Weapons

Base weapon stats go here.

Weapons

Normal (non-magical) weapons are described herein.

Simple Melee Weapons
  • All characters have proficiency with simple weapons. Simple weapons inflict one of three damage types (bludgeoning, piercing, or slashing), and their basic mechanics are given by their weight using the table below.
Weapon Type Damage Ability Score Handedness

Light

1d6

Dex

One-hand or offhand

Medium

1d8

Dex or Str

One-hand

Heavy

1d10

Str

Two-hand

Simple Ranged Weapons
  • All characters have proficiency with simple ranged weapons.
Weapon Type Damage Ability Score Handedness Range

Light

1d4

Dex

One-hand or offhand

30/120

Medium

1d6

Dex or Str

Two-hand

60/240

Heavy

1d8

Str

Two-hand

100/400

Martial weapons
  • Martial weapons are made for war, designed for use by trained fighters. Only some classes have proficiency with these weapons. See Skills for details.
  • Any given martial weapon uses the mechanics of a Simple Weapon (see above), with one additional modifier from the list below.
Modifier Description

Reach

+1 square of reach, -1 damage die

Hefty

+1 damage die, min 15 Str to wield (med/heavy only)

Parrying

+2 AC vs melee

Extended Range

Double range (ranged weapons only)

Throwable

Melee weapon doubles as ranged weapon of same category

For example, a longsword is a medium slashing weapon with the Parrying ability. Thus, it inflicts 1d8 slashing.

Superior Weapons

Some weapons are crafted superior to others. They may be of exceptional quality, or forged from unusual materials.

Item Quality

Quality Effect Resource Cost

Fine

+1 AR, +1 slot

5 (major)

Superior

+2 AR, +2 slots

10 (major)

Exceptional

+3 AR, +3 slots

15 (major)

Masterwork

+4 AR, +4 slots

20 (major)

Legendary

+5 AR, +5 slots

25 (major)

Materials

TBD

Magic Enchantments

All weapons have one enhancement slot by default. Higher-quality weapons have more. Each magical enchantment takes up one slot.

Elemental

Enchantment Effect Resource Cost

Flaming

Inflicts 1d6 bonus fire damage, or, if you spend 1 Mana, 3d6 fire plus 1d6 ongoing for 3 rds.

5 (major)

Frost

chilled (half speed and damage) (Con 13 ends).

5 (major)

Shocking

stunned for 1 rd (Con 13 negates).

5 (major)

Also check out Inscribe Rune

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