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.