D&D is a relatively simple roleplaying game system, to allow straightforward gameplay. Its armor and weapons are no exception to that rule. These rules are also unrealistic and in some cases downright wrong. Below are revisions that partially repair the deficiencies, without touching the base rules of the system.
The rules below are modifications of a small part of the basic ruleset of D&D, published by Wizards of the Coast LLC. You can find the original armor and weapon tables at https://www.dndbeyond.com/sources/dnd/basic-rules-2014/equipment#ArmorandShields and https://www.dndbeyond.com/sources/dnd/basic-rules-2014/equipment#Weapons, or in the System Reference Document at https://www.dndbeyond.com/srd.
Armor
General remarks and extra rules:
- No skill is required to employ armor effectively in battle. Light armor proficiency, medium armor proficiency and heavy armor proficiency are all dispensed with. DMs should replace these with other proficiencies.
- A penalty of x2 means disadvantage (worst out of 2 die rolls); x3 means extra disadvantage (worst out of 3 die rolls).
- It does not take excessive strength to wear armor, so strength requirements are lowered. Though a weak character may still become encumbered.
- Helmets and shields increase total armor weight; shields, lifted with just an arm, require substantial strength.
- Full helmets give a disadvantage to perception, which may apply to sight, hearing, perception and surprise checks.
- The comfort disadvantage can be used to determine how much prolonged wearing of armor tires the wearer.
- Steel plate armor is available only in societies with late medieval smithing technology.
- Half plate and full plate armor must be custom fitted to the wearer.
- Helmets are excluded from body armor and can be added again separately. They add to weight and strength requirements.
- Shield bonus is doubled against missile attacks, if coming from the front. Shields add to weight, and have separate strength requirements.
Armor remarks:
- Hide armor is removed as it is either equivalent to leather or insignificant as armor.
- Ring mail too is removed as it does not exist.
- Splint is also removed as it is not full body armor, only limb cover, part of full armor sets.
- Shields are split into three variants.
| Name | Armor Class (AC) | Min. STR | Weight | Cost | Stealth | Perception | Comfort | Remarks |
| No Armor | ||||||||
| None | 10 + Dex modifier | - | 0 lb. | 0 gp | - | - | - | |
| Light Armor | ||||||||
| Padded jack | 11 + Dex modifier (max 3) | - | 8 lb. | 5 gp | - | - | - | renamed from padded |
| Leather jack | 11 + Dex modifier (max 2) | - | 8 lb. | 10 gp | - | - | - | renamed from leather |
| Large gambeson | 12 + Dex modifier (max 2) | Str 1 | 12 lb. | 15 gp | - | - | - | new, quilted armor |
| Medium Armor | ||||||||
| Scale cuirass | 13 + Dex modifier (max 2) | Str 2 | 20 lb. | 40 gp | x3 | - | x2 | renamed from scale mail |
| Lamellar cuirass | 14 + Dex modifier (max 1) | Str 2 | 20 lb. | 45 gp | x2 | - | x2 | new |
| Mail byrnie | 13 + Dex modifier (max 2) | Str 2 | 20 lb. | 50 gp | x2 | - | - | renamed from mail shirt |
| Brigandine cuirass | 14 + Dex modifier (max 1) | Str 2 | 20 lb. | 60 gp | x2 | - | x2 | new |
| Breastplate | 14 + Dex modifier (max 2) | Str 3 | 20 lb. | 100 gp | - | - | x2 | |
| Heavy Armor | ||||||||
| Lamellar suit | 15 | Str 4 | 35 lb. | 80 gp | x2 | - | x2 | new |
| Mail hauberk | 14 + Dex modifier (max 1) | Str 4 | 35 lb. | 90 gp | x2 | - | x2 | renamed from chain mail |
| Half plate | 16 | Str 5 | 45 lb. | 400 gp | x3 | - | x3 | more like three quarters plate, reclassified |
| Full plate | 17 | Str 6 | 55 lb. | 500 gp | x3 | - | x3 | renamed from plate |
| Helmet | ||||||||
| Open helmet | +1 | - | 5 lb. | 10 gp | - | - | - | new |
| Full helmet | +2 | Str +1 | 8 lb. | 20 gp | - | x2 | - | new |
| Shield | ||||||||
| Cavalry shield | +1 | Str 5 | 4 lb. | 5 gp | - | - | - | new |
| Infantry shield | +2 | Str 9 | 7 lb. | 10 gp | - | - | - | |
| Body shield | +3 | Str 13 | 10 lb. | 15 gp | x2 | - | - | new |
Weapons
General remarks and extra rules:
- Many weapons get an attack bonus or penalty.
- All weapons get a minimum strength requirement.
- Some weapons can do slashing, piercing or bludgeoning damage, depending on the choice of the player! However secondary or tertiary damage is less than primary.
- The d3 is introduced as (low) damage die. Use a d6 or d12 and divide the result by 2 or 4 respectively, then round down.
Weapon remarks:
- The rapier is removed; the shorter 'fencing sword' introduced as a new weapon.
- The light hammer is removed, both as melee and missile weapon.
- The trident is removed, it is equivalent to a short spear.
- The pike is removed, it is too long for melee combat.
| Name | Attack | Slashing | Piercing | Bludgeon. | Min. STR | Weight | Cost | Properties | Remarks |
| Simple melee weapons | |||||||||
| Unarmed | -1 | - | - | 1 | Str 1 | 0 lb. | 0 gp | light | |
| Dagger | 0 | 1d3 | 1d4 | - | Str 2 | 1½ lb. | 4 gp | light, finesse | missile weapon listed separately |
| Falcata | +1 | 1d6 | 1d3 | - | Str 5 | 2½ lb. | 8 gp | light | new |
| Sickle | -1 | 1d4 | - | - | Str 4 | 2 lb. | 6 gp | light | |
| Handaxe | -1 | 1d6 | - | - | Str 7 | 3 lb. | 4 gp | light | |
| Battleaxe | -1 | 1d10 | - | - | Str 7 | 4½ lb. | 6 gp | two-handed | reclassified |
| Greataxe | -2 | 2d6 | - | - | Str 9 | 6 lb. | 8 gp | heavy, two-handed | reclassified |
| Light club | -1 | - | - | 1d4 | Str 3 | 2 lb. | 7 cp | light | renamed from club |
| Heavy club | -1 | - | - | 1d6 | Str 7 | 4½ lb. | 15 cp | two-handed | new |
| Greatclub | -2 | - | - | 1d8 | Str 15 | 10 lb. | 3 sp | heavy, two-handed | |
| Light mace | -1 | - | - | 1d6 | Str 9 | 3½ lb. | 5 gp | renamed from mace | |
| Heavy mace | -1 | - | - | 1d8 | Str 6 | 4 lb. | 6 gp | two-handed | new |
| Maul | -2 | - | - | 1d10 | Str 13 | 9 lb. | 13 gp | heavy, two-handed | |
| Morningstar | -1 | - | 1d8 | - | Str 8 | 5½ lb. | 10 gp | heavy, two-handed | |
| Light pick | -1 | - | 1d6 | - | Str 6 | 2½ lb. | 4 gp | light | new |
| Heavy pick | -1 | - | 1d8 | - | Str 6 | 4 lb. | 6 gp | two-handed | renamed from war pick |
| Light javelin | 0 | - | 1d6 | - | Str 3 | 2 lb. | 1 gp | missile weapon listed separately | |
| Heavy javelin | 0 | - | 1d6 | - | Str 7 | 4½ lb. | 3 gp | missile weapon listed separately | |
| Short spear | +1 | - | 1d6 | - | Str 5 | 3½ lb. | 2 gp | versatile (- / 1d8 / -) | renamed from spear |
| Medium spear | 0 | - | 1d8 | - | Str 6 | 6 lb. | 4 gp | heavy, two-handed, reach | new | Martial melee weapons |
| Shortsword | +1 | 1d4 | 1d4 | - | Str 5 | 2½ lb. | 8 gp | light, finesse | |
| Saber | +2 | 1d6 | 1d4 | - | Str 5 | 2½ lb. | 8 gp | finesse | renamed from scimitar |
| Fencing sword | +2 | 1d4 | 1d6 | - | Str 4 | 2 lb. | 8 gp | finesse | |
| Arming sword | +2 | 1d6 | 1d6 | - | Str 6 | 3 lb. | 10 gp | new | |
| Bastard sword | +2 | 1d6 | 1d6 | - | Str 7 | 3½ lb. | 12 gp | versatile (1d8 / 1d8 / -) | renamed from longsword |
| Greatsword | +1 | 1d10 | 1d8 | - | Str 7 | 6 lb. | 20 gp | heavy, two-handed | |
| Light warhammer | -1 | - | 1d6 | 1d4 | Str 7 | 3 lb. | 7 gp | new | |
| Heavy warhammer | -2 | - | 1d8 | 1d8 | Str 8 | 5½ lb. | 13 gp | two-handed | renamed from warhammer |
| Light poleaxe | +1 | 1d10 | 1d6 | 1d6 | Str 6 | 4 lb. | 12 gp | two-handed | new |
| Heavy poleaxe | +1 | 2d6 | 1d8 | 1d8 | Str 8 | 5½ lb. | 15 gp | two-handed | new |
| Flail | -2 | - | - | 1d6 | Str 14 | 5½ lb. | 15 gp | ||
| Scourge | -2 | 1d3 | - | - | Str 7 | 2 lb. | 2 sp | finesse | new |
| Whip | -2 | 1d3 | - | - | Str 9 | 5 lb. | 5 sp | reach, finesse | |
| Half staff | +1 | - | - | 1 | Str 1 | 1 lb. | 6 cp | versatile (- / - / 1d3) | new |
| Short staff | +3 | - | - | 1d3 | Str 4 | 3½ lb. | 2 sp | two-handed | renamed from quarterstaff, reclassified |
| Long staff | +2 | - | - | 1d4 | Str 11 | 9 lb. | 5 sp | two-handed | new |
| Lance | 0 | - | 1d12 | - | Str 12 | 6 lb. | 5 gp | reach, special (only in horse charge) | |
| Sword-staff | 0 | 1d8 | 1d4 | - | Str 7 | 5 lb. | 12 gp | heavy, two-handed, reach | renamed from glaive |
| Halberd | 0 | 1d12 | 1d6 | - | Str 10 | 7 lb. | 20 gp | heavy, two-handed, reach | |
| Simple missile weapons | |||||||||
| Dart | 0 | - | 1d4 | - | Str 10 | 1 lb. | 6 sp | finesse, thrown (range 30/70) | |
| Light javelin | 0 | - | 1d6 | - | Str 11 | 2 lb. | 1 gp | thrown (range 20/50) | melee weapon listed separately |
| Heavy javelin | 0 | - | 1d8 | - | Str 12 | 4½ lb. | 3 gp | thrown (range 10/20) | replaces thrown spear |
| Hand crossbow | +2 | - | 1d4 | - | Str 2 | 3 lb. | 5 gp | light, ammunition (range 25/80), loading | reclassified |
| Light crossbow | +2 | - | 1d6 | - | Str 3 | 6 lb. | 10 gp | two-handed, ammunition (range 50/160), loading | |
| Medium crossbow | +2 | - | 1d8 | - | Str 4 | 6½ lb. | 15 gp | two-handed, ammunition (range 60/200), loading | new |
| Heavy crossbow | +2 | - | 1d10 | - | Str 8 | 15½ lb. | 25 gp | two-handed, ammunition (range 120/320), loading | reclassified |
| Martial missile weapons | |||||||||
| Throwing star | -2 | - | 1 | - | Str 8 | ¼ lb. | 5 sp | light, thrown (range 5/15) | new |
| Dagger | -2 | - | 1d4 | - | Str 6 | 1½ lb. | 4 gp | light, thrown (range 10/20) | melee weapon listed separately |
| Handaxe | -2 | - | 1d6 | - | Str 7 | 3 lb. | 4 gp | light, thrown (range 10/20) | melee weapon listed separately |
| Throwing club | -1 | - | - | 1d4 | Str 6 | 1½ lb. | 2 sp | light, thrown (range 15/35) | new |
| Hunting boomerang | -1 | - | - | 1d4 | Str 4 | ¼ lb. | 5 cp | thrown (range 55/130) | new |
| War boomerang | -1 | - | - | 1d6 | Str 5 | ¾ lb. | 1 sp | thrown (range 30/80) | new |
| Shortbow | 0 | - | 1d4 | - | Str 5 | 1 lb. | 1 gp | two-handed, ammunition (range 50/160) | reclassified |
| Hunting longbow | 0 | - | 1d6 | - | Str 8 | 1½ lb. | 2 gp | two-handed, ammunition (range 60/200) | new |
| War longbow | 0 | - | 1d8 | - | Str 13 | 2 lb. | 6 gp | heavy, two-handed, ammunition (range 70/240) | |
| Sling | -2 | - | - | 1d6 | Str 6 | ¼ lb. | 2 cp | ammunition (range 110/270) | reclassified |
| Staff sling | -1 | - | - | 1d8 | Str 5 | 1 lb. | 6 cp | two-handed, ammunition (range 90/220) | new |
| Net | -1 | - | - | - | Str 10 | 3 lb. | 4 sp | thrown (range 5/10), special (entangling) | |
| Ninjutsu fukiya | +1 | - | 1 | - | Str 1 | ¼ lb. | 4 cp | ammunition (range 15/35) | new |
| Hunting blowgun | 0 | - | 1 | - | Str 3 | 1½ lb. | 12 cp | two-handed, ammunition (range 50/110) | new |
| War blowgun | -1 | - | 1 | - | Str 2 | 1 lb. | 1 sp | two-handed, ammunition (range 40/80) | renamed from blowgun |