SPOILER WARNING: All campaigns will take place AFTER the final book in Dragonwatch. If you want to avoid spoilers, finish the series!
BASIC WEAPONS
Basic Weapons are usable by anyone with your modifier score (generally STR, DEX or INT) added on. Most backgrounds allow you to pick one basic weapon to start out with. If you are not a weapon-oriented class, it will probably be your only weapon for a long time.Â
1d6 + STR
1d4 + DEX
(thrown range 20/60)
1d6 + STR
ORDINARY WEAPONS
Ordinary Weapons can be used by anyone with a weapons proficiency. If you do not have a proficiency, you can still use the weapon, but you can only do basic damage WITHOUT your modifier score. Weapon-oriented classes will let you upgrade and swap out your weapon as you go. You may find certain weapons easier or more effective than others.Â
1d8 + STR
2d6 + STR
1d6 + STR
(thrown range 60/120)
2d6 + INT
(shooting range 10/300)
1d10 + INT
(shooting range 5/100)
1d6 + DEX
(thrown range 20/60)
1d4 + DEX
(thrown range 30/120)
1d10 + STR
1d8 + STR
(shooting range 150/600)
1d6 + INT
(shooting range 30/120)
1d6 + DEX
(thrown range 20/60)
1 Damage
(blown range 25/100)
BLACK POWDER ENCHANTMENTS:
If you want to add magical enchantments to your black-powder weapons, mix the black powder in your weapons with one of these magical substitutes. Some of these effects can be made with other ingredients, should you or your potion master want to try out some ideas.Â
NOTE: These alterations take your attacks from physical to magical, meaning they can hit enemies that would otherwise deflect ordinary attacks.
FLAMING BULLETS Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â MADE FROM: Phoenix Feathers
Your bullets emerge in a blaze of fire, leaving your targets burned. +2 damage on attacks.
LIGHTNING BULLETS Â Â Â Â Â Â Â Â Â MADE FROM: Thunderbird Feathers
Your bullets emerge crackling with electricity, leaving your targets paralyzed. +2 damage on attacks.
POISON BULLETSÂ Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â MADE FROM: Basilisk ScalesÂ
Your bullets emerge slicked with poison, leaving your targets poisoned. +2 damage on attacks.
EXTRA-FAST BULLETSÂ Â Â Â Â Â Â Â MADE FROM: Griffon Feathers
Your bullets emerge twice as fast as normal, letting you attack twice in a turn. +2 damage on attacks.
BOOMERANG BULLETS Â Â Â Â Â Â Â Â Â Â Â Â Â MADE FROM: Jackalope Antlers
Your bullets roll themselves back to you harmlessly along the ground after a battle.Â
WEAPON DIPPING:
If you want to add magical enchantments to your ordinary weapons, you can dip them into potions/poisons for a temporary magical effect.
Every weapon dip lasts for 10 TURNS
NOTE: These alterations take your attacks from physical to magical, meaning they can hit enemies that would otherwise deflect ordinary attacks.
POISON DIPPING
While the weapon dip lasts, any target your weapon makes contact with is poisoned by the poison you dipped your weapon into. If you or a party member makes contact with the dipped portion you are also poisoned.Â
POTION DIPPING (to affect opponents)
While the weapon dip lasts, any target your weapon makes contact with will be affected by the potion as if they ingested it. Roll a DC 20 for a full duration, anything lower is a shorter duration.Â
POTION DIPPING (to affect your weapon)
While the weapon dip lasts, your weapon is endowed with a bonus based off of the potion it was dipped in. Roll a D100 to find out the exact effect. Once you try out the effect once, it will stay consistent each time you dip that particular weapon.Â
MAGIC WEAPONS
Magical Weapons are usable by anyone with a weapon proficiency with your modifier score added on. If you do not have proficiency, you can still use the weapon without the added modifier bonus. If your class/race grants you a single magic weapon, you can claim proficiency and gain the modifier bonus with just that one.Â
2d6 + STR
1d10 + STR
1d4 + DEX
1d8 + STR
1d8 + STR
1d8 + STR
1d10 + INT
1d6 + DEX
1d8 + STR
Thrown Trap
(thrown range 5/20)
1d8 + STR
1d6 + STR
(thrown range 20/60)
MAGIC ARTIFACTS
LEGENDARY MAGIC ARTIFACTS