Armor and Weapons

In DnD and many other systems, a list of weapons, armor, and equipment is provided. That list, though, is usually weird, and everything is vaguely European-Tolkien-fantasy stuff with some weapons and armor from other places in the real world added in... Even if it's for a system with nothing to do with Europe or Lord of the Rings, or Earth in general.

And Nexus cleanly falls into that category. There are humans, but there's also magic, and elves, and planestouched, and the humans aren't the same as on earth... Point is, I find it very hard to believe that certain things would be used alongside inhuman and magical martial techniques, and with the logic presented by the alchemical world of Nexus. So I've written large sections of arms and armaments more suited to the environment, time, magic, and peoples living in the region they are found.

So, sorted by location they are found in, here are the armories of Nexus.

Armor Properties
Augmenting. Augmenting Armor is worn alongside other armor to increase Armor Class in exchange for reducing the amount of Dexterity you may apply to it. If worn with Heavy Armor, it increases the Strength requirement by 2, and further decreases speed by 5.

Barrier. Barriers have hit points and suffer damage in place of you. Once broken, you suffer damage as normal. Any mundane benefits they grant are lost after it has been destroyed.

Heavy. Heavy Armor provides a large AC, but you cannot add your Dexterity to your armor class while you wear it. While wearing heavy armor, your movement speed is decreased by 5 feet, and you possess disadvantage on dexterity-based skill checks. You must possess a Strength Score equal to the armor class provided, otherwise your speed is further halved.

Light. Light Armor provides a low AC, but it does not impede you in any way.

Medium. Medium Armor provides a middling AC, but limits how much of your Dexterity may be added to your AC, usually to 2. Medium Armor also gives you disadvantage on stealth checks.

Regenerating. Regenerating armors and barriers recover their damage. Regenerating Armor reduces an imposed Penalty on itself by 1 at the beginning of each of your turns. Regenerating Barriers possess a Regeneration or Recharge Die, which they regain at the beginning of each of your turns. If a piece of armor serves as both Armor and Barrier, then both halves of this feature function normally.

Shield. Shields are worn on an arm or in a hand, and offer a bonus to Armor Class, sometimes with additional benefits.

Weapon Properties
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon).

Bolt-Action. A Bolt Action weapon may only fire a single shot before needing to be cleared as a bonus action. If you must reload the weapon in addition to clearing it, you do so in the same action or bonus action(As appropriate to the Reload).

Break Action. A firearm with the Break Action property must be reloaded afer a certain number of attacks, noted with the weapon. A break action weapon may be loaded as a bonus action, however loading the weapon prevents you from taking attacks with the weapon until the beginning of your next turn.

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Fist. Fist weapons are used in tandem with an unarmed attack or natural weapon. Thus, their damage is added to the damage of their wielder's unarmed attack or natural weapon, rather than rolling damage normally.

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.

Hidden. The weapon may be drawn and stowed with no Minor Action. While stowed, checks made to see or find the weapon possess disadvantage.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Natural. Weapons with this property are used in place of your usual natural weapons. You are not proficient in them unless proficient in the natural weapon they are replacing.

Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Reload. Weapons with the Reload property have a separate container for their ammunition. You may switch containers for a weapon you are wielding using your bonus action.

Scatter. The weapon's attack is applied against all creatures in a cone of the specified length.

Shell Loading. Shell-loading weapons have limited ammunition, noted with the weapon. You may use an action to fully reload the weapon, or use your bonus action to load the weapon halfway.

Shield. The weapon functions as both a weapon and a Shield. For the purposes of related features, the wielder may choose to use the weapon as only one of these at a time, or both.

Sized. A Sized weapon is a different Size than Medium, such as Large, Huge, or Small. Wielding a weapon which is too large or substantially too small prevents you from adding any positive bonuses to the attack roll.

Skilled. On a successful hit, you add both your strength and dexterity to the damage of the weapon.

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Thunderstone. The damage dice of this weapon Explode.

Two-Handed. This weapon requires two hands when you attack with it.

Utility. The weapon may be used as a weapon, or as a type of tool, listed with the feature.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Vicious. When you successfully hit an attack with advantage, the weapon deals additional damage(Listed with weapon).

Energy Shielding
Energy Shields are used on Anntarrem primarily, but adventurers have brought a handful of such devices other places. They haven't caught on in those other places, mostly because they don't have the magical advancements to just make them, as on Anntarrem, but once it's easier to make them... Get used to them. Their only downside is that you can wear just one at a time.

Energy Shields are a type of Magitech gadget, and are thereby tied to magitech batteries, but they're the shit so it's worth it the moment people figure out how to make them.

Aram, Ardoheim, Yhillin, and Zirantia
The populations of Aram, Ardoheim, and Yhillin are primarily Giantspawn, while Zirantia is mostly Beastkin, but both Giantspawn and Beastkin are common in all four nations. As such, the use of traditional weapons from both Giantspawn and Beastkin cultures, and weapons suited to both sorts of creature, are common in all four nations.

Eustrin and Southern Aram
Eustrin, as a subregion of Aram, has a large minority of Giantspawn, but it is primarily Dwarren, and there are actually almost as many Elves as Giantspawn in the region. As such, the arms and armaments of the people of Eustrin are highly different than the rest of Aram, favouring the TinkerTek devices crafted by the Gnomes and other Dwarren of Eustred. The Dwarren of Embrace use their own equipment, however, due to their limited connection with the rest of the region.

Ghel Woodlands
The Ghel Woodlands has a population that is 90% elves. With a constant stagnation due to their massive lifetimes and isolationist nature from the rest of the continent, their armories are more limited and specific than other nation's, though highly suited to the individualistic and high-training nature of the forest.