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
You have advantage on Strength rolls to endure extreme temperatures or weather.
Chain Mail
You have a -5 feet penalty to Speed.
Plate Armor
You have disadvantage on Stealth rolls that rely on moving silently.
Common Clothes
You’re wearing normal clothes, so you don’t look suspicious.
Leather Armor
You have a +2 bonus to Agility DC.
Monk Robes
You have advantage on Agility+Athletics rolls to balance and jump.
Mage Armor
You have 10 Force Shield.
Tinkerer's Vest
You have advantage on Intellect+Arcana and Intellect+Crafting rolls to craft or repair things.
Wizard Robes
You have a +1 bonus to Magic attacks.
Fine Clothes
You have advantage on Spirit+Eloquence and Spirit+Perform rolls to influence others.
Priest Vestments
You have 10 Necrotic Shield.
Sorcerer's Tunic
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 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
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 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
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
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
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 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
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
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
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
When you make a sword Strike, you can choose to make a thrusting attack. If you do, replace the normal base damage as follows:
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
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
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
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 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 |