<< rules:equipment:start ^ rules:start ^ rules:equipment:armor >> # Weapons ## Meta: How Weapons Work Weapons typically add a damage die or dice to an attack action roll. This is their main function. Each weapon is tied to at least one Aspect and does at least one type of damage. If a weapon can do more than one type of damage, each type might use a different Aspect. When making an attack action roll you would use the Aspect that is associated with the chosen damage type. Weapons have other properties that can affect how they are used. Some of these properties are only available under certain circumstances, such as requiring the character to have a certain Feature or specific Domain or to use a specific Aspect (when there is more than one Aspect possible). ## Weapon Properties Weapons have various properties that define how they can be used. ### Action Cost This is how much your **Action Load** will increase if you make an **Attack Action** with this weapon. ### Aspect Weapons are used with specific Aspects. Some weapons might allow using more than one Aspect, and using a particular Aspect might allow the use of some special feature of the weapon. **Important Notes:** - If more than one Aspect is specified, the Aspect being used must be declared before rolling. - If more than one damage type is specified, the damage type being used must be declared before rolling, and only one damage type with it's associated die is done. ### Melee vs. Ranged Weapons that have the **Melee** property can be used against beings or objects that are right next to you. Weapons that have the **Ranged** property can be used against beings or objects that are more than 5 feet from you and less than their **Range** value. If you try to use a weapon that doesn't have the **Ranged** property at a greater distance than 5 feet, you have **Disadvantage** and the damage die it uses is a D4; unless otherwise specified. If you use a weapon that doesn't have the **Melee** property on something within 5 feet of you, you have **Disadvantage** and the damage die is a D4; unless otherwise specified. ### Ammunition A weapon that has the **Ammunition** property requires the character to have, and keep track of, the ammunition that the weapon uses. ### Two-Handed A weapon that has the **Two-Handed** property requires the use of two hands. If your character only has two arms/hands they cannot use this weapon while holding other things like a Shield or a Torch. ### Special Some weapons have special extra abilities. Typically these are only usable by characters using certain **Domains**. The extra abilities that are limited as to who can use them are indicated by a "🔒" followed by the *Domain Requirement*. ## Weapon List ### Battleaxe | Damage Type | Aspect(s) | Damage Die | | --- | --- | --- | | Slashing | Control | 1d8 | **Action Cost:** 2 \\\ **Properties:** Melee \\\ **Special:** - 🔒 (*WeaponMaster Domain*) **Shield Breaker:** When you do *Critical Damage* to a creature using a **Shield**, you **destroy the shield** without them being able to use the shield to reduce the severity. ### Bow | Damage Type | Aspect(s) | Damage Die | | --- | --- | --- | | Piercing | Agility | 1d8 | **Action Cost:** 2 \\\ **Properties:** Ranged (320 feet), Two-Handed, Ammunition \\\ **Special:** None \\\ ### Crossbow | Damage Type | Aspect(s) | Damage Die | | --- | --- | --- | | Piercing | Ingenuity | 1d10 | **Action Cost:** 3 \\\ **Properties:** Ranged (180 feet), Two-Handed, Ammunition \\\ **Special:** None \\\ ### Dagger | Damage Type | Aspect(s) | Damage Die | | --- | --- | --- | | Piercing | Agility, Control, Finesse, or Presence | 1d4 | **Action Cost:** 2 \\\ **Properties:** Melee, Ranged (60 feet) \\\ **Special:** None \\\ ### Dane Axe | Damage Type | Aspect(s) | Damage Die | | --- | --- | --- | | Slashing | Agility or Control | 1d12 | **Action Cost:** 2 \\\ **Properties:** Melee, Two-Handed \\\ **Special:** \\\ - 🔒 (*WeaponMaster Domain*) **Shield Breaker:** When you do *Critical Damage* to a creature using a **Shield**, you **destroy the shield** without them being able to use the shield to reduce the severity. - 🔒 (*WeaponMaster Domain*) **Sweeping Block:** If there is a **5 foot radius around you that is clear of obstacles** (beings or objects) you may **perform a sweeping block** that **increases your Evasion by 5** until you are hit with Serious or Critical damage, move more than 5 feet, or decide to stop. ### Dart | Damage Type | Aspect(s) | Damage Die | | --- | --- | --- | | Piercing | Agility | 1d6 | **Action Cost:** 1 \\\ **Properties:** Ranged (120 feet), Ammunition \\\ **Special:** \\\ - If you hit a creature using a Shield, that shield is destroyed. The creature may use the shield to reduce the severity of the damage for this attack. ### Mace | Damage Type | Aspect(s) | Damage Die | | --- | --- | --- | | Bludgeoning | Fortitude | 1d6 | **Action Cost:** 2 \\\ **Properties:** Melee \\\ **Special:** \\\ - Does double damage to objects ### Sling | Damage Type | Aspect(s) | Damage Die | | --- | --- | --- | | Bludgeoning | Reflex | 1d6 | **Action Cost:** 2 \\\ **Properties:** Ranged (320 feet), Ammunition \\\ **Special:** \\\ - If you run out of **bullets** you may use small rocks but the range is halved. ### Spear | Damage Type | Aspect(s) | Damage Die | | --- | --- | --- | | Piercing | *Any **STR-based*** | 1d8 | | Piercing (Two-Handed) | *Any **STR-based*** | 1d10 | **Action Cost:** 2 \\\ **Properties:** Melee, Ranged (60 feet) \\\ **Special:** \\\ - If you use it **Two-Handed** you may make **Melee** attacks against targets up to 10 feet from you without the range Disadvantage. ### Staff | Damage Type | Aspect(s) | Damage Die | | --- | --- | --- | | Bludgeoning | *Any **DEX-based*** | 1d6 | | Bludgeoning (Two-Handed) | *Any **DEX-based*** | 1d8 | **Action Cost:** 2 \\\ **Properties:** Melee \\\ **Special:** None \\\ ### Sword | Damage Type | Aspect(s) | Damage Die | | --- | --- | --- | | Slashing | *Any **STR-based*** | 1d8 | | Piercing | Agility, Ingenuity, or Control | 1d6 | **Action Cost:** 2 \\\ **Properties:** Melee \\\ **Special:** \\\ - 🔒 (*Skirmish Domain*) **Parrying Dodge:** If you hit a creature, that creature cannot use a reaction against you if you try to move away. ### Warhammer | Damage Type | Aspect(s) | Damage Die | | --- | --- | --- | | Bludgeoning | Fortitude | 1d8 | | Piercing | Control | 1d8 | **Action Cost:** 2 \\\ **Properties:** Melee \\\ **Special:** \\\ - 🔒 (WeaponMaster Domain) **Heavy Strike:** If you do Critical Damage to a creature wearing armor using a Bludgeoning strike, your next attack against that opponent that is Piercing has Advantage.