D&D 5E The Missing Equipment

I would keep the shield as is, size and material don't really make a lot of difference as long as you know how to use it. But if you added an extra feature to a shield it would take it down to a +1. So crossbow, spiked, throwing, cutting edged, used as part of dual weilding (YouTube sanatan swordfight) or to assist fighting with a polearm. And finally great shields, if you want them treat them as cover but not a shield, that's about how they have been used in the past, as mobile walls.
 

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There is only one list that I use: Aurora's Whole Realms Catalogue

http://www.dndclassics.com/product/16834/Auroras-Whole-Realms-Catalogue-2e?it=1
You beat me to it. So I would like to second the nomination for the Aurora's Whole Realms Catalogue.

I would be ok with creating a martial(exotic) category that includes the odd ones that are equal mechanically but don't come included in the all martial weapon proficiencies. Allow them to be picked up with tool proficiencies if you have all martial or through the weaponmaster feat.

I could see the same with armor.
 


I've already presented my players with the option of picking up a kuo-toa mancatcher and learning to use it through the same rules as gaining a tool proficiency. They didn't take me up on it.

I like this idea and it's how I'm going to treat exotic weapon proficiencies.

I too would like to see more tool kits and more in depth descriptions.

More mundane and specialty adventuring equipment would be cool, but nothing too fiddly or rules heavy.

I like the simplified armor and weapon lists, and besides a handful of "exotic" weapons don't really want to see more added. I'd like to see cultural variations of the current list, but no new entries. For example the scimitar also covers sabres, tulwars, ect. For nunchaku use the club stats. Use glaive stats for these 23 types of pole arms. Halberds cover these 34 pole arms, use pike stats for these 17...

Same goes for armor. For example, o-yoroi use this stat line, coin armor this line, ect...
 



Scythe. Simple melee weapon. Cost 5gp. 1d8 slashing. Weight 10 lbs. Properties: two-handed.

You're welcome.

That's my stats for it.

Then the martial equivalent, war scythe, is..

Martial melee weapon.
Cost 5gp.
1d10 slashing.
Weight 10 lbs.
Properties: two-handed.

War Scythe is the two hander for small characters. The blade is sharp on both sides and the curve is made so a PC can distribute the weight easier with the pole.
 

I don't really want to see an equipment book. The tendency is to try and make 'cool' stuff....which leads to power creep and bloat.


Maybe an item or two in an adventure path or players guide... but very few and very far between.
 

I don't really want to see an equipment book. The tendency is to try and make 'cool' stuff....which leads to power creep and bloat.


Maybe an item or two in an adventure path or players guide... but very few and very far between.

There's no actually necessity for power creep if the PHB weapons are used as guidelines.

I too doubt there is enough for a full equipment guidebook. But I could too see an Adventurer Book with additional equipment along with more fighter/barbarian/rogue/ranger subclasses, charts for the names of the PHB items in other cultures, new races, new maneuvers, and other not magical stuff.
 

I've been thinking about how I might do exotic weapons a bit. The core idea of exotic weapons in 3e, at least, was that they were strictly better than the alternatives but you had to take an opportunity cost to use them. Well, I think I can see a nice way of implementing that and keeping it balanced in 5e.

(Note that I'm just jotting down a basic idea for the mechanics with an example I've thought up on the spot; I've not spent very long trying to work out the power balance of it yet, so it might be off)

  • First, exotic weapons in this scheme do not appear on any list - they are not simple and they are not martial weapons. They are weapons with which nobody is proficient by default. There is no way to gain access to all the exotic weapons
  • Every exotic weapon has one exotic property. That is, a double sword or axe might have the "Double weapon" property. A mercurial greatsword might have the "Mercurial sword" property. This property defines what makes that particular weapon type special.

To throw out two random examples:

  • Double sword
    • 100gp
    • 1d10 slashing
    • 15lb
    • Heavy, two-handed, Double weapon
  • Mercurial greatsword
    • 100gp
    • 2d6 slashing
    • 10lb
    • Heavy, two-handed, Mercurial sword

Double weapon
When you wield this weapon in two hands, you may attack with your off-hand using the standard two-weapon fighting rules as if both main and off hand were light weapons. If you are proficient with this weapon, you may add your ability modifier to the damage on a hit. On rounds when you do not do this, you gain a +1 bonus to your AC.

Mercurial sword
When you get a critical hit with this weapon, roll one extra die of damage for the weapon. In addition, the extra force applied when you take a strong swing with this weapon can batter shields and parrying blades from your opponents's hands - you may choose to take disadvantage on an attack roll. If you hit, the target takes damage as normal and must make a Strength saving throw or drop a weapon or shield they are holding. The target chooses what to drop, and the DC is 8 plus your attack bonus with this weapon

So here we have a set of weapons which are each better than "normal" weapon, but with which nobody has proficiency. Balance-wise, they should be not quite good enough to use without proficiency. How do you get proficiency? Be a martial character and pick the Exotic Weapon fighting style.

Fighting Style: Exotic Weapon (Available to any class that can choose a Fighting Style)
Choose one exotic weapon property. You gain proficiency with weapons that have that property.

Making it a fighting style makes the most sense, to me. Feats are too large, and they might not even be allowed in a particular game. Exotic weapons should be easiest for a Fighter to gain skills with, but should be available for other martial characters. Hell, it makes the Champion's second fighting style that bit more valuable, too.

As I said, I pulled these particular examples out of thin air - I'd be interested to see what people think about the balance, but I'm not expecting it to be perfect. What do you think about the structure, though?
 
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