Equipment

1

Gambeson Armor

Armor — Tier 1

Base Thresholds: 5 / 11

Base Score: 3

Flexible: +1 to Evasion

1

Leather Armor

Armor — Tier 1

Base Thresholds: 6 / 13

Base Score: 3

1

Chainmail Armor

Armor — Tier 1

Base Thresholds: 7 / 15

Base Score: 4

Heavy: −1 to Evasion

1

Full Plate Armor

Armor — Tier 1

Base Thresholds: 8 / 17

Base Score: 4

Very Heavy: −2 to Evasion; −1 to Agility

2

Elundrian Chain Armor

Armor — Tier 2

Base Thresholds: 9 / 21

Base Score: 4

Warded: You reduce incoming magic damage by your Armor Score before applying it to your damage thresholds.

2

Harrowbone Armor

Armor — Tier 2

Base Thresholds: 9 / 21

Base Score: 4

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.

2

Improved Gambeson Armor

Armor — Tier 2

Base Thresholds: 7 / 16

Base Score: 4

Flexible: +1 to Evasion

2

Improved Leather Armor

Armor — Tier 2

Base Thresholds: 9 / 20

Base Score: 4

2

Irontree Breastplate Armor

Armor — Tier 2

Base Thresholds: 9 / 20

Base Score: 4

Reinforced: When you mark your last Armor Slot, increase your damage thresholds by +2 until you clear at least 1 Armor Slot.

2

Runetan Floating Armor

Armor — Tier 2

Base Thresholds: 9 / 20

Base Score: 4

Shifting: When you are targeted for an attack, you can mark an Armor Slot to give the attack roll against you disadvantage.

2

Improved Chainmail Armor

Armor — Tier 2

Base Thresholds: 11 / 24

Base Score: 5

Heavy: −1 to Evasion

2

Improved Full Plate Armor

Armor — Tier 2

Base Thresholds: 13 / 28

Base Score: 5

Very Heavy: −2 to Evasion; −1 to Agility

2

Rosewild Armor

Armor — Tier 2

Base Thresholds: 11 / 23

Base Score: 5

Hopeful: When you would spend a Hope, you can mark an Armor Slot instead.

2

Tyris Soft Armor

Armor — Tier 2

Base Thresholds: 8 / 18

Base Score: 5

Quiet: You gain a +2 bonus to rolls you make to move silently.

3

Advanced Gambeson Armor

Armor — Tier 3

Base Thresholds: 9 / 23

Base Score: 5

Flexible: +1 to Evasion

3

Advanced Leather Armor

Armor — Tier 3

Base Thresholds: 11 / 27

Base Score: 5

3

Bellamoi Fine Armor

Armor — Tier 3

Base Thresholds: 11 / 27

Base Score: 5

Gilded: +1 to Presence

3

Dragonscale Armor

Armor — Tier 3

Base Thresholds: 11 / 27

Base Score: 5

Impenetrable: Once per short rest, when you would mark your last Hit Point, you can instead mark a Stress.

3

Spiked Plate Armor

Armor — Tier 3

Base Thresholds: 10 / 25

Base Score: 5

Sharp: On a successful attack against a target within Meleerange, add a d4 to the damage roll.

3

Advanced Chainmail Armor

Armor — Tier 3

Base Thresholds: 13 / 31

Base Score: 6

Heavy: −1 to Evasion

3

Advanced Full Plate Armor

Armor — Tier 3

Base Thresholds: 15 / 35

Base Score: 6

Very Heavy: −2 to Evasion; −1 to Agility

3

Bladefare Armor

Armor — Tier 3

Base Thresholds: 16 / 39

Base Score: 6

Physical: You can’t mark an Armor Slot to reduce magic damage.

3

Monett’s Cloak

Armor — Tier 3

Base Thresholds: 16 / 39

Base Score: 6

Magic: You can’t mark an Armor Slot to reduce physical damage.

3

Runes of Fortification

Armor — Tier 3

Base Thresholds: 17 / 43

Base Score: 6

Painful: Each time you mark an Armor Slot, you must mark a Stress.

4

Full Fortified Armor

Armor — Tier 4

Base Thresholds: 15 / 40

Base Score: 4

Fortified: When you mark an Armor Slot, you reduce the severity of an attack by two thresholds instead of one.

4

Channeling Armor

Armor — Tier 4

Base Thresholds: 13 / 36

Base Score: 5

Channeling: +1 to Spellcast Rolls

4

Emberwoven Armor

Armor — Tier 4

Base Thresholds: 13 / 36

Base Score: 6

Burning: When an adversary attacks you within Meleerange, they mark a Stress.

4

Legendary Gambeson Armor

Armor — Tier 4

Base Thresholds: 11 / 32

Base Score: 6

Flexible: +1 to Evasion

4

Legendary Leather Armor

Armor — Tier 4

Base Thresholds: 13 / 36

Base Score: 6

4

Veritas Opal Armor

Armor — Tier 4

Base Thresholds: 13 / 36

Base Score: 6

Truthseeking: This armor glows when another creature within Closerange tells a lie.

4

Dunamis Silkchain

Armor — Tier 4

Base Thresholds: 13 / 36

Base Score: 7

Timeslowing: Mark an Armor Slot to roll a d4 and add its result as a bonus to your Evasion against an incoming attack.

4

Legendary Chainmail Armor

Armor — Tier 4

Base Thresholds: 15 / 40

Base Score: 7

Heavy: −1 to Evasion

4

Legendary Full Plate Armor

Armor — Tier 4

Base Thresholds: 17 / 44

Base Score: 7

Very Heavy: −2 to Evasion; −1 to Agility

4

Savior Chainmail

Armor — Tier 4

Base Thresholds: 18 / 48

Base Score: 8

Difficult: −1 to all character traits and Evasion

1

Arcane Gauntlets

Primary weapon — Tier 1

Trait: Strength

Range: Melee

Damage Die: d10 + 3 — Magical

Burden: Two-Handed

1

Dualstaff

Primary weapon — Tier 1

Trait: Instinct

Range: Far

Damage Die: d6 + 3 — Magical

Burden: Two-Handed

1

Glowing Rings

Primary weapon — Tier 1

Trait: Agility

Range: Very Close

Damage Die: d10 + 1 — Magical

Burden: Two-Handed

1

Greatstaff

Primary weapon — Tier 1

Trait: Knowledge

Range: Very Far

Damage Die: d6 — Magical

Burden: Two-Handed

Powerful: On a successful attack, roll an additional damage die and discard the lowest result.

1

Hallowed Axe

Primary weapon — Tier 1

Trait: Strength

Range: Melee

Damage Die: d8 + 1 — Magical

Burden: One-Handed

1

Hand Runes

Primary weapon — Tier 1

Trait: Instinct

Range: Very Close

Damage Die: d10 — Magical

Burden: One-Handed

1

Returning Blade

Primary weapon — Tier 1

Trait: Finesse

Range: Close

Damage Die: d8 — Magical

Burden: One-Handed

Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.

1

Scepter

Primary weapon — Tier 1

Trait: Presence

Range: Far

Damage Die: d6 — Magical

Burden: Two-Handed

Versatile: This weapon can also be used with these statistics—Presence, Melee, d8.

1

Shortstaff

Primary weapon — Tier 1

Trait: Instinct

Range: Close

Damage Die: d8 + 1 — Magical

Burden: One-Handed

1

Wand

Primary weapon — Tier 1

Trait: Knowledge

Range: Far

Damage Die: d6 + 1 — Magical

Burden: One-Handed

1

Battleaxe

Primary weapon — Tier 1

Trait: Strength

Range: Melee

Damage Die: d10 + 3 — Physical

Burden: Two-Handed

1

Broadsword

Primary weapon — Tier 1

Trait: Agility

Range: Melee

Damage Die: d8 — Physical

Burden: One-Handed

Reliable: +1 to attack rolls

1

Crossbow

Primary weapon — Tier 1

Trait: Finesse

Range: Far

Damage Die: d6 + 1 — Physical

Burden: One-Handed

1

Cutlass

Primary weapon — Tier 1

Trait: Presence

Range: Melee

Damage Die: d8 + 1 — Physical

Burden: One-Handed

1

Dagger

Primary weapon — Tier 1

Trait: Finesse

Range: Melee

Damage Die: d8 + 1 — Physical

Burden: One-Handed

1

Greatsword

Primary weapon — Tier 1

Trait: Strength

Range: Melee

Damage Die: d10 + 3 — Physical

Burden: Two-Handed

Massive: −1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.

1

Halberd

Primary weapon — Tier 1

Trait: Strength

Range: Very Close

Damage Die: d10 + 2 — Physical

Burden: Two-Handed

Cumbersome: −1 to Finesse

1

Longbow

Primary weapon — Tier 1

Trait: Agility

Range: Very Far

Damage Die: d8 + 3 — Physical

Burden: Two-Handed

Cumbersome: −1 to Finesse

1

Longsword

Primary weapon — Tier 1

Trait: Agility

Range: Melee

Damage Die: d8 + 3 — Physical

Burden: Two-Handed

1

Mace

Primary weapon — Tier 1

Trait: Strength

Range: Melee

Damage Die: d8 + 1 — Physical

Burden: One-Handed

1

Quarterstaff

Primary weapon — Tier 1

Trait: Instinct

Range: Melee

Damage Die: d10 + 3 — Physical

Burden: Two-Handed

1

Rapier

Primary weapon — Tier 1

Trait: Presence

Range: Melee

Damage Die: d8 — Physical

Burden: One-Handed

Quick: When you make an attack, you can mark a Stress to target another creature within range.

1

Shortbow

Primary weapon — Tier 1

Trait: Agility

Range: Far

Damage Die: d6 + 3 — Physical

Burden: Two-Handed

1

Spear

Primary weapon — Tier 1

Trait: Finesse

Range: Very Close

Damage Die: d10 + 2 — Physical

Burden: Two-Handed

Cumbersome: −1 to Finesse

1

Warhammer

Primary weapon — Tier 1

Trait: Strength

Range: Melee

Damage Die: d12 + 3 — Physical

Burden: Two-Handed

Heavy: −1 to Evasion

2

Casting Sword

Primary weapon — Tier 2

Trait: Strength

Range: Melee

Damage Die: d10 + 4 — Magical

Burden: Two-Handed

Versatile: This weapon can also be used with these statistics—Knowledge, Far, d6+3.

2

Devouring Dagger

Primary weapon — Tier 2

Trait: Finesse

Range: Melee

Damage Die: d8 + 4 — Magical

Burden: One-Handed

Scary: On a successful attack, the target must mark a Stress.

2

Ego Blade

Primary weapon — Tier 2

Trait: Agility

Range: Melee

Damage Die: d12 + 4 — Magical

Burden: One-Handed

Pompous: You must have a Presence of 0 or lower to use this weapon.

2

Elder Bow

Primary weapon — Tier 2

Trait: Instinct

Range: Far

Damage Die: d6 + 4 — Magical

Burden: Two-Handed

Powerful: On a successful attack, roll an additional damage die and discard the lowest result.

2

Hammer of Exota

Primary weapon — Tier 2

Trait: Instinct

Range: Melee

Damage Die: d8 + 6 — Magical

Burden: 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.

2

Improved Arcane Gauntlets

Primary weapon — Tier 2

Trait: Strength

Range: Melee

Damage Die: d10 + 6 — Magical

Burden: Two-Handed

2

Improved Dualstaff

Primary weapon — Tier 2

Trait: Instinct

Range: Far

Damage Die: d6 + 6 — Magical

Burden: Two-Handed

2

Improved Glowing Rings

Primary weapon — Tier 2

Trait: Agility

Range: Very Close

Damage Die: d10 + 5 — Magical

Burden: Two-Handed

2

Improved Greatstaff

Primary weapon — Tier 2

Trait: Knowledge

Range: Very Far

Damage Die: d6 + 3 — Magical

Burden: Two-Handed

Powerful: On a successful attack, roll an additional damage die and discard the lowest result.

2

Improved Hallowed Axe

Primary weapon — Tier 2

Trait: Strength

Range: Melee

Damage Die: d8 + 4 — Magical

Burden: One-Handed

2

Improved Hand Runes

Primary weapon — Tier 2

Trait: Instinct

Range: Very Close

Damage Die: d10 + 3 — Magical

Burden: One-Handed

2

Improved Returning Blade

Primary weapon — Tier 2

Trait: Finesse

Range: Close

Damage Die: d8 + 3 — Magical

Burden: One-Handed

Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.

2

Improved Scepter

Primary weapon — Tier 2

Trait: Presence

Range: Far

Damage Die: d6 + 3 — Magical

Burden: Two-Handed

Versatile: This weapon can also be used with these statistics—Presence, Melee, d8+3.

2

Improved Shortstaff

Primary weapon — Tier 2

Trait: Instinct

Range: Close

Damage Die: d8 + 4 — Magical

Burden: One-Handed

2

Improved Wand

Primary weapon — Tier 2

Trait: Knowledge

Range: Far

Damage Die: d6 + 4 — Magical

Burden: One-Handed

2

Keeper’s Staff

Primary weapon — Tier 2

Trait: Knowledge

Range: Far

Damage Die: d6 + 4 — Magical

Burden: Two-Handed

Reliable: +1 to attack rolls

2

Scepter of Elias

Primary weapon — Tier 2

Trait: Presence

Range: Far

Damage Die: d6 + 3 — Magical

Burden: One-Handed

Invigorating: On a successful attack, roll a d4. On a result of 4, clear a Stress.

2

Wand of Enthrallment

Primary weapon — Tier 2

Trait: Presence

Range: Far

Damage Die: d6 + 4 — Magical

Burden: One-Handed

Persuasive: Before you make a Presence Roll, you can mark a Stress to gain a +2 bonus to the result.

2

Yutari Bloodbow

Primary weapon — Tier 2

Trait: Finesse

Range: Far

Damage Die: d6 + 4 — Magical

Burden: Two-Handed

Brutal: When you roll the maximum value on a damage die, roll an additional damage die.

2

Bladed Whip

Primary weapon — Tier 2

Trait: Agility

Range: Very Close

Damage Die: d8 + 3 — Physical

Burden: One-Handed

Quick: When you make an attack, you can mark a Stress to target another creature within range.

2

Blunderbuss

Primary weapon — Tier 2

Trait: Finesse

Range: Close

Damage Die: d8 + 6 — Physical

Burden: 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.

2

Finehair Bow

Primary weapon — Tier 2

Trait: Agility

Range: Very Far

Damage Die: d6 + 5 — Physical

Burden: Two-Handed

Reliable: +1 to attack rolls

2

Gilded Falchion

Primary weapon — Tier 2

Trait: Strength

Range: Melee

Damage Die: d10 + 4 — Physical

Burden: One-Handed

Powerful: On a successful attack, roll an additional damage die and discard the lowest result.

2

Greatbow

Primary weapon — Tier 2

Trait: Strength

Range: Far

Damage Die: d6 + 6 — Physical

Burden: Two-Handed

Powerful: On a successful attack, roll an additional damage die and discard the lowest result.

2

Improved Battleaxe

Primary weapon — Tier 2

Trait: Strength

Range: Melee

Damage Die: d10 + 6 — Physical

Burden: Two-Handed

2

Improved Broadsword

Primary weapon — Tier 2

Trait: Agility

Range: Melee

Damage Die: d8 + 3 — Physical

Burden: One-Handed

Reliable: +1 to attack rolls

2

Improved Crossbow

Primary weapon — Tier 2

Trait: Finesse

Range: Far

Damage Die: d6 + 4 — Physical

Burden: One-Handed

2

Improved Cutlass

Primary weapon — Tier 2

Trait: Presence

Range: Melee

Damage Die: d8 + 4 — Physical

Burden: One-Handed

2

Improved Dagger

Primary weapon — Tier 2

Trait: Finesse

Range: Melee

Damage Die: d8 + 4 — Physical

Burden: One-Handed

2

Improved Greatsword

Primary weapon — Tier 2

Trait: Strength

Range: Melee

Damage Die: d10 + 6 — Physical

Burden: Two-Handed

Massive: −1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.

2

Improved Halberd

Primary weapon — Tier 2

Trait: Strength

Range: Very Close

Damage Die: d10 + 5 — Physical

Burden: Two-Handed

Cumbersome: −1 to Finesse

2

Improved Longbow

Primary weapon — Tier 2

Trait: Agility

Range: Very Far

Damage Die: d8 + 6 — Physical

Burden: Two-Handed

Cumbersome: −1 to Finesse

2

Improved Longsword

Primary weapon — Tier 2

Trait: Agility

Range: Melee

Damage Die: d8 + 6 — Physical

Burden: Two-Handed

2

Improved Mace

Primary weapon — Tier 2

Trait: Strength

Range: Melee

Damage Die: d8 + 4 — Physical

Burden: One-Handed

2

Improved Quarterstaff

Primary weapon — Tier 2

Trait: Instinct

Range: Melee

Damage Die: d10 + 6 — Physical

Burden: Two-Handed

2

Improved Rapier

Primary weapon — Tier 2

Trait: Presence

Range: Melee

Damage Die: d8 + 3 — Physical

Burden: One-Handed

Quick: When you make an attack, you can mark a Stress to target another creature within range.

2

Improved Shortbow

Primary weapon — Tier 2

Trait: Agility

Range: Far

Damage Die: d6 + 6 — Physical

Burden: Two-Handed

2

Improved Spear

Primary weapon — Tier 2

Trait: Finesse

Range: Very Close

Damage Die: d10 + 5 — Physical

Burden: Two-Handed

Cumbersome: −1 to Finesse

2

Improved Warhammer

Primary weapon — Tier 2

Trait: Strength

Range: Melee

Damage Die: d12 + 6 — Physical

Burden: Two-Handed

Heavy: −1 to Evasion

2

Knuckle Blades

Primary weapon — Tier 2

Trait: Strength

Range: Melee

Damage Die: d10 + 6 — Physical

Burden: Two-Handed

Brutal: When you roll the maximum value on a damage die, roll an additional damage die.

2

Steelforged Halberd

Primary weapon — Tier 2

Trait: Strength

Range: Very Close

Damage Die: d8 + 4 — Physical

Burden: Two-Handed

Scary: On a successful attack, the target must mark a Stress.

2

Urok Broadsword

Primary weapon — Tier 2

Trait: Finesse

Range: Melee

Damage Die: d8 + 3 — Physical

Burden: One-Handed

Deadly: When you deal Severe damage, the target must mark an additional HP.

2

War Scythe

Primary weapon — Tier 2

Trait: Finesse

Range: Very Close

Damage Die: d8 + 5 — Physical

Burden: Two-Handed

Reliable: +1 to attack rolls

3

Advanced Arcane Gauntlets

Primary weapon — Tier 3

Trait: Strength

Range: Melee

Damage Die: d10 + 9 — Magical

Burden: Two-Handed

3

Advanced Dualstaff

Primary weapon — Tier 3

Trait: Instinct

Range: Far

Damage Die: d6 + 9 — Magical

Burden: Two-Handed

3

Advanced Glowing Rings

Primary weapon — Tier 3

Trait: Agility

Range: Very Close

Damage Die: d10 + 8 — Magical

Burden: Two-Handed

3

Advanced Greatstaff

Primary weapon — Tier 3

Trait: Knowledge

Range: Very Far

Damage Die: d6 + 6 — Magical

Burden: Two-Handed

Powerful: On a successful attack, roll an additional damage die and discard the lowest result.

3

Advanced Hallowed Axe

Primary weapon — Tier 3

Trait: Strength

Range: Melee

Damage Die: d8 + 7 — Magical

Burden: One-Handed

3

Advanced Hand Runes

Primary weapon — Tier 3

Trait: Instinct

Range: Very Close

Damage Die: d10 + 6 — Magical

Burden: One-Handed

3

Advanced Returning Blade

Primary weapon — Tier 3

Trait: Finesse

Range: Close

Damage Die: d8 + 6 — Magical

Burden: One-Handed

Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.

3

Advanced Scepter

Primary weapon — Tier 3

Trait: Presence

Range: Far

Damage Die: d6 + 6 — Magical

Burden: Two-Handed

Versatile: This weapon can also be used with these statistics—Presence, Melee, d8+4.

3

Advanced Shortstaff

Primary weapon — Tier 3

Trait: Instinct

Range: Close

Damage Die: d8 + 7 — Magical

Burden: One-Handed

3

Advanced Wand

Primary weapon — Tier 3

Trait: Knowledge

Range: Far

Damage Die: d6 + 7 — Magical

Burden: One-Handed

3

Axe of Fortunis

Primary weapon — Tier 3

Trait: Strength

Range: Melee

Damage Die: d10 + 8 — Magical

Burden: Two-Handed

Lucky: On a failed attack, you can mark a Stress to reroll your attack.

3

Blessed Anlace

Primary weapon — Tier 3

Trait: Instinct

Range: Melee

Damage Die: d10 + 6 — Magical

Burden: One-Handed

Healing: During downtime, automatically clear a Hit Point.

3

Firestaff

Primary weapon — Tier 3

Trait: Instinct

Range: Far

Damage Die: d6 + 7 — Magical

Burden: Two-Handed

Burning: When you roll a 6 on a damage die, the target must mark a Stress.

3

Ghostblade

Primary weapon — Tier 3

Trait: Presence

Range: Melee

Damage Die: d10 + 7 — Any

Burden: One-Handed

Otherworldly: On a successful attack, you can deal physical or magic damage.

3

Gilded Bow

Primary weapon — Tier 3

Trait: Finesse

Range: Far

Damage Die: d6 + 7 — Magical

Burden: Two-Handed

Self-Correcting: When you roll a 1 on a damage die, it deals 6 damage instead.

3

Ilmari’s Rifle

Primary weapon — Tier 3

Trait: Finesse

Range: Very Far

Damage Die: d6 + 6 — Magical

Burden: 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.

3

Mage Orb

Primary weapon — Tier 3

Trait: Knowledge

Range: Far

Damage Die: d6 + 7 — Magical

Burden: One-Handed

Powerful: On a successful attack, roll an additional damage die and discard the lowest result.

3

Runes of Ruination

Primary weapon — Tier 3

Trait: Knowledge

Range: Very Close

Damage Die: d20 + 4 — Magical

Burden: One-Handed

Painful: Each time you make a successful attack, you must mark a Stress.

3

Widogast Pendant

Primary weapon — Tier 3

Trait: Knowledge

Range: Close

Damage Die: d10 + 5 — Magical

Burden: One-Handed

Timebending: You choose the target of your attack after making your attack roll.

3

Advanced Battleaxe

Primary weapon — Tier 3

Trait: Strength

Range: Melee

Damage Die: d10 + 9 — Physical

Burden: Two-Handed

3

Advanced Broadsword

Primary weapon — Tier 3

Trait: Agility

Range: Melee

Damage Die: d8 + 6 — Physical

Burden: One-Handed

Reliable: +1 to attack rolls

3

Advanced Crossbow

Primary weapon — Tier 3

Trait: Finesse

Range: Far

Damage Die: d6 + 7 — Physical

Burden: One-Handed

3

Advanced Cutlass

Primary weapon — Tier 3

Trait: Presence

Range: Melee

Damage Die: d8 + 7 — Physical

Burden: One-Handed

3

Advanced Dagger

Primary weapon — Tier 3

Trait: Finesse

Range: Melee

Damage Die: d8 + 7 — Physical

Burden: One-Handed

3

Advanced Greatsword

Primary weapon — Tier 3

Trait: Strength

Range: Melee

Damage Die: d10 + 9 — Physical

Burden: Two-Handed

Massive: −1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.

3

Advanced Halberd

Primary weapon — Tier 3

Trait: Strength

Range: Very Close

Damage Die: d10 + 8 — Physical

Burden: Two-Handed

Cumbersome: −1 to Finesse

3

Advanced Longbow

Primary weapon — Tier 3

Trait: Agility

Range: Very Far

Damage Die: d8 + 9 — Physical

Burden: Two-Handed

Cumbersome: −1 to Finesse

3

Advanced Longsword

Primary weapon — Tier 3

Trait: Agility

Range: Melee

Damage Die: d8 + 9 — Physical

Burden: Two-Handed

3

Advanced Mace

Primary weapon — Tier 3

Trait: Strength

Range: Melee

Damage Die: d8 + 7 — Physical

Burden: One-Handed

3

Advanced Quarterstaff

Primary weapon — Tier 3

Trait: Instinct

Range: Melee

Damage Die: d10 + 9 — Physical

Burden: Two-Handed

3

Advanced Rapier

Primary weapon — Tier 3

Trait: Presence

Range: Melee

Damage Die: d8 + 6 — Physical

Burden: One-Handed

Quick: When you make an attack, you can mark a Stress to target another creature within range.

3

Advanced Shortbow

Primary weapon — Tier 3

Trait: Agility

Range: Far

Damage Die: d6 + 9 — Physical

Burden: Two-Handed

3

Advanced Spear

Primary weapon — Tier 3

Trait: Finesse

Range: Very Close

Damage Die: d10 + 8 — Physical

Burden: Two-Handed

Cumbersome: −1 to Finesse

3

Advanced Warhammer

Primary weapon — Tier 3

Trait: Strength

Range: Melee

Damage Die: d12 + 9 — Physical

Burden: Two-Handed

Heavy: −1 to Evasion

3

Black Powder Revolver

Primary weapon — Tier 3

Trait: Finesse

Range: Far

Damage Die: d6 + 8 — Physical

Burden: 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.

3

Bravesword

Primary weapon — Tier 3

Trait: Strength

Range: Melee

Damage Die: d12 + 7 — Physical

Burden: Two-Handed

Brave: −1 to Evasion; +3 to Severe damage threshold

3

Double Flail

Primary weapon — Tier 3

Trait: Agility

Range: Very Close

Damage Die: d10 + 8 — Physical

Burden: Two-Handed

Powerful: On a successful attack, roll an additional damage die and discard the lowest result.

3

Flickerfly Blade

Primary weapon — Tier 3

Trait: Agility

Range: Melee

Damage Die: d8 + 5 — Physical

Burden: One-Handed

Sharpwing: Gain a bonus to your damage rolls equal to your Agility.

3

Hammer of Wrath

Primary weapon — Tier 3

Trait: Strength

Range: Melee

Damage Die: d10 + 7 — Physical

Burden: Two-Handed

Devastating: Before you make an attack roll, you can mark a Stress to use a d20 as your damage die.

3

Labrys Axe

Primary weapon — Tier 3

Trait: Strength

Range: Melee

Damage Die: d10 + 7 — Physical

Burden: Two-Handed

Protective: +1 to Armor Score

3

Meridian Cutlass

Primary weapon — Tier 3

Trait: Presence

Range: Melee

Damage Die: d10 + 5 — Physical

Burden: One-Handed

Dueling: When there are no other creatures within Closerange of the target, gain advantageon your attack roll against them.

3

Retractable Saber

Primary weapon — Tier 3

Trait: Presence

Range: Melee

Damage Die: d10 + 7 — Physical

Burden: One-Handed

Retractable: The blade can be hidden in the hilt to avoid detection.

3

Spiked Bow

Primary weapon — Tier 3

Trait: Agility

Range: Very Far

Damage Die: d6 + 7 — Physical

Burden: Two-Handed

Versatile: This weapon can also be used with these statistics—Agility, Melee, d10+5.

3

Talon Blades

Primary weapon — Tier 3

Trait: Finesse

Range: Close

Damage Die: d10 + 7 — Physical

Burden: Two-Handed

Brutal: When you roll the maximum value on a damage die, roll an additional damage die.

4

Bloodstaff

Primary weapon — Tier 4

Trait: Instinct

Range: Far

Damage Die: d20 + 7 — Magical

Burden: Two-Handed

Painful: Each time you make a successful attack, you must mark a Stress.

4

Floating Bladeshards

Primary weapon — Tier 4

Trait: Instinct

Range: Close

Damage Die: d8 + 9 — Magical

Burden: One-Handed

Powerful: On a successful attack, roll an additional damage die and discard the lowest result.

4

Fusion Gloves

Primary weapon — Tier 4

Trait: Knowledge

Range: Very Far

Damage Die: d6 + 9 — Magical

Burden: Two-Handed

Bonded: Gain a bonus to your damage rolls equal to your level.

4

Legendary Arcane Gauntlets

Primary weapon — Tier 4

Trait: Strength

Range: Melee

Damage Die: d10 + 12 — Magical

Burden: Two-Handed

4

Legendary Dualstaff

Primary weapon — Tier 4

Trait: Instinct

Range: Far

Damage Die: d8 + 12 — Magical

Burden: Two-Handed

4

Legendary Glowing Rings

Primary weapon — Tier 4

Trait: Agility

Range: Very Close

Damage Die: d10 + 11 — Magical

Burden: Two-Handed

4

Legendary Greatstaff

Primary weapon — Tier 4

Trait: Knowledge

Range: Very Far

Damage Die: d6 + 9 — Magical

Burden: Two-Handed

Powerful: On a successful attack, roll an additional damage die and discard the lowest result.

4

Legendary Hallowed Axe

Primary weapon — Tier 4

Trait: Strength

Range: Melee

Damage Die: d8 + 10 — Magical

Burden: One-Handed

4

Legendary Hand Runes

Primary weapon — Tier 4

Trait: Instinct

Range: Very Close

Damage Die: d10 + 9 — Magical

Burden: One-Handed

4

Legendary Returning Blade

Primary weapon — Tier 4

Trait: Finesse

Range: Close

Damage Die: d8 + 9 — Magical

Burden: One-Handed

Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.

4

Legendary Scepter

Primary weapon — Tier 4

Trait: Presence

Range: Far

Damage Die: d6 + 9 — Magical

Burden: Two-Handed

Versatile: This weapon can also be used with these statistics—Presence, Melee, d8+6.

4

Legendary Shortstaff

Primary weapon — Tier 4

Trait: Instinct

Range: Close

Damage Die: d8 + 10 — Magical

Burden: One-Handed

4

Legendary Wand

Primary weapon — Tier 4

Trait: Knowledge

Range: Far

Damage Die: d6 + 10 — Magical

Burden: One-Handed

4

Magus Revolver

Primary weapon — Tier 4

Trait: Finesse

Range: Very Far

Damage Die: d6 + 13 — Magical

Burden: 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.

4

Midas Scythe

Primary weapon — Tier 4

Trait: Knowledge

Range: Melee

Damage Die: d10 + 9 — Magical

Burden: Two-Handed

Greedy: Spend a handful of gold to gain a +1 bonus to your Proficiencyon a damage roll.

4

Siphoning Gauntlets

Primary weapon — Tier 4

Trait: Presence

Range: Melee

Damage Die: d10 + 9 — Magical

Burden: Two-Handed

Lifestealing: On a successful attack, roll a d6. On a result of 6, clear a Hit Point or clear a Stress.

4

Sword of Light & Flame

Primary weapon — Tier 4

Trait: Strength

Range: Melee

Damage Die: d10 + 11 — Magical

Burden: Two-Handed

Hot: This weapon cuts through solid material.

4

Thistlebow

Primary weapon — Tier 4

Trait: Instinct

Range: Far

Damage Die: d6 + 13 — Magical

Burden: Two-Handed

Reliable: +1 to attack rolls

4

Wand of Essek

Primary weapon — Tier 4

Trait: Knowledge

Range: Far

Damage Die: d8 + 13 — Magical

Burden: One-Handed

Timebending: You can choose the target of your attack after making your attack roll.

4

Aantari Bow

Primary weapon — Tier 4

Trait: Finesse

Range: Far

Damage Die: d6 + 11 — Physical

Burden: Two-Handed

Reliable: +1 to attack rolls

4

Curved Dagger

Primary weapon — Tier 4

Trait: Finesse

Range: Melee

Damage Die: d8 + 9 — Physical

Burden: One-Handed

Serrated: When you roll a 1 on a damage die, it deals 8 damage instead.

4

Dual-Ended Sword

Primary weapon — Tier 4

Trait: Agility

Range: Melee

Damage Die: d10 + 9 — Physical

Burden: Two-Handed

Quick: When you make an attack, you can mark a Stress to target another creature within range.

4

Extended Polearm

Primary weapon — Tier 4

Trait: Finesse

Range: Very Close

Damage Die: d8 + 10 — Physical

Burden: Two-Handed

Long: This weapon’s attack targets all adversaries in a line within range.

4

Hand Cannon

Primary weapon — Tier 4

Trait: Finesse

Range: Very Far

Damage Die: d6 + 12 — Physical

Burden: 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.

4

Impact Gauntlet

Primary weapon — Tier 4

Trait: Strength

Range: Melee

Damage Die: d10 + 11 — Physical

Burden: One-Handed

Concussive: On a successful attack, you can spend a Hope to knock the target back to Far range.

4

Legendary Battleaxe

Primary weapon — Tier 4

Trait: Strength

Range: Melee

Damage Die: d10 + 12 — Physical

Burden: Two-Handed

4

Legendary Broadsword

Primary weapon — Tier 4

Trait: Agility

Range: Melee

Damage Die: d8 + 9 — Physical

Burden: One-Handed

Reliable: +1 to attack rolls

4

Legendary Crossbow

Primary weapon — Tier 4

Trait: Finesse

Range: Far

Damage Die: d6 + 10 — Physical

Burden: One-Handed

4

Legendary Cutlass

Primary weapon — Tier 4

Trait: Presence

Range: Melee

Damage Die: d8 + 10 — Physical

Burden: One-Handed

4

Legendary Dagger

Primary weapon — Tier 4

Trait: Finesse

Range: Melee

Damage Die: d8 + 10 — Physical

Burden: One-Handed

4

Legendary Greatsword

Primary weapon — Tier 4

Trait: Strength

Range: Melee

Damage Die: d10 + 12 — Physical

Burden: Two-Handed

Massive: −1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.

4

Legendary Halberd

Primary weapon — Tier 4

Trait: Strength

Range: Very Close

Damage Die: d10 + 11 — Physical

Burden: Two-Handed

Cumbersome: −1 to Finesse

4

Legendary Longbow

Primary weapon — Tier 4

Trait: Agility

Range: Very Far

Damage Die: d8 + 12 — Physical

Burden: Two-Handed

Cumbersome: −1 to Finesse

4

Legendary Longsword

Primary weapon — Tier 4

Trait: Agility

Range: Melee

Damage Die: d8 + 12 — Physical

Burden: Two-Handed

4

Legendary Mace

Primary weapon — Tier 4

Trait: Strength

Range: Melee

Damage Die: d8 + 10 — Physical

Burden: One-Handed

4

Legendary Quarterstaff

Primary weapon — Tier 4

Trait: Instinct

Range: Melee

Damage Die: d10 + 12 — Physical

Burden: Two-Handed

4

Legendary Rapier

Primary weapon — Tier 4

Trait: Presence

Range: Melee

Damage Die: d8 + 9 — Physical

Burden: One-Handed

Quick: When you make an attack, you can mark a Stress to target another creature within range.

4

Legendary Shortbow

Primary weapon — Tier 4

Trait: Agility

Range: Far

Damage Die: d6 + 12 — Physical

Burden: Two-Handed

4

Legendary Spear

Primary weapon — Tier 4

Trait: Finesse

Range: Very Close

Damage Die: d10 + 11 — Physical

Burden: Two-Handed

Cumbersome: −1 to Finesse

4

Legendary Warhammer

Primary weapon — Tier 4

Trait: Strength

Range: Melee

Damage Die: d12 + 12 — Physical

Burden: Two-Handed

Heavy: −1 to Evasion

4

Ricochet Axes

Primary weapon — Tier 4

Trait: Agility

Range: Far

Damage Die: d6 + 11 — Physical

Burden: Two-Handed

Bouncing: Mark 1 or more Stress to hit that many targets in range of the attack.

4

Sledge Axe

Primary weapon — Tier 4

Trait: Strength

Range: Melee

Damage Die: d12 + 13 — Physical

Burden: Two-Handed

Destructive: −1 to Agility; on a successful attack, all adversaries within Very Close range must mark a Stress.

4

Swinging Ropeblade

Primary weapon — Tier 4

Trait: Presence

Range: Close

Damage Die: d8 + 9 — Physical

Burden: Two-Handed

Grappling: On a successful attack, you can spend a Hope to Restrain the target or pull them into Meleerange with you.

1

Grappler

Secondary weapon — Tier 1

Trait: Finesse

Range: Close

Damage Die: d6 — Physical

Burden: One-Handed

Hooked: On a successful attack, you can pull the target into Meleerange.

1

Hand Crossbow

Secondary weapon — Tier 1

Trait: Finesse

Range: Far

Damage Die: d6 + 1 — Physical

Burden: One-Handed

1

Round Shield

Secondary weapon — Tier 1

Trait: Strength

Range: Melee

Damage Die: d4 — Physical

Burden: One-Handed

Protective: +1 to Armor Score

1

Shortsword

Secondary weapon — Tier 1

Trait: Agility

Range: Melee

Damage Die: d8 — Physical

Burden: One-Handed

Paired: +2 to primary weapon damage to targets within Melee range

1

Small Dagger

Secondary weapon — Tier 1

Trait: Finesse

Range: Melee

Damage Die: d8 — Physical

Burden: One-Handed

Paired: +2 to primary weapon damage to targets within Melee range

1

Tower Shield

Secondary weapon — Tier 1

Trait: Strength

Range: Melee

Damage Die: d6 — Physical

Burden: One-Handed

Barrier: +2 to Armor Score; −1 to Evasion

1

Whip

Secondary weapon — Tier 1

Trait: Presence

Range: Very Close

Damage Die: d6 — Physical

Burden: One-Handed

Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Closerange.

2

Improved Grappler

Secondary weapon — Tier 2

Trait: Finesse

Range: Close

Damage Die: d6 + 2 — Physical

Burden: One-Handed

Hooked: On a successful attack, you can pull the target into Meleerange.

2

Improved Hand Crossbow

Secondary weapon — Tier 2

Trait: Finesse

Range: Far

Damage Die: d6 + 3 — Physical

Burden: One-Handed

2

Improved Round Shield

Secondary weapon — Tier 2

Trait: Strength

Range: Melee

Damage Die: d4 + 2 — Physical

Burden: One-Handed

Protective: +2 to Armor Score

2

Improved Shortsword

Secondary weapon — Tier 2

Trait: Agility

Range: Melee

Damage Die: d8 + 2 — Physical

Burden: One-Handed

Paired: +3 to primary weapon damage to targets within Melee range

2

Improved Small Dagger

Secondary weapon — Tier 2

Trait: Finesse

Range: Melee

Damage Die: d8 + 2 — Physical

Burden: One-Handed

Paired: +3 to primary weapon damage to targets within Melee range

2

Improved Tower Shield

Secondary weapon — Tier 2

Trait: Strength

Range: Melee

Damage Die: d6 + 2 — Physical

Burden: One-Handed

Barrier: +3 to Armor Score; −1 to Evasion

2

Improved Whip

Secondary weapon — Tier 2

Trait: Presence

Range: Very Close

Damage Die: d6 + 2 — Physical

Burden: One-Handed

Startling: Mark a Stress to crack the whip and force all adversaries within Meleerange back to Closerange.

2

Parrying Dagger

Secondary weapon — Tier 2

Trait: Finesse

Range: Melee

Damage Die: d6 + 2 — Physical

Burden: One-Handed

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 from the attacker’s damage dice before the damage you take is totaled.

2

Returning Axe

Secondary weapon — Tier 2

Trait: Agility

Range: Close

Damage Die: d6 + 4 — Physical

Burden: One-Handed

Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.

2

Spiked Shield

Secondary weapon — Tier 2

Trait: Strength

Range: Melee

Damage Die: d6 + 2 — Physical

Burden: One-Handed

Double Duty: +1 to Armor Score; +1 to primary weapon damage within Melee range

3

Advanced Grappler

Secondary weapon — Tier 3

Trait: Finesse

Range: Close

Damage Die: d6 + 4 — Physical

Burden: One-Handed

Hooked: On a successful attack, you can pull the target into Meleerange.

3

Advanced Hand Crossbow

Secondary weapon — Tier 3

Trait: Finesse

Range: Far

Damage Die: d6 + 5 — Physical

Burden: One-Handed

3

Advanced Round Shield

Secondary weapon — Tier 3

Trait: Strength

Range: Melee

Damage Die: d4 + 4 — Physical

Burden: One-Handed

Protective: +3 to Armor Score

3

Advanced Shortsword

Secondary weapon — Tier 3

Trait: Agility

Range: Melee

Damage Die: d8 + 4 — Physical

Burden: One-Handed

Paired: +4 to primary weapon damage to targets within Melee range

3

Advanced Small Dagger

Secondary weapon — Tier 3

Trait: Finesse

Range: Melee

Damage Die: d8 + 4 — Physical

Burden: One-Handed

Paired: +4 to primary weapon damage to targets within Melee range

3

Advanced Tower Shield

Secondary weapon — Tier 3

Trait: Strength

Range: Melee

Damage Die: d6 + 4 — Physical

Burden: One-Handed

Barrier: +4 to Armor Score; −1 to Evasion

3

Advanced Whip

Secondary weapon — Tier 3

Trait: Presence

Range: Very Close

Damage Die: d6 + 4 — Physical

Burden: One-Handed

Startling: Mark a Stress to crack the whip and force all adversaries within Meleerange back to Closerange.

3

Buckler

Secondary weapon — Tier 3

Trait: Agility

Range: Melee

Damage Die: d4 + 4 — Physical

Burden: One-Handed

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.

3

Hand Sling

Secondary weapon — Tier 3

Trait: Finesse

Range: Very Far

Damage Die: d6 + 4 — Physical

Burden: One-Handed

Versatile: This weapon can also be used with these statistics—Finesse, Close, d8+4.

3

Powered Gauntlet

Secondary weapon — Tier 3

Trait: Knowledge

Range: Close

Damage Die: d6 + 4 — Physical

Burden: One-Handed

Charged: Mark a Stress to gain a +1 bonus to your Proficiencyon a primary weapon attack.

4

Braveshield

Secondary weapon — Tier 4

Trait: Agility

Range: Melee

Damage Die: d4 + 6 — Physical

Burden: One-Handed

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.

4

Knuckle Claws

Secondary weapon — Tier 4

Trait: Strength

Range: Melee

Damage Die: d6 + 8 — Physical

Burden: One-Handed

Doubled Up: When you make an attack with your primary weapon, you can deal damage to another target within Melee range.

4

Legendary Grappler

Secondary weapon — Tier 4

Trait: Finesse

Range: Close

Damage Die: d6 + 6 — Physical

Burden: One-Handed

Hooked: On a successful attack, you can pull the target into Meleerange.

4

Legendary Hand Crossbow

Secondary weapon — Tier 4

Trait: Finesse

Range: Far

Damage Die: d6 + 7 — Physical

Burden: One-Handed

4

Legendary Round Shield

Secondary weapon — Tier 4

Trait: Strength

Range: Melee

Damage Die: d4 + 6 — Physical

Burden: One-Handed

Protective: +4 to Armor Score

4

Legendary Shortsword

Secondary weapon — Tier 4

Trait: Agility

Range: Melee

Damage Die: d8 + 6 — Physical

Burden: One-Handed

Paired: +5 to primary weapon damage to targets within Melee range

4

Legendary Small Dagger

Secondary weapon — Tier 4

Trait: Finesse

Range: Melee

Damage Die: d8 + 6 — Physical

Burden: One-Handed

Paired: +5 to primary weapon damage to targets within Melee range

4

Legendary Tower Shield

Secondary weapon — Tier 4

Trait: Strength

Range: Melee

Damage Die: d6 + 6 — Physical

Burden: One-Handed

Barrier: +5 to Armor Score; −1 to Evasion.

4

Legendary Whip

Secondary weapon — Tier 4

Trait: Presence

Range: Very Close

Damage Die: d6 + 6 — Physical

Burden: One-Handed

Startling: Mark a Stress to crack the whip and force all adversaries within Meleerange back to Closerange.

4

Primer Shard

Secondary weapon — Tier 4

Trait: Instinct

Range: Very Close

Damage Die: d4 — Physical

Burden: One-Handed

Locked On: On a successful attack, your next attack against the same target with your primary weapon automatically succeeds.

Acidpaste

Consumable

This paste eats away walls and other surfaces in bright flashes.

Armor Stitcher

Consumable

You can use this stitcher to spend any number of Hopeand clear that many Armor Slots.

Attune Potion

Consumable

You gain a +1 bonus to your next InstinctRoll.

Blinding Orb

Consumable

You can activate this orb to create a flash of bright light. All targets within Closerange become Vulnerable until they mark HP.

Blood of the Yorgi

Consumable

You can drink this blood to disappear from where you are and immediately reappear at a point you can see within Very Far range.

Bolster Potion

Consumable

You gain a +1 bonus to your next StrengthRoll.

Bonding Honey

Consumable

This honey can be used to glue two objects together permanently.

Bridge Seed

Consumable

Thick vines grow from your location to a point of your choice within Farrange, allowing you to climb up or across them. The vines dissipate on your next short rest.

Channelstone

Consumable

You can use this stone to take a spell or grimoire from your vault, use it once, and return it to your vault.

Charm Potion

Consumable

You gain a +1 bonus to your next PresenceRoll.

Circle of the Void

Consumable

Mark a Stress to create a void that extends up to Farrange. No magic can be cast inside the void, and creatures within the void are immune to magic damage.

Control Potion

Consumable

You gain a +1 bonus to your next FinesseRoll.

Death Tea

Consumable

After you drink this tea, you instantly kill your target when you critically succeed on an attack. If you don’t critically succeed on an attack before your next long rest, you die.

Dragonbloom Tea

Consumable

You can drink this tea to unleash a fiery breath attack. Make an Instinct Roll against all adversaries in front of you within Closerange. Targets you succeed against take d20 physical damage using your Proficiency.

Dripfang Poison

Consumable

A creature who consumes this poison takes 8d10 direct magic damage.

Enlighten Potion

Consumable

You gain a +1 bonus to your next KnowledgeRoll.

Feast of Xuria

Consumable

You can eat this meal to clear all HP and Stress and gain 1d4 Hope.

Featherbone

Consumable

You can use this bone to control your falling speed for a number of minutes equal to your level.

Gill Salve

Consumable

You can apply this salve to your neck to breathe underwater for a number of minutes equal to your level.

Grindletooth Venom

Consumable

You can apply this venom to a weapon that deals physical damage to add a d6 to your next damage roll with that weapon.

Growing Potion

Consumable

You can drink this potion to double your size until you choose to drop this form or your next rest. While in this form, you have a +2 bonus to Strengthand a +1 bonus to your Proficiency.

Health Potion

Consumable

Clear 1d4+1 HP.

Homet’s Secret Potion

Consumable

After drinking this potion, the next successful attack you make critically succeeds.

Hopehold Flare

Consumable

When you use this flare, allies within Close range roll a d6 when they spend a Hope. On a result of 6, they gain the effect of that Hopewithout spending it. The flare lasts until the end of the scene.

Improved Arcane Shard

Consumable

You can make a FinesseRoll to throw this shard at a group of adversaries within Farrange. Targets you succeed against take 2d20 magic damage.

Improved Grindletooth Venom

Consumable

You can apply this venom to a weapon that deals physical damage to add a d8 to your next damage roll with that weapon.

Jar of Lost Voices

Consumable

You can open this jar to release a deafening echo of voices for a number of minutes equal to your Instinct. Creatures within Farrange unprepared for the sound take 6d8 magic damage.

Jumping Root

Consumable

Eat this root to leap up to Farrange once without needing to roll.

Knowledge Stone

Consumable

If you die while holding this stone, an ally can take a card from your loadout to place in their loadout or vault. After they take this knowledge, the stone crumbles.

Major Arcane Shard

Consumable

You can make a FinesseRoll to throw this shard at a group of adversaries within Farrange. Targets you succeed against take 4d20 magic damage.

Major Attune Potion

Consumable

You gain a +1 bonus to your Instinctuntil your next rest.

Major Bolster Potion

Consumable

You gain a +1 bonus to your Strengthuntil your next rest.

Major Charm Potion

Consumable

You gain a +1 bonus to your Presenceuntil your next rest.

Major Control Potion

Consumable

You gain a +1 bonus to your Finesseuntil your next rest.

Major Enlighten Potion

Consumable

You gain a +1 bonus to your Knowledgeuntil your next rest.

Major Health Potion

Consumable

Clear 1d4+2 HP.

Major Stamina Potion

Consumable

Clear 1d4+2 Stress.

Major Stride Potion

Consumable

You gain a +1 bonus to your Agilityuntil your next rest.

Minor Health Potion

Consumable

Clear 1d4 HP.

Minor Stamina Potion

Consumable

Clear 1d4 Stress.

Mirror of Marigold

Consumable

When you take damage, you can spend a Hopeto negate that damage, after which the mirror shatters.

Morphing Clay

Consumable

You can spend a Hopeto use this clay, altering your face enough to make you unrecognizable until your next rest.

Mythic Dust

Consumable

You can apply this dust to a weapon that deals magic damage to add a d12 to your next damage roll with that weapon.

Ogre Musk

Consumable

You can use this musk to prevent anyone from tracking you by mundane or magical means until your next rest.

Potion of Stability

Consumable

You can drink this potion to choose one additional downtime move.

Redthorn Saliva

Consumable

You can apply this saliva to a weapon that deals physical damage to add a d12 to your next damage roll with that weapon.

Replication Parchment

Consumable

By touching this piece of parchment to another, you can perfectly copy the second parchment’s contents. Once used, this parchment becomes mundane paper.

Shrinking Potion

Consumable

You can drink this potion to halve your size until you choose to drop this form or your next rest. While in this form, you have a +2 bonus to Agilityand a −1 penalty to your Proficiency.

Sleeping Sap

Consumable

You can drink this potion to fall asleep for a full night’s rest. You clear all Stress upon waking.

Snap Powder

Consumable

Mark a Stress and clear a HP.

Stamina Potion

Consumable

Clear 1d4+1 Stress.

Stardrop

Consumable

You can use this stardrop to summon a hailstorm of comets that deals 8d20 physical damage to all targets within Very Far range.

Stride Potion

Consumable

You gain a +1 bonus to your next AgilityRoll.

Sun Tree Sap

Consumable

Consume this sap to roll a d6. On a result of 5–6, clear 2 HP. On a result of 2–4, clear 3 Stress. On a result of 1, see through the veil of death and return changed, gaining one scar.

Sweet Moss

Consumable

You can consume this moss during a rest to clear 1d4 HP or 1d4 Stress.

Unstable Arcane Shard

Consumable

You can make a FinesseRoll to throw this shard at a group of adversaries within Farrange. Targets you succeed against take 1d20 magic damage.

Varik Leaves

Consumable

You can eat these paired leaves to immediately gain 2 Hope.

Vial of Darksmoke

Consumable

When an adversary attacks you, use this vial and roll a number of d6s equal to your Agility. Add the highest result to your Evasion against the attack.

Vial of Moondrip

Consumable

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

Wingsprout

Consumable

You gain magic wings that allow you to fly for a number of minutes equal to your level.

1

Arcane-Frame Wheelchair

Combat Wheelchair — Tier 1

Trait: Spellcast; Range: Far; Damage: d6 mag; Burden: One-Handed

Feature: Reliable: +1 to attack rolls

Reliable: +1 to attack rolls

1

Heavy-Frame Wheelchair

Combat Wheelchair — Tier 1

Trait: Strength; Range: Melee; Damage: d12+3 phy; Burden: Two-Handed

Feature: Heavy: −1 to Evasion

Heavy: −1 to Evasion

1

Light-Frame Wheelchair

Combat Wheelchair — Tier 1

Trait: Agility; Range: Melee; Damage: d8 phy; Burden: One-Handed

Feature: Quick: When you make an attack, you can mark a Stress to target another creature within range.

Quick: When you make an attack, you can mark a Stress to target another creature within range.

2

Improved Arcane-Frame Wheelchair

Combat Wheelchair — Tier 2

Trait: Spellcast; Range: Far; Damage: d6+3 mag; Burden: One-Handed

Feature: Reliable: +1 to attack rolls

Reliable: +1 to attack rolls

2

Improved Heavy-Frame Wheelchair

Combat Wheelchair — Tier 2

Trait: Strength; Range: Melee; Damage: d12+6 phy; Burden: Two-Handed

Feature: Heavy: −1 to Evasion

Heavy: −1 to Evasion

2

Improved Light-Frame Wheelchair

Combat Wheelchair — Tier 2

Trait: Agility; Range: Melee; Damage: d8+3 phy; Burden: One-Handed

Feature: Quick: When you make an attack, you can mark a Stress to target another creature within range.

Quick: When you make an attack, you can mark a Stress to target another creature within range.

3

Advanced Arcane-Frame Wheelchair

Combat Wheelchair — Tier 3

Trait: Spellcast; Range: Far; Damage: d6+6 mag; Burden: One-Handed

Feature: Reliable: +1 to attack rolls

Reliable: +1 to attack rolls

3

Advanced Heavy-Frame Wheelchair

Combat Wheelchair — Tier 3

Trait: Strength; Range: Melee; Damage: d12+9 phy; Burden: Two-Handed

Feature: Heavy: −1 to Evasion

Heavy: −1 to Evasion

3

Advanced Light-Frame Wheelchair

Combat Wheelchair — Tier 3

Trait: Agility; Range: Melee; Damage: d8+6 phy; Burden: One-Handed

Feature: Quick: When you make an attack, you can mark a Stress to target another creature within range.

Quick: When you make an attack, you can mark a Stress to target another creature within range.

4

Legendary Arcane-Frame Wheelchair

Combat Wheelchair — Tier 4

Trait: Spellcast; Range: Far; Damage: d6+9 mag; Burden: One-Handed

Feature: Reliable: +1 to attack rolls

Reliable: +1 to attack rolls

4

Legendary Heavy-Frame Wheelchair

Combat Wheelchair — Tier 4

Trait: Strength; Range: Melee; Damage: d12+12 phy; Burden: Two-Handed

Feature: Heavy: −1 to Evasion

Heavy: −1 to Evasion

4

Legendary Light-Frame Wheelchair

Combat Wheelchair — Tier 4

Trait: Agility; Range: Melee; Damage: d8+9 phy; Burden: One-Handed

Feature: Quick: When you make an attack, you can mark a Stress to target another creature within range.

Quick: When you make an attack, you can mark a Stress to target another creature within range.

Airblade Charm

Item

You can attach this charm to a weapon with a Meleerange. Three times per rest, you can activate the charm and attack a target within Closerange.

Alistair’s Torch

Item

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.

Arcane Cloak

Item

A creature with a Spellcast trait wearing this cloak can adjust its color, texture, and size at will.

Arcane Prism

Item

Position this prism in a location of your choosing and activate it. All allies within Closerange of it gain a +1 bonus to their Spellcast Rolls. While activated, the prism can’t be moved. Once the prism is deactivated, it can’t be activated again until your next long rest.

Attune Relic

Item

You gain a +1 bonus to your Instinct. You can only carry one relic.

Bag of Ficklesand

Item

You can convince this small bag of sand to be much heavier or lighter with a successful PresenceRoll (10). Additionally, on a successful FinesseRoll (10), you can blow a bit of sand into a target’s face to make them temporarily Vulnerable .

Belt of Unity

Item

Once per session, you can spend 5 Hopeto lead a Tag Team Roll with three PCs instead of two.

Bloodstone

Item

You can attach this stone to a weapon that doesn’t already have a feature. The weapon gains the following feature. Brutal: When you roll the maximum value on a damage die, roll an additional damage die.

Bolster Relic

Item

You gain a +1 bonus to your Strength. You can only carry one relic.

Box of Many Goods

Item

Once per long rest, you can open this small box and roll a d12. On a result of 1–6, it’s empty. On a result of 7–10, it contains one random common consumable. On a result of 11–12, it contains two random common consumables.

Calming Pendant

Item

When you would mark your last Stress, roll a d6. On a result of 5 or higher, don’t mark it.

Charging Quiver

Item

When you succeed on an attack with an arrow stored in this quiver, gain a bonus to the damage roll equal to your current tier.

Charm Relic

Item

You gain a +1 bonus to your Presence. You can only carry one relic.

Clay Companion

Item

When you sculpt this ball of clay into a clay animal companion, it behaves as that animal. For example, a clay spider can spin clay webs, while a clay bird can fly. The clay companion retains memory and identity across different shapes, but they can adopt new mannerisms with each form.

Companion Case

Item

This case can fit a small animal companion. While the companion is inside, the animal and case are immune to all damage and harmful effects.

Control Relic

Item

You gain a +1 bonus to your Finesse. You can only carry one relic.

Corrector Sprite

Item

This tiny sprite sits in the curve of your ear canal and whispers helpful advice during combat. Once per short rest, you can gain advantageon an attack roll.

Dual Flask

Item

This flask can hold two different liquids. You can swap between them by flipping a small switch on the flask’s side.

Elusive Amulet

Item

Once per long rest, you can activate this amulet to become Hidden until you move. While Hidden in this way, you remain unseen even if an adversary moves to where they would normally see you.

Empty Chest

Item

This magical chest appears empty. When you speak a specific trigger word or action and open the chest, you can see the items stored within it.

Enlighten Relic

Item

You gain a +1 bonus to your Knowledge. You can only carry one relic.

Fire Jar

Item

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

Flickerfly Pendant

Item

While you carry this pendant, your weapons with a Meleerange that deal physical damage have a gossamer sheen and can attack targets within Very Close range.

Gecko Gloves

Item

You can climb up vertical surfaces and across ceilings.

Gem of Alacrity

Item

You can attach this gem to a weapon, allowing you to use your Agilitywhen making an attack with that weapon.

Gem of Audacity

Item

You can attach this gem to a weapon, allowing you to use your Presencewhen making an attack with that weapon.

Gem of Insight

Item

You can attach this gem to a weapon, allowing you to use your Instinctwhen making an attack with that weapon.

Gem of Might

Item

You can attach this gem to a weapon, allowing you to use your Strengthwhen making an attack with that weapon.

Gem of Precision

Item

You can attach this gem to a weapon, allowing you to use your Finessewhen making an attack with that weapon.

Gem of Sagacity

Item

You can attach this gem to a weapon, allowing you to use your Knowledgewhen making an attack with that weapon.

Glamour Stone

Item

Activate this pebble-sized stone to memorize the appearance of someone you can see. Spend a Hopeto magically recreate this guise on yourself as an illusion.

Glider

Item

While falling, you can mark a Stress to deploy this small parachute and glide safely to the ground.

Greatstone

Item

You can attach this stone to a weapon that doesn’t already have a feature. The weapon gains the following feature. Powerful: On a successful attack, roll an additional damage die and discard the lowest result.

Homing Compasses

Item

These two compasses point toward each other no matter how far apart they are.

Honing Relic

Item

You gain a +1 bonus to an Experience of your choice. You can only carry one relic.

Hopekeeper Locket

Item

During a long rest, if you have 6 Hope, you can spend a Hope to imbue this locket with your bountiful resolve. When you have 0 Hope, you can use the locket to immediately gain a Hope. The locket must be re-imbued before it can be used this way again.

Infinite Bag

Item

When you store items in this bag, they are kept in a pocket dimension that never runs out of space. You can retrieve an item at any time.

Lakestrider Boots

Item

You can walk on the surface of water as if it were soft ground.

Lorekeeper

Item

You can store the name and details of up to three hostile creatures inside this book. You gain a +1 bonus to action rolls against those creatures.

Manacles

Item

This pair of locking cuffs comes with a key.

Minor Health Potion Recipe

Item

As a downtime move, you can use a vial of blood to craft a Minor Health Potion.

Minor Stamina Potion Recipe

Item

As a downtime move, you can use the bone of a creature to craft a Minor Stamina Potion.

Mythic Dust Recipe

Item

As a downtime move, you can use a handful of fine gold dust to craft Mythic Dust.

Paragon’s Chain

Item

As a downtime move, you can meditate on an ideal or principle you hold dear and focus your will into this chain. Once per long rest, you can spend a Hopeto roll a d20 as your Hope Die for rolls that directly align with that principle.

Phoenix Feather

Item

If you have at least one Phoenix Feather on you when you fall unconscious, you gain a +1 bonus to the roll you make to determine whether you gain a scar.

Piercing Arrows

Item

Three times per rest when you succeed on an attack with one of these arrows, you can add your Proficiencyto the damage roll.

Piper Whistle

Item

This handcrafted whistle has a distinctive sound. When you blow this whistle, its piercing tone can be heard within a 1-mile radius.

Portal Seed

Item

You can plant this seed in the ground to grow a portal in that spot. The portal is ready to use in 24 hours. You can use this portal to travel to any other location where you planted a portal seed. A portal can be destroyed by dealing any amount of magic damage to it.

Premium Bedroll

Item

During downtime, you automatically clear a Stress.

Ring of Resistance

Item

Once per long rest, you can activate this ring after a successful attack against you to halve the damage.

Ring of Silence

Item

Spend a Hopeto activate this ring. Your footsteps are silent until your next rest.

Ring of Unbreakable Resolve

Item

Once per session, when the GM spends a Fear, you can spend 4 Hopeto cancel the effects of that spent Fear.

Shard of Memory

Item

Once per long rest, you can spend 2 Hopeto recall a domain card from your vault instead of paying its Recall Cost.

Skeleton Key

Item

When you use this key to open a locked door, you gain advantage on the Finesse Roll.

Speaking Orbs

Item

This pair of orbs allows any creatures holding them to communicate with each other across any distance.

Stride Relic

Item

You gain a +1 bonus to your Agility. You can only carry one relic.

Suspended Rod

Item

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.

Valorstone

Item

You can attach this stone to armor that doesn’t already have a feature. The armor gains the following feature. 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.

Vial of Darksmoke Recipe

Item

As a downtime move, you can mark a Stress to craft a Vial of Darksmoke.

Woven Net

Item

You can make a FinesseRoll using this net to trap a small creature. A trapped target can break free with a successful Attack Roll (16).