TEXT:  
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  Arms and Armor 
   
  Credits 
  Design and Development by L. J. Ogre 
  Editing by Les Moore 
  Graphic Design by Joel Grahn 
  Some Graphic Elements by Lord Zsezse Works 
  Art Peter Nicolai Arbo, Jacques-Louis David, Carl Emil 
  Doepler, Aldo Ferruggia, Jean-Leon Gerome, Luca 
  Giordano, Guercino, Juliande Parme, Johann Georg 
  Platzer, Bartholomeus Spranger, Joseph Benoit Suvee, 
  Joseph Noel Sylvestre, Giorgio Vasari, and Ferdinand 
  Wagner. 
   
   
   
   
   
   
   
  Contents 
  Armor 
  Shields 
  Weapons 
  Feats 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  3 
   
  OPEN GAME CONTENT 
   
  Only the Game Rule Information for the weapons, 
  armor, and feats is hereby declared Open Game Content. 
  All other content of this document is protected under the 
  copyright and trademark laws of the United States of 
  America.  
   
  PRODUCT IDENTITY 
   
  The following material is hereby defined as product 
  identity, as defined in the Open Gaming License version 
  1.0a, Section 1(E), and is not Open Content: The term 
  Amazons Vs Valkyries, all trademarks, registered 
  trademarks, proper names (characters, deities, etc.), 
  dialogue, plot, storylines, setting information, locations, 
  and characters. 
   
  COMPATIBILITY 
   
  These rules are designed for use with the 5th edition 
  of the world’s most popular role playing game. A free 
  copy of those rules can be found right here.  
   
   
   
   
  COPYRIGHTS AND TRADEMARKS 
   
  Bloodstone Press, Amazons Vs Valkyries, and the 
  Bloodstone Press logo are trademarks owned by 
  Bloodstone Press. Some portions of this book which are 
  Open Game Content originate from the System 
  Reference Document and are ©1999–2020 Wizards of 
  the Coast, Inc. The remainder of this material is 
  protected under the copyright laws of the United States 
  of America (copyright 2020). Any reproduction or 
  unauthorized use of the material or artwork contained 
  herein is prohibited without the express written 
  permission of Bloodstone Press. 
   
  The watermarked page background is owned by Lord 
  Zsezse Works and used in accordance with their license. 
  The picture of the gastraphetes by Aldo Ferruggia is used 
  under the terms of the CC BY-SA 3.0. 
   
  This product is a work of fiction. Any similarity to 
  actual people, places, or events is purely coincidental. 
   
   
   
   
   
   
   
  
   
  4 
   
  Introduction  
   
   Welcome to the d20 5th edition Arms and Armor 
  guide for the Amazons Vs Valkyries campaign setting.  
   
  IN THIS FILE  
  This file includes several new weapons and armors, 
  alternate rules for existing weapons, and some guidelines 
  on feat selection.  
   
  The new weapons include the Dacian falx, the Greek 
  Harpe, and several other swords, spears, and darts. New 
  armors include the manica, the linothorax, the 
  cardiophylax, and the idea of wearing an arsenal of 
  weapons as armor. The appendix offers some 
  suggestions on feat selection and introduces four new 
  feats for doing battle without any armor or clothing at all.   
   
   
   
   
   
   
   
   
   
   
   
   
  CHANGES TO THE CORE RULES 
  Many weapons and armors presented here are new to 
  the OGL game system. Others are slightly altered from 
  the way they appear in the core rules. The changes to 
  the items from the core rules are as follows.  
   
  • Greatswords are very rare and must be custom 
  made. Prices must be negotiated.  
  • Longswords are rare and most are found in 
  Germania, 
  Scandinavia, 
  Britannia, 
  Gallia, 
  Sarmatia, and Hibernia. They are also slightly 
  more expensive.  
  • Long spears may be thrown.  
  • Shields may be made of wicker or leather. 
  • Shields may get damaged or broken in combat 
  • Chainmail, splint mail, and scale mail are all 
  slightly more expensive. 
  • The threshold for making exhaustion checks in 
  hot weather is 90 degrees Fahrenheit, rather 
  than 100, as stated in the core rules.  
   
  Heat exposure and rules for breaking objects (shields) 
  are both used more frequently than in a standard OGL 
  campaign and may affect a character’s choice of 
  weapons and armor.  
   
   
   
   
   
   
   
  
   
  5 
   
  ARMOR  
   
  A brief overview of the armor available to characters 
  is provided below. First, however, a discussion on climate 
  is necessary. 
   
  CLIMATE AND ARMOR 
  Many Greek and Macedonian soldiers 
  deliberately discard their heavy breastplates 
  and go into battle with only shields, helmets, 
  and greaves for protection. Even wealthy 
  commanders like Alexander the Great 
  choose to wear the light linothorax, rather 
  than a metal breastplate. This dislike for 
  heavy plate armor is a result of the high 
  summer temperatures that persist 
  throughout the Mediterranean and Middle 
  East.   
   
  Summer temperatures above 90° 
  Fahrenheit (32° C) are common all across 
  North Africa, Egypt, Phoenicia, Persia, 
  Greece, and Italy. Arid, inland regions such 
  as the deserts of Mesopotamia, the Sahara, 
  the Sinai, and Arabia regularly exceed 110° Fahrenheit.  
   
  In the North, summer temperatures only occasionally 
  break the 90° Fahrenheit mark, making heavy armor less 
  problematic in those regions. 
  HEAT EXHAUSTION  
  A character in very hot conditions (above 90° F) must 
  make a Constitution saving throw each hour (DC 5, +1 
  for each previous check) or suffer 1 level of exhaustion.  
  Characters wearing heavy clothing or medium or heavy 
  armor have disadvantage on this saving throw. Creatures 
  that are resistant or immune to fire damage 
  automatically succeed on the saving throw. 
  Creatures naturally adapted to hot 
  environments also automatically succeed.  
   
  In severe heat (above 110° F), a 
  character must make a Constitution save 
  once every hour (DC 10, +1 for each 
  previous check) or gain 1 level of 
  exhaustion. Characters wearing heavy 
  clothing or medium or heavy armor have 
  disadvantage on this saving throw. 
  Creatures that are resistant or immune to 
  fire damage automatically succeed on the 
  saving throw. Creatures naturally adapted to 
  hot environments also automatically 
  succeed. 
   
  For example, around 11 AM the 
  temperature breaks above 90 degrees and 
  the players start making checks. At 2 PM the temperature 
  soars above 110. The players have already made 3 
  checks, but now the base DC is 10, so the adjusted DC is 
  13. By 5 PM the temperature drops below 110. The 
  players have made 6 checks now, so the DC is 11 (5+6).  
   
  
   
  6 
   
   
   
   
   
   
   
  Armor 
  Cost 
  Armor Class (AC) 
  Strength 
  Stealth 
  Weight 
  Light Armor 
   
   
   
   
   
  Cardiophylax 1 
  25 gp 
  11 + Dex modifier 
   
   
  10 lbs 
  Helm and greaves 1 
  20 gp 
  11 + Dex modifier 
   
   
  10 lbs 
  Lamellar, leather 
  20 gp 
  11 + Dex modifier 
   
   
  20 lbs 
  Lamellar, bone or horn 
  30 gp 
  12 + Dex modifier 
   
  Disadvantage 
  25 lbs 
  Leather 
  10 gp 
  11 + Dex modifier 
   
   
  15 lbs 
  Linothorax (poor) 1 
  20 gp 
  11 + Dex modifier 
   
   
  15 lbs 
  Linothorax (good) 1 
  200 gp 
  13 + Dex modifier 
   
   
  15 lbs 
  Manica 1 
  50 gp 
  +11 
   
   
  10 lbs 
  Padded 
  5 gp 
  11 + Dex modifier 
   
  Disadvantage 
  8 lbs 
  Studded leather 
  50 gp 
  12 + Dex modifier 
   
   
  20 lbs 
  Weapons 1 
  1 
  11 or 12 + Dex modifier1 
   
   
  1 
   
   
   
   
   
   
  Medium Armor 
   
   
   
   
   
  Breastplate 
  200 gp 
  14 + Dex modifier (max 2) 
   
   
  30 lbs 
  Chain shirt 
  65 gp 
  13 + Dex modifier (max 2) 
   
  Disadvantage 
  25 lbs 
  Hide 
  10 gp 
  12 + Dex modifier (max 2) 
   
   
  25 lbs 
  Lamellar, stone or metal 
  45 gp 
  13 + Dex modifier (max 2) 
   
  Disadvantage 
  25 lbs 
  Scale mail 
  75 gp 
  14 + Dex modifier (max 2) 
   
  Disadvantage 
  30 lbs 
   
   
   
   
   
   
  Heavy Armor 
   
   
   
   
   
  Banded mail 
  250 gp 
  17 
  Str 13 
  Disadvantage 
  35 lbs 
  Chainmail 
  165 gp 
  16 
  Str 13 
  Disadvantage 
  40 lbs 
  Splint mail 
  220 gp 
  17 
  Str 15 
  Disadvantage 
  45 lbs 
   
   
   
   
   
   
  Shield 
   
   
   
   
   
  Shield (bronze, iron, or wood) 10 gp 
   
   
   
  6 lbs 
  Shield (leather or wicker) 
  2 gp 
   
   
   
  2 lbs 
  
   
  7 
   
  Banded Armor: Banded armor is a relatively new 
  form of heavy armor. The Romans favor 
  this armor and call it “lorica segmentata,” 
  but they are not the only soldiers who 
  wear it. It is designed to be adjustable, 
  easy to store, and easy to don.    
   
  Breastplate: The breastplate is the 
  standard armor for hoplite heavy infantry in all Hellenized 
  lands.  A full suit includes two halves 
  of forged steel, which may or may 
  not be contoured like muscles. One 
  covers the chest, the other the back. 
  A helm, greaves, and a protective 
  skirt of leather are also included.  
   
  Cardiophylax: The cardiophylax 
  is a small, iron disc or square that covers the wearer’s 
  heart and central chest. It is usually suspended from the 
  left shoulder by a pauldron and held in place with leather 
  straps over the right shoulder and around the torso. The 
  cardiophylax is so small and light that it does not count 
  as wearing armor for purposes of heat exposure. 
  Characters may wear a cardiophylax with a helm and 
  greaves and combine the armor bonuses (AC 12 + Dex).  
   
  Chainmail: Full suits of chain 
  armor are rare and expensive. Heavy 
  infantry and cavalry units from the 
  east and from the north are 
  sometimes equipped with this armor. 
  Romans also wear chainmail. 
  Chain Shirt: The chain shirt is a common piece of 
  armor for medium infantry and mercenaries all across the 
  known world.  
   
  Helm and Greaves: Wearing only a helm and 
  greaves reduces the armor class of breastplate armor to 
  11 and the weight to 10 lbs. It also counts as not 
  wearing armor for purposes of heat exposure. Characters 
  may wear a helm and greaves with a cardiophylax and 
  combine the armor bonuses (AC 12 + Dex).  
   
  Hide: Hide armors are most common among the 
  nomadic tribes. Cultures that lack settlements with 
  forges, and which rely on herd animals for survival, often 
  craft thick armors from the hides of bears, wolves, oxen, 
  and other animals.  
   
  Lamellar: This armor is a form of light scale armor. 
  It lacks the heavy leather backing of scale armor, and the 
  scales of lamellar may be made from lighter substances 
  including leather or bone.  
   
  • Leather: Thick, overlapping scales of treated 
  leather offer the same protection as regular 
  leather armor, but are much more flexible and 
  comfortable.  
   
  • Horn or Bone: Lamellar armors with 
  interwoven scales of bone or horn are 
  expensive, but they offer good protection and 
  are relatively light weight. 
   
  
   
  8 
   
  • Stone or Metal: Lamellar with stone or metal 
  scales is the heaviest and most expensive form 
  of this armor, yet it is still lighter and more 
  flexible than scale mail.   
   
  Linothorax: Made from layers of linen reinforced 
  with adhesives, a linothorax is stiff when first donned, 
  but soon softens and becomes supple from the wearer’s 
  body heat. Like regular clothing, the linothorax is porous 
  and “breaths.” For purposes of determining heat 
  exposure, the linothorax is considered normal clothing, 
  instead of armor.    
   
  There are two types of 
  linothorax armors. Poor quality 
  linothorax is made from common 
  flax fibers and nearly anyone 
  with basic weaving skills can 
  craft it. A good quality linothorax 
  is made from specially selected, 
  high quality flax and 
  professionally woven.  
   
  Leather: Breastplates, pauldrons, greaves, and 
  helms made of cured or boiled leather are common in 
  most lands.  
   
   
   
   
   
   
  Manica: The manica 
  is a sleeve of thick metal 
  armor that protects the 
  wearer from the shoulder 
  to the thumb. A manica 
  grants a +1 armor bonus 
  that stacks with any 
  other form of light armor.  
   
  For purposes of heat 
  exposure, a manica is not 
  considered armor, unless 
  it is worn with any other sort of armor. A character 
  wearing a manica along with any other armor, including 
  a helm and greaves, a cardiophylax, or a linothorax, is 
  considered wearing armor when determining the effects 
  of heat exposure.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  9 
   
  None: Quite a few soldiers 
  go into battle wearing no armor 
  whatsoever. Others carry shields 
  or wear helmets, but are 
  otherwise bare-chested. In some 
  cases this is because of the 
  heat. Even wealthy soldiers may 
  simply choose to forego armor 
  on a hot summer day. In other 
  cases, the prohibitive cost of 
  armor keeps soldiers from using 
  it. In the case of primitive 
  cultures, the scarcity of armor is 
  due to the lack of skilled artisans 
  and raw materials. For others, however, it is a matter of 
  honor and pride to do battle without armor.  
   
  Characters who forego armor should consider feats 
  and abilities that improve their armor class (such as 
  Dodge and natural armor) and mitigate damage (such as 
  damage reduction, and Toughness). See the Appendix 
  for some suggestions and new feats.  
   
  Scale Mail: Used throughout the known world, scale 
  mail is an ancient and common form of 
  armor. Scale is the armor of choice for 
  the medium infantry and cavalry of 
  Seleucia and Parthia. Their horses and 
  elephants are often girded in scale 
  barding as well. Romans often wear scale 
  mail (calling it lorica squamata). Greeks, 
  Celts, and Gauls also wear scale armor.  
  Splint Mail: Heavy infantry and heavy cavalry from 
  Persia and Scythia are often equipped with full suits of 
  splint mail.  
   
  Studded Leather: 
  Leather armor with metal 
  studs or plates sewn into 
  it is more common in 
  eastern countries than in the 
  west. However, nearly every 
  culture has some form of this 
  armor.  
   
  Weapons: Some soldiers 
  (particularly those from Gallia) forego armor in favor of 
  carrying, or “wearing,” a dozen or more weapons. 
  Wearing several axes, swords, javelins, daggers, and 
  clubs into battle affords a modicum of protection when 
  not wearing any other armor. Unarmored characters 
  have an AC of 11 + their Dexterity if they are wearing at 
  least 5 weapons. If they are wearing 10 or more 
  weapons, their armor class is 12 + their Dexterity 
  modifier.  Worn weapons can be drawn like any other 
  weapon, but they no longer provide an armor bonus 
  once drawn. Wearing weapons for protection does not 
  count as wearing armor for purposes for heat exposure.  
   
   
   
   
    
  
   
  10 
   
  SHIELDS  
   
  Shields are the most ubiquitous of military gear, even 
  more common that helmets and spears. Every soldier is 
  equipped with a shield. Soldiers that choose to forgo 
  armor, still use a shield. Poor soldiers 
  that cannot afford armor, or even a 
  sword, still manage to obtain a shield. 
  Calvary, skirmishers, infantry, and 
  even archers use shields.  
   
  Shields also get damaged and worn 
  out, suffering a lot of abuse during 
  combat. Therefore, in most major 
  cities there are businesses with dozens 
  or even hundreds of employees that 
  just produce shields constantly. 
   
  While a shield’s broad surface is 
  used to provide cover against range 
  attacks, the edge of the shield is often 
  used to block melee attacks. Thus a 
  shield can withstand a great deal of 
  punishment in battle if used properly 
  and the opponent does not target it 
  for sundering. 
   
  Notably, attacks from the heavy, inward curving blade 
  of a falx are particularly devastating against shields (see 
  falx for more).   
   
  Shields are made from four types of materials. These 
  are:   
   
  • Metal: Shields of iron or bronze typically 
  average no more than half an inch thick. Iron 
  shields have an AC of 19 and 22 hit points. 
  Bronze shields have AC 18 and 20 hit 
  points.   
   
  • 
  Leather: Leather shields 
  are most often used in tribal regions. 
  They have an AC of 12 and 10 hit 
  points.  
   
  • 
  Wicker: Wicker shields 
  are crafted from tightly woven bands 
  of willow that are wrapped in a spiral 
  and covered with leather. They have 
  an AC 13 and 12 hit points.  
   
  • 
  Wood: Wooden shields 
  are up to half an inch thick. They have 
  an AC of 15 and 18 hit points. They 
  may be reinforced with braces, 
  multiple layers, metal rims, bosses, 
  spindles, and leather facings. A 
  reinforced wooden shield, such as the 
  Roman scutum, has an AC 16 and 20 hit 
  points.  
   
  Shields made of leather and wicker only afford half 
  the protection of a wooden or iron shield (+1 AC bonus).  
  
   
  11 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1 See this weapon’s description for special rules 
  E This is an exotic weapon 
  S This is a simple weapon 
  1 See this weapon’s description for special rules 
  E This is an exotic weapon 
  S This is a simple weapon 
  1 See this weapon’s description for special rules 
  E This is an exotic weapon 
  S This is a simple weapon 
  Melee Weapons 
  Cost 
  Damage 
  Weight 
  Properties 
  One-Handed Melee Weapons 
  Falcata  
  18 gp 
  1d8 Slashing 
  3 lbs 
  Exotic, special 
  Falx, small 
  6 gp 
  1d4 Slashing 
  2 lbs 
  Light, simple 
  Harpe  
  20 gp 
  1d6 Piercing 
  2 lbs 
  Exotic, disarm,  finesse, light 
  Kopis 
  12 gp 
  1d6 Slashing 
  2 lbs 
  Simple, light 
  Khopesh 
  20 gp 
  1d8 Slashing 
  5 lbs 
  Exotic 
  Makhaira 
  8 gp 
  1d6 Slashing 
  2 lbs 
  Finesse, light,  martial 
  Longsword 
  25 gp 
  1d8 Slashing 
  4 lbs 
  Exotic, special, versatile (1d10) 
  Pata 
  14 gp 
  1d6 Piercing 
  2 lbs 
  Exotic, finesse, special 
  Scizore  
  20 gp 
  1d8 Slashing 
  2 lbs 
  Exotic, finesse, special 
  Short sword  
  10 gp 
  1d6 Piercing 
  2 lbs  
  Finesse, light, martial 
  Shotel  
  30 gp 
  1d8 Slashing 
  3 lbs 
  Exotic, finesse  
   
   
   
   
   
  Two handed Melee Weapons 
  Falx  
  25 gp 
  1d8 Slashing 
  6 lbs 
  Exotic, special, two-handed   
  Falx, great  
  30 gp 
  1d10 Slashing 
  8 lbs 
  Exotic, heavy, two-handed, reach, special 
  Great Spear  
  10 gp 
  1d10/1d6 Piercing 15 lbs 
  X2 reach, exotic, brace, heavy, two-handed, special 
  Greatsword  
  N/A 
  2d6 Slashing 
  6 lbs 
  Exotic, heavy, two-handed, special 
  Rhomphaia  
  15 gp 
  2d4 Slashing 
  8 lbs 
  Brace, martial, reach, two-handed 
  Sarissa   
  15 gp 
  1d10 Piercing 
  20 lbs 
  X3 reach, exotic, brace, heavy, two-handed 
  
   
  12 
   
   
   
   
   
   
   
   
  Range Weapons 
  Cost 
  Damage 
  Weight Properties 
  Bows 
   
   
   
   
  Composite longbow  
  100 gp 1d8 Piercing 
  3 lbs 
  Ammunition (range 200/800), heavy, martial, two-handed 
  Composite shortbow  75 gp 
  1d6 Piercing 
  2 lbs 
  Ammunition (range 100/400), simple, two-handed 
  Gastraphetes  
  50 gp 
  1d10 Piercing 
  20 lbs 
  Ammunition (range 100/400), heavy, loading, simple, two-handed 
  Manuballista  
  35 gp 
  1d8 Piercing 
  10 lbs 
  Ammunition (range 80/320), heavy, loading, simple, two-handed 
  Longbow  
  75 gp 
  1d8 Piercing 
  2 lbs 
  Ammunition (range 150/600), heavy, martial, two-handed 
  Shortbow  
  30 gp 
  1d6 Piercing 
  2 lbs 
  Ammunition (range 80/320), simple, two-handed 
   
   
   
   
   
  Darts 
   
   
   
   
  Dart 
  5 cp 
  1d4 Piercing 
  ½ lb 
  Finesse, simple, thrown (range 20/60) 
  Kestros 
  1 gp 
  1d8 Piercing 
  1 lb 
  Ammunition (range 30/120), exotic, loading, two-handed, special 
  Plumbata  
  5 sp 
  1d6 Piercing 
  1 lb 
  Simple, special 
   
   
   
   
   
  Siege Weapons 
   
   
   
   
  Polybolas 
  500 gp 1d10 Piercing 
  35 lbs 
  Martial, special 
  Scorpion 
  300 gp 2d6 Piercing 
  30 lbs 
  Martial, special 
   
   
   
   
   
  Spears 
   
   
   
   
  Dory 
  6 gp 
  1d6 piercing 
  4 lbs 
  Simple, thrown (30/90) 
  Javelin  
  5 sp 
  1d6 Piercing 
  2 lbs 
  Simple, thrown (range 30/120) 
  Longspear 
  5 gp 
  1d8 Piercing 
  6 lbs 
  Brace, reach, simple, thrown (range 20/60) 
  Pilum 
  5 gp 
  1d8 Piercing 
  3 lbs 
  Simple, special 
  Spear  
  2 gp 
  1d8 Piercing 
  3 lbs 
  Brace, simple, thrown (range 20/60) 
  Shortspear   
  1 gp 
  1d6 Piercing 
  2 lbs 
  thrown (range 20/60) 
   
   
  
   
  13 
   
  WEAPONS 
   
  There are several weapons covered in the core rules 
  that are available in this setting such as clubs, axes 
  spears, and bows. Some swords and most polearms from 
  the core rules are not available, however. There are also 
  several weapons and weapon accessories unique to this 
  setting, which are not covered in the core rules. These 
  are all discussed below.  
   
  WEAPON PROPERTIES 
  x2/x3 Reach. A reach weapon is a melee weapon 
  that adds 5 feet to your reach when you attack with it, as 
  well as determining your reach for opportunity attacks 
  with it. A “x2” reach indicates the weapon adds 10 feet 
  to your reach. Likewise, “x3” reach indicates the weapon 
  adds 15 feet to your reach. 
   
  Brace. If you use a readied action to set a brace 
  weapon against a charge, you deal double damage on a 
  successful hit against a charging creature. 
   
  Disarm. Weapons with the disarm property are 
  designed to facilitate disarm maneuvers (DMG p. 271). 
  When attempting a disarm maneuver with a weapon that 
  has the disarm property, you have advantage on your 
  attack roll.   
   
   
  Exotic. Exotic Weapons are unusual weapons that 
  are not commonly known. Often they are only used by a 
  specific culture, in specific region, by specific classes, or 
  are of unique design.  
   
  Due to their unusual or obscure design, proficiency 
  with these weapons is not granted by being proficient 
  with simple or martial weapons. The only ways to be 
  proficient with an exotic weapon are: 
   
  • The exotic weapon is specified in your race 
  description 
  • The exotic weapon is specified in your class 
  description 
  • The exotic weapon is specified in your background 
  • The exotic weapon is considered a martial weapon 
  in your homeland  
  • Use of the Weapon Master feat 
  • Use of Downtime to train in the weapon. To do so, 
  you must find a teacher that is proficient in the 
  exotic weapon. (PHB p.187) 
   
  Creatures that are not proficient in an exotic weapon 
  do not add their proficiency bonus. 
   
   
   
   
   
   
   
  
   
  14 
   
  WEAPON DESCRIPTIONS 
  Axes. Hand axes, battleaxes, and greataxes are all 
  common weapons, especially among tribal peoples, 
  mercenaries, and auxiliary troops. Most professional 
  soldiers consider axes to be crude and barbaric and 
  rarely rely on them.    
   
  Bows. Mounted Scythian archers have used 
  composite shortbows for generations. Archers from 
  Egypt, Kush, and Arabia, as well as those from the far 
  north, are more likely to use longbows.  Greeks, Romans, 
  Persians, and Egyptians use crude crossbows known as 
  gastraphetes and manuballistas.  
   
  Gastraphetes: The gastraphetes is a primitive 
  heavy crossbow, which does not use a 
  winch to draw the bowstring. Rather, it 
  is drawn by pressing the weapon 
  against the ground with the full weight 
  of the user’s body.  
   
  Also, unlike a standard heavy 
  crossbow, a gastraphetes cannot be 
  fired with one hand.  Operating a 
  gastraphetes always requires two 
  hands. Loading a gastraphetes is a full-
  round action that provokes attacks of 
  opportunity. A gastraphetes fires 
  crossbow bolts. 
   
   
  manuballista: The manuballista is a slightly smaller 
  version of a gastraphetes. It is drawn in a similar 
  way, by pressing it against the ground, though it 
  requires less pressure. Operating a manuballista 
  always requires two hands. Loading a manuballista is 
  a move action that provokes attacks of opportunity. A 
  manuballista fires crossbow bolts.  
   
  Clubs. Clubs and their variants 
  (maces and hammers) are the most 
  common weapons in the world. 
  Simple to use, easy to acquire, and 
  deadly in combat, the club has been 
  a mainstay of warriors for millennia. 
  See Ten Exotic Clubs for more.  
   
  Dagger. Large knives with 
  blades up to 18 inches long are very 
  common. Some soldiers prefer these 
  blades in combat and will choose to 
  fight with a dagger rather than a 
  sword. Examples include the Roman 
  pugio, the Spartan sword, and most 
  Persian acinaces.  
   
   
   
   
   
   
   
   
  
   
  15 
   
  Darts. Darts are particularly common weapons. 
  Persians, Greeks, Romans, and many others use darts 
  in warfare.  
   
  Dart: This thrown weapon is larger than an arrow 
  and shorter than a javelin. It has a wooden shaft and 
  a thick metal point. 
   
  Dart, Kestros: This dart, meant to be thrown using 
  a kestros, has a heavy metal point 9 inches long and 
  a wooden shaft 12 inches long, fletched with feathers. 
  If used as a melee weapon, it functions as a dagger. 
  Kestros darts come in bundles of 10. 
   
  Kestros: The kestros is a sling used for launching 
  kestros darts. Your Strength modifier applies on 
  damage rolls when you use a kestros. You can fire—
  but not load—a kestros with one hand. Loading a 
  kestros is an action that requires two hands and 
  provokes opportunity attacks.  
   
  plumbata: These short, weighted darts are usually 
  lobbed underhand in a high arc so they rain down on 
  the target. Your Strength modifier applies on damage 
  rolls when you use a plumbata. They can be used 
  against creatures that are behind barriers like a low 
  wall, but they cannot be used in any place with 
  ceilings (such as indoors). Attacks with plumbata 
  darts always have disadvantage, due to the indirect 
  way they are thrown. However, you can throw up to 
  three plumbata darts in one attack. Make separate 
  attack rolls for each dart.  
  Pole Arms. The Dacian great falx and the Thracian 
  rhomphaia are about the only pole arms available. Most 
  other pole arms from the core rules such as halberds and 
  glaives do not exist in this setting.  
   
  Great Falx: The Dacian great falx is a pole arm, 
  measuring over 6 feet long. It has all the same 
  characteristics as a regular falx, but it also has reach. 
   
  Rhomphaia: This Thracian pole arm consists of a 
  long, single-edged blade attached to a sturdy staff, 
  sometimes slightly curved. It serves as both a cutting 
  and a thrusting weapon. 
   
  Scythes. Both one-handed and two-
  handed sickles are used in warfare and for 
  self defense, particularly in the Balkans and 
  central Europe.  
   
  Siege Weapons. Ballistae, catapults, siege towers, 
  and other large war machines are well known and most 
  wealthy nations employ them. A few siege weapons are 
  small enough to be carried and used in small 
  engagements. 
   
  Both the polybolos and the scorpion can be broken 
  down into components and easily transported. Usually a 
  pack animal carries the weapon, though one or more 
  humanoids may carry the components as well.  
   
  Polybolos: The polybolos is a large, stationary, 
  repeating heavy crossbow. It is mounted on a tripod 
  
   
  16 
   
  which takes one character 2 full rounds to set up (or 
  1 round for two characters) and a move action to 
  reposition.  It uses a chain to draw the powerful 
  bowstring back and a magazine with a rotating 
  wooden rod to feed ammunition into it. Operating the 
  loading mechanism is a move action that requires two 
  hands and provokes an attack of opportunity. Firing 
  the weapon is an action that also requires two hands.   
   
  The magazine holds 12 standard crossbow bolts. 
  Reloading the polybolos with a new magazine is a full 
  round action that 
  requires two hands and 
  provokes an attack of 
  opportunity.  
   
  Scorpion: The 
  scorpion is a stationary 
  heavy crossbow, 
  mounted on a bipod.  It 
  requires one character 
  2 full rounds to set up 
  (or 1 round for two 
  characters) and a move 
  action to reposition.  
  Loading a scorpion is 
  an action that requires two hands and provokes 
  opportunity attacks. A scorpion fires crossbow bolts. 
   
   
   
  Spears. Spears are very common weapons, used by 
  nomadic tribesmen and imperial troops alike. Several 
  variations and accessories for spears are available, as 
  follows.  
   
  Ankyle: Also known as an amentum, an ankyle is a 
  leather thong attached to a spear or javelin, which is 
  looped around the user’s fingers prior to throwing. 
  They are most commonly used with dorys, but may 
  be used with other spears. Any spear or javelin with 
  an ankyle attached has its throwing range increased 
  by 50%.  
   
  Dory: The Greek dory 
  is a longspear with a 
  sharp spike on the back (it 
  is essentially a double 
  spear). However, most 
  warriors use a dory as a 
  longspear, and do not 
  attack with the spike 
  unless the dory gets 
  broken. Dories are  
  equipped with an ankyle 
  which increases their 
  range to 30/90. 
   
  Great Spear. Great spears, such as the Parthian 
  kontos or the Greek Xyston are between 12 and 15 
  feet long. A great spear adds 10 feet to your reach 
  and may be used as a two handed lance while 
  mounted or as a pike while on foot. Some great 
  
   
  17 
   
  spears, such as the xyston, have another spear tip on 
  the back end for setting in the ground or using as a 
  double weapon (1d6 piercing). Great spears are too 
  large to throw and are exotic weapons for all 
  characters except those from Macedonia and Parthia.   
   
  Javelins: Roughly 3 feet long, javelins are light 
  spears, used for throwing and melee.  
   
  Longspear: Longspears range from 6 to 10 feet in 
  length. They may be wielded in one hand and may be 
  thrown. Longspears add 5 feet to your reach. The 
  Greek dory and the Roman hasta are both common 
  examples of longspears.  
   
  Pilum: The tip of this heavy javelin is designed to 
  bend and embed itself into a shield once it hits. Like 
  ammunition, a thrown pilum that hits its target is 
  destroyed. If you hit a shield-using opponent with a 
  pilum, she loses the AC bonuses from that shield until 
  she takes a standard action to pry the remnants of 
  the pilum from her shield.  
   
  Sarissa: These huge spears are up to 20 feet long 
  and are not suited for throwing or close combat. They 
  are extreme reach weapons intend for use in phalanx 
  formations. A sarissa adds 15 feet to your reach. A 
  typical Small or Medium character can use a sarissa to 
  strike a foe that is 20 feet away, but may not use it 
  against any foes that are up to 15 feet away. 
   
  Shortspear: Short spears are for close melee 
  fighting and may also be thrown. Some have such 
  large iron tips that they resemble short swords.  
   
  Spear: The typical spear used throughout the 
  world is roughly 5 feet long. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  18 
   
  Swords. The vast majority of swords forged over 
  the past two millennia have been variations on the 
  short sword, with blades no more than 26 inches 
  long. However, expert smiths have occasionally 
  forged blades in excess of 30 inches (longswords). 
  The closely guarded secrets to this technique have 
  been lost and relearned several times throughout the 
  ages. Below is a list of the most common variations 
  on swords.  
   
  Falcata: This “falcon-shaped” sword from southern 
  Hispania is one of the most advanced 
  weapons in the world. The iron used to 
  make it is buried in the ground for three 
  years before it is forged into high carbon 
  steel, making it resistant to sundering (AC 
  20, 12 hp). It is an exotic weapon for all 
  characters except those from Hispania and 
  Carthage.  
   
  Falx: The falx is a long-handled, hook-
  like sword, capable of destroying leather, 
  wicker, and wooden shields. When you use a falx to 
  sunder an opponent’s leather, wicker, or wooden 
  shield, you gain a +1 bonus to the attack roll and you 
  inflict double damage (2d8). Damage that exceeds 
  the shield’s hit point total is passed on to the shield’s 
  wielder. The falx is an exotic weapon for all 
  characters except those from Dacia.  
   
   
   
  Falx, Small: A small falx is a one handed version of 
  a regular falx. A small falx cannot smash an 
  opponent’s shield the way a regular falx can. These 
  weapons often have a much sharper curve to their 
  blades, making them more like sickles.   
    
  Greatsword: Functional blades of 45 inches or 
  more are extremely rare. Characters seeking to own 
  such a sword must contract a skilled smith and 
  negotiate a price. Greatswords are exotic weapons for 
  all characters.  
   
  Harpe: A harpe is a rare type of short 
  sword with a large hook on one side of the 
  blade for making disarm attacks. Using a harpe 
  effectively requires training and practice; 
  therefore, harpes are exotic weapons.  
   
  Kopis:  The kopis is a heavy slashing 
  weapon with a slightly forward curved, single 
  edged blade. It is a Greek weapon, though it is 
  well known in other lands. It may be used for 
  clearing brush as well as for battle.  
   
  Khopesh: The khopesh is an ancient sickle-like 
  sword that fell out of use more than 1000 years ago. 
  Although it was a symbol and power and strength for 
  the ancient pharaohs, most modern warriors would 
  not seriously consider using one. However, heirlooms, 
  magic weapons, and the exotic appeal of these classic 
  swords keep some warriors interested in them. The 
  khopesh is an exotic weapon for all characters. 
  
   
  19 
   
  Longsword:  Large swords with blades of 32 to 42 
  inches are rare and known only to elite swordsmiths 
  and warriors. Many longswords are also very old and 
  highly prized possessions. However, new longswords 
  are increasingly common.  
   
  There are three types of modern longswords; the 
  Roman spatha, the Sarmatian longsword, and the 
  Celtic longsword. All three weapons share the same 
  straight, double edged design.  
   
  There are also antique longswords, some up to 
  400 years old. The ancient Celts and Goths first 
  forged these swords when chariots were widely used. 
  But as the chariot fell out of use, so did the ancient 
  longsword.  
   
  Longswords are exotic weapons for all characters 
  except those from Sarmatia, Scandza, Gothiscandza, 
  Germania, Hibernia, Caledonia, Gallia, and Britannia.  
   
  Makhaira: The makhaira is a single edged slashing 
  weapon, slightly smaller than a traditional short 
  sword.  
   
  Pata: The pata is a gauntlet with a sword blade on 
  the end. You punch rather than stab with the 
  weapon. While wearing a pata, you cannot use that 
  hand for anything else. You are immune to disarm 
  maneuvers that attempt to cause you to drop a pata. 
  The pata is an exotic weapon for all characters except 
  those with a gladiator background.  
  Scizore: The scizore is a metal tube that fits over 
  the forearm, ending in a semicircular blade used for 
  devastating bladed punch attacks. The scizore grants 
  a +1 shield bonus to AC, but if you attack with the 
  blade, you lose the AC bonus until your next turn.  
  While wearing a scizore, you cannot use that hand for 
  anything else. You are immune to disarm maneuvers 
  that attempt to cause you to drop a scizore. The 
  scizore is an exotic weapon for all characters except 
  those with a gladiator background. 
   
  Short Sword: A short sword is any typical blade of 
  18 to 30 inches long. A number of weapons fall into 
  this broad category including the Greek xiphos, the 
  Roman gladius, most Celtic swords, and some large 
  Persian acinaces. 
   
  Shotel: The shotel is a downward-curving sword 
  designed to reach over or around an opponent's 
  shield. You gain a +1 bonus on attack rolls with a 
  shotel against opponents using shields. Shotels are 
  particularly useful for hooking mounted combatants 
  and ripping them from their steeds. 
  You can make an attack roll against 
  a mounted opponent and instead 
  of doing damage, you can force the 
  rider to make a Dexterity check 
  (DC 10 + your proficiency bonus), 
  or be pulled from the saddle. The 
  Shotel is an exotic weapon for all 
  characters except those from Kush.  
   
  
   
  20 
   
  Appendix: Feats 
   
  A few feats are particularly useful for characters that 
  eschew armor. These are detailed below.  
   
   
  FEATS THAT OFFSET A LACK OF ARMOR 
   
  Many characters choose to go into battle with no 
  armor at all. Some even go into battle completely naked. 
  They survive through the use of the following feats.  
   
  Alert 
  Athlete 
  Defensive Duelist  
  Durable 
  Healer 
  Mobile 
  Savage Attacker 
  Shield Master 
  Tough 
   
   
   
   
   
   
   
   
  FIGHT ON 
  Prerequisites: Constitution 13 or higher 
   
  You can keep fighting even after you should be dead. 
   
   
  You can gain a number of temporary hit points equal 
  to your Constitution modifier. You can activate this feat 
  as a reaction when reduced to 0 or fewer hit points. 
  These temporary hit points last for 1 minute. If your hit 
  points drop below 0 due to the loss of these temporary 
  hit points, you fall unconscious and are dying as normal. 
  If you also have the relentless endurance racial trait, you 
  use that after you have lost the temporary hit points 
  from this feat. After using this feat, you cannot use it 
  again until completing a long rest.  
   
  IRONHIDE 
  Prerequisite: Grey dwarf, faun, or reptilian. 
   
  Due to your unusually tough flesh and thick bones, 
  your armor class increases to 11 + Dexterity modifier. 
   
   
   
   
   
   
   
   
   
  
   
  21 
   
  JAYBIRD  
  Prerequisite: Dexterity 13 or higher 
   
  Without the constraints of clothing or armor, you are 
  more agile and confident.  
   
  • You have advantage on Dexterity saving 
  throws.  
  • You add double your proficiency bonus to all 
  Strength (Athletics), Dexterity (Acrobatics), 
  Dexterity (Stealth), and Charisma 
  (Intimidation) skill checks.  
   
  Special: Wearing armor or clothing of any sort 
  negates the benefits of this feat.  
   
  NAKED AGGRESSION 
  Prerequisite: Strength 13 or higher 
   
  Your attacks are so ferocious and unrestrained that 
  your opponents have difficulty attacking you.  
   
  When you take the attack action with a wooden or 
  metal melee weapon (not an unarmed attack), you gain 
  a +2 bonus to your armor class until your next turn.  
   
  Special: Wearing armor or clothing of any sort 
  negates the benefits of this feat.  
   
   
   
  NAKED AND FEARLESS 
  Prerequisite: Nudism is Health  
   
  Being naked before your enemies strips away all 
  pretenses and lays bare the truth of your being for all the 
  gods to witness. As long as you are naked, you cannot 
  be frightened.  
   
  Special: Wearing armor or clothing of any sort 
  negates the benefits of this feat.  
   
  NUDISM IS HEALTH 
  Wearing armor, or even clothing, can pinch nerves, 
  restrict blood flow, strain joints, and cause muscle 
  fatigue. It also promotes the growth of fungus, molds, 
  and bacteria on the body. Going naked improves blood 
  flow, promotes healthy skin, increases levels of vitamin D 
  from sunlight exposure, and puts no strain on muscles, 
  joints, or nerves. Characters with this feat have 
  recognized these health benefits and go nude as often as 
  possible. With this feat, you gain 2 bonus hit points per 
  character level when you are not wearing armor or 
  clothing.   
   
  Normal: Characters without this feat may strip down 
  before battle, but they do not gain these benefits 
  because they have not conditioned their bodies by 
  frequently going nude beforehand.  
   
  Special: Wearing armor or clothing of any sort 
  negates the benefits of this feat.  
  
   
  22 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Above: Shields are not “worn” as armor, so they do not interfere with these feats. Helms 
  only count as armor if they are worn with something else, such as a pair of greaves. 
  Sandals, scabbards, and capes also do not count as clothing.  
  
   
  23 
   
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  Amazon Vs Valkyries: Arms and Armor, Copyright 2016, Bloodstone 
  Press; Author: L.J. Ogre 
  
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