Primary Weapon Tables¶
Players can choose one Tier 1 primary weapon during character creation. The GM can make other weapons available throughout the campaign as the PCs level up.
Tier 1 (Level 1)¶
Physical Weapons¶
| Name | Trait | Range | Damage | Burden | Feature |
|---|---|---|---|---|---|
| Broadsword | Agility | Melee | d8 phy | One-Handed | Reliable: +1 to attack rolls |
| Longsword | Agility | Melee | d10+3 phy | Two-Handed | — |
| Battleaxe | Strength | Melee | d10+3 phy | Two-Handed | — |
| Greatsword | Strength | Melee | d10+3 phy | Two-Handed | Massive: −1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result. |
| Mace | Strength | Melee | d8+1 phy | One-Handed | — |
| Warhammer | Strength | Melee | d12+3 phy | Two-Handed | Heavy: −1 to Evasion |
| 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 you make an attack, you can mark a Stress to target another creature within range. |
| Halberd | Strength | Very Close | d10+2 phy | Two-Handed | Cumbersome: −1 to Finesse |
| Spear | Finesse | Very Close | d8+3 phy | Two-Handed | — |
| Shortbow | Agility | Far | d6+3 phy | Two-Handed | — |
| Crossbow | Finesse | Far | d8+1 phy | One-Handed | Cumbersome: −1 to Finesse |
| Longbow | Agility | Very Far | d8+3 phy | Two-Handed | Cumbersome: −1 to Finesse |
Magic Weapons¶
All magic weapons require a Spellcast trait.
| Name | Trait | Range | Damage | Burden | Feature |
|---|---|---|---|---|---|
| Arcane Gauntlets | Strength | Melee | d10+3 mag | Two-Handed | — |
| Hallowed Axe | Strength | Melee | d8+1 mag | One-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 mag | One-Handed | Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack. |
| Shortstaff | Instinct | Close | d8+1 mag | One-Handed | — |
| Dualstaff | Instinct | Far | d6+1 mag | Two-Handed | — |
| Scepter | Presence | Far | d6 mag | Two-Handed | Versatile: This weapon can also be used with these statistics—Presence, Melee, d8. |
| Wand | Knowledge | Far | d6+1 mag | One-Handed | — |
| Greatstaff | Knowledge | Very Far | d8 mag | Two-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |
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 |
| Improved Longsword | Agility | Melee | d10+6 phy | Two-Handed | — |
| Improved Battleaxe | Strength | Melee | d10+6 phy | Two-Handed | — |
| Improved Greatsword | Strength | Melee | d10+6 phy | Two-Handed | Massive: −1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result. |
| Improved Rapier | Presence | Melee | d8+3 phy | One-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. |
| Gilded Falchion | Strength | Melee | d10+4 phy | One-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |
| Knuckle Blades | Strength | Melee | d6+4 phy | Two-Handed | Brutal: When you roll the maximum value on a damage die, roll an additional damage die. |
| Bladed Whip | Agility | Very Close | d8+6 phy | One-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. |
| War Scythe | Finesse | Very Close | d10+5 phy | Two-Handed | Reliable: +1 to attack rolls |
| Blunderbuss | Finesse | Close | d8+6 phy | Two-Handed | Reloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again. |
| Greatbow | Strength | Far | d6+6 phy | Two-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |
| Fimwhir Bow | Agility | Very Far | d6+5 phy | Two-Handed | Reliable: +1 to attack rolls |
Magic Weapons¶
| Name | Trait | Range | Damage | Burden | Feature |
|---|---|---|---|---|---|
| Improved Arcane Gauntlets | Strength | Melee | d10+6 mag | Two-Handed | — |
| Improved Returning Blade | Finesse | Close | d8+3 mag | One-Handed | Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack. |
| Ego Blade | Agility | Melee | d12+4 mag | One-Handed | Pompous: You must have a Presence of 0 or lower to use this weapon. |
| Casting Sword | Strength | Melee | d10+4 mag | Two-Handed | Versatile: This weapon can also be used with these statistics—Knowledge, Far, d8+3. |
| Hammer of Entra | Instinct | Melee | d8+6 mag | Two-Handed | Eruptive: On a successful attack against a target within Melee range, all other adversaries within Very Close range must succeed on a reaction roll (14) or take half damage. |
| Keeper's Staff | Knowledge | Very Far | d8 mag | Two-Handed | Reliable: +1 to attack rolls |
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 |
| Advanced Rapier | Presence | Melee | d8+8 phy | One-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. |
| Bravesword | Strength | Melee | d13+7 phy | Two-Handed | Brave: −1 to Evasion; +3 to Severe damage threshold. |
| Hammer of Wrath | Strength | Melee | d13+7 phy | Two-Handed | Devastating: Before you make an attack roll, you can mark a Stress to use a d20 as your damage die. |
| Labrys Axe | Strength | Melee | d13+7 phy | Two-Handed | Protective: +1 Armour Score |
| Meridian Cutlass | Presence | Melee | d8+10 phy | One-Handed | Dueling: When there are no other creatures within Close range of the target, gain advantage on your attack roll against them. |
| Double Flail | Agility | Very Close | d10+8 phy | Two-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |
| Black Powder Revolver | Finesse | Far | d8+6 phy | One-Handed | Reloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again. |
| Spiked Bow | Agility | Very Far | d8+7 phy | Two-Handed | Versatile: This weapon can also be used with these statistics—Agility, Melee, d10+5. |
Magic Weapons¶
| Name | Trait | Range | Damage | Burden | Feature |
|---|---|---|---|---|---|
| Axe of Portunes | Strength | Melee | d10+8 mag | Two-Handed | Lucky: On a failed attack, you can mark a Stress to reroll your attack. |
| Widgecast Pendant | Knowledge | Close | d10+5 mag | One-Handed | Timebending: You choose the target of your attack after making your attack roll. |
| Gilded Bow | Finesse | Far | d8+7 mag | Two-Handed | Self-Correcting: When you roll a 1 on a damage die, it deals 6 damage instead. |
| Firestaff | Instinct | Far | d8+7 mag | Two-Handed | Burning: When you roll a 6 on a damage die, the target must mark a Stress. |
| Mage Orb | Knowledge | Far | d8+7 mag | One-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |
| Imari's Rifle | Finesse | Very Far | d8+6 mag | One-Handed | Reloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again. |
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 |
| Legendary Greatsword | Strength | Melee | d10+12 phy | Two-Handed | Massive: −1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result. |
| Legendary Rapier | Presence | Melee | d8+9 phy | One-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. |
| Dual-Ended Sword | Agility | Melee | d10+9 phy | Two-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. Concussive: On a successful attack, you can spend a Hope to knock the target back to Far range. |
| Impact Gauntlet | Strength | Melee | d10+11 phy | One-Handed | Destructive: −1 to Agility; on a successful attack, all adversaries within Very Close range must mark a Stress. |
| Curved Dagger | Finesse | Melee | d8+9 phy | One-Handed | Serrated: When you roll a 1 on a damage die, it deals 8 damage instead. |
| Extended Polearm | Finesse | Very Close | d10+9 phy | Two-Handed | Long: This weapon's attack targets all adversaries in a line within range. |
| Ricochet Axes | Agility | Far | d6+11 phy | Two-Handed | Bouncing: Mark 1 or more Stress to hit that many targets in range of the attack. |
| Hand Cannon | Finesse | Very Far | d8+6 phy | One-Handed | Reloading: After you make an attack, roll a d6. On a 1, you must mark a Stress to reload this weapon before you can fire it again. |
Magic Weapons¶
| Name | Trait | Range | Damage | Burden | Feature |
|---|---|---|---|---|---|
| Legendary Arcane Gauntlets | Strength | Melee | d10+12 mag | Two-Handed | — |
| Legendary Returning Blade | Finesse | Close | d8+9 mag | One-Handed | Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack. |
| Legendary Scepter | Presence | Far | d8+9 mag | Two-Handed | Versatile: This weapon can also be used with these statistics—Presence, Melee, d8+6. |
| Legendary Greatstaff | Knowledge | Very Far | d8+9 mag | Two-Handed | Powerful: On a successful attack, roll an additional damage die and discard the lowest result. |
| Sword of Light & Bone | Strength | Melee | d10+11 mag | Two-Handed | Hot: This weapon cuts through solid material. |
| Siphoning Gauntlets | Presence | Melee | d10+9 mag | One-Handed | Lifestealing: On a successful attack, roll a d6. On a result of 6, clear a Hit Point or clear a Stress. |
| Midas Scythe | Knowledge | Melee | d10+9 mag | Two-Handed | Greedy: Spend a handful of gold to gain a +1 bonus to your Proficiency on a damage roll. |
| Bloodstaff | Instinct | Far | d10+7 mag | Two-Handed | Painful: Each time you make a successful attack, you must mark a Stress. |
| Wand of Essek | Knowledge | Far | d8+13 mag | One-Handed | Timebending: You can choose the target of your attack after making your attack roll. |
| Fusion Gloves | Knowledge | Very Far | d8+9 mag | Two-Handed | Bonded: Gain a bonus to your damage rolls equal to your level. |
Combat Wheelchair¶
By Mark Thompson
The combat wheelchair is a ruleset designed to help you play a wheelchair user in Daggerheart. This section provides mechanics and narrative guidance for you to work from, but feel free to adapt the flavour text to best suit your character. Have fun with your character's wheelchair design, and make it as unique or tailored to them as you please.
Action and Movement¶
When describing how your character moves, you can use descriptions such as the following: - "I roll over to the door to see if it's open." - "I wheel myself over to the group to ask what's going on." - "I pull my brakes and skid to a stop in my way east to feel my bow in the intruder."
Consequences¶
GMs should avoid breaking a character's wheelchair or otherwise removing it from play as a consequence, unless everyone at the table, especially the wheelchair user's player, gives their approval.
Evasion¶
Your character is assumed to be skilled in moving their wheelchair and navigating numerous situations in it. As a result, the only wheelchair that gives a penalty to a PC's Evasion is the Heavy Frame model.
Burden¶
All wheelchairs can be manoeuvred using one or two hands outside of combat. However, when being used as a weapon, the chair is restricted to requiring one or two hands to perform attacks, depending on the model you've chosen.
Choosing Your Model¶
All combat wheelchairs are equipped as Primary Weapons. There are three models of wheelchair available: light, heavy, and arcane. You're encouraged to consider the type of character you're playing and the class they belong to, then choose the model that best matches that character concept.
Light Frame Models¶
| Name | Tier | Trait | Range | Damage | Burden | Feature |
|---|---|---|---|---|---|---|
| Light-Frame Wheelchair | 1 | Agility | Melee | d8 phy | One-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. |
| Improved Light-Frame Wheelchair | 2 | Agility | Melee | d8+3 phy | One-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. |
| Advanced Light-Frame Wheelchair | 3 | Agility | Melee | d8+6 phy | One-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. |
| Legendary Light-Frame Wheelchair | 4 | Agility | Melee | d8+9 phy | One-Handed | Quick: When you make an attack, you can mark a Stress to target another creature within range. |
Heavy Frame Models¶
| Name | Tier | Trait | Range | Damage | Burden | Feature |
|---|---|---|---|---|---|---|
| Heavy-Frame Wheelchair | 1 | Strength | Melee | d12+3 phy | Two-Handed | Heavy: −1 to Evasion |
| Improved Heavy-Frame Wheelchair | 2 | Strength | Melee | d12+6 phy | Two-Handed | Heavy: −1 to Evasion |
| Advanced Heavy-Frame Wheelchair | 3 | Strength | Melee | d12+9 phy | Two-Handed | Heavy: −1 to Evasion |
| Legendary Heavy-Frame Wheelchair | 4 | Strength | Melee | d12+12 phy | Two-Handed | Heavy: −1 to Evasion |
Arcane Frame Models¶
| Name | Tier | Trait | Range | Damage | Burden | Feature |
|---|---|---|---|---|---|---|
| Arcane-Frame Wheelchair | 1 | Spellcast | Far | d6 mag | One-Handed | Reliable: +1 to attack rolls |
| Improved Arcane-Frame Wheelchair | 2 | Spellcast | Far | d6+3 mag | One-Handed | Reliable: +1 to attack rolls |
| Advanced Arcane-Frame Wheelchair | 3 | Spellcast | Far | d6+6 mag | One-Handed | Reliable: +1 to attack rolls |
| Legendary Arcane-Frame Wheelchair | 4 | Spellcast | Far | d6+8 mag | One-Handed | Reliable: +1 to attack rolls |