glaive / Halberd 225 sp 1d10 slashing 6 lb. Heavy, reach, two-handed
Greataxe / Greatsword 320 sp 1d12 slashing 7 lb. Heavy, two-handed
Lance 400 sp 1d12 piercing 6 lb. Reach, special
Longsword 132 sp 1d8 slashing 3 lb. Versatile (1d10)
Morningstar 120 sp 1d8 piercing 4 lb.
Rapier 132 sp 1d8 piercing 2 lb. Finesse
Scimitar / Shortsword 72 sp 1d6 slashing 3 lb. Finesse, light
Trident 72 sp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
War pick 120 sp 1d8 piercing 2 lb.
Warhammer 132 sp 1d8 bludgeoning 2 lb. Versatile (1d10)
Whip 24 sp 1d4 slashing 3 lb. Finesse, reach

Martial Ranged Weapons

Name Cost Damage Weight Properties
Blowgun 12 sp 1 piercing 1 lb. Ammunition (range 25/100), loading
Crossbow, hand 72 sp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Crossbow, heavy 275 sp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Longbow 168 sp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Net 24 sp 3 lb. Special, thrown (range 5/15)
Gunblade, Basic 350 sp 1d8 slashing / 1d8 piercing (ranged) 3 lb. Ammunition (range 30/120), Ranged / Melee, Machina, Extra Damage Type