The Shattered Realm is a vast tapestry made up of many different cultures, each with their own technology levels. For this reason, adventurers have access to a variety of armor and weapon types, as well as materials their gear can be made from.
<br>
___
### Armour
The armour tables collect the most commonly available types of armour found in the game and separates them into three categories: light armour, medium armour, and heavy armour. Many warriors supplement their armour with a shield. If you wear armour that you lack proficiency with, you have [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on any check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells.
<br>
| Light Armour | Cost | AC | Stealth | Weight |
| --------------- | :---------------: | :------: | :----------: | :----: |
| Jackchains | 2 ![[shard.png]] | 11 + Dex | Disadvantage | 4 lb. |
| Leather | 20 ![[shard.png]] | 11 + Dex | - | 6 lb. |
| Studded Leather | 30 ![[shard.png]] | 12 + Dex | - | 8 lb. |
| Chain Shirt | 50 ![[shard.png]] | 13 + Dex | Disadvantage | 10 lb. |
| Medium Armour | Cost | AC | Stealth | Weight |
| ------------- | :---------------: | :--------------: | :----------: | :----: |
| Hide | 20 ![[shard.png]] | 12 + Dex (max 3) | - | 12 lb. |
| Scale Mail | 40 ![[shard.png]] | 13 + Dex (max 2) | Disadvantage | 20 lb. |
| Breastplate | 60 ![[shard.png]] | 14 + Dex (max 2) | - | 25 lb. |
| Ring Mail | 80 ![[shard.png]] | 15 + Dex (max 2) | Disadvantage | 30 lb. |
| Heavy Armour | Cost | AC | Strength Requirement | Stealth | Weight |
| ------------ | :----------------: | :-: | :------------------: | :----------: | :----: |
| Chain Mail | 100 ![[shard.png]] | 15 | 12 | Disadvantage | 35 lb. |
| Splint Mail | 130 ![[shard.png]] | 16 | 13 | Disadvantage | 45 lb. |
| Half Plate | 180 ![[shard.png]] | 17 | 14 | Disadvantage | 40 lb. |
| Full Plate | 300 ![[shard.png]] | 18 | 15 | Disadvantage | 50 lb. |
*Note - [[Tuskanti 🛠|Tuskanti]] calculate their [[Abilities & Skills#Armour Class|AC]], in and out of armour, using their Constitution modifier instead of their Dexterity modifier.*
<br>
##### Getting Into and Out of Armour
The time it takes to don or doff armor depends on the armour’s category.
| Armor Category | Don | Doff |
| ---------------- | ---------------- | ---------------- |
| Light Armour | 1 minute | 1 minute |
| Medium Armour | 5 minutes | 1 minutes |
| Heavy Armour | 10 minutes | 5 minutes |
| Handled Shields | item interaction | item interaction |
| Strapped Shields | 1 action | 1 action |
>**Don**
>This is the time it takes to put on armor. You benefit from the armour’s AC only if you take the full time to don the suit of armor.
><br>
>**Doff**
>This is the time it takes to take off armor. If you have help, reduce this time by half.
<br><br>
##### Sleeping in Armor
[[Survival Needs#Sleep|Sleeping]] in light armor has no adverse effect on the wearer, but [[Survival Needs#Sleep|sleeping]] in medium or heavy armor makes it difficult to recover fully during a [[Survival Needs#Long Rest|long rest]].
When you finish a [[Survival Needs#Long Rest|long rest]] during which you slept in medium or heavy armor, treat that long rest as though you had the [[Conditions#Exposed 🛠|exposed]] condition.
<br>
___
### Shields
Whether a target or tower, shields come in all shapes and sizes from kites to circles to teardrops to coffins. There are obvious benefits to the size and shape of your shield, and masters learn offensive use of their shield and can even protect themselves from dragon's breath.
If you wield a shield that you lack proficiency with, you only gain half of the AC bonus provided the shield, rounded down (minimum 0). You can benefit from only one shield at a shields is [[#Shields#Shield Properties|light]].
| Shields | Cost | AC+ | Weight | Properties |
| -------------- | ----------------- | --- | ------ | ------------------------ |
| Arm Guard | 20 ![[shard.png]] | +1 | 1 lb. | light, special, strapped |
| Buckler | 10 ![[shard.png]] | +1 | 2 lb. | handled, light |
| Dueling Shield | 60 ![[shard.png]] | +2 | 6 lb. | handled, special |
| Heater Shield | 20 ![[shard.png]] | +2 | 3 lb. | handled, special |
| Kite Shield | 30 ![[shard.png]] | +2 | 9 lb. | heavy, special, strapped |
| Pavise | 40 ![[shard.png]] | +2 | 16 lb. | handled, heavy |
| Roundshield | 30 ![[shard.png]] | +2 | 3 lb. | special, strapped |
| Tower Shield | 50 ![[shard.png]] | +3 | 16 lb. | heavy, strapped |
<br>
##### Shield Properties
Many shields have special properties related to their use, detailed below.
<br>
>**Light**
>A light shield is small and easy to handle. You may hold a light shield in either or both hands, gaining an AC bonus from both. Additionally, if you have a feature that would allow you to attack with a shield, a light shield follows the same rules in combat as a [[#Light|light weapon]].
><br>
>
>**Handled**
>Handles are a wood or metal handlebar on the inside of a shield. These shields can be [[#Getting Into and Out of Armour|doffed or donned]] with the item interaction you receive as part of your turn and can be dropped freely, but enemies can [[Making an Attack#Disarming 🛠|disarm]] you of them.
><br>
>**Heavy**
>Unless a creature has a Strength score of 13 or higher, it gains no benefit from holding heavy shields. A Small or smaller creature requires a Strength score of 15 or higher.
><br>
>**Strapped**
>Straps attach the shield to the arms, reinforcing the handle with a series of cloth or leather straps. These shields take an action to [[#Getting Into and Out of Armour|don or doff]], but enemies cannot disarm you of them.
<br>
**Shield Special Properties**
Special shields have entirely unique attributes, detailed below.
<br>
>**Arm Guard**
>This shield keeps your hands free. You may wield [[#Light|light]] weapons in the arm that this shield is strapped to, as well as hold most [[Spellcasting#Spellcasting Focus 🛠|spellcasting foci]] and perform the [[Spellcasting#Components|somatic components]] of spells. You are unable to wear bracers while wielding an Arm Guard.
><br>
>**Dueling Shield**
>A dueling shield adds a +2 bonus to AC when wielded in one hand as normal. When wielded in both hands, it acts as a melee weapon that deals 1d6 piercing damage in addition to granting its AC bonus. If you have a feature that would increase damage done with shield attacks, take the improved damage, replacing the damage type with piercing.
><br>
>**Heater Shield**
>Unlike other shields, a heater shield can be used to it's full effect without requiring proficiency with shields.
><br>
>**Kite Shield**
>If you wield this shield while [[Companions, Mounts & NPCs#Mounting and Dismounting|mounted]], its long, tapering bottom grants both you and your mount a +1 bonus to AC against attacks.
><br>
>**Round Shield**
>If a creature hits you a melee attack while you are wielding this shield, you can use your reaction to add half your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] (rounded down) to your AC for that attack, potentially causing it to miss.
<br>
___
### Weapons
Your class, species or feats may grant proficiency in certain weapon categories, reflecting your characters focus and the tools you are most likely to use. Whether you favour a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.
The weapon tables shows the most common weapons used across the Shattered Realm, their price and weight, the damage they deal when they hit, any special [[Armour & Weapons#Weapon Properties|properties]] they possess and a skill that is granted with mastery of that weapon or weapon type.
<br>
##### Melee Weapon Categories
The weapons in the following categories can be used to make [[Making an Attack#Melee Attacks|melee weapon attacks]]. Proficiency with a weapon category gives you proficiency to all weapons within that category.
<br>
###### Axes
| Weapon | Cost | Damage | Weight | Properties | Skill |
| :-------: | :---------------: | :--------------------------: | :----: | :--------------------------------------------------------: | :-----------------: |
| Battleaxe | 10 ![[shard.png]] | 1d8 slashing | 4 lb. | [[#Versatile\|versatile]](1d12) | [[#Finish\|Finish]] |
| Greataxe | 20 ![[shard.png]] | 2d6 slashing | 6 lb. | [[#Heavy\|heavy]], [[#Two-Handed\|two-handed]] | [[#Slice]] |
| Halberd | 35 ![[shard.png]] | 1d10 slashing or piercing | 6 lb. | [[#Heavy\|heavy]], [[#reach]], [[#Two-Handed\|two-handed]] | [[#Variable]] |
| Handaxe | 5 ![[shard.png]] | 1d6 slashing | 2 lb. | [[#light]], [[#simple]], [[#thrown]](20/60) | [[#Stagger]] |
| Khopesh | 10 ![[shard.png]] | 1d8 slashing | 3 lb. | - | [[#Rush]] |
| Palm Axe | 45 ![[shard.png]] | 1d10 slashing | 6 lb. | [[#Heavy\|heavy]], [[#reach]] | [[#Slice]] |
| Poleaxe | 40 ![[shard.png]] | 1d10 slashing or bludgeoning | 6 lb. | [[#Heavy\|heavy]], [[#Two-Handed\|two-handed]] | [[#Variable]] |
| Sickle | 1 ![[shard.png]] | 1d4 slashing | 2 lb. | [[#light]], [[#simple]] | [[#Ensnare]] |
| Tomahawk | 1 ![[shard.png]] | 1d4 piercing | 1 lb. | [[#light]], [[#thrown]](60/120) | [[#Puncture]] |
<br>
###### Blades
| Weapon | Cost | Damage | Weight | Properties | Skill |
| :--------: | :---------------: | :-------------------------: | :----: | :--------------------------------------------: | :-----------------: |
| Broadsword | 20 ![[shard.png]] | 1d8 slashing or bludegoning | 3 lb. | - | [[#Variable]] |
| Estoc | 25 ![[shard.png]] | 1d8 piercing | 2 lb. | [[#finesse]] | [[#Puncture]] |
| Greatsword | 50 ![[shard.png]] | 2d6 slashing | 6 lb. | [[#Heavy\|heavy]], [[#Two-Handed\|two-handed]] | [[#Slice]] |
| Longsword | 15 ![[shard.png]] | 1d8 slashing | 3 lb. | [[#Versatile\|versatile]](1d12) | [[#Slice]] |
| Rapier | 25 ![[shard.png]] | 1d8 piercing | 3 lb. | [[#finesse]] | [[#Parry]] |
| Sabre | 35 ![[shard.png]] | 1d8 slashing | 3 lb. | - | [[#Rush]] |
| Scimitar | 25 ![[shard.png]] | 1d6 slashing | 3 lb. | [[#finesse]], [[#light]] | [[#Finish\|Finish]] |
| Shortsword | 10 ![[shard.png]] | 1d6 piercing or slashing | 2 lb. | [[#finesse]], [[#light]], [[#simple]] | [[#Variable]] |
| Shotel | 15 ![[shard.png]] | 1d8 slashing | 3 lb. | [[#finesse]] | [[#Bypass]] |
<br>
###### Bludgeons
| Weapon | Cost | Damage | Weight | Properties | Skill |
| :---------: | :---------------: | :-------------------------: | :----: | :---------------------------------------------------------: | :-----------------: |
| Club | 1 ![[bit.png]] | 1d4 bludgeoning | 2 lb. | [[#light]], [[#nonlethal]], [[#simple]] | [[#Stagger]] |
| Flail | 10 ![[shard.png]] | 1d8 bludgeoning | 2 lb. | - | [[#Bypass]] |
| Greatclub | 10 ![[shard.png]] | 2d6 bludgeoning | 10 lb. | [[#Heavy\|heavy]], [[#Two-Handed\|two-handed]] | [[#Stagger]] |
| Hammer | 4 ![[bit.png]] | 1d4 bludgeoning | 1 lb. | [[#light]], [[#simple]], [[#thrown]](20/60) | [[#Stagger]] |
| Mace | 3 ![[shard.png]] | 1d6 bludgeoning | 4 lb. | [[#simple]] | [[#Finish\|Finish]] |
| Maul | 5 ![[shard.png]] | 2d4 bludgeoning | 10 lb. | [[#Heavy\|heavy]], [[#simple]], [[#Two-Handed\|two-handed]] | [[#Steady]] |
| Morningstar | 15 ![[shard.png]] | 1d8 bludgeoning or piercing | 4 lb. | - | [[#Variable]] |
| War Pick | 25 ![[shard.png]] | 1d8 piercing | 2 lb. | [[#Versatile\|versatile]](1d12) | [[#Ensnare]] |
| Warhammer | 15 ![[shard.png]] | 1d8 bludgeoning | 2 lb. | [[#Versatile\|versatile]](1d12) | [[#Rush]] |
<br>
###### Knives
| Weapon | Cost | Damage | Weight | Properties | Skill |
| :------: | :---------------: | :----------------------: | :------: | :--------------------------------------------------------: | :-----------------: |
| Dagger | 2 ![[shard.png]] | 1d4 piercing | 0.75 lb. | [[#finesse]], [[#light]], [[#simple]], [[#thrown]] (20/60) | [[#Puncture]] |
| Dirk | 7 ![[shard.png]] | 1d4 piercing or slashing | 1.5 lb. | [[#finesse]], [[#light]] | [[#Variable]] |
| Katar | 5 ![[shard.png]] | 1d6 piercing | 1 lb. | [[#light]] | [[#Rush]] |
| Kris | 7 ![[shard.png]] | 1d4 piercing | 1 lb. | [[#finesse]], [[#light]] | [[#Finish\|Finish]] |
| Messer | 7 ![[shard.png]] | 1d6 slashing | 2 lb. | [[#finesse]], [[#Versatile\|versatile]](1d8) | [[#Slice]] |
| Rondel | 5 ![[shard.png]] | 1d4 piercing | 1 lb. | [[#finesse]], [[#light]] | [[#Stagger]] |
| Sai | 5 ![[shard.png]] | 1d4 piercing | 1 lb. | [[#finesse]], [[#light]] | [[#Parry]] |
| Stiletto | 8 ![[shard.png]] | 1d6 piercing | 1 lb. | [[#finesse]], [[#light]] | [[#Puncture]] |
| War Fan | 10 ![[shard.png]] | 1d4 slashing | 1 lb. | [[#finesse]], [[#light]], [[#special]] | [[#Slice]] |
<br>
###### Polearms
| Weapon | Cost | Damage | Weight | Properties | Skill |
| :----------: | :---------------: | :--------------------------: | :----: | :-----------------------------------------------------------: | :-----------------: |
| Glaive | 20 ![[shard.png]] | 1d10 slashing | 3 lb. | [[#reach]], [[#Two-Handed\|two-handed]] | [[#Slice]] |
| Guisarme | 20 ![[shard.png]] | 1d8 piercing | 4 lb. | [[#reach]], [[#Two-Handed\|two-handed]] | [[#Ensnare]] |
| Javelin | 1 ![[shard.png]] | 1d6 piercing | 2 lb. | [[#simple]], [[#thrown]](60/120) | [[#Mark]] |
| Lance | 10 ![[shard.png]] | 2d6 piercing | 1 lb. | [[#reach]], [[#special]] | [[#Rush]] |
| Lucerne | 25 ![[shard.png]] | 1d10 piercing or bludgeoning | 6 lb. | [[#Heavy\|heavy]], [[#reach]], [[#Two-Handed\|two-handed]] | [[#Variable]] |
| Pike | 5 ![[shard.png]] | 1d10 piercing | 5 lb. | [[#Heavy\|heavy]], [[#reach]], [[#Two-Handed\|two-handed]] | [[#Puncture]] |
| Quarterstaff | 5 ![[bit.png]] | 1d6 bludgeoning | 4 lb. | [[#nonlethal]], [[#simple]], [[#Versatile\|versatile]] (1d10) | [[#Parry]] |
| Spear | 25 ![[shard.png]] | 1d6 piercing | 4 lb. | [[#reach]], [[#simple]], [[#Versatile\|versatile]](1d10) | [[#Steady]] |
| Trident | 10 ![[shard.png]] | 1d8 piercing | 4 lb. | [[#thrown]](20/60), [[#Versatile\|versatile]](1d12) | [[#Finish\|Finish]] |
<br>
**Melee Weapon Special Properties**
Special melee weapons have entirely unique attributes, detailed below.
<br>
>**Lance**
>You have [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] when you use a lance to attack a target within 5 feet of you. A lance requires two hands to wield when you aren't [[Companions, Mounts & NPCs#Mounting and Dismounting|mounted]]. While [[Companions, Mounts & NPCs#Mounting and Dismounting|mounted]], you may only wield one lance.
><br>
>**War Fan**
>You may fold or unfold this weapon once as a object interaction on your turn. When this weapon is folded, creatures are unaware that it is a weapon. While a creature is unaware, you may unfold the fan as part of an attack against them, gaining [[Abilities & Skills#Advantage & Disadvantage|advantage]] on the attack, [[Order of Combat#Surprise|surprising]] them if they aren't already in combat. Once you use this property, you cannot use it again against any creature that observed your attack.
<br><br>
##### Ranged Weapon Categories
The weapons in the following categories can be used to make [[Making an Attack#Ranged Attacks|ranged weapon attacks]]. Proficiency with a weapon category gives you proficiency to all weapons within that category.
<br>
###### Bows
| Weapon | Cost | Damage | Weight | Properties | Skill |
| :----------: | :----------------: | :-----------: | :----: | :-----------------------------------------------------------------------------------------------: | :-----------: |
| Compound Bow | 100 ![[shard.png]] | 2d4 piercing | 2 lb. | [[#range]](100/500), [[#Two-Handed\|two-handed]] | [[#Puncture]] |
| Greatbow | 250 ![[shard.png]] | 2d8 piercing | 10 lb. | [[#Heavy\|heavy]], [[#reload]](1), [[#range]](150/600), [[#special]], [[#Two-Handed\|two-handed]] | [[#Stagger]] |
| Longbow | 50 ![[shard.png]] | 1d8 piercing | 3 lb. | [[#range]](100/500), [[#Heavy\|heavy]], [[#Two-Handed\|two-handed]] | [[#Steady]] |
| Recurve Bow | 75 ![[shard.png]] | 1d10 piercing | 1 lb. | [[#range]](80/320), [[#Two-Handed\|two-handed]] | [[#Mark]] |
| Shortbow | 25 ![[shard.png]] | 1d6 piercing | 1 lb. | [[#range]](60/240), [[#simple]], [[#Two-Handed\|two-handed]] | [[#Puncture]] |
<br>
###### Crossbows
| Weapon | Cost | Damage | Weight | Properties | Skill |
| :---------------: | :----------------: | :-----------: | :----: | :---------------------------------------------------------------------------------------------------------------------: | :-----------------: |
| Grappling Hook | 175 ![[shard.png]] | 1d6 piercing | 10 lb. | [[#Heavy\|heavy]], [[#range]](50/200), [[#reload]](1), [[#special]], [[#Two-Handed\|two-handed]] | [[#Ensnare]] |
| Hand Crossbow | 75 ![[shard.png]] | 1d6 piercing | 2 lb. | [[#hipshot]], [[#light]], [[#loading]], [[#range]](20/60) | [[#Finish\|Finish]] |
| Heavy Crossbow | 50 ![[shard.png]] | 1d10 piercing | 8 lb. | [[#Heavy\|heavy]], [[#loading]], [[#range]](80/200), [[#Two-Handed\|two-handed]] | [[#Puncture]] |
| Light Crossbow | 25 ![[shard.png]] | 1d8 piercing | 5 lb. | [[#loading]], [[#range]](60/120), [[#simple]], [[#Two-Handed\|two-handed]] | [[#Mark]] |
| Portable Ballista | 150 ![[shard.png]] | 2d6 piercing | 15 lb. | [[#Heavy\|heavy]], [[#Loading\|loading]], [[#range]](150/400), [[#reload]](1) [[#special]], [[#Two-Handed\|two-handed]] | [[#Steady]] |
<br>
###### Firearms
| Weapon | Cost | Damage | Weight | Properties | Skill |
| -------- | ------------------ | ------------- | ------ | ------------------------------------------------------------------------------------------------- | ------------------- |
| Carbine | 130 ![[shard.png]] | 2d8 piercing | 8 lb. | [[#range]](60/120), [[#reload]](4), [[#Two-Handed\|two-handed]] | [[#Parry]] |
| Rattler | 100 ![[shard.png]] | 2d4 piercing | 6 lb. | [[#range]](30/60), [[#reload]]([[#special]]), [[#special]], [[#Two-Handed\|two-handed]] | [[#Steady]] |
| Revolver | 60 ![[shard.png]] | 2d6 piercing | 3 lb. | [[#hipshot]], [[#light]], [[#range]](30/90), [[#reload]](6), [[#simple]] | [[#Puncture]] |
| Rifle | 200 ![[shard.png]] | 2d12 piercing | 25 lb. | [[#Heavy\|heavy]], [[#loading]], [[#range]](200/800), [[#reload]](1), [[#Two-Handed\|two-handed]] | [[#Mark]] |
| Shotgun | 170 ![[shard.png]] | 2d10 piercing | 10 lb. | [[#hipshot]], [[#range]](15/60), [[#reload]](2), [[#Two-Handed\|two-handed]] | [[#Finish\|Finish]] |
<br>
###### Launchers
| Weapon | Cost | Damage | Weight | Property | Skill |
| :--------: | :---------------: | :----------------------: | :------: | :-------------------------------------------------------------------------------------: | :-----------: |
| Atlatl | 1 ![[shard.png]] | 1d8 piercing | 2 lb. | [[#loading]], [[#thrown]](60/200) | [[#Steady]] |
| Blowgun | 1 ![[shard.png]] | 1 piercing. | 1 lb. | [[#hipshot]], [[#loading]], [[#nonlethal]], [[#range]](25/50) [[#simple]], [[#special]] | [[#Puncture]] |
| Rope Dart | 5 ![[shard.png]] | 1d6 piercing or slashing | 5 lb. | [[#loading]], [[#range]](20/50), [[#Two-Handed\|two-handed]] | [[#Bypass]] |
| Sling | 1 ![[bit.png]] | 1d4 bludgeoning | 0.25 lb. | [[#loading]], [[#range]](30/60), [[#simple]] | [[#Stagger]] |
| Wrist Shot | 5 ![[shard.png]] | 1d4 bludgeoning | 1 lb. | [[#range]](40/160), [[#Two-Handed\|two-handed]] | [[#Mark]] |
<br>
###### Thrown Weapons
| Weapon | Cost | Damage | Weight | Property | Skill |
| :-------: | :---------------: | :-------------: | :-----: | :-----------------------------------------------------------: | :-----------: |
| Boomerang | 3 ![[shard.png]] | 1d6 bludgeoning | 2 lb. | [[#light]], [[#nonlethal]], [[#special]], [[#thrown]](30/60) | [[#Bypass]] |
| Chakram | 5 ![[bit.png]] | 1d6 slashing | 0.5 lb. | [[#finesse]], [[#light]], [[#thrown]](20/60) | [[#Slice]] |
| Dart | 1 ![[bit.png]] | 1d4 piercing | 0.1 lb. | [[#finesse]], [[#light]], [[#simple]], [[#thrown]](20/60) | [[#Puncture]] |
| Mambele | 2 ![[shard.png]] | 1d6 piercing | 1 lb. | [[#light]], [[#thrown]](30/120) | [[#Parry]] |
| Net | 1 ![[shard.png]] | - | 3 lb. | [[#special]], [[#Two-Handed\|two-handed]], [[#thrown]](10/20) | [[#Ensnare]] |
<br>
**Ranged Weapon Special Properties**
Special ranged weapons have entirely unique attributes, detailed below.
<br>
>**Blowgun**
>If you are [[Actions in Combat#Hide|hidden]] when you attack with this weapon, you do not reveal your location.
><br>
>**Boomerang**
>This weapon returns to your hand after an attack roll.
><br>
>**Grappling Hook**
>This heavy crossbow has a coiled silk rope and a self winding mechanism that shoots a small pointed hook which can pierce into walls and ceilings. Once the mechanism is engaged, it winds the rope back up, allowing the user to ascend with the crossbow at a rate of 60ft per round. It can lift 500lbs in total, but anything beyond this weight, the mechanism simply holds the rope taut.
>
>When ensnaring an enemy, you can engage the mechanism as an object interaction, forcing the enemy to succeed on a Strength saving throw (DC: 8 + [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] + your Strength modifier) or be pulled toward you. However, if it succeeds, you are pulled toward the enemy unless you let go of the weapon or use your reaction to disengage the mechanism.
><br>
>**Greatbow**
>You must use Strength instead of Dexterity for attack and damage rolls with this weapon.
><br>
>**Net**
>A large or smaller creature hit by a net is [[Conditions#Restrained 🛠|restrained]] until freed. A net has no effect on creatures that are formless, or are huge or larger. A creature can free itself or others by using an [[Actions in Combat#Escape 🛠|escape]] action and succeeding on a DC 10 [[Actions in Combat#Escape 🛠|escape]] check. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, and destroys the net.
><br>
>**Portable Ballista**
>A deployable stand can be purchased for 45 ![[shard.png]]. As a bonus action, you can mount the ballista to the stand. While mounted, it's [[#Weapon Properties#Reload|reload]] can be performed as an object interaction, but you cannot move it.
><br>
>**Rattler**
>Ammunition for this weapon is loaded and fired in batches. Using a magazine to perform it's [[#Weapon Properties#Reload|reload]] takes an action instead of the regular time, but stocks the weapon with 30 pieces of ammunition. Each attack made consumes 5 pieces. Unlike other weapons with the [[#Weapon Properties#Reload|reload]] property, this weapon must be empty before it can be [[#Weapon Properties#Reload|reloaded]].
>
>Instead of it's normal attack, a special burst attack can be made with this weapon. Choose either a 15ft cone (originating from any corner of the space you are standing) or a 20ft line (drawn between two points you can see within the weapons range). All creatures within the area must make succeed a Dexterity Saving Throw (DC: 8 + [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] + your Dexterity modifier) or take the weapons normal damage. If a creature is targeted at [[#Range|long range]], they make this save at advantage. This special attack can only be performed when the weapon is fully loaded, and it consumes all 30 pieces of ammunition.
<br><br>
##### Unique Weapons
Unique weapons don't fit in with other types of weaponry, and are individual even in their own category. Any time you can can take proficiency with a weapon or a weapon type, you can instead choose to become proficient with one unique weapon of your choice.
<br>
| Weapon | Cost | Damage | Weight | Property | Skill |
| :--------: | :---------------: | :-----------------------------------: | :-----: | :-----------------------------------------------------: | :----------: |
| Cestus | 3 ![[shard.png]] | 1d4 bludegeoning | 0.5 lb. | [[#light]], [[#nonlethal]], [[#simple]], [[#special]] | [[#Parry]] |
| Claws | 8 ![[shard.png]] | 1d6 slashing | 2 lb. | [[#light]] | [[#Rush]] |
| Garrotte | 5 ![[shard.png]] | 1d6 slashing | 0.1 lb. | [[#finesse]], [[#special]], [[#Two-Handed\|two-handed]] | [[#Steady]] |
| War Censer | 15 ![[shard.png]] | 1d4 bludgeoning, 1d4 fire/poison/acid | 3 lb. | [[#special]], [[#Two-Handed\|two-handed]] | [[#Stagger]] |
| Whip | 2 ![[shard.png]] | 1d4 slashing | 3 lb. | [[#finesse]], [[#reach]] | [[#Ensnare]] |
<br>
**Unique Weapon Special Properties**
Special unique weapons have entirely unique attributes, detailed below.
<br>
>**Cestus**
>If you are wearing a cestus, you can use your gloved hand to do anything that an empty hand can do, with the following exceptions:
>
>- If you are [[Making an Attack#Grapple 🛠|grappling]] an enemy with an that wields a cestus, you cannot attack with a cestus without releasing the [[Conditions#Restrained 🛠|restraint]].
>- You cannot wield other weapons or shields, although you may [[#Loading|load]] and [[#Reload|reload]] ranged weapons.
>- A cestus-wielding hand cannot be used as a second hand to hold a [[#Two-Handed|two-handed]] or [[#Versatile|versatile]] weapon.
>- You may hold a [[Spellcasting#Spellcasting Focus 🛠|spellcasting focus]], but you are unable to perform [[Spellcasting#Components|somatic components]].
>
>An attack with a cestus is not considered an [[Making an Attack#Unarmed Strikes|unarmed strike]]. You cannot drop a cestus or be disarmed of one unless you are [[Conditions#Stunned|stunned]], [[Conditions#Unconscious|unconscious]] or [[Conditions#Dying 🛠|dying]]. You must use an action to equip a cestus, but can use the same action to equip a second.
><br>
>**Garrotte**
>A garrotte cannot be used on a creature more than 1 size larger than you, and you can only attack with a garotte if the target is [[Order of Combat#Surprise|surprised]] or if you have [[Abilities & Skills#Advantage & Disadvantage|advantage]] on attack rolls against the target. On a hit, the target is [[Conditions#Restrained 🛠|restrained]] until you release it, it succeeds an [[Actions in Combat#Escape 🛠|escape]] check, or you stop wielding the garotte. On each of your subsequent turns, you may use your action to maintain the restrain, and deal the weapon's damage to the target. While [[Conditions#Restrained 🛠|restrained]] in this way, the creature takes cannot speak or breathe, and begins to [[Exploration & Environment#Suffocating|suffocate]]. Creatures that do not need to breathe are immune to a garotte wire's choke at the discretion of the DM.
><br>
>**War Censer**
>This weapon can be filled with one use of oil in place of a weapon attack or as a bonus action (the players choice) which then burns for 1 minute. It can otherwise be loaded with other liquids such as acid or poisons.
<br>
##### Weapon Properties
Many weapons have special properties related to their use, as shown in the weapon tables.
<br>
###### Finesse
>When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
<br>
###### Hipshot
>When you make a ranged weapon attack on a target within 5 feet of you with a hipshot weapon, you ignore [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] from being at [[Making an Attack#Ranged Attacks in Close Combat|close range]].
<br>
###### Heavy
>Unless a creature has a Strength score of 13 or higher, it has [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on attacks rolls made with heavy weapons. A small or smaller creature requires a Strength score of 15 or higher.
<br>
###### Light
>A light weapon is small and easy to handle, making it ideal for use when fighting with [[Making an Attack#Two-Weapon Fighting|two weapons]].
<br>
###### Loading
>Because of the time required to load [[Adventuring Gear#Ammunition|ammunition]] for this weapon, you can only make one attack roll per turn whenever you would attack a target, regardless of the number of attacks you can normally make.
<br>
###### Nonlethal
>These weapons are incapable of delivering damage that would kill the target. When you reduce the hit points of a creature to 0 with a weapon that has the nonlethal property, that creature is knocked [[Conditions#Unconscious|unconscious]].
<br>
###### Range
>A weapon that can be used to make a ranged attack has a range shown in parentheses after the range or [[#thrown]] property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on the attack roll. You can’t attack a target beyond the weapon’s long range.
<br>
###### Reach
>This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for [[Making an Attack#Opportunity Attacks|opportunity attacks]] with it.
<br>
###### Reload
>A limited number of shots can be made with a weapon that has the reload property. Once all of this weapon's ammunition has been fired, it's wielder must then reload one piece of [[Adventuring Gear#Ammunition|ammunition]] at a time, with each piece taking the place of an attack, or a bonus action (the players choice). A weapon that requires reloading cannot be used [[Exploration & Environment#Underwater Combat|underwater]], and requires two hands to reload.
<br>
###### Simple
>Proficiency with simple weapons allows you to add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to the attack roll for any attack you make with a weapon marked with the simple property. Proficiency with simple weapons does not grant access to the [[#Weapon Skills|weapon sklls]] of those weapons however.
<br>
###### Special
>Special weapons have entirely unique attributes, detailed below the weapon category tables.
<br>
###### Thrown
>If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. The normal and long [[#range|ranges]] of a weapon with the thrown property increase by a number of feet equal to 5 times your Strength modifier, unless your Strength modifier is negative.
<br>
###### Two-Handed
>This weapon requires two hands to wield when you attack with it.
<br>
###### Versatile
>This weapon can be used with one or two hands. A damage value in parentheses appears with the property--the damage when the weapon is used with two hands to make a melee attack.
<br><br>
##### Weapon Skills
In addition to any [[#Weapon Properties|properties]] that a weapon has, each weapon has one Weapon Skill. In most cases, these skills can only be used if the wielder of the weapon has the Mastery [[Feats|feat]] for that weapon type.
<br>
###### Bypass
>When you attack with a bypass weapon, you ignore the AC bonus granted by shields and features that parry or deflect attacks.
<br>
###### Ensnare
>When you hit with an ensnaring weapon, you can use your reaction to attempt to shove the target [[Conditions#Prone|prone]], [[Making an Attack#Disarming 🛠|disarm]] it, or pull it into a space within 5 feet of you.
<br>
###### Finish
>These weapons are well-suited to executing enemies. When you attack a [[Conditions#Prone|prone]] creature with a finishing weapon, you can choose to either make your attacks normally, or use an action to make one singular attack as normal. If this attack hits, roll damage as if it were a [[Damage and Healing#Critical Hits 🛠|critical hit]].
<br>
###### Mark
>As an action, mark a target. You must spend the next round [[Abilities & Skills#Concentration|concentrating]] on taking your shot. If you make any other attacks, or lose [[Abilities & Skills#Concentration|concentration]], the target becomes unmarked. On your next turn, if you hit the target with a weapon attack, you can roll three additional damage dice. Once you have hit your target with this attack, or if your attack misses, the target becomes unmarked. You may only deal damage like this once per turn.
<br>
###### Parry
>If a creature hits you with a melee attack while you are wielding a weapon with the parry skill, you can use your reaction to add half your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] (rounded down) to your AC for that attack, potentially causing it to miss.
<br>
###### Puncture
>When you hit a target with a [[Damage and Healing#Critical Hits 🛠|critical hit]], you may add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] as additional damage of the weapons type to the total.
<br>
###### Rush
>If you damage a creature with a rush weapon after moving 15 feet toward them, you can immediately make an additional weapon attack using your reaction.
<br>
###### Slice
>Once per turn when you reduce an enemy to 0 hit points with a slicing weapon, you can target another creature within 5 feet of the first that you can reach and, if the original attack roll would hit it, apply any remaining damage to it. If that creature is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to kill an enemy.
<br>
###### Steady
>As long as you remain immobile for your turn, roll damage twice and use the highest result for attacks you make with this weapon.
<br>
###### Stagger
>If you hit a creature with this weapon and deal damage to it, you can reduce its speed by 10 feet until the end of it's next turn. If you hit the creature more than once with this property, the speed reduction doesn’t exceed 10 feet.
<br>
###### Variable
>These weapons can deal multiple damage types, and inflict different effects as a result. When you attack with a variable weapon, it gains the corresponding weapon effect for that attack: bludgeoning attacks gain [[#Stagger|Stagger]], piercing attacks gain [[#Puncture|Puncture]], and slashing attacks gain [[#Slice|Slice]].
<br>
___
### Equipment Materials
The composition of a piece of equipment is just as important as its wielder's skill; different substances provide circumstantial benefits. The material of a weapon cannot be changed after its creation. All the materials listed here can be used to make melee weapons, ranged weapons, armor, and ammunition, though not all have an effect in each form.
<br>
###### Adamantine
>An ultra-hard jet-black metal with a multi-coloured sheen, weapons made from this meteoric iron devastate other objects. When you hit an object with an adamantine weapon or piece of ammunition, the hit is a [[Damage and Healing#Critical Hits 🛠|critical hit]]. An adamantine melee weapon gains the [[#Stagger|stagger]] weapon skill in addition to other [[#Weapon Skills|weapon skills]] that the weapon has, and can be used without the weapon mastery [[Feats|feat]] for that weapon. When wearing adamantine armor or wielding an adamantine shield, any [[Damage and Healing#Critical Hits 🛠|critical hit]] against you not from an adamantine weapon becomes a normal hit. Items made from adamantine cost four times more than their normal counterparts.
<br>
###### Ironwood
>Grown by druids for weapons and armor, this fireproof wood is as dense and resilient as metal, with all the properties of steel. Ironwood items are considered wood, rather than metal, when a game effect considers its material, but still deal full damage as steel items would.
<br>
###### Mithril
>A flexible material with a pale silver-blue sheen, mithril is prized for its unmatched light weight—mithril items weigh half as much as their standard versions. If a set of [[#Armour|armour]] imposes [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on [[Abilities & Skills#Stealth|Stealth]] checks or has a Strength requirement, its mithril version doesn't. If a weapon or shield has the [[#Weapon Properties#Heavy|heavy]] property, it's mithril version doesn't. If a weapon or shield doesn't have the [[#Weapon Properties#Heavy|heavy]] or [[#Weapon Properties#Light|light]] property, it's mithril version has the [[#Weapon Properties#Light|light]] property. Items made from mithril cost four times more than their normal counterparts.
<br>
###### Silver
>A shiny bright-white material, some monsters can only be damaged by weapons made of this precious metal. A skilled craftsman can plate a single weapon or 10 pieces of ammunition with silver with 1,000 ![[shard.png]], which represents not only the price of materials but the time and to add silver to the weapon without reducing its effectiveness. Unlike most materials, a weapon that is silvered retains all the properties of its original material.
<br>
###### Steel
>The best mundane metal available to a typical craftsman. While steel has no magical abilities, its properties allows smiths to select for sharpness, flexibility, hardness, and durability. Its relative resistance to wear, ability to hold an edge, ease of maintenance, and durability have made it a material of choice across the Shattered Realm.
<br>
###### Wood
>Softer and more flexible than most materials, wood is used to make most ranged weapons and some ammunition and does not alter the statistics of those weapons. A wooden weapon or piece of ammunition has the [[#Nonlethal|nonlethal]] property if it is not made from wood by default, and costs half as much. If the weapon's default material is wood, it works as normal, and uses its listed cost.
<br>
___
### Improvised Weapons
Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin. Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. Despite any similarities to actual weapons, you do not add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] wielding improvised weapons unless you are proficient in doing so.
An object that bears no resemblance to a weapon deals damage depending on it's size (the DM assigns a damage type appropriate to the object).
If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the [[#Thrown|thrown]] property, it also deals 1d4 damage. An improvised [[#Thrown|thrown]] weapon has a normal [[#range]] of 20 feet and a long [[#range]] of 60 feet.