Combat Items

You can buy low-quality apparel and weapons at half price. Low-quality items have the Fragile trait. Low-quality apparel breaks if an attack critically succeeds against your defense. Low-quality weapons break if you critically fail a Strike or spell attack using them.

Apparel

Name Cost Weight Description
Beast Hide 2 gp 12 lb. Thick hides or leathers that insulate and protect
Chain Mail 8 gp 55 lb. A heavy outfit made of interlocked metal rings
Plate Armor 20 gp 40 lb. A set of armor made of sturdy metal plates
Common Clothes 5 sp 3 lb. Normal clothing that regular people wear
Leather Armor 2 gp 10 lb. Hardened leather that helps to deflect attacks
Monk Robes 2 gp 2 lb. Wrappings or robes that offer complete flexibility
Mage Armor 10 gp 20 lb. Light armor enchanted to better protect the wearer
Tinkerer's Vest 2 gp 5 lb. A reinforced lab coat or set of overalls for field-testing
Wizard Robes 5 gp 10 lb. Long arcane robes that conduct magical energy
Fine Clothes 15 gp 6 lb. Fancy, high-quality clothes meant to impress
Priest Vestments 5 gp 10 lb. A religious outfit imbued with a divine blessing
Sorcerer's Tunic 2 gp 4 lb. Light robes that help with channeling magic

Beast Hide

Cost
2 gp
Weight
12 lb.
Defense
10 + Strength

You have advantage on Strength rolls to endure extreme temperatures or weather.

Chain Mail

Cost
8 gp
Weight
55 lb.
Defense
11 + Strength

You have a -5 feet penalty to Speed.

Plate Armor

Cost
20 gp
Weight
40 lb.
Defense
11 + Strength

You have disadvantage on Stealth rolls that rely on moving silently.

Common Clothes

Cost
5 sp
Weight
3 lb.
Defense
10 + Agility

You’re wearing normal clothes, so you don’t look suspicious.

Leather Armor

Cost
2 gp
Weight
10 lb.
Defense
10 + Agility

You have a +2 bonus to Agility DC.

Monk Robes

Cost
2 gp
Weight
2 lb.
Defense
10 + Agility

You have advantage on Agility+Athletics rolls to balance and jump.

Mage Armor

Cost
10 gp
Weight
20 lb.
Defense
9 + Intellect

You have 10 Force Shield.

Tinkerer's Vest

Cost
2 gp
Weight
5 lb.
Defense
9 + Intellect

You have advantage on Intellect+Arcana and Intellect+Crafting rolls to craft or repair things.

Wizard Robes

Cost
5 gp
Weight
10 lb.
Defense
7 + Intellect

You have a +1 bonus to Magic attacks.

Fine Clothes

Cost
15 gp
Weight
6 lb.
Defense
9 + Spirit

You have advantage on Spirit+Eloquence and Spirit+Perform rolls to influence others.

Priest Vestments

Cost
5 gp
Weight
10 lb.
Defense
9 + Spirit

You have 10 Necrotic Shield.

Sorcerer's Tunic

Cost
2 gp
Weight
4 lb.
Defense
7 + Spirit

You have a +1 bonus to Mana Limit.

Weapons

Name Cost Weight Description
Amulet 5 gp 1 lb. A holy symbol or talisman that bears protective magic
Bludgeon 4 gp 5 lb. A one-handed axe, club, or mace for smashing foes
Bow 10 gp 3 lb. A classic bow and arrow for long-range sniping
Crossbow 20 gp 5 lb. A mechanical crossbow that fires slow but powerful shots
Dagger 1 gp 1 lb. A small bladed weapon that’s cheap and easy to conceal
Heavy Weapon 15 gp 10 lb. A two-handed greatsword, maul, or axe for heavy strikes
Orb 20 gp 3 lb. A magical orb or crystal that helps in controlling magic
Polearm 2 gp 5 lb. A long polearm, such as a spear, halberd, or glaive
Shield 10 gp 6 lb. A kite shield, round shield, or buckler for blocking attacks
Staff 5 gp 4 lb. A walking staff or quarterstaff, perfect for channeling spells
Sword 10 gp 3 lb. A one-handed sword, good for both slashing and thrusting
Throwing Weapon 1 gp 4 lb. A javelin, throwing axe, bola, or other thrown weapon
Tome 25 gp 5 lb. A book of eldritch secrets that holds incantations for spells
Unarmed - - A punch or kick, weak but available while unarmed
Wand 10 gp 1 lb. A small wand, scepter, or baton useful for casting spells

Amulet

Cost
5 gp
Weight
1 lb.

While wielding an amulet, you have a +2 bonus to your Spirit DC.

Amulet Feats

Name Type Description
Blessed Luck You are hard to affect with dangerous spiritual magic spells
Protective Magic You grant minor protections to an ally you affect with a spell
Rebuke Spirits You protect a creature or location from evil spirits
Ward Ally You protect your ally with a shimmering forcefield

Bludgeon

Cost
4 gp
Weight
5 lb.
Type
Melee weapon
Base damage
1d8 Bludgeoning or Slashing, depending on the weapon

Bludgeon Strikes gain the following failure effect:

Failure
Your target takes damage equal to your Strength (minimum 1)

Bludgeon Feats

Name Type Description
Crush Armor You crush a foe’s armor, weakening them for the future
Distracting Blow You knock a foe off-balance, making them easier to hit
Dual Bludgeons You dual-wield bludgeons by striking with a flurry of blows
Reliable Damage You can reroll 1s and 2s on your bludgeon’s base damage

Bow

Cost
10 gp
Weight
3 lb.
Type
Ranged weapon
Base damage
1d8 Piercing
Range
100 feet

When you make a long-range bow Strike, you multiply the range by 4 instead of 2.

Bow Feats

Name Type Description
Archer's Eyes You can see far away and make incredibly distant shots
Multishot You load multiple arrows on your bow and fire them all at once
Stable Stance You fire more accurately by planting your feet on the ground
Weighty Draw You have a bow with a draw weight that requires extreme strength

Crossbow

Cost
20 gp
Weight
5 lb.
Type
Ranged weapon
Base damage
1d6 Piercing
Range
150 feet

While wielding a crossbow, you can use the Heavy Draw power.

The crossbows of this world have two triggers, one for fast shots and one for the powerful heavy draw shots.

Crossbow Feats

Name Type Description
Heavy Bolts Your heavy shot is so powerful that it knocks enemies prone
Locked and Loaded You instantly ready your crossbow at the start of a fight
Point-Blank Shot Your powerful bolts pierce through nearby targets
Running Reload You prepare your crossbow to fire while sprinting

Dagger

Cost
1 gp
Weight
1 lb.
Type
Melee weapon
Base damage
1d6 Piercing

You have advantage on die rolls to conceal daggers. You can use the Quickdraw power.

Dagger Feats

Name Type Description
Opportunist You can sneak in dagger strikes after your enemy gets hit
Parrying Dagger You parry attacks with your dagger, using it like a shield
Throwing Dagger You are an expert at throwing daggers a long distance

Heavy Weapon

Cost
15 gp
Weight
10 lb.
Type
Melee weapon
Base damage
1d12 Bludgeoning or Slashing, depending on the weapon

When you roll a 12 on the damage die on a heavy weapon Strike, add 12 damage and reroll the die. Continue until the die doesn’t roll a 12.

Heavy Weapon Feats

Name Type Description
Into the Fray Your wide swings leave your enemies no space to gang up on you
Knockback You make powerful, heavy swings that knock your enemy back
Monster Hunter You are an expert at defeating giant monsters with giant weapons
Overhead Swing You make an overhead swing that drives your enemy into the ground

Orb

Cost
20 gp
Weight
3 lb.

Orbs shine with a dim glow, casting dim light out to 10 feet.

Orb Feats

Name Type Description
Mystic Burst You conjure a burst of a particular element in an area
Reshape Spell You change the area of a spell to be a different line, cone, or burst
Sculpt Spell You sculpt the area or your spell to include or exclude specific targets

Polearm

Cost
2 gp
Weight
5 lb.
Type
Melee weapon
Base damage
1d12 Piercing or Slashing, depending on the weapon

Some polearms, such as short spears or lances, are built for use in one hand. These polearms are One-Handed instead of Two-Handed and deal 1d8 base damage instead of 1d12 base damage.

Your reach with a polearm is 5 feet longer than your normal reach. You have disadvantage on polearm Strikes while you are adjacent to multiple walls, such as while standing in the corner of a room or in a 5-foot tunnel.

Polearm Feats

Name Type Description
Counter Charge You prepare to intercept an imminent charge
Distant Strike You strike with increased accuracy against a enemy that can’t reach you
Polearm Hook You trip a creature using the hook on the end of your polearm

Shield

Cost
10 gp
Weight
6 lb.

While wielding a shield, you calculate your Defense with Strength, no matter what apparel you’re wearing. While wielding a shield and wearing heavy armor, you have a +1 bonus to Defense.

Shield Feats

Name Type Description
Covering Shield You can cover yourself with a shield to avoid area attacks
Phalanx You cover your allies with your shield, blocking attacks against them
Shield Bash You can wield your shield as a deadly bludgeoning weapon

Staff

Cost
5 gp
Weight
4 lb.
Type
Melee weapon
Base damage
1d6 Bludgeoning

While you are wielding a staff in two hands, the staff’s base damage increases to 1d8, and you have a +1 bonus to Defense.

Staff Feats

Name Type Description
Mystic Bolt You shoot a powerful bolt of a particular element at a target
Overchannel You gather power in your staff, preparing for an epic spell
Staff Fighting You are an expert at fighting with a staff in close quarters

Sword

Cost
10 gp
Weight
3 lb.
Type
Melee weapon
Base damage
1d8 Slashing

When you make a sword Strike, you can choose to make a thrusting attack. If you do, replace the normal base damage as follows:

  • If the Strike succeeds (but doesn’t critically succeed), deal 1d6 Piercing base damage
  • If the Strike critically succeeds, deal 1d12 Piercing base damage

Sword Feats

Name Type Description
Dueling Sword You enter a fencing stance that lets you strike quickly and accurately
Improved Critical You score a critical hit on sword Strikes more often
Lunging Strike You lunge forward with a sword for extra reach

Throwing Weapon

Cost
1 gp
Weight
4 lb.
Type
Melee weapon
Base damage
1d6 Bludgeoning, Piercing, or Slashing, depending on the weapon

A throwing weapon can be thrown as a ranged weapon with a range of 40 feet. Ranged Strikes with throwing weapons use Strength for the attack roll instead of Agility. You can use the Draw Another power.

Throwing Weapon Feats

Name Type Description
Perfect Ricochet You call a throwing weapon back to your hand after an attack
Quick Throw You quickly throw your weapon at the start of a fight, catching opponents off guard
Slowing Hit Your throwing weapon entangles an enemy, slowing them down

Tome

Cost
25 gp
Weight
5 lb.

While wielding a tome, if you can currently read the contents of the tome, you have advantage on Intellect+Arcana rolls to identify magic of the type described in the tome.

Tome Feats

Name Type Description
Mystic Chain You chain a jolt of a particular element between two targets
Read Incantation You read an incantation from your tome, powering up your next speed
Tome of Everything Your tome has a bit of information on everything, if you can find it

Unarmed

Cost
-
Weight
-
Type
Melee weapon
Base damage
1d4 Bludgeoning

While you have no hands free, you have disadvantage on unarmed Strikes.

Unarmed Feats

Name Type Description
Grabbing Fist You grab an enemy that you get a powerful hit on
Kickboxer You are effective at making unarmed attacks without your hands
Titan Wrestler You are experienced at wrestling creatures much larger than yourself

Wand

Cost
10 gp
Weight
1 lb.

While wielding a wand, you can use the Magic Sparks power.

Wand Feats

Name Type Description
Eldritch Blast You blast a target with a powerful bolt of eldritch force
Magic Missile You fire a magic missile at your target that never misses
Reliable Magic Your wand skills let you easily recover from miscasts