Archaic Weapons

Weapons are formed through a variety of different forms and methods, because of their varied nature, most, if not all sets of weaponry given in the Spheres of Divinity system are assuming they are made for creatures of Medium size. Additionally, most weapons will have a core list of properties that improve the effectiveness of the weapon given in the weapon description.

Noise and Firearms

Unless a firearm has the Suppressed property, shots from a firearm can be heard a number of feet away equal to 500 * (the maximum damage roll of the weapon’s dice, + 2 if it is a pistol, + 5 if it is a rifle or shotgun, and +20 if it is a cannon for example, a caplock pistol can be heard 9,000 feet away, while a hand cannon can be heard 16,000 feet away. A firearm is considered any weapon designed with Blackpowder Cannon, Blackpowder Pistol, Blackpowder Rifle, Blackpowder Shotgun, Blackpowder Heavy Weaponry, Industrial Pistol, Industrial Rifle, Industrial Shotgun, or Industrial Heavy Weaponry rules.   Weapons haves the following game statistics:
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  • Name: The name of the weapon.
  • Cost: The base market cost of the weapon.
  • Grade: The grade of weapon, and thus the proficiency grade required to utilize the weapon. Simple, Martial, or Exotic.
  • Damage: The damage dice used when making attacks with the weapon. When determining the damage of the weapon, if a damage value can be recreated through a different dice combination, such as 1d8 using 2d4, you can choose which dice combination to use on the weapon.
  • Damage Type: The type of damage dealt using the weapon.
  • Critical: The value on a d20 that a critical threat will occur when attacking with the weapon, also known as Critical Threat. Additionally lists the multiplier to damage dice with the weapon when a critical hit is successfully scored. Denoted as 20/x2 for a weapon that critically threatens on a 20 and deals double dice damage. A weapons critical multiplier only applies to damage dice of the weapon itself. Sneak Attack, Hunter’s Mark, and similar features utilize the standard 2x damage dice multiplier unless otherwise noted, they are not modified by this value.
  • Penetration: The amount of Damage Reduction that is ignored when attacking with the weapon. A creature with Resistance against the weapon's damage type, reduces the effectiveness of that resistance by an amount equal to the Penetration score of the weapon. For example, if you were to deal 20 Slashing damage with a Penetration 4 weapon to a creature with Slashing resistance, normally they'd suffer 10 damage, but because your weapon has Penetration 4, they reduce the amount of damage resisted by 4, for a total damge dealt of 14 instead of 10.
  • Range: The melee reach, thrown or projectile range of the weapon, given in feet for melee or indicated as thrown/projectile/ammunition and feet for ranged/thrown weaponry.
  • Weight: The weight of the weapon, broken down by the different materials used in the weapon itself. M refers to metal, W refers to wood, C refers to cloth or fiber, H refers to hide, and S refers to Stone.
  • Properties: A list of specific weapon properties that further modify and specialize the weapon beyond these core characteristics.
  • Weapon Rating: The rating of the weapon, an indication of the weapons focus on its particular weapon type. Granting the weapon additional uses when used at its higher weapon rating.
  • Craft: The craft DC or Score that a creature must meet or exceed to craft the given weapon.
  • Time: This is split into two different values; the first value before the I indicates the minimum amount of time required to craft the weapon, given in 1-hour increments. While the second value after the I indicates the total number of 1-hour increments that must be spent to craft the weapon. This value can be modified, reducing the actual time required to craft the given weapon, though it cannot be reduced lower than the minimum. When designing a weapon always round up the time it takes to a full 1-hour increment.
  • Complexity: The complexity of the weapon. This is also used to determine the cost of lost materials and miscellaneous purchases required to craft the given weapon. This is paid regardless of if you are the crafter or not.
  • Training: The training level required to craft the given weapon. This is also used to determine the market cost of the crafter’s time when selling the weapon.
  • Tool: The initial tool required to craft the weapon. This will change based upon the main type of material used to craft the weapon. The tool used defaults to Smith’s Tools, or Tinker’s Tools for firearms and related weaponry, but switches to whichever tool holds at least 50 percent or more of the item’s material makeup. Your choice if tied.

Table 2-11: Simple Melee Weapons

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Simple Melee Weapon Descriptions

Caestus

Caesti or Caestus are brawling weapons made to be worn around ones hand to increase the force that their wielder can deliver with each punch. Simple yet effective, these weapons are an early form of claw weapon.
  • Durability: ac 13; hp 4/3/2; hardness 3; threshold 6; burst 15
  • Weapon Benefits: Claw weapons at Rating I provide no special benefit.
  • Components: 4 claw part, 1 weapon glove

Club

Clubs are generally just hunks of wood, carved into a form that allows for better utilization of the piece while in combat.
  • Durability: ac 13; hp 6/4/3; hardness 4; threshold 8; burst 17
  • Weapon Benefits: Club weapons at Rating I provide no special benefit.
  • Components: 2 club part, 2 weapon hilt

Dagger

A dagger is a simple bladed weapon designed for quick thrusting strikes, unlike its more common comparison, the knife, a dagger is a weapon of war, designed to pierce through the gaps in armor.
  • Durability: ac 14; hp 6/4/3; hardness 5; threshold 10; burst 19
  • Weapon Benefits: Dagger weapons at Rating I provide no special benefit.
  • Components: 4 dagger part, 2 weapon hilt

Greatclub

Greatclubs, like basic clubs, are generally just hunks of wood, they are simplistic weapons more often used in desperation rather than intentional use.
  • Durability: ac 13; hp 27/20/13; hardness 4; threshold 8; burst 23
  • Weapon Benefits: Club weapons at Rating I provide no special benefit.
  • Components: 6 club part, 8 weapon haft

Handaxe

Handaxes are simple tools more than they are weapons of war, short hafted, single edged blades with the weight of the weapon focused on the axe head.
  • Durability: ac 14; hp 11/8/5; hardness 5; threshold 10; burst 19
  • Weapon Benefits: Axe weapons at Rating I provide no special benefit.
  • Components: 2 axe part, 5 weapon hilt

Heavy Mace

This large, hafted weapon houses a weighted metal ball at its tip providing additional leverage and force for those struck by this devastatingly simple weapon.
  • Durability: ac 14; hp 28/21/14; hardness 5; threshold 10; burst 25
  • Weapon Benefits: Mace weapons at Rating I provide no special benefit.
  • Components: 6 mace part, 11 weapon haft

Javelin

Javelins are simple, spear-like weapons designed with throwing in mind, they are aerodynamic, and hold much of their stopping power within the long, thin metal tip.
  • Durability: ac 13; hp 10/7/5; hardness 4; threshold 8; burst 19
  • Weapon Benefits: Spear weapons at Rating I provide no special benefit.
  • Components: 2 spear part, 4 weapon haft

Light Hammer

This simple tool consisting of a weighted metal head atop a short haft of wood is often used in artisan crafts and construction, though it can also be used in times of war.
  • Durability: ac 14; hp 6/4/3; hardness 5; threshold 10; burst 19
  • Weapon Benefits: Hammer weapons at Rating I provide no special benefit.
  • Components: 2 hammer part, 4 weapon hilt

Light Mace

Similar to the light hammer, though designed for war, the light mace is a simple weighted ball attached to the top of a wooden haft, providing additional leverage and force to those struck by the weapon.
  • Durability: ac 14; hp 11/8/5; hardness 5; threshold 10; burst 19
  • Weapon Benefits: Mace weapons at Rating I provide no special benefit.
  • Components: 2 mace part, 4 weapon haft

Longspear

Longspears are simple hafted weapons, housing a metal spike on one end of the polearm, they are designed to provide ample reach to their wielders, allowing them to strike at their opponents from a distance, keeping their wielder relatively safe from harm.
  • Durability: ac 13; hp 27/20/13; hardness 4; threshold 8; burst 23
  • Weapon Benefits: Spear weapons at Rating I provide no special benefit.
  • Components: 6 spear part, 14 weapon haft

Mace

The mace is a potently simple weapon, housing a weighted metal ball at the top of a metal haft, the mace holds all of its force within this head and is capable of breaking bones and battering armor.
  • Durability: ac 14; hp 15/11/7; hardness 5; threshold 10; burst 21
  • Weapon Benefits: Mace weapons at Rating I provide no special benefit.
  • Components: 3 mace part, 6 weapon haft

Mining Pick

A mining pick is designed to mine through stone, and though this pick is designed first as a tool, it can likewise be used in war.
  • Durability: ac 14; hp 15/11/7; hardness 5; threshold 10; burst 21
  • Weapon Benefits: Pick weapons at Rating II halve the damage Threshold of metal and stone objects they strike; additionally, they add 4 points of Penetration when attacking a medium or heavily armored target.
  • Components: 6 pick part, 7 weapon haft

Quarterstaff

Quarterstaffs are simple, long-pole weapons often carved from wood. Though they are simple nature, their simplicity hides their effectiveness as a weapon, often to the downfall of those they strike.
  • Durability: ac 13; hp 14/10/7; hardness 4; threshold 8; burst 19
  • Weapon Benefits: Club weapons at Rating I provide no special benefit.
  • Components: 5 club part, 7 weapon hilt

Shortspear

Shortspears are short-hafted spears designed for close quarters combat, while not as specialized at being thrown as a javelin, they can still be thrown to great effect.
  • Durability: ac 13; hp 6/4/3; hardness 4; threshold 8; burst 17
  • Weapon Benefits: Spear weapons at Rating I provide no special benefit.
  • Components: 2 spear part, 2 weapon haft

Sickle

Sickles are farming implements designed to cut grass and herbs free from the earth. Though not designed for war, they can be an effective tool used in combat, due to its single edged crescent blade.
  • Durability: ac 14; hp 11/8/5; hardness 5; threshold 10; burst 19
  • Weapon Benefits: Axe weapons at Rating I provide no special benefit.
  • Components: 2 axe part, 4 weapon hilt

Spear

Similar in make to the longspear, the spear is a simple hafted weapon designed for war. Capable of striking out towards foes, the spear can be wielded effectively in either one or two hands, allowing some versatility in its use.
  • Durability: ac 13; hp 14/10/7; hardness 4; threshold 8; burst 19
  • Weapon Benefits: Spear weapons at Rating I provide no special benefit.
  • Components: 4 spear part, 6 weapon haft

Table 2-12: Simple Ranged Weapons

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Simple Ranged Weapon Descriptions

Blowgun

Blowguns are simple tubular weapons designed to propel projectile darts through the tubes at high speeds via airflow, powered by its wielder. Though simplistic in nature, they can be devastatingly effective, especially when used alongside with poison.
  • Durability: ac 13; hp 10/7/5; hardness 4; threshold 8; burst 17
  • Weapon Benefits: Blowgun weapons at Rating I provide no special benefit.
  • Components: 2 blowgun part, 1 weapon hilt

Light Crossbow

Light crossbows are torsion powered ranged weapons designed to launch bolts at their targets from a long distance. The light crossbow is an early iteration of the design, using a simple lever it propels the bolts forward at great speeds and is capable of penetrating simple armor.
  • Durability: ac 13; hp 14/10/7; hardness 4; threshold 8; burst 19
  • Weapon Benefits: Crossbow weapons at Rating I provide no special benefit.
  • Components: 7 crossbow part, 6 bowstring, 3 weapon haft

Dart

A dart is a simple metal projectile designed to be thrown, though not particularly potent, the dart is valued for its value and its simplicity.
  • Durability: ac 14; hp 6/4/3; hardness 5; threshold 10; burst 19
  • Weapon Benefits: Dagger weapons at Rating I provide no special benefit.
  • Components: 4 dagger part, 1 weapon hilt

Magic Staff

Magic staffs are used by magic users as a way to channel their magical power. They are capable of harnessing the raw magic that these casters possess and infusing them in blasts of power through channeling crystals.
  • Durability: ac 13; hp 27/20/13; hardness 4; threshold 8; burst 23
  • Weapon Benefits: Foci weapons at Rating I provide no special benefit.
  • Components: 9 club part, 3 foci part, 10 weapon haft

Matchlock Musket

The matchlock musket is one of the earliest firearms, simple, yet effective, it takes blackpowder charges packed into a small lead projectile and releases the projectile with explosive force at its target to deadly effect.
  • Durability: ac 14; hp 28/21/14; hardness 5; threshold 10; burst 25
  • Weapon Benefits: BP Rifle weapons at Rating I provide no special benefit.
  • Components: 8 blackpowder rifle part, 10 weapon haft, 4 firing mechanism

Matchlock Pistol

The matchlock pistol is one of the earliest firearms, simple, yet effective, it takes blackpowder charges packed into a small lead projectile and releases the projectile with explosive force at its target to deadly effect.
  • Durability: ac 14; hp 15/11/7; hardness 5; threshold 10; burst 21
  • Weapon Benefits: BP Pistol weapons at Rating I provide no special benefit.
  • Components: 6 blackpowder rifle part, 5 weapon hilt, 3 firing mechanism

Scepter

Scepters are used by magic users as a way to channel their magical power. They are capable of harnessing the raw magic that these casters possess and infusing them in blasts of power through channeling crystals.
  • Durability: ac 13; hp 14/10/7; hardness 4; threshold 8; burst 19
  • Weapon Benefits: Foci weapons at Rating I provide no special benefit.
  • Components: 5 club part, 2 foci part, 7 weapon haft

Shortbow

Shortbows are the most basic of bows, often a simple bough of a tree, taken for its springiness and carved into form, hooked with a bowstring it is capable of propelling arrows at great speeds towards their targets to inflict damage.
  • Durability: ac 13; hp 14/10/7; hardness 4; threshold 8; burst 19
  • Weapon Benefits: Bow weapons at Rating I provide no special benefit.
  • Components: 4 bow part, 2 bowstring

Sling

Slings are simplistic leather cordage with a pocket designed to hold a small projectile stone with which the wielder can launch at high speeds against targets at a distance.
  • Durability: ac 13; hp 6/4/3; hardness 3; threshold 6; burst 16
  • Weapon Benefits: Sling weapons at Rating I provide no special benefit.
  • Components: 2 sling part, 1 sling cord

Wand

Wands are used by magic users as a way to channel their magical power. They are capable of harnessing the raw magic that these casters possess and infusing them in blasts of power through channeling crystals.
  • Durability: ac 13; hp 10/7/5; hardness 4; threshold 8; burst 17
  • Weapon Benefits: Foci weapons at Rating I provide no special benefit.
  • Components: 2 club part, 1 foci part, 4 weapon haft

Table 2-13: Martial Melee Weapons

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Martial Melee Weapon Descriptions

Battleaxe

Battleaxes are designed for war, hafted and housing a curved crescent blade. The battleaxe is top heavy and designed to cleave through flesh with ease.
  • Durability: ac 14; hp 15/11/7; hardness 5; threshold 10; burst 21
  • Weapon Benefits: Axe weapons at Rating I provide no special benefit.
  • Components: 7 axe part, 6 weapon haft

Bayonet

The bayonet is a metal spiked that can be affixed to any crossbow or firearm, allowing the bayonet to be used in melee as a spear, instead of the attached weapon in an improvised manner.
  • Durability: ac 13; hp 14/10/7; hardness 4; threshold 8; burst 19
  • Weapon Benefits: Spear weapons at Rating I provide no special benefit.
  • Components: 4 spear part, 7 weapon haft

Bo Staff

Bo staffs are long-pole weapons often carved from wood designed for self-defense. Though they appear as a simple wooden pole, they are deadly in the hands of a skilled user.
  • Durability: ac 13; hp 14/10/7; hardness 4; threshold 8; burst 19
  • Weapon Benefits: Club weapons at Rating I provide no special benefit.
  • Components: 12 club part, 17 weapon hilt

Butterfly Blade

The butterfly blade, often forged in pairs, are designed to work as one. An extension of the wielder’s arms, these short, bladed weapons are truly spectacular in the arms of a master.
  • Durability: ac 14; hp 11/8/5; hardness 5; threshold 10; burst 19
  • Weapon Benefits: Sword weapons at Rating I provide no special benefit.
  • 3 sword part, 2 weapon hilt

Cleaver

This simple light axe is often used in butchering meat, or as a tool used in rendering creature parts. Though seen as a tool, it is a most effective weapon, capable of cleaving through flesh like butter, hence its name.
  • Durability: ac 14; hp 6/4/3; hardness 5; threshold 10; burst 19
  • Weapon Benefits: Axe weapons at Rating I provide no special benefit.
  • Components: 2 axe part, 6 weapon hilt

Dueling Dagger

A dueling dagger is a light bladed weapon made for war, capable of penetrating through the holes in an armor’s defense. The dueling dagger also holds defensive capabilities, functioning as a parrying blade.
  • Durability: ac 14; hp 6/4/3; hardness 5; threshold 10; burst 19
  • Weapon Benefits: Dagger weapons at Rating I provide no special benefit.
  • Components: 4 dagger part, 2 weapon hilt

Fighting Fan

A fighting fan is a traditional hand fan designed with bladed fronds that when unfolded can strike out with lethal precision, allowing courtiers and concubines alike to hold lethal protection while still maintaining an air of civility and seduction.
  • Durability: ac 14; hp 6/4/3; hardness 5; threshold 10; burst 19
  • Weapon Benefits: Dagger weapons at Rating I provide no special benefit.
  • Components: 5 dagger part, 2 weapon hilt

Flail

A flail is akin to a mace, but instead of housing its impacting metal head upon a haft, it connects this head to the haft via a short chain, allowing the weapon to strike overtop a shield or other protective item, while swinging with additional force caused by the momentum of the swung chain.
  • Durability: ac 14; hp 15/11/7; hardness 5; threshold 10; burst 21
  • Weapon Benefits: Flail weapons at Rating I wielded by non-proficient users suffer a -2 penalty on their attack rolls made with the weapon, and on a fumble, confirmed or not, hit themselves with the flail for the flails minimum damage. However, because of this Flails gain a +1 bonus on attack rolls made against foes gaining a bonus to AC from a Protective Item.
  • Components: 5 mace part, 3 flail chain, 6 weapon haft

Flanged Mace

The flanged mace is a more rugged and deadly form of the traditional mace, formed with large flanges that add to the impact and penetrating power of the weapon, a flanged mace is a potent weapon in the hand of any warrior.
  • Durability: ac 14; hp 15/11/7; hardness 5; threshold 10; burst 21
  • Weapon Benefits: Mace weapons at Rating II reduce the AC of a target critically hit by the critical multiplier of the weapon until the end of your next turn; additionally, they add 2 points of Penetration when attacking a medium or heavily armored target.
  • Components: 4 mace part, 8 weapon haft

Glaive

The glaive is a long, single-edged bladed weapon placed upon a pole, it allows for greater reach and flourish, and swift yet hard-hitting strikes.
  • Durability: ac 14; hp 28/21/14; hardness 5; threshold 10; burst 25
  • Weapon Benefits: Sword weapons at Rating I provide no special benefit.
  • Components: 10 sword part, 6 weapon haft

Greataxe

Greataxes are large heavy axes designed for war, they are capable of inflicting tremendous damage and cleaving through great swathes of enemies.
  • Durability: ac 14; hp 28/21/14; hardness 5; threshold 10; burst 25
  • Weapon Benefits: Axe weapons at Rating I provide no special benefit.
  • Components: 10 axe part, 7 weapon haft

Greatsword

The greatsword is a truly fearsome weapon, a long, double-edged blade, protected by a cross guard and held by a hilt, the greatsword is able to slice through foes with ease while protecting its wielder.
  • Durability: ac 14; hp 28/21/14; hardness 5; threshold 10; burst 25
  • Weapon Benefits: Sword weapons at Rating I provide no special benefit.
  • Components: 12 sword part, 8 weapon hilt

Halberd

Halberds are long poleaxes designed to unseat a mounted combatant and end their life before they can return to the fight with one swift fluid cleaving motion.
  • Durability: ac 14; hp 30/22/15; hardness 5; threshold 10; burst 25
  • Weapon Benefits: Axe weapons at Rating I provide no special benefit.
  • Components: 8 axe part, 6 weapon haft

Hook Sword

The hook sword is a uniquely shaped bladed weapon with a hooked blade that allows the wielder to control their hooked victim with ease.
  • Durability: ac 14; hp 11/8/5; hardness 5; threshold 10; burst 19
  • Weapon Benefits: Sword weapons at Rating I provide no special benefit.
  • Components: 3 sword part, 2 weapon hilt

Kama

The kama is similar to a sickle in design, being that of a short, curved blade attached to an axe’s handle, the kama is an excellent fighting weapon for brawler’s and martial artists alike.
  • Durability: ac 14; hp 6/4/3; hardness 5; threshold 10; burst 19
  • Weapon Benefits: Axe weapons at Rating I provide no special benefit.
  • Components: 2 axe part, 5 weapon hilt

Katana

The katana is an elegant, single-edged bladed weapon that can be wielded in one or two-hands and can be wielded with an additional weapon in its wielders off-hand, allowing greater versatility for its wielders.
  • Durability: ac 14; hp 15/11/7; hardness 5; threshold 10; burst 21
  • Weapon Benefits: Sword weapons at Rating I provide no special benefit.
  • Components: 11 sword part, 6 weapon hilt

Katar

The katar is a brawling weapon consisting of a leather glove with a large dagger-like blade protruding from the base of the weapon, allowing its wielder to punch with the force of a dagger.
  • Durability: ac 14; hp 4/3/2; hardness 5; threshold 10; burst 18
  • Weapon Benefits: Claw weapons at Rating I provide no special benefit.
  • Components: 5 claw part, 2 weapon glove

Lance

A lance is a long polearm designed for use on horseback, and while it may not be very effective against targets within melee range, when used on a mounted charge the lance delivers truly devastating results.
  • Durability: ac 13; hp 29/21/14; hardness 4; threshold 8; burst 23
  • Weapon Benefits: Lance weapons at Rating I cause attacks that you make against foes within 5 feet to suffer Disadvantage, or Absolute Disadvantage if they would already suffer from Disadvantage. A lance cannot deal Non-Lethal damage without the Non-Lethal property.
  • Components: 9 spear part, 3 lance part, 12 weapon haft

Longsword

The longsword is a versatile, doubled-edged bladed weapon that can be wielded in one or two-hands and can be used to strike with its sharp point or to slash with its refined edge, allowing greater versatility for its wielders.
  • Durability: ac 14; hp 15/11/7; hardness 5; threshold 10; burst 21
  • Weapon Benefits: Sword weapons at Rating I provide no special benefit.
  • Components: 11 sword part, 6 weapon hilt

Maul

The maul is a heavy, two-handed hammer designed to smash through large blocks of stone or heavily armored foes, it is a potent weapon in the hand of any warrior.
  • Durability: ac 14; hp 28/21/14; hardness 5; threshold 10; burst 25
  • Weapon Benefits: Hammer weapons at Rating II add half of any remaining Penetration score not reduced by DR to the damage of any attack made with the weapon; additionally, they add 2 points of Penetration when attacking a medium or heavily armored target.
  • Components: 11 hammer part, 16 weapon haft

Morningstar

The morningstar is a heavy mace designed with a spiked metal ball at its tip for added penetrative impacting force, all the better to pierce through the defenses of a heavily armored foe.
  • Durability: ac 14; hp 15/11/7; hardness 5; threshold 10; burst 21
  • Weapon Benefits: Mace weapons at Rating II reduce the AC of a target critically hit by the critical multiplier of the weapon until the end of your next turn; additionally, they add 2 points of Penetration when attacking a medium or heavily armored target.
  • Components: 4 mace part, 7 weapon haft

Nunchaku

A nunchaku is made up of a pair of wooden bars held together through a connecting chain that allows for greater flexibility and velocity of swings from this flashy weapon.
  • Durability: ac 13; hp 6/4/3; hardness 4; threshold 8; burst 17
  • Weapon Benefits: Flail weapons at Rating I wielded by non-proficient users suffer a -2 penalty on their attack rolls made with the weapon, and on a fumble, confirmed or not, hit themselves with the flail for the flails minimum damage. However, because of this Flails gain a +1 bonus on attack rolls made against foes gaining a bonus to AC from a Protective Item.
  • Components: 2 mace part, 2 flail chain, 3 weapon haft

Pickaxe

A pickaxe is designed to mine through stone, but just as it can break through the thick layers of rock and earth, so too can it break through armor, and thus it is sometimes used as a weapon of war.
  • Durability: ac 14; hp 28/21/14; hardness 5; threshold 10; burst 25
  • Weapon Benefits: Pick weapons at Rating II halve the damage Threshold of metal and stone objects they strike; additionally, they add 4 points of Penetration when attacking a medium or heavily armored target.
  • Components: 10 pick part, 17 weapon haft

Pike

The pike is a heavy spear-classed polearm designed to strike at foes from a greater distance than even the longspear, it is a powerful weapon in the hands of a skilled user, but even in the hands of the layman, it can be used to great effect.
  • Durability: ac 13; hp 27/20/13; hardness 4; threshold 8; burst 23
  • Weapon Benefits: Spear weapons at Rating III reduce Partial Cover and Half cover of enemies attacked within reach by one step, to a minimum of no cover. Additionally, they increase their Reach by 5 feet, this stacks with the Reach property. Finally, spears at Rating 3 increase their base damage by an additional die of damage when using their Braced property.
  • Components: 5 spear part, 11 weapon haft

Pilum

The pilum is a long throwing javelin designed to dig into the shields of its targets to prevent the shields effective use. They are capable of throwing great distances and are an effective melee weapon.
  • Durability: ac 13; hp 14/10/7; hardness 4; threshold 8; burst 19
  • Weapon Benefits: Spear weapons at Rating I provide no special benefit.
  • Components: 6 spear part, 8 weapon haft

Rapier

The rapier is a highly regarded elegant blade designed to strike through the gaps in armor in order to kill their target with ease.
  • Durability: ac 14; hp 15/11/7; hardness 5; threshold 10; burst 21
  • Weapon Benefits: Sword weapons at Rating I provide no special benefit.
  • Components: 6 sword part, 3 weapon hilt

Sai

The sai is a defensive weapon, similar to a trident in appearance but affixed to the shape of a dagger. The sai can be used to disarm, grapple, and deflect attacks, making its use highly sought after by guards of various nations.
  • Durability: ac 14; hp 6/4/3; hardness 5; threshold 10; burst 19
  • Weapon Benefits: Dagger weapons at Rating I provide no special benefit.
  • Components: 5 dagger part, 2 weapon hilt

Scimitar

The scimitar is short curved sword cutting sword used most effectively on cavalry charges.
  • Durability: ac 14; hp 11/8/5; hardness 5; threshold 10; burst 19
  • Weapon Benefits: Sword weapons at Rating I provide no special benefit.
  • Components: 3 sword part, 2 weapon hilt

Scythe

The scythe is a common farm tool repurposed for war, with a long crescent blade fixed atop a pole the scythe is capable of striking at covered foes with ease to devastating effect.
  • Durability: ac 13; hp 27/20/13; hardness 4; threshold 8; burst 23
  • Weapon Benefits: Spear weapons at Rating II reduce Partial Cover and Half cover of enemies attacked within reach by one step, to a minimum of no cover.
  • Components: 6 spear part, 8 weapon haft

Shortsword

The shortsword is short thrusting sword designed to strike through the gaps in armor for a rapid, yet deadly blow, it is also a great off-handed weapon, capable of parrying strikes allowing some defense for those trained in its use.
  • Durability: ac 14; hp 11/8/5; hardness 5; threshold 10; burst 19
  • Weapon Benefits: Sword weapons at Rating II that innately deal Piercing damage add their Penetration score in additional damage on a critical hit.
  • Components: 3 sword part, 2 weapon hilt

Tonfa

Tonfas are metal clubs with an outward facing grip. Often wielded in pairs, these brutal weapons can strike with lethal or non-lethal efficiency, allowing a trained wielder to mete out justice with ease.
  • Special: A tonfa can be used like a buckler, allowing its wielder to spend their Reaction when subject to an attack roll to grant themselves a +2 Deflection bonus to AC against the triggering attack. If this property is used, that tonfa must be readied for this properties use again as a Bonus Action before it can be used. Additionally, the tonfa can utilize the Parry feature of a Protective Item (buckler) by expending 1 point of Stamina granting a d12 Parry Dice, as per Protective Item rules.
  • Durability: ac 13; hp 6/4/3; hardness 4; threshold 8; burst 17
  • Weapon Benefits: Club weapons at Rating I provide no special benefit.
  • Components: 2 club part, 3 weapon hilt

Trident

The trident is a multipronged spear capable of striking in multiple locations at once due to the three tines of the spear, and using these outer tines to help dislodge or deflect incoming attacks.
  • [Durability: ac 13; hp 27/20/13; hardness 4; threshold 8; burst 23
  • Weapon Benefits: Spear weapons at Rating I provide no special benefit.
  • Components: 5 spear part, 7 weapon haft

War Pick

A war pick unlike is tool counterpart is designed for war, capable of striking through even the toughest of armor, the war pick can deliver devastating blows capable of striking down a fully armored knight.
  • Durability: ac 14; hp 15/11/7; hardness 5; threshold 10; burst 21
  • Weapon Benefits: Pick weapons at Rating I provide no special benefit.
  • Components: 4 pick part, 7 weapon haft

Warhammer

The warhammer is a sturdy and effective hammer designed for war, capable of cracking through heavy armor with ease. The warhammer’s spike can be used to pierce through armor, leaving the hammer head to crack through skulls.
  • Durability: ac 14; hp 15/11/7; hardness 5; threshold 10; burst 21
  • Weapon Benefits: Hammer weapons at Rating I provide no special benefit.
  • Components: 7 hammer part, 1 weapon haft

Whip

The whip is not often used as a weapon of war, rather as a tool for punishment, however, there are those skilled in its use that can use the whip as an effective weapon and tool, allowing both a form of utility and a weapon of war.
  • Durability: ac 14; hp 15/11/7; hardness 5; threshold 10; burst 21
  • Weapon Benefits: Whips weapons at Rating I wielded by a non-proficient user suffer a -2 penalty on their attack rolls made with the weapon, and on a fumble, confirmed or not, hit themselves with the whip for the whips minimum damage. Additionally, whips at Rating 2 increase their reach with the whip by 5 feet, which stacks with other forms of weapon reach; finally, whips that confirm a critically hit against a creature receive a free Intimidation check to Demoralize all hostile targets within 30 feet of the critically struck target.
  • Components: 8 whip part, 4 weapon hilt

Table 2-14: Martial Ranged Weapons

Show spoiler
[spoiler]

Martial Ranged Weapon Descriptions

Arcane Staff

Arcane staffs are used by magic users as a way to channel their magical power. They are capable of harnessing the raw magic that these casters possess and infusing them in blasts of power through channeling crystals.
  • Durability: ac 13; hp 27/20/13; hardness 4; threshold 8; burst 23
  • Weapon Benefits: Foci weapons at Rating II can spend 4 charges of ammunition as a Bonus Action to grant a target within close range DR 4 against the damage type of the ammunition infused within the weapon. Alternatively, you can expend a 1st level or higher spell slot as a Reaction whenever you or an ally you can see would be attacked to form a Shield of Protective Force, granting the target and all allies within 10 feet of them DR 4 per spell level sacrificed against the damage type of the ammunition infused within the weapon or that of the expended spell. This shield remains active until the end of the target creatures next turn, an additional spell can be sacrificed to extend the duration by 1 round for each spell level sacrificed in this way. This is considered a spell effect of an equal level to the original expended spell.
  • Components: 13 club part, 3 foci part, 16 weapon haft

Blunderbuss

The arquebus is one of the earliest firearms, simple, yet effective, it takes blackpowder charges packed into a small lead projectile and releases the projectile with explosive force at its target to deadly effect.
  • Durability: ac 14; hp 28/21/14; hardness 5; threshold 10; burst 25
  • Weapon Benefits: BP Shotgun weapons at Rating I provide no special benefit.
  • Components: 17 blackpowder shotgun part, 8 weapon haft, 4 firing mechanism

Bola

Bolas are a thrown weapon designed to trip their target by grappling their legs in between a series of ropes and knotted stones, sending their target falling prone and entangling them by the legs, holding them in place for their pursuers to catch up.
  • Special: You gain Advantage on Athletics checks made to Shove a creature Prone when using this weapon and may do so at range. Additionally, whenever you use the Shove action with this weapon to knock a creature Prone, should that creature fall Prone, they are also grappled by this weapon and must break free against the weapon’s Burst DC to escape its bonds. A bola treats its club parts as stone anchors (weighted stone instead of wood) and its weapon hilts as rope (weighted cloth instead of wood).
  • Durability: ac 13; hp 6/4/3; hardness 4; threshold 8; burst 17
  • Weapon Benefits: Club weapons at Rating I provide no special benefit.
  • Components: 2 club part (stone), 8 weapon hilt (cloth)

Boomerang

The boomerang is a smooth wooden thrown weapon often in the shape of slightly off-L or a cross. It’s unique design allows it to return back to a skilled user after it is thrown.
  • Durability: ac 13; hp 6/4/3; hardness 4; threshold 8; burst 17
  • Weapon Benefits: Club weapons at Rating I provide no special benefit.
  • Components: 3 club part, 3 weapon hilt

Crossbow, Hand

hand crossbows are torsion powered ranged weapons designed to launch bolts at their targets from a long distance. The hand crossbow is capable of being wielded in one hand and reloaded with ease, allowing for dual-wielding of this early ranged weapon.
  • Durability: ac 13; hp 14/10/7; hardness 4; threshold 8; burst 19
  • Weapon Benefits: Crossbow weapons at Rating I provide no special benefit.
  • Components: 5 crossbow part, 3 bowstring, 2 weapon haft

Crossbow, Heavy

Heavy crossbows are torsion powered ranged weapons designed to launch bolts at their targets from a long distance. The heavy crossbow is heavier version of the light crossbow and is capable of puncturing holes in the armor and bodies of those it goes up against.
  • Durability: ac 13; hp 14/10/7; hardness 4; threshold 8; burst 19
  • Weapon Benefits: Crossbow weapons at Rating II add 4 points of Penetration when firing at a target within half of their close range; additionally, you negate the Disadvantage penalty on attack rolls made with Rating 2 crossbows while Prone.
  • Components: 9 crossbow part, 8 bowstring, 4 weapon haft

Crossbow, Heavy Repeating

Heavy repeating crossbows like their standard cousins sling short metal darts known as bolts at tremendous speeds, the repeating crossbow is powered through clockwork and pressurized air and is capable of releasing a torrent of bolts at hostile creatures allowing even a commoner to even the playing field.
  • Durability: ac 13; hp 27/20/13; hardness 4; threshold 8; burst 23
  • Weapon Benefits: Crossbow weapons at Rating I provide no special benefit.
  • Components: 10 crossbow part, 9 bowstring, 3 weapon haft

Crossbow, Light Repeating

Light repeating crossbows like their standard cousins sling short metal darts known as bolts at tremendous speeds, the repeating crossbow is powered through clockwork and pressurized air, and is capable of releasing a torrent of bolts at hostile creatures allowing even a commoner to even the playing field.
  • Durability: ac 13; hp 14/10/7; hardness 4; threshold 8; burst 19
  • Weapon Benefits: Crossbow weapons at Rating I provide no special benefit.
  • Components: 8 crossbow part, 7 bowstring, 3 weapon haft

Energy Scepter

Energy Scepters are used by magic users as a way to channel their magical power. They are capable of harnessing the raw magic that these casters possess and infusing them in blasts of power through channeling crystals.
  • Durability: ac 13; hp 14/10/7; hardness 4; threshold 8; burst 19
  • Weapon Benefits: Foci weapons at Rating II can spend 4 charges of ammunition as a Bonus Action to grant a target within close range DR 4 against the damage type of the ammunition infused within the weapon. Alternatively, you can expend a 1st level or higher spell slot as a Reaction whenever you or an ally you can see would be attacked to form a Shield of Protective Force, granting the target and all allies within 10 feet of them DR 4 per spell level sacrificed against the damage type of the ammunition infused within the weapon or that of the expended spell. This shield remains active until the end of the target creatures next turn, an additional spell can be sacrificed to extend the duration by 1 round for each spell level sacrificed in this way. This is considered a spell effect of an equal level to the original expended spell. Additionally, Foci at Rating 3 that produce a shield of force are able to repel those that would attempt to draw near. Any creature attempting to approach the target of a Shield of Protective Force must first make a Wisdom saving throw against your spell save DC or be unable to move closer than 10 feet towards the target creature. Finally, whenever you would fail a Concentration check made to concentrate on a spell, you can expend 4 charges of ammunition and a spell slot to instead keep the spell active. This is considered a spell effect of an equal level to the expended spell.
  • Components: 5 club part, 2 foci part, 7 weapon haft

Flintlock Musket

The flintlock musket is an upgrade of the earlier matchlock, and like all blackpowder firearms, the flintlock musket packs a charge of blackpowder that releases the projectile with explosive force.
  • Durability: ac 14; hp 28/21/14; hardness 5; threshold 10; burst 25
  • Weapon Benefits: BP Rifle weapons at Rating II add any remaining Penetration score not reduced by DR to the damage of any attack made with the weapon. Additionally, you negate the Disadvantage penalty on attack rolls made with Rating 2 blackpowder rifles while Prone.
  • Components: 9 blackpowder rifle part, 12 weapon haft, 5 firing mechanism

Flintlock Pistol

The matchlock pistol is one of the earliest firearms, simple, yet effective, it takes blackpowder charges packed into a small lead projectile and releases the projectile with explosive force at its target to deadly effect.
  • Durability: ac 14; hp 15/11/7; hardness 5; threshold 10; burst 21
  • Weapon Benefits: BP Pistol weapons at Rating II add any remaining Penetration score not reduced by DR to the damage of any attack made with the weapon and add 2 points of Penetration when firing at a target within half of their close range.
  • Components: 7 blackpowder rifle part, 4 weapon hilt, 4 firing mechanism

Greatbow

Greatbows are large bows designed for war, they are capable of loosing an arrow across great distances towards their target in order to inflict lethal force.
  • Durability: ac 13; hp 14/10/7; hardness 4; threshold 8; burst 19
  • Weapon Benefits: Bow weapons at Rating I provide no special benefit.
  • Components: 9 bow part, 6 bowstring

Hand Cannon

The hand cannon is a shrunk down version of the blackpowder cannon, capable of launching cannonballs from this hand mortar to devastating effect, the hand cannon is sure to cause mass havoc.
  • Durability: ac 14; hp 15/11/7; hardness 5; threshold 10; burst 21
  • Weapon Benefits: BP Hand Cannon weapons at Rating I provide no special benefit.
  • Components: 4 cannon part, 4 blackpowder rifle part, 10 weapon haft, 4 firing mechanism

Hex Wand

Hex wands are used by magic users as a way to channel their magical power. They are capable of harnessing the raw magic that these casters possess and infusing them in blasts of power through channeling crystals.
  • Durability: ac 13; hp 10/7/5; hardness 4; threshold 8; burst 17
  • Weapon Benefits: Foci weapons at Rating II can spend 4 charges of ammunition as a Bonus Action to grant a target within close range DR 4 against the damage type of the ammunition infused within the weapon. Alternatively, you can expend a 1st level or higher spell slot as a Reaction whenever you or an ally you can see would be attacked to form a Shield of Protective Force, granting the target and all allies within 10 feet of them DR 4 per spell level sacrificed against the damage type of the ammunition infused within the weapon or that of the expended spell. This shield remains active until the end of the target creatures next turn, an additional spell can be sacrificed to extend the duration by 1 round for each spell level sacrificed in this way. This is considered a spell effect of an equal level to the original expended spell.
  • Components: 3 club part, 2 foci part, 5 weapon haft

Longbow

The longbow is a long wooden stave, both flexible and sturdy that holds a taut string bending it into shape, allowing the wielder to launch arrows great distances from the string to inflict lethal force.
  • Durability: ac 13; hp 14/10/7; hardness 4; threshold 8; burst 19
  • Weapon Benefits: Bow weapons at Rating I provide no special benefit.
  • Components: 7 bow part, 5 bowstring

Musketoon

The musketoon is a short barreled musket which functions similarly to a blunderbuss, capable of being dual-wielded, the musketoon is a weapon of carnage and often used in pirate fleets as an excellent boarding firearm.
  • ac 14; hp 11/8/5; hardness 5; threshold 10; burst 19
  • Weapon Benefits: BP Shotgun weapons at Rating I provide no special benefit.
  • Components: 5 blackpowder shotgun part, 5 weapon hilt, 2 firing mechanism

Net

Nets are often used as a means of fishing or trapping. More a tool than a weapon of war and this shows in the nets inability to do real harm; however, where the net shines is in its ability to entangle and capture those it is thrown upon.
  • Special: A creature one size larger than this weapon or smaller (Large for medium net’s), that is hit by a net is Restrained by the net until freed and is knocked Prone. A creature can break free of this restraint or help a creature restrained by this net by making a successful Athletics check DC equal to the burst DC of the net to escape, or by destroying the net. A net reduces its damage step by 5 steps, to a minimum of 0 damage. A net treats its club parts and weapon hafts as rope (weighted cloth instead of wood).
  • Durability: ac 13; hp 6/4/3; hardness 4; threshold 8; burst 17
  • Weapon Benefits: Club weapons at Rating I provide no special benefit.
  • Components: 8 club part (cloth), 10 weapon haft (cloth)

Pepperbox

The pepperbox is a four chambered early firearm capable of blasting charges of blackpowder packed bullets with explosive force at its target to deadly effect.
  • • Durability: ac 14; hp 11/8/5; hardness 5; threshold 10; burst 19
  • Weapon Benefits: BP Pistol weapons at Rating II add any remaining Penetration score not reduced by DR to the damage of any attack made with the weapon and add 2 points of Penetration when firing at a target within half of their close range.
  • Components: 3 blackpowder rifle part, 5 weapon hilt, 2 firing mechanism

Recurve Bow

Recurve bows are sturdy short bows designed with a greater draw and flexibility than the standard shortbow. Their shorter stature makes them ideal to use on horseback.
  • Durability: ac 13; hp 14/10/7; hardness 4; threshold 8; burst 19
  • Weapon Benefits: Bow weapons at Rating I provide no special benefit.
  • Components: 5 bow part, 3 bowstring

Shuriken

A shuriken is a small metal star designed to be thrown; it is especially effective when thrown in groups of thrown stars.
  • Durability: ac 14; hp 6/4/3; hardness 5; threshold 10; burst 19
  • Weapon Benefits: Dagger weapons at Rating I provide no special benefit.
  • Components: 4 dagger part, 1 weapon hilt

Table 2-15: Exotic Melee Weapons

Show spoiler
[spoiler]

Exotic Melee Weapon Descriptions

Battle Flail

A battle flail is an improvement upon the base flail design, capable of striking with far greater force to deliver truly impactful blows while bypassing shields and other protective items with ease.
  • Durability: ac 14; hp 15/11/7; hardness 5; threshold 10; burst 21
  • Weapon Benefits: Flail weapons at Rating III wielded by non-proficient users suffer a -2 penalty on their attack rolls made with the weapon, and on a fumble, confirmed or not, hit themselves with the flail for the flails minimum damage. However, because of this Flails gain a +1 bonus on attack rolls made against foes gaining a bonus to AC from a Protective Item. Additionally, flails at Rating II reduce the AC of a target critically hit by the critical multiplier of the weapon until the end of your next turn. Finally, flails at Rating III halve any benefit to AC that a Protective Item provides to a user defending against a flail.
  • Components: 5 mace part, 4 flail chain, 9 weapon haft

Bearded Axe

Bearded axes are grand axes of heavy design capable of dealing truly devastating damage to those they strike, often resulting in cloven limbs from expert warriors who wield these weapons.
  • Durability: ac 14; hp 28/21/14; hardness 5; threshold 10; burst 25
  • Weapon Benefits: Axe weapons at Rating II halve the damage Threshold of wooden objects they strike and cause the Bleeding (Critical Multiplier in d4s) condition on those successfully critically hit.
  • Components: 14 axe part, 10 weapon haft

Bec de Corbin

The bec de corbin is a polehammer shaped like a crows beak, hence the name, it holds a great spike upon its head that can be used to skewer those nearby, before flipping to the blunt head for a skull cracking bludgeoning weapon used to break through heavy armor.
  • Durability: ac 14; hp 28/21/14; hardness 5; threshold 10; burst 25
  • Weapon Benefits: Hammer weapons at Rating II add half of any remaining Penetration score not reduced by DR to the damage of any attack made with the weapon; additionally, they add 2 points of Penetration when attacking a medium or heavily armored target.
  • Components: 13 hammer part, 23 weapon haft

Chakram

A chakram is a metal disc with a razor sharp edge that can be thrown by a skilled user, returning to their hand thereafter, allowing this metal disc to deliver lethal lacerations at range with ease.
  • Durability: ac 14; hp 6/4/3; hardness 5; threshold 10; burst 19
  • Weapon Benefits: Dagger weapons at Rating I provide no special benefit.
  • Components: 5 dagger part, 2 weapon hilt

Claymore

This heavy greatsword is designed for long fluid strikes that cleave through flesh and bone with ease.
  • Durability: ac 14; hp 28/21/14; hardness 5; threshold 10; burst 25
  • Weapon Benefits: Sword weapons at Rating I provide no special benefit.
  • Components: 16 sword part, 11 weapon haft

Dire Flail

A dire flail is a heavier and more brutal version of the battle flail, wielded in two-hands this weapon is capable of crushing through armored foes with ease.
  • Durability: ac 14; hp 28/21/14; hardness 5; threshold 10; burst 25
  • Weapon Benefits: Flail weapons at Rating II wielded by non-proficient users suffer a -2 penalty on their attack rolls made with the weapon, and on a fumble, confirmed or not, hit themselves with the flail for the flails minimum damage. However, because of this Flails gain a +1 bonus on attack rolls made against foes gaining a bonus to AC from a Protective Item. Additionally, flails at Rating II reduce the AC of a target critically hit by the critical multiplier of the weapon until the end of your next turn.
  • Components: 14 mace part, 10 flail chain, 18 weapon haft

Eagle’s Claw

The eagle claw is a brawling weapon consisting of a metal vambrace with three protruding slashing blades designed to strike out and lacerate foes with ease. The eagle’s claw can be attached to a natural claw attack to enhance it with the base weapon’s effects.
  • Durability: ac 14; hp 4/3/2; hardness 5; threshold 10; burst 18
  • Weapon Benefits: Claw weapons at Rating II add half of their Penetration rating to damage with each weapon when two-weapon fighting and deal an additional 1d6 Sneak Attack damage on a successful critical hit.
  • Components: 5 claw part, 2 weapon glove

Estoc

The estoc is a long, elegant, thin bladed weapon similar in design as the rapier. It is capable of striking through the gaps in armor for lethal blows, and is often used in duels.
  • Durability: ac 14; hp 15/11/7; hardness 5; threshold 10; burst 21
  • Weapon Benefits: Sword weapons at Rating III that innately deal Piercing damage add their Penetration score in additional damage on a critical hit. Additionally, swords at Rating 3 reduce any Deflection bonus to AC that targets of their attacks would benefit from by the swords Critical Multiplier, minimum bonus of +0.
  • Components: 11 sword part, 6 weapon hilt

Falcata

The falcata is a one-handed heavy bladed weapon designed for heavy chopping and slicing motions, though its fluid motions allows for finesse with the blade, it’s true strength lies in its ability to deliver devastating critical wounds.
  • Durability: ac 14; hp 15/11/7; hardness 5; threshold 10; burst 21
  • Weapon Benefits: Sword weapons at Rating I that innately deal Slashing damage cause the Bleeding (Critical Multiplier in d4s) condition on those successfully critically hit.
  • Components: 7 sword part, 3 weapon hilt

Falchion

This great curved heavy bladed sword is perfect for cutting and hacking through foes, all the while giving the user fluid range of motions for a more agile stance.
  • Durability: ac 14; hp 28/21/14; hardness 5; threshold 10; burst 25
  • Weapon Benefits: Sword weapons at Rating II that innately deal Slashing damage cause the Bleeding (Critical Multiplier in d4s) condition on those successfully critically hit.
  • Components: 16 sword part, 7 weapon haft

Greathammer

The greathammer is a large hammer affixed to a mighty haft ready for great swinging crushing blows that can destroy heavily armored targets with ease.
  • Durability: ac 14; hp 28/21/14; hardness 5; threshold 10; burst 25
  • Weapon Benefits: Hammer weapons at Rating II add half of any remaining Penetration score not reduced by DR to the damage of any attack made with the weapon; additionally, they add 2 points of Penetration when attacking a medium or heavily armored target.
  • Components: 15 hammer part, 25 weapon haft

Greatlance

The greatlance is an improvement upon the traditional lance design, meant for war, the greatlance is able to trample through foes with ease, breaking enemy lines and sabotaging defenses with tremendous force all the while propelled forward on the back of a mount.
  • Durability: ac 13; hp 29/21/14; hardness 4; threshold 8; burst 23
  • Weapon Benefits: Lance weapons at Rating I cause attacks that you make against foes within 5 feet to suffer Disadvantage, or Absolute Disadvantage if they would already suffer from Disadvantage. A lance cannot deal Non-Lethal damage without the Non-Lethal property. Additionally, Lances at Rating 2 add your mounts Strength modifier to any damage rolls you make while mounted using a lance, this value is doubled when taking the Charge stamina action. Finally, lances at Rating 3 increase their Reach by 5 feet, this stacks with the Reach property. Additionally, lances at Rating 3 increase their Critical Threat by 1 and their Multiplier by 2 when taking the Charge stamina action while mounted.
  • Components: 17 spear part, 5 lance part, 24 weapon haft

Harpoon

The harpoon is a finely crafted spear designed to be thrown and hooked into the body of its target, allowing the thrower to reel the foe in with an attached rope.
  • Durability: ac 13; hp 10/7/5; hardness 4; threshold 8; burst 19
  • Weapon Benefits: Spear weapons at Rating I provide no special benefit.
  • Components: 4 spear part, 8 weapon haft

Hidden Blade

The hidden blade is a spring loaded dagger bladed hidden inside a bracer mechanism that allows its user to flick their wrist releasing the blade for a silent kill.
  • Durability: ac 14; hp 6/4/3; hardness 5; threshold 10; burst 19
  • Weapon Benefits: Dagger weapons at Rating II have Advantage on Sleight of Hand checks made to keep a victim from making a sound as they die due to the damage of the dagger and deal an additional 1d6 Sneak Attack damage on a successful critical hit.
  • Components: 5 dagger part, 2 weapon hilt

Kanabo

The Kanabo is a heavy metal studded club designed to stagger and crush the opposition. It is a devastatingly simple weapon capable of dealing truly grievous wounds.
  • Durability: ac 13; hp 27/20/13; hardness 4; threshold 8; burst 23
  • Weapon Benefits: Club weapons at Rating III add 4 points of Penetration when attacking a medium or heavily armored target. Additionally, when you would critically strike a creature, you deal the weapons Critical Multiplier in Stamina damage to the target. A target with a Stamina of 0 or lower instead suffers additional HP damage equal to 1d4 per Critical Multiplier of the club.
  • Components: 10 club part, 15 weapon haft

Karabela Sword

The Karabela sword is a long double-edge straight bladed sword capable of being wielded in one or two hands. It’s elegant design allows for fluid of motion and clean strikes and slices.
  • Durability: ac 14; hp 15/11/7; hardness 5; threshold 10; burst 21
  • Weapon Benefits: Sword weapons at Rating I provide no special benefit.
  • Components: 15 sword part, 8 weapon hilt

Khopesh

Bearded axes are grand axes of heavy design capable of dealing truly devastating damage to those they strike, often resulting in cloven limbs from expert warriors who wield these weapons.
  • Durability: ac 14; hp 15/11/7; hardness 5; threshold 10; burst 21
  • Weapon Benefits: Axe weapons at Rating I provide no special benefit.
  • Components: 5 axe part, 8 weapon haft

Kukri

The kukri is a heavy slashing dagger that is most effective at striking out at the exposed parts of their target. They are often wielded by those trained in martial arts due to their designs functionality allowing for close combat maneuvers.
  • Durability: ac 14; hp 6/4/3; hardness 5; threshold 10; burst 19
  • Weapon Benefits: Dagger weapons at Rating III have Advantage on Sleight of Hand checks made to keep a victim from making a sound as they die due to the damage of the dagger and deal an additional 1d6 Sneak Attack damage on a successful critical hit. Additionally, daggers at Rating III that critically threaten but fail to confirm, still deal an additional amount of damage equal to the Critical Multiplier of the weapon. Finally, daggers at Rating 3 add 4 points of Penetration when critically threatening or confirming an attack against a creature.
  • Components: 5 dagger part, 2 weapon hilt

Kusari Gama

The kusari gama is a strange double weapon designed from a kama attached via chain to a metal ball. When used properly by a trained individual, the kusari gama is a devastatingly effective weapon, able to whip the kama around to strike at distant targets while using the crushing metal ball to break through heavily armored foes.
  • Durability: ac 14; hp 28/21/14; hardness 5; threshold 10; burst 25
  • Weapon Benefits (Axe): Axe weapons at Rating I provide no special benefit.
  • Weapon Benefits (Club): Club weapons at Rating III add 4 points of Penetration when attacking a medium or heavily armored target. Additionally, when you would critically strike a creature, you deal the weapons Critical Multiplier in Stamina damage to the target. A target with a Stamina of 0 or lower instead suffers additional HP damage equal to 1d4 per Critical Multiplier of the club.
  • Components: 10 axe part, 8 club parts, 10 metal weapon haft (chain)

Naginata

The naginata is a long polearm affixed with a swords blade, it is capable of swift and precise strikes that allow a skilled user to twirl the weapon like a whirlwind of steel, striking at those up close and those from afar.
  • Durability: ac 14; hp 15/11/7; hardness 5; threshold 10; burst 21
  • Weapon Benefits: Sword weapons at Rating I provide no special benefit.
  • Components: 15 sword part, 9 weapon hilt

Ranseur

The ranseur is a long polearm with a three pronged spear point, akin to a trident, the ransuer is a powerful spear designed for use on foot and on horseback and is most effective when used on charge.
  • Durability: ac 13; hp 29/21/14; hardness 4; threshold 8; burst 23
  • Weapon Benefits: Spear weapons at Rating II reduce Partial Cover and Half cover of enemies attacked within reach by one step, to a minimum of no cover.
  • Components: 9 spear part, 19 weapon haft

Scizore

The Scizore is a gauntlet of steel worn over the hand and wrist with a razor sharp fan-blade affixed to the base of the gauntlet. Capable of tearing through flesh, the Scizore is often favored for its showmanship and brutal effectiveness.
  • Durability: ac 14; hp 4/3/2; hardness 5; threshold 10; burst 18
  • Weapon Benefits: Claw weapons at Rating II add half of their Penetration rating to damage with each weapon when two-weapon fighting and deal an additional 1d6 Sneak Attack damage on a successful critical hit.
  • Components: 6 claw part, 2 weapon glove

Spatha

The spatha is a military professionals blade, swift and smooth of motion, the spatha, while not the most deadly of swords, is great at striking the weakest points of a targets defense and parrying would be aggressors attacks, ensuring the safety of its bearer.
  • Durability: ac 14; hp 11/8/5; hardness 5; threshold 10; burst 19
  • Weapon Benefits: Sword weapons at Rating III that innately deal Slashing cause the Bleeding (Critical Multiplier in d4s) condition on those successfully critically hit. Additionally, swords at Rating 3 reduce any Deflection bonus to AC that targets of their attacks would benefit from by the swords Critical Multiplier, minimum bonus of +0.
  • Components: 3 sword part, 2 weapon hilt

Spiked Chain

The spiked chain is a heavy metal chain forged with spikes to provide devastating wounds to those that it strikes. Like many whip-classed weapons it is difficult to use, but those that can master its form can rule the battlefield.
  • Durability: ac 14; hp 28/21/14; hardness 5; threshold 10; burst 25
  • Weapon Benefits: Whips weapons at Rating I wielded by a non-proficient user suffer a -2 penalty on their attack rolls made with the weapon, and on a fumble, confirmed or not, hit themselves with the whip for the whips minimum damage. Additionally, whips at Rating 2 increase their reach with the whip by 5 feet, which stacks with other forms of weapon reach; finally, whips that confirm a critically hit against a creature receive a free Intimidation check to Demoralize all hostile targets within 30 feet of the critically struck target.
  • Components: 14 whip part, 10 weapon hilt

Sword Cane

The sword cane is a simple, yet elegant blade hidden away within a cane. Many are often highly decorated and well crafted, showing the station of their wielder’s wealth, while both affording their wielder a means of self-defense and utility, while keeping up appearances.
  • Durability: ac 14; hp 11/8/5; hardness 5; threshold 10; burst 19
  • Weapon Benefits: Sword weapons at Rating I provide no special benefit.
  • Components: 3 sword part, 2 weapon hilt

Tachi

The tachi is an elegant, single-edged bladed weapon, often given a place of prominence within the cultures that employ this superbly crafted weapon. It is usually formed with two other blades—the tanto and the wakizashi—forming a daisho.
  • Durability: ac 14; hp 15/11/7; hardness 5; threshold 10; burst 21
  • Weapon Benefits: Sword weapons at Rating I provide no special benefit.
  • Components: 17 sword part, 9 weapon hilt

Tanto

The tanto is a finely forged single-edged dagger, formed as a means to provide silent and swift kills, allowing their wielders a powerful sidearm to their arsenal of weaponry. It, along with the tachi and wakizashi form the daisho, is a traditional set of three blades often worn by nobility in various cultures.
  • Durability: ac 14; hp 6/4/3; hardness 5; threshold 10; burst 19
  • Weapon Benefits: Dagger weapons at Rating III have Advantage on Sleight of Hand checks made to keep a victim from making a sound as they die due to the damage of the dagger and deal an additional 1d6 Sneak Attack damage on a successful critical hit. Additionally, daggers at Rating III that critically threaten but fail to confirm, still deal an additional amount of damage equal to the Critical Multiplier of the weapon. Finally, daggers at Rating 3 add 4 points of Penetration when critically threatening or confirming an attack against a creature.
  • Components: 7 dagger part, 2 weapon hilt

Urumi

The urumi or whip sword is a highly flexible blade that functions like a whip. Capable of striking about unawares, it is an incredible difficult weapon to master, but for those that know how to use it effectively, especially those that wield two in hand, their reach and deadly slicing power is sure to change the field of battle.
  • Durability: ac 14; hp 11/8/5; hardness 5; threshold 10; burst 19
  • Weapon Benefits: Whips weapons at Rating I wielded by a non-proficient user suffer a -2 penalty on their attack rolls made with the weapon, and on a fumble, confirmed or not, hit themselves with the whip for the whips minimum damage. Additionally, whips at Rating 2 increase their reach with the whip by 5 feet, which stacks with other forms of weapon reach; finally, whips that confirm a critically hit against a creature receive a free Intimidation check to Demoralize all hostile targets within 30 feet of the critically struck target.
  • Components: 4 whip part, 4 weapon hilt

Wakizashi

The wakizashi is a short, single-edged bladed weapon designed for rituals and as a sidearm for warriors. It is often wielded alongside the tanto and tachi to form the daisho.
  • Durability: ac 14; hp 11/8/5; hardness 5; threshold 10; burst 19
  • Weapon Benefits: Sword weapons at Rating III that innately deal Slashing cause the Bleeding (Critical Multiplier in d4s) condition on those successfully critically hit. Additionally, swords at Rating 3 reduce any Deflection bonus to AC that targets of their attacks would benefit from by the swords Critical Multiplier, minimum bonus of +0.
  • Components: 4 sword part, 3 weapon hilt

Waraxe

The Waraxe is a simple yet incredibly effective axe designed for combat, though it does not hold any special characteristics it more than makes up for this with its devastating strikes and brutal nature. It is favored by the dwarves of many clans for its effectiveness against the denizens of the deep.
  • Durability: ac 14; hp 15/11/7; hardness 5; threshold 10; burst 21
  • Weapon Benefits: Axe weapons at Rating III halve the damage Threshold of wooden objects they strike and cause the Bleeding (Critical Multiplier in d4s) condition on those successfully critically hit. Additionally, axes at Rating 3 add their Penetration score to damage dealt against unarmored, or lightly armored creatures, or creatures with an AC of 15 or lower.
  • Components: 5 axe part, 8 weapon haft

Warfan

The warfan is an improved version of the fighting fan, modeled after a traditional hand fan, the blades of this fan are forged with metal and are unbelievably sharp, allowing for lacerating strikes that are sure to end the life of those that come too close.
  • Durability: ac 14; hp 6/4/3; hardness 5; threshold 10; burst 19
  • Weapon Benefits: Dagger weapons at Rating I provide no special benefit.
  • Components: 7 dagger part, 2 weapon hilt

Warmace

The warmace is a brutal and incredibly effective weapon designed for the battlefield. Capable of shattering through the heavy armors of mortal and beast alike, the warmace is often the weapon of choice for those dealing with golems and similar creatures whose form is too tough to harm otherwise.
  • Durability: ac 14; hp 15/11/7; hardness 5; threshold 10; burst 21
  • Weapon Benefits: Mace weapons at Rating III reduce the AC of a target critically hit by the critical multiplier of the weapon until the end of your next turn; additionally, they add 2 points of Penetration when attacking a medium or heavily armored target. Finally, maces at Rating 3 add any remaining Penetration score not reduced by DR to the damage of any attack made with the weapon.
  • Components: 4 mace part, 8 weapon haft

Yari

The yari is a longspear that is both light and flexible, capable of being thrown or used to brace against a mounted charge, the yari is favored for its simple yet incredibly deadly design and is often the weapon of choice when facing off against great beasts and titanic foes alike.
  • Durability: ac 13; hp 27/20/13; hardness 4; threshold 8; burst 23
  • Weapon Benefits: Spear weapons at Rating III reduce Partial Cover and Half cover of enemies attacked within reach by one step, to a minimum of no cover. Additionally, spears at Rating 3 increase their Reach by 5 feet, this stacks with the Reach property. Finally, spears at Rating 3 increase their base damage by an additional die of damage when using their Braced property.
  • Components: 9 spear part, 11 weapon haft

Table 2-16: Exotic Ranged Weapons

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Exotic Ranged Weapon Descriptions

Assegai The assegai javelin is an expertly designed throwing spear capable of flying long distances with ease while impacting with tremendous force. They are favored for their versatility, light weight, and ability to be wielded in either hand.
  • Durability: ac 13; hp 27/20/13; hardness 4; threshold 8; burst 23
  • Weapon Benefits: Spear weapons at Rating I provide no special benefit.
  • Components: 3 spear part, 4 weapon haft

Caplock Musket

The caplock musket is an upgrade of the earlier flintlock, and like all blackpowder firearms, the caplock musket packs a charge of blackpowder that releases the projectile with explosive force.
  • Durability: ac 14; hp 28/21/14; hardness 5; threshold 10; burst 25
  • Weapon Benefits: BP Rifle weapons at Rating III add any remaining Penetration score not reduced by DR to the damage of any attack made with the weapon. Additionally, you negate the Disadvantage penalty on attack rolls made with Rating 2 blackpowder rifles while Prone. Finally, blackpowder rifles at Rating 3 reduce the AC of a target critically hit by the critical multiplier of the weapon until the end of your next turn. Additionally, while Prone, you gain a +1 bonus on attack rolls made with Rating 3 blackpowder rifles.
  • Components: 12 blackpowder rifle part, 18 weapon haft, 6 firing mechanism

Caplock Pistol

The caplock pistol is an improvement of one of the earliest firearms, simple, yet effective, it takes blackpowder charges packed into a small lead projectile and releases the projectile with explosive force at its target to deadly effect.
  • Durability: ac 14; hp 15/11/7; hardness 5; threshold 10; burst 21
  • Weapon Benefits: BP Pistol weapons at Rating II add any remaining Penetration score not reduced by DR to the damage of any attack made with the weapon and add 2 points of Penetration when firing at a target within half of their close range.
  • Components: 4 blackpowder rifle part, 8 weapon hilt, 3 firing mechanism

Crossbow, Arbalest

The arbalest crossbow is essentially small siege engine, capable of propelling bolts across great distances, it surely packs a punch and is best served piercing through heavy armors.
  • Durability: ac 13; hp 27/20/13; hardness 4; threshold 8; burst 23
  • Weapon Benefits: Crossbow weapons at Rating III add 4 points of Penetration when firing at a target within half of their close range; additionally, you negate the Disadvantage penalty on attack rolls made with Rating 2 crossbows while Prone. Crossbows at Rating 3 gain a +1 bonus on attack rolls against targets suffering from the Surrounded condition or against those currently being Flanked. Finally, while Prone, you gain a +1 bonus on attack rolls made with Rating 3 crossbows.
  • Components: 14 crossbow part, 11 bowstring, 5 weapon haft

Crossbow, Gyro

The gyro crossbow is houses a rotating cylinder cartridge that holds a series of bolts that lock into place and are ready to fire with each shot, allowing rapid fire action from its user. It has precision aiming capabilities allowing for deadly shots with moderate range.
  • Durability: ac 13; hp 27/20/13; hardness 4; threshold 8; burst 23
  • Weapon Benefits: Crossbow weapons at Rating II add 4 points of Penetration when firing at a target within half of their close range; additionally, you negate the Disadvantage penalty on attack rolls made with Rating 2 crossbows while Prone.
  • Components: 10 crossbow part, 9 bowstring, 3 weapon haft

Crossbow, Rivet

The rivet crossbow is a light repeating metal crossbow that holds a revolving chamber that houses a series of bolts that lock into place ready to be propelled forward with tremendous speed. Like their larger cousin, the gyro crossbow, the rivet allows for rapid fire, and due to its small design, is a favored of those ambidextrous combatants.
  • Durability: ac 13; hp 27/20/13; hardness 4; threshold 8; burst 23
  • Weapon Benefits: Crossbow weapons at Rating I provide no special benefit.
  • Components: 3 crossbow part, 3 bowstring, 2 weapon haft

Eagle Staff

The eagle staff is used by magic users as a focus for their magical power. Capable of harnessing the raw spheres of magic that suffuses the world, the eagle staff allows the caster to propel blasts of magical energy and enhance their own magic through the focus crystals of this staff.
  • Durability: ac 13; hp 27/20/13; hardness 4; threshold 8; burst 23
  • Weapon Benefits: Foci weapons at Rating III can spend 4 charges of ammunition as a Bonus Action to grant a target within close range DR 4 against the damage type of the ammunition infused within the weapon. Alternatively, you can expend a 1st level or higher spell slot as a Reaction whenever you or an ally you can see would be attacked to form a Shield of Protective Force, granting the target and all allies within 10 feet of them DR 4 per spell level sacrificed against the damage type of the ammunition infused within the weapon or that of the expended spell. This shield remains active until the end of the target creatures next turn, an additional spell can be sacrificed to extend the duration by 1 round for each spell level sacrificed in this way. This is considered a spell effect of an equal level to the original expended spell. Finally, foci at Rating 3 that produce a shield of force are able to repel those that would attempt to draw near. Any creature attempting to approach the target of a Shield of Protective Force must first make a Wisdom saving throw against your spell save DC or be unable to move closer than 10 feet towards the target creature. Additionally, whenever you would fail a Concentration check made to concentrate on a spell, you can expend 4 charges of ammunition and a spell slot to instead keep the spell active. This is considered a spell effect of an equal level to the expended spell.
  • Components: 9 club part, 3 foci part, 10 weapon haft

Elven Bow

The elven bow is a finely crafted bow capable of tremendous range and deadly impacting force. It is capable of piercing through armor.
  • Durability: ac 13; hp 14/10/7; hardness 4; threshold 8; burst 19
  • Weapon Benefits: Bow weapons at Rating III increase their base Range score by 10 feet for every point of Strength above 10 the wielder has. Additionally, bows at Rating 3 add 4 points of Penetration when firing at a target within half of their close range.
  • Components: 11 bow part, 7 bowstring

Knobkerrie

The knobkerrie is a finely carved wooden club that is designed for smooth and reflexive throws, it is capable of returning to the hands of a skilled wielder after being thrown.
  • Durability: ac 13; hp 6/4/3; hardness 4; threshold 8; burst 17
  • Weapon Benefits: Club weapons at Rating I provide no special benefit.
  • Components: 3 club part, 4 weapon hilt

Kunai

A kunai is a small metal dart designed to be thrown; it is especially effective when thrown in groups of thrown kunai.
  • Durability: ac 14; hp 6/4/3; hardness 5; threshold 10; burst 19
  • Weapon Benefits: Dagger weapons at Rating II have Advantage on Sleight of Hand checks made to keep a victim from making a sound as they die due to the damage of the dagger and deal an additional 1d6 Sneak Attack damage on a successful critical hit.
  • Components: 2 dagger part, 1 weapon hilt

Quill Wand

The quill wand is a light and fluid wand used by magic users as a focus for their magical power. Focused on superior aim and focus, the quill wand is a duelists preferred wand type just for this reason.
  • Durability: ac 13; hp 10/7/5; hardness 4; threshold 8; burst 17
  • Weapon Benefits: Foci weapons at Rating I provide no special benefit.
  • Components: 3club part, 2 foci part, 6 weapon haft

Rolling Block Rifle

The rolling block rifle is a caplock firearm with tremendous range due to its innovative use of a rifled barrel, superior iron sights and its ability to mount a telescopic sight, it is a powerful blackpowder rifle, favored by assassins and hunters alike.
  • Durability: ac 14; hp 28/21/14; hardness 5; threshold 10; burst 25
  • Weapon Benefits: BP Rifle weapons at Rating III add any remaining Penetration score not reduced by DR to the damage of any attack made with the weapon. Additionally, you negate the Disadvantage penalty on attack rolls made with Rating 2 blackpowder rifles while Prone. Finally, blackpowder rifles at Rating 3 reduce the AC of a target critically hit by the critical multiplier of the weapon until the end of your next turn. Additionally, while Prone, you gain a +1 bonus on attack rolls made with Rating 3 blackpowder rifles.
  • Components: 21 blackpowder rifle part, 25 weapon haft, 9 firing mechanism

Trench Gun

The trench gun is an advanced caplock shotgun that is able to project slugs of explosive firepower at greater range and lethal force than their lesser cousins.
  • Durability: ac 14; hp 28/21/14; hardness 5; threshold 10; burst 25
  • BP Shotgun weapons at Rating III increase their Critical Multiplier by 1 for targets within half close range, and by 2 against targets within 1/4th close range. Additionally, they add 2 points of Penetration when firing at a target within half of their close range. Finally, blackpowder shotguns at Rating 3 add any remaining Penetration score not reduced by DR to the damage of any attack made with the weapon, and scatter shots made with this weapon ignore the greater penetration requirement.
  • Components: 26 blackpowder shotgun part, 11 weapon haft, 5 firing mechanism

War Scepter

The war scepter is a deadly and powerful casting implement designed for use by warmages. It is designed to channel the raw magical power of their users and propel them in blasts of magical energy, further enhancing the warmages own magic.
  • Durability: ac 13; hp 14/10/7; hardness 4; threshold 8; burst 19
  • Weapon Benefits: Foci weapons at Rating III can spend 4 charges of ammunition as a Bonus Action to grant a target within close range DR 4 against the damage type of the ammunition infused within the weapon. Alternatively, you can expend a 1st level or higher spell slot as a Reaction whenever you or an ally you can see would be attacked to form a Shield of Protective Force, granting the target and all allies within 10 feet of them DR 4 per spell level sacrificed against the damage type of the ammunition infused within the weapon or that of the expended spell. This shield remains active until the end of the target creatures next turn, an additional spell can be sacrificed to extend the duration by 1 round for each spell level sacrificed in this way. This is considered a spell effect of an equal level to the original expended spell. Finally, foci at Rating 3 that produce a shield of force are able to repel those that would attempt to draw near. Any creature attempting to approach the target of a Shield of Protective Force must first make a Wisdom saving throw against your spell save DC or be unable to move closer than 10 feet towards the target creature. Additionally, whenever you would fail a Concentration check made to concentrate on a spell, you can expend 4 charges of ammunition and a spell slot to instead keep the spell active. This is considered a spell effect of an equal level to the expended spell.
  • Components: 9 club part, 3 foci part, 10 weapon haft

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