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:
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Broadsword | Agility | Melee | d8 (Phy) | One-Handed | Reliable (+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:
Name | Base Score | Feature |
---|---|---|
Chainmail Armor | 5 | Heavy (-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
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Broadsword | Agility | Melee | d8 (Phy) | One-Handed | Reliable (+1 to attack rolls with this weapon) |
Longsword | Agility | Melee | d8+3 (Phy) | Two-Handed | — |
Mace | Strength | Melee | d8+1 (Phy) | One-Handed | — |
Battleaxe | Strength | Melee | d10+3 (Phy) | Two-Handed | — |
Greatsword | Strength | Melee | d10+3 (Phy) | Two-Handed | Massive (−1 Agility, roll one extra damage die and drop the lowest) |
Warhammer | Strength | Melee | d12+3 (Phy) | Two-Handed | Heavy (−1 to Agility) |
Dagger | Finesse | Melee | d8+1 (Phy) | One-Handed | — |
Quarterstaff | Instinct | Melee | d10+3 (Phy) | Two-Handed | — |
Cutlass | Presence | Melee | d8+1 (Phy) | One-Handed | — |
Rapier | Presence | Melee | d8 (Phy) | One-Handed | Quick (When making an attack roll, mark a Stress to include an additional target in range.) |
Halberd | Strength | Very Close | d8+2 (Phy) | Two-Handed | — |
Spear | Finesse | Very Close | d8+2 (Phy) | Two-Handed | — |
Shortbow | Agility | Far | d6+2 (Phy) | Two-Handed | — |
Crossbow | Finesse | Far | d6+1 (Phy) | One-Handed | — |
Longbow | Agility | Very Far | d6+3 (Phy) | Two-Handed | Cumbersome (−1 toEvasion) |
Magic Weapons
Requires the Spellcast Ability
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Hallowed Axe | Strength | Melee | d10+1 (Mag) | One-Handed | — |
Arcane Gauntlets | Strength | Melee | d10+3 (Mag) | Two-Handed | — |
Glowing Rings | Agility | Very Close | d10+2 (Mag) | Two-Handed | — |
Hand Runes | Instinct | Very Close | d10 (Mag) | One-Handed | — |
Returning Blade | Finesse | Close | d8+1 (Mag) | One-Handed | — |
Shortstaff | Instinct | Close | d8+1 (Mag) | One-Handed | — |
Dualstaff | Instinct | Far | d6+3 (Mag) | Two-Handed | — |
Scepter | Presence | Far | d6 (Mag) | Two-Handed | Versatile (Presence Melee - d10) |
Wand | Knowledge | Far | d6+1 (Mag) | One-Handed | — |
Greatstaff | Knowledge | Very Far | d6 (Mag) | Two-Handed | Powerful (Roll one extra damage die and drop the lowest.) |
Tier 2 (Levels 2-4)
Physical Weapons
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Improved Broadsword | Agility | Melee | d8+3 (Phy) | One-Handed | Reliable (+1 to attack rolls with this weapon) |
Improved Longsword | Agility | Melee | d8+6 (Phy) | Two-Handed | — |
Improved Mace | Strength | Melee | d10+4 (Phy) | One-Handed | — |
Improved Battleaxe | Strength | Melee | d10+6 (Phy) | Two-Handed | — |
Improved Greatsword | Strength | Melee | d10+6 (Phy) | Two-Handed | Massive (−1 Agility, roll one extra damage die and drop the lowest) |
Improved Warhammer | Strength | Melee | d12+6 (Phy) | Two-Handed | Heavy (−1 to Agility) |
Improved Dagger | Finesse | Melee | d8+4 (Phy) | One-Handed | — |
Improved Quarterstaff | Instinct | Melee | d10+6 (Phy) | Two-Handed | — |
Improved Cutlass | Presence | Melee | d8+4 (Phy) | One-Handed | — |
Improved Rapier | Presence | Melee | d8+3 (Phy) | One-Handed | Quick (When making an attack roll, mark a Stress to include an additional target in range.) |
Improved Halberd | Strength | Very Close | d8+5 (Phy) | Two-Handed | — |
Improved Spear | Finesse | Very Close | d8+5 (Phy) | Two-Handed | — |
Improved Shortbow | Agility | Far | d6+6 (Phy) | Two-Handed | — |
Improved Crossbow | Finesse | Far | d6+4 (Phy) | One-Handed | — |
Improved Longbow | Agility | Very Far | d6+6 (Phy) | Two-Handed | Cumbersome (−1 toEvasion) |
Gilded Falchion | Strength | Melee | d10+4 (Phy) | One-Handed | Powerful (Roll one extra damage die and drop the lowest.) |
Knuckle Blades | Strength | Melee | d10+6 (Phy) | Two-Handed | Brutal (For every 10 rolled on a damage die, roll an extra d10 of damage.) |
Urok Broadsword | Finesse | Melee | d8+3 (Phy) | One-Handed | Deadly (When you do Severe damage, deal one extra HP.) |
Bladed Whip | Agility | Very Close | d8+3 (Phy) | One-Handed | Quick (When making an attack roll, mark a Stress to include an additional target in range.) |
Steelforged Halberd | Strength | Very Close | d8+4 (Phy) | Two-Handed | Scary (Successful attacks also deal an extra Stress.) |
War Scythe | Finesse | Very Close | d8+5 (Phy) | Two-Handed | Reliable (+1 on attack rolls with this weapon.) |
Greatbow | Strength | Far | d6+6 (Phy) | Two-Handed | Powerful (Roll one extra damage die and drop the lowest.) |
Blunderbuss | Finesse | Far | d6+6 (Phy) | One-Handed | Reloading (Roll 1d6 after the attack. On a 1, you must use an action to reload your weapon before you can fire it again.) |
Finehair Bow | Agility | Very Far | d6+5 (Phy) | Two-Handed | Reliable (+1 on attack rolls with this weapon.) |
Magic Weapons
Requires the Spellcast Ability
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Improved Hallowed Axe | Strength | Melee | d10+4 (Mag) | One-Handed | — |
Improved Arcane Gauntlets | Strength | Melee | d10+6 (Mag) | Two-Handed | — |
Improved Glowing Rings | Agility | Very Close | d10+5 (Mag) | Two-Handed | — |
Improved Hand Runes | Instinct | Very Close | d10+3 (Mag) | One-Handed | — |
Improved Returning Blade | Finesse | Close | d8+4 (Mag) | One-Handed | — |
Improved Shortstaff | Instinct | Close | d10+4 (Mag) | One-Handed | — |
Improved Dualstaff | Instinct | Far | d6+6 (Mag) | Two-Handed | — |
Improved Scepter | Presence | Far | d6+3 (Mag) | Two-Handed | Versatile (Presence Melee - d10+3) |
Improved Wand | Knowledge | Far | d6+4 (Mag) | One-Handed | — |
Improved Greatstaff | Knowledge | Very Far | d6+3 (Mag) | Two-Handed | Powerful (Roll one extra damage die and drop the lowest.) |
Ego Blade | Agility | Melee | d12+4 (Mag) | One-Handed | Pompous (Must have a Presence score of 0 or less to use this weapon.) |
Casting Sword | Strength | Melee | d10+4 (Mag) | Two-Handed | Versatile (Knowledge Far - d6+3) |
Devouring Dagger | Finesse | Melee | d8+4 (Mag) | One-Handed | Scary (Successful attacks also deal +1 stress.) |
Hammer of Exota | Instinct | Melee | d8+6 (Mag) | Two-Handed | Eruptive (When you hit a creature in Melee, each Very Close enemy must make a Reaction Roll (14) or take half damage as well.) |
Yutari Bloodbow | Finesse | Far | d6+4 (Mag) | Two-Handed | Brutal (For every 6 rolled on a damage die, roll an additional d6 of damage.) |
Elder Bow | Instinct | Far | d6+4 (Mag) | Two-Handed | Powerful (Roll one extra damage die and drop the lowest.) |
Scepter of Elias | Presence | Far | d6+3 (Mag) | One-Handed | Invigorating (When you make a successful attack, roll a d4. On a 4, clear a stress.) |
Wand of Enthrallment | Presence | Far | d6+4 (Mag) | One-Handed | Persuasive (Mark stress before rolling Presence to add +2 to the result.) |
Bonded Staff | Knowledge | Far | d6+4 (Mag) | Two-Handed | Reliable (+1 on any attack rolls with this weapon.) |
Tier 3 (Levels 5-7)
Physical Weapons
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Advanced Broadsword | Agility | Melee | d8+6 (Phy) | One-Handed | Reliable (+1 to attack rolls with this weapon) |
Advanced Longsword | Agility | Melee | d8+9 (Phy) | Two-Handed | — |
Advanced Mace | Strength | Melee | d8+7 (Phy) | One-Handed | — |
Advanced Battleaxe | Strength | Melee | d10+9 (Phy) | Two-Handed | — |
Advanced Greatsword | Strength | Melee | d10+9 (Phy) | Two-Handed | Massive (−1 Agility, roll one extra damage die and drop the lowest) |
Advanced Warhammer | Strength | Melee | d12+9 (Phy) | Two-Handed | Heavy (−1 to Agility) |
Advanced Dagger | Finesse | Melee | d8+7 (Phy) | One-Handed | — |
Advanced Quarterstaff | Instinct | Melee | d10+9 (Phy) | Two-Handed | — |
Advanced Cutlass | Presence | Melee | d8+7 (Phy) | One-Handed | — |
Advanced Rapier | Presence | Melee | d8+6 (Phy) | One-Handed | Quick (When making an attack roll, mark a Stress to include an additional target in range.) |
Advanced Halberd | Strength | Very Close | d8+8 (Phy) | Two-Handed | — |
Advanced Spear | Finesse | Very Close | d8+8 (Phy) | Two-Handed | — |
Advanced Shortbow | Agility | Far | d6+9 (Phy) | Two-Handed | — |
Advanced Crossbow | Finesse | Far | d6+7 (Phy) | One-Handed | — |
Advanced Longbow | Agility | Very Far | d6+9 (Phy) | Two-Handed | Cumbersome (−1 to Evasion) |
Flickerfly Blade | Agility | Melee | d8+5 (Phy) | One-Handed | Sharpwing (Add your Agility score to this weapon’s damage roll.) |
Bravesword | Strength | Melee | d12+7 (Phy) | Two-Handed | Dense (−1 to Agility & +3 to Severe Hit Point Threshold) |
Hell’s Hammer | Strength | Melee | d10+7 (Phy) | Two-Handed | Devastating (Mark stress before your attack roll to use d20s as your damage dice instead.) |
Labrys Axe | Strength | Melee | d10+7 (Phy) | Two-Handed | Protective (Add +1 to your Armor score.) |
Meridian Cutlass | Presence | Melee | d10+5 (Phy) | One-Handed | Dueling (Take advantage on attack rolls when there are no other adversaries or allies in Close range besides the current target.) |
Retractable Saber | Presence | Melee | d10+7 (Phy) | One-Handed | Retractable (Blade can be hidden in hilt to avoid recognition as a weapon.) |
Double Flail | Agility | Very Close | d10+8 (Phy) | Two-Handed | Powerful (Roll one extra damage die and drop the lowest.) |
Talon Blades | Finesse | Close | d10+7 (Phy) | Two-Handed | Brutal (For every 10 rolled on a damage die, roll an additional d10 of damage.) |
Spiked Bow | Agility | Very Far | d6+7 (Phy) | Two-Handed | Versatile (Agility Melee - d12+5) |
Black Powder Revolver | Finesse | Very Far | d6+6 (Phy) | One-Handed | Reloading (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
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Advanced Hallowed Axe | Strength | Melee | d10+7 (Mag) | One-Handed | — |
Advanced Arcane Gauntlets | Strength | Melee | d10+9 (Mag) | Two-Handed | — |
Advanced Glowing Rings | Agility | Very Close | d10+8 (Mag) | Two-Handed | — |
Advanced Hand Runes | Instinct | Very Close | d10+6 (Mag) | One-Handed | — |
Advanced Returning Blade | Finesse | Close | d8+7 (Mag) | One-Handed | — |
Advanced Shortstaff | Instinct | Close | d8+7 (Mag) | One-Handed | — |
Advanced Dualstaff | Instinct | Far | d6+9 (Mag) | Two-Handed | — |
Advanced Scepter | Presence | Far | d6+6 (Mag) | Two-Handed | Versatile (Presence Melee - d10+4) |
Advanced Wand | Knowledge | Far | d6+7 (Mag) | One-Handed | — |
Advanced Greatstaff | Knowledge | Very Far | d6+6 (Mag) | Two-Handed | Powerful (Roll one extra damage die and drop the lowest.) |
Axe of Fortunis | Strength | Melee | d10+8 (Mag) | Two-Handed | Lucky (Spend a Stress on a failure to reroll your attack and take the new result.) |
Blessed Anlace | Instinct | Melee | d10+6 (Mag) | One-Handed | Healing (During downtime, automatically heal 1 hit point.) |
Ghostblade | Presence | Melee | d10+7 (Any) | One-Handed | Otherworldly (You can choose whether to do Physical or Magic damage.) |
Runes of Ruination | Knowledge | Very Close | d20+4 (Mag) | One-Handed | Painful (Mark Stress every time you roll damage on an attack with this weapon.) |
Widogast Pendant | Knowledge | Close | d10+5 (Mag) | One-Handed | Timebender (You may choose the target of your attack after making your attack roll.) |
Gilded Bow | Finesse | Far | d6+7 (Mag) | Two-Handed | Self-Correcting (Any 1’s rolled on the damage dice may be treated as 8’s instead.) |
Firestaff | Instinct | Far | d6+7 (Mag) | Two-Handed | Burn (For every damage dice that rolls an 6, deal Stress.) |
Mage Orb | Knowledge | Far | d6+7 (Mag) | One-Handed | Powerful (Roll one extra damage die and drop the lowest.) |
Ilmari’s Blunderbuss | Finesse | Very Far | d6+6 (Mag) | One-Handed | Reloading (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
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Legendary Broadsword | Agility | Melee | d8+9 (Phy) | One-Handed | Reliable (+1 to attack rolls with this weapon) |
Legendary Longsword | Agility | Melee | d8+12 (Phy) | Two-Handed | — |
Legendary Mace | Strength | Melee | d8+10 (Phy) | One-Handed | — |
Legendary Battleaxe | Strength | Melee | d10+12 (Phy) | Two-Handed | — |
Legendary Greatsword | Strength | Melee | d10+12 (Phy) | Two-Handed | Massive (−1 Agility, roll one extra damage die and drop the lowest) |
Legendary Warhammer | Strength | Melee | d12+12 (Phy) | Two-Handed | Heavy (−1 to Agility) |
Legendary Dagger | Finesse | Melee | d8+10 (Phy) | One-Handed | — |
Legendary Quarterstaff | Instinct | Melee | d10+12 (Phy) | Two-Handed | — |
Legendary Cutlass | Presence | Melee | d8+10 (Phy) | One-Handed | — |
Legendary Rapier | Presence | Melee | d8+9 (Phy) | One-Handed | Quick (When making an attack roll, mark a Stress to include an additional target in range.) |
Legendary Halberd | Strength | Very Close | d8+11 (Phy) | Two-Handed | — |
Legendary Spear | Finesse | Very Close | d8+11 (Phy) | Two-Handed | — |
Legendary Shortbow | Agility | Far | d6+12 (Phy) | Two-Handed | — |
Legendary Crossbow | Finesse | Far | d6+10 (Phy) | One-Handed | — |
Legendary Longbow | Agility | Very Far | d6+12 (Phy) | Two-Handed | Cumbersome (−1 to Evasion) |
Double-Sided Sword | Agility | Melee | d10+9 (Phy) | Two-Handed | Quick (When making an attack roll, mark a Stress to include an additional target in range.) |
Impact Gauntlet | Strength | Melee | d10+11 (Phy) | One-Handed | Concussive (Spend Hope on a successful attack to launch the target into Far range.) |
Sledge Axe | Strength | Melee | d12+13 (Phy) | Two-Handed | Destructive (−1 toAgility, all Very Close enemies mark Stress on a successful attack) |
Curved Dagger | Finesse | Melee | d8+9 (Phy) | One-Handed | Serrated (Any 1’s rolled on the damage dice count as 10 points of damage.) |
Extended Polearm | Finesse | Very Close | d8+10 (Phy) | Two-Handed | Long (Can target all enemies in a line within range with your attack) |
Swinging Ropeblade | Presence | Close | d8+9 (Phy) | Two-Handed | Grappling (Spend Hope on a successful attack to temporarily make the target Restrained, or pull them into melee with you.) |
Ricochet Axes | Agility | Far | d6+11 (Phy) | Two-Handed | Bouncing (Spend any amount of Stress to hit that many targets in range with the attack.) |
Aantari Bow | Finesse | Far | d6+11 (Phy) | Two-Handed | Reliable (+1 on any attack rolls with this weapon.) |
Hand Cannon | Finesse | Very Far | d6+12 (Phy) | One-Handed | Reloading (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
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Legendary Hallowed Axe | Strength | Melee | d10+10 (Mag) | One-Handed | — |
Legendary Arcane Gauntlets | Strength | Melee | d10+12 (Mag) | Two-Handed | — |
Legendary Glowing Rings | Agility | Very Close | d10+11 (Mag) | Two-Handed | — |
Legendary Hand Runes | Instinct | Very Close | d10+9 (Mag) | One-Handed | — |
Legendary Returning Blade | Finesse | Close | d8+10 (Mag) | One-Handed | — |
Legendary Shortstaff | Instinct | Close | d8+10 (Mag) | One-Handed | — |
Legendary Dualstaff | Instinct | Far | d8+12 (Mag) | Two-Handed | — |
Legendary Scepter | Presence | Far | d6+9 (Mag) | Two-Handed | Versatile (Presence Melee - d10+6) |
Legendary Wand | Knowledge | Far | d6+10 (Mag) | One-Handed | — |
Legendary Greatstaff | Knowledge | Very Far | d6+9 (Mag) | Two-Handed | Powerful (Roll one extra damage die and drop the lowest.) |
Sword of Light & Flame | Strength | Melee | d10+11 (Mag) | Two-Handed | Penetrating (Cuts through solid material.) |
Siphoning Gauntlets | Presence | Melee | d10+9 (Mag) | Two-Handed | Lifestealing (On a successful attack, roll a d6. On a 6, heal a hit point or clear a Stress.) |
Midas Scythe | Knowledge | Melee | d10+9 (Mag) | Two-Handed | Greedy (You may spend one handful of gold to increase your proficiency by +1 on a damage roll.) |
Floating Bladeshards | Instinct | Close | d8+9 (Mag) | One-Handed | Powerful (Roll one extra damage die and drop the lowest.) |
Bloodstaff | Instinct | Far | d20+7 (Mag) | Two-Handed | Painful (Mark a Stress every time you roll damage on an attack with this weapon.) |
Thistlebow | Instinct | Far | d6+13 (Mag) | Two-Handed | Reliable (+1 on any attack rolls with this weapon.) |
Wand of Essek | Knowledge | Far | d8+13 (Mag) | One-Handed | Timebender (−1 to Agility. You may choose the target of your attack after making your attack roll.) |
Magus Revolver | Finesse | Very Far | d6+13 (Mag) | One-Handed | Reloading (Roll 1d6 after the attack. On a 1, you must use an action to reload your weapon before you can fire it again.) |
Fusion Gloves | Knowledge | Very Far | d6+9 (Mag) | Two-Handed | Bonded (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
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Shortsword | Agility | Melee | d8 (Phy) | One-Handed | Paired (+2 to Primary Weapon damage in Melee) |
Round Shield | Strength | Melee | d4 (Phy) | One-Handed | Protective (Add +1 to your armor score.) |
Tower Shield | Strength | Melee | d6 (Phy) | One-Handed | Barrier (Add +3 to your armor score, −2 to Evasion) |
Small Dagger | Finesse | Melee | d8 (Phy) | One-Handed | Paired (+2 to Primary Weapon damage in Melee) |
Whip | Presence | Very Close | d6 (Phy) | One-Handed | Whipcrack (Mark stress to scatter enemies in Melee into Close range) |
Grappler | Finesse | Close | d6 (Phy) | One-Handed | Hook (On a successful attack, you may also pull the target into Melee with you) |
Hand Crossbow | Finesse | Far | d6+1 (Phy) | One-Handed | — |
Tier 2 (Levels 2-4)
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Improved Shortsword | Agility | Melee | d8+2 (Phy) | One-Handed | Paired (+3 to Primary Weapon damage in Melee) |
Improved Round Shield | Strength | Melee | d4+2 (Phy) | One-Handed | Protective (Add +2 to your armor score.) |
Improved Tower Shield | Strength | Melee | d6+2 (Phy) | One-Handed | Barrier (Add +4 to your armor score, −2 to Evasion) |
Improved Small Dagger | Finesse | Melee | d8+2 (Phy) | One-Handed | Paired (+3 to Primary Weapon damage in Melee) |
Improved Whip | Presence | Very Close | d6+2 (Phy) | One-Handed | Whipcrack (Mark stress to scatter enemies in Melee into Close range) |
Improved Grappler | Finesse | Close | d6+2 (Phy) | One-Handed | Hook (On a successful attack, you may also pull the target into Melee with you.) |
Improved Hand Crossbow | Finesse | Far | d6+3 (Phy) | One-Handed | — |
Spiked Shield | Strength | Melee | d6+2 (Phy) | One-Handed | Double Duty (+2 to Armor score, +1 to Primary Weapon damage in Melee) |
Parrying Dagger | Finesse | Melee | d6+2 (Phy) | One-Handed | Parry (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 Axe | Agility | Close | d6+4 (Phy) | One-Handed | — |
Tier 3 (Levels 5-7)
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Advanced Shortsword | Agility | Melee | d8+4 (Phy) | One-Handed | Paired (+4 to Primary Weapon damage in Melee) |
Advanced Round Shield | Strength | Melee | d4+4 (Phy) | One-Handed | Protective (Add +3 to your armor score.) |
Advanced Tower Shield | Strength | Melee | d6+4 (Phy) | One-Handed | Barrier (Add +5 to your armor score, −2 to Evasion) |
Advanced Small Dagger | Finesse | Melee | d8+4 (Phy) | One-Handed | Paired (+4 to Primary Weapon damage in Melee) |
Advanced Whip | Presence | Very Close | d6+4 (Phy) | One-Handed | Whipcrack (Mark stress to scatter enemies in Melee into Close range) |
Advanced Grappler | Finesse | Close | d6+4 (Phy) | One-Handed | Hook (On a successful attack, you may also pull the target into Melee with you.) |
Advanced Hand Crossbow | Finesse | Far | d6+4 (Phy) | One-Handed | — |
Buckler | Agility | Melee | d4+4 (Phy) | One-Handed | Deflecting (On an incoming attack, you may spend an armor slot to boost your Evasion score by your Armor score.) |
Powered Gauntlet | Knowledge | Close | d6+4 (Mag) | One-Handed | Charged Attack (Mark stress to increase proficiency by +1 on Primary Weapon attack) |
Hand Sling | Finesse | Very Far | d6+4 (Phy) | One-Handed | Versatile (Finesse Close- d8+4) |
Tier 4 (Levels 8-10)
Name | Trait | Range | Damage | Burden | Feature |
---|---|---|---|---|---|
Legendary Shortsword | Agility | Melee | d8+6 (Phy) | One-Handed | Paired (+5 to Primary Weapon damage in Melee) |
Legendary Round Shield | Strength | Melee | d4+6 (Phy) | One-Handed | Protective (Add +4 to your armor score.) |
Legendary Tower Shield | Strength | Melee | d4+6 (Phy) | One-Handed | Barrier (Add +6 to your armor score, −2 to Evasion) |
Legendary Small Dagger | Finesse | Melee | d8+6 (Phy) | One-Handed | Paired (+5 to Primary Weapon damage in Melee) |
Legendary Whip | Presence | Very Close | d6+6 (Phy) | One-Handed | Whipcrack (Mark stress to scatter enemies in Melee into Close range) |
Legendary Grappler | Finesse | Close | d6+6 (Phy) | One-Handed | Hook (On a successful attack, you may also pull the target into Melee with you.) |
Legendary Hand Crossbow | Finesse | Far | d6+7 (Phy) | One-Handed | — |
Braveshield | Agility | Melee | d4+6 (Phy) | One-Handed | Sheltering (Using an armor slot reduces damage for you and all allies in Melee with you.) |
Knuckle Claws | Strength | Melee | d6+6 (Mag) | One-Handed | Doubled Up (When you make an attack with your Primary Weapon, you may also deal damage with this weapon to another creature in melee.) |
Primer Shard | Instinct | Very Close | none | One-Handed | Locked 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
Name | Base Score | Feature |
---|---|---|
Gambeson Armor | 3 | Flexible (+1 to Evasion) |
Leather Armor | 4 | — |
Chainmail Armor | 5 | Heavy (−1 to Evasion) |
Full Plate Armor | 6 | Very Heavy (−2 to Evasion and −1 to Agility) |
Tier 2 (Levels 2-4)
Name | Base Score | Feature |
---|---|---|
Improved Gambeson Armor | 4 | Flexible (+1 to Evasion) |
Improved Leather Armor | 5 | — |
Improved Chainmail Armor | 6 | Heavy (−1 to Evasion) |
Improved Full Plate Armor | 7 | Very Heavy (−2 to Evasion and −1 to Agility) |
Elundrian Chain Armor | 2 | Reinforced (Increase your armor score by the number of unmarked armor slots you have) |
Harrowbone Armor | 5 | Resistant (Mark 2 armor slots to make yourself resistant to the incoming damage instead of reducing it by your armor score.) |
Irontree Breastplate Armor | 5 | Sturdy (Before you mark your last armor slot, roll a d6. On a 6, you use the armor without marking the slot.) |
Runetan Shield | 5 | Warded (Each armor slot is worth an extra 2d4 against magic damage.) |
Tyris Soft Armor | 5 | Quiet (+2 to any rolls you make to move without being heard.) |
Rosewild Armor | 6 | Hopeful (Anytime you need to spend Hope, you may mark an Armor Slot instead.) |
Tier 3 (Levels 5-7)
Name | Base Score | Feature |
---|---|---|
Advanced Gambeson Armor | 5 | Flexible (+1 to Evasion) |
Advanced Leather Armor | 6 | — |
Advanced Chainmail Armor | 7 | Heavy (−1 to Evasion) |
Advanced Full Plate Armor | 8 | Very Heavy (−2 to Evasion and −1 to Agility) |
Bellamoi Fine Armor | 6 | Gilded (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 Armor | 6 | Impenetrable (When you mark an armor slot, you cannot fill your last hit point as the result of physical damage.) |
Spiked Armor Plating | 6 | Sharp (Add 1d4 to any damage rolls you make on a successful Melee attack.) |
Bladefare Armor | 8 | Physical (You cannot use this armor against Magic damage.) |
Monett’s Cloak | 8 | Magic (You cannot use this armor against Physical damage.) |
Runes of Fortification | 10 | Painful (Mark stress every time you use one or more armor slots on an attack.) |
Tier 4 (Levels 8-10)
Name | Base Score | Feature |
---|---|---|
Legendary Gambeson Armor | 7 | Flexible (+1 to Evasion) |
Legendary Leather Armor | 8 | — |
Legendary Chainmail Armor | 9 | Heavy (−1 to Evasion) |
Legendary Full Plate Armor | 10 | Very Heavy (−2 to Evasion and −1 to Agility) |
Dunamis Silkchain | 5 | Timeslowing (On any incoming attacks, roll 1d4 and add its value to your Evasion score.) |
Channeling Armor | 7 | Channeling (While this armor is equipped, take +1 to all Spellcast rolls.) |
Emberwoven Armor | 8 | Burning (When an enemy strikes you in Melee, they immediately mark a stress.) |
Full Reinforced Armor | 8 | Variable (Add +1 to your armor score for every range beyond Melee the damage is coming from.) |
Veritas Opal Armor | 8 | Truthseeking (This armor glows when anyone within Close range tells a lie.) |
Savior Chainmail | 15 | Difficult (−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
01 | Premium Bedroll - During any rests, you always automatically clear 1 stress. |
---|---|
02 | Piper Whistle - A handcrafted whistle. Each that are made have a distinctive sound, and the piercing tone can be heard across a one mile radius. |
03 | Charging Quiver - When arrows for a bow are kept in the Charging Quiver, damage rolls using the bow deal +2 damage. |
04 | Alistair’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. |
05 | Speaking Orbs - A pair of orbs that allow any creatures holding them to communicate with each other across any distance. |
06 | Manacles - A pair of locking cuffs with a key. |
07 | Chaos Cloak - A cloak whose color, texture, and size can be adjusted by any user with the spellcast ability at will. |
08 | Woven 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. |
09 | Fire Jar - Pour out strange liquid within the contents of this jar to instantly produce fire. The contents regenerate on your next long rest. |
10 | Suspended 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. |
11 | Glamor 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. |
12 | Empty 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. |
13 | Companion Case - A carrying case for a small animal companion. While they are inside, the case and the animal are immune to all harm. |
14 | Piercing 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 |
15 | Valorstone - 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.) |
16 | Skeleton Key - Use this to make a Finesse roll at advantage when attempting to open a locked door. |
17 | Arcane 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. |
18 | Minor Stamina Potion Recipe - During downtime, spend one of your downtime moves and a handful of gold to craft a Minor Stamina Potion. |
19 | Minor Health Potion Recipe - During downtime, spend one of your downtime moves and a handful of gold to craft a Minor Health Potion. |
20 | Homing Compasses - Two compasses that only point at each other no matter how far apart they are. |
21 | Corrector 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. |
22 | Gecko Gloves - You can climb up vertical surfaces and across ceilings. |
23 | Lorekeeper - Store the name of up to three hostile creatures. Next time you face them, take +1 on any action rolls against them. |
24 | Vial of Darksmoke Recipe - During downtime, spend one of your downtime moves and mark a stress to craft a Vial of Darksmoke. |
25 | Bloodstone - 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.) |
26 | Greatstone - 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.) |
27 | Glider - 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. |
28 | Ring of Silence - Spend a Hope to activate this ring until your next short rest. Your footsteps are silent. |
29 | Calming Pendant - If you should ever have to mark your last stress slot, roll a d6. On a 5+, don’t mark it. |
30 | Dual Flask - A flask that can hold two different liquids. A small button on the side allows the drinker to switch between them. |
31 | Bag 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. |
32 | Ring of Resistance - Once per long rest, activate this ring to only take half damage on an incoming attack. |
33 | Phoenix 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. |
34 | Box 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. |
35 | Airblade Charm - Attach to a melee weapon to make it able to attack at a Close distance. 3 uses per short rest. |
36 | Portal 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. |
37 | Paragon’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. |
38 | Elusive 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. |
39 | Hopekeeper 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. |
40 | Infinite Bag - Items put into this bag are stored in a pocket dimension and can be retrieved at any time. |
41 | Stride Relic - Add +1 to your Agility. You cannot hold any other relics. |
42 | Bolster Relic - Add +1 to your Strength. You cannot hold any other relics. |
43 | Focus Relic - Add +1 to your Finesse. You cannot hold any other relics. |
44 | Charm Relic - Add +1 to your Presence. You cannot hold any other relics. |
45 | Sharp Relic - Add +1 to your Knowledge. You cannot hold any other relics. |
46 | Flickerfly Pendant - While wearing your melee weapons dealing physical damage extend with a gossamer sheen. You can hit creatures up to Very Close range. |
47 | Lakestrider Boots - You may walk along the surface of water as if it were soft ground. |
48 | Clay 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. |
49 | Attune Relic - Add +1 to your Instinct. You cannot hold any other relics. |
50 | Honing Relic - Add +1 to one of your Experiences. You cannot hold any other relics. |
51 | Mythic Dust Recipe - During downtime, use one of your moves and a bag of gold to craft Mythic Dust. |
52 | Shard of Memory- Once per long rest, spend 2 Hope to recall a Domain card from your vault instead of payings its Recall Cost. |
53 | Gem of Audacity - Attach to a weapon to allow you to roll with Presence when using it to attack. |
54 | Gem of Sagacity - Attach to a weapon to allow you to roll with Knowledge when using it to attack. |
55 | Gem of Insight - Attach to a weapon to allow you to roll withInstinct when using it to attack. |
56 | Gem of Might - Attach to a weapon to allow you to roll with Strength when using it to attack. |
57 | Gem of Alacrity - Attach to a weapon to allow you to roll with Agility when using it to attack. |
58 | Gem of Precision - Attach to a weapon to allow you to roll with Finesse when using it to attack. |
59 | Ring 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. |
60 | Belt 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
01 | Stride Potion - Take a +1 to your next Agility roll. |
---|---|
02 | Bolster Potion - Take a +1 to your next Strength roll. |
03 | Focus Potion - Take a +1 to your next Finesse roll. |
04 | Charm Potion - Take a +1 to your next Presence roll. |
05 | Sharp Potion - Take a +1 to your next Knowledge roll. |
06 | Attune Potion - Take a +1 to your next Instinct roll. |
07 | Minor Health Potion - Immediately clear 1d4hit points. |
08 | Minor Stamina Potion - Immediately clear 1d4 stress. |
09 | Grindletooth Venom - Apply to physical weapon to add +1d6 to its next damage roll. |
10 | Varik Leaves - Immediately gain 2 hope. |
11 | Vial of Moondrip - See in total darkness until your next short rest. |
12 | Unstable Arcane Shard. Use Finesse to throw at a group of enemies within far range. Any you succeed against take 1d20 magic damage. |
13 | Potion of Stability - On use, take one additional downtime move. |
14 | Improved Grindletooth Venom - Apply to physical weapon to add +1d8 to its next damage roll. |
15 | Morphing 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. |
16 | Vial 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. |
17 | Jumping Root - You can leap to anywhere within Far range of you without needing to roll. This effect ends when you land there. |
18 | Snap Powder - Mark stress and clear a hit point. |
19 | Health Potion - Immediately clear 1+1d4 hit points. |
20 | Stamina Potion - Immediately clear 1+1d4 stress. |
21 | Counter 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. |
22 | Gill Salve - You can breathe underwater for a number of minutes equal to your level. |
23 | Replication 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. |
24 | Improved Arcane Shard - Use Finesse to throw at a group of enemies within Far range. Any you succeed against take 2d20 magic damage. |
25 | Major Stride Potion - Take a +1 to Agility until your next short rest. |
26 | Major Bolster Potion - Take a +1 to Strength until your next short rest. |
27 | Major Focus Potion - Take a +1 to Finesse until your next short rest. |
28 | Major Umbra Potion - Take a +1 to Presence until your next short rest. |
29 | Major Sharp Potion - Take a +1 to Knowledge until your next short rest. |
30 | Major Attune Potion - Take a +1 to Instinct until your next short rest. |
31 | Blood of the Yorgi - Disappear from where you are and immediately reappear anywhere within very far distance. |
32 | Homet’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. |
33 | Redthorn Saliva - Apply to physical weapon to add +1d12 to its next damage roll. |
34 | Channelstone - Take a spell or grimoire from your vault and use it once, then return it to your vault. |
35 | Mythic Dust - Apply to a magic weapon to add +1d12 to its next damage roll. |
36 | Acidpaste - Eats away walls and other surfaces in bright flashes. |
37 | Hopehold 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. |
38 | Major Arcane Shard - Use Finesse to throw at a group of enemies within Far range. Any you succeed against take 4d20 magic damage. |
39 | Featherbone - Control your falling speed for a number of minutes equal to your level. |
40 | Circle 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. |
41 | Sun 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. |
42 | Dripfang Poison - Does 8d10 direct magic damage to a creature who consumes it. |
43 | Major Health Potion - Immediately clear 2+1d4 hit points. |
44 | Major Stamina Potion - Immediately clear 2+1d4 stress. |
45 | Ogre Musk- Keep from anybody from tracking you by physical or magic means until your next short rest. |
46 | Wingsprout - You gain magic wings that allow you to fly for a number of minutes equal to your level. |
47 | Jar 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. |
48 | Dragonbloom 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. |
50 | Sleeping Sap - Puts a willing creature to sleep for a full night’s rest. When they awaken, they have all stress cleared. |
51 | Feast of Xuria - Provides a single meal for the party that clears all hit points and stress, and gives 1d4 of hope. |
52 | Bonding Honey - Glues two objects together permanently. |
53 | Shrinking Potion - Reduces the drinker’s size in half until they choose to drop this form or take their next short rest. Take +2 Agility. |
54 | Growing Potion - Makes the drinker twice as large until they choose to drop this form or take their next short rest. Take +2 Strength. |
55 | Knowledge 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. |
56 | Sweet Moss - Consume during a short rest to clear an additional 1d4 hit points or 1d4 stress. |
57 | Blinding Orb - Creates a flash of bright light that causes all creatures in Close range to be Vulnerable until they next take Hit Pointdamage. |
58 | Death 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. |
59 | Mirror 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. |
60 | Stardrop - 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. |