Weapons¶
Every adventurer needs at least one reliable weapon by her side, preferably more. Example weapons of average quality and price are provided below. Weapons made from special materials cost substantially more, sometimes up to 100 times as much.
Special Metals¶
| METAL | SPECIAL QUALITY |
|---|---|
| Adamantine | Cannot be seriously damaged by mundane means. +2 Str bonus when breaking things. |
| Cold Iron | +1 to hit and damage against Demons and Undead, and bypasses their immunities and/or resistances. |
| Mithral | +2 initiative bonus. Doubles throwing weapon distance or may throw other single handed weapons (eg longsword) up to 30 ft. |
| Silvered | +1 to hit and damage against Lycanthropes and Aberrant Terrors, and bypasses their immunities and/or resistances. |
Silvered weapons are a silver-steel alloy useful against Lycanthropes and Aberrant Terrors. Weapons forged of cold iron (the oldest and purest iron ore, mined deep and sometimes exhibiting mild ferromagnetism) are best against Demons and Undead. Mithral is a fey metal, incredibly light and flexible. Adamantine is the hardest metal known to man, impervious to mundane forces once tempered.
An item cannot combine metal properties. There is something about the forging process that nullifies any prior property.
Weapon Properties¶
Note some weapons cause a special effect on a natural 1d20 roll of 19. The GM may permit adventurers (and possibly some rare NPCs) to avoid this effect by making a successful Luck save. Most melee weapons require the attacker to be within 5 ft of their opponent, but some weapons have a 10 ft reach (ie striking range, as identified in the table).
Melee Weapons¶
| WEAPON | DAMAGE | COST | PROPERTIES |
|---|---|---|---|
| Battle Axe | 1d8 | 5 gp | +1 damage if used two handed. On a natural 19 to hit roll, the target must roll on the Injuries & Setbacks table (players may choose to make a Luck save to negate). Also good for chopping through trees, doors, chains and chests. |
| Club | 1d6 | Free | Often masquerades as a tree branch, fire log or table leg. |
| Dagger or Knife | 1d4 | 1 gp | May be thrown up to 40 ft. Easily concealed. +2 on initiative checks (not cumulative with another dagger or shortsword). |
| Great Sword, Axe, Hammer | 1d12 | 30 gp | Two handed. Suffers disadvantage in cramped quarters. On a natural 19 to hit roll, you daze, rattle or unbalance your foe; they automatically act last next round. |
| Light Hammer or Mace | 1d6 | 3 gp | May be thrown up to 25 ft. On a natural 19 to hit roll, you knock your target prone, or backwards up to 10 ft. |
| Light Axe | 1d6 | 2 gp | May be thrown up to 25 ft. On a natural 19 to hit roll, the target must roll on the Injuries & Setbacks table (players may choose to make a Luck save to negate). Also good for chopping through trees, doors, chains and chests. |
| Flail | 1d6+1 | 8 gp | On a natural 19 to hit roll, you trip or disarm your foe. |
| Heavy Mace or Hammer | 1d8 | 10 gp | +1 damage if used two handed. On a natural 19 to hit roll, you knock your target prone, or backwards up to 10 ft. |
| Lance | 2d4+1 | 8 gp | Double damage via mounted charge. |
| Longsword, Bastard Sword or Rapier | 1d8 | 15 gp | +1 damage if used two handed (excluding rapier). On a natural 19 to hit roll, you disarm your foe. Rapier gains +2 bonus on Interception checks. |
| Polearm | 1d10 | 20gp | Two handed. Suffers disadvantage in cramped quarters. May make melee attacks up to 10 ft distant. |
| Shortsword | 1d6 | 6 gp | On a natural 19 to hit roll, you disarm your foe. +2 on initiative checks (not cumulative with another shortsword or dagger). |
| Spear | 1d6+1 | 3 gp | +1 damage if used two handed. May be thrown up to 50 ft. May make melee attacks up to 10 ft distant. |
| Staff | 1d6 | 1 gp | +1 damage if used two handed. May make melee attacks up to 10 ft distant. Great for hiking, monks and the elderly. |
| Whip | 1d4 | 6 gp | On a natural 19 to hit roll, you trip or disarm your foe. May make melee attacks up to 10 ft distant. |
Ranged Weapons¶
Ranged weapons allow the user to attack from a safe distance. Ranged weapons and ammunition may be forged of special metals, just like melee weapons.
If the GM chooses to track ammunition, there is 50% chance of retrieving each piece used (90% for special metals). Ranged attacks may be made up to twice the listed range but suffer disadvantage beyond standard range.
Ranged Weapons¶
| WEAPON | DAMAGE | COST | RANGE (FT) | PROPERTIES |
|---|---|---|---|---|
| Heavy Crossbow | 2d8 | 100 gp | 200 | Two handed. On a natural 19 to hit roll, the target is knocked prone. Costs an action to reload, but if the user suffers damage during a reloading round, the action is lost. |
| Javelin | 1d6 | 3 gp | 70 | May be used in melee without disadvantage. |
| Light Crossbow | 2d4+1 | 35 gp | 150 | May be fired with one hand. Two hands to reload. Costs an action to reload, but if the user suffers damage during a reloading round, the action is lost. |
| Long Bow | 1d8 | 50 gp | 250 | Two handed. |
| Short Bow | 1d6 | 25 gp | 150 | Two handed. More concealable and less bulky than the Long Bow. May be used while mounted. |
| Sling | 1d4 | 1 gp | 100 | May be fired with one hand. Requires two hands to reload. Stones are free. |