SpiritD6 Weapons&Armor in SpiritD6 | World Anvil

SpiritD6 Weapons&Armor

Weapons

  Weapons have a range and a success table. The range is generally modified by size in the case of melee weapons. Range is measured in hexes, and a range of 1 is the shortest, range, meaning the weapon can target a creature within 1 hex of the wielder.
If you are attacking a creature in melee that is closer than one half your maximum range and closer than your maximum range -2, you have disadvantage on the attack.
In the case of ranged weapons, the weapon may be fired outside its range, but at disadvantage every time the range is exceeded (so with a range of 30, shooting within 60 hexes is 1 disadvantage, and 90 hexes is 2 disadvantages). It is generally impossible to propel a projectile beyond 8 ranges, and at 2 ranges (1 disadvantage), it is not possible to gain more than 2 successes. At greater range than that, only one success is possible.
If you are Engaged, you have disadvantage on ranged attacks.

Mastercrafted Weapons: While wielding a mastercrafted weapon, you deal +1 damage with any attack where you choose a damaging effect.     Axe
Axe: A one-handed axe. Requires Axes[Might] to use.
Range: 1/1/2/4 (Size -1/0/1/2)
       
Successes Effects (Choose one)
1
  • Deal 1d6+1+(size)+1/2Might Damage.
  • Opponent has Disadvantage on checks for 1 Turn.
  • Ignore 5 Armor and deal 2 extra damage.
2
  • Deal 1d6+6+(size)+1/2Might Damage.
  • Ignore Armor and deal 2 extra damage.
  • Choose effects totaling 2 successes.
3
  • Deal 1d6+11+(size)+1/2Might Damage.
  • Choose effects totaling 3 successes.
4
  • Deal 1d6+18+(size)+1/2Might Damage.
  • Choose effects totaling 4 successes.
Javelin
Javelin: A one-handed spear designed for throwing. Requires Polearms[Might] to use as a melee weapon and Throwing[Sense] to use as a ranged weapon.
Melee Range: 1/2/4/6 (Size -1/0/1/2)
Thrown Range: 15          
Successes Effects (Choose one)
1 Deal 1d4+(Size)+1/2Might Damage.
2 Deal 1d4+4+(size)+1/2Might Damage.
3 Deal 1d4+8+(size)+1/2Might Damage.
4 Deal 1d4+14+(size)+1/2Might Damage.
Knife
Knife: A knife balanced for throwing, able to be used as a melee weapon if needed. Requires Light Blades[Might] to use as a melee weapon and Throwing[Sense] to use as a ranged weapon.
Melee Range: 1/1/2/4 (Size -1/0/1/2)
Thrown Range: 10          
Successes Effects (Choose one)
1 Deal 1d3+(Size)+1/2Might Damage.
2 Deal 1d3+3+(size)+1/2Might Damage.
3 Deal 1d3+6+(size)+1/2Might Damage.
4 Deal 1d3+11+(size)+1/2Might Damage.
Mace
Mace: A one-handed bludgeon. Requires Bludgeons[Might] to use.
Range: 1/1/2/4 (Size -1/0/1/2)
       
Successes Effects (Choose one)
1
  • Deal 1d4+(size)+1/2Might Damage, and ignore 4 armor.
  • Opponent has Disadvantage on checks for 1 Turn.
  • Ignore Armor and deal 2 extra damage.
2
  • Deal 1d4+4+(size)+1/2Might Damage, and ignore 4 armor.
  • Choose effects totaling 2 successes.
3
  • Deal 1d4+8+(size)+1/2Might Damage, and ignore 4 armor.
  • Choose effects totaling 3 successes.]
4
  • Deal 1d4+14+(size)+1/2Might Damage, and ignore 4 armor.
  • Choose effects totaling 4 successes.
Small Blade
Small Blade: A warknife or shortsword. Requires Light Blades[Might] to use.
Range: 1/1/2/4 (Size -1/0/1/2)
       
Successes Effects
1
  • Deal 1d4+(size)+1/2Might Damage
  • Opponent has Disadvantage on checks for 1 Turn.
  • Ignore Armor and deal 2 extra damage.
2
  • Deal 1d4+4+(size)+1/2Might Damage.
  • Disarm Opponent.
  • Choose effects totaling 2 successes.
3
  • Deal 1d4+8+(size)+1/2Might Damage.
  • Choose effects totaling 3 successes.
4
  • Deal 1d4+14+(size)+1/2Might Damage.
  • Choose effects totaling 4 successes.
Spear
Spear: A one-handed spear. Requires Polearms[Might] to use.
Range: 2/3/6/9 (Size -1/0/1/2)
         
Successes Effects (Choose one)
1
  • Deal 1d4+(size)+1/2Might Damage.
  • Opponent has Disadvantage on checks for 1 Turn.
2
  • Deal 1d4+4+(size)+1/2Might Damage.
  • Choose effects totaling 2 successes.
3
  • Deal 1d4+8+(size)+1/2Might Damage.
  • Choose effects totaling 3 successes.
4
  • Deal 1d4+14+(size)+1/2Might Damage.
  • Choose effects totaling 4 successes.
Sword
Sword: A one-handed sword. Requires Swords[Might] to use.
Range: 1/2/4/6 (Size -1/0/1/2)
       
Successes Effects
1
  • Deal 1d4+1+(size)+1/2Might Damage
  • Opponent has Disadvantage on checks for 1 Turn.
  • Ignore 5 Armor and deal 2 extra damage.
2
  • Deal 1d4+5+(size)+1/2Might Damage. ]
  • Disarm Opponent.
  • Ignore Armor and deal 2 extra damage.
  • Choose effects totaling 2 successes.
3
  • Deal 1d4+9+(size)+1/2Might Damage.
  • Choose effects totaling 3 successes.
4
  • Deal 1d4+15+(size)+1/2Might Damage.
  • Choose effects totaling 4 successes.
Unarmed
Unarmed: Attacking with hands and feet. Requires Unarmed[Might] to use.
Range: 1/1/2/4 (Size -1/0/1/2)
  Grab: A grabbed opponent is rooted and has disadvantage on attacks until they make an opposed Might or Agility check to escape as an action. If making a Might check, the grabbed creature may attempt the check in the Immediate Phase with Disadvantage.
If the opponent is 2 or more sizes larger than you, they are not rooted and instead you move with them if they move. If the opponent is 3 more sizes larger, they do not have disadvantage.
A grabbed character cannot use two handed weapons.
Trip: Opponent falls prone.
Disarm: Opponent loses control of their weapon, and the weapon can either be taken or thrown away.
       
Successes Effects
1
  • Deal 1d3+(size)+1/2Might Damage
  • Opponent has Disadvantage on checks for 1 Turn.
  • Trip Opponent of Same or Lower Size.
  • Grab Opponent
  • Shove enemy 1+Size (min 1) hexes away from you.
2
  • Deal 1d3+3+(size)+1/2Might Damage.
  • Disarm Opponent.
  • Trip Opponent of 1 size greater.
  • Choose effects totaling 2 successes.
  • Shove enemy 1/2[Rank]+Size (min 1) hexes away from you.
  • Ignore Armor and deal 2 extra damage.
3
  • Deal 1d3+6+(size)+1/2Might Damage.
  • Choose effects totaling 3 successes.
4
  • Deal 1d3+11+(size)+1/2Might Damage.
  • Choose effects totaling 4 successes.

Long Sword
Long Sword: A two-handed long blade. Requires Swords[Might] to use.
Range: 2/3/6/9 (Size -1/0/1/2)
       
Successes Effects (Choose one)
1
  • Deal 1d6+1+(size)+1/2Might Damage.
  • Opponent has Disadvantage on checks for 1 Turn.
  • Ignore 5 Armor and deal 2 extra damage.
2
  • Deal 1d6+6+(size)+1/2Might Damage.
  • Disarm Opponent.
  • Ignore Armor and deal 2 extra damage.
  • Choose effects totaling 2 successes.
3
  • Deal 1d6+11+(size)+1/2Might Damage.
  • Choose effects totaling 3 successes.
4
  • Deal 1d6+18+(size)+1/2Might Damage.
  • Choose effects totaling 4 successes.
Pike
Pike: A two-handed spear. Requires Polearms[Might] to use.
Range: 3/4/8/12 (Size -1/0/1/2)
         
Successes Effects (Choose one)
1
  • Deal 1d4+2+(size)+1/2Might Damage.
  • Opponent has Disadvantage on checks for 1 Turn.
2
  • Deal 1d4+6+(size)+1/2Might Damage.
  • Choose effects totaling 2 successes.
3
  • Deal 1d4+10+(size)+1/2Might Damage.
  • Choose effects totaling 3 successes.
4
  • Deal 1d4+16+(size)+1/2Might Damage.
  • Choose effects totaling 4 successes.
Pole Hammer
Pole Hammer: A two-handed hammer. Requires Bludgeons[Might] to use.
Range: 1/2/4/6 (Size -1/0/1/2)
       
Successes Effects (Choose one)
1
  • Deal 1d6+1+(size)+1/2Might Damage.
  • Opponent has Disadvantage on checks for 1 Turn.
  • Ignore Armor and deal 2 extra damage.
2
  • Deal 1d6+6+(size)+1/2Might Damage.
  • Ignore Armor and deal 2 extra damage.
  • Choose effects totaling 2 successes.
3
  • Deal 1d6+11+(size)+1/2Might Damage.
  • Choose effects totaling 3 successes.
4
  • Deal 1d6+18+(size)+1/2Might Damage.
  • Choose effects totaling 4 successes.
Staff
Staff: A stout, two-handed staff. Requires Polearms[Might] to use.
Range: 2/3/6/9
       
Successes Effects (Choose one)
1
  • Deal 1d4+1+(size)+1/2Might Damage, and ignore 3 armor.
  • Opponent has Disadvantage on checks for 1 Turn.
  • Ignore Armor and deal 2 extra damage.
2
  • Deal 1d4+5+(size)+1/2Might Damage, and ignore 3 armor.
  • Choose effects totaling 2 successes.
3
  • Deal 1d4+9+(size)+1/2Might Damage, and ignore 3 armor.
  • Choose effects totaling 3 successes.
4
  • Deal 1d4+15+(size)+1/2Might Damage, and ignore 3 armor.
  • Choose effects totaling 4 successes.
Waraxe
Waraxe: A two-handed axe. Requires Axes[Might] to use.
Range: 1/2/4/6 (Size -1/0/1/2)
         
Successes Effects (Choose one)
1
  • Deal 1d6+3+(size)+1/2Might Damage.
  • Opponent has Disadvantage on checks for 1 Turn.
  • Ignore 5 Armor and deal 2 extra damage.
2
  • Deal 1d6+8+(size)+1/2Might Damage.
  • Ignore Armor and deal 2 extra damage.
  • Choose effects totaling 2 successes.
3
  • Deal 1d6+13+(size)+1/2Might Damage.
  • Choose effects totaling 3 successes.
4
  • Deal 1d6+20+(size)+1/2Might Damage.
  • Choose effects totaling 4 successes.

Bow
Bow: A bow drawn using muscle power. Ranged weapon. Requires two hands to use. Requires Bows[Sense] to use.
Range: 50
       
Successes Effects (Choose one)
1 Deal 1d4+1+(Size)+1/2Might Damage.
2 Deal 1d4+5+(size)+1/2Might Damage.
3 Deal 1d4+9+(size)+1/2Might Damage.
4 Deal 1d4+15+(size)+1/2Might Damage.
Crossbow
Crossbow: A winched and trigger-released bow. Ranged weapon. Requires two hands to use. Requires Crossbows[Sense] to use. Requires a reload (movement phase) between each shot. An already loaded crossbow can be used with the Snapshot immediate action.
Range: 40
       
Successes Effects (Choose one)
1 Deal 1d6+3+(Size) Damage and ignore 3 armor.
2 Deal 1d6+8+(size) Damage and ignore 3 armor.
3 Deal 1d6+13+(size) Damage and ignore 3 armor.
4 Deal 1d6+20+(size) Damage and ignore 3 armor.
Musket
Musket: A two-handed gunpowder weapon. Ranged weapon. Requires two hands to use. Requires Guns[Sense] to use. Requires a reload (movement phase) between each shot. An already loaded musket can be used with the Snapshot immediate action. Musket attacks have disadvantage unless the user has taken a Stabilize action in the previous phase. Snapshot cannot benefit from Stabilize.
Range: 20
       
Successes Effects (Choose one)
1 Deal 1d6+4+(Size) Damage and ignore 6 armor.
2 Deal 1d6+9+(size) Damage and ignore 6 armor.
3 Deal 1d6+14+(size) Damage and ignore 6 armor.
4 Deal 1d6+21+(size) Damage and ignore 6 armor.
Pistol
Pistol: A one-handed gunpowder weapon. Ranged weapon. Requires one hand to use, but two hands to reload. Requires Guns[Sense] to use. Requires a reload (movement phase) between each shot. An already loaded pistol can be used with the Snapshot immediate action. Pistol attacks have disadvantage unless the user has taken a Stabilize action in the previous phase. Snapshot cannot benefit from Stabilize.
Range: 15
       
Successes Effects (Choose one)
1 Deal 1d4+3+(Size) Damage and ignore 5 armor.
2 Deal 1d4+7+(size) Damage and ignore 5 armor.
3 Deal 1d4+11+(size) Damage and ignore 5 armor.
4 Deal 1d4+17+(size) Damage and ignore 5 armor.
Sling
Sling: A leather pouch used for flinging small stones or bullets. Ranged Weapon. Requires one hand to use, but two hands to reload. Requires Throwing[Sense] to use. Requires a reload (movement phase) between each shot.
Range: 30
       
Successes Effects (Choose one)
1 Deal 1d4+1+(Size)+1/2Might Damage.
2 Deal 1d4+5+(size)+1/2Might Damage.
3 Deal 1d4+9+(size)+1/2Might Damage.
4 Deal 1d4+15+(size)+1/2Might Damage.

Improvised Weapons

Improvised weapons use the skill of the weapon they most resemble. However, they generally do less damage and usually have no special options except for damage. Use the table below the estimate the damage of an improvised weapon. Most improvised weapons also add 1/2 might to damage. Also determine if the improvised weapon should have short, medium, or long range, if it is a melee weapon.

Improvised weapon damage
Ranges: Short Range: 1/1/2/4 Medium Range: 1/2/4/6 Long Range: 2/3/6/9      
Successes Lowest Damage Medium Damage High Damage Highest Damage
1 Deal 1d4+(size) Damage Deal 1d4+1+(size) Damage Deal 1d6+1+(size) Damage Deal 1d6+3+(size) Damage
2 Deal 1d4+4+(size) Damage Deal 1d4+5+(size) Damage Deal 1d6+6+(size) Damage Deal 1d6+8+(size) Damage
3 Deal 1d4+8+(size) Damage Deal 1d4+9+(size) Damage Deal 1d6+11+(size) Damage Deal 1d6+13+(size) Damage
4 Deal 1d4+14+(size) Damage Deal 1d4+15+(size) Damage Deal 1d6+18+(size) Damage Deal 1d6+20+(size) Damage

Armor

Armor reduces incoming damage by a specified value, but also gives speed and initiative penalties.
  Light armor: Primarily textile-based armor. Light armor reduces damage by 2, and reduces initiative by 1.
Medium armor: Usually mail or lamellar, or potentially breastplate. Medium armor reduces damage by 4, and reduces initiative by 2. It reduces movement speed by 10% (round down, but at least 1). You have disadvantage on Tumble, Stealth, and Athletics. You have two disadvantages on swim. You may get fatigued in warm temperatures.
Heavy Armor: Generally full-body plate. Heavy armor reduces damage by 8, and reduces initiative by 4. It reduces movement speed by 20% (round down, but at least 1). You have disadvantage on Tumble, Stealth, and Athletics. You have two disadvantages on swim. You may get fatigued in warm temperatures.

Mastercrafted Armor: Mastercrafted armor reduces the initiative penalty of the armor worn by 1.  

Shields

Heavy shield: A heavy shield requires one hand to wield (prohibiting the use of that hand for complex tasks or for wielding two-handed weapons). A heavy shield increases the wielder's Defense by 1.
Light shield: A light shield requires one hand to wield (prohibiting the use of that hand for complex tasks or for wielding two-handed weapons). A light shield increases the wielder's Defense by 1 against melee attacks only.