Equipment

Equipment

Equipment

This section details the rules for equipping and using weapons and armor, followed by lists of the weapons and armor in this game.

Equipping, Storing, and Switching Equipment

As a player, you can equip weapons and armor to your character by recording them on your character sheet in the “Active Weapon” and “Active Armor” sections. When equipped, you can attack with the weapons, benefit from the armor, and gain any other features of those items.

Inventory Weapons

As you acquire new gear throughout your journey, you can carry two additional weapons (either primary or secondary, or any combination of the two) in the “Inventory Weapon” slots; there’s only so much room in your pack. The inventory weapon slots hold gear you don’t have equipped, so you aren’t wielding these items and you don’t gain their benefits.

Switching Weapons

You can use an action to equip an Inventory Weapon, moving your previous Active Weapon into your Inventory Weapon section.

Switching Armor

You can’t equip armor while in danger or under pressure. At other times, you can equip armor freely, replacing your previous Active Armor with armor you’ve purchased or otherwise acquired. Each armor uses its own armor slots, as recorded in the boxes in that section; if you switch armor, be sure to keep track of how many armor slots you’ve marked on the old and new armor, especially if you are giving your old armor to a party member. You cannot carry additional armor in your inventory.

Using Weapons

Weapons are defined by several details: the trait they use, their range, damage dice, damage type, burden (how many hands it needs), and sometimes a feature. Each of these details are described in later in this section. Each weapon also has a tier, which indicates what level a character must be to unlock that weapon. See “Primary Weapon Tables” and “Secondary Weapon Tables” for the weapon options in this book (listed by tier).

Damage Proficiency

Your Damage Proficiency (shortened to “Proficiency” on cards and in the “Active Weapons” section of your character sheet) reflects how skilled you are at wielding a weapon. You start at 1 Damage Proficiency and, over the course of a campaign, increase this value up to a maximum of 6. Your Damage Proficiency generally determines how many damage dice you roll on a successful attack with a weapon, though other abilities or spells may use Damage Proficiency as well. This value is not weapon-specific, and does not change or reset when you equip a new weapon.

Your permanent proficiency has a maximum of 6. It can temporarily increase above that because of effects such as a spell or ability, but it can’t ever be permanently increased above 6.

Primary and Secondary Weapons

Weapons fall into two main categories: primary and secondary.

Primary weapons are the main weapons you’ll likely be fighting with during an encounter. You can only hold one of these at a time in your primary weapon slot. If you take a weapon with a burden of two hands (see “Burden”), this is typically the only weapon you can have active. To find the list of starting primary weapons, called Tier 1 Primary Weapons, see “Primary Weapon Tables.”

Secondary weapons are typically ancillary pieces of equipment that augment your fighting, like shields, daggers, small swords, etc. If your primary weapon has a burden of one hand, it is recommended you also take a secondary weapon (but you can’t hold a secondary weapon if your primary weapon requires two hands). You can only hold one secondary weapon at a time, which goes in your secondary weapon slot. To find the list of starting secondary weapons, called Tier 1 Secondary Weapons, see “Secondary Weapon Tables.”

You can make an attack roll with either a primary or secondary weapon you have equipped, allowing for flexibility in the types of attacks you can make. The secondary weapon often also has a feature that augments another aspect of your fighting style as well—a dagger might grant you extra damage to targets you attack with your primary weapon in melee, a shield might add to your armor score, etc. Most adventurers will choose to at least carry a primary weapon, but you’re not required to. For guidance on fighting without a weapon, see “Unarmed Combat Rolls.”

Throwing a Weapon

When you are using a weapon that could be theoretically thrown (like a daggeror an axe), you can throw it at a target within Very Close range, making a Finesseattack roll. On a success, deal damage as usual for that weapon. Once thrown, you lose that weapon; unless you retrieve it, you can’t attack with it or benefit from its features.

Weapon Statistics

Each weapon presented in this book includes its name, trait, range, damage dice, damage type, and burden, and (sometimes) a feature. For example, the Broadsword starting weapon has the following statistics:

NameTraitRangeDamageBurdenFeature
BroadswordAgilityMeleed8 (Phy)One-HandedReliable (+1 to attack rolls with this weapon)
Name

In your character’s early adventures, most weapon names are the same as their type—for starting weapons, this is often something straightforward like Battleaxe or Hand Runes. As characters level up and collect better equipment, this type could become more specific—something like a Flaming Dragonscale Blade, Valiant Bow, or even a named weapon like the Wand of Essek.

Trait

This tells you what trait is used when making an attack with this weapon. For example, a Strength weapon uses your StrengthCharacter Trait whenever you use it to make an attack on a target.

Range

Range signifies the maximum distance from which a weapon or effect can hit a target. Distance in Daggerheart is zone-based and relative to your location—you may be able to hit something in Melee, Very Close, Close, Far, or Very Far range with an effect or weapon (See the earlier “Maps, Range, and Movement” section).

Damage Dice

The damage dice represent how deadly your weapon is against the enemies you face. When a weapon’s damage lists a type of die—like “d8”—you roll one of those dice to determine the damage you deal.

As you gain levels, you’ll increase your Damage Proficiency (see “Proficiency”), which starts at 1. Unless otherwise specified, you roll a number of weapon dice equal to your Proficiency. When your Proficiency increases to 2, you’ll roll two weapon dice instead of one, adding their values together to determine damage, and so on. For example, if your Proficiency is 2 and your weapon die is a d8, you roll 2d8 and add their values together—so if you roll a 4 and an 8 on these dice, you do a total of 12 damage.

Damage dice sometimes list a modifier on the end, like +1 or +3. You add this number after all dice have been rolled. For example, if your Proficiency is 3 and you successfully hit with a weapon that deals d8+5 damage, you roll your three d8 dice, total them, and add +5 to the result.

Damage Type

A weapon’s damage type specifies what kind of damage it does to a target; either Physical (Phy) or Magic (Mag). Physical damage is usually damage from any wielded weapon that cuts, stabs, or bludgeons (swords, longbows, war hammers, etc.). Magic damage is usually damage caused or enhanced by magic (Conjure Swarm, Midnight Spirit, Smite, etc.)

Damage type is important because some creatures might have resistance or immunity to one of the two types (something like ghosts may not be as affected by physical damage as they are by magic damage, etc.) For more about resistance, see the earlier “Resistance and Immunity” section.

You typically can’t wield weapons that do magic damage unless you can Spellcast (a feature available on some Class Foundation cards).

Burden

The burden of a weapon is how many hands it takes to wield it. Weapons are either one or two-handed. When you take a weapon, you’ll also fill up a number of hands equal to its burden on your character sheet. If you can’t bear the burden of a particular weapon because your hands are already full, you can’t equip it.

You’re welcome to create a character with any number of hands you wish, or wield a weapon using something other than your hands; however, when tracking burden, each character mechanically has two (and only two) appendages capable of weapon-wielding.

Feature

Weapon features describe any special rules that apply only to that particular weapon. For example, some reduce or increase your statistics, while others give you special ways to deal damage.

Features only apply while the weapon is equipped, so if you put a weapon into your inventory or you don’t have that weapon anymore, you no longer gain the benefits of that feature.

Using Armor

Armor allows you to mark armor slots to reduce incoming damage. Whenever you equip armor on your character, record its details in the Active Armor section of your character sheet, then in the Armor box at the top left of your character sheet, record your Armor Score. Your Armor Score includes your armor’s base score (see “Armor Statistics” below) plus any permanent bonuses you have to your armor from other abilities.

See “Armor Tables” for the armor options in this book (listed by tier).

Armor Statistics

Armor is defined by three details: a name, a base value, and (sometimes) a feature. For example, the Chainmail starting armor has the following statistics:

NameBase ScoreFeature
Chainmail Armor5Heavy (-1 to Evasion)
Name

As with weapons, most early armor is simply named for its type, such as Chainmail Armor. As you level up, you might acquire special armor such as Veritas Opal Armor.

Base Score

Your armor’s base score determines how much each armor slot reduces damage by, before any bonuses from other abilities. For example, if your base score is 5, you reduce damage by 5 each time you mark an armor slot (see “Reducing Damage” below).

Feature

Armor features describe any special rules that apply only to that particular armor. For example, some reduce or increase your statistics, and others give you special ways to use your armor slots.

Reducing Damage

When you take damage, you can negate some (or all) of it by marking one of the open Armor Slots next to the Armor box, then reducing the damage by your Armor Score. You start with six Armor Slots, and can earn more over the course of a campaign.

Each time you take damage, you can mark as many armor slots as you’d like (up to the total you have remaining) when reducing damage. Once all Armor Slots are filled, your armor is considered broken and can’t be used again until you repair it, usually as a move during downtime.

If you have an armor score of 0, you can’t mark armor slots. If an effect gives you a temporary armor score (like the Earth elemental incarnation for the Warden of the Elements), you can mark armor slots while the temporary armor is up. Any used slots must still be cleared at downtime before they can be used again.

Unarmored

Going unarmored does not give you any bonuses or penalties, but while unarmored, you don’t have access to armor slots unless you have a way to increase your armor score (like the Bare Bones domain card).

Primary Weapon Tables

Players can choose one Tier 1 primary weapon during character creation. Other weapons will become available to them throughout a campaign as they level up.

Tier 1 (Level 1) - Starting Primary Weapons

Physical Weapons
NameTraitRangeDamageBurdenFeature
BroadswordAgilityMeleed8 (Phy)One-HandedReliable (+1 to attack rolls with this weapon)
LongswordAgilityMeleed8+3 (Phy)Two-Handed
MaceStrengthMeleed8+1 (Phy)One-Handed
BattleaxeStrengthMeleed10+3 (Phy)Two-Handed
GreatswordStrengthMeleed10+3 (Phy)Two-HandedMassive (−1 Agility, roll one extra damage die and drop the lowest)
WarhammerStrengthMeleed12+3 (Phy)Two-HandedHeavy (−1 to Agility)
DaggerFinesseMeleed8+1 (Phy)One-Handed
QuarterstaffInstinctMeleed10+3 (Phy)Two-Handed
CutlassPresenceMeleed8+1 (Phy)One-Handed
RapierPresenceMeleed8 (Phy)One-HandedQuick (When making an attack roll, mark a Stress to include an additional target in range.)
HalberdStrengthVery Closed8+2 (Phy)Two-Handed
SpearFinesseVery Closed8+2 (Phy)Two-Handed
ShortbowAgilityFard6+2 (Phy)Two-Handed
CrossbowFinesseFard6+1 (Phy)One-Handed
LongbowAgilityVery Fard6+3 (Phy)Two-HandedCumbersome (−1 toEvasion)
Magic Weapons

Requires the Spellcast Ability

NameTraitRangeDamageBurdenFeature
Hallowed AxeStrengthMeleed10+1 (Mag)One-Handed
Arcane GauntletsStrengthMeleed10+3 (Mag)Two-Handed
Glowing RingsAgilityVery Closed10+2 (Mag)Two-Handed
Hand RunesInstinctVery Closed10 (Mag)One-Handed
Returning BladeFinesseClosed8+1 (Mag)One-Handed
ShortstaffInstinctClosed8+1 (Mag)One-Handed
DualstaffInstinctFard6+3 (Mag)Two-Handed
ScepterPresenceFard6 (Mag)Two-HandedVersatile (Presence Melee - d10)
WandKnowledgeFard6+1 (Mag)One-Handed
GreatstaffKnowledgeVery Fard6 (Mag)Two-HandedPowerful (Roll one extra damage die and drop the lowest.)

Tier 2 (Levels 2-4)

Physical Weapons
NameTraitRangeDamageBurdenFeature
Improved BroadswordAgilityMeleed8+3 (Phy)One-HandedReliable (+1 to attack rolls with this weapon)
Improved LongswordAgilityMeleed8+6 (Phy)Two-Handed
Improved MaceStrengthMeleed10+4 (Phy)One-Handed
Improved BattleaxeStrengthMeleed10+6 (Phy)Two-Handed
Improved GreatswordStrengthMeleed10+6 (Phy)Two-HandedMassive (−1 Agility, roll one extra damage die and drop the lowest)
Improved WarhammerStrengthMeleed12+6 (Phy)Two-HandedHeavy (−1 to Agility)
Improved DaggerFinesseMeleed8+4 (Phy)One-Handed
Improved QuarterstaffInstinctMeleed10+6 (Phy)Two-Handed
Improved CutlassPresenceMeleed8+4 (Phy)One-Handed
Improved RapierPresenceMeleed8+3 (Phy)One-HandedQuick (When making an attack roll, mark a Stress to include an additional target in range.)
Improved HalberdStrengthVery Closed8+5 (Phy)Two-Handed
Improved SpearFinesseVery Closed8+5 (Phy)Two-Handed
Improved ShortbowAgilityFard6+6 (Phy)Two-Handed
Improved CrossbowFinesseFard6+4 (Phy)One-Handed
Improved LongbowAgilityVery Fard6+6 (Phy)Two-HandedCumbersome (−1 toEvasion)
Gilded FalchionStrengthMeleed10+4 (Phy)One-HandedPowerful (Roll one extra damage die and drop the lowest.)
Knuckle BladesStrengthMeleed10+6 (Phy)Two-HandedBrutal (For every 10 rolled on a damage die, roll an extra d10 of damage.)
Urok BroadswordFinesseMeleed8+3 (Phy)One-HandedDeadly (When you do Severe damage, deal one extra HP.)
Bladed WhipAgilityVery Closed8+3 (Phy)One-HandedQuick (When making an attack roll, mark a Stress to include an additional target in range.)
Steelforged HalberdStrengthVery Closed8+4 (Phy)Two-HandedScary (Successful attacks also deal an extra Stress.)
War ScytheFinesseVery Closed8+5 (Phy)Two-HandedReliable (+1 on attack rolls with this weapon.)
GreatbowStrengthFard6+6 (Phy)Two-HandedPowerful (Roll one extra damage die and drop the lowest.)
BlunderbussFinesseFard6+6 (Phy)One-HandedReloading (Roll 1d6 after the attack. On a 1, you must use an action to reload your weapon before you can fire it again.)
Finehair BowAgilityVery Fard6+5 (Phy)Two-HandedReliable (+1 on attack rolls with this weapon.)
Magic Weapons

Requires the Spellcast Ability

NameTraitRangeDamageBurdenFeature
Improved Hallowed AxeStrengthMeleed10+4 (Mag)One-Handed
Improved Arcane GauntletsStrengthMeleed10+6 (Mag)Two-Handed
Improved Glowing RingsAgilityVery Closed10+5 (Mag)Two-Handed
Improved Hand RunesInstinctVery Closed10+3 (Mag)One-Handed
Improved Returning BladeFinesseClosed8+4 (Mag)One-Handed
Improved ShortstaffInstinctClosed10+4 (Mag)One-Handed
Improved DualstaffInstinctFard6+6 (Mag)Two-Handed
Improved ScepterPresenceFard6+3 (Mag)Two-HandedVersatile (Presence Melee - d10+3)
Improved WandKnowledgeFard6+4 (Mag)One-Handed
Improved GreatstaffKnowledgeVery Fard6+3 (Mag)Two-HandedPowerful (Roll one extra damage die and drop the lowest.)
Ego BladeAgilityMeleed12+4 (Mag)One-HandedPompous (Must have a Presence score of 0 or less to use this weapon.)
Casting SwordStrengthMeleed10+4 (Mag)Two-HandedVersatile (Knowledge Far - d6+3)
Devouring DaggerFinesseMeleed8+4 (Mag)One-HandedScary (Successful attacks also deal +1 stress.)
Hammer of ExotaInstinctMeleed8+6 (Mag)Two-HandedEruptive (When you hit a creature in Melee, each Very Close enemy must make a Reaction Roll (14) or take half damage as well.)
Yutari BloodbowFinesseFard6+4 (Mag)Two-HandedBrutal (For every 6 rolled on a damage die, roll an additional d6 of damage.)
Elder BowInstinctFard6+4 (Mag)Two-HandedPowerful (Roll one extra damage die and drop the lowest.)
Scepter of EliasPresenceFard6+3 (Mag)One-HandedInvigorating (When you make a successful attack, roll a d4. On a 4, clear a stress.)
Wand of EnthrallmentPresenceFard6+4 (Mag)One-HandedPersuasive (Mark stress before rolling Presence to add +2 to the result.)
Bonded StaffKnowledgeFard6+4 (Mag)Two-HandedReliable (+1 on any attack rolls with this weapon.)

Tier 3 (Levels 5-7)

Physical Weapons
NameTraitRangeDamageBurdenFeature
Advanced BroadswordAgilityMeleed8+6 (Phy)One-HandedReliable (+1 to attack rolls with this weapon)
Advanced LongswordAgilityMeleed8+9 (Phy)Two-Handed
Advanced MaceStrengthMeleed8+7 (Phy)One-Handed
Advanced BattleaxeStrengthMeleed10+9 (Phy)Two-Handed
Advanced GreatswordStrengthMeleed10+9 (Phy)Two-HandedMassive (−1 Agility, roll one extra damage die and drop the lowest)
Advanced WarhammerStrengthMeleed12+9 (Phy)Two-HandedHeavy (−1 to Agility)
Advanced DaggerFinesseMeleed8+7 (Phy)One-Handed
Advanced QuarterstaffInstinctMeleed10+9 (Phy)Two-Handed
Advanced CutlassPresenceMeleed8+7 (Phy)One-Handed
Advanced RapierPresenceMeleed8+6 (Phy)One-HandedQuick (When making an attack roll, mark a Stress to include an additional target in range.)
Advanced HalberdStrengthVery Closed8+8 (Phy)Two-Handed
Advanced SpearFinesseVery Closed8+8 (Phy)Two-Handed
Advanced ShortbowAgilityFard6+9 (Phy)Two-Handed
Advanced CrossbowFinesseFard6+7 (Phy)One-Handed
Advanced LongbowAgilityVery Fard6+9 (Phy)Two-HandedCumbersome (−1 to Evasion)
Flickerfly BladeAgilityMeleed8+5 (Phy)One-HandedSharpwing (Add your Agility score to this weapon’s damage roll.)
BraveswordStrengthMeleed12+7 (Phy)Two-HandedDense (−1 to Agility & +3 to Severe Hit Point Threshold)
Hell’s HammerStrengthMeleed10+7 (Phy)Two-HandedDevastating (Mark stress before your attack roll to use d20s as your damage dice instead.)
Labrys AxeStrengthMeleed10+7 (Phy)Two-HandedProtective (Add +1 to your Armor score.)
Meridian CutlassPresenceMeleed10+5 (Phy)One-HandedDueling (Take advantage on attack rolls when there are no other adversaries or allies in Close range besides the current target.)
Retractable SaberPresenceMeleed10+7 (Phy)One-HandedRetractable (Blade can be hidden in hilt to avoid recognition as a weapon.)
Double FlailAgilityVery Closed10+8 (Phy)Two-HandedPowerful (Roll one extra damage die and drop the lowest.)
Talon BladesFinesseClosed10+7 (Phy)Two-HandedBrutal (For every 10 rolled on a damage die, roll an additional d10 of damage.)
Spiked BowAgilityVery Fard6+7 (Phy)Two-HandedVersatile (Agility Melee - d12+5)
Black Powder RevolverFinesseVery Fard6+6 (Phy)One-HandedReloading (Roll 1d6 after the attack. On a 1, you must use an action to reload your weapon before you can fire it again.)
Magic Weapons

Requires the Spellcast Ability

NameTraitRangeDamageBurdenFeature
Advanced Hallowed AxeStrengthMeleed10+7 (Mag)One-Handed
Advanced Arcane GauntletsStrengthMeleed10+9 (Mag)Two-Handed
Advanced Glowing RingsAgilityVery Closed10+8 (Mag)Two-Handed
Advanced Hand RunesInstinctVery Closed10+6 (Mag)One-Handed
Advanced Returning BladeFinesseClosed8+7 (Mag)One-Handed
Advanced ShortstaffInstinctClosed8+7 (Mag)One-Handed
Advanced DualstaffInstinctFard6+9 (Mag)Two-Handed
Advanced ScepterPresenceFard6+6 (Mag)Two-HandedVersatile (Presence Melee - d10+4)
Advanced WandKnowledgeFard6+7 (Mag)One-Handed
Advanced GreatstaffKnowledgeVery Fard6+6 (Mag)Two-HandedPowerful (Roll one extra damage die and drop the lowest.)
Axe of FortunisStrengthMeleed10+8 (Mag)Two-HandedLucky (Spend a Stress on a failure to reroll your attack and take the new result.)
Blessed AnlaceInstinctMeleed10+6 (Mag)One-HandedHealing (During downtime, automatically heal 1 hit point.)
GhostbladePresenceMeleed10+7 (Any)One-HandedOtherworldly (You can choose whether to do Physical or Magic damage.)
Runes of RuinationKnowledgeVery Closed20+4 (Mag)One-HandedPainful (Mark Stress every time you roll damage on an attack with this weapon.)
Widogast PendantKnowledgeClosed10+5 (Mag)One-HandedTimebender (You may choose the target of your attack after making your attack roll.)
Gilded BowFinesseFard6+7 (Mag)Two-HandedSelf-Correcting (Any 1’s rolled on the damage dice may be treated as 8’s instead.)
FirestaffInstinctFard6+7 (Mag)Two-HandedBurn (For every damage dice that rolls an 6, deal Stress.)
Mage OrbKnowledgeFard6+7 (Mag)One-HandedPowerful (Roll one extra damage die and drop the lowest.)
Ilmari’s BlunderbussFinesseVery Fard6+6 (Mag)One-HandedReloading (Roll 1d6 after the attack. On a 1, you must use an action to reload your weapon before you can fire it again.)

Tier 4 (Levels 8-10)

Physical Weapons
NameTraitRangeDamageBurdenFeature
Legendary BroadswordAgilityMeleed8+9 (Phy)One-HandedReliable (+1 to attack rolls with this weapon)
Legendary LongswordAgilityMeleed8+12 (Phy)Two-Handed
Legendary MaceStrengthMeleed8+10 (Phy)One-Handed
Legendary BattleaxeStrengthMeleed10+12 (Phy)Two-Handed
Legendary GreatswordStrengthMeleed10+12 (Phy)Two-HandedMassive (−1 Agility, roll one extra damage die and drop the lowest)
Legendary WarhammerStrengthMeleed12+12 (Phy)Two-HandedHeavy (−1 to Agility)
Legendary DaggerFinesseMeleed8+10 (Phy)One-Handed
Legendary QuarterstaffInstinctMeleed10+12 (Phy)Two-Handed
Legendary CutlassPresenceMeleed8+10 (Phy)One-Handed
Legendary RapierPresenceMeleed8+9 (Phy)One-HandedQuick (When making an attack roll, mark a Stress to include an additional target in range.)
Legendary HalberdStrengthVery Closed8+11 (Phy)Two-Handed
Legendary SpearFinesseVery Closed8+11 (Phy)Two-Handed
Legendary ShortbowAgilityFard6+12 (Phy)Two-Handed
Legendary CrossbowFinesseFard6+10 (Phy)One-Handed
Legendary LongbowAgilityVery Fard6+12 (Phy)Two-HandedCumbersome (−1 to Evasion)
Double-Sided SwordAgilityMeleed10+9 (Phy)Two-HandedQuick (When making an attack roll, mark a Stress to include an additional target in range.)
Impact GauntletStrengthMeleed10+11 (Phy)One-HandedConcussive (Spend Hope on a successful attack to launch the target into Far range.)
Sledge AxeStrengthMeleed12+13 (Phy)Two-HandedDestructive (−1 toAgility, all Very Close enemies mark Stress on a successful attack)
Curved DaggerFinesseMeleed8+9 (Phy)One-HandedSerrated (Any 1’s rolled on the damage dice count as 10 points of damage.)
Extended PolearmFinesseVery Closed8+10 (Phy)Two-HandedLong (Can target all enemies in a line within range with your attack)
Swinging RopebladePresenceClosed8+9 (Phy)Two-HandedGrappling (Spend Hope on a successful attack to temporarily make the target Restrained, or pull them into melee with you.)
Ricochet AxesAgilityFard6+11 (Phy)Two-HandedBouncing (Spend any amount of Stress to hit that many targets in range with the attack.)
Aantari BowFinesseFard6+11 (Phy)Two-HandedReliable (+1 on any attack rolls with this weapon.)
Hand CannonFinesseVery Fard6+12 (Phy)One-HandedReloading (Roll 1d6 after the attack. On a 1, you must use an action to reload your weapon before you can fire it again.)
Magic Weapons

Requires the Spellcast Ability

NameTraitRangeDamageBurdenFeature
Legendary Hallowed AxeStrengthMeleed10+10 (Mag)One-Handed
Legendary Arcane GauntletsStrengthMeleed10+12 (Mag)Two-Handed
Legendary Glowing RingsAgilityVery Closed10+11 (Mag)Two-Handed
Legendary Hand RunesInstinctVery Closed10+9 (Mag)One-Handed
Legendary Returning BladeFinesseClosed8+10 (Mag)One-Handed
Legendary ShortstaffInstinctClosed8+10 (Mag)One-Handed
Legendary DualstaffInstinctFard8+12 (Mag)Two-Handed
Legendary ScepterPresenceFard6+9 (Mag)Two-HandedVersatile (Presence Melee - d10+6)
Legendary WandKnowledgeFard6+10 (Mag)One-Handed
Legendary GreatstaffKnowledgeVery Fard6+9 (Mag)Two-HandedPowerful (Roll one extra damage die and drop the lowest.)
Sword of Light & FlameStrengthMeleed10+11 (Mag)Two-HandedPenetrating (Cuts through solid material.)
Siphoning GauntletsPresenceMeleed10+9 (Mag)Two-HandedLifestealing (On a successful attack, roll a d6. On a 6, heal a hit point or clear a Stress.)
Midas ScytheKnowledgeMeleed10+9 (Mag)Two-HandedGreedy (You may spend one handful of gold to increase your proficiency by +1 on a damage roll.)
Floating BladeshardsInstinctClosed8+9 (Mag)One-HandedPowerful (Roll one extra damage die and drop the lowest.)
BloodstaffInstinctFard20+7 (Mag)Two-HandedPainful (Mark a Stress every time you roll damage on an attack with this weapon.)
ThistlebowInstinctFard6+13 (Mag)Two-HandedReliable (+1 on any attack rolls with this weapon.)
Wand of EssekKnowledgeFard8+13 (Mag)One-HandedTimebender (−1 to Agility. You may choose the target of your attack after making your attack roll.)
Magus RevolverFinesseVery Fard6+13 (Mag)One-HandedReloading (Roll 1d6 after the attack. On a 1, you must use an action to reload your weapon before you can fire it again.)
Fusion GlovesKnowledgeVery Fard6+9 (Mag)Two-HandedBonded (Add your Level to the damage result.)

Secondary Weapon Tables

Players can choose one Tier 1 secondary weapon during character creation. Other weapons will become available to them throughout a campaign as they level up.

Tier 1 (Level 1) - Starting Secondary Weapons

NameTraitRangeDamageBurdenFeature
ShortswordAgilityMeleed8 (Phy)One-HandedPaired (+2 to Primary Weapon damage in Melee)
Round ShieldStrengthMeleed4 (Phy)One-HandedProtective (Add +1 to your armor score.)
Tower ShieldStrengthMeleed6 (Phy)One-HandedBarrier (Add +3 to your armor score, −2 to Evasion)
Small DaggerFinesseMeleed8 (Phy)One-HandedPaired (+2 to Primary Weapon damage in Melee)
WhipPresenceVery Closed6 (Phy)One-HandedWhipcrack (Mark stress to scatter enemies in Melee into Close range)
GrapplerFinesseClosed6 (Phy)One-HandedHook (On a successful attack, you may also pull the target into Melee with you)
Hand CrossbowFinesseFard6+1 (Phy)One-Handed

Tier 2 (Levels 2-4)

NameTraitRangeDamageBurdenFeature
Improved ShortswordAgilityMeleed8+2 (Phy)One-HandedPaired (+3 to Primary Weapon damage in Melee)
Improved Round ShieldStrengthMeleed4+2 (Phy)One-HandedProtective (Add +2 to your armor score.)
Improved Tower ShieldStrengthMeleed6+2 (Phy)One-HandedBarrier (Add +4 to your armor score, −2 to Evasion)
Improved Small DaggerFinesseMeleed8+2 (Phy)One-HandedPaired (+3 to Primary Weapon damage in Melee)
Improved WhipPresenceVery Closed6+2 (Phy)One-HandedWhipcrack (Mark stress to scatter enemies in Melee into Close range)
Improved GrapplerFinesseClosed6+2 (Phy)One-HandedHook (On a successful attack, you may also pull the target into Melee with you.)
Improved Hand CrossbowFinesseFard6+3 (Phy)One-Handed
Spiked ShieldStrengthMeleed6+2 (Phy)One-HandedDouble Duty (+2 to Armor score, +1 to Primary Weapon damage in Melee)
Parrying DaggerFinesseMeleed6+2 (Phy)One-HandedParry (On an attack against you, roll this weapon’s damage dice. If any match the attacker’s, they are removed before damage is totalled.)
Returning AxeAgilityClosed6+4 (Phy)One-Handed

Tier 3 (Levels 5-7)

NameTraitRangeDamageBurdenFeature
Advanced ShortswordAgilityMeleed8+4 (Phy)One-HandedPaired (+4 to Primary Weapon damage in Melee)
Advanced Round ShieldStrengthMeleed4+4 (Phy)One-HandedProtective (Add +3 to your armor score.)
Advanced Tower ShieldStrengthMeleed6+4 (Phy)One-HandedBarrier (Add +5 to your armor score, −2 to Evasion)
Advanced Small DaggerFinesseMeleed8+4 (Phy)One-HandedPaired (+4 to Primary Weapon damage in Melee)
Advanced WhipPresenceVery Closed6+4 (Phy)One-HandedWhipcrack (Mark stress to scatter enemies in Melee into Close range)
Advanced GrapplerFinesseClosed6+4 (Phy)One-HandedHook (On a successful attack, you may also pull the target into Melee with you.)
Advanced Hand CrossbowFinesseFard6+4 (Phy)One-Handed
BucklerAgilityMeleed4+4 (Phy)One-HandedDeflecting (On an incoming attack, you may spend an armor slot to boost your Evasion score by your Armor score.)
Powered GauntletKnowledgeClosed6+4 (Mag)One-HandedCharged Attack (Mark stress to increase proficiency by +1 on Primary Weapon attack)
Hand SlingFinesseVery Fard6+4 (Phy)One-HandedVersatile (Finesse Close- d8+4)

Tier 4 (Levels 8-10)

NameTraitRangeDamageBurdenFeature
Legendary ShortswordAgilityMeleed8+6 (Phy)One-HandedPaired (+5 to Primary Weapon damage in Melee)
Legendary Round ShieldStrengthMeleed4+6 (Phy)One-HandedProtective (Add +4 to your armor score.)
Legendary Tower ShieldStrengthMeleed4+6 (Phy)One-HandedBarrier (Add +6 to your armor score, −2 to Evasion)
Legendary Small DaggerFinesseMeleed8+6 (Phy)One-HandedPaired (+5 to Primary Weapon damage in Melee)
Legendary WhipPresenceVery Closed6+6 (Phy)One-HandedWhipcrack (Mark stress to scatter enemies in Melee into Close range)
Legendary GrapplerFinesseClosed6+6 (Phy)One-HandedHook (On a successful attack, you may also pull the target into Melee with you.)
Legendary Hand CrossbowFinesseFard6+7 (Phy)One-Handed
BraveshieldAgilityMeleed4+6 (Phy)One-HandedSheltering (Using an armor slot reduces damage for you and all allies in Melee with you.)
Knuckle ClawsStrengthMeleed6+6 (Mag)One-HandedDoubled Up (When you make an attack with your Primary Weapon, you may also deal damage with this weapon to another creature in melee.)
Primer ShardInstinctVery ClosenoneOne-HandedLocked On (On a successful attack with this weapon against a target, the next hit with your Primary Weapon automatically hits that target.)

Armor Tables

Players may choose one Tier 1 piece of armor during character creation. Other armor will become available throughout a campaign as they level up.

Tier 1 (Level 1) - Starting Armor

NameBase ScoreFeature
Gambeson Armor3Flexible (+1 to Evasion)
Leather Armor4
Chainmail Armor5Heavy (−1 to Evasion)
Full Plate Armor6Very Heavy (−2 to Evasion and −1 to Agility)

Tier 2 (Levels 2-4)

NameBase ScoreFeature
Improved Gambeson Armor4Flexible (+1 to Evasion)
Improved Leather Armor5
Improved Chainmail Armor6Heavy (−1 to Evasion)
Improved Full Plate Armor7Very Heavy (−2 to Evasion and −1 to Agility)
Elundrian Chain Armor2Reinforced (Increase your armor score by the number of unmarked armor slots you have)
Harrowbone Armor5Resistant (Mark 2 armor slots to make yourself resistant to the incoming damage instead of reducing it by your armor score.)
Irontree Breastplate Armor5Sturdy (Before you mark your last armor slot, roll a d6. On a 6, you use the armor without marking the slot.)
Runetan Shield5Warded (Each armor slot is worth an extra 2d4 against magic damage.)
Tyris Soft Armor5Quiet (+2 to any rolls you make to move without being heard.)
Rosewild Armor6Hopeful (Anytime you need to spend Hope, you may mark an Armor Slot instead.)

Tier 3 (Levels 5-7)

NameBase ScoreFeature
Advanced Gambeson Armor5Flexible (+1 to Evasion)
Advanced Leather Armor6
Advanced Chainmail Armor7Heavy (−1 to Evasion)
Advanced Full Plate Armor8Very Heavy (−2 to Evasion and −1 to Agility)
Bellamoi Fine Armor6Gilded (When you mark an armor slot, you may spend any amount of Hope to also reduce the incoming damage by an amount equal to your proficiency per Hope spent.)
Dragonscale Armor6Impenetrable (When you mark an armor slot, you cannot fill your last hit point as the result of physical damage.)
Spiked Armor Plating6Sharp (Add 1d4 to any damage rolls you make on a successful Melee attack.)
Bladefare Armor8Physical (You cannot use this armor against Magic damage.)
Monett’s Cloak8Magic (You cannot use this armor against Physical damage.)
Runes of Fortification10Painful (Mark stress every time you use one or more armor slots on an attack.)

Tier 4 (Levels 8-10)

NameBase ScoreFeature
Legendary Gambeson Armor7Flexible (+1 to Evasion)
Legendary Leather Armor8
Legendary Chainmail Armor9Heavy (−1 to Evasion)
Legendary Full Plate Armor10Very Heavy (−2 to Evasion and −1 to Agility)
Dunamis Silkchain5Timeslowing (On any incoming attacks, roll 1d4 and add its value to your Evasion score.)
Channeling Armor7Channeling (While this armor is equipped, take +1 to all Spellcast rolls.)
Emberwoven Armor8Burning (When an enemy strikes you in Melee, they immediately mark a stress.)
Full Reinforced Armor8Variable (Add +1 to your armor score for every range beyond Melee the damage is coming from.)
Veritas Opal Armor8Truthseeking (This armor glows when anyone within Close range tells a lie.)
Savior Chainmail15Difficult (−1 to all Character Traits)

Loot

Loot in Daggerheart consists of the additional items and consumables you might find along your journey. Pull directly from the tables below, or use them as inspiration for your own loot.

Items

Items are loot that you carry in your inventory indefinitely. Unless you choose to get rid of them or something happens in the narrative that causes you to lose them, they remain with you.

Use the rolling guide below to generate items. Common might be for general items found at an abandoned camp or readily available at a local store. Uncommon might be an item that a shopkeep only has in limited supply, is kept in a protected place in camp, or could be offered as part of a reward for a job. Rare might be something kept under lock and key in a shop, the single item offered as a reward for a job, or found in the possession of a powerful NPC. Legendary might be something there is only one of in the world, an item you receive as the reward for an incredibly difficult or dangerous job, or the most precious of treasure being guarded by a powerful adversary.

Common: Roll 1d12 or 2d12 | Uncommon: Roll 2d12 or 3d12

Rare: Roll 3d12 or 4d12 | Legendary: Roll 4d12 or 5d12

01Premium Bedroll - During any rests, you always automatically clear 1 stress.
02Piper Whistle - A handcrafted whistle. Each that are made have a distinctive sound, and the piercing tone can be heard across a one mile radius.
03Charging Quiver - When arrows for a bow are kept in the Charging Quiver, damage rolls using the bow deal +2 damage.
04Alistair’s Torch - A magic torch that lights at will and spreads light much farther than it looks like it should. This could fill a cave with light bright enough to feel like its daytime.
05Speaking Orbs - A pair of orbs that allow any creatures holding them to communicate with each other across any distance.
06Manacles - A pair of locking cuffs with a key.
07Chaos Cloak - A cloak whose color, texture, and size can be adjusted by any user with the spellcast ability at will.
08Woven Net - A net that can be used to trap small creatures. To use it, make a Finesse roll. On a success, the difficulty to break free is 16.
09Fire Jar - Pour out strange liquid within the contents of this jar to instantly produce fire. The contents regenerate on your next long rest.
10Suspended Rod - A flat rod inscribed with runes. When it is activated, it is immediately suspended in place where it is. It cannot move, does not abide by the rules of gravity, and will remain in place until it is deactivated.
11Glamor Stone - Activate this pebble-sized stone to memorize a look - hairdo, makeup, outfit. You may spend a Hope to instantly re-create this look at any time.
12Empty Chest - A magical chest that will appear empty, even if there are items being kept inside. The owner can use a specific word, phrase, or other trigger when opening the chest to reveal these items.
13Companion Case - A carrying case for a small animal companion. While they are inside, the case and the animal are immune to all harm.
14Piercing Arrows - When firing a bow, you may use Piercing Arrows to add your proficiency to your damage roll. 3 uses per short rest. 〇 〇 〇
15Valorstone - Attach to armor. Adds the following feature to armor that doesn’t already have a feature: Resilient (Before you mark your last armor slot, roll a d6. On a 6, you use the armor without marking the slot.)
16Skeleton Key - Use this to make a Finesse roll at advantage when attempting to open a locked door.
17Arcane Prism - Position this prism in a location of your choosing. Once activated, any allies that stand within close distance of this prism get +1 to their Spellcast rolls. Once it is deactivated, it can’t be activated again until your next long rest.
18Minor Stamina Potion Recipe - During downtime, spend one of your downtime moves and a handful of gold to craft a Minor Stamina Potion.
19Minor Health Potion Recipe - During downtime, spend one of your downtime moves and a handful of gold to craft a Minor Health Potion.
20Homing Compasses - Two compasses that only point at each other no matter how far apart they are.
21Corrector Sprite - A tiny sprite who sits in the curve of your ear canal and whispers helpful advice during combat. Once per short rest, you may take advantage on an attack roll. Do not give them your true name.
22Gecko Gloves - You can climb up vertical surfaces and across ceilings.
23Lorekeeper - Store the name of up to three hostile creatures. Next time you face them, take +1 on any action rolls against them.
24Vial of Darksmoke Recipe - During downtime, spend one of your downtime moves and mark a stress to craft a Vial of Darksmoke.
25Bloodstone - Attach to a weapon. Adds the following feature to a weapon that doesn’t already have a feature: Brutal (If any of your damage dice roll their maximum value, roll an additional damage die of that size.)
26Greatstone - Attach to a weapon. Adds the following feature to a weapon that doesn’t already have a feature: Powerful (Roll one extra damage die and drop the lowest.)
27Glider - A small parachute that can be deployed by marking Stress. It allows the user to glide down from a high place safely to the ground below.
28Ring of Silence - Spend a Hope to activate this ring until your next short rest. Your footsteps are silent.
29Calming Pendant - If you should ever have to mark your last stress slot, roll a d6. On a 5+, don’t mark it.
30Dual Flask - A flask that can hold two different liquids. A small button on the side allows the drinker to switch between them.
31Bag of Ficklesand - This is a small bag of sand that can be convinced to be much heavier or lighter than it should be with a Presence (10) roll. You can also blow sand in the face of an adversary with a Finesse roll to make them temporarily Vulnerable.
32Ring of Resistance - Once per long rest, activate this ring to only take half damage on an incoming attack.
33Phoenix Feather - While you have any quantity of Phoenix Feathers, when you drop unconscious and roll to see if you take a scar, always take +1 to the die result.
34Box of Many Goods - A small box that can only be opened once per long rest. When it is, roll a d12. If you roll a 1-6, it is empty. If you roll a 7-10, it contains one random consumable. If you roll an 11-12, it contains two random consumables.
35Airblade Charm - Attach to a melee weapon to make it able to attack at a Close distance. 3 uses per short rest.
36Portal Seed - Plant this in the ground to grow a portal in this spot. The portal will be ready to use in 24 hours and you may travel to any other spot you’ve planted a portal seed. A portal may be destroyed by dealing any amount of magic damage to it.
37Paragon’s Chain - Once per long rest, you may use a downtime move to meditate on an ideal or principle you hold dear and focus your will into the chain. Until your next long rest, you can spend a Hope to use a d20 as your Hope die for rolls that directly align with that principle.
38Elusive Amulet - Once per long rest, activate this to go Hidden until you move from this location. Any enemies who move into line of sight with you while you’re Hidden don’t see you.
39Hopekeeper Locket - During a long rest, if you have 5 Hope, you may spend 1 Hope and imbue the locket with your bountiful resolve. If you ever have 0 Hope, you may use the locket and gain 1 Hope. The locket must then be recharged during a long rest.
40Infinite Bag - Items put into this bag are stored in a pocket dimension and can be retrieved at any time.
41Stride Relic - Add +1 to your Agility. You cannot hold any other relics.
42Bolster Relic - Add +1 to your Strength. You cannot hold any other relics.
43Focus Relic - Add +1 to your Finesse. You cannot hold any other relics.
44Charm Relic - Add +1 to your Presence. You cannot hold any other relics.
45Sharp Relic - Add +1 to your Knowledge. You cannot hold any other relics.
46Flickerfly Pendant - While wearing your melee weapons dealing physical damage extend with a gossamer sheen. You can hit creatures up to Very Close range.
47Lakestrider Boots - You may walk along the surface of water as if it were soft ground.
48Clay Companion - This ball of clay can be sculpted into various animal shapes and will then behave as that animal (a clay spider can spin clay webs, a clay bird can fly). This companion has continuity of memory and self across different shapes but may adopt some mannerisms with each form.
49Attune Relic - Add +1 to your Instinct. You cannot hold any other relics.
50Honing Relic - Add +1 to one of your Experiences. You cannot hold any other relics.
51Mythic Dust Recipe - During downtime, use one of your moves and a bag of gold to craft Mythic Dust.
52Shard of Memory- Once per long rest, spend 2 Hope to recall a Domain card from your vault instead of payings its Recall Cost.
53Gem of Audacity - Attach to a weapon to allow you to roll with Presence when using it to attack.
54Gem of Sagacity - Attach to a weapon to allow you to roll with Knowledge when using it to attack.
55Gem of Insight - Attach to a weapon to allow you to roll withInstinct when using it to attack.
56Gem of Might - Attach to a weapon to allow you to roll with Strength when using it to attack.
57Gem of Alacrity - Attach to a weapon to allow you to roll with Agility when using it to attack.
58Gem of Precision - Attach to a weapon to allow you to roll with Finesse when using it to attack.
59Ring of Unbreakable Resolve - Once per session, when the GM spends 1 Fear, you can spend 4 Hope to cancel the effects of that spent Fear.
60Belt of Unity - Once per session, you may spend 5 Hope to lead a Tag Team action with 3 PCs instead of 2.

Consumables

Consumables are loot that can only be used one time. You may only hold five of the same consumable at a time.

Use the rolling guide below to generate consumables. Common might be for general consumables found at an abandoned camp or readily available at a local store. Uncommon might be a consumable that a shopkeep only has in limited supply, is kept in a protected place in camp, or could be offered as part of a reward for a job. Rare might be something kept under lock and key in a shop, the single type of consumable offered as a reward for a job, or found in the possession of a powerful NPC. Legendary might be something there is only a few of in the world, a type of consumable you receive as the reward for an incredible difficult or dangerous job, or the most precious of treasure being guarded by a powerful adversary.

Common: Roll 1d12 or 2d12 | Uncommon: Roll 2d12 or 3d12

Rare: Roll 3d12 or 4d12 | Legendary: Roll 4d12 or 5d12

01Stride Potion - Take a +1 to your next Agility roll.
02Bolster Potion - Take a +1 to your next Strength roll.
03Focus Potion - Take a +1 to your next Finesse roll.
04Charm Potion - Take a +1 to your next Presence roll.
05Sharp Potion - Take a +1 to your next Knowledge roll.
06Attune Potion - Take a +1 to your next Instinct roll.
07Minor Health Potion - Immediately clear 1d4hit points.
08Minor Stamina Potion - Immediately clear 1d4 stress.
09Grindletooth Venom - Apply to physical weapon to add +1d6 to its next damage roll.
10Varik Leaves - Immediately gain 2 hope.
11Vial of Moondrip - See in total darkness until your next short rest.
12Unstable Arcane Shard. Use Finesse to throw at a group of enemies within far range. Any you succeed against take 1d20 magic damage.
13Potion of Stability - On use, take one additional downtime move.
14Improved Grindletooth Venom - Apply to physical weapon to add +1d8 to its next damage roll.
15Morphing Clay - Spend one Hope. The person using this item can alter their face to change their facial features enough to make them unrecognizable until their next short rest.
16Vial of Darksmoke - Use during an incoming attack to roll a number of d6 equal to your Agility score. Add the highest result to your Evasion score against the attack.
17Jumping Root - You can leap to anywhere within Far range of you without needing to roll. This effect ends when you land there.
18Snap Powder - Mark stress and clear a hit point.
19Health Potion - Immediately clear 1+1d4 hit points.
20Stamina Potion - Immediately clear 1+1d4 stress.
21Counter Tonic - Has a chance to heal venom or poison. Roll a number of d6 equal to your Knowledge. If any roll a 6, it works.
22Gill Salve - You can breathe underwater for a number of minutes equal to your level.
23Replication Parchment - When you touch this piece of parchment to another, it will copy it exactly. Once it’s made into this copy, it is no longer Replication Parchment.
24Improved Arcane Shard - Use Finesse to throw at a group of enemies within Far range. Any you succeed against take 2d20 magic damage.
25Major Stride Potion - Take a +1 to Agility until your next short rest.
26Major Bolster Potion - Take a +1 to Strength until your next short rest.
27Major Focus Potion - Take a +1 to Finesse until your next short rest.
28Major Umbra Potion - Take a +1 to Presence until your next short rest.
29Major Sharp Potion - Take a +1 to Knowledge until your next short rest.
30Major Attune Potion - Take a +1 to Instinct until your next short rest.
31Blood of the Yorgi - Disappear from where you are and immediately reappear anywhere within very far distance.
32Homet’s Secret Potion - After consuming, on the next successful attack you make that deals magic damage, treat the damage as you would on a critical success.
33Redthorn Saliva - Apply to physical weapon to add +1d12 to its next damage roll.
34Channelstone - Take a spell or grimoire from your vault and use it once, then return it to your vault.
35Mythic Dust - Apply to a magic weapon to add +1d12 to its next damage roll.
36Acidpaste - Eats away walls and other surfaces in bright flashes.
37Hopehold Flare - On use, allies within close distance always rolls a d6 when they spend a Hope. On a 6, they get the effect of that Hope without spending it. This lasts until your next short rest.
38Major Arcane Shard - Use Finesse to throw at a group of enemies within Far range. Any you succeed against take 4d20 magic damage.
39Featherbone - Control your falling speed for a number of minutes equal to your level.
40Circle of the Void - Mark stress. Magical spells are temporarily unable to be cast everywhere within far distance of this object. Everything within this range is immune to magic damage.
41Sun Tree Sap - Roll 1d6. On a 5-6, clear two Hit Points. On a 2-5, clear three stress. On a 1, see the Veil of Death and return changed, taking one Scar.
42Dripfang Poison - Does 8d10 direct magic damage to a creature who consumes it.
43Major Health Potion - Immediately clear 2+1d4 hit points.
44Major Stamina Potion - Immediately clear 2+1d4 stress.
45Ogre Musk- Keep from anybody from tracking you by physical or magic means until your next short rest.
46Wingsprout - You gain magic wings that allow you to fly for a number of minutes equal to your level.
47Jar of Lost Voices - Release the voices to create a deafening echo of sound for a number of minutes equal to your Instinct score. Anyone within far distance unprepared for the sound automatically takes 6d8 magic damage.
48Dragonbloom Tea - Make a fiery breath attack on all close enemies in front of you. Make an Instinct roll against the targets. On a success, deal d20 physical damage.
49**Bridge Seed -**Thick vines grow slowly from where you are standing to somewhere else within far distance, allowing you to climb up or across safely. It dissipates at your next short rest.
50Sleeping Sap - Puts a willing creature to sleep for a full night’s rest. When they awaken, they have all stress cleared.
51Feast of Xuria - Provides a single meal for the party that clears all hit points and stress, and gives 1d4 of hope.
52Bonding Honey - Glues two objects together permanently.
53Shrinking Potion - Reduces the drinker’s size in half until they choose to drop this form or take their next short rest. Take +2 Agility.
54Growing Potion - Makes the drinker twice as large until they choose to drop this form or take their next short rest. Take +2 Strength.
55Knowledge Stone - If you die while holding this stone, one ally may take a card from your loadout to place in their own loadout or vault. When they take this knowledge, the stone crumbles.
56Sweet Moss - Consume during a short rest to clear an additional 1d4 hit points or 1d4 stress.
57Blinding Orb - Creates a flash of bright light that causes all creatures in Close range to be Vulnerable until they next take Hit Pointdamage.
58Death Tea - Any critical successes on an attack roll automatically kill the creature you’re facing. If you don’t get any critical successes on an attack roll before your next long rest, you die.
59Mirror of Marigold - Spend hope to negate all incoming damage, shattering the mirror. You may also mark a Stress before it shatters to attempt to reflect it back to the attacker. If you do, make an attack roll usingFinesse.
60Stardrop - On use, it summons a hailstorm of comets that automatically deal 8d20 physical damage to all creatures within Very Far range of where it was triggered.