Equipment Proficiency
Heroes can use any equipment they like; however, each class has a list of weapons and armor types they are most skilled with. Weapons used without proficiency cannot crit. Defending while wearing armor worn without proficiency costs 1 additional action.
Swapping Equipment
A hero can sheathe weapons or shields they are proficient with and equip a different one for free 1/round.
Weapon Properties
- 2-handed. Can be held in a single hand, but must be wielded in 2 hands to attack with it.
- Load. Some weapons require extra actions to load before each shot.
- Reach. How close an enemy must be to be affected by this attack. If unspecified, Reach 1.
- Range. Attacks can be made from afar. If any enemy is adjacent to you, your Ranged attacks are made with disadvantage. Add 1 die of disadvantage to gain +2 Range.
- Thrown. Treat a melee weapon as if it had Range. Once thrown, you no longer have it!
- Vicious. Roll 1 additional die whenever you roll crit damage.
Remember! Only the Primary Die (the leftmost one) is used for determining whether an attack crits. Every time you roll crit damage, roll the additional Vicious die as well!
Dual Wielding
Heroes may wield 2 Light weapons at the same time. While dual wielding, you may gain advantage on an attack with those weapons, 1/round.
You may dual wield 1-handed weapons without the Light property if your STR is 3 or greater, or 1 weapon without the Light property if your STR is 2. If completely unarmed, fists/feet can be considered dual wielded.
Dual wielding different weapons? Roll dice for both weapons and choose either result instead (the 1/round limit still applies). Attacking with advantage? Add an extra die for one of the weapons.
Unarmed Strikes
To attack with your bare hands or feet, roll 1d4; on hit: deal 1+STR damage.
Improvised Weapons
Using an improvised weapon (e.g. a chair, a frying pan, a big rock), default to 1d4+STR or 1d6+STR. Your GM may allow you to use bigger dice or other properties if it makes sense. An improvised weapon may be likely to break if it lands a crit, though!
Customizing Weapons
Can you reflavor a staff as a greatclub? Sure! A sai instead of a dagger? Of course! Could you pay a blacksmith to make your 1d12 Greatmaul deal 2d6 or 3d4 damage instead? Since the dice all add up to 12, it won’t break the game; ask your GM! Can a blacksmith make your Dagger deal that much damage? No, sorry!