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WEAPONS AND COMBAT

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MELEE

SMALL WEAPONS:
Small weapons such as daggers, switchblades or saps are wielded with one hand. Small weapons can be thrown, also using MIGHT, with no penalty at 10’ and under, with a medium range penalty (-1 to hit) to 20’, and up to 30’ with a long range penalty (-3 to hit). Additionally, characters attempting to covertly sneak small melee weapons with them get advantage to their BALANCE opposed save to do so. Basic small melee weapons use a d4 to determine damage.
PRIMARY WEAPONS:
Primary weapons require one hand to wield and use MIGHT to attack. Primary weapons can be wielded with two hands for a base damage die of d10. With one hand, primary weapons have a damage die of d8.
BIG WEAPONS:
Big weapons are melee weapons built to be wielded with two hands, great mauls and claymores fall under this category. Big weapons use MIGHT to attack. Their base damage dice are 2d6.
REACH WEAPONS:
Reach weapons are long stabbing or slashing weapons such as pikes and halberds that are wielded with two hands. Reach weapons use MIGHT to attack and can strike both adjacent opponents and ones an additional 5’ away. Reach weapons have a damage die of d10.
IMPROVISED WEAPONS:
Improvised weapons require two hands to wield, use MIGHT to attack, and incur a -1 penalty to hit for their generally awkward proportions. Improvised weapons use a d6 to determine damage.



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