Equipment

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1

Gambeson Armor

Armor — Tier 1

Base Thresholds: 5 / 11

Base Score: 3

Flexible: +1 to Evasion

Gambeson Armor

1

Leather Armor

Armor — Tier 1

Base Thresholds: 6 / 13

Base Score: 3

Leather Armor

1

Chainmail Armor

Armor — Tier 1

Base Thresholds: 7 / 15

Base Score: 4

Heavy: −1 to Evasion

Chainmail Armor

1

Full Plate Armor

Armor — Tier 1

Base Thresholds: 8 / 17

Base Score: 4

Very Heavy: −2 to Evasion; −1 to Agility

Full Plate Armor

2

Elundrian Chain Armor

Armor — Tier 2

Base Thresholds: 9 / 21

Base Score: 4

Warded: You reduce incoming magic damage by your Armor Score before applying it to your damage thresholds.

Elundrian Chain Armor

2

Harrowbone Armor

Armor — Tier 2

Base Thresholds: 9 / 21

Base Score: 4

Resilient: Before you mark your last Armor Slot, roll a d6. On a result of 6, reduce the severity by one threshold without marking an Armor Slot.

Harrowbone Armor

2

Improved Gambeson Armor

Armor — Tier 2

Base Thresholds: 7 / 16

Base Score: 4

Flexible: +1 to Evasion

Improved Gambeson Armor

2

Improved Leather Armor

Armor — Tier 2

Base Thresholds: 9 / 20

Base Score: 4

Improved Leather Armor

2

Irontree Breastplate Armor

Armor — Tier 2

Base Thresholds: 9 / 20

Base Score: 4

Reinforced: When you mark your last Armor Slot, increase your damage thresholds by +2 until you clear at least 1 Armor Slot.

Irontree Breastplate Armor

2

Runetan Floating Armor

Armor — Tier 2

Base Thresholds: 9 / 20

Base Score: 4

Shifting: When you are targeted for an attack, you can mark an Armor Slot to give the attack roll against you disadvantage.

Runetan Floating Armor

2

Improved Chainmail Armor

Armor — Tier 2

Base Thresholds: 11 / 24

Base Score: 5

Heavy: −1 to Evasion

Improved Chainmail Armor

2

Improved Full Plate Armor

Armor — Tier 2

Base Thresholds: 13 / 28

Base Score: 5

Very Heavy: −2 to Evasion; −1 to Agility

Improved Full Plate Armor

2

Rosewild Armor

Armor — Tier 2

Base Thresholds: 11 / 23

Base Score: 5

Hopeful: When you would spend a Hope, you can mark an Armor Slot instead.

Rosewild Armor

2

Tyris Soft Armor

Armor — Tier 2

Base Thresholds: 8 / 18

Base Score: 5

Quiet: You gain a +2 bonus to rolls you make to move silently.

Tyris Soft Armor

3

Advanced Gambeson Armor

Armor — Tier 3

Base Thresholds: 9 / 23

Base Score: 5

Flexible: +1 to Evasion

Advanced Gambeson Armor

3

Advanced Leather Armor

Armor — Tier 3

Base Thresholds: 11 / 27

Base Score: 5

Advanced Leather Armor

3

Bellamoi Fine Armor

Armor — Tier 3

Base Thresholds: 11 / 27

Base Score: 5

Gilded: +1 to Presence

Bellamoi Fine Armor

3

Dragonscale Armor

Armor — Tier 3

Base Thresholds: 11 / 27

Base Score: 5

Impenetrable: Once per short rest, when you would mark your last Hit Point, you can instead mark a Stress.

Dragonscale Armor

3

Spiked Plate Armor

Armor — Tier 3

Base Thresholds: 10 / 25

Base Score: 5

Sharp: On a successful attack against a target within Meleerange, add a d4 to the damage roll.

Spiked Plate Armor

3

Advanced Chainmail Armor

Armor — Tier 3

Base Thresholds: 13 / 31

Base Score: 6

Heavy: −1 to Evasion

Advanced Chainmail Armor

3

Advanced Full Plate Armor

Armor — Tier 3

Base Thresholds: 15 / 35

Base Score: 6

Very Heavy: −2 to Evasion; −1 to Agility

Advanced Full Plate Armor

3

Bladefare Armor

Armor — Tier 3

Base Thresholds: 16 / 39

Base Score: 6

Physical: You can’t mark an Armor Slot to reduce magic damage.

Bladefare Armor

3

Monett’s Cloak

Armor — Tier 3

Base Thresholds: 16 / 39

Base Score: 6

Magic: You can’t mark an Armor Slot to reduce physical damage.

Monett’s Cloak

3

Runes of Fortification

Armor — Tier 3

Base Thresholds: 17 / 43

Base Score: 6

Painful: Each time you mark an Armor Slot, you must mark a Stress.

Runes of Fortification

4

Full Fortified Armor

Armor — Tier 4

Base Thresholds: 15 / 40

Base Score: 4

Fortified: When you mark an Armor Slot, you reduce the severity of an attack by two thresholds instead of one.

Full Fortified Armor

4

Channeling Armor

Armor — Tier 4

Base Thresholds: 13 / 36

Base Score: 5

Channeling: +1 to Spellcast Rolls

Channeling Armor

4

Emberwoven Armor

Armor — Tier 4

Base Thresholds: 13 / 36

Base Score: 6

Burning: When an adversary attacks you within Meleerange, they mark a Stress.

Emberwoven Armor

4

Legendary Gambeson Armor

Armor — Tier 4

Base Thresholds: 11 / 32

Base Score: 6

Flexible: +1 to Evasion

Legendary Gambeson Armor

4

Legendary Leather Armor

Armor — Tier 4

Base Thresholds: 13 / 36

Base Score: 6

Legendary Leather Armor

4

Veritas Opal Armor

Armor — Tier 4

Base Thresholds: 13 / 36

Base Score: 6

Truthseeking: This armor glows when another creature within Closerange tells a lie.

Veritas Opal Armor

4

Dunamis Silkchain

Armor — Tier 4

Base Thresholds: 13 / 36

Base Score: 7

Timeslowing: Mark an Armor Slot to roll a d4 and add its result as a bonus to your Evasion against an incoming attack.

Dunamis Silkchain

4

Legendary Chainmail Armor

Armor — Tier 4

Base Thresholds: 15 / 40

Base Score: 7

Heavy: −1 to Evasion

Legendary Chainmail Armor

4

Legendary Full Plate Armor

Armor — Tier 4

Base Thresholds: 17 / 44

Base Score: 7

Very Heavy: −2 to Evasion; −1 to Agility

Legendary Full Plate Armor

4

Savior Chainmail

Armor — Tier 4

Base Thresholds: 18 / 48

Base Score: 8

Difficult: −1 to all character traits and Evasion

Savior Chainmail

1

Arcane Gauntlets

Primary weapon — Tier 1

Trait: Strength

Range: Melee

Damage: d10 + 3 — Magical

Burden: Two-Handed

Arcane Gauntlets

1

Dualstaff

Primary weapon — Tier 1

Trait: Instinct

Range: Far

Damage: d6 + 3 — Magical

Burden: Two-Handed

Dualstaff

1

Glowing Rings

Primary weapon — Tier 1

Trait: Agility

Range: Very Close

Damage: d10 + 1 — Magical

Burden: Two-Handed

Glowing Rings

1

Greatstaff

Primary weapon — Tier 1

Trait: Knowledge

Range: Very Far

Damage: d6 — Magical

Burden: Two-Handed

Powerful: On a successful attack, roll an additional damage die and discard the lowest result.

Greatstaff

1

Hallowed Axe

Primary weapon — Tier 1

Trait: Strength

Range: Melee

Damage: d8 + 1 — Magical

Burden: One-Handed

Hallowed Axe

1

Hand Runes

Primary weapon — Tier 1

Trait: Instinct

Range: Very Close

Damage: d10 — Magical

Burden: One-Handed

Hand Runes

1

Returning Blade

Primary weapon — Tier 1

Trait: Finesse

Range: Close

Damage: d8 — Magical

Burden: One-Handed

Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.

Returning Blade

1

Scepter

Primary weapon — Tier 1

Trait: Presence

Range: Far

Damage: d6 — Magical

Burden: Two-Handed

Versatile: This weapon can also be used with these statistics—Presence, Melee, d8.

Scepter

1

Shortstaff

Primary weapon — Tier 1

Trait: Instinct

Range: Close

Damage: d8 + 1 — Magical

Burden: One-Handed

Shortstaff

1

Wand

Primary weapon — Tier 1

Trait: Knowledge

Range: Far

Damage: d6 + 1 — Magical

Burden: One-Handed

Wand

1

Battleaxe

Primary weapon — Tier 1

Trait: Strength

Range: Melee

Damage: d10 + 3 — Physical

Burden: Two-Handed

Battleaxe

1

Broadsword

Primary weapon — Tier 1

Trait: Agility

Range: Melee

Damage: d8 — Physical

Burden: One-Handed

Reliable: +1 to attack rolls

Broadsword

1

Crossbow

Primary weapon — Tier 1

Trait: Finesse

Range: Far

Damage: d6 + 1 — Physical

Burden: One-Handed

Crossbow

1

Cutlass

Primary weapon — Tier 1

Trait: Presence

Range: Melee

Damage: d8 + 1 — Physical

Burden: One-Handed

Cutlass

1

Dagger

Primary weapon — Tier 1

Trait: Finesse

Range: Melee

Damage: d8 + 1 — Physical

Burden: One-Handed

Dagger

1

Greatsword

Primary weapon — Tier 1

Trait: Strength

Range: Melee

Damage: d10 + 3 — Physical

Burden: Two-Handed

Massive: −1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.

Greatsword

1

Halberd

Primary weapon — Tier 1

Trait: Strength

Range: Very Close

Damage: d10 + 2 — Physical

Burden: Two-Handed

Cumbersome: −1 to Finesse

Halberd

1

Longbow

Primary weapon — Tier 1

Trait: Agility

Range: Very Far

Damage: d8 + 3 — Physical

Burden: Two-Handed

Cumbersome: −1 to Finesse

Longbow

1

Longsword

Primary weapon — Tier 1

Trait: Agility

Range: Melee

Damage: d8 + 3 — Physical

Burden: Two-Handed

Longsword

1

Mace

Primary weapon — Tier 1

Trait: Strength

Range: Melee

Damage: d8 + 1 — Physical

Burden: One-Handed

Mace

1

Quarterstaff

Primary weapon — Tier 1

Trait: Instinct

Range: Melee

Damage: d10 + 3 — Physical

Burden: Two-Handed

Quarterstaff

1

Rapier

Primary weapon — Tier 1

Trait: Presence

Range: Melee

Damage: d8 — Physical

Burden: One-Handed

Quick: When you make an attack, you can mark a Stress to target another creature within range.

Rapier

1

Shortbow

Primary weapon — Tier 1

Trait: Agility

Range: Far

Damage: d6 + 3 — Physical

Burden: Two-Handed

Shortbow

1

Spear

Primary weapon — Tier 1

Trait: Finesse

Range: Very Close

Damage: d10 + 2 — Physical

Burden: Two-Handed

Cumbersome: −1 to Finesse

Spear

1

Warhammer

Primary weapon — Tier 1

Trait: Strength

Range: Melee

Damage: d12 + 3 — Physical

Burden: Two-Handed

Heavy: −1 to Evasion

Warhammer

2

Casting Sword

Primary weapon — Tier 2

Trait: Strength

Range: Melee

Damage: d10 + 4 — Magical

Burden: Two-Handed

Versatile: This weapon can also be used with these statistics—Knowledge, Far, d6+3.

Casting Sword

2

Devouring Dagger

Primary weapon — Tier 2

Trait: Finesse

Range: Melee

Damage: d8 + 4 — Magical

Burden: One-Handed

Scary: On a successful attack, the target must mark a Stress.

Devouring Dagger

2

Ego Blade

Primary weapon — Tier 2

Trait: Agility

Range: Melee

Damage: d12 + 4 — Magical

Burden: One-Handed

Pompous: You must have a Presence of 0 or lower to use this weapon.

Ego Blade

2

Elder Bow

Primary weapon — Tier 2

Trait: Instinct

Range: Far

Damage: d6 + 4 — Magical

Burden: Two-Handed

Powerful: On a successful attack, roll an additional damage die and discard the lowest result.

Elder Bow

2

Hammer of Exota

Primary weapon — Tier 2

Trait: Instinct

Range: Melee

Damage: d8 + 6 — Magical

Burden: Two-Handed

Eruptive: On a successful attack against a target within Melee range, all other adversaries within Very Close range must succeed on a reaction roll (14) or take half damage.

Hammer of Exota

2

Improved Arcane Gauntlets

Primary weapon — Tier 2

Trait: Strength

Range: Melee

Damage: d10 + 6 — Magical

Burden: Two-Handed

Improved Arcane Gauntlets

2

Improved Dualstaff

Primary weapon — Tier 2

Trait: Instinct

Range: Far

Damage: d6 + 6 — Magical

Burden: Two-Handed

Improved Dualstaff

2

Improved Glowing Rings

Primary weapon — Tier 2

Trait: Agility

Range: Very Close

Damage: d10 + 5 — Magical

Burden: Two-Handed

Improved Glowing Rings

2

Improved Greatstaff

Primary weapon — Tier 2

Trait: Knowledge

Range: Very Far

Damage: d6 + 3 — Magical

Burden: Two-Handed

Powerful: On a successful attack, roll an additional damage die and discard the lowest result.

Improved Greatstaff

2

Improved Hallowed Axe

Primary weapon — Tier 2

Trait: Strength

Range: Melee

Damage: d8 + 4 — Magical

Burden: One-Handed

Improved Hallowed Axe

2

Improved Hand Runes

Primary weapon — Tier 2

Trait: Instinct

Range: Very Close

Damage: d10 + 3 — Magical

Burden: One-Handed

Improved Hand Runes

2

Improved Returning Blade

Primary weapon — Tier 2

Trait: Finesse

Range: Close

Damage: d8 + 3 — Magical

Burden: One-Handed

Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.

Improved Returning Blade

2

Improved Scepter

Primary weapon — Tier 2

Trait: Presence

Range: Far

Damage: d6 + 3 — Magical

Burden: Two-Handed

Versatile: This weapon can also be used with these statistics—Presence, Melee, d8+3.

Improved Scepter

2

Improved Shortstaff

Primary weapon — Tier 2

Trait: Instinct

Range: Close

Damage: d8 + 4 — Magical

Burden: One-Handed

Improved Shortstaff

2

Improved Wand

Primary weapon — Tier 2

Trait: Knowledge

Range: Far

Damage: d6 + 4 — Magical

Burden: One-Handed

Improved Wand

2

Keeper’s Staff

Primary weapon — Tier 2

Trait: Knowledge

Range: Far

Damage: d6 + 4 — Magical

Burden: Two-Handed

Reliable: +1 to attack rolls

Keeper’s Staff

2

Scepter of Elias

Primary weapon — Tier 2

Trait: Presence

Range: Far

Damage: d6 + 3 — Magical

Burden: One-Handed

Invigorating: On a successful attack, roll a d4. On a result of 4, clear a Stress.

Scepter of Elias

2

Wand of Enthrallment

Primary weapon — Tier 2

Trait: Presence

Range: Far

Damage: d6 + 4 — Magical

Burden: One-Handed

Persuasive: Before you make a Presence Roll, you can mark a Stress to gain a +2 bonus to the result.

Wand of Enthrallment

2

Yutari Bloodbow

Primary weapon — Tier 2

Trait: Finesse

Range: Far

Damage: d6 + 4 — Magical

Burden: Two-Handed

Brutal: When you roll the maximum value on a damage die, roll an additional damage die.

Yutari Bloodbow

2

Bladed Whip

Primary weapon — Tier 2

Trait: Agility

Range: Very Close

Damage: d8 + 3 — Physical

Burden: One-Handed

Quick: When you make an attack, you can mark a Stress to target another creature within range.

Bladed Whip

2

Blunderbuss

Primary weapon — Tier 2

Trait: Finesse

Range: Close

Damage: d8 + 6 — Physical

Burden: Two-Handed

Reloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.

Blunderbuss

2

Finehair Bow

Primary weapon — Tier 2

Trait: Agility

Range: Very Far

Damage: d6 + 5 — Physical

Burden: Two-Handed

Reliable: +1 to attack rolls

Finehair Bow

2

Gilded Falchion

Primary weapon — Tier 2

Trait: Strength

Range: Melee

Damage: d10 + 4 — Physical

Burden: One-Handed

Powerful: On a successful attack, roll an additional damage die and discard the lowest result.

Gilded Falchion

2

Greatbow

Primary weapon — Tier 2

Trait: Strength

Range: Far

Damage: d6 + 6 — Physical

Burden: Two-Handed

Powerful: On a successful attack, roll an additional damage die and discard the lowest result.

Greatbow

2

Improved Battleaxe

Primary weapon — Tier 2

Trait: Strength

Range: Melee

Damage: d10 + 6 — Physical

Burden: Two-Handed

Improved Battleaxe

2

Improved Broadsword

Primary weapon — Tier 2

Trait: Agility

Range: Melee

Damage: d8 + 3 — Physical

Burden: One-Handed

Reliable: +1 to attack rolls

Improved Broadsword

2

Improved Crossbow

Primary weapon — Tier 2

Trait: Finesse

Range: Far

Damage: d6 + 4 — Physical

Burden: One-Handed

Improved Crossbow

2

Improved Cutlass

Primary weapon — Tier 2

Trait: Presence

Range: Melee

Damage: d8 + 4 — Physical

Burden: One-Handed

Improved Cutlass

2

Improved Dagger

Primary weapon — Tier 2

Trait: Finesse

Range: Melee

Damage: d8 + 4 — Physical

Burden: One-Handed

Improved Dagger

2

Improved Greatsword

Primary weapon — Tier 2

Trait: Strength

Range: Melee

Damage: d10 + 6 — Physical

Burden: Two-Handed

Massive: −1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.

Improved Greatsword

2

Improved Halberd

Primary weapon — Tier 2

Trait: Strength

Range: Very Close

Damage: d10 + 5 — Physical

Burden: Two-Handed

Cumbersome: −1 to Finesse

Improved Halberd

2

Improved Longbow

Primary weapon — Tier 2

Trait: Agility

Range: Very Far

Damage: d8 + 6 — Physical

Burden: Two-Handed

Cumbersome: −1 to Finesse

Improved Longbow

2

Improved Longsword

Primary weapon — Tier 2

Trait: Agility

Range: Melee

Damage: d8 + 6 — Physical

Burden: Two-Handed

Improved Longsword

2

Improved Mace

Primary weapon — Tier 2

Trait: Strength

Range: Melee

Damage: d8 + 4 — Physical

Burden: One-Handed

Improved Mace

2

Improved Quarterstaff

Primary weapon — Tier 2

Trait: Instinct

Range: Melee

Damage: d10 + 6 — Physical

Burden: Two-Handed

Improved Quarterstaff

2

Improved Rapier

Primary weapon — Tier 2

Trait: Presence

Range: Melee

Damage: d8 + 3 — Physical

Burden: One-Handed

Quick: When you make an attack, you can mark a Stress to target another creature within range.

Improved Rapier

2

Improved Shortbow

Primary weapon — Tier 2

Trait: Agility

Range: Far

Damage: d6 + 6 — Physical

Burden: Two-Handed

Improved Shortbow

2

Improved Spear

Primary weapon — Tier 2

Trait: Finesse

Range: Very Close

Damage: d10 + 5 — Physical

Burden: Two-Handed

Cumbersome: −1 to Finesse

Improved Spear

2

Improved Warhammer

Primary weapon — Tier 2

Trait: Strength

Range: Melee

Damage: d12 + 6 — Physical

Burden: Two-Handed

Heavy: −1 to Evasion

Improved Warhammer

2

Knuckle Blades

Primary weapon — Tier 2

Trait: Strength

Range: Melee

Damage: d10 + 6 — Physical

Burden: Two-Handed

Brutal: When you roll the maximum value on a damage die, roll an additional damage die.

Knuckle Blades

2

Steelforged Halberd

Primary weapon — Tier 2

Trait: Strength

Range: Very Close

Damage: d8 + 4 — Physical

Burden: Two-Handed

Scary: On a successful attack, the target must mark a Stress.

Steelforged Halberd

2

Urok Broadsword

Primary weapon — Tier 2

Trait: Finesse

Range: Melee

Damage: d8 + 3 — Physical

Burden: One-Handed

Deadly: When you deal Severe damage, the target must mark an additional HP.

Urok Broadsword

2

War Scythe

Primary weapon — Tier 2

Trait: Finesse

Range: Very Close

Damage: d8 + 5 — Physical

Burden: Two-Handed

Reliable: +1 to attack rolls

War Scythe

3

Advanced Arcane Gauntlets

Primary weapon — Tier 3

Trait: Strength

Range: Melee

Damage: d10 + 9 — Magical

Burden: Two-Handed

Advanced Arcane Gauntlets

3

Advanced Dualstaff

Primary weapon — Tier 3

Trait: Instinct

Range: Far

Damage: d6 + 9 — Magical

Burden: Two-Handed

Advanced Dualstaff

3

Advanced Glowing Rings

Primary weapon — Tier 3

Trait: Agility

Range: Very Close

Damage: d10 + 8 — Magical

Burden: Two-Handed

Advanced Glowing Rings

3

Advanced Greatstaff

Primary weapon — Tier 3

Trait: Knowledge

Range: Very Far

Damage: d6 + 6 — Magical

Burden: Two-Handed

Powerful: On a successful attack, roll an additional damage die and discard the lowest result.

Advanced Greatstaff

3

Advanced Hallowed Axe

Primary weapon — Tier 3

Trait: Strength

Range: Melee

Damage: d8 + 7 — Magical

Burden: One-Handed

Advanced Hallowed Axe

3

Advanced Hand Runes

Primary weapon — Tier 3

Trait: Instinct

Range: Very Close

Damage: d10 + 6 — Magical

Burden: One-Handed

Advanced Hand Runes

3

Advanced Returning Blade

Primary weapon — Tier 3

Trait: Finesse

Range: Close

Damage: d8 + 6 — Magical

Burden: One-Handed

Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.

Advanced Returning Blade

3

Advanced Scepter

Primary weapon — Tier 3

Trait: Presence

Range: Far

Damage: d6 + 6 — Magical

Burden: Two-Handed

Versatile: This weapon can also be used with these statistics—Presence, Melee, d8+4.

Advanced Scepter

3

Advanced Shortstaff

Primary weapon — Tier 3

Trait: Instinct

Range: Close

Damage: d8 + 7 — Magical

Burden: One-Handed

Advanced Shortstaff

3

Advanced Wand

Primary weapon — Tier 3

Trait: Knowledge

Range: Far

Damage: d6 + 7 — Magical

Burden: One-Handed

Advanced Wand

3

Axe of Fortunis

Primary weapon — Tier 3

Trait: Strength

Range: Melee

Damage: d10 + 8 — Magical

Burden: Two-Handed

Lucky: On a failed attack, you can mark a Stress to reroll your attack.

Axe of Fortunis

3

Blessed Anlace

Primary weapon — Tier 3

Trait: Instinct

Range: Melee

Damage: d10 + 6 — Magical

Burden: One-Handed

Healing: During downtime, automatically clear a Hit Point.

Blessed Anlace

3

Firestaff

Primary weapon — Tier 3

Trait: Instinct

Range: Far

Damage: d6 + 7 — Magical

Burden: Two-Handed

Burning: When you roll a 6 on a damage die, the target must mark a Stress.

Firestaff

3

Ghostblade

Primary weapon — Tier 3

Trait: Presence

Range: Melee

Damage: d10 + 7 — Any

Burden: One-Handed

Otherworldly: On a successful attack, you can deal physical or magic damage.

Ghostblade

3

Gilded Bow

Primary weapon — Tier 3

Trait: Finesse

Range: Far

Damage: d6 + 7 — Magical

Burden: Two-Handed

Self-Correcting: When you roll a 1 on a damage die, it deals 6 damage instead.

Gilded Bow

3

Ilmari’s Rifle

Primary weapon — Tier 3

Trait: Finesse

Range: Very Far

Damage: d6 + 6 — Magical

Burden: One-Handed

Reloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.

Ilmari’s Rifle

3

Mage Orb

Primary weapon — Tier 3

Trait: Knowledge

Range: Far

Damage: d6 + 7 — Magical

Burden: One-Handed

Powerful: On a successful attack, roll an additional damage die and discard the lowest result.

Mage Orb

3

Runes of Ruination

Primary weapon — Tier 3

Trait: Knowledge

Range: Very Close

Damage: d20 + 4 — Magical

Burden: One-Handed

Painful: Each time you make a successful attack, you must mark a Stress.

Runes of Ruination

3

Widogast Pendant

Primary weapon — Tier 3

Trait: Knowledge

Range: Close

Damage: d10 + 5 — Magical

Burden: One-Handed

Timebending: You choose the target of your attack after making your attack roll.

Widogast Pendant

3

Advanced Battleaxe

Primary weapon — Tier 3

Trait: Strength

Range: Melee

Damage: d10 + 9 — Physical

Burden: Two-Handed

Advanced Battleaxe

3

Advanced Broadsword

Primary weapon — Tier 3

Trait: Agility

Range: Melee

Damage: d8 + 6 — Physical

Burden: One-Handed

Reliable: +1 to attack rolls

Advanced Broadsword

3

Advanced Crossbow

Primary weapon — Tier 3

Trait: Finesse

Range: Far

Damage: d6 + 7 — Physical

Burden: One-Handed

Advanced Crossbow

3

Advanced Cutlass

Primary weapon — Tier 3

Trait: Presence

Range: Melee

Damage: d8 + 7 — Physical

Burden: One-Handed

Advanced Cutlass

3

Advanced Dagger

Primary weapon — Tier 3

Trait: Finesse

Range: Melee

Damage: d8 + 7 — Physical

Burden: One-Handed

Advanced Dagger

3

Advanced Greatsword

Primary weapon — Tier 3

Trait: Strength

Range: Melee

Damage: d10 + 9 — Physical

Burden: Two-Handed

Massive: −1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.

Advanced Greatsword

3

Advanced Halberd

Primary weapon — Tier 3

Trait: Strength

Range: Very Close

Damage: d10 + 8 — Physical

Burden: Two-Handed

Cumbersome: −1 to Finesse

Advanced Halberd

3

Advanced Longbow

Primary weapon — Tier 3

Trait: Agility

Range: Very Far

Damage: d8 + 9 — Physical

Burden: Two-Handed

Cumbersome: −1 to Finesse

Advanced Longbow

3

Advanced Longsword

Primary weapon — Tier 3

Trait: Agility

Range: Melee

Damage: d8 + 9 — Physical

Burden: Two-Handed

Advanced Longsword

3

Advanced Mace

Primary weapon — Tier 3

Trait: Strength

Range: Melee

Damage: d8 + 7 — Physical

Burden: One-Handed

Advanced Mace

3

Advanced Quarterstaff

Primary weapon — Tier 3

Trait: Instinct

Range: Melee

Damage: d10 + 9 — Physical

Burden: Two-Handed

Advanced Quarterstaff

3

Advanced Rapier

Primary weapon — Tier 3

Trait: Presence

Range: Melee

Damage: d8 + 6 — Physical

Burden: One-Handed

Quick: When you make an attack, you can mark a Stress to target another creature within range.

Advanced Rapier

3

Advanced Shortbow

Primary weapon — Tier 3

Trait: Agility

Range: Far

Damage: d6 + 9 — Physical

Burden: Two-Handed

Advanced Shortbow

3

Advanced Spear

Primary weapon — Tier 3

Trait: Finesse

Range: Very Close

Damage: d10 + 8 — Physical

Burden: Two-Handed

Cumbersome: −1 to Finesse

Advanced Spear

3

Advanced Warhammer

Primary weapon — Tier 3

Trait: Strength

Range: Melee

Damage: d12 + 9 — Physical

Burden: Two-Handed

Heavy: −1 to Evasion

Advanced Warhammer

3

Black Powder Revolver

Primary weapon — Tier 3

Trait: Finesse

Range: Far

Damage: d6 + 8 — Physical

Burden: One-Handed

Reloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.

Black Powder Revolver

3

Bravesword

Primary weapon — Tier 3

Trait: Strength

Range: Melee

Damage: d12 + 7 — Physical

Burden: Two-Handed

Brave: −1 to Evasion; +3 to Severe damage threshold

Bravesword

3

Double Flail

Primary weapon — Tier 3

Trait: Agility

Range: Very Close

Damage: d10 + 8 — Physical

Burden: Two-Handed

Powerful: On a successful attack, roll an additional damage die and discard the lowest result.

Double Flail

3

Flickerfly Blade

Primary weapon — Tier 3

Trait: Agility

Range: Melee

Damage: d8 + 5 — Physical

Burden: One-Handed

Sharpwing: Gain a bonus to your damage rolls equal to your Agility.

Flickerfly Blade

3

Hammer of Wrath

Primary weapon — Tier 3

Trait: Strength

Range: Melee

Damage: d10 + 7 — Physical

Burden: Two-Handed

Devastating: Before you make an attack roll, you can mark a Stress to use a d20 as your damage die.

Hammer of Wrath

3

Labrys Axe

Primary weapon — Tier 3

Trait: Strength

Range: Melee

Damage: d10 + 7 — Physical

Burden: Two-Handed

Protective: +1 to Armor Score

Labrys Axe

3

Meridian Cutlass

Primary weapon — Tier 3

Trait: Presence

Range: Melee

Damage: d10 + 5 — Physical

Burden: One-Handed

Dueling: When there are no other creatures within Closerange of the target, gain advantageon your attack roll against them.

Meridian Cutlass

3

Retractable Saber

Primary weapon — Tier 3

Trait: Presence

Range: Melee

Damage: d10 + 7 — Physical

Burden: One-Handed

Retractable: The blade can be hidden in the hilt to avoid detection.

Retractable Saber

3

Spiked Bow

Primary weapon — Tier 3

Trait: Agility

Range: Very Far

Damage: d6 + 7 — Physical

Burden: Two-Handed

Versatile: This weapon can also be used with these statistics—Agility, Melee, d10+5.

Spiked Bow

3

Talon Blades

Primary weapon — Tier 3

Trait: Finesse

Range: Close

Damage: d10 + 7 — Physical

Burden: Two-Handed

Brutal: When you roll the maximum value on a damage die, roll an additional damage die.

Talon Blades

4

Bloodstaff

Primary weapon — Tier 4

Trait: Instinct

Range: Far

Damage: d20 + 7 — Magical

Burden: Two-Handed

Painful: Each time you make a successful attack, you must mark a Stress.

Bloodstaff

4

Floating Bladeshards

Primary weapon — Tier 4

Trait: Instinct

Range: Close

Damage: d8 + 9 — Magical

Burden: One-Handed

Powerful: On a successful attack, roll an additional damage die and discard the lowest result.

Floating Bladeshards

4

Fusion Gloves

Primary weapon — Tier 4

Trait: Knowledge

Range: Very Far

Damage: d6 + 9 — Magical

Burden: Two-Handed

Bonded: Gain a bonus to your damage rolls equal to your level.

Fusion Gloves

4

Legendary Arcane Gauntlets

Primary weapon — Tier 4

Trait: Strength

Range: Melee

Damage: d10 + 12 — Magical

Burden: Two-Handed

Legendary Arcane Gauntlets

4

Legendary Dualstaff

Primary weapon — Tier 4

Trait: Instinct

Range: Far

Damage: d8 + 12 — Magical

Burden: Two-Handed

Legendary Dualstaff

4

Legendary Glowing Rings

Primary weapon — Tier 4

Trait: Agility

Range: Very Close

Damage: d10 + 11 — Magical

Burden: Two-Handed

Legendary Glowing Rings

4

Legendary Greatstaff

Primary weapon — Tier 4

Trait: Knowledge

Range: Very Far

Damage: d6 + 9 — Magical

Burden: Two-Handed

Powerful: On a successful attack, roll an additional damage die and discard the lowest result.

Legendary Greatstaff

4

Legendary Hallowed Axe

Primary weapon — Tier 4

Trait: Strength

Range: Melee

Damage: d8 + 10 — Magical

Burden: One-Handed

Legendary Hallowed Axe

4

Legendary Hand Runes

Primary weapon — Tier 4

Trait: Instinct

Range: Very Close

Damage: d10 + 9 — Magical

Burden: One-Handed

Legendary Hand Runes

4

Legendary Returning Blade

Primary weapon — Tier 4

Trait: Finesse

Range: Close

Damage: d8 + 9 — Magical

Burden: One-Handed

Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.

Legendary Returning Blade

4

Legendary Scepter

Primary weapon — Tier 4

Trait: Presence

Range: Far

Damage: d6 + 9 — Magical

Burden: Two-Handed

Versatile: This weapon can also be used with these statistics—Presence, Melee, d8+6.

Legendary Scepter

4

Legendary Shortstaff

Primary weapon — Tier 4

Trait: Instinct

Range: Close

Damage: d8 + 10 — Magical

Burden: One-Handed

Legendary Shortstaff

4

Legendary Wand

Primary weapon — Tier 4

Trait: Knowledge

Range: Far

Damage: d6 + 10 — Magical

Burden: One-Handed

Legendary Wand

4

Magus Revolver

Primary weapon — Tier 4

Trait: Finesse

Range: Very Far

Damage: d6 + 13 — Magical

Burden: One-Handed

Reloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.

Magus Revolver

4

Midas Scythe

Primary weapon — Tier 4

Trait: Knowledge

Range: Melee

Damage: d10 + 9 — Magical

Burden: Two-Handed

Greedy: Spend a handful of gold to gain a +1 bonus to your Proficiencyon a damage roll.

Midas Scythe

4

Siphoning Gauntlets

Primary weapon — Tier 4

Trait: Presence

Range: Melee

Damage: d10 + 9 — Magical

Burden: Two-Handed

Lifestealing: On a successful attack, roll a d6. On a result of 6, clear a Hit Point or clear a Stress.

Siphoning Gauntlets

4

Sword of Light & Flame

Primary weapon — Tier 4

Trait: Strength

Range: Melee

Damage: d10 + 11 — Magical

Burden: Two-Handed

Hot: This weapon cuts through solid material.

Sword of Light & Flame

4

Thistlebow

Primary weapon — Tier 4

Trait: Instinct

Range: Far

Damage: d6 + 13 — Magical

Burden: Two-Handed

Reliable: +1 to attack rolls

Thistlebow

4

Wand of Essek

Primary weapon — Tier 4

Trait: Knowledge

Range: Far

Damage: d8 + 13 — Magical

Burden: One-Handed

Timebending: You can choose the target of your attack after making your attack roll.

Wand of Essek

4

Aantari Bow

Primary weapon — Tier 4

Trait: Finesse

Range: Far

Damage: d6 + 11 — Physical

Burden: Two-Handed

Reliable: +1 to attack rolls

Aantari Bow

4

Curved Dagger

Primary weapon — Tier 4

Trait: Finesse

Range: Melee

Damage: d8 + 9 — Physical

Burden: One-Handed

Serrated: When you roll a 1 on a damage die, it deals 8 damage instead.

Curved Dagger

4

Dual-Ended Sword

Primary weapon — Tier 4

Trait: Agility

Range: Melee

Damage: d10 + 9 — Physical

Burden: Two-Handed

Quick: When you make an attack, you can mark a Stress to target another creature within range.

Dual-Ended Sword

4

Extended Polearm

Primary weapon — Tier 4

Trait: Finesse

Range: Very Close

Damage: d8 + 10 — Physical

Burden: Two-Handed

Long: This weapon’s attack targets all adversaries in a line within range.

Extended Polearm

4

Hand Cannon

Primary weapon — Tier 4

Trait: Finesse

Range: Very Far

Damage: d6 + 12 — Physical

Burden: One-Handed

Reloading: After you make an attack, roll a d6. On a 1, you must mark a Stress to reload this weapon before you can fire it again.

Hand Cannon

4

Impact Gauntlet

Primary weapon — Tier 4

Trait: Strength

Range: Melee

Damage: d10 + 11 — Physical

Burden: One-Handed

Concussive: On a successful attack, you can spend a Hope to knock the target back to Far range.

Impact Gauntlet

4

Legendary Battleaxe

Primary weapon — Tier 4

Trait: Strength

Range: Melee

Damage: d10 + 12 — Physical

Burden: Two-Handed

Legendary Battleaxe

4

Legendary Broadsword

Primary weapon — Tier 4

Trait: Agility

Range: Melee

Damage: d8 + 9 — Physical

Burden: One-Handed

Reliable: +1 to attack rolls

Legendary Broadsword

4

Legendary Crossbow

Primary weapon — Tier 4

Trait: Finesse

Range: Far

Damage: d6 + 10 — Physical

Burden: One-Handed

Legendary Crossbow

4

Legendary Cutlass

Primary weapon — Tier 4

Trait: Presence

Range: Melee

Damage: d8 + 10 — Physical

Burden: One-Handed

Legendary Cutlass

4

Legendary Dagger

Primary weapon — Tier 4

Trait: Finesse

Range: Melee

Damage: d8 + 10 — Physical

Burden: One-Handed

Legendary Dagger

4

Legendary Greatsword

Primary weapon — Tier 4

Trait: Strength

Range: Melee

Damage: d10 + 12 — Physical

Burden: Two-Handed

Massive: −1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.

Legendary Greatsword

4

Legendary Halberd

Primary weapon — Tier 4

Trait: Strength

Range: Very Close

Damage: d10 + 11 — Physical

Burden: Two-Handed

Cumbersome: −1 to Finesse

Legendary Halberd

4

Legendary Longbow

Primary weapon — Tier 4

Trait: Agility

Range: Very Far

Damage: d8 + 12 — Physical

Burden: Two-Handed

Cumbersome: −1 to Finesse

Legendary Longbow

4

Legendary Longsword

Primary weapon — Tier 4

Trait: Agility

Range: Melee

Damage: d8 + 12 — Physical

Burden: Two-Handed

Legendary Longsword

4

Legendary Mace

Primary weapon — Tier 4

Trait: Strength

Range: Melee

Damage: d8 + 10 — Physical

Burden: One-Handed

Legendary Mace

4

Legendary Quarterstaff

Primary weapon — Tier 4

Trait: Instinct

Range: Melee

Damage: d10 + 12 — Physical

Burden: Two-Handed

Legendary Quarterstaff

4

Legendary Rapier

Primary weapon — Tier 4

Trait: Presence

Range: Melee

Damage: d8 + 9 — Physical

Burden: One-Handed

Quick: When you make an attack, you can mark a Stress to target another creature within range.

Legendary Rapier

4

Legendary Shortbow

Primary weapon — Tier 4

Trait: Agility

Range: Far

Damage: d6 + 12 — Physical

Burden: Two-Handed

Legendary Shortbow

4

Legendary Spear

Primary weapon — Tier 4

Trait: Finesse

Range: Very Close

Damage: d10 + 11 — Physical

Burden: Two-Handed

Cumbersome: −1 to Finesse

Legendary Spear

4

Legendary Warhammer

Primary weapon — Tier 4

Trait: Strength

Range: Melee

Damage: d12 + 12 — Physical

Burden: Two-Handed

Heavy: −1 to Evasion

Legendary Warhammer

4

Ricochet Axes

Primary weapon — Tier 4

Trait: Agility

Range: Far

Damage: d6 + 11 — Physical

Burden: Two-Handed

Bouncing: Mark 1 or more Stress to hit that many targets in range of the attack.

Ricochet Axes

4

Sledge Axe

Primary weapon — Tier 4

Trait: Strength

Range: Melee

Damage: d12 + 13 — Physical

Burden: Two-Handed

Destructive: −1 to Agility; on a successful attack, all adversaries within Very Close range must mark a Stress.

Sledge Axe

4

Swinging Ropeblade

Primary weapon — Tier 4

Trait: Presence

Range: Close

Damage: d8 + 9 — Physical

Burden: Two-Handed

Grappling: On a successful attack, you can spend a Hope to Restrain the target or pull them into Meleerange with you.

Swinging Ropeblade

1

Grappler

Secondary weapon — Tier 1

Trait: Finesse

Range: Close

Damage: d6 — Physical

Burden: One-Handed

Hooked: On a successful attack, you can pull the target into Meleerange.

Grappler

1

Hand Crossbow

Secondary weapon — Tier 1

Trait: Finesse

Range: Far

Damage: d6 + 1 — Physical

Burden: One-Handed

Hand Crossbow

1

Round Shield

Secondary weapon — Tier 1

Trait: Strength

Range: Melee

Damage: d4 — Physical

Burden: One-Handed

Protective: +1 to Armor Score

Round Shield

1

Shortsword

Secondary weapon — Tier 1

Trait: Agility

Range: Melee

Damage: d8 — Physical

Burden: One-Handed

Paired: +2 to primary weapon damage to targets within Melee range

Shortsword

1

Small Dagger

Secondary weapon — Tier 1

Trait: Finesse

Range: Melee

Damage: d8 — Physical

Burden: One-Handed

Paired: +2 to primary weapon damage to targets within Melee range

Small Dagger

1

Tower Shield

Secondary weapon — Tier 1

Trait: Strength

Range: Melee

Damage: d6 — Physical

Burden: One-Handed

Barrier: +2 to Armor Score; −1 to Evasion

Tower Shield

1

Whip

Secondary weapon — Tier 1

Trait: Presence

Range: Very Close

Damage: d6 — Physical

Burden: One-Handed

Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Closerange.

Whip

2

Improved Grappler

Secondary weapon — Tier 2

Trait: Finesse

Range: Close

Damage: d6 + 2 — Physical

Burden: One-Handed

Hooked: On a successful attack, you can pull the target into Meleerange.

Improved Grappler

2

Improved Hand Crossbow

Secondary weapon — Tier 2

Trait: Finesse

Range: Far

Damage: d6 + 3 — Physical

Burden: One-Handed

Improved Hand Crossbow

2

Improved Round Shield

Secondary weapon — Tier 2

Trait: Strength

Range: Melee

Damage: d4 + 2 — Physical

Burden: One-Handed

Protective: +2 to Armor Score

Improved Round Shield

2

Improved Shortsword

Secondary weapon — Tier 2

Trait: Agility

Range: Melee

Damage: d8 + 2 — Physical

Burden: One-Handed

Paired: +3 to primary weapon damage to targets within Melee range

Improved Shortsword

2

Improved Small Dagger

Secondary weapon — Tier 2

Trait: Finesse

Range: Melee

Damage: d8 + 2 — Physical

Burden: One-Handed

Paired: +3 to primary weapon damage to targets within Melee range

Improved Small Dagger

2

Improved Tower Shield

Secondary weapon — Tier 2

Trait: Strength

Range: Melee

Damage: d6 + 2 — Physical

Burden: One-Handed

Barrier: +3 to Armor Score; −1 to Evasion

Improved Tower Shield

2

Improved Whip

Secondary weapon — Tier 2

Trait: Presence

Range: Very Close

Damage: d6 + 2 — Physical

Burden: One-Handed

Startling: Mark a Stress to crack the whip and force all adversaries within Meleerange back to Closerange.

Improved Whip

2

Parrying Dagger

Secondary weapon — Tier 2

Trait: Finesse

Range: Melee

Damage: d6 + 2 — Physical

Burden: One-Handed

Parry: When you are attacked, roll this weapon’s damage dice. If any of the attacker’s damage dice rolled the same value as your dice, the matching results are discarded from the attacker’s damage dice before the damage you take is totaled.

Parrying Dagger

2

Returning Axe

Secondary weapon — Tier 2

Trait: Agility

Range: Close

Damage: d6 + 4 — Physical

Burden: One-Handed

Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.

Returning Axe

2

Spiked Shield

Secondary weapon — Tier 2

Trait: Strength

Range: Melee

Damage: d6 + 2 — Physical

Burden: One-Handed

Double Duty: +1 to Armor Score; +1 to primary weapon damage within Melee range

Spiked Shield

3

Advanced Grappler

Secondary weapon — Tier 3

Trait: Finesse

Range: Close

Damage: d6 + 4 — Physical

Burden: One-Handed

Hooked: On a successful attack, you can pull the target into Meleerange.

Advanced Grappler

3

Advanced Hand Crossbow

Secondary weapon — Tier 3

Trait: Finesse

Range: Far

Damage: d6 + 5 — Physical

Burden: One-Handed

Advanced Hand Crossbow

3

Advanced Round Shield

Secondary weapon — Tier 3

Trait: Strength

Range: Melee

Damage: d4 + 4 — Physical

Burden: One-Handed

Protective: +3 to Armor Score

Advanced Round Shield

3

Advanced Shortsword

Secondary weapon — Tier 3

Trait: Agility

Range: Melee

Damage: d8 + 4 — Physical

Burden: One-Handed

Paired: +4 to primary weapon damage to targets within Melee range

Advanced Shortsword

3

Advanced Small Dagger

Secondary weapon — Tier 3

Trait: Finesse

Range: Melee

Damage: d8 + 4 — Physical

Burden: One-Handed

Paired: +4 to primary weapon damage to targets within Melee range

Advanced Small Dagger

3

Advanced Tower Shield

Secondary weapon — Tier 3

Trait: Strength

Range: Melee

Damage: d6 + 4 — Physical

Burden: One-Handed

Barrier: +4 to Armor Score; −1 to Evasion

Advanced Tower Shield

3

Advanced Whip

Secondary weapon — Tier 3

Trait: Presence

Range: Very Close

Damage: d6 + 4 — Physical

Burden: One-Handed

Startling: Mark a Stress to crack the whip and force all adversaries within Meleerange back to Closerange.

Advanced Whip

3

Buckler

Secondary weapon — Tier 3

Trait: Agility

Range: Melee

Damage: d4 + 4 — Physical

Burden: One-Handed

Deflecting: When you are attacked, you can mark an Armor Slot to gain a bonus to your Evasion equal to your Armor Score against the attack.

Buckler

3

Hand Sling

Secondary weapon — Tier 3

Trait: Finesse

Range: Very Far

Damage: d6 + 4 — Physical

Burden: One-Handed

Versatile: This weapon can also be used with these statistics—Finesse, Close, d8+4.

Hand Sling

3

Powered Gauntlet

Secondary weapon — Tier 3

Trait: Knowledge

Range: Close

Damage: d6 + 4 — Physical

Burden: One-Handed

Charged: Mark a Stress to gain a +1 bonus to your Proficiencyon a primary weapon attack.

Powered Gauntlet

4

Braveshield

Secondary weapon — Tier 4

Trait: Agility

Range: Melee

Damage: d4 + 6 — Physical

Burden: One-Handed

Sheltering: When you mark an Armor Slot, it reduces damage for you and all allies within Melee range of you who took the same damage.

Braveshield

4

Knuckle Claws

Secondary weapon — Tier 4

Trait: Strength

Range: Melee

Damage: d6 + 8 — Physical

Burden: One-Handed

Doubled Up: When you make an attack with your primary weapon, you can deal damage to another target within Melee range.

Knuckle Claws

4

Legendary Grappler

Secondary weapon — Tier 4

Trait: Finesse

Range: Close

Damage: d6 + 6 — Physical

Burden: One-Handed

Hooked: On a successful attack, you can pull the target into Meleerange.

Legendary Grappler

4

Legendary Hand Crossbow

Secondary weapon — Tier 4

Trait: Finesse

Range: Far

Damage: d6 + 7 — Physical

Burden: One-Handed

Legendary Hand Crossbow

4

Legendary Round Shield

Secondary weapon — Tier 4

Trait: Strength

Range: Melee

Damage: d4 + 6 — Physical

Burden: One-Handed

Protective: +4 to Armor Score

Legendary Round Shield

4

Legendary Shortsword

Secondary weapon — Tier 4

Trait: Agility

Range: Melee

Damage: d8 + 6 — Physical

Burden: One-Handed

Paired: +5 to primary weapon damage to targets within Melee range

Legendary Shortsword

4

Legendary Small Dagger

Secondary weapon — Tier 4

Trait: Finesse

Range: Melee

Damage: d8 + 6 — Physical

Burden: One-Handed

Paired: +5 to primary weapon damage to targets within Melee range

Legendary Small Dagger

4

Legendary Tower Shield

Secondary weapon — Tier 4

Trait: Strength

Range: Melee

Damage: d6 + 6 — Physical

Burden: One-Handed

Barrier: +5 to Armor Score; −1 to Evasion.

Legendary Tower Shield

4

Legendary Whip

Secondary weapon — Tier 4

Trait: Presence

Range: Very Close

Damage: d6 + 6 — Physical

Burden: One-Handed

Startling: Mark a Stress to crack the whip and force all adversaries within Meleerange back to Closerange.

Legendary Whip

4

Primer Shard

Secondary weapon — Tier 4

Trait: Instinct

Range: Very Close

Damage: d4 — Physical

Burden: One-Handed

Locked On: On a successful attack, your next attack against the same target with your primary weapon automatically succeeds.

Primer Shard

Acidpaste

Consumable

This paste eats away walls and other surfaces in bright flashes.

Acidpaste

Armor Stitcher

Consumable

You can use this stitcher to spend any number of Hopeand clear that many Armor Slots.

Armor Stitcher

Attune Potion

Consumable

You gain a +1 bonus to your next InstinctRoll.

Attune Potion

Blinding Orb

Consumable

You can activate this orb to create a flash of bright light. All targets within Closerange become Vulnerable until they mark HP.

Blinding Orb

Blood of the Yorgi

Consumable

You can drink this blood to disappear from where you are and immediately reappear at a point you can see within Very Far range.

Blood of the Yorgi

Bolster Potion

Consumable

You gain a +1 bonus to your next StrengthRoll.

Bolster Potion

Bonding Honey

Consumable

This honey can be used to glue two objects together permanently.

Bonding Honey

Bridge Seed

Consumable

Thick vines grow from your location to a point of your choice within Farrange, allowing you to climb up or across them. The vines dissipate on your next short rest.

Bridge Seed

Channelstone

Consumable

You can use this stone to take a spell or grimoire from your vault, use it once, and return it to your vault.

Channelstone

Charm Potion

Consumable

You gain a +1 bonus to your next PresenceRoll.

Charm Potion

Circle of the Void

Consumable

Mark a Stress to create a void that extends up to Farrange. No magic can be cast inside the void, and creatures within the void are immune to magic damage.

Circle of the Void

Control Potion

Consumable

You gain a +1 bonus to your next FinesseRoll.

Control Potion

Death Tea

Consumable

After you drink this tea, you instantly kill your target when you critically succeed on an attack. If you don’t critically succeed on an attack before your next long rest, you die.

Death Tea

Dragonbloom Tea

Consumable

You can drink this tea to unleash a fiery breath attack. Make an Instinct Roll against all adversaries in front of you within Closerange. Targets you succeed against take d20 physical damage using your Proficiency.

Dragonbloom Tea

Dripfang Poison

Consumable

A creature who consumes this poison takes 8d10 direct magic damage.

Dripfang Poison

Enlighten Potion

Consumable

You gain a +1 bonus to your next KnowledgeRoll.

Enlighten Potion

Feast of Xuria

Consumable

You can eat this meal to clear all HP and Stress and gain 1d4 Hope.

Feast of Xuria

Featherbone

Consumable

You can use this bone to control your falling speed for a number of minutes equal to your level.

Featherbone

Gill Salve

Consumable

You can apply this salve to your neck to breathe underwater for a number of minutes equal to your level.

Gill Salve

Grindletooth Venom

Consumable

You can apply this venom to a weapon that deals physical damage to add a d6 to your next damage roll with that weapon.

Grindletooth Venom

Growing Potion

Consumable

You can drink this potion to double your size until you choose to drop this form or your next rest. While in this form, you have a +2 bonus to Strengthand a +1 bonus to your Proficiency.

Growing Potion

Health Potion

Consumable

Clear 1d4+1 HP.

Health Potion

Homet’s Secret Potion

Consumable

After drinking this potion, the next successful attack you make critically succeeds.

Homet’s Secret Potion

Hopehold Flare

Consumable

When you use this flare, allies within Close range roll a d6 when they spend a Hope. On a result of 6, they gain the effect of that Hopewithout spending it. The flare lasts until the end of the scene.

Hopehold Flare

Improved Arcane Shard

Consumable

You can make a FinesseRoll to throw this shard at a group of adversaries within Farrange. Targets you succeed against take 2d20 magic damage.

Improved Arcane Shard

Improved Grindletooth Venom

Consumable

You can apply this venom to a weapon that deals physical damage to add a d8 to your next damage roll with that weapon.

Improved Grindletooth Venom

Jar of Lost Voices

Consumable

You can open this jar to release a deafening echo of voices for a number of minutes equal to your Instinct. Creatures within Farrange unprepared for the sound take 6d8 magic damage.

Jar of Lost Voices

Jumping Root

Consumable

Eat this root to leap up to Farrange once without needing to roll.

Jumping Root

Knowledge Stone

Consumable

If you die while holding this stone, an ally can take a card from your loadout to place in their loadout or vault. After they take this knowledge, the stone crumbles.

Knowledge Stone

Major Arcane Shard

Consumable

You can make a FinesseRoll to throw this shard at a group of adversaries within Farrange. Targets you succeed against take 4d20 magic damage.

Major Arcane Shard

Major Attune Potion

Consumable

You gain a +1 bonus to your Instinctuntil your next rest.

Major Attune Potion

Major Bolster Potion

Consumable

You gain a +1 bonus to your Strengthuntil your next rest.

Major Bolster Potion

Major Charm Potion

Consumable

You gain a +1 bonus to your Presenceuntil your next rest.

Major Charm Potion

Major Control Potion

Consumable

You gain a +1 bonus to your Finesseuntil your next rest.

Major Control Potion

Major Enlighten Potion

Consumable

You gain a +1 bonus to your Knowledgeuntil your next rest.

Major Enlighten Potion

Major Health Potion

Consumable

Clear 1d4+2 HP.

Major Health Potion

Major Stamina Potion

Consumable

Clear 1d4+2 Stress.

Major Stamina Potion

Major Stride Potion

Consumable

You gain a +1 bonus to your Agilityuntil your next rest.

Major Stride Potion

Minor Health Potion

Consumable

Clear 1d4 HP.

Minor Health Potion

Minor Stamina Potion

Consumable

Clear 1d4 Stress.

Minor Stamina Potion

Mirror of Marigold

Consumable

When you take damage, you can spend a Hopeto negate that damage, after which the mirror shatters.

Mirror of Marigold

Morphing Clay

Consumable

You can spend a Hopeto use this clay, altering your face enough to make you unrecognizable until your next rest.

Morphing Clay

Mythic Dust

Consumable

You can apply this dust to a weapon that deals magic damage to add a d12 to your next damage roll with that weapon.

Mythic Dust

Ogre Musk

Consumable

You can use this musk to prevent anyone from tracking you by mundane or magical means until your next rest.

Ogre Musk

Potion of Stability

Consumable

You can drink this potion to choose one additional downtime move.

Potion of Stability

Redthorn Saliva

Consumable

You can apply this saliva to a weapon that deals physical damage to add a d12 to your next damage roll with that weapon.

Redthorn Saliva

Replication Parchment

Consumable

By touching this piece of parchment to another, you can perfectly copy the second parchment’s contents. Once used, this parchment becomes mundane paper.

Replication Parchment

Shrinking Potion

Consumable

You can drink this potion to halve your size until you choose to drop this form or your next rest. While in this form, you have a +2 bonus to Agilityand a −1 penalty to your Proficiency.

Shrinking Potion

Sleeping Sap

Consumable

You can drink this potion to fall asleep for a full night’s rest. You clear all Stress upon waking.

Sleeping Sap

Snap Powder

Consumable

Mark a Stress and clear a HP.

Snap Powder

Stamina Potion

Consumable

Clear 1d4+1 Stress.

Stamina Potion

Stardrop

Consumable

You can use this stardrop to summon a hailstorm of comets that deals 8d20 physical damage to all targets within Very Far range.

Stardrop

Stride Potion

Consumable

You gain a +1 bonus to your next AgilityRoll.

Stride Potion

Sun Tree Sap

Consumable

Consume this sap to roll a d6. On a result of 5–6, clear 2 HP. On a result of 2–4, clear 3 Stress. On a result of 1, see through the veil of death and return changed, gaining one scar.

Sun Tree Sap

Sweet Moss

Consumable

You can consume this moss during a rest to clear 1d4 HP or 1d4 Stress.

Sweet Moss

Unstable Arcane Shard

Consumable

You can make a FinesseRoll to throw this shard at a group of adversaries within Farrange. Targets you succeed against take 1d20 magic damage.

Unstable Arcane Shard

Varik Leaves

Consumable

You can eat these paired leaves to immediately gain 2 Hope.

Varik Leaves

Vial of Darksmoke

Consumable

When an adversary attacks you, use this vial and roll a number of d6s equal to your Agility. Add the highest result to your Evasion against the attack.

Vial of Darksmoke

Vial of Moondrip

Consumable

When you drink the contents of this vial, you can see in total darkness until your next rest.

Vial of Moondrip

Wingsprout

Consumable

You gain magic wings that allow you to fly for a number of minutes equal to your level.

Wingsprout

1

Arcane-Frame Wheelchair

Combat Wheelchair — Tier 1

Trait: Spellcast

Range: Far

Damage: d6 — Magical

Burden: One-Handed

Reliable: +1 to attack rolls

Arcane-Frame Wheelchair

1

Heavy-Frame Wheelchair

Combat Wheelchair — Tier 1

Trait: Strength

Range: Melee

Damage: d12 + 3 — Physical

Burden: Two-Handed

Heavy: −1 to Evasion

Heavy-Frame Wheelchair

1

Light-Frame Wheelchair

Combat Wheelchair — Tier 1

Trait: Agility

Range: Melee

Damage: d8 — Physical

Burden: One-Handed

Quick: When you make an attack, you can mark a Stress to target another creature within range.

Light-Frame Wheelchair

2

Improved Arcane-Frame Wheelchair

Combat Wheelchair — Tier 2

Trait: Spellcast

Range: Far

Damage: d6 + 3 — Magical

Burden: One-Handed

Reliable: +1 to attack rolls

Improved Arcane-Frame Wheelchair

2

Improved Heavy-Frame Wheelchair

Combat Wheelchair — Tier 2

Trait: Strength

Range: Melee

Damage: d12 + 6 — Physical

Burden: Two-Handed

Heavy: −1 to Evasion

Improved Heavy-Frame Wheelchair

2

Improved Light-Frame Wheelchair

Combat Wheelchair — Tier 2

Trait: Agility

Range: Melee

Damage: d8 + 3 — Physical

Burden: One-Handed

Quick: When you make an attack, you can mark a Stress to target another creature within range.

Improved Light-Frame Wheelchair

3

Advanced Arcane-Frame Wheelchair

Combat Wheelchair — Tier 3

Trait: Spellcast

Range: Far

Damage: d6 + 6 — Magical

Burden: One-Handed

Reliable: +1 to attack rolls

Advanced Arcane-Frame Wheelchair

3

Advanced Heavy-Frame Wheelchair

Combat Wheelchair — Tier 3

Trait: Strength

Range: Melee

Damage: d12 + 9 — Physical

Burden: Two-Handed

Heavy: −1 to Evasion

Advanced Heavy-Frame Wheelchair

3

Advanced Light-Frame Wheelchair

Combat Wheelchair — Tier 3

Trait: Agility

Range: Melee

Damage: d8 + 6 — Physical

Burden: One-Handed

Quick: When you make an attack, you can mark a Stress to target another creature within range.

Advanced Light-Frame Wheelchair

4

Legendary Arcane-Frame Wheelchair

Combat Wheelchair — Tier 4

Trait: Spellcast

Range: Far

Damage: d6 + 9 — Magical

Burden: One-Handed

Reliable: +1 to attack rolls

Legendary Arcane-Frame Wheelchair

4

Legendary Heavy-Frame Wheelchair

Combat Wheelchair — Tier 4

Trait: Strength

Range: Melee

Damage: d12 + 12 — Physical

Burden: Two-Handed

Heavy: −1 to Evasion

Legendary Heavy-Frame Wheelchair

4

Legendary Light-Frame Wheelchair

Combat Wheelchair — Tier 4

Trait: Agility

Range: Melee

Damage: d8 + 9 — Physical

Burden: One-Handed

Quick: When you make an attack, you can mark a Stress to target another creature within range.

Legendary Light-Frame Wheelchair

Airblade Charm

Item

You can attach this charm to a weapon with a Meleerange. Three times per rest, you can activate the charm and attack a target within Closerange.

Airblade Charm

Alistair’s Torch

Item

You can light this magic torch at will. The flame’s light fills a much larger space than it should, enough to illuminate a cave bright as day.

Alistair’s Torch

Arcane Cloak

Item

A creature with a Spellcast trait wearing this cloak can adjust its color, texture, and size at will.

Arcane Cloak

Arcane Prism

Item

Position this prism in a location of your choosing and activate it. All allies within Closerange of it gain a +1 bonus to their Spellcast Rolls. While activated, the prism can’t be moved. Once the prism is deactivated, it can’t be activated again until your next long rest.

Arcane Prism

Attune Relic

Item

You gain a +1 bonus to your Instinct. You can only carry one relic.

Attune Relic

Bag of Ficklesand

Item

You can convince this small bag of sand to be much heavier or lighter with a successful PresenceRoll (10). Additionally, on a successful FinesseRoll (10), you can blow a bit of sand into a target’s face to make them temporarily Vulnerable .

Bag of Ficklesand

Belt of Unity

Item

Once per session, you can spend 5 Hopeto lead a Tag Team Roll with three PCs instead of two.

Belt of Unity

Bloodstone

Item

You can attach this stone to a weapon that doesn’t already have a feature. The weapon gains the following feature. Brutal: When you roll the maximum value on a damage die, roll an additional damage die.

Bloodstone

Bolster Relic

Item

You gain a +1 bonus to your Strength. You can only carry one relic.

Bolster Relic

Box of Many Goods

Item

Once per long rest, you can open this small box and roll a d12. On a result of 1–6, it’s empty. On a result of 7–10, it contains one random common consumable. On a result of 11–12, it contains two random common consumables.

Box of Many Goods

Calming Pendant

Item

When you would mark your last Stress, roll a d6. On a result of 5 or higher, don’t mark it.

Calming Pendant

Charging Quiver

Item

When you succeed on an attack with an arrow stored in this quiver, gain a bonus to the damage roll equal to your current tier.

Charging Quiver

Charm Relic

Item

You gain a +1 bonus to your Presence. You can only carry one relic.

Charm Relic

Clay Companion

Item

When you sculpt this ball of clay into a clay animal companion, it behaves as that animal. For example, a clay spider can spin clay webs, while a clay bird can fly. The clay companion retains memory and identity across different shapes, but they can adopt new mannerisms with each form.

Clay Companion

Companion Case

Item

This case can fit a small animal companion. While the companion is inside, the animal and case are immune to all damage and harmful effects.

Companion Case

Control Relic

Item

You gain a +1 bonus to your Finesse. You can only carry one relic.

Control Relic

Corrector Sprite

Item

This tiny sprite sits in the curve of your ear canal and whispers helpful advice during combat. Once per short rest, you can gain advantageon an attack roll.

Corrector Sprite

Dual Flask

Item

This flask can hold two different liquids. You can swap between them by flipping a small switch on the flask’s side.

Dual Flask

Elusive Amulet

Item

Once per long rest, you can activate this amulet to become Hidden until you move. While Hidden in this way, you remain unseen even if an adversary moves to where they would normally see you.

Elusive Amulet

Empty Chest

Item

This magical chest appears empty. When you speak a specific trigger word or action and open the chest, you can see the items stored within it.

Empty Chest

Enlighten Relic

Item

You gain a +1 bonus to your Knowledge. You can only carry one relic.

Enlighten Relic

Fire Jar

Item

You can pour out the strange liquid contents of this jar to instantly produce fire. The contents regenerate when you take a long rest.

Fire Jar

Flickerfly Pendant

Item

While you carry this pendant, your weapons with a Meleerange that deal physical damage have a gossamer sheen and can attack targets within Very Close range.

Flickerfly Pendant

Gecko Gloves

Item

You can climb up vertical surfaces and across ceilings.

Gecko Gloves

Gem of Alacrity

Item

You can attach this gem to a weapon, allowing you to use your Agilitywhen making an attack with that weapon.

Gem of Alacrity

Gem of Audacity

Item

You can attach this gem to a weapon, allowing you to use your Presencewhen making an attack with that weapon.

Gem of Audacity

Gem of Insight

Item

You can attach this gem to a weapon, allowing you to use your Instinctwhen making an attack with that weapon.

Gem of Insight

Gem of Might

Item

You can attach this gem to a weapon, allowing you to use your Strengthwhen making an attack with that weapon.

Gem of Might

Gem of Precision

Item

You can attach this gem to a weapon, allowing you to use your Finessewhen making an attack with that weapon.

Gem of Precision

Gem of Sagacity

Item

You can attach this gem to a weapon, allowing you to use your Knowledgewhen making an attack with that weapon.

Gem of Sagacity

Glamour Stone

Item

Activate this pebble-sized stone to memorize the appearance of someone you can see. Spend a Hopeto magically recreate this guise on yourself as an illusion.

Glamour Stone

Glider

Item

While falling, you can mark a Stress to deploy this small parachute and glide safely to the ground.

Glider

Greatstone

Item

You can attach this stone to a weapon that doesn’t already have a feature. The weapon gains the following feature. Powerful: On a successful attack, roll an additional damage die and discard the lowest result.

Greatstone

Homing Compasses

Item

These two compasses point toward each other no matter how far apart they are.

Homing Compasses

Honing Relic

Item

You gain a +1 bonus to an Experience of your choice. You can only carry one relic.

Honing Relic

Hopekeeper Locket

Item

During a long rest, if you have 6 Hope, you can spend a Hope to imbue this locket with your bountiful resolve. When you have 0 Hope, you can use the locket to immediately gain a Hope. The locket must be re-imbued before it can be used this way again.

Hopekeeper Locket

Infinite Bag

Item

When you store items in this bag, they are kept in a pocket dimension that never runs out of space. You can retrieve an item at any time.

Infinite Bag

Lakestrider Boots

Item

You can walk on the surface of water as if it were soft ground.

Lakestrider Boots

Lorekeeper

Item

You can store the name and details of up to three hostile creatures inside this book. You gain a +1 bonus to action rolls against those creatures.

Lorekeeper

Manacles

Item

This pair of locking cuffs comes with a key.

Manacles

Minor Health Potion Recipe

Item

As a downtime move, you can use a vial of blood to craft a Minor Health Potion.

Minor Health Potion Recipe

Minor Stamina Potion Recipe

Item

As a downtime move, you can use the bone of a creature to craft a Minor Stamina Potion.

Minor Stamina Potion Recipe

Mythic Dust Recipe

Item

As a downtime move, you can use a handful of fine gold dust to craft Mythic Dust.

Mythic Dust Recipe

Paragon’s Chain

Item

As a downtime move, you can meditate on an ideal or principle you hold dear and focus your will into this chain. Once per long rest, you can spend a Hopeto roll a d20 as your Hope Die for rolls that directly align with that principle.

Paragon’s Chain

Phoenix Feather

Item

If you have at least one Phoenix Feather on you when you fall unconscious, you gain a +1 bonus to the roll you make to determine whether you gain a scar.

Phoenix Feather

Piercing Arrows

Item

Three times per rest when you succeed on an attack with one of these arrows, you can add your Proficiencyto the damage roll.

Piercing Arrows

Piper Whistle

Item

This handcrafted whistle has a distinctive sound. When you blow this whistle, its piercing tone can be heard within a 1-mile radius.

Piper Whistle

Portal Seed

Item

You can plant this seed in the ground to grow a portal in that spot. The portal is ready to use in 24 hours. You can use this portal to travel to any other location where you planted a portal seed. A portal can be destroyed by dealing any amount of magic damage to it.

Portal Seed

Premium Bedroll

Item

During downtime, you automatically clear a Stress.

Premium Bedroll

Ring of Resistance

Item

Once per long rest, you can activate this ring after a successful attack against you to halve the damage.

Ring of Resistance

Ring of Silence

Item

Spend a Hopeto activate this ring. Your footsteps are silent until your next rest.

Ring of Silence

Ring of Unbreakable Resolve

Item

Once per session, when the GM spends a Fear, you can spend 4 Hopeto cancel the effects of that spent Fear.

Ring of Unbreakable Resolve

Shard of Memory

Item

Once per long rest, you can spend 2 Hopeto recall a domain card from your vault instead of paying its Recall Cost.

Shard of Memory

Skeleton Key

Item

When you use this key to open a locked door, you gain advantage on the Finesse Roll.

Skeleton Key

Speaking Orbs

Item

This pair of orbs allows any creatures holding them to communicate with each other across any distance.

Speaking Orbs

Stride Relic

Item

You gain a +1 bonus to your Agility. You can only carry one relic.

Stride Relic

Suspended Rod

Item

This flat rod is inscribed with runes. When you activate the rod, it is immediately suspended in place. Until the rod is deactivated, it can’t move, doesn’t abide by the rules of gravity, and remains in place.

Suspended Rod

Valorstone

Item

You can attach this stone to armor that doesn’t already have a feature. The armor gains the following feature. Resilient: Before you mark your last Armor Slot, roll a d6. On a result of 6, reduce the severity by one threshold without marking an Armor Slot.

Valorstone

Vial of Darksmoke Recipe

Item

As a downtime move, you can mark a Stress to craft a Vial of Darksmoke.

Vial of Darksmoke Recipe

Woven Net

Item

You can make a FinesseRoll using this net to trap a small creature. A trapped target can break free with a successful Attack Roll (16).

Woven Net