Enchanted Realms Rulebook
How to Play
Create a Character
Advantage and Disadvantage
Raw Die Scores
At The Ready
Defense Rolls (Variant)
Restrictions in Combat
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. Such is required for untrained use with a shield.|
|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 has a shield, the creature is protected from this effect. Further, this asset is only gained against opponents up to one size-category higher than the wielder. On the downside, heavy weapons 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. 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 weapon to be able to use it with the parry combat skill to gain +1 to AC in melee.|
|Any weapons with a reach tag allow targets to be attacked in melee at 10 feet (2 hexes) rather than 5 feet. Weapons of reach offer several special attacks, especially with advanced skills. Unless stated differently, polearms typically 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. 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 must be consulted.|
A quick note about trade-in price, which applies to armor above as well: 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.
|Axe||Melee; Cleaver; Flung; Thrown (15/40)||Blunt/Edged|
|Bastard Sword||Melee; Heavy; Edged; Parry||Edged|
|Crossbow||Archery (80/120); Ammo-Use; Mechanical||Piercing|
|Dagger||Melee; Light; Edged; Thrown (20/50)||Varies|
|Flail||Melee; Blunt; Parry; Versatile||Blunt|
|Glaive||Melee; Heavy; Reach||Piercing|
|Great Axe||Melee; Heavy; Cleaver; Parry||Blunt/Edged|
|Halberd||Melee; Heavy; Reach; Special||Piercing|
|Hammer||Melee; Blunt; Flung; Thrown (20/60)||Blunt|
|Long Bow||Archery (120/300); Ammo-Use||Piercing|
|Longsword||Melee; Edged; Parry; Versatile||Edged|
|Mace||Melee; Light; Blunt||Blunt|
|Net||Melee; Thrown (5/10); Special||None|
|Ranseur||Melee; Reach; Special||Piercing|
|Sling||Thrown (30/90); Ammo-Use; Special||Blunt|
|Spear||Melee; Reach; Thrown (20/80)||Piercing|
|Staff||Melee; Blunt; Reach||Blunt|
|War Maul||Melee; Heavy; Blunt||Blunt|
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. 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 adds +2 to one’s initiative score.
Crossbow: The crossbow is a mechanical bow with a trigger. The bolts are less predictable at further distances, and it only can 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 more. The mechanical device is also not able to take advantace of increased initiative bonuses. 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. It 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. Further, the small size of a dagger allows it to be swift when attacking by either method. When hurling daggers, six is the limit before needing to retrieve more from an off-body supply.
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 properies.
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, it can strike an opponent two hexes away; this can be accomplished even with another occupant (friend or foe) in the hex in between. This means there is the option for an impalement reaction using this weapon. All glaives require two hands to use, meaning shields are not an option. Glaives also a suffer -2 penalty to initiative.
Great Axe: Another heavy weapon, the great axe is a larger form of the axe; therefore, it cannot be thrown. 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 cleaving weapon it strikes the easier to damage 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 attack an adjacent hex (5-feet away), then the attack is at disadvantage. Further, it cannot be used for an impalement maneuver. 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. Not anyone can perform this option, as the employer of the halberd must at least have the pole-arm skill to attempt this. This becomes a body competition save between the two with the weapon-wielder gaining a +4 on the 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 hurled, 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.
Long Bow: Bows are wonderful weapons. The longbow has a base range of 120 feet outdoors and 60 feet indoors. Shots outdoors above 150 feet up to 300 are at disadvantage, while those indoors between 60 and 120 feet are at disadvantage. Lastly, 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 however it is held and even used with riposte so long as it is employed one-handed.
Mace: As stated above, the mace is like a hammer except it cannot be thrown. 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 another creature within its reach on a success. 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 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 perservation save (DC:9) to remain in the saddle. Otherwise, the victim is dropped to the ground and considered prone. Otherwise, the ranseur can be used as its properies designate and as a pole-arm, allowing the impalement reaction.
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.
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 wheterh inside or outside; however, a disadvantaged can be made up to 80 feet if launched as a linear throw, but outdoors its maximum range is 120 feet. Spears can be used with a shield. While spears make a fine thrown weapon, only four at a time can be carried without the loss of an action to gather more.
Staff: A staff is a blunt pole that is spun with two hands to strike an opponent. Staves 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.
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 succesful 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 struct the target, then the victim must 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.