Ancient Greek Armory - The Homebrewery

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The document describes various Greek-themed weapons, armor and optional combat rules for D&D.

Simple and martial melee and ranged weapons like clubs, daggers, javelins and shortbows are listed along with their properties.

Optional rules for diagonal movement, versatile/two-handed weapons, reach weapons, wrestling and unarmed combat are mentioned.

Ancient Greek Armory

Unofficial Collection of Weapons, Armor and Other Things for D&D 5th Edition.
Introduction
This is the first part of many to come in a series of greek
themed weapons and armor created for a campaign of
similar themes. While this is the first and most mundane of
them, it does serve as the base of the series. All the content to
come has been made, but simply requires some formatting
and patience.
What's in it?
In here's some optional combat rules, weapon properties,
features, and of course weapons and armor. This is the
mundane base upon which the magical itemry of the
campaign was built upon, but should serve well as a base
equipment set for a greek setting.
Optional Combat Rules
If the DM so feels, they may enable the following combat
rules that were created in interest of the setting.
Movement, Distance & Weapons
Diagonal movement & Distance counts as 7.5 Feet, rounded
down to 5 ft. if moving only one diagonal tile during
movement. Thus a 5 ft. long weapon can not strike diagonally.
Versatile & Two-Handed Weapons
Versatile & Two-Handed weapons can strike diagonally
(Their Reach is counted as 7.5 ft.)
Reach Weapons
Reach weapons suffer disadvantage on their attacks against
enemies that aren't at optimal range.
Feats The Polearm Master or the Weapon Master Feats
remove this Disadvantage from Polearms.
Wrestling & Unarmed Combat
Wrestling & Unarmed Combat
As an Action a Character may
attempt to Pin Down a creature that they are holding in a
grapple by making an Athletics check against the target's
Athletics or Acrobatics check.
The target must be same size
or smaller.
Once Pinned, the creature is considered Prone
and Restrained and the Grappler's movement is reduced to 0.
Optional Weapon Properties
If the DM so feels, they may enable the below features.
Crippling
This weapon allows adding both Strength and Dexterity
modifiers to damage.
Reach (10/15)
Reach is extended up to 15 ft. on Sarisa.
Amentum(Spear-Thrower)
Amentum uses Javelins as ammunition, increasing their
ranged distance and allowing them to benefit from the
Crippling property.
Weapons
Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
Club 1 sp 1d4 bludgeoning 2 lb Light
Dagger 2 gp 1d4 piercing 1 lb Finesse, light
Great Club 2 sp 1d10 bludgeoning 12 lb Heavy, two-handed
Sica(Sickle) 5 gp 1d6 slashing 2 lb Light
Javelin 5 sp 1d6 piercing 2 lb Light, thrown(30/120)
Light Dory(Spear) 1 gp 1d6 piercing 3 lb Thrown(20/60), versatile(1d8)
Staff 2 sp 1d6 bludgeoning 3 lb Versatile(1d8)
Simple Ranged Weapons
Shortbow 25 gp 1d6 piercing 2 lb Ammunition(80/320), two-handed
Sling 1 sp 1d4 bludgeoning - Ammunition(30/120)
Martial Melee Weapons
Cestus(Glove) 1 gp 1d4 bludgeoning 1 lb Finesse, light, crippling
Mace 10 gp 1d8 bludgeoning 4 lb -
Xiphos(Shortsword) 15 gp 1d6 piercing 2 lb Finesse, light
Makhaira(Longsword) 25 gp 1d8 slashing 3 lb Finesse
Labrys(Greataxe) 50 gp 1d12 slashing 8 lb Heavy, two-handed
Rhompaia(Greatsword) 50 gp 1d10 slashing 4 lb Crippling, two-handed
Herculean Club 10 gp 1d12 bludgeoning 20 lb Heavy, two-handed
Kopis(Axe) 30 gp 1d8 slashing 3 lb Crippling
Xyston(Pike) 5 gp 1d10 piercing 16 lb Heavy, reach(10), two-handed
Sarisa(Pike) 15 gp 1d12 piercing 20 lb Heavy, reach(15), two-handed
Kontos(Lance) 10 gp 1d12 piercing 6 lb Reach(10), special
Trident 10 gp 1d6 piercing 4 lb Versatile(1d8), thrown(20/60)
Dory(Spear) 5 gp 1d8 piercing 4 lb Versatile(1d10), thrown(20/60)
Whip 2 gp 1d4 slashing 2 lb Finesse, reach(10)
Martial Ranged Weapons
Net 1 gp - - Finesse, thrown(5/15), special
Longbow 50 gp 1d8 piercing 3 lb Ammunition(150/600), heavy, two-handed
Amentum(Spear-Thrower) 1 gp - - Ammunition(Javelin 60/240), crippling
War Sling 2 sp 1d6 bludgeoning - Ammunition(125/500)

(Weapons in Brackets)
The Weapons in Brackets are for the purpose of what the
weapon could be replaced with if a DM is reluctant to utilize
the above weaponry, but also for the purpose of identifying
what Feats might affect it.
Armor
Armor
Name Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Linothorax 10 gp 11 + Dex modifier - - 8 lb
Leather Cuirass 50 gp 12 + Dex modifier - - 10 lb
Medium Armor
Hide 10 gp 12 + Dex modifier (max 2) - - 10 lb
Plated Linothorax 50 gp 13 + Dex modifier (max 2) - Disadvanage 12 lb
Cuirass 200 gp 14 + Dex modifier (max 2) - Disadvantage 14 lb
Muscle Cuirass 400 gp 15 + Dex modifier (max 2) - Disadvantage 25 lb
Heavy Armor
Panoply 350 gp 16 Str 13 Disadvantage 30 lb
Muscle Panoply 1500 gp 17 Str 15 Disadvantage 40 lb
Ancient Panoply 2000 gp 18 Str 17 Disadvantage 60 lb
Shield
Pelte 5 gp +1 - - 4 lb
Shield 10 gp +2 - - 8 lb
Aspis 80 gp +3 Str 12 Disadvantage 16 lb
Tower Shield 200 gp +4 Str 15 Disadvantage 40 lb

Optional Item Features


If the DM so feels, they may enable the below features.
Pelte
This small shield is strapped to the arm, allowing for the use
of both arms to grip weapons or carry items.
You can use the
second hand as if it were free to cast spells. You can also
wield an item or a weapon in the shield hand, but all melee
and ranged attacks made with Pelte hand are made at a
Disadvantage. This includes two-handed weapons.
Feats; Shield Master or Weapon Master remove the
Disadvantage.
Tower Shield
Massive bronze covered shield, often in the figure eight
shape, but this varies.
You suffer -2 penalty to all attack rolls.
As an action, this shield can be used as a full cover against
ranged attacks in a 90 degree angle, until the start of your
next turn. Characters behind you also gain benefits of
degrees of cover depending on how hidden they are.
Feats; Shield Master or Weapon Master remove the
penalty to attack rolls.
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