Weapons

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Weapon’s are catagorized by their rarity and their type, Only certain classes can wield certain weapons without suffering the unproficiency bonus (-5 to all attacks with the weapon). Most weapons give some sort of benefit to the wielder, be it extra damage, passive benefits, or even special abilities. The following is an array of standard weapons based on rarity, it is encouraged that GM’s follow this basic template when making their own weapons.

**Weapon types**

**Axes:** Axes are bladed weapons that focus on hard hits rather than precision, when attacking with an Axe, a player adds their strength and constitution bonus together rounded down.

**Bows:** Bows are ranged weapons most commonly made out of wood, being that they are ranged shooting a bow requires a good aim, when firing a bow, a player adds their agility and intelligence bonus together rounded down

**Daggers**: Small and easy to hide, daggers are the principal weapon of those that for the most part wish to avoid combat when possible. Unlike a sword, utilizing a dagger well takes skill knowhow, when attacking with a dagger, a player adds their agility and Moxie bonus together rounded down

**Greataxes:** Large axes made specifically for war and bloodshed, When attacking with a Greataxe, a player adds their strength bonus. Greataxes provide the special benefit of ignoring very light and light armor HB bonuses.

**Greathammers:** large and brutish weapons used by only the strongest individuals, just picking up a Greathammer requires a large amount of strength. When attacking with a greathammer, a player adds their Strength bonus and then rolls an additional d4, rounding the result down.

**Greatswords:** Forged to accommodate only the strongest fighters of the world, greatswords are unmatched in single combat… if used properly. When attacking with a Greatsword, a player adds their Strength bonus and then rolls an additional d6, rounding down the result.

**Lances:** Made for those that prefer precision and finesse in combat, lances are long and hardy weapons capable of dealing great damage to enemies from a safe distance. When attacking with a Lance, the player adds their Strength and Intelligence bonus together rounded down.

**Longswords:** Longswords serve as an in-between from the Greatsword and the shortsword, commonly used by traveling swordsmen who master one of the two ways to wield it. A Longsword may be wielded as a two-handed weapon if desired by it’s user, increasing its damage by +1. When attacking with a Longsword, the player adds their Strength bonus.

**Shortswords**: The old reliables of every infantry soldier, what they lack in impact Shortswords make up in their flexibility and effectiveness. When attacking with a Shortsword, the player adds their Strength bonus and a second stat bonus of their choice rounded down.

**Spears:** Shorter than a lance, yet still able to reach far, spears can be wielded both one-handed and two-handed, if two-handed the spear gains a +1 on its damage. When attacking with a spear, the player adds their Agility bonus.

**Staffs:** Not usually preferable to be used in combat, Staffs instead act as conduits to the spells of mages, a focusing point in which to channel their mana. When attacking with a Staff, the player adds their Intelligence bonus rounded down.

**Wands:** Small and easy to carry around, Wands are a pinpointing device used by most Wizards to target and adjust the direction of their spells. When attacking with a wand, the player adds their Intelligence bonus rounded down.

**Muskets:** Whilst quite rare to the ahem “taller races”. Gunpowder based weaponry is quite real, and the most common form of it is the musket, Muskets are ranged weaponry. When attacking with a musket, a player adds their agility or moxie bonus rounded down. All muskets are also susceptible to blowing up sometimes, upon rolling a critical failure when attacking with a musket, the musket explodes dealing 3d6 damage to the one holding it and 1d6 damage to any creatures adjacent to the one holding it.

**Unique:** Strange and bizzare curiosity weapons that usually don’t fit into any other category, this can range from simple farm tools to mystical exotic weapons from distant lands. When attacking with a unique weapon, the player adds their highest stat rounded down. Utilizing a unique weapon without gaining the unproficiency bonus requires 2 days to be devoted to studying the weapon.

COMMON (C category weapons)

**Common Axes:**

Damage: 3 damage

Woodcutter's axe (Melee range: 1)

Description: An Axe used by woodcutters and those who live in the forest

Special: You deal +1 damage to any plantoid monsters

Common Bows:

Damage: 3 damage

**Common Bows**:

Damage: 3 damage

Songwood bow (Range:10)

Description: A common bow made from light and brittle wood.

Special: You can only miss on a 1 with all your ranged abilities. You cannot crit with this weapon.

Wooden training bow (Range: 5)

Description: A bow used to train fledgling hunters, hardly fit for actual combat

Special: If your class is not already Arrowmerk, you may spend a day with this weapon in order to transition your character to a lvl1 arrowmerk.

Tailbirch bow (Range: 10)

Description: A bow made out of Tailburch, cheap but reliable

Special: Provides no special benefits.

**Common daggers**:

Damage: 2 damage

Bootcutters dagger (Melee range:1)

Description: A small dagger used by novice Theaf’s.

Special: When you kill an enemy. You may receive the gold value of any item they drop instead of the item.

Wooden Training Dagger (Melee range:1)

Description: A training dagger made out of whistlewood, sometimes bought as a childrens toy.

Special: If your class is not already Theaf, you may spend a day with this weapon in order to transition your character to a lvl1 Theaf.

**Common Greataxes:**

Damage: 4 damage

Steel Waraxe (Melee range:1)

Description: A well forged steel greataxe

Special: No special benefits

**Common Greathammers**:

Damage: 4 damage

Smiths Forgehammer (Melee range:1)

Description: Taken from a grand forge. Designed for both smithing and war.

Special: You may copy a common item found in a chest once every 2 days.

Rookie smith’s hammer (Melee range:1)

Description: A simple heat resistant iron hammer used to train apprentice smiths.

Special: If your class is not already Bullie, you may spend a day with this weapon in order to transition your character to a lvl1 Bullie.

**Common Greatswords**:

Damage: 4 damage

Heavy Mournsword (Melee range:2)

Description: An oversized blade only wielded by the strongest of warriors.

Special: Once per combat you may attempt to throw this blade 5 spaces for 2x damage.

Rusted Mournsword (Melee range:1)

Description: A rusty greatsword most often gifted to apprentice slayers by old men on mountains.

Special: If your class is not already Slayer, you may spend a day with this weapon in order to transition your character to a lvl1 Slayer.

**Common Lances**:

Damage: 3 damage

Worn Auxilea Lance (Melee range:2)

Description: A lance received as a graduation present for students of the Auxilea lancers academy.

Special: If you ever fall in battle you may roll a d100 to call for your master.

Auxilea Training Lance (Melee range:2)

Description: A lance given to students of the Auxilea lancers academy for training.

Special: If your class is not already Lancer, you may spend a day with this weapon in order to transition your character to a lvl1 Lancer.

**Common Longswords:**

Damage: 3 / 4

Steel Longsword (Melee range:1)

Dscription: A well crafted steel blade

Special: No special benefits

**Common Shortswords**:

Damage: 3 damage

Vagabonds Shortsword (Melee range:1)

Description: A shortsword that has seen many travels

Special: You may reroll a loot roll once per day.

Wooden Training Sword (Melee range:1)

Description: A sword made out of cheap plywood, used to train children and inexperienced rookie soldiers in the art of war.

Special: If your class is not already Swordsmarch, you may spend a day with this weapon in order to transition your character to a lvl1 Swordsmarch.

**Uncommon Shortswords**:

Damage: 4 damage

The Bunny Blade (Melee range: 1)

Description: A mysterious blade originating from the Scio woods, It’s handle seems to be made of fur and its hilt is molded to resemble bunny ears.

Special: Whenever you successfully hit an enemy with The Bunny Blade, you may jump 2 spaces in any direction ignoring all obstacles except walls.

**Common Staffs**:

Damage: 2 damage

Evergreen Staff (Melee range: 2)

Description: A living staff blessed by Amalia.

Special: If an ally is about to die you may sacrifice this staff and replace it with a Moonbloom staff to save them.

Sprouting Staff (Melee range: 1)

Description: An Evergreen Staff that has yet to bloom.

Special: If your class is not already Rosepriest, you may spend a day with this weapon in order to transition your character to a lvl1 Rosepriest. If watered for 5 days this staff will turn into an Evergreen Staff

**Common Wands**:

Damage: 1 damage

Apprentice Wand (Melee range: 1)

Description: A small wooden wand with a magic “safety” gem wedged at the bottom.

Special: Your spells may not harm your allies on accident.

**Common Muskets**:

Damage: 4 damage

Hunting Rifle (Range: 15)

Description: A simple hunting rifle used by imperial poachers, it has an old nostalgic smell when not cleaned for a while.

Special: When attacking an enemy with the beast tag, roll a d4 and add it to your damage.

**Common Uniques**:

Damage: 3 damage

Signalgun (Range: 3)

Description: A small primitive gunpowder handgun used to signal and order around troops

Special: Once per combat you may fire off a signal to one of your allies giving them an order and a bonus move action that they may use immediately. (The player that is order is not forced to comply with the order)