Table of Contents
Weapons & Armor
As an adventurer, you always want a weapon close at hand - danger lurks around every corner.
Weapon Traits
Grip indicates how many hands are needed to wield the weapon.
STR indicates the minimum STR required to effectively wield the weapon.
Damage indicates how much damage the weapon deals on a successful hit.
Durability indicates how much damage the weapon can parry before becoming damaged.
Range indicates the maximum meters the weapon can reach with an attack.
Cost indicates the typical price of the weapon. The actual price may vary based on supply and demand.
Features indicates what special features the weapon has.
- Subtle: Easily concealed. Grants an additional die on Sneak Attack Damage
- Knockdown: Advantage on Knockdown attempts
- Versatile: This weapon can be wielded in 1 or 2 hands, dealing an extra die of damage when wielded two-handed
- Entangling: Can be used to initiate and maintain a grapple
- Disarming: Advantage on Disarm attempts
- Thrown: Can be thrown STR meters
Armor Traits
Armor Rating sets the threshold for incoming attacks. A successful attack that falls below the threshold deals one-half damage.
Armor rating doubles as the Base Threshold for the Athletics, Evade, and Sneaking skills as well as Spellcasting rolls. Helmets Armor Rating sets the Base Threshold for Awareness and Spot Hidden rolls.
Armor & Helmets
| Armor | Armor Rating | Cost | Supply |
|---|---|---|---|
| Leather | 2 | 3 sp | Common |
| Studded | 3 | 6 sp | Uncommon |
| Lamellar | 4 | 15 sp | Uncommon |
| Chainmail | 5 | 6 gp | Uncommon |
| Half Plate | 6 | 12 gp | Rare |
| Plate Mail | 7 | 40 gp | Rare |
| Cap | 2 | 15 cp | Common |
| Open Helm | 3 | 4 sp | Uncommon |
| Closed Helm | 4 | 12 sp | Rare |
| Great Helm | 5 | 25 sp | Rare |
Melee Weapons
| Melee Weapon | Grip | STR | Range | Damage | Durability | Cost | Supply | Features |
|---|---|---|---|---|---|---|---|---|
| Unarmed | — | — | 2 | D6 B | — | ——– | — | |
| Dagger | 1H | — | STR | D8 P,S | 9 | 2 sp | C | Subtle. Can be thrown |
| Parrying Dagger | 1H | — | 2 | d6 P,S | 15 | 12 sp | U | Subtle. |
| Short Sword | 1H | 7 | 2 | d10P, S | 12 | 1 gp | C | |
| Broad Sword | 1H | 10 | 2 | 2D6 P, S | 15 | 18 sp | C | |
| Long Sword | 1H | 13 | 2 | 2D8 P, S | 15 | 3 gp | U | |
| Great Sword | 2H | 16 | 2 | 2D10 S | 15 | 5 gp | R | |
| Scimitar | 1H | 10 | 2 | 2D6 S | 12 | 22 sp | U | Knockdown |
| Handaxe | 1H | 7 | STR | 2D6 S | 9 | 25 cp | C | Can be Thrown |
| Battleaxe | 1H | 13 | 2 | 2D8 S | 9 | 15 sp | U | Knockdown |
| Two-handed Axe | 2H | 16 | 2 | 2D10 S | 9 | 45 sp | U | Knockdown |
| Mace | 1H | 7 | 2 | 2D4 B | 12 | 6 sp | C | |
| Morning Star | 1H | 13 | 2 | 2D8 B | 12 | 28 sp | U | |
| Flail | 1H | 13 | 2 | 2D8 B | — | 28 sp | U | Cannot Parry, Knockdown |
| Warhammer, Light | 1H | 10 | 2 | 2D6 B | 12 | 13 sp | U | Knockdown |
| Warhammer, Heavy | 2H | 16 | 2 | 2D10 B | 12 | 4 gp | U | Knockdown |
| Club, Small | 1H | 7 | 2 | D8 B | 9 | 1 cp | C | |
| Club, Large | 2H | 16 | 2 | 2D8 B | 12 | 3 cp | C | |
| Staff | 2H | 7 | 2 | D8 B | 9 | 1 cp | C | Knockdown |
| Short Spear | 1H | 7 | STR×2 | D10 P | 9 | 8 cp | C | Can be Thrown |
| Long Spear | 2H | 10 | 4 | 2D8 P | 9 | 15 cp | C | Long |
| Lance | 1H | 13 | 4 | 2D10 P | 12 | 25 sp | R | Long, piercing, requires combat trained mount |
| Halberd | 2H | 13 | 4 | 2D8 S, P | 12 | 35 sp | R | Long, Knockdown |
| Trident | 1H | 10 | STR | 2D6 P | 9 | 12 sp | U | Knockdown, Can be thrown |
| Shield, Small | 1H | 7 | 2 | D8 B | 15 | 4 sp | C | |
| Shield, Large | 1H | 13 | 2 | D8 B | 18 | 8 sp | C | |
| Rapier | 1H | 8 | 2 | d10 P | 10 | 25 sp | U | |
| Parrying Cloak | 1H | – | — | d6 B | 8 | 35 cp | U |
Ranged Weapons
| Ranged Weapon | Grip | STR | Range | Damage | Durab-<br>ility | Cost | Supply | Features |
|---|---|---|---|---|---|---|---|---|
| Sling | 1h | — | 20 | d8 B | — | 1 cp | C | Tiny |
| Long Bow | 2h | 13 | 100 | D12 P | 6 | 12 sp | U | Requires Quiver |
| War Bow | 2h | 16 | 200 | 2d8 P | 9 | 25 sp | U | Requires quiver |
| Crossbow, Light | 2h | 7 | 40 | 2D6 P | 6 | 15 sp | U | Requires Quiver, No Bonus Damage |
| Crossbow, Heavy | 2h | 13 | 60 | 2D8 P | 9 | 4 gp | R | Requires Quiver, No Bonus Damage |
| Crossbow, Hand | 2h | 7 | 30 | 2D6 P | 6 | 3 gp | R | Requires Quiver, No Bonus Damage |
| Atl Atl | 1h | 7 | 60 | +d8 | 3 | 5 cp | U | Requires Spear |
| Quiver of Arrows | — | — | — | — | — | 15 cp | C |
Weapon & Armor Quality
The weapons and armor listed on these tables are considered to be of average quality from a skilled craftsman. These are the baseline stats for each weapon and armor. The following Quality Modifiers can be applied to any weapon or armor to define exactly how good its craftsmanship is.
| Quality | Price | Damage | Durability | Armor Rating |
|---|---|---|---|---|
| Crude | x.5 | x.5 | x.5 | x.5 |
| Low Quality | x.75 | — | x.5 | — |
| Standard | — | — | — | — |
| Mastercraft | x5 | x1.5 | x1.5 | +2 |
| Paragon | x10 | x2 | x2 | +4 |
Damage Types
Different damage types gain favor on their damage rolls against different materials.
- Bludgeoning: These attacks have favor on their damage rolls against solid objects.
- Piercing: These attacks have disadvantage on all object destruction rolls.
- Slashing: These attacks have favor on their damage rolls against soft objects.
- Fire: These attacks have favor against objects that are flammable, including most organic materials.
Improvised Weapons
Ale bottles, tavern chairs, petrified fish, most anything can be used as a weapon in the right hands. In the situation where you are attacking with something that is not commonly known as a weapon, you make your attack roll with Disfavor.
| Improvised Weapon | Grip | Damage | Durability |
|---|---|---|---|
| Tiny (fist sized) | 1h | d4 | 3 |
| Small (forearm sized) | 1h | d6 | 5 |
| Medium (sword sized) | — | d6 (1h)<br>d8 (2h) | 5 |
| Large (chair sized) | 2h | 2d6 | 7 |