Exotic Equipment Perks | 5e Weapon Options
How can I make D&D combat and more interesting?
In 5e the single largest lackluster choice is the weapon. There isn’t much in the way of uniqueness to separate them, except for maybe the damage die and a few restricting traits. Not to mention, some of the weapons are literally EXACTLY the same (looking at you polearms). Today we discuss Exotic Equipment Perks! Make your choice of weapon and armor matter!
One of the best parts of a game such as Dungeons & Dragons is the building of characters. For some the extensive detail, the player likes to delve into is deeper than an ocean. Character backstory, class abilities, race, skills, and combat are all different aspects that can be loved by players. In Fifth Edition, it tends to get clumped into the simple “not enough options” category. Now, honestly, this is often strictly from the point of view of combat. For us, this does have some truth to it. We have played around with many different rules and supplements to increase the value of a player's choice to better define the character they wish to bring to life. In 5e the single largest lackluster choice is the weapon. There isn’t much in the way of uniqueness to separate them, except for maybe the damage die and a few restricting traits. Not to mention, some of the weapons are literally EXACTLY the same (looking at you polearms). To an extent, this can also be true for armor as well. Aside from the bonus to AC, there isn’t really a reason to wear any particular piece of armor. Well, Exotic Equipment Perks hopes to remedy that. We want to make your choice of equipment matter nearly as much as a class, race, or skill option. We want it to be another defining feature of your play style.
Weapons and equipment should be more than just objects that adventurers carry to slay enemies and protect themselves. In the proper hands of a master, they can be powerful tools to gain the upper hand against an enemy in a myriad of different ways. Let’s delve into the next big choice your characters and monsters have for the fifth edition of the world’s greatest roleplaying game.
What is an Equipment Perk?
An equipment perk is a special skill or technique that can be used with a specific weapon, armor, or tool. This allows each piece of equipment to feel unique among all of the options the adventurers have and hopefully gives them their own identity.
All the equipment perks are a feature of that particular item, but to get full function from a particular piece of equipment, a creature using it must be proficient with the item. This ensures that, while everyone can wield a greatsword, only someone with understanding and training can truly unlock its potential. If a perk requires a creature to make a saving throw, the DC equals 8 + proficiency bonus + Strength or Dexterity modifier(your choice).
As the Game Master, it’s up to you if you wish to include these perks to your monsters. Granting perks can certainly give a simple goblin and kobold a bit of versatility and challenge to the player characters and make for a more dynamic encounter. Below are a few examples from our upcoming Kickstarter project. Visit and get notified when we launch and help bring this project to life.
WEAPONS
Dagger
Damage: 1d4 piercing
Properties: Finesse, light, thrown (range 20/6)
Hidden Weapon. As a bonus action, you may make a Dexterity (Sleight of Hand) check against your opponent’s Wisdom (Insight). On a success, you conceal up to two daggers. When you make a melee weapon attack with a hidden dagger against a creature that hasn’t taken a turn in combat yet, you can reroll a number of damage dice up to your proficiency bonus. You must use the new rolls. If you make a weapon attack with a hidden weapon, the attack has its critical hit range increased by 1. For example, if you normally score a critical hit on a 20, you now score a critical hit with a 19 or 20.
Cheap Shot. When a creature within 5 feet of you is hit by a critical hit, you can exploit the distraction. You can use your reaction to make a melee weapon attack against that creature.
Javelin
Damage: 1d6 piercing
Properties: Thrown (range 30/120)
Pinning Throw. When you make a ranged melee weapon attack with the javelin, you may attempt to pin a Large or smaller creature to a surface such as the ground or a wall. On a hit, you can forgo the normal weapon damage, if you do, you deal damage equal to your Strength modifier, and the target must succeed on a Strength saving throw or its speed is reduced to zero until the javelin is removed. The target or a creature within 5 feet of it can use an action to make a Strength (Athletics) check to pull the javelin free, ending the effect.
Shortbow
Damage: 1d6 piercing
Properties: Ammunition (ranged 80/320), two-handed
Open the Range. You’re able to easily keep your distance from an approaching enemy. When an enemy enters your reach, you can use your reaction to move up to half your movement speed. If you do so, you add your Wisdom Modifier to your AC until the end of your movement.
ARMOR
Padded
Armor Class: 11 + Dex modifier
Properties: Disadvantage on Stealth checks
Improvised Triage. The simple design of padded armor allows for quick removal and can be used as bandage gauze. While wearing this armor, if you’re unconscious and dying, a creature has advantage on any Wisdom (Medicine) checks to stabilize you. Additionally, if they roll a 19 or 20 on the check, you regain a number of hit points equal to your proficiency bonus.
Chain Mail
Armor Class: 16
Properties: Requires Str 13, Disadvantage on Stealth checks
Bludgeoning Resilience. By design, beneath the interlocking metal rings is a thick layer of quilted fabric that’s used to cushion the impact of blows. While wearing this armor, bludgeoning damage you take from nonmagical weapons is reduced by an amount equal to your proficiency bonus.
Shield
Armor Class Bonus: +2
Properties: N/A
Shield Slam. When you score a critical hit with a melee weapon, you can use your bonus action to make a staggering body slam with your shield against the same creature. The target must succeed a Constitution saving throw or be stunned until the end of its next turn.
EXOTIC EQUIPMENT PERKS
Exotic equipment is a special type of adventuring gear that isn’t found on the normal weapon and armor tables. Instead, for a character to gain access to the proficiency, thus the perk of these pieces of equipment, the characters must have special training. This can take the form of a special race, mentor or even a feat.
Katana
Damage: 2d4 slashing
Properties: finesse, versatile (3d4)
Deadly Draw. The unique design of both the blade and sheath allows you to accelerate the blade when drawn. When you Ready your Action to make a melee weapon attack, on a hit, reroll the attack roll. If both attacks hit, you score a critical hit.
Mageweave
Armor Class: 11 + Int modifier
Properties: N/A
Weave Resilience. While not magical, the uniquely crafted mageweave armor is made of strands from a massive-eyed creature that was resistant to the weave’s magical influence. While wearing this armor, damage you take from a magical source is reduced by an amount equal to your proficiency bonus.
Unearthed Tips and Tricks
Monster Variant: Wind Rider
Wind Rider CR 1/2 | Giant Eagle CR 1
Origin: Sahuagin
Lost Features: Swim, Darkvision, shark telepathy, Limited Amphibiousness, bite, claws, spear blood frenzy, swap Int and Dex, multiattack
New Features:
Aerial Acrobatics: When the wind rider has advantage on all acrobatic checks. Additionally, the wind rider's mount doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pact Tactics: The wind rider has advantage on attack rolls against a creature if at least one of the rider's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bird Telepathy. The wind rider can magically command any bird within 120 feet of it, using a limited telepathy.
Lance. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d12 +1) piercing damage.
Wind Burst (Recharge 6). The wind rider releases a blast of wind 100 feet long and 10 feet wide from it in a direction it chooses. Each creature must make a DC 12 Strength saving throw. On a failure, a creature is pushed 15 feet and has its movement reduced to 0 until the end of its next turn.
Magic Item: Instant Door
Wondrous Item, Uncommon
This item resembles an ornate key of bright copper, often inset with semi-precious stones or detailed with engraved filigree scrollwork and ornaments. While holding the key, you can make a turning motion to create a door in any wall within 5 feet of you. This door goes through a wall up to 5 feet thick, creating an exit that remains until you remove it. Turning the key in the opposite direction turns any normal, non‑magical door into a section of stone or other material matching the wall to either side (wood, wattle, plaster, and so on).
-Book of Ebon Tides, Kobold Press -
Dungeon Master Tip: Going to the Market Stalls
Given enough time, a market visitor can find almost any type of food or drink, prepared or raw, in the Market Stalls:
A visitor can find common foodstuff, including dishes from all nations of the mortal realm, in less than an hour.
A visitor seeking more exotic food and drink must spend 1d4 hours searching the chaotic jumble of stalls and succeed on a DC 15 Intelligence (Investigation) or Charisma (Deception, Intimidation, or Persuasion) check.
A visitor wanting a rare or illicit substance must spend 2d4 hours searching and succeed on a DC 20 Intelligence (Investigation) or Charisma (Deception, Intimidation, or Persuasion) check. At the GM’s discretion, some substances may not be found at the Market Stalls.
-Book of Ebon Tides, Kobold Press -
Player Tip: Don’t Avoid the Spotlight
It's one thing to not be the center of attention all the time. It's another thing to swing to the opposite extreme, so much so that you fade into the background and never participate beyond combat.
It's OK to take center stage every once in a while, especially when your party encounters an NPC or challenge that suits your character. And if your DM sets up a scene that ties into your backstory or progression, be excited and embrace the moment.
After all, your DM has likely put a lot of work into making that moment happen for you. Don't make him regret all that effort. DMs love when their special moments are appreciated by players.
Not only will your DM enjoy the emotional payoff from their own hard work, but other players will enjoy seeing your character develop and change—and that's great for everyone at the table.
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