Enchanted Realms Rulebook

Equiping The Character

We shape our tools, and then our tools shape us.

Once having created a character, equipment is needed. There is a standard set of equipment, but this does not include armor and weaponry. Below are the different types of defensive and offensive equipment needed in the game. A character should be permitted at least light armor and a light weapon. However, the GM may allow a starting allowance to purchase items. A fair number would be around 400 bits, but this could be adjusted by the GM based on history, background and inheritance.

Enchanted Realms encourages a maintenance-fee system of personal economy. This will be explained later, but it is essentially the idea that money is spent to ensure one has the standard items and weapons, armor and such are kept in top condition, repaired when needed. This works out to an average cost which is subtracted monthly. It may not be perfect, but it’s close enough and much easier than counting pennies.


In an adventuring world, there are different cultures, each with their own innovations. The creation of armor is no exception. However, with armor, there is a little more to things than just crafting a protective suit.

Lifesong is a key element to Enchanted Realms. All living beings, even undead beings, have a lifesong which defines what they are. It is a simple concept with many, many layers to it. One of those layers is how inanimate objects integrate with a person when being worn and carried. Specific to armors, these items are not merely coverings to prevent physical harm but also have an interaction with one’s lifesong. Typically, this merely means that one is able to use an Agility modifier (from zero to five) to adjust the AC. However, this does not work quite as intuitively as commonly thought for most RPG games.

Rather than an armor being supple or bulky to determine how well one can move in it, the construction and crafting of armor - yes even non-magical armor - becomes part of the the wearer’s lifesong. As such, the materials used, its shape, its bulk and density, along with its metaphysical form and purpose, all integrate with the wearer to create effects that are greater than the sum of the parts. Again, this is for non-magical armors. It can become more complicated and unique when augmenting magic into the equation. But as a baseline, this means that different armors may have different properties, making them able to be slept in without issue, enhanced due to the wearer’s Agility score -- or perhaps due to the wearer’s Faith. Yes, some armors, because they are prepared by the Church, in the Church and for the Church, integrate with the wearer’s lifesong to enhance protection based on Faith. This is due to the intrinsic trueform of the robe integrating with one’s lifesong. Likewise, when Agility is the affected stat, the armor, still non-magical, has a slight animation to it as a “symbiotic” process of this lifesong interaction. The character’s high Agility essence from his or her lifesong transfers into the inanimate object, allowing it to react and respond connaturally to an attack. Different materials may also cause different modifications when wearing armor.

Additionally, certain armors integration into the lifesong can create conflict with one’s ability to perform other skills optimally. Due to the material of a type of armor, its trueform, etc., Things potentially interfered with are the skills of archery, sorcery and skills that affect stealth. However, social interactions can also be impacted due to one’s armor. When wearing certain armors, those skills and interactions will occur under the rules of being at disadvantage. However, very strong characters may be able to overcome that disadvantage to wear the armor as without this penalty. If certain sub-attributes are high enough in combination, then the disadvantage rule can be ignored. The number of combined values will be noted as part of the armor when such a penalty applies to the type of armor.


To be clear, Armor Class (AC) is the numerical value that must be met in an attack roll to strike an enemy and inflict damage. The base AC is 10; thus, if someone is wearing normal clothing or even naked for that matter, that being’s Armor component is 10.

The calculation of AC comes from four components: armor base, attribute modifier, shield component and the “other” category. When something modifies a value in one of the components, only the best value is used; then all the numbers are summed up to determine the total AC.

If a character is wearing armor that is the new armor base; however, some armors adjust slightly against different damage types. If a shield is employed, then an additional +2 is added. Atop that value, any modifiers might be added; however, that is dependent on the type of armor worn. This is an important detail, as someone without armor does not gain a modifier bonus unless some other item or spell allows for it. This means a normally clothed person has an AC of 10, even if that character’s Agility score is 12. This is due to how the lifesong works and interacts with inanimate objects. Finally, if there are any protective magics from enchantments to the armor or magical spells, those bonuses are added as well. However, as stated above, if more than two magical effects are in play, they are not cumulative; only the greater of the values can be added.

In other RPGs, armor will have bulk, like light or heavy; however, here each piece of armor has a few properties that are used instead of that concept. Clearly, all armors have weight and calculate into the encumbrance rules. When a character carries too much weight, penalties will occur - mostly movement and delays to initiative. Armor will likely be the heaviest item kept on one’s person. The Roll20 character sheets will automatically calculate encumbrance and offer warnings if moving too much in a single action.

Further, each armor type will has a sub-attribute that can modify the AC. If there is nothing listed in a table or item description, then no modifier is permitted. Most often, this sub-attribute will be Agility, but some materials and craftings will allow a different value to be used to modify AC.

Additionally, there are details of how long it takes to don the armor. Lighter, more supple armor can be put on and buckled up in around 30 seconds, while something detailed with multiple pieces, such as plate mail could take up to 5 minutes. This is important especially for a priest who might consider selecting the assemble armor incantation. Another aspect is how long an armor can be worn before penalties occur. This is listed in hours, but a character’s Resilience score can add an additional hour per point. Thus, leather armor can be worn for 168 hours (one week) before penalties set in. However, when worn by someone with a 6 Resilience, the armor can be worn up to 174 hours before the penalties occur. On the other end, plate mail has a standard of 6 hours; thus, that same character can wear it for 14 hours before worrying about penalties.

The penalties once going beyond the alloted time when wearing armor occur during rests. This is referenced as an “insomnia phase.” A short rest will not allow any Body points to be recovered as the initial penalty. Long rests will recover 2 points below the normal amount of Body-point recovery, and max-health acts one point lower than normal. As subsequent long rests are taken, that max health value lowers by another point until reaching the half-way point. Even if taking the armor off, the “insomnia phase” persists until max-health is restored. Each long rest out of armor will restore one point towards max-health and recovery will be normal. However, if wearing armor during an “insomnia phase,” no recovery will happen on the next long rest.

As a final note, any person can wear any type of armor; however, encumbrance might prevent weaker characters from being able to move once putting it on.


Likewise, anyone can carry a shield unless employing a weapon with a heavy, reach or ammo-use tag. If using one of those weapons, then adding a shield in a fight is simply unworkable. Moreover, to employ one without a skill and gain the +2 bonus to AC, the weapon used must be tagged as a light weapon. Otherwise, no bonus is granted. However, the shield-use skill will remove the light weapon restriction.

Also, putting a shield to the ready in the first round of combat suffers a penalty of 10 feet from movement that round. It does not require an action, but it does reduce distance that can be traversed in that first round. Subsequent rounds suffer no penalty unless the state of the shield's equipped status changes. Dropping the shield costs nothing, but putting it back to the ready would cost movement again. All this said, the skill of shield-use neutralizes these penalties, making it to be brought to the ready without any movement modifiers.

One other thing to consider is that a shield is a reasonably weighted object. Thus, like a chair, it could be picked up and used to strike someone. If doing this, then it is considered an improvised weapon and no bonuses would be granted for holding it -- even if one has shield-use as a skill. Only until shield-blitz is obtained do options exist. for using it offensively while retaining some defensive value


Helmets come is various shapes and sizes; plus, they are made from various materials. There is no skill needed to wear a helmet, but some have Strength requirements. No helmet offers bonuses to one’s AC; however, they do protect against certain types of effects -- most commonly assistance from becoming stunned. Head coverings sometimes have difficulties too. If a victim wearing any helmet must save to prevent a deaf or blind restriction, then said save will suffer a -1 penalty. Additionally, if a victim wearing any helmet suffers the nauseated restriction, then the effect will last for one round longer than normal.

Leather caps grant minimal protection. These will grant +1 to saves against stunning so long as the effect comes from a physical strike rather than mind-affecting magic. The bronze galea is another style of helmet. There grant +3 to saves against physical stunning, but suffer a -1 to any Perception checks while wearing. The galea is the only helmet that does not suffer the -1 penalty against deafness. Finally, the iron or steel bascinet helmet grants +6 to saves against physical stun attacks, but is penalized by -2 to Perception checks.


Temperature is one other factor that may affect one's decision of what type of armor to wear, especially if traveling in extreme climates. The details can be found under the Climate Extremes subsection.


Finally, it should be understood what disadvantages of certain armors means. For example, padded armor comes with a disadvantage on stealth actions. This means if a character wearing padded armor is attempting to use his or her stealth, normally 4d6 are rolled to establish the perception DC. However, in padded armor, the character would roll one less die or 3d6. For the untrained person, it drops the roll to a highly unlikely success by only rolling a single d6. For social interactions, the dice of bartering or interrogation are rolled as two sets of d20s (or d12s) as a feat or competition, taking the lesser of the two as the valid roll. For archery, this is the same as attacking at disadvantage, losing 1d20 or using the lesser of two sets, depending on the number of dice used. Sorcery, however, is a bit special. Though rare, whenever an axiom has damage dice rolled that do not require a to hit or offer the victims a save, then the lessening of by one die occurs. However, if the target is the one making the save (charm, ignis fatuus, lightning bolt etc.), then the target rolls the saves at advantage instead. This means two d20s are rolled, taking the higher of the two. Lastly, for the many axioms that do not have a die roll involved (detect magic, glamour mouth, veil etc ), then the sorcerer must make a Judgment feat (DC:10) for the effect to birth the spell. If the feat fails, the spell points are still consumed.

Craftsman Armor

Craftsman armors are less common and often require more time and cost to create than the more common armors listed above. Some of these require special materials, additional skills, and some require fabrication rituals. Craftsman armors often have subtle benefits but sometimes have downsides to them. These often have less of a profit for the armorer or might have a lesser demand; therefore, they are not as easy to find, often requiring a request to be made. Armors considered to be craftsman armors are colored maroon in the list below. Special fabrication requirements will be explained in the individual descriptions.

ArmorACAdjustmentsAC ModifierMarketSocial (a)Archery (b)Stealth (c)Sorcery (d)WeightDonWearable
Archbishop Robe11Cold: +1; Blunt: +2Faith Mod75096 lb1 action168 hrs
Bishop Robe11Blunt, Fire: +1Faith Mod25076 lb1 action168 hrs
Goluka11Blunt, Cold: +1Muse Mod5009 lb3 actionsInfinite
Leather11Piercing: -1Agil Mod6510 lb3 actions168 hrs
Padded11Fire: -1, Lightn: +1Resil Mod3578 lb6 actions144 hrs
Brigandine Armor12Edged: +1None205915 lb5 actions96 hrs
Studded Leather12Blunt: +1Agil Mod15013 lb3 actions120 hrs
Elfin Hauberk13Edged: +1Muse Mod390012 lb3 actions72 hrs
Heavy-Padded13Piercing: +1; Lightn: +1Resil Mod150812 lb8 actions60 hrs
Iron-Skin Leather13NoneAgil Mod120012 lb3 actions168 hrs
Jack of Plates13NoneNone3012718 lb8 actions72 hrs
Chain Shirt14Edged: +2None2251020 lb9 actions48 hrs
Lamellar14Piercing: +1None380535 lb12 actions36 hrs
Breastplate15Edged, Piercing: +1None3851230 lb8 actions48 hrs
Dark Ring15Blunt, Cold: +1None120091230 lb10 actions72 hrs
Dwarven Scale15Blunt, Edged: +1None575101450 lb15 actions36 hrs
Ring Mail15Edged: +1None30091240 lb10 actions24 hrs
Brigandine Chain16NoneNone48591540 lb12 actions24 hrs
Chain Mail16Edged: +2None420121555 lb18 actions18 hrs
Splint Mail17Blunt, Piercing: +1None51510141660 lb24 actions12 hrs
Plate Mail18Edged, Fire: +2None60011161665 lb30 actions6 hrs

(a) Social interactions are made at disadvantage unless a character has a combined score of Muse and Judgment of the number noted or higher in the table.
(b) Any roll involving archery or a weapon that would be used with it is made at disadvantage unless a character has a combined score of Agility and Strength of the number noted or higher in the table.
(c) Stealth rolls, normally 4d6, are rolled at disadvantage, meaning the loss of a d6. This penalty is removed once a character has a combined score of Agility and Will of the number or higher.
(d) Sorcery axioms are cast at disadvantage when wearing such an armor unless the character has a value of Resilience and Logic equal to the number noted in the table or higher.

Other Items AC Adjustments Modifier Requirement Weight Note
Shield donning requires 1 action if it is not readied
 Shield+2 None 6 lb 
 Shield, Stonewood+3 None 3 lbRare Item
Helmets donning or removing requires 1 action; -1 vs dead, blind; extended nauseated effect
 Leather Capn/a None 2 lb+1 vs Stun
 Galean/a NoneStrength 23 lb+3 vs Stun; -1 Perception check; no deaf penalty
 Bascinetn/a NoneStrength 34 lb+6 vs Stun; -2 Perception check

Archbishop Robe This protection is the same as an enhanced version of the bishop robe with the exception that it is make with darkleaf rather than leather. Due to this, the flame-retarding oils are not effective, causing this version to lose that protection; however, its defense against blunt damage is much better. Further, there is a small maintenance cost to manage the metal lining in the robe because the stitching does near routine repair. This suit is often reserved for the higher ranking church officials; thus, without above average Muse and Judgment scores, persons interacting with the wearer of the robe may be treated with skepticism. As with the risks of wearing its lesser form in public while not being of the proper church rank, this too carries the possibility of charges of blasphemy from the church for impersonating a saint. Creating this specialty robe requires green stitching as well as a ritual of it being made on holy ground.

Bishop Robe While this item can be acquired on the black markets, it is typically reserved for members of the clergy. It is a leather robe, offering a standard AC 11. However, it has spaced columns of lamellae from bone or metal sewn into the lining. This offers AC 12 against blunt strikes. Further, it is treated to be AC 12 against fire as well. Those who wear this publicly and are not part of the church run the risk of social problems and possible anathematism. It is a craftsman armor requiring that it be created on holy ground to gain the modifiers to AC from Faith.

Goluka Armor Made from darkleaf, “goluka” armor offers +1 to AC against blunt and cold damage, meaning a typical “leather” suit made from “goluka” would be AC 11, but AC 12 against blunt and cold damage. However, the true benefit to this armor is there is no maintenance cost for an armor made from this material because so long as the coverings made from this plant receive a little sunshine and water routinely. When this occurs, the covering repairs itself. This does not mean it is indestructible, but normal wear and tear will not destroy it. However, if the armor is devoid of moisture for over three months, it will wither and become useless. Lastly, when wearing darkleaf armor, an additional +1 to body is gained during a short rest, which makes this material highly sought after. Green stitching is a needed skill in addition to leatherworking to create this special item.

Leather Armor is made from leather. The armor pieces covering the shoulders and chest were often boiled in oil to make them stiffer. The rest of the armor was softer and more flexible. When worn, this armor grants the possibility of a bonus to the AC from a character’s Agility modifier.

Padded Armor consists of quilted layers of wool and linen, wrapped in an animal hide. While light in weight, it is a bit bulky. This does add a little insulation against lightning damage, but unfortunately exposed to fire. When attempting to take any stealthy action, such as sneaking undetected or picking the pocket of another, the wearer is at disadvantage for the action. until obtaining higher attributes. The Resilience modifier is used when calculating attribute bonuses for this armor. A mere tailoring skill is all that is required to craft padded armor.

Brigandine Armor A brigandine is a garment made of canvas and leather, lined internally with small oblong steel plates riveted to the fabric. It does offer slightly better protection than studded leather due to the AC 13 against edged weapons; however, its maintenance cost is much greater. Also it creates penalties for sorcery. This has caused the brigandine to become more of a decorative and ceremonial armor, one that marks position and station rather than a functional suit in which combat happens. This also contributes to why the jack of plates has social issues associated with it, as it is an obvious dishevelment of the brigandine. As it is typically an armor reserved for lower officers, it is not widely available in the market. However, any craftsman with leatherworking can craft a suit. The iron plates of the armor prevent any AC modifiers from attributes.

Studded Leather has many parts of it boiled to harden them. The arm and shoulder sections typically remain softer leather but reinforced with numerous close-set rivets and spikes. The Agility modifier is combined when wearing this armor.

The Elfin Hauberk is made from the rare feywood and scarcely found in the open market. When the wooden chains are formed into a shirt, they are treated to harden like stone while maintaining the light buoyancy of wood. The elves are stingy with these armors and tend to craft them for recognition rather than profit; nonetheless, a few items do make their way to black markets. A craftsman forging such a masterpiece would require arbor-forging as a skill to create a shirt.

Heavy-Padded Armor is the same design as padded but uses a heavy-hide instead. It is also bulky, sturdier version. Hides from thicker creatures like a crocodile or manticore are needed to produce this armor, but the only skill needed is tailoring.

Iron-Skin Leather Creatures such as a basilisk, a chimera, a wyverns or even hatchling dragons, if found, can be fashioned into an iron-skin leather which offers AC 13 when crafted into a suit of armor. Due to the rare nature of the leather, no attribute modifier can be added to this craft work. The only skill required is exotic-hides to make the armor; however, skinning is needed to remove and treat the hide to be used.

A Jack of Plates is a type of armor made up of small iron plates sewn between layers of felt and canvas. These are often crudely made by patching together pieces, possibly including parts from four or five other armors. Pelts and hides of societies lacking quality tools or materials also fall into this classification. Anyone wearing a jack of plates is almost always seen at the lower end of society or possibly a criminal. As a result, any social interactions, such as bartering or interrogation, are performed at disadvantage as the wearer is not taken seriously. It is also likely that GMs will have city guards and other police harass those wearing a jack of plates. Whenever a crime has occurred, someone wearing this will be seen as one of the “usual suspects,” causing a significant amount of time to interrupt whatever that character's business in town might be. The metal added to a jack of plates ruins any possible AC attribute modification.

A Chain Shirt, sometimes called a hauberk, covers only the torso, leaving the arms and legs free. Typical this armor has a cloth layer underneath to prevent chafing and bruising. Due to its weight hanging from the shoulders, it does become uncomfortable, is minorly cumbersome, and interferes with sorcery due to how it connects with the wearer’s lifesong. A chain shirt does not prevent magical casting, but it does create a disadvantage on any sorcery axiom cast if the attributes of the character are not high enough. The metallic nature interferes with the opportunity to use an attribute modifier.

Lamellar Armor Lamellar is a sturdy armor similar to the breastplate but with small rectangular plates, scales or iron, punched and laced into horizontal rows on the exterior, worn over a heavy cloth undergarment. Often this armor extends down to a skirting to protect the legs as well. This armor also comes with a higher maintenance cost, making it a less popular style for the mercenary types, but it is available in many places, especially war-torn areas Moreover, richer, more-successful adventuring types tend to be fond of it. It is considered a craftsman for these reasons, but the armorer need only armoring to create the basic iron version. This armor does not allow attribute modification to the AC.

A Breastplate covers the wearer’s front and back with a metal cuirass and includes a galea helmet and greaves. The weight of the armor includes these additional pieces, as such the head protection applies if this armor is listed alone in one’s inventory. A light suit of leather beneath the breastplate helps to protect the limbs. Nonetheless, it does create a disadvantage for any sorcery cast when wearing. No bonuses for an attribute are gained from this armor.

Dark Ring This is a darkleaf or “goluka-base” with ringmail methods added onto it. Because of the material, it can be worn for longer periods of time than armors of its same weight and protection. However, metal is very difficult to bind into darkleaf, which makes the time to create this armor longer and its cost significantly higher. Also, the secrets of arbor-forging must be known to create it. Like all goluka, this armor must be watered and allowed to have sunshine. A number of ruined suits forgotten in a closet, combined with the expert craftsmanship to make, allows for few to be on the open market.

Dwarven Scale Rarely found to fit anyone other than of the terrac species, this fashioning is a variant of ringmail, using disks, which are merely rings dipped in molten metal to get a more-solid coating, woven in a spaced pattern similar to a lamellar armor but woven internally to the armor itself. The purpose for its creation was to protect against cleaving weapons; however, its downside is that it doesn't offer the same protection from piercing arrows and other attacks. A dwarven-style helmet equivalent to the galea is part of this armor; thus, the adjustments for such are also included when donned. Dwarves often repair their own armor; thus, the higher maintenance is less of a deterrent to them.

Ring Mail is based on leather armor with large, weighted rings attached and woven to it. Its rings help to reinforce the base against axe or sword strikes. It is inferior to other full body suits; however, it is much cheaper. Contrariwise, ring mail comes with disadvantages for actions of stealth and sorcery; not to mention it be worn barely over a day before penalties occur.

Brigandine Chain This combines a form of brigandine that is worn over and fashioned into a hauberk. It has a high maintenance fee and some increased time for forging; however, many find the benefits worth the additional expense, especially without having to invest into the skills for wearing heavier armor. However, despite being lighter than some, it cannot be slept in but perhaps one night before penalties are inflicted. An armoring skill is required to craft this style.

Chain Mail is a form of armor made of interlocking metal rings. Clothing worn underneath prevents irritation and chafing. It is often used as a base for splint and plate armor. Due to its bulk, weight and form, wearing chain mail will cause the wearer to be at disadvantage for sorcery and stealth actions. A chain head covering is part of this armor, which acts as a leather cap. Other helmets can be worn at the same time, but only the stronger of the two helmets have its adjustments used.

Made up of several vertical strips of metal, Splint Mail is worn over cloth padding with the joints interwoven with chainmail. It is one of the most restrictive armors in respect to range of motion, and as a result anyone wearing it suffers disadvantage not only for sorcery and stealth but also when firing a weapon of archery. A galea helmet is included with this suit or armor; thus, protection against stunning effects are assumed with this armor, as are the helmet penalties.

Plate Mail consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, and a bascinet-helmet. Buckles and straps distribute the weight over the body. Due to its bulk, actions of archery, sorcery and stealth are performed at disadvantage.


Before continuing on to the weapons list, an important note to make is that everything listed in the armors above and the weapons below assume that materials are basic ones. This means for metal, iron is assumed. For leather, cow hide, horse hide or perhaps camel hide is the material used. Exceptions are listed in the description for armors like goluka or iron-skin leather, but otherwise, those basic materials are what would be used when the material is excluded.

The reason this is important pertains to the lifesong integrates with objects worn and carried. Remember, an object, especially armor or a weapon, has several components to it consisting of shape, material and trueform. As such, the material used to create armor and weapons become very important when crafting them.

Let's discuss steel for a moment. It is a higher quality metal than iron. It is created through a special process of adding charcoal to iron while smelting at a higher temperature that results in a stronger alloy. To forge with steel, a metal-worker must have the enhanced metals skill; thus, not just any blacksmith can create steel objects. However, when creating an armor from steel rather than iron, the base armor component of the protective suit increases by one point. So, that chain shirt made from steel instead of iron goes from AC 14 to AC 15. Of course, you will find the purchase price increasing as well. Likewise, when looking at weapons, one made from steel rather than iron gains +1 to hit on all its d20s. In the end, this is a simple example of how material can alter the properties and value of an object.

Another example is silver. Weapons are not forged from pure silver. That would be inefficient in cost, especially when compared to other mythical ores. However, a silver weapon can be produced by a weaponsmith who also has the enhanced metals skill. This allows the smith to coat an ordinary iron weapon with a plating of silver. While this process does not add to the chances to hit or wound a creature, it will inflict harm to many monsters that are resistant or immune to ordinary metals, such as iron or even steel.

By this point, someone reading this has considered silver-plating a steel weapon to gain the best of both methods. Unfortunately, the physics and chemistry of the fantasy world is not like that of earth. As such, the silvering process does not work on steel objects. To forge a weapon that can strike special creatures, like lycanthropes and demons, one must find a metalworker who can forge with enchanted metals.

However, even non-magical metals can have some special properties. There are several other materials that could become important to a character in the fantasy world. Copper is a precious metal; on the low end, but coins are minted in copper. Tin and zinc are other important metals, even though they are not thought of much as their use for armor and weapons are limited. However, tin mixed with copper creates bronze, while zinc mixed with copper creates brass. This is important as bronze has be shown to block magical sensors and x-ray vision. The GM can give more details if it becomes relevant. Further, brass has been known to protect against certain forms of psychic attacks. The point is even normal, non-magical metals have special properties that can be harnessed.

Further, one should remember metals have different properties, density, malleability, etc. Thus, a pound of iron does not fill the same volume as a pound of steel, gold or mythril. Below is a chart to compare a 1.5 x 1.5 x 1.5 cube of various metals, as that is the base of one pound of iron. This is important for magical effects like the dwarven transmute metal incantation.

MetalDimensionsWeightRatioDetects as MagicKnown Properties
Iron1.5 x 1.5 x 1.51 pound100%NoNone
Steel1.5 x 1.5 x 1.514 oz90%No+1 Bonus, Strikes as Normal
Electrum1.5 x 1.5 x 1.514 oz88%Yes+1 Bonus, Strikes as Silver
Orichalcum1.5 x 1.5 x 1.511 oz70%Yes+1 Bonus, Strikes as Magical
Meteore1.5 x 1.5 x 1.51 pound, 8 oz150%Yes+2 Bonus, Strikes as Magical
Scarletite1.5 x 1.5 x 1.51 pound100%Yes+2 Bonus; potential fire properties
Mythril Alloys1.5 x 1.5 x 1.59 to 12 ouncesVaries by alloyYes+2 or better Bonuses

One of the things that makes these rarer, higher-quality metals sought after is not just the bonuses to weapons and armor, but they also allow special enhancements. For example, orichalcum permits Agility modifiers to be used in heavier armors constructed with this ore. Thus, those metal armors which normally receive no AC modifiers can use Agility when made from orichalcum. Meteore is a door-kicker’s dream metal for armor, as it uses Strength modifiers to adjust the wearer’s AC.


Any item can be wielded in combat; however, as explained in the combat-skills section previously, those without fighting skills will have a difficult time in battle. However, if the dice score a hit, then damage is inflicted against the opponent’s body score. All weapons inflict 1 point of damage per hit. If 3d20 are rolled and only 1 is successful, the 1 point of damage is imposed; however, if all three dice are hits, then 3 points of damage are inflicted.

In addition to the success of the d20 dice rolls used, based on the combination of skills used in an attack, the specific weapon used may add additional damage by weight. Light weapons add no damage, medium-sized weapons add 1 extra point, and heavy weapons inflict an extra 2 points of damage. However, no range weapon ever gains damage from the weapon used.

Moreover, each weapon will have a series of properties. These different properties can make a difference in the effectiveness and benefits of using different weapons. Many weapons will carry multiple properties, which means they may be very advantageous over others. Likewise, certain properties which are typically applied alone can offer powerful value as well. It is a balancing process of risks, rewards and circumstances for which a character must choose when selecting his or her weapon of choice.

As stated elsewhere, weapons gain to hit and damage modifiers based on either Strength or Agility or sometimes the choice of the wielder. These are also factors of how effective a weapon may be for a specific character.

One further consideration is the type of damage a particular weapon inflicts, as well as the fighting style to wield the weapon effectively. Often these are the same, such as the mace, which is used in a bludgeoning fashion and delivers blunt damage. To advance one's fighting skill with the mace the style: bludgeoning skill is selected. However, a weapon like the bastard sword delivers edged damage; however, to fight with it, the slashing style is not used. Strategically this is important as various armors may offer better protection against different types of damage.

Weapons that use ammo inflict damage from the ammo rather than the weapon itself. Due to the need to use both hands for employing such a weapon, shields cannot be wielded while using such a weapon.
These weapons are normally used as a one-handed weapon; however, they are able to be wielded with two hands. When using two-hands, the weight damage increases to 2 points rather than 1. Further, when used two-handed, they gain the effects similar to a heavy weapon in that these weapons can place an opponent without a shield at disadvantage on a raw score of 18 or higher. However, unlike a true heavy weapon, inflicting disadvantage with a weapon of clout can only occur when successfully hitting the opponent (and of course used two-handed). The heavy blow skill can be used with a clout weapon, but only when wielded with two hands. Lastly, there is a downside to weapons with a clout property in that these weapons suffer a -1 to initiative rolls when used one-handed and -2 with wielded with two. For creatures of small sizes, refer to the race for any restrictions.
Normally when a melee combatant is engaged and attacking within 5 feet, range attacks are at disadvantage. However, weapons with a flung property can be thrown against any target without being at disadvantage for direct-melee engagement. This does not remove disadvantage for other reasons, such as being poisoned, etc.
Weapons which have this property always require two hands. Further, beings smaller than a medium Size Category simply lack the physique to be able to balance and wield heavy weapons. When employing one, using a shield simultaneously is not possible; however, heavy weapons offer many other benefits. When facing an opponent who does not carry a shield, including an opposing wielder of a heavy weapon, there is a chance to put the victim under disadvantage. When any raw die roll in the attack with a heavy weapon is naturally 18 or higher, even if a hit is not scored, the opponent is at disadvantage until the end of his or her next turn in the combat; this can include attacks, competitions and even spell-casting. Heavy weapons can be used with spinning moves to cause disadvantage against multiple opponents if the dice are high enough. However, if the victim is using a shield as part of his or her defense, the creature is protected from this effect. Further, this asset is only gained against opponents up to one size-category higher than the wielder. Certain monsters may also be immune to the disadvantage penalty of being engaged by a heavy weapon. The final downside to heavy weapons is they suffer a -2 on all initiative rolls.
A light weapon is small and easy to handle. Only light weapons can be used in conjunction with a shield without also having the shield use skill.
Mechanical weapons must be loaded, which means they can never be used to split dice against multiple targets with skills like targeting nor can initiative adjustments be used from Agility modifiers, skills or magic. Further, strength bow cannot be used with mechanical devices. However, mechanical weapons gain an extra +1 to each d20 attack die used.
Any weapon having melee as a property is used to attack a target within 5 feet of the wielder, which is one hex on a battle map. The weapon always remains in possession of the wielder when using it as a melee weapon.
The parry property is applied to weapons that have weight, speed or shaft strength to be used to block incoming blows. This is measured whenever such a weapon is the primary weapon and the wielder has acquired the parry combat skill, which grants a bonus +1 to AC against melee attacks. If fighting two-handed and both weapons are capable of parry, the total bonus of +1 is still the most that is gained.
Weapons with the range property are those hurled or launch projectiles at an opponent; these weapons or their ammo will leave the possession of the wielder when used. These weapons will also have details of range, measured in feet, listed as normal and maximum. When attacking beyond the normal range, all attacks are at disadvantage.
Any melee weapons with the reach property allow targets to be attacked in melee at 10 feet (2 hexes) rather than 5 feet. However, this extension only occurs when the wielder of the weapon possesses and is currently using the style: pole-arms skill. Further, the rules of being “engaged in melee” to throw disadvantage onto an opponent using a range weapon is also extended to this 10-foot (2 hexes) distance when using a weapon of reach with the proper style skill. Many weapons of reach offer several special attacks, especially with advanced skills. Most such weapons require two hands to employ; however, there are exceptions. Unless stated differently, reach weapons deliver piercing damage.
This property applies to range weapons that fire projectiles such as bows and crossbows. Weapons with this property are allowed to be used with the style: archery skill to gain the extra d20. These weapons also are affected by the disadvantage of some armors. Further, when engaged in melee within 5 feet, using such a weapon will be at disadvantage.
This property refers to weapons that can be used with the style: bludgeoning skill to gain the extra d20 on attacks. These weapons deliver blunt damage in the event a monster has resistance or a variance in AC.
This denotation means the weapon is a cleaver and must be used with the style: cleaving skill to gain an extra d20 when attacking. These instruments are edged weapons that deliver with the force associated with bludgeoning weapons; thus, it can deliver either blunt or edged damage, depending on which defense is easier to hit. No extra damage is inflicted but if one type is resisted or immune against, the other would still deliver; skeletons suffer normal damage from cleavers for example, while they are resistant to swords but not bludgeoning weapons. The same is true if there is a variance in the target AC.
A weapon marked as style-h is permitted to be hurled at an opponent, meaning it can be used with the style: hurling skill. Often these weapons can be used in both melee and range attacks. Detailed in the combat section, there can be occasion where both can occur in the same round. Conversely, one could be at disadvantage when hurling weapons amid melee unless the flung property is also associated with the weapon.
Style-P weapons are pole-arms and therefore can be used with the fighting style skill style: pole-arms to gain the benefits from that style, which is usually reach unless otherwise stated in the weapon description. If having reach, and being wielded with the style: pole-arms skill, then the impalement reaction can be used -- unless such a weapon explicitly denies it in the description.
This property refers to slashing weapons with a cutting edge, such as daggers and swords. These weapons deliver edged/slashing damage and can be used with the style: slashing skill to gain an extra d20 on attacks.
Weapons with this property are permitted to be used with the skill style: specialty. If a weapon does not have this property, then benefits of that skill are not applicable.
When a unique property is applied, the weapon will have special rules governing its use. The details of the weapon itself should be consulted.

A quick note about trade-in price for both weapons and armor (listed in the market section): only well-maintained and functional items will be accepted by merchants and smiths as a trade-in. Rusty items found in caves, monster-weapons and most typical items found during adventuring are mostly worthless. There will be the occasional ones, a weapon from a duel, etc., which may be worth an attempt of barter.

Weapon Properties Damage Type Weight Dmg Hands Encumbrance
AxeMelee; Range (15/40); Flung; Style-C; Style-HBlunt/Edged112 lbs
Bastard SwordMelee; Heavy; Parry; Style-BEdged226 lbs
Battle AxeMelee; Clout; Style-CBlunt/Edged1 (2)14 lbs
Blackjack (sap)Melee; Light; Style-X; UniqueBlunt011 lb
BolasRange (15/40); Style-H; UniqueNone011 lb
ChalikarMelee; Range (25/60); Light; Flung; Style-H; UniqueEdged011 lb
CrossbowRange (80/120); Ammo-Use; Mechanical; Style-APiercing029 lbs
DaggerMelee; Range (20/50); Light; Style-H; Style-SVaries011 lb
FlailMelee; Clout; Parry; Style-BBlunt1 (2)13 lbs
GarroteMelee; UniqueAsphyxiationn/a21 oz
GlaiveMelee; Heavy; Parry; Reach; Style-PPiercing226 lbs
GladiusMelee; Parry; Style-SEdged113 lbs
Gnomish SlingerRange (40/40); Ammo-Use; Mechanical; Style-H; UniqueBlunt021 lb
Great AxeMelee; Heavy; Parry; Style-CBlunt/Edged227 lbs
HalberdMelee; Heavy; Parry; Reach; Style-P; UniquePiercing226 lbs
HammerMelee; Range (20/60); Flung; Style-B; Style-HBlunt112 lbs
Hand CrossbowRange (50/80); Ammo-Use; Mechanical; Style-APiercing013 lbs
JossalRange (15); Flung; Style-H; UniqueBlunt/EdgedVaries23 lbs
Long BowRange (120/300); Ammo-Use; Style-A; Piercing022 lbs
LongswordMelee; Clout; Parry; Style-SEdged1 (2)14 lbs
MaceMelee; Light; Style-BBlunt013 lbs
NetMelee; Flung; UniqueNonen/a1½ lb
RanseurMelee; Parry; Reach; Style-P; UniquePiercing125 lbs
SaiMelee; Light; Style-X; UniquePiercing011 lb
ShurikenRange (25/75); Light; Style-HEdged01¼ lb
SlingMelee; Range (30/90); Ammo-Use; Style-H; UniqueBlunt022 oz
Spear, LongMelee; Parry; Reach; Style-P;Piercing228 lbs
Spear, ShortMelee; Range (20/80); Parry; Reach; Style-H; Style-PPiercing113 lbs
Spiked ChainMelee; Style-X; UniqueVaries113½ lbs
Staff, FullMelee; Parry; Reach; Style-PBlunt125 lbs
Staff, QuarterMelee; Parry; Style-BBlunt123 lbs
TridentMelee; Parry; Style-P; UniquePiercing114 lbs
UlaMelee; Range (20/60); Style-H; Style-PBlunt113 lbs
VidonoirMelee; Style-C; Style-S; UniqueVaries113½ lbs
War MaulMelee; Heavy; Parry; Style-BBlunt2210 lbs
WhipMelee; UniqueNone012 lbs

Axe: An axe is a wedge fashioned to the end of a handle. The wedge may be either double or single-bladed. It is also small enough to be wielded one-handed with style: cleaving, and with the style: hurling skill, it can be hurled up to 15 feet and beyond that up to 40 feet at disadvantage. Further, a thrown axe does not suffer from the wielder being at disadvantage even when engaged directly in melee because of its flung property. As a style-c weapon, it strikes the easier of blunt or edged defense when used in melee. When hurled, it inflicts piercing damage, but also new ones must be grabbed from the stash when more than 4 are thrown.

Bastard Sword: Any large sword with a blade 48 inches or longer is classified as a bastard sword. It requires two hands to wield, meaning no shields can be employed while using one. However, an edged weapon of this size is essentially a bludgeoning weapon with a slashing edge for delivering damage. Thus, this is actually a style-b weapon; it is just its damage type is not blunt. The parry skill can also be used with the bastard sword. While it is a heavy weapon and able to put opponents at disadvantage, it is a slower weapon to wield and inflicts -2 to one’s initiative score. Moreover, on any raw 18 or higher, the victim must make an Agility preservation save (DC:8) or suffer the loss of 10 feet of movement as a maim restriction.

Roll20 API Weapon Special Condition:

Battle Axe: This is a style-c weapon larger than a throwable axe. It may have one blade or have double-sided edges, being between 24 and 36 inches in total length. To employ with a shield, the wielder must have shield-use. However, as a clout the weapon, it can be swung two-handed to gain properties similar to heavy. Due to the battle axe being a bit cumbersome, it cannot be used to parry or to rebuff. Also, this weapon suffers a -1 penalty to initiative, whether employed with one hand and -2 using two.

Blackjack: This is sometimes referred to as a sap. It is a small, concealable and weighted weapon, usually filled with lead powder, molded lead clay or lead shot. When fighting with it in conventional melee, it is not very effective, as it is an exception for allowing Strength bonus to add to the dice of damage. However, it is slightly beneficial as it will ignore the bonuses from the defender’s parry skill; however, a shield gains all its AC value. It is most effective when it can be used as a sneak attack. If the sneak attack is successful (or the attacker has backstab) then in addition to the damage, it produces a stunning effect. If successfully landing even one die attack, then the victim must make a Resilience preservation save (DC base 13 plus the attacker’s Strength modifier) or become stunned until the end of the victim’s next turn, effectively losing that action. All the time prior, attacks against the victim are made at advantage. If acquiring the style: specialty skill for this weapon, then an extra d20 is gained on attack, but a blackjack can never be part of a two-handed technique. One final bonus of this weapon is it gains a +1 to initiative.

Roll20 API Weapon Special Condition:

Bolas: Bolas are a type of throwing weapon made of weights on the ends of interconnected cords, used to capture others by entangling their legs. Attacking with bola is performed by rolling the appropriate d20s against the AC of the opponent. Agility modifiers add to the change to hit, but the weapons themselves do not inflict damage. However, if any die in the attack successfully hits, then an Agility competition occurs between the hurler and the victim with the the bolas granting +1 to the attacker. If the victim wins, the bolas struck the target but not effectively enough to wrap it up; however, if the attacker wins the competition, then the victim is under a restrained restriction until spending an action to unravel the bolas. During the turn to unravel them, movement is not permitted even after freeing oneself; however, if another used an action to free the victim, then the victim would have movement and an action on the next turn. Only three bolas can be carried on a person at a time.

Roll20 API Weapon Special Condition:

Chalikar: This is a less common hurling weapon but with some unique characteristics. It is a metal circle with an edge on the outer side which can be thrown up to 25 feet with normal accuracy and up to 60 feet at disadvantage. However, a unique feature of the chalikar is its ability to be worn as a necklace, slipping it over one’s head. When worn this way, it adds +1 to AC specifically against garrote attacks. Only one can be worn or carried at a time. It is also possible to fight hand-to-hand with one, but if doing so, only melee fighting counts towards an attack. Not even style: specialty can be used to enhance fighting with this weapon in melee.

Crossbow: The crossbow is a mechanical bow with a trigger. The bolts can only be fired in a liner trajectory. Shots up to 80 feet are rolled normally; however, above that up to 120 feet, attacks are at disadvantage. Beyond 120 feet, the crossbow becomes ineffective. Due to its mechanics, the maintenance cost of a crossbow is greater; however, it does gain +1 to hit. The mechanical device is also not able to take advantage of increased initiative bonuses. Unlike its smaller version, a crossbow cannot withstand the strain of being pre-cocked, which does permit initiative bonuses for the first shot. Lastly, only 12 bolts can be carried in an encounter before needing to retrieve more from a cache.

Dagger: Any blade under eighteen inches is a dagger and is a light weapon. Knives, dirks and poignards are all classified as daggers. These arms are some of the most versatile weapons one can wield. One can be used in melee, typically using the style: slashing method of fighting; however, there are other melee options explained below. A combatant can also choose to use it at range, hurling it to strike a target within 20 feet; between 20 and 50 feet the throw is at disadvantage. As a style-s weapon, the dagger can increase its d20 dice in attacks by picking up compatible skills, which will inflict edged damage. However, if using it as a range weapon, it inflicts piercing damage. When hurling daggers, six is the limit before needing to retrieve more from an off-body supply. One other method of attack with the dagger is the hilt-bash. This strikes with the bottom of the dagger, similar to a blackjack, to inflict blunt damage. However, it cannot be used with style: bludgeoning to gain extra d20s on the attack, but on a successful one-d20 strike it will stun the victim until the start of its next turn if failing a Resilience preservation save (DC:5). If stunned, all attacks against the victim are at advantage. Finally, if employed underwater, the dagger suffers no penalties for use as a style-s weapon; however, like many range weapons underwater, it cannot be hurled. Lastly, a dagger does not have enough bulk and is not designed in a way that it can effectively be used with rebuff; however, riposte may be able to be employed with a dagger, as explained in the riposte skill.

Flail: Many of the cudgels are very much the same. What is the difference between a hammer, a mace and a flail? For a flail, the main distinction is that it has more mass and is not considered a light weapon. Typically there is a chain, strap (or multitude thereof) that joins the handle to the balled-weapon. This could be spiked or Bludgeoning cube. A cat-on-nine-tails would be considered a flail. Further, a flail can be used two-handed as a heavy weapon under the rules of the clout properties, it suffers a -1 penalty to initiative when used with one hand but suffers -2 when two hands are used. Finally, on a “natural 20” (whether crit or not) it might stun an opponent. When struck so, the victim must make a successful Resilience preservation save (DC:8) or be stunned until the start of its next turn, during which time all attacks upon the victim are made at advantage.

Roll20 API Weapon Special Condition:

Glaive: The category of glaive is basically any pole-arm longer than seven feet, but is it also classified as a heavy weapon and requires two hands. These weapons cannot be hurled as spears can. However, as a melee weapon and used with style: pole-arms, its reach can strike an opponent two hexes away (10 feet); this can be accomplished even with another occupant (friend or foe) in the hex in between. When wielding this weapon with an active reach due to styled fighting, the impalement reaction becomes available. As all glaives are heavy, shields are not an option. Glaives also a suffer -2 penalty to initiative.

Garrote: The garrote can only be used on someone of equal or smaller Size Category - and only while the victim is under one of the following restrictions: blind, frightened (if fear source is in sight), incapacitated, paralyzed, prone (without ground-fighting), stunned or unconscious. The only other time a garrote can be used is whenever a sneak attack is possible. Further, the wielder cannot be untrained; there is no attacking with a garrote from disadvantage. To apply the garrote, the attacker rolls a single d20, as nothing more than melee fighting can be used. There is no advancement, even by the style: specialty skill. However, if performed with a sneak attack, the extra d20s are rolled to determine a successful hit. If any attack roll strikes the the necessary AC, then the garrote is applied, the victim is restrained and grappled without a competition, and is immediately in a state of asphyxiation, suffering 1 point of Body damage at the end of each of the victim’s combat turn. If the victim is able to free itself on its first action, then no damage is inflicted. However, if still garroted after that point, then the victim also suffers a degree of exhaustion from the experience. If surviving, exhaustion recovers at a rate of one degree for each ten minutes that pass.

Gladius: This is a shorter sword being roughly 24 to 30 inches in length. This edged weapon carries enough weight to be a medium-sized weapon for damage purposes, as it is neither light nor heavy. Further, it can be employed with parry and rebuff, but it does not have the size or hilt length to be wielded two-handed, yet its hilt is too long to be used for bashing. Even if it is not a crit, when rolling a “natural 20” on an attack with a gladius, there is a chance to maim the opponent, who must roll an Agility preservation save (DC:6) or suffer the loss of 5 feet of movement as a maim restriction until healed. No matter how many “20s” are rolled, the victim only has to roll the single save. Subsequent “natural 20s” can inflict cumulative movement penalties.

Roll20 API Weapon Special Condition:

Gnomish Slinger: This is a peculiar weapon of gnomish engineering, that looks somewhat like an 18-inch spike with three mechanical vanes that appear like the dart’s fletching. While it is not a weapon that can be quickly used, it can become very effective. It requires one full round of preparation, this is not exactly loading but rather positioning the ammo into a location in the mechanism so that it is able to be triggered. The action in the following round is used to lob the device up to 40 feet away. This is not an attack but rather a placement and it must strike soft ground to activate. Once establishing its location, the device will activate and the three arms begin to spin and will continue to spin for the following 12 rounds. On the third round, it will gain its own initiative for attack. Inside the mechanics is an engineered optical sensor that can locate the nearest movement within 15 feet. On its initiative, if it will locate the closest target within 15 feet and fire a sling stone on a d20 but has a +1 to hit bonus for being a mechanical device. It will inflict 1 point of blunt damage on a successful hit against the AC. It cannot distinguish friend from foe and will target the closest one. If two or more are equidistant then one is selected at random. If no target is within range, the device will not fire its ammo and wait until its next action. Once three sling bullets have been exhausted, the spinning motion ceases. Additionally, the device can become destroyed or dysfunctional if 6 points of damage is inflicted to it. Lastly, like other thrown weapons and devices, there is a limited number that can be carried at one time without having to use an action to gather more; for these slingers, that number is two.

Great Axe: Another heavy weapon, the great axe is a larger form of the axe; therefore, it cannot be hurled. As a heavy weapon, it requires two hands to employ, which means no shield can be paired with it. It is a cumbersome weapon, suffering a -2 penalty for initiative. However, since it is a cleaver (or a style-c) weapon, it strikes the easier to harm between blunt and edged defenses.

Halberd: This is a variant of the glaive; thus, two hands are required and it has all the properties of a heavy weapon. However, due to its design, the halberd is limited to targets 10 feet away. This means it is an inoperable weapon unless the wielder has the style: pole-arms skill to activate the reach property. The downside is if striking an adjacent hex (5-feet away) then the attack is at disadvantage. Further, it cannot be used for an impalement reaction due to its weighted design. However, it does have a different benefit. On any successful hit against an opponent, it has a chance to drag that opponent to the ground as prone. To clarify, multiple successful d20s only yield a single chance to knock the opponent prone. This becomes a Strength competition save between the two with the weapon-wielder gaining a +2 on the competition roll. Because this weapon is heavy, rolling 18 or higher on the attack dice can force an opponent into disadvantage; if then in addition the opponent is knocked prone and uses a reaction to stand-up, the original disadvantage effect still remains.

Hammer: To the previous question, how is a hammer not like a mace? Visually they are a bit different, but functionally if the cudgel can be used as a range weapon, it is a hammer. Thus, even a club which has been balanced and designed to be hurled is technically a hammer, but a club not balanced for throwing would be a mace. However, one other distinction is a hammer can be wielded one-handed, making the length of its handle less than 24 inches. Hammers have a two item limit when thrown before requiring an action to gather two more from a reserve. Finally, hammers do not have a chance to stun on high rolls as does the mace.

Hand Crossbow: The hand crossbow is a smaller version of the crossbow which can be fired with a single hand. Like the larger one, the bolts can only be fired in a liner trajectory. Shots up to 50 feet can be made normally, then up to 80 feet at disadvantage before it becomes ineffective. Besides the limited range, the biggest weakness to this weapon is its reloading, which is cumbersome, requires two hands and a complete round's action to restore ammo. This means it can only be fired every other round and no action other than reloading can be performed in between. However, when firing it a shield may be employed, but not in the interim round. Remember there is a 10-foot movement penalty for dropping and picking up an item. Because of this inconvenience, this weapon is often used as a first action weapon of use, then discarded for a different attack. Bolts can be placed and cocked into the hand crossbow in advance. The duration of this preloading is considered safe up to a half-hour per dice used is skills for the attack; 30 minutes for just ranged fighting, an hour if having style: archery, and so on. If leaving it cocked for longer than this, it will misfire on any “natural 1” rolled for that first attack. However, if used preloaded, then initiative bonuses are used in the first shot; however, beyond that, the mechanical device is cannot have initiative bonuses calculated. The weapon does gain +1 to hit nonetheless. Like its larger cousin, only 12 bolts can be carried in an encounter before needing to retrieve more from a cache.

Jossal: Nearly three millennia ago, while the dwarves were still using stone weapons and bronze-working had only began, there was a terrac forging process known as stone-smelting. This was a process using volcanic pits of basalt. The dwarves would add granite into the pits, then using carved drains from the pits allow the igneous run-off to cool to become cut and carved into hammers and stone-axes. While this soon led to the kiln, cast iron and the smelting of metals, this early forged rock had superior qualities to sedimentary rock used in earlier weapons, specifically for axes as it “held an edge” better.
       While this forging process was abandoned years ago, the gnome engineers have recaptured this lost art using nickel-cobalt casts to forge the smelted stone. This manufactured rock is called granalt by the gnomes, but it has quickly become called “gnomite” by those outside of the culture. This material can be used to produce stone weapons that have the same quality, weight and damage and standard iron ones. Being the process is more expensive, no one but the gnomes have adopted this stone-kiln process. However, there is one specialized weapon where granalt is required.
       This is the jossal (pronounced with “y” sound). At first, the jossal appears similar to the spiked chain; however, it has a much longer rope attached. Further, the rope material is specialized as well, made of a silk-hemp weave, which is affixed to a large metallic central ball-bearing, around which the stone wheel-shaped blade spins. The jossal is expensive, has maintenance concerns and considered by most not to be worth the hassle. However, gnomish engineer-fighters have started using it in greater demand.
       It is technically a ranged weapon, but it has the flung property meaning it can be used in close proximity like a melee weapon. Despite this, it is thrown like a lasso and somewhat side-armed, using ranged fighting and extending out to its 15-foot length. Because of this whirling and reeling back in, the weapon suffers a -1 delay to initiative. It also requires two hands to employ. However, due to the spinning stone, the weapon inflicts damage like a style-c weapon. As with all ranged weapons, it gains bonuses to hit from Agility; however, proficiency with the weapon grants it special weight damage, even though ranged weapon usually are not permitted this bonus. If the wielder is skilled with style: hurling then in addition to the extra d20 die used, the weapon will gain 1 point of weight damage. Should the wielder have weapon forte in the jossal, then it acts as heavy weapon-size, granting 2 points of additional damage.
       The downside of this weapon is its maintenance cost, which is a standard 12 bits monthly. This covers axle grease and re-strengthening of the rope. Even still, there is still a chance of temporary damage to the jossal. If striking with a “natural 1” (unless having the chance skill), the weapon must roll an immediate survival save. If scoring a second “natural 1” the rope breaks, requiring eight-hours to repair. Someone with an engineering skill can repair it in two hours. In either case, this counts as active time -- it cannot be repaired while performing other tasks, even traveling.

Long Bow: Bows are wonderful weapons. The archery weapon has a base range of 120 feet outdoors and 60 feet indoors. Shots outdoors above 120 feet up to 300 are at disadvantage, while those indoors between 60 and 120 feet are at disadvantage. Lastly, it has ammo-use, and 24 arrows are the most that can be fired in an encounter before retrieving another quiver.

Longsword: This is a sword between 24 and 48 inches. It could be curved or straight, single or double-edged. To employ with a shield, the wielder must have shield-use, but the shield could be dropped and the weapon used as a two-handed one, gaining the properties of as heavy weapon under the clout property. The longsword suffers a -1 penalty to initiative when wielded one-handed and -2 if employed with two. If any or many dice in an attack are “natural 20s” then there is a chance to maim the opponent. The victim must roll an Agility preservation save (DC:7) or suffer the maim restriction with a penalty of 5 feet of movement. Subsequent “natural 20s” can inflict cumulative movement penalties. Lastly, a longsword can be used with the parry skill regardless how it is held, and it can be used with riposte so long as it is wielded one-handed.

Roll20 API Weapon Special Condition:

Mace: As stated above, the Style-B mace is like a hammer except it cannot be hurled. When used with the style: bludgeoning skill, it can gain an extra d20 on attack rolls. The weapon requires one hand, but further, it may stun an opponent on a “natural 20” (whether crit or not). In such a case, the victim must make a successful Resilience preservation save (DC:7) or be stunned until the start of its next turn, during which time all attacks upon the victim are made at advantage.

Roll20 API Weapon Special Condition:

Net: To wield a net, either melee fighting or ranged fighting can be used; however, no other skills can aid to give extra dice for an attack. A net will effectively place its victim under a restrained restriction on a successful hit. It can be used against Size Categories from small to large, but tiny creatures can escape and those even bigger are effectively immune to nets. Formless and incorporeal creatures are also immune. Something caught by a net can use its action to make a DC:10 Strength feat check to free itself, or a non-captured creature can use its action to free a victim on a successful DC:8 Agility feat check. Dealing any edged damage to the net (treated as AC 10) will also free the creature without harming it; however, this will destroy the net.

Ranseur: This is a special pole-arm was designed to dismount riders; however, it can also deliver piercing damage to adjacent opponents or those 10 feet away when coupled with the style: pole-arms skill. The dismounting feat cannot be used by just anyone; the wielder must have weapon forte specific to the ranseur to use the dismount action. When doing so, only 1d20 is rolled, but on a successful hit, it will force a rider to make a Strength preservation save (DC:12) to remain in the saddle. Otherwise, the victim is dismounted, sent to the ground and prone. This save is not a reaction but automatically granted to the mounted rider. In all other cases, the ranseur can be used as its properties designate and as a pole-arm, allowing the impalement reaction once the reach property becomes effective.

Sai: A sai is a customized weapon designed for weapon lock. However, none the normal fighting style skills can enhance attacks with it; therefore, it style: specialty is required before one can use it with weapon forte. If acquiring the style: specialty skill for the sai, no extra d20 is granted to the die pool; however, an extra die is granted for weapon forte. Further, despite having the light property, the sai is an exception to the rule and can be used the weapon lock skill to catch an opponent’s weapon. The sai gains a +4 bonus on each d20 used in the attack when declaring an attempt either to lock an opponent’s weapon or to disarm the victim with weapon disarm. Also, if used underwater, the sai suffers no penalties. Finally, the sai is similar to the dagger in that it is not designed in a way to be used with rebuff but can use riposte like a dagger, as explained in the riposte skill.

Shuriken: The range weapon, shuriken, is a throwing star with a better range than most hurled weapons. These can be thrown up to 25 feet as a normal attack and over that up to 75 feet at disadvantage. Lastly, up to 12 shuriken can be thrown in an encounter before needing to grab another supply.

Slings: These can be used as melee weapons by placing ammo in the pouch and swinging it like a club, giving it a similar attack to a blackjack; however, only melee fighting can be used for calculating the dice for attack, and there is no stun option with the sling. Without a melee fighting skill, the attack is at disadvantage. When striking in melee, it will deliver blunt damage; however, no ammo will be lost, obviously. When used with ammo-use at range, ten stones can be loaded without having to retrieve more from another location.

Spear: This weapon comes in two varieties, the long spear and the short spear. Gaining weapon forte in the spear grants extra dice to both forms in melee, but style: hurling would still be required to gain the bonuses when throwing the short spear.
       The long spear is from eight to twelve feet long and cannot be hurled; it is sometimes called a pike. However, the benefit of the long spear is not only its heavy property but also its special reach, which can extend not only to 10 feet but also up to 15 feet (or three hexes) away. Due to its extreme length, it cannot be used in an impalement maneuver nor can it strike opponents in adjacent locations; however, unlike the halberd, the long spear can be wielded against opponents 10 feet away even with only the melee fighting skill.
       The short spear is a pole from four to seven feet long with a piercing point on it. Spears are fought effectively in melee while the style: pole-arms skill. The distinction for a short spear is that it can be hurled up to 20 feet as a normal attack whether inside or outside; however, a disadvantaged throw can be made up to 80 feet if launched as a linear throw, but outdoors its maximum range is 120 feet. When coupled with the shield-use skill, short spears can be used with a shield, as these weapons have a special exception to the reach property norms. While short spears make a fine thrown weapon, only four at a time can be carried without the loss of an action to gather more.

Spiked Chain: The covers a great number of weapon names: the chainwhip, ball and chain, rope dart, and kusarigama. While each of those is a bit different, they all function as the same type of weapon. These are chains of about three to four feet in length with a heavier instrument at the striking end or perhaps both ends. Based on the type of object on the ends determines the type of damage delivered: either blunt or piercing. Further, due to this weapon's exotic design, one must have melee fighting to use it for its feats; otherwise, the untrained user simply uses the chain portions to pummel an adversary with blunt damage. To properly employ the spiked chain, the user whirls it at the side, then strikes with the momentum. Like the sai, none the normal style skills can enhance attacks with it; therefore, it usually only inflicts 1d20 in combat. However, a style: specialty skill can be taken to increase to gain +2 to hit of that single d20 attack. This further allows weapon forte for the spiked chain to deliver 2d20 with the +2 bonus for each die. Also, when wielding it and using the defense action, it adds +2 to the shield AC, which is stackable atop using a shield with it. Of course shield-use is required to employ a shield with the spiked chain. It may also be used with rebuff and riposte but only in the interim of turns of the defense action. Lastly, this exotic weapon allows for critical hits on scores of “natural 20s” even when only a single die is rolled.

Roll20 API Weapon Special Condition:

Staff: A staff is a blunt pole that is spun and thrust with two hands to strike an opponent. There are two forms of a staff: a full staff and the quarter-staff. If acquiring weapon forte in the staff, either version can be used to gain the extra die but only if the required style skill for the fighting technique has been acquired. In other words, a character can have melee fighting, style: bludgeoning and weapon forte: staff but not have the style: pole-arms skill. This would mean one would attack with 3d20 using a quarter-staff, but only 1d20 with the long staff.
       The long staff is one over seven feet in length. It is typically used like a pole-arm but delivers blunt damage instead. This means when combined with the style: pole-arms skill the wielder can strike enemies two hexes away. Additionally, if the reach requirements are met, it can be set for charge similar to an impalement reaction; however, such a maneuver inflicts only normal damage but also acts as a chance to knock the charging opponent prone as a tripping competition between the two combatants.
       The quarter-staff is shorter, from four to six feet in length. It also delivers blunt damage; however, when wielding the quarter-staff, it must use the style: bludgeoning to gain any increase in attack dice. Also, the quarter-staff does not have reach and can only strike opponents in adjacent hexes (5 feet away). As a final note, either type of staff is capable of using the parry skill while wielding.

Trident: This weapon is similar to a short spear only even slightly shorter; moreover, it is made entirely from metal with a different shape of piercing head. Due to these details, it can be used with a shield, assuming shield-use is known. Also, it does not have the reach to be used to gain the extended range in melee from style: pole-arms; however, if taking the style skill, this meets the requirement to learn weapon lock or to advance to weapon forte in the trident to make a 2d20 attack. Additionally, it is too bulky to be thrown effectively unless underwater. When used underwater, it suffers no underwater penalties and does act as a style-h weapon with a normal range of 30 feet and maximum range of 60 feet. In either land or water, the trident gains a +2 bonus when used with weapon lock and weapon disarm. This +2 bonus is complementary and counted above the normal dice bonus explained in skill descriptions.

Ula: This is shorter polearm designed specifically by halflings. As small creatures are unable to use heavy weapons or those with reach, this weapon is considered an improvised weapon for creatures that are not in the small category. However, in all other ways it is used like a pole-arms, but it has a rounded or blocked head to deliver blunt damage rather than piercing. Like a normal spear, it can be hurled up to 20 feet as a normal attack whether inside or outside and thrown at disadvantage up to 60 feet if launched as a linear throw. Outdoors it can be lobbed, making its maximum range 90 feet. When coupled with the shield-use skill, the ula can be used with a shield. While ulas make a fine thrown weapon, only four at a time can be carried without the loss of an action to gather more. Lastly, the impalement reaction can be used once skilled in style: pole-arms; however, it will act in a special manner. First, it inflicts the normal amount of attack damage, but it triggers a tripping competition against the attacker. Next, as it does not have reach, this reaction occurs at five feet rather than ten feet away. This means the timing of the actions is special as well. The attack and the impalement reaction occur simultaneously; neither can be prevented or altered by death, being knocked prone or other special damage that alter the rolling of the action or reaction. Halflings’ chance skill would obviously still be permitted. However at the end of both calculations, any changes, damage, restrictions or death would apply. Thus, it the tripping portion of impalement is successful, the penalty for being prone is not calculated into the attack but does occur as a result.

Vidonoir: Pronounced VEE-doh-NOH-ir, this orcish weapon is idiomatically translated to “tooth blade.” First, outside of orcish communities, wielding one, even carrying one, creates the same social disadvantages as a jack of plates would. For the aspect of pure combat, this weapon can be employed with multiple fighting styles. When used as an axe, it combines with the style: cleaving skill to gain extra dice; however, it does not strike like a typical style-c weapon; instead it strikes against the easier between blunt and piercing defenses to inflict piercing damage. Nonetheless, this same weapon can be turned or used with a back-thrashed to use as a slashing weapon, which would gain dice to the attack if combined with the style: slashing skill. The skill weapon forte can be taken for the weapon, but it could only be used with three dice if all the requirements were met for the style used.

War Maul: The war maul is a heavy form of hammer with a longer handle. It requires two hands to wield. Due to the heavy property, a raw 18 or higher normally places an unshielded opponent at disadvantage, but further for the war maul if that roll successfully strikes the target, then the victim must also roll a Resilience preservation save (DC base of 8 plus the attacker’s Strength modifier) or become stunned, during which time attacks against the victim are at advantage. The victim recovers from the stun restriction on start of its next turn but still suffers from being at disadvantage until the end of its turn. This works in conjunction with heavy blow, if acquired, to affect even opponents with shields.

Roll20 API Weapon Special Condition:

Whip: The whip is a specialized weapon, which does not inflict lethal damage, but offers a lot of special benefits. First, it requires a melee fighting skill to operate; otherwise, it is ineffective when used as an improvised weapon. By its design, it has a natural reach of 10 feet (not requiring a skill to extend) and does inflict edged damage; however, this damage does not inflict body points but instead inflicts pain. Further, a whip does not have the tensile strength to penetrate armor; therefore, even the pain-effects cannot be inflicted to a target wearing medium or heavy armor (or monsters with an armor component of its AC is 13 or higher). This pain-effect offers the potential to place a target into a frightened restriction until the end of the victim's next turn. When a whip successfully strikes non-immune target, the victim makes a Will preservation save (DC:9) or becomes frightened due to pain. As a second attack option, the whip offers a tripping option against an opponent up to ten feet away (2 hexes). This requires a success hit against the target’s AC and can affect any target regardless of its armor type. The rules of pushing govern tripping, and the whip offers a +3 bonus on the competition. This can be very effective when using a flee-attack reaction especially due to the whip’s natural reach, allowing those who break from 2 hexes away to be subject to such a reaction. A whip can also be used as a make-shift garrote; however, attacking with it as such suffers a -3 to hit on the attack. Finally, with other advanced skills, the whip can perform even more feats, but it would require a style: specialty skill to use such maneuvers as weapon lock. The style: specialty skill does not add an extra d20 and neither does weapon forte. This weapon only ever has 1d20 in its die pool. The whip cannot be used for parry or rebuff.

Melee Weapons and Combining Skills
  No Skill  Melee FightingStyle: SpecialtyWeapon Forte2-HandedHeavy BlowShield Parry  Rebuff Riposte
Spiked Chaind20(D)1d201d202d20n/an/a
  No Skill  Melee FightingStyle: Bludgeoning Weapon Forte  2-Handed  Heavy Blow Shield Parry  Rebuff Riposte
Bastard Sword(M)d20(D)1d202d20+d20n/a+d20
War Maul(S)d20(D)1d202d20+d20n/a+d20
  No Skill  Melee FightingStyle: CleavingWeapon Forte2-HandedHeavy BlowShield Parry  Rebuff Riposte
Battle Axed20(D)1d202d20+d20+d20+d20(C)
Great Axed20(D)1d202d20+d20n/a+d20
  No Skill  Melee FightingStyle: Pole-arms Weapon Forte  2-Handed  Heavy Blow Shield Parry  Rebuff Riposte
Long Spearn/a1d20(10ft)1d20(15ft)2d20(15ft)n/an/a
Short Speard20(D)1d201d20(10ft)(I)2d20(10ft)(I)n/an/a
Long Staffd20(D)1d201d20(10ft)(P)2d20(10ft)(P)n/an/a
  No Skill  Melee FightingStyle: SlashingWeapon Forte2-HandedHeavy BlowShield Parry  Rebuff Riposte
Range Weapons and Combining Skills
  No Skill  Ranged FightingStyle: ArcheryWeapon ForteFocused ShotMarksmanshipStrength BowShieldCurved ShotTargeting
Hand Crossbowd20(D)1d202d20+d20+d20-d20n/a
Long Bowd20(D)1d202d20+d20+d20-d20+d20
  No Skill  Melee FightingStyle: HurlingWeapon ForteFocused ShotFlungRicochetShield Targeting
Gnomish Slingern/a1d20n/an/an/a 
Short Speard20(D)1d202d20+d20+d20 

(C) weapon of clout
(D) at disadvantage
(I) impalement
(M) maim potential
(P) might knock prone
(R) chance to restrain
(S) stun potential
(T) dismount potential
 with skill
 special conditions
red font indicates potential crits