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