Weapons & Armor
SCAR handles weapons and armor a bit differently than by the book. This gives characters more unique flavor and playstyles.
Read more below about how we handle weapons, armor, and shields. The wide range and properties offer a wider variety of playstyles and unique ways to build your character. You do not HAVE to use the extra properties granted to weapons and armor, they are just there if you wish to utilize them!
Weapons
We believe weapons require a certain amount of training and time commitment. This means you do not gain proficiency with all Simple or Martial automatically from sources, but you must actually train in these weapons. This also means you are able to train in anything you have your heart set on, given the time and gold to do so. New weapons and properties adapted from content by Fungal Brews.
Simple Weapons
Weapon Name | Cost | Damage | Weight | Properties | Tool | |
---|---|---|---|---|---|---|
Melee Weapons | ||||||
Dagger Simple, Melee | 2 gp. | 1d4 piercing | 1 lb. | Finesse Light Thrown (20/60) | Smithing | |
Greatclub Simple, Melee | 2 sp. | 2d4 ♠ bludgeoning | 10 lb. | Heavy Staggering Two-handed | Woodworking | |
Handaxe Simple, Melee | 5 gp. | 1d6 slashing | 2 lb. | Light Thrown (20/60) | Smithing | |
Javelin Simple, Melee | 5 sp. | 1d6 piercing | 2 lb. | Thrown (60/120 ♠) | Smithing | |
Light Hammer Simple, Melee | 2 gp. | 1d4 bludgeoning | 2 lb. | Light Staggering Thrown (20/60) | Smithing | |
Mace Simple, Melee | 5 gp. | 1d6 bludgeoning | 4 lb. | Staggering | Smithing | |
Quarterstaff Simple, Melee | 2 sp. | 1d6 bludgeoning | 4 lb. | Nonlethal Parry Versatile (2d4 ♠) | Woodworking | |
Slapjack ♠ Simple, Melee | 1 sp. | 1d4 bludgeoning | 2 lb. | Light Nonlethal | Leatherworking | |
Spear ♠ Simple, Melee | 1 gp. | 1d6 piercing | 3 lb. | Skewering Versatile (1d8) | Smithing | |
Ranged Weapons | ||||||
Crossbow, Light Simple, Ranged | 25 gp. | 1d8 piercing | 5 lb. | Ammunition (60/120 ♠) Loading Two-handed | Woodworking | |
Dart Simple, Ranged | 5 cp. | 1d4 piercing | 1/4 lb. | Finesse Light Thrown (20/60) | Woodworking | |
Shortbow Simple, Ranged | 25 gp. | 1d6 piercing | 2 lb. | Ammunition (80/320) Two-handed | Woodworking | |
Sling Simple, Ranged | 1 sp. | 1d4 bludgeoning | 1 lb. | Ammunition (30/60 ♠) Wind-up | Leatherworking |
Martial Weapons
Weapon Name | Cost | Damage | Weight | Properties | Tool | |
---|---|---|---|---|---|---|
Melee Weapons | ||||||
Bastard Sword ♠ Martial, Melee | 30 gp. | 1d8 slashing | 3 lb. | Finisher Parry Versatile (1d10) | Smithing | |
Battleaxe Martial, Melee | 10 gp. | 1d8 slashing | 4 lb. | Slicing Sweeping Versatile (1d10) | Smithing | |
Flail Martial, Melee | 10 gp. | 1d8 bludgeoning & piercing ♠ | 2 lb. | Ensnaring Staggering Wind-up | Smithing | |
Glaive Martial, Melee | 20 gp. | 1d10 slashing | 6 lb. | Heavy Reach Sweeping Two-handed | Smithing | |
Greataxe Martial, Melee | 30 gp. | 1d12 slashing | 7 lb. | Finisher Heavy Slicing Two-handed | Smithing | |
Greatsword Martial, Melee | 50 gp. | 2d6 slashing | 6 lb. | Heavy Sweeping Two-handed | Smithing | |
Halberd Martial, Melee | 50 gp. | 1d10 piercing or slashing | 6 lb. | Heavy Reach Two-handed Variable | Smithing | |
Longsword Martial, Melee | 15 gp. | 1d8 piercing or slashing | 3 lb. | Sweeping Variable Versatile (1d10) | Smithing | |
Maul Martial, Melee | 10 gp. | 2d6 bludgeoning | 10 lb. | Finisher Heavy Sundering Two-handed | Smithing | |
Messer ♠ Martial, Melee | 7 gp. | 1d6 slashing | 2 lb. | Parry Slicing Versatile (1d8) | Smithing | |
Morningstar Martial, Melee | 15 gp. | 1d8 bludgeoning & piercing ♠ | 4 lb. | Blow-back Staggering Sundering | Smithing | |
Pike Martial, Melee | 5 gp. | 1d12 ♠ piercing | 12 lb. ♠ | Heavy Reach Two-handed Wind-up | Smithing | |
Rapier Martial, Melee | 25 gp. | 1d8 piercing | 2 lb. | Finesse Parry Skewering | Smithing | |
Scimitar Martial, Melee | 25 gp. | 1d6 slashing | 3 lb. | Cavalry Finesse Light Slicing | Smithing | |
Shortsword Martial, Melee | 10 gp. | 1d6 piercing or slashing ♠ | 2 lb. | Finesse Light Variable | Smithing | |
Warhammer Martial, Melee | 15 gp. | 1d8 bludgeoning | 4 lb. ♠ | Staggering Sundering Versatile (1d10) | Smithing | |
War Pick Martial, Melee | 5 gp. | 1d8 bludgeoning or piercing ♠ | 2 lb. | Blow-back Finisher Variable | Smithing | |
Ranged Weapons | ||||||
Crossbow, Hand Martial, Ranged | 75 gp. | 1d6 piercing | 3 lb. | Ammunition (30/60 ♠) Light Loading | Woodworking | |
Crossbow, Heavy Martial, Ranged | 50 gp. | 1d12 ♠ piercing | 15 lb. ♠ | Ammunition (100/200 ♠) Heavy Loading Sundering Two-handed | Woodworking | |
Longbow Martial, Ranged | 50 gp. | 1d10 ♠ piercing | 2 lb. | Ammunition (200/800 ♠) Heavy Skewering Two-handed | Woodworking | |
Net Martial, Ranged | 1 gp. | - - | 2 lb. ♠ | Special Thrown (5/15) | Weaving | |
Recurve Bow ♠ Martial, Ranged | 40 gp. | 1d8 piercing | 2 lb. | Ammunition (100/400) Skewering Two-handed | Woodworking |
Exotic Weapons
Weapon Name | Cost | Damage | Weight | Properties | Tool | |
---|---|---|---|---|---|---|
Melee Weapons | ||||||
Aklys ♠ Exotic, Melee | 3 gp. | 1d6 piercing | 3 lb. | Light Special Thrown (20/--) | Smithing | |
Bladed Fan ♠ Exotic, Melee | 5 gp. | 1d6 slashing | 1 lb. | Finesse Light Special | Smithing | |
Cestus ♠ Exotic, Melee | 10 gp. | 1d4 bludgeoning | 1 lb. | Blow-back Light Nonlethal Special | Leatherworking | |
Chakram ♠ Exotic, Melee | 15 gp. | 1d6 slashing | 1 lb. | Finesse Light Special Thrown (20/40) | Smithing | |
Dire Flail ♠ Exotic, Melee | 25 gp. | 1d8/1d8 bludgeoning | 4 lb. | Special Staggering Two-handed | Smithing | |
Double Blade Sword ♠ Exotic, Melee | 25 gp. | 1d12 (1d6/1d6) slashing | 8 lb. | Heavy Special Two-handed | Smithing | |
Guisarme ♠ Exotic, Melee | 20 gp. | 1d8 piercing | 5 lb. | Ensnaring Reach Two-handed | Smithing | |
Hooksword ♠ Exotic, Melee | 35 gp. | 1d8 slashing | 2 lb. | Ensnaring Finesse Parry Special | Smithing | |
Jian ♠ Exotic, Melee | 15 gp. | 1d6 slashing | 3 lb. | Finesse Light Parry Versatile (1d8) | Smithing | |
Katana ♠ Exotic, Melee | 25 gp. | 1d8 slashing | 3 lb. | Finesse Special Versatile (1d10) | Smithing | |
Lance ♠ Exotic, Melee | 10 gp. | 1d12 piercing | 6 lb. | Cavalry Reach Skewering Special | Woodworking | |
Rondel ♠ Exotic, Melee | 5 gp. | 1d4 piercing | 1 lb. | Finesse Finisher Light Skewering Special | Smithing | |
Shotel ♠ Exotic, Melee | 15 gp. | 1d8 slashing | 3 lb. | Ensnaring Finesse Sweeping | Smithing | |
Sling Staff ♠ Exotic, Melee | 2 gp. | 1d6 bludgeoning | 5 lb. | Ammunition (20/60) Special | Woodworking | |
Trident ♠ Exotic, Melee | 5 gp. | 1d8 ♠ piercing | 4 lb. | Finisher Skewering Thrown (15/30 ♠) Versatile (1d10) | Smithing | |
Warscythe ♠ Exotic, Melee | 10 gp. | 2d4 slashing | 6 lb. | Heavy Reach Slicing Sweeping Two-handed | Smithing | |
Whip ♠ Exotic, Melee | 2 gp. | 1d4 slashing | 3 lb. | Ensnaring Finesse Nonlethal Reach Slicing | Leatherworking | |
Wrist Dagger ♠ Exotic, Melee | 15 gp. | 1d4 piercing | 1 lb. | Finesse Light Skewering Special | Smithing | |
Ranged Weapons | ||||||
Bolas ♠ Exotic, Ranged | 10 gp. | 1d4 bludgeoning | 3 lb. | Special Thrown (10/20) | Leatherworking | |
Boomerang ♠ Exotic, Ranged | 25 gp. | 1d4 bludgeoning | 1 lb. | Finesse Light Nonlethal Special Thrown (30/60) | Woodworking |
Special Weapons Text
This weapon is tethered by a rope or chain. As part of the attack to throw this weapon, you can yank it back into your hand after it hits or misses. You must succeed a DC 12 Strength check if it is stuck or a Strength contest if another creature holds the weapon.
The bladed fan is undetectable as a weapon until using a bonus action to retract or extend the blades within it.
Cestus are not held in the hand but are wrapped around the knuckles and forearm, or worn as gloves. If you are wielding a cestus, you can use that hand to grapple or shove an enemy, or load a ranged weapon, but you cannot attack with that cestus without ending the grapple. You cannot wield other weapons or shields in that hand, nor use it to perform somatic components. You cannot drop a cestus or be disarmed of one unless you are incapacitated. You must use an action to don or doff a cestus, but can don or doff a pair of cestus in one action.
When you miss an attack with this weapon, it returns to your hand in the same turn.
This flail is treated as wielding two weapons when fighting, dealing 1d8 damage on an attack, and allowing the use of a bonus action (as if attacking with your offhand) to attack with the other side of the flail for 1d8.
The double bladed sword is wielded in two hands. When making a two-handed attack, it deals its normal damage dice of 1d12. Alternatively, it can also be wielded as if attacking with two weapons, gaining the Finesse property instead of the Heavy property. It instead uses its damage dice of 1d6 for each blade, using your bonus action to attack with the second blade as if attacking with an offhand attack. While wielding it in this way, the Double Bladed Sword is considered Light for the purpose of attacking with two weapons.
With either one of these weapons and a free hand or one of these in each hand, you gain advantage on checks made to climb.
While wielding the Katana in two hands, the wielder cannot benefit from Sneak Attack feature damage.
You have disadvantage when you use a lance to attack a target within 5 feet of you. A lance requires two hands to wield when you aren't mounted.
You have advantage on sleight of hand checks to conceal this weapon.
You can also use this as a ranged weapon (1d6 bludgeoning; ammunition (range 20/60)) using sling bullets as ammunition.
The wrist dagger does not take a weapon slot, instead taking a wrist slot. It requires a bonus action to retract the blade out or back in, otherwise it is completely concealed into the wrist guard and undetectable as a weapon.
On a hit, target may make a DC 14 Dexterity saving throw. On a failure, they are grappled and fall prone. On a success, they are only grappled. Bola can be removed using an action.
When you miss an attack with this weapon, it returns to your hand in the same turn.
A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, 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.
Everyone has proficiency with this weapon automatically.
Weapon Properties
Weapons have varied properties and flavor, and should reflect that in combat.
You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
These weapons strike in heavy swings. Upon landing a critical hit against a creature, while using a weapon with this property that you are proficient in, you can choose to push the target back 5 feet to an unoccupied space.
These weapons are well-suited to combat on the move. If you damage a creature with a weapon with this property that you are proficient in, immediately after moving 15 feet straight toward it while mounted, you may roll one additional damage dice. This is only gained on the initial attack after moving.
These weapons feature chains, hooks, and other entangling components. Upon landing a critical hit against a creature of your size or Smaller, using a weapon with this property that you are proficient in, you can choose to knock the creature prone in their square if possible (DM discretion), or pull them 5 feet towards you.
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
These brutal weapons are well-suited to executing enemies at your mercy. When you damage to a prone creature using a weapon with this property that you are proficient in, you may roll one additional damage dice. You can only gain this additional damage once per turn.
These weapons are unwieldier than most. Unless a creature has a Strength score of 12 or higher, it has disadvantage on attacks made with heavy weapons. A Small or smaller creature always suffers this disadvantage. A creature with a Strength score lower than 12 cannot use a shield with the heavy property to increase its AC.
Before you make an attack with a heavy weapon that you are proficient with, you can forego adding your Proficiency Bonus to the attack roll. If the attack hits, you add your Proficiency Bonus to the damage roll. This ability can be used in conjunction with the Great Weapon Master feat.
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
These weapons are designed to subdue or incapacitate. You must announce when you are attacking non-lethally before you roll to hit. Please note, if the damage is significantly higher than the creature's maximum hit points, you may still kill the creature by accident.
When you are hit by a melee attack you can see, while wielding a weapon with this property that you are proficient in, you can use your reaction to add half your Proficiency Bonus to your AC for that attack, potentially causing it to miss. If you do so while wielding two parrying weapons, you add your full Proficiency Bonus instead.
A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
These precise weapons reward focused attacks and punch holes in enemy defenses. Upon landing a critical hit against a creature, while using a weapon with this property that you are proficient in, you gain a bonus to your next attack roll made against the creature equal to your Proficiency Bonus. This lasts until the end of your next turn.
These wicked weapons cut gaping wounds into the flesh, causing extra bleeding damage. Upon landing a critical hit against a creature, while using a weapon with this property that you are proficient in, the creature takes additional bleeding damage equal to your Proficiency Bonus that turn. Constructs, elementals, most undead, and other targets that do not bleed may be immune to this damage at the discretion of your DM.
A weapon with the special property has unusual rules governing its use, explained in the weapon's description.
These hard-hitting weapons daze on impact. Upon landing a critical hit against a creature, while using a weapon with this property that you are proficient in, the creature has disadvantage on the next ability check it makes before the start of its next turn.
These weapons crush, break, or penetrate armor. When you attack an object, or a target wearing any heavy armor with a weapon with this property that you are proficient in, you gain a +1 bonus to the Attack roll. You also gain this bonus against creatures with thick shells, metallic hides, and other similar features at the discretion of your DM.
These weapons strike in broad swings. When you reduce an enemy to 0 hit points with a weapon with this property that you are proficient in, you can target another creature within 5 feet of the first that you can reach. If the original attack roll would hit it, you deal damage to that additional creature equal to your Proficiency Bonus.
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
This weapon requires two hands when you attack with it. This property is relevant only when you attack with the weapon, not when you simply hold it.
These weapons can deal multiple damage types, and inflict different effects as a result. When you attack with a variable weapon, it gains the corresponding property for that attack: Bludgeoning attacks gain the staggering property, piercing attacks gain skewering, and slashing attacks gain slicing. You must announce how you are attacking before the roll is made.
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
These weapons can be devastating when prepared for the right moment. In place of a weapon attack, you can wind up your weapon or brace it against the ground, depending on the weapon's design. The next time you hit with the wound-up weapon before the start of your next turn, you can roll two additional damage dice. After the attack, the weapon is no longer wound-up. When a creature enters the wound-up weapon's reach or range, you can use your reaction to make an attack against it, in addition to normal rules for opportunity attacks.
Armor & Shields
Find our armor and shield options below, as well as a few notes regarding their special properties.
Armor
Armor / Shield Name | Cost | AC | Weight | Stealth | Properties | Tool | |
---|---|---|---|---|---|---|---|
Gambeson Armor, Light | 5 gp. | 11 + Dex modifier | 8 lb. | - | - | Leatherworking | |
Leather Armor Armor, Light | 10 gp. | 12 + Dex modifier | 11 lb. | - | - | Leatherworking | |
Studded Leather Armor Armor, Light | 45 gp. | 13 + Dex modifier | 14 lb. | Disadvantage | - | Leatherworking | |
Cured Hide Armor Armor, Medium | 10 gp. | 13 + Dex modifier (max 3) | 12 lb. | - | - | Leatherworking | |
Breastplate Armor, Medium | 200 gp. | 14 + Dex modifier (max 3) | 20 lb. | - | - | Smithing | |
Brigandine Armor, Medium | 400 gp. | 15 + Dex modifier (max 3) | 25 lb. | Disadvantage | - | Smithing | |
Half Plate Armor, Medium | 800 gp. | 16 + Dex modifier (max 2) | 40 lb. | Disadvantage | DR 1 | Smithing | |
Ringmail Armor, Heavy | 50 gp. | 15 | 40 lb. | Disadvantage | DR 1 | Smithing | |
Chain Mail Armor, Heavy | 100 gp. | 16 | 50 lb. | Disadvantage | DR 2, Str 13+ | Smithing | |
Splint Armor, Heavy | 200 gp. | 17 | 55 lb. | Disadvantage | DR 2, Str 15+ | Smithing | |
Full Plate Armor, Heavy | 1,500 gp. | 18 | 65 lb. | Disadvantage | DR 3, Str 16+ | Smithing |
Shields
Armor / Shield Name | Cost | AC | Weight | Stealth | Properties | Tool | |
---|---|---|---|---|---|---|---|
Buckler Shield, - | 8 gp. | 1 | 2 lb. | - | Handle | Smithing | |
Basic Shield Shield, - | 10 gp. | 2 | 6 lb. | - | Strap | Smithing | |
Tower Shield Shield, - | 75 gp. | 3 | 16 lb. | Disadvantage | Heavy, Strap, Special | Smithing |
Woodworking is also suitable to craft shields.
Special Armor & Shields Text
- Damage Reduction (DR). Armor marked with a DR, reduces non-magical bludgeoning, piercing, and slashing damage taken by the number listed, each attack.
- Strength Requirement (Str). Armor marked with a Str, requires a minium Strength score listed in order to wear or carry the armor.
- Shield Handles. Handles are a wood or metal handlebar on the inside of a shield. These shields can be doffed or donned as a Move action.
- Shield Straps. Straps attach the shield to the arms, reinforcing the handle with a series of cloth or leather straps. These shields take an action to don or doff.
- Tower Shield Special* Movement speed reduced by 5 feet while Tower Shield is being worn or carried. Due to its size and lack of manuerverability, Tower Shields can not be used whilst mounted.