Enchanted Realms Rulebook

 How to Play
 Create a Character
 Using Skills
   Acquiring Skills
   Group Feats
   Advantage and Disadvantage
   Raw Dice
 Racial Skills
 Vocational Skills
 Combat Skills
 Adventuring Skills
 Rune Magic
 Divine Powers
   Invocations (A-C)
   Invocations (D-L)
   Invocations (M-R)
   Invocations (S-Z)
   Divine Skills
   Holy Ground
   Axioms (A-C)
   Axioms (D-M)
   Axioms (N-Z)
   Craftsman Armor
   The Market
 Combat Detailed
   The Action
   Different Modes
   Knocked Down
   The Attack
   Raw Die Scores
   Critical Hits
   Physical Damage
   Sneak Attacks
   Touch-based Effects
   At The Ready
   Flee Attack
   Impalement Maneuver
   Friendly Fire
   Weapon Negating
   Defense Rolls (Variant)
   Restrictions in Combat
   Size Categories
   Brute Force
   Social Interactions
   Short Rest
   Long Rest
   Death Saves
   Climate Extremes
   Mind-Spirit Death
 Game Master Details
   Labor Projects
   Non-Metallic Crafting
   Chemistry and Alchemy
   Magic Items
 Appendix A - Character Sheet

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.

Even though all weapons inflict the same amount of damage, this does not mean all weapons are equal. Weapons have different properties which are referred to as tags. These different properties 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 tags which are typically applied alone can offer powerful value as well.

Any weapon tagged as a melee weapon 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 during its use.
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.
Weapons which have this tag always require two hands. Further, beings below a medium Size Category simply lack the physique to be able to balance and wield heavy weapons. When wielding 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 for his or her next action in the combat, including casting when relevant. This can be used with spinning moves to affect multiple opponents if the dice are high. 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. The final downside to heavy weapons is they suffer a -2 on all initiative rolls.
This tag refers to projectile-type weapons such as bows and crossbows. It is needed for certain skills to offer advancement in combat. It also indicates weapons affected by the disadvantage of some armors. 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. It is also possible to be at disadvantage when employing an archery weapon while being engaged in melee.
This tag refers to bludgeoning weapons. These weapons deliver blunt damage in the event a monster has resistance or a variance in AC. It is needed for certain skills to offer advancement in combat.
This tag means the weapon is a cleaver. This is an edged weapon which is delivered with the force associated with bludgeoning weapons. It will deliver either blunt or edged as it delivers damage based on both styles. 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. The same is true if there is a variance in the target AC. It is needed for certain skills to offer advancement in combat.
This tag refers to slashing weapons with a cutting edge, such as daggers and swords. These weapons deliver cutting damage in the event a monster has resistance or a variance in AC. It is needed for certain skills to offer advancement in combat.
Normally when engaged by a melee combatant, range attacks are at disadvantage. However, weapons with a flung property can be thrown against any target without being at disadvantage despite a direct melee engagement. This does not remove disadvantage for other reasons, such as being poisoned, etc.
The parry tag allows the wielder of the primary weapon to be able to use it with the parry combat skill to gain +1 to AC in melee. If fighting two-handed and both weapons are capable of parry, the total bonus of +1 is still the most that is gained.
Any weapons with a reach tag allow targets to be attacked in melee at 10 feet (2 hexes) rather than 5 feet, once acquiring the pole-arms skill. Many weapons of reach offer several special attacks, especially with advanced skills. Unless stated differently, most reach weapons deliver piercing damage.
A weapon marked as thrown is permitted to be hurled at an opponent. Often these weapons can be used in either melee or hurled. 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. 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.
These weapons are normally used as a one-handed weapon; however, they can also be wielded with two hands to act like a heavy weapon. However, the “heavy effect” only scores on a natural 20, which may or may not be a critical hit based on the wielder’s skills. Further, they can only be used like a heavy weapon in one encounter without having a short rest before gaining the benefit again. However, during that single encounter, it may be swung as many times as desired until losing grip or no longer using it with both hands.
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.
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. Further, strength bow cannot be used with mechanical devices. However, they gain an extra +1 to each d20 attack die used.
When a special tag 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 Tags Damage
AxeMelee; Cleaver; Flung; Thrown (15/40)Blunt/Edged
Bastard SwordMelee; Heavy; Edged; ParryEdged
CrossbowArchery (80/120); Ammo-Use; MechanicalPiercing
DaggerMelee; Light; Edged; Thrown (20/50)Varies
FlailMelee; Blunt; Parry; VersatileBlunt
GlaiveMelee; Heavy; ReachPiercing
GarroteMelee; SpecialNone
Great AxeMelee; Heavy; Cleaver; ParryBlunt/Edged
HalberdMelee; Heavy; Reach; SpecialPiercing
HammerMelee; Blunt; Flung; Thrown (20/60)Blunt
Hand CrossbowArchery (50/80); Ammo-Use; MechanicalPiercing
Long BowArchery (120/300); Ammo-UsePiercing
LongswordMelee; Edged; Parry; VersatileEdged
MaceMelee; Light; BluntBlunt
NetMelee; Thrown (5/10); SpecialNone
RanseurMelee; Reach; SpecialPiercing
SaiMelee; Light; SpecialPiercing
ShurikenThrown (25/75)Edged
SlingThrown (30/90); Ammo-Use; SpecialBlunt
SpearMelee; Reach; Thrown (20/80)Piercing
Spiked ChainMelee; SpecialVaries
StaffMelee; Blunt; Parry; ReachBlunt
TridentMelee; Parry; SpecialPiercing
War MaulMelee; Heavy; BluntBlunt
WhipMelee; SpecialNone

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 in the cleaving style, and 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 cleaver, it strikes the easier of bashing or slashing defense. 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. The parry skill can also be employed with this weapon. 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.

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. 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. 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 weapons can be used in melee. One can also be hurled to strike a target within 20 feet; between 20 and 50 feet the throw is at disadvantage. Daggers inflict edged damage in melee, but piercing damage if thrown. When hurling daggers, six is the limit before needing to retrieve more from an off-body supply. Lastly, if employed underwater, the dagger suffers no penalties for melee use; however, like most thrown weapons underwater, it cannot be hurled.

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 that 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 blunt 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 versatile properties.

Glaive: The category of glaive is basically any pole-arm longer than seven feet, but is it also classified as a heavy weapon. These weapons cannot be hurled as spears can. However, as a melee weapon and used with the proper skills, it can strike an opponent two hexes away; this can be accomplished even with another occupant (friend or foe) in the hex in between. Due to its reach, there is the option for an impalement reaction when wielding this weapon. All glaives require two hands to use and are heavy, meaning shields are not an option. Glaives also a suffer -2 penalty to initiative.

Garrote: The garrote can only be used on Size Category small or medium creatures - and only while the victim is at disadvantage for combat, such as being blind, prone or restrained. 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. If the 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 free itself on its first action, no damage is inflicted. However, if still garroted after that point, then the victim also suffers a degree of exhaustion from the experience.

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, it strikes the easier to harm between blunt and edged resistances.

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 if striking an adjacent hex (5-feet away), then the attack is at disadvantage. Further, it cannot be used for an impalement maneuver 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. Further, multiple hits only yield a single chance to knock the opponent prone. This becomes a body competition save between the two with the weapon-wielder gaining a +3 on the competition roll. Not just anyone can perform this option, as the employer of the halberd must at least have the pole-arm skill to attempt this feat. 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 thrown, 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.

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. As a result, this 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 and left there up to half-an-hour before concern or wear happens to the machine. If used preloaded, then initiative bonuses are used in the first round; however, beyond that, the mechanical device is cannot have initiative bonuses calculated. Like its larger cousin, only 12 bolts can be carried in an encounter before needing to retrieve more from a cache.

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 a heavy weapon under the versatile tag. Lastly, a longsword can be used with the parry skill regardless how it is held and even used with riposte so long as it is employed one-handed.

Mace: As stated above, the blunt mace is like a hammer except it cannot be hurled. It is used with the bludgeoning style of fighting and only requires one hand. Batons and troglodyte clubs are considered to be maces.

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 and also immune. Something caught by a net can use its action to make a DC:10 body feat save to free itself, or an non-captured creature can use its action to free a victim within reach on a successful DC:8 body feat save. 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. Like the halberd, not just anyone can use this special feature; 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 body preservation save (DC:9) to remain in the saddle. Otherwise, the victim is dropped to the ground and considered 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.

Sai: A sai is a customized weapon designed for weapon lock. However, none the melee fighting style skills of bludgeoning, cleaving or slashing can enhance attacks with it; therefore, it can also not be used with weapon forte, leaving it to only attack as a 1d20 in almost all cases. However, when used with the weapon lock skill, it can catch an opponent’s weapon despite having the light tag. In fact, even though it normally attacks with only 1 die, the sai gains a +4 to the roll when using it to pin an opponent’s weapon or to disarm the victim with weapon disarm. Lastly, if used underwater, the sai suffers no penalties.

Shuriken: The shuriken are throwing stars with a better range than most hurled weapons. They can be thrown up to 25 feet as a normal attack and over that up to 75 feet at disadvantage.

Slings: These can be used as melee weapons by placing ammo in the pouch and swinging it like a club; however, only melee fighting can be used for calculating the dice for attack. Without the 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 from another location.

Spear: This is a pole from four to seven feet long with a piercing point on it. Spears can be fought in melee in the pole-arms style. The distinction for a 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, spears can be used with a shield, as these weapons have a special exception to the reach-tag restriction. While 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. To properly employ the spiked chain, the user whirls it at the side, then strikes with the momentum. Like the sai, none the style skills of bludgeoning, cleaving or slashing can enhance attacks with it; therefore, it usually only inflicts 1d20 in combat. However, 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. Lastly, this exotic weapon allows for critical hits on scores of “natural 20s.”

Staff: A staff is a blunt pole that is spun with two hands to strike an opponent. Staffs come is varying lengths, and those over seven feet can also be used as a pole-weapon to strike enemies two hexes away. Additionally, if it is that long, it can be set for charge as an impalement reaction to inflict more damage. However, due to the reach-restriction, a shield can never be employed with a staff, but the parry skill can be.

Trident: This weapon is a shorter form of the spear; however, it is made entirely from metal. 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 pole-arms, and it is too bulky to be thrown effectively. However, if this weapon is used underwater, it suffers no underwater penalties and does act as a thrown weapon with a normal range of 30 feet and maximum range of 60 feet. In either environment, it 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 the skill descriptions.

War Maul: The war maul is a heavy form of hammer with a longer handle. It requires two hands to wield. In the hands of an expert, one with weapon forte, a successful hit from a war maul offers a slight chance to stun the opponent. If a raw 18 or higher is rolled, which normally places an unshielded opponent at disadvantage, and that roll successfully strikes the target, then the victim must also roll a body preservation save (DC:6) or become stunned until the victim's next action, during which time attacks against the victim are at advantage. The victim recovers from the restriction on its next turn, but whether stunned or not still suffers from being at disadvantage. This works in conjunction with heavy blow, if acquired, to affect even opponents with shields.

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 slashing 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 spirit preservation save (DC:9) or becomes frightened in pain. As a second attack option, the whip offers a tripping option against an opponent up to ten feet away. 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. A whip can also be used as a make-shift garrote; however, attacking with it as such suffers a -2 to hit on the attack. Finally, with other specialized skills, the whip can perform even more feats, but it is classified as an “improvised” weapon for weapon lock or other skills that restrict such use. The whip cannot be used for rebuff either.

Melee Weapons
  No Skill  Melee Fighting    Shield Parry  Rebuff Riposte
Spiked Chaind20(D)1d20    
   Bludgeoning Weapon Forte  2-Handed  Heavy Blow     
War Mauld20(D)1d202d203d20(S)n/a+d20
   Cleaving Weapon Forte  2-Handed  Heavy Blow     
Great Axed20(D)1d202d203d20n/a+d20
   Pole-Arms Weapon Forte  2-Handed  Heavy Blow     
   Slashing Weapon Forte  2-Handed  Heavy Blow     
Bastard Swordd20(D)1d202d203d20n/a+d20
Range Weapons
  No Skill  Ranged Fighting    Shield Parry  Rebuff Riposte
    Archery  Weapon Forte  Focused Shot  Strength Bow     
Hand Crossbowd20(D)1d202d203d20+d20n/a
Long Bowd20(D)1d202d203d20+d20+d20
    Hurling  Weapon Forte  Focused Shot  Strength Bow     

(D) at disadvantage
(R) 10-ft reach potential with pole-arms
(S) stun potential
(V) as versatile
 with skill
red font indicates potential crits