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rules:equipment:weapons [2025/06/29 14:33] – created Ron Helwigrules:equipment:weapons [2025/07/13 14:08] (current) Ron Helwig
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 # Weapons # Weapons
  
-List of 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. 
 +