Weapon Classes

Unless specified otherwise, weapons use strength as the dice modifier when rolling to block an incoming attack. If dual-wielding, you may make an off-hand attack as a bonus action (naked dice).

BIG Weapons

Require a minimum of 5 strength, plus must be a race that can equip BIG items. Players may only equip one BIG item.

  • 2-handed blade weapons: use 3D6 plus strength plus 1/2 level when rolling for damage.
  • 2-handed blunt weapons: use 3D6 plus strength plus 1/2 level when rolling for damage.
  • Polearm (2-handed): use 3D6 plus strength plus 1/2 level when rolling for damage. Gains an additional 5ft. reach.
  • Longbow: use 2D6 +strength plus 1/2 level. Attacks are armor-piercing. Range = 160ft.
Heavy Weapons

Melee weapons may be paired with a shield.

  • Long-bladed weapons (includes Katana): use 2D8 plus strength plus 1/2  level when rolling for damage. Katana may use dex OR strength when rolling for damage.
  • heavy blunt weapons:  use 2D8 plus strength plus 1/2 level when rolling for damage
  • battle axes: use 2D8 plus strength plus 1/2 level when rolling for damage
  • flails: use 2D8 plus strength plus 1/2 level when rolling for damage. Cannot block, can only parry.
  • lances and short spears: use 2D8 plus strength plus 1/2 level when rolling for damage, attacks are armor piercing.
  • Crossbow: use 2D8 plus 1/2 level. Attacks are armor piercing. Range = 100 ft. Reloading requires minor action.
  • Hunting Bow: use 2D8 plus strength plus 1/2  level. Range = 80 ft.
Medium Weapons
  • Finesse blades (rapier, saber, etc.): 2D6 plus dex plus 1/2 level. 
  • Short blades: 2D6 plus 1/2 level. May be dual-wielded.
  • Hatchet/small axe: 2D6 plus 1/2 level. May be dual-wielded.
  • Fist Weapons (tiger claws, cestus, punch daggers, brass knuckles, etc): Main Hand – 2D6 plus 1/2  level plus strength OR dexterity. Off-Hand – 2D6
  • Javelin, Quarterstaff (2-handed): 2D6 plus strength plus 1/2  level.
  • Short bow: 2D6 plus strength plus 1/2  level. Range = 60 ft.
Light Weapons
  • daggers and knives: 1 D6 plus strength plus 1/2 level. Use dex to parry.
  • whips: 1D6 plus dexterity plus 1/2 level. Cannot block, only parry.
  • light ranged weapons (slingshot, pocket crossbow, rocks, shuriken, etc.): damage = 1D6 plus strength plus 1/2 level, range = 3D6 plus strength.
Shields
  • tower shield [BIG item]: Reduces movement speed in combat by 3 spaces, provides +5 to block.
  • large shield: Reduces movement speed in combat by 2 spaces, provides +3 to block.
  • medium shield: Provides +2 to block.
  • buckler : Provides +1 to block.
Enchantments and Weapon Modifiers 

Weapons may be modified or enchanted starting at level 15. Weapons with existing modifiers/enchantments may be purchased or found at earlier levels, but the selection will vary from shop to shop, and looted/found items may also contain curses or other negative effects. Weapon enchantments/modifiers generally fit into one of the following categories.

  • Poison: applies damage over time. Can only be cured with antidote or anti-poison spell.


    • lesser poison: 1D3 per affected player's turn or 1D3 every five minutes if not in combat
    • regular poison: lesser poison: 1D6 per affected player's turn or 1D6 every five minutes if not in combat
    • greater poison: lesser poison: 1D12 per affected player's turn or 1D12 every five minutes if not in combat
  • Elemental
  • Keen: applies bleed damage over time (1D6 per affected player's turn or 1D6 every five minutes out of combat). Is cured after affected player receives magic healing of any type or first aid on the wound itself.

Weapon Classes

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