Dawngate

Dawngate

Daggerheart
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Cost

Hone your skills

You are honing your skills, whether it's by training your skills with the blade, researching magic, spending time in nature, socializing, or something entirely different. Gain +1 XP.
5 Downtime Points

Work

You spend your time working in Dawngate. Gain +1 Handful of Gold.
1 Downtime Points

Help a member of Dawngate's community

You help a person in Dawngate with something important, and they reward you! You get a random item from the list pinned in the #downtime-rewards channel on discord.
2 Downtime Points

Personal Plot (part 1)

If you want a personal adventure based around one of your characters, redeem this option and then get the "part 2" one next month. A GM will work with you on the details.
4 Downtime Points

Personal Plot (part 2)

If you want a personal adventure based around one of your characters, redeem this option the month after you've redeemed the "part 1" option. A GM will work with you on the details.
4 Downtime Points

TierCategoryTraitRangeDamageBurdenreq. lvlCost

Broadsword

Reliable: +1 to attack rolls
1PhysicalAgilityMeleed8 phyOne-Handed
Level 1
5 Handfuls of Gold

Battleaxe

1PhysicalStrengthMeleed10+3 phyTwo-Handed
Level 1
5 Handfuls of Gold

Mace

1PhysicalStrengthMeleed8+1 phyOne-Handed
Level 1
4 Handfuls of Gold

Dagger

1PhysicalFinesseMeleed8+1 phyOne-Handed
Level 1
4 Handfuls of Gold

Cutlass

1PhysicalPresenceMeleed8+1 phyOne-Handed
Level 1
4 Handfuls of Gold

Halberd

Cumbersome: −1 to Finesse
1PhysicalStrengthVery Closed10+2 phyTwo-Handed
Level 1
4 Handfuls of Gold

Shortbow

1PhysicalAgilityFard6+3 phyTwo-Handed
Level 1
3 Handfuls of Gold

Longbow

Cumbersome: −1 to Finesse
1PhysicalAgilityVery Fard8+3 phyTwo-Handed
Level 1
3 Handfuls of Gold

Longsword

1PhysicalAgilityMeleed8+3 phyTwo-Handed
Level 1
4 Handfuls of Gold

Greatsword

Massive: −1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.
1PhysicalStrengthMeleed10+3 phyTwo-Handed
Level 1
4 Handfuls of Gold

Warhammer

Heavy: −1 to Evasion
1PhysicalStrengthMeleed12+3 phyTwo-Handed
Level 1
4 Handfuls of Gold

Quarterstaff

1PhysicalInstinctMeleed10+3 phyTwo-Handed
Level 1
5 Handfuls of Gold

Rapier

Quick: When you make an attack, you can mark a Stress to target another creature within range.
1PhysicalPresenceMeleed8 phyOne-Handed
Level 1
5 Handfuls of Gold

Spear

Cumbersome: −1 to Finesse
1PhysicalFinesseVery Closed10+2 phyTwo-Handed
Level 1
4 Handfuls of Gold

Crossbow

1PhysicalFinesseFard6+1 phyOne-Handed
Level 1
3 Handfuls of Gold

Arcane Gauntlets

1MagicalStrengthMeleed10+3 magTwo-Handed
Level 1
5 Handfuls of Gold

Glowing Rings

1MagicalAgilityVery Closed10+1 magTwo-Handed
Level 1
5 Handfuls of Gold

Returning Blade

Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.
1MagicalFinesseClosed8 magOne-Handed
Level 1
5 Handfuls of Gold

Dualstaff

1MagicalInstinctFard6+3 magTwo-Handed
Level 1
3 Handfuls of Gold

Wand

1MagicalKnowledgeFard6+1 magOne-Handed
Level 1
3 Handfuls of Gold

Hallowed Axe

1MagicalStrengthMeleed8+1 magOne-Handed
Level 1
4 Handfuls of Gold

Hand Runes

1MagicalInstinctVery Closed10 magOne-Handed
Level 1
5 Handfuls of Gold

Shortstaff

1MagicalInstinctClosed8+1 magOne-Handed
Level 1
4 Handfuls of Gold

Scepter

Versatile: This weapon can also be used with these statistics—Presence, Melee, d8.
1MagicalPresenceFard6 magTwo-Handed
Level 1
4 Handfuls of Gold

Greatstaff

Powerful: On a successful attack, roll an additional damage die and discard the lowest result.
1MagicalKnowledgeVery Fard6 magTwo-Handed
Level 1
4 Handfuls of Gold

Shortsword

Paired: +2 to primary weapon damage to targets within Melee range
1SecondaryAgilityMeleed8 phyOne-Handed
Level 1
3 Handfuls of Gold

Tower Shield

Barrier: +2 to Armor Score; −1 to Evasion
1SecondaryStrengthMeleed6 phyOne-Handed
Level 1
3 Handfuls of Gold

Whip

Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range.
1SecondaryPresenceVery Closed6 phyOne-Handed
Level 1
2 Handfuls of Gold

Hand Crossbow

1SecondaryFinesseFard6+1 phyOne-Handed
Level 1
2 Handfuls of Gold

Round Shield

Protective: +1 to Armor Score
1SecondaryStrengthMeleed4 phyOne-Handed
Level 1
2 Handfuls of Gold

Small Dagger

Paired: +2 to primary weapon damage to targets within Melee range
1SecondaryFinesseMeleed8 phyOne-Handed
Level 1
3 Handfuls of Gold

Grappler

Hooked: On a successful attack, you can pull the target into Melee range.
1SecondaryFinesseClosed6 phyOne-Handed
Level 1
3 Handfuls of Gold

Light-Frame Wheelchair

Quick: When you make an attack, you can mark a Stress to target another creature within range.
1WheelchairAgilityMeleed8 phyOne-Handed
Level 1
4 Handfuls of Gold

Heavy-Frame Wheelchair

Heavy: −1 to Evasion
1WheelchairStrengthMeleed12+3 phyTwo-Handed
Level 1
4 Handfuls of Gold

Arcane-Frame Wheelchair

Reliable: +1 to attack rolls
1WheelchairSpellcastFard6 magOne-Handed
Level 1
4 Handfuls of Gold

Improved Broadsword

Reliable: +1 to attack rolls
2PhysicalAgilityMeleed8+3 phyOne-Handed
Level 2
15 Handfuls of Gold

Improved Battleaxe

2PhysicalStrengthMeleed10+6 phyTwo-Handed
Level 2
18 Handfuls of Gold

Improved Mace

2PhysicalStrengthMeleed8+4 phyOne-Handed
Level 2
12 Handfuls of Gold

Improved Dagger

2PhysicalFinesseMeleed8+4 phyOne-Handed
Level 2
12 Handfuls of Gold

Improved Cutlass

2PhysicalPresenceMeleed8+4 phyOne-Handed
Level 2
12 Handfuls of Gold

Improved Halberd

Cumbersome: −1 to Finesse
2PhysicalStrengthVery Closed10+5 phyTwo-Handed
Level 2
14 Handfuls of Gold

Improved Shortbow

Cumbersome: −1 to Finesse
2PhysicalAgilityVery Closed6+6 phyTwo-Handed
Level 2
10 Handfuls of Gold

Improved Longbow

Cumbersome: −1 to Finesse
2PhysicalAgilityVery Fard8+6 phyTwo-Handed
Level 2
12 Handfuls of Gold

Knuckle Blades

Brutal: When you roll the maximum value on a damage die, roll an additional damage die.
2PhysicalAgilityMeleed10+6 phyOne-Handed
Level 2
18 Handfuls of Gold

Bladed Whip

Quick: When you make an attack, you can mark a Stress to target another creature within range.
2PhysicalFinesseVery Closed8+3 phyOne-Handed
Level 2
15 Handfuls of Gold

War Scythe

Reliable: +1 to attack rolls
2PhysicalStrengthVery Closed8+5 phyTwo-Handed
Level 2
15 Handfuls of Gold

Greatbow

Powerful: On a successful attack, roll an additional damage die and discard the lowest result.
2PhysicalStrengthFard6+6 phyTwo-Handed
Level 2
14 Handfuls of Gold

Improved Longsword

2PhysicalAgilityMeleed8+6 phyTwo-Handed
Level 2
12 Handfuls of Gold

Improved Greatsword

Massive: −1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.
2PhysicalStrengthMeleed10+6 phyTwo-Handed
Level 2
16 Handfuls of Gold

Improved Warhammer

Heavy: −1 to Evasion
2PhysicalStrengthMeleed12+6 phyTwo-Handed
Level 2
16 Handfuls of Gold

Improved Quarterstaff

2PhysicalInstinctMeleed10+6 phyTwo-Handed
Level 2
18 Handfuls of Gold

Improved Rapier

Quick: When you make an attack, you can mark a Stress to target another creature within range.
2PhysicalPresenceMeleed8+3 phyOne-Handed
Level 2
16 Handfuls of Gold

Improved Spear

Cumbersome: −1 to Finesse
2PhysicalFinesseVery Closed10+5 phyTwo-Handed
Level 2
16 Handfuls of Gold

Improved Crossbow

2PhysicalFinesseFard6+4 phyOne-Handed
Level 2
14 Handfuls of Gold

Gilded Falchion

Powerful: On a successful attack, roll an additional damage die and discard the lowest result.
2PhysicalStrengthMeleed10+4 phyOne-Handed
Level 2
18 Handfuls of Gold

Urok Broadsword

Deadly: When you deal Severe damage, the target must mark an additional HP.
2PhysicalFinesseMeleed8+3 phyOne-Handed
Level 2
18 Handfuls of Gold

Steelforged Halberd

Scary: On a successful attack, the target must mark a Stress.
2PhysicalStrengthVery Closed8+4 phyTwo-Handed
Level 2
18 Handfuls of Gold

Blunderbuss

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.
2PhysicalFinesseClosed8+6 phyTwo-Handed
Level 2
16 Handfuls of Gold

Finehair Bow

Reliable: +1 to attack rolls
2PhysicalAgilityVery Fard6+5 phyTwo-Handed
Level 2
16 Handfuls of Gold

Improved Arcane Gauntlets

2MagicalStrengthMeleed10+6 magTwo-Handed
Level 2
18 Handfuls of Gold

Improved Glowing Rings

2MagicalAgilityVery Closed10+5 magTwo-Handed
Level 2
18 Handfuls of Gold

Improved Returning Blade

Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.
2MagicalFinesseClosed8+3 magOne-Handed
Level 2
18 Handfuls of Gold

Improved Dualstaff

2MagicalInstinctFard6+6 magTwo-Handed
Level 2
13 Handfuls of Gold

Improved Wand

2MagicalKnowledgeFard6+4 magOne-Handed
Level 2
12 Handfuls of Gold

Ego Blade

Pompous: You must have a Presence of 0 or lower to use this weapon.
2MagicalAgilityMeleed12+4 magOne-Handed
Level 2
18 Handfuls of Gold

Devouring Dagger

Scary: On a successful attack, the target must mark a Stress.
2MagicalFinesseMeleed8+4 magOne-Handed
Level 2
16 Handfuls of Gold

Yutari Bloodbow

Brutal: When you roll the maximum value on a damage die, roll an additional damage die.
2MagicalFinesseFard6+4 magTwo-Handed
Level 2
16 Handfuls of Gold

Scepter of Elias

Invigorating: On a successful attack, roll a d4. On a result of 4, clear a Stress.
2MagicalPresenceFard6+3 magOne-Handed
Level 2
14 Handfuls of Gold

Keeper's Staff

Reliable: +1 to attack rolls
2MagicalKnowledgeFard6+4 magTwo-Handed
Level 2
16 Handfuls of Gold

Improved Hallowed Axe

2MagicalStrengthMeleed8+4 magOne-Handed
Level 2
14 Handfuls of Gold

Improved Hand Runes

2MagicalInstinctVery Closed10+3 magOne-Handed
Level 2
16 Handfuls of Gold

Improved Shortstaff

2MagicalInstinctClosed8+4 magOne-Handed
Level 2
14 Handfuls of Gold

Improved Scepter

Versatile: This weapon can also be used with these statistics—Presence, Melee, d8+3.
2MagicalPresenceFard6+3 magTwo-Handed
Level 2
14 Handfuls of Gold

Improved Greatstaff

Powerful: On a successful attack, roll an additional damage die and discard the lowest result.
2MagicalKnowledgeVery Fard6+3 magTwo-Handed
Level 2
14 Handfuls of Gold

Casting Sword

Versatile: This weapon can also be used with these statistics—Knowledge, Far, d6+3.
2MagicalStrengthMeleed10+4 magTwo-Handed
Level 2
18 Handfuls of Gold

Hammer of Exota

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.
2MagicalInstinctMeleed8+6 magTwo-Handed
Level 2
16 Handfuls of Gold

Elder Bow

Powerful: On a successful attack, roll an additional damage die and discard the lowest result.
2MagicalInstinctFard6+4 magTwo-Handed
Level 2
14 Handfuls of Gold

Wand of Enthrallment

Persuasive: Before you make a Presence Roll, you can mark a Stress to gain a +2 bonus to the result.
2MagicalPresenceFard6+4 magOne-Handed
Level 2
14 Handfuls of Gold

Improved Shortsword

Paired: +3 to primary weapon damage to targets within Melee range
2SecondaryAgilityMeleed8+2 phyOne-Handed
Level 2
14 Handfuls of Gold

Improved Tower Shield

Barrier: +3 to Armor Score; −1 to Evasion
2SecondaryStrengthMeleed6+2 phyOne-Handed
Level 2
12 Handfuls of Gold

Improved Whip

Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range.
2SecondaryPresenceVery Closed6+2 phyOne-Handed
Level 2
13 Handfuls of Gold

Improved Hand Crossbow

2SecondaryFinesseFard6+3 phyOne-Handed
Level 2
12 Handfuls of Gold

Parrying Dagger

Parry: When you are attacked, roll this weapon's damage dice. If any of the attacker's damage dice rolled the same value as your dice, the matching results are discarded.
2SecondaryFinesseMeleed6+2 phyOne-Handed
Level 2
14 Handfuls of Gold

Improved Round Shield

Protective: +2 to Armor Score
2SecondaryStrengthMeleed4+2 phyOne-Handed
Level 2
10 Handfuls of Gold

Improved Small Dagger

Paired: +3 to primary weapon damage to targets within Melee range
2SecondaryFinesseMeleed8+2 phyOne-Handed
Level 2
14 Handfuls of Gold

Improved Grappler

Hooked: On a successful attack, you can pull the target into Melee range.
2SecondaryFinesseClosed6+2 phyOne-Handed
Level 2
14 Handfuls of Gold

Spiked Shield

Double Duty: +1 to Armor Score; +1 to primary weapon damage within Melee range
2SecondaryStrengthMeleed6+2 phyOne-Handed
Level 2
14 Handfuls of Gold

Returning Axe

Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.
2SecondaryAgilityClosed6+4 phyOne-Handed
Level 2
13 Handfuls of Gold

Improved Light-Frame Wheelchair

Quick: When you make an attack, you can mark a Stress to target another creature within range.
2WheelchairAgilityMeleed8+3 phyOne-Handed
Level 2
16 Handfuls of Gold

Improved Heavy-Frame Wheelchair

Heavy: −1 to Evasion
2WheelchairStrengthMeleed12+6 phyTwo-Handed
Level 2
16 Handfuls of Gold

Improved Arcane-Frame Wheelchair

Reliable: +1 to attack rolls
2WheelchairSpellcastFard6+3 magOne-Handed
Level 2
16 Handfuls of Gold

Advanced Broadsword

Reliable: +1 to attack rolls
3PhysicalAgilityMeleed8+6 phyOne-Handed
Level 5
—

Advanced Battleaxe

3PhysicalStrengthMeleed10+9 phyTwo-Handed
Level 5
—

Advanced Mace

3PhysicalStrengthMeleed8+7 phyOne-Handed
Level 5
—

Advanced Dagger

3PhysicalFinesseMeleed8+7 phyOne-Handed
Level 5
—

Advanced Cutlass

3PhysicalPresenceMeleed8+7 phyOne-Handed
Level 5
—

Advanced Halberd

Cumbersome: −1 to Finesse
3PhysicalStrengthVery Closed10+8 phyTwo-Handed
Level 5
—

Advanced Shortbow

3PhysicalAgilityVery Closed6+9 phyTwo-Handed
Level 5
—

Advanced Longbow

Cumbersome: −1 to Finesse
3PhysicalAgilityVery Fard8+9 phyTwo-Handed
Level 5
—

Bravesword

Brave: −1 to Evasion; +3 to Severe damage threshold
3PhysicalStrengthMeleed12+7 phyTwo-Handed
Level 5
—

Labrys Axe

Protective: +1 to Armor Score
3PhysicalStrengthMeleed10+7 phyTwo-Handed
Level 5
—

Retractable Saber

Retractable: The blade can be hidden in the hilt to avoid detection.
3PhysicalPresenceMeleed10+7 phyOne-Handed
Level 5
—

Talon Blades

Brutal: When you roll the maximum value on a damage die, roll an additional damage die.
3PhysicalFinesseMeleed10+7 phyTwo-Handed
Level 5
—

Spiked Bow

Versatile: This weapon can also be used with these statistics—Agility, Close, d10+5.
3PhysicalAgilityFard6+7 phyTwo-Handed
Level 5
—

Advanced Longsword

3PhysicalAgilityMeleed8+9 phyTwo-Handed
Level 5
—

Advanced Greatsword

Massive: −1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.
3PhysicalStrengthMeleed10+9 phyTwo-Handed
Level 5
—

Advanced Warhammer

Heavy: −1 to Evasion
3PhysicalStrengthMeleed12+9 phyTwo-Handed
Level 5
—

Advanced Quarterstaff

3PhysicalInstinctMeleed10+9 phyTwo-Handed
Level 5
—

Advanced Rapier

Quick: When you make an attack, you can mark a Stress to target another creature within range.
3PhysicalPresenceMeleed8+6 phyOne-Handed
Level 5
—

Advanced Spear

Cumbersome: −1 to Finesse
3PhysicalFinesseVery Closed10+8 phyTwo-Handed
Level 5
—

Advanced Crossbow

3PhysicalFinesseFard6+7 phyOne-Handed
Level 5
—

Flickerfly Blade

Sharpwing: Gain a bonus to your damage rolls equal to your Agility.
3PhysicalAgilityMeleed8+5 phyOne-Handed
Level 5
—

Hammer of Wrath

Devastating: Before you make an attack roll, you can mark a Stress to use a d20 as your damage die.
3PhysicalStrengthMeleed10+7 phyTwo-Handed
Level 5
—

Meridian Cutlass

Dueling: When there are no other creatures within Close range of the target, gain advantage on your attack roll against them.
3PhysicalPresenceMeleed10+5 phyOne-Handed
Level 5
—

Double Flail

Powerful: On a successful attack, roll an additional damage die and discard the lowest result.
3PhysicalAgilityVery Closed10+8 phyTwo-Handed
Level 5
—

Black Powder Revolver

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.
3PhysicalFinesseFard6+8 phyOne-Handed
Level 5
—

Advanced Shortsword

Paired: +4 to primary weapon damage to targets within Melee range
3SecondaryAgilityMeleed8+4 phyOne-Handed
Level 5
—

Advanced Tower Shield

Barrier: +4 to Armor Score; −1 to Evasion
3SecondaryStrengthMeleed6+4 phyOne-Handed
Level 5
—

Advanced Whip

Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range.
3SecondaryPresenceVery Closed6+4 phyOne-Handed
Level 5
—

Advanced Hand Crossbow

3SecondaryFinesseFard6+5 phyOne-Handed
Level 5
—

Powered Gauntlet

Charged: Mark a Stress to gain a +1 bonus to your Proficiency on a primary weapon attack.
3SecondaryKnowledgeClosed6+4 phyOne-Handed
Level 5
—

Advanced Round Shield

Protective: +3 to Armor Score
3SecondaryStrengthMeleed4+4 phyOne-Handed
Level 5
—

Advanced Small Dagger

Paired: +4 to primary weapon damage to targets within Melee range
3SecondaryFinesseMeleed8+4 phyOne-Handed
Level 5
—

Advanced Grappler

Hooked: On a successful attack, you can pull the target into Melee range.
3SecondaryFinesseClosed6+4 phyOne-Handed
Level 5
—

Buckler

Deflecting: When you are attacked, you can mark an Armor Slot to gain a bonus to your Evasion equal to your Armor Score against the attack.
3SecondaryAgilityMeleed4+4 phyOne-Handed
Level 5
—

Hand Sling

Versatile: This weapon can also be used with these statistics—Finesse, Close, d8+4.
3SecondaryFinesseVery Fard6+4 phyOne-Handed
Level 5
—

Advanced Light-Frame Wheelchair

Quick: When you make an attack, you can mark a Stress to target another creature within range.
3WheelchairAgilityMeleed8+6 phyOne-Handed
Level 5
—

Advanced Heavy-Frame Wheelchair

Heavy: −1 to Evasion
3WheelchairStrengthMeleed12+9 phyTwo-Handed
Level 5
—

Advanced Arcane-Frame Wheelchair

Reliable: +1 to attack rolls
3WheelchairSpellcastFard6+6 magOne-Handed
Level 5
—

Legendary Broadsword

Reliable: +1 to attack rolls
4PhysicalAgilityMeleed8+9 phyOne-Handed
Level 8
—

Legendary Battleaxe

4PhysicalStrengthMeleed10+12 phyTwo-Handed
Level 8
—

Legendary Mace

4PhysicalStrengthMeleed8+10 phyOne-Handed
Level 8
—

Legendary Dagger

4PhysicalFinesseMeleed8+10 phyOne-Handed
Level 8
—

Legendary Cutlass

4PhysicalPresenceMeleed8+10 phyOne-Handed
Level 8
—

Legendary Halberd

Cumbersome: −1 to Finesse
4PhysicalStrengthVery Closed10+11 phyTwo-Handed
Level 8
—

Legendary Shortbow

Cumbersome: −1 to Finesse
4PhysicalAgilityFard6+12 phyTwo-Handed
Level 8
—

Legendary Longbow

Cumbersome: −1 to Finesse
4PhysicalAgilityVery Fard8+12 phyTwo-Handed
Level 8
—

Impact Gauntlet

Concussive: On a successful attack, you can spend a Hope to knock the target back to Far range.
4PhysicalStrengthMeleed10+11 phyOne-Handed
Level 8
—

Curved Dagger

Serrated: When you roll a 1 on a damage die, it deals 8 damage instead.
4PhysicalFinesseMeleed8+9 phyOne-Handed
Level 8
—

Swinging Ropeblade

Grappling: On a successful attack, you can spend a Hope to Restrain the target or pull them into Melee range with you.
4PhysicalPresenceClosed8+9 phyTwo-Handed
Level 8
—

Aantari Bow

Reliable: +1 to attack rolls
4PhysicalFinesseFard6+11 phyTwo-Handed
Level 8
—

Legendary Longsword

4PhysicalAgilityMeleed8+12 phyTwo-Handed
Level 8
—

Legendary Greatsword

Massive: −1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.
4PhysicalStrengthMeleed10+12 phyTwo-Handed
Level 8
—

Legendary Warhammer

Heavy: −1 to Evasion
4PhysicalStrengthMeleed12+12 phyTwo-Handed
Level 8
—

Legendary Quarterstaff

4PhysicalInstinctMeleed10+12 phyTwo-Handed
Level 8
—

Legendary Rapier

Quick: When you make an attack, you can mark a Stress to target another creature within range.
4PhysicalPresenceMeleed8+9 phyOne-Handed
Level 8
—

Legendary Spear

Cumbersome: −1 to Finesse
4PhysicalFinesseVery Closed10+11 phyTwo-Handed
Level 8
—

Legendary Crossbow

4PhysicalFinesseFard6+10 phyOne-Handed
Level 8
—

Dual-Ended Sword

Quick: When you make an attack, you can mark a Stress to target another creature within range.
4PhysicalAgilityMeleed10+9 phyTwo-Handed
Level 8
—

Sledge Axe

Destructive: −1 to Agility; on a successful attack, all adversaries within Very Close range must mark a Stress.
4PhysicalStrengthMeleed12+13 phyTwo-Handed
Level 8
—

Extended Polearm

Long: This weapon's attack targets all adversaries in a line within range.
4PhysicalFinesseVery Closed8+10 phyTwo-Handed
Level 8
—

Ricochet Axes

Bouncing: Mark 1 or more Stress to hit that many targets in range of the attack.
4PhysicalAgilityFard6+11 phyTwo-Handed
Level 8
—

Hand Cannon

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.
4PhysicalFinesseVery Fard6+12 phyOne-Handed
Level 8
—

Legendary Arcane Gauntlets

4MagicalStrengthMeleed10+12 magTwo-Handed
Level 8
—

Legendary Glowing Rings

4MagicalAgilityVery Closed10+11 magTwo-Handed
Level 8
—

Legendary Returning Blade

Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.
4MagicalFinesseClosed8+9 magOne-Handed
Level 8
—

Legendary Dualstaff

4MagicalInstinctFard8+12 magTwo-Handed
Level 8
—

Legendary Wand

4MagicalKnowledgeFard6+10 magOne-Handed
Level 8
—

Sword of Light & Flame

Hot: This weapon cuts through solid material.
4MagicalStrengthMeleed10+11 magTwo-Handed
Level 8
—

Midas Scythe

Greedy: Spend a handful of gold to gain a +1 bonus to your Proficiency on a damage roll.
4MagicalKnowledgeMeleed10+9 magTwo-Handed
Level 8
—

Bloodstaff

Painful: Each time you make a successful attack, you must mark a Stress.
4MagicalInstinctMeleed20+7 magTwo-Handed
Level 8
—

Wand of Essek

Timebending: You can choose the target of your attack after making your attack roll.
4MagicalKnowledgeFard8+13 magOne-Handed
Level 8
—

Fusion Gloves

Bonded: Gain a bonus to your damage rolls equal to your level.
4MagicalKnowledgeVery Fard6+9 magTwo-Handed
Level 8
—

Legendary Hallowed Axe

4MagicalStrengthMeleed8+10 magOne-Handed
Level 8
—

Legendary Hand Runes

4MagicalInstinctVery Closed10+9 magOne-Handed
Level 8
—

Legendary Shortstaff

4MagicalInstinctClosed8+10 magOne-Handed
Level 8
—

Legendary Scepter

Versatile: This weapon can also be used with these statistics—Presence, Melee, d8+6.
4MagicalPresenceFard6+9 magTwo-Handed
Level 8
—

Legendary Greatstaff

Powerful: On a successful attack, roll an additional damage die and discard the lowest result.
4MagicalKnowledgeVery Fard6+9 magTwo-Handed
Level 8
—

Siphoning Gauntlets

Lifestealing: On a successful attack, roll a d6. On a result of 6, clear a Hit Point or clear a Stress.
4MagicalPresenceMeleed10+9 magTwo-Handed
Level 8
—

Floating Bladeshards

Powerful: On a successful attack, roll an additional damage die and discard the lowest result.
4MagicalInstinctClosed8+9 magOne-Handed
Level 8
—

Thistlebow

Reliable: +1 to attack rolls
4MagicalInstinctFard6+13 magTwo-Handed
Level 8
—

Magus Revolver

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.
4MagicalFinesseVery Fard6+13 magOne-Handed
Level 8
—

Legendary Shortsword

Paired: +5 to primary weapon damage to targets within Melee range
4SecondaryAgilityMeleed8+6 phyOne-Handed
Level 8
—

Legendary Tower Shield

Barrier: +5 to Armor Score; −1 to Evasion
4SecondaryStrengthMeleed6+6 phyOne-Handed
Level 8
—

Legendary Whip

Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range.
4SecondaryPresenceVery Closed6+6 phyOne-Handed
Level 8
—

Legendary Hand Crossbow

4SecondaryFinesseFard6+7 phyOne-Handed
Level 8
—

Knuckle Claws

4SecondaryStrengthMeleed10+7 phyOne-Handed
Level 8
—

Legendary Round Shield

Protective: +4 to Armor Score
4SecondaryStrengthMeleed4+6 phyOne-Handed
Level 8
—

Legendary Small Dagger

Paired: +5 to primary weapon damage to targets within Melee range
4SecondaryFinesseMeleed8+6 phyOne-Handed
Level 8
—

Legendary Grappler

Hooked: On a successful attack, you can pull the target into Melee range.
4SecondaryFinesseClosed6+6 phyOne-Handed
Level 8
—

Braveshield

Sheltering: When you mark an Armor Slot, it reduces damage for you and all allies within Melee range of you who took the same damage.
4SecondaryAgilityMeleed4+6 phyOne-Handed
Level 8
—

Primer Shard

Locked On: On a successful attack, your next attack against the same target with your primary weapon automatically succeeds.
4SecondaryInstinctVery Closed4 phyOne-Handed
Level 8
—

Legendary Light-Frame Wheelchair

Quick: When you make an attack, you can mark a Stress to target another creature within range.
4WheelchairAgilityMeleed8+9 phyOne-Handed
Level 8
—

Legendary Heavy-Frame Wheelchair

Heavy: −1 to Evasion
4WheelchairStrengthMeleed12+12 phyTwo-Handed
Level 8
—

Legendary Arcane-Frame Wheelchair

Reliable: +1 to attack rolls
4WheelchairSpellcastFard6+9 magOne-Handed
Level 8
—

TierBase ThresholdsBase Scorereq. lvlCost

Gambeson Armor

Flexible: +1 to Evasion
15 / 113
Level 1
3 Handfuls of Gold

Chainmail Armor

17 / 154
Level 1
5 Handfuls of Gold

Leather Armor

16 / 133
Level 1
4 Handfuls of Gold

Full Plate Armor

Very Heavy: −2 to Evasion; −1 to Agility
18 / 174
Level 1
5 Handfuls of Gold

Improved Gambeson Armor

27 / 164
Level 2
12 Handfuls of Gold

Improved Chainmail Armor

211 / 245
Level 2
17 Handfuls of Gold

Improved Leather Armor

29 / 204
Level 2
14 Handfuls of Gold

Improved Full Plate Armor

Very Heavy: −2 to Evasion; −1 to Agility
213 / 285
Level 2
18 Handfuls of Gold

Elundrian Chain Armor

29 / 214
Level 2
15 Handfuls of Gold

Irontree Breastplate Armor

29 / 204
Level 2
14 Handfuls of Gold

Tyris Soft Armor

28 / 185
Level 2
13 Handfuls of Gold

Harrowbone Armor

Resilient: Before you mark your last Armor Slot, roll a d6. On a result of 6, reduce the severity by one threshold without marking an Armor Slot.
29 / 214
Level 2
16 Handfuls of Gold

Runetan Floating Armor

Shifting: When you are targeted for an attack, you can mark an Armor Slot to give the attack roll against you disadvantage.
29 / 204
Level 2
17 Handfuls of Gold

Rosewild Armor

Hopeful: When you would spend a Hope, you can mark an Armor Slot instead.
211 / 235
Level 2
18 Handfuls of Gold

Advanced Gambeson Armor

Flexible: +1 to Evasion
39 / 235
Level 5
—

Advanced Chainmail Armor

Heavy: −1 to Evasion
313 / 316
Level 5
—

Advanced Leather Armor

311 / 275
Level 5
—

Advanced Full Plate Armor

Very Heavy: −2 to Evasion; −1 to Agility
315 / 356
Level 5
—

Bellamoi Fine Armor

Gilded: +1 to Presence
311 / 275
Level 5
—

Spiked Plate Armor

Sharp: On a successful attack against a target within Melee range, add a d4 to the damage roll.
310 / 255
Level 5
—

Monett's Cloak

Magic: You can't mark an Armor Slot to reduce physical damage.
316 / 396
Level 5
—

Dragonscale Armor

Impenetrable: Once per short rest, when you would mark your last Hit Point, you can instead mark a Stress.
311 / 275
Level 5
—

Bladefare Armor

Physical: You can't mark an Armor Slot to reduce magic damage.
316 / 396
Level 5
—

Runes of Fortification

Painful: Each time you mark an Armor Slot, you must mark a Stress.
317 / 436
Level 5
—

Legendary Gambeson Armor

Flexible: +1 to Evasion
411 / 326
Level 8
—

Legendary Chainmail Armor

Heavy: −1 to Evasion
415 / 407
Level 8
—

Legendary Leather Armor

413 / 366
Level 8
—

Legendary Full Plate Armor

Very Heavy: −2 to Evasion; −1 to Agility
417 / 447
Level 8
—

Dunamis Silkchain

Timeslowing: Mark an Armor Slot to roll a d4 and add its result as a bonus to your Evasion against an incoming attack.
413 / 367
Level 8
—

Emberwoven Armor

Burning: When an adversary attacks you within Melee range, they mark a Stress.
413 / 366
Level 8
—

Veritas Opal Armor

Truthseeking: This armor glows when another creature within Close range tells a lie.
413 / 366
Level 8
—

Channeling Armor

Channeling: +1 to Spellcast Rolls
413 / 365
Level 8
—

Full Fortified Armor

Fortified: When you mark an Armor Slot, you reduce the severity of an attack by two thresholds instead of one.
415 / 404
Level 8
—

Savior Chainmail

Difficult: −1 to all character traits and Evasion
418 / 488
Level 8
—

Cost

simple generic flavor item

small items that don't have any special effects.
1 Handfuls of Gold

advanced generic flavor item

physically large items or more technologically advanced ones, for example
2 Handfuls of Gold

Fire Jar

You can pour out the strange liquid contents of this jar to instantly produce fire. The contents regenerate when you take a long rest.
3 Handfuls of Gold

Suspended Rod

This flat rod is inscribed with runes. When you activate the rod, it is immediately suspended in place. Until the rod is deactivated, it can’t move, doesn’t abide by the rules of gravity, and remains in place.
3 Handfuls of Gold

Alistair's Torch

You can light this magic torch at will. The flame’s light fills a much larger space than it should, enough to illuminate a cave bright as day.
3 Handfuls of Gold

Cost

Charm Potion

You gain a +1 bonus to your next Presence Roll.
3 Handfuls of Gold

Minor Health Potion

Clear 1d4 HP .
4 Handfuls of Gold

Vial of Moondrip

When you drink the contents of this vial, you can see in total darkness until your next rest.
4 Handfuls of Gold