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Mundane Weapons

Weapons

Weapons in the mythic age a built on top of one another. A simple axe can grow in to a fearsome “Scorching Winds” Labrys as you slay and harvest monster parts. Weapon progression is split in to five tiers, the first two are mundane weapons and represent weapon specialization. A longsword can be reforged in to the powerful Shotel, or the more precise Spatha. From there you can modify you weapon, customizing it to match your fighting style. The final three are magical weapons infused with the power and abilities of the monsters they are made of. Your Shotel can gain the power and strength of the Manticore, progressing through “Shooting Spikes”, “Peircing Spikes” and finally “Mukhwzaq’s Pinning Thorns” as you slay greater and greater monsters.

Weapon Properties

Weapons in the Mythic Age can have a variety of properties, new ones are listed here.

Bone

When you score a critical hit you may deal additional damage equal to your proficiency bonus and gain an equal amount of temporary hit points. This can only be used on clubs, crystals, and staves.

Brutal

When rolling damage for a critical hit, if any damage dice roll their highest number you may roll an additional weapon damage die and add the result to your damage.

Cheap

This weapon may be upgraded to advanced or have modifications added for 1/10th of the price

Concealable

You have advantage on sleight of hand checks to conceal this weapon. This can only be used on light weapons or casting foci.

Cross Guard

+1 AC When not using a shield. Does not stack with another Crossguard.

Dense

When you score a critical hit, you may add your strength bonus to your damage an additional time.

Dual Head

When you would deal bludgeoning, slashing or piercing damage you may instead deal a different type of damage. This can only be used on weapons.

Empowering

When you cast a spell using a higher spell slot, if the spell heals hit points or deals damage, increase that amount by the slot you used to cast the spell. This property can only be used on casting foci.

Fast

Drawing or stowing this weapon does not require an interaction with an object.

Keen

When you score a critical hit you can add your dexterity modifier (minimum 0) to the damage you deal. This can only be used on weapons.

Metal

When you deal damage with a spell you may add your proficiency bonus to that damage. Once you do you must complete a short rest before doing it again.

Penetrating

When you score a critical hit, you may add your proficiency bonus to the damage you deal.

Pummeling

When you score a critical hit, you may push the target 5 feet away.

Rejuvenating

When you heal another creature, you gain temporary hit points equal to the spell’s level.

Sauroter

If you hit with an opportunity attack, creature’s speed becomes 0 until your turn.

Sundering

You have advantage on Strength checks made to break objects with this weapon. This weapon deals maxium damage to objects.

Unrelenting

When rolling damage for a critical hit, if any of your damage dice are a 1, you may roll one additional weapon damage die and add the result to your damage.

Volatile

If a spell you cast would deal Acid, Cold, Fire, Lightning, or Thunder damage, you may re-roll one of the damage dice taking the new result. This property can only be used on casting foci.

Weighted Haft

No penalty for ranged attacks beyond the first range increment.

Wood

When you heal hit points with a spell, you may add your proficiency bonus to that healing. Once you do so you must complete a short rest before doing it again.

Weapon Modifications

Each weapon can be modified based on base type. Each weapon, unless stated otherwise may only have one modification applied to it. Adding a modification costs 100 gp and takes 1 day of work. Replacing a modification is the same cost and time.

Weapon Modifications

Mod NameEffectBase Weapons
BoneAdd Bone.Club, Crystal, Staff
ConcealableAdd ConcealableDagger, Crystal, Short Sword, Staff
Cross GuardAdd Cross GuardShort Sword, Longsword, Dagger
Dense HeadAdd DenseClub, Hammer, Bow (Composite)
Dual HeadAdd Dual HeadAxe, Hammer, Spear
KeenAdd KeenAxe, Dagger, Short Sword, Longsword
MetalAdd MetalCrystal
RecurveIncrease Range by +50/+100Bow, Axe (Curved Handle)
SauroterAdd SauroterSpear, Axe, Dagger
Steel TippedAdd PenetratingDagger, Longsword, Short Sword, Spear
Weighted HaftAdd Weighted HaftBow, Axe, Spear
WoodAdd WoodStaff, Club

Basic Weapons

Weapon NameCostDamagePropertiesMods
Axe10 gp1d8 sVersatile (1d10)Dual Head, Keen, Recurve, Sauroter, Weighted Haft
Club1 sp1d4 bCheap (See Cost)Bone, Dense Head, Wood
Dagger2 gp1d4 pFinesse, light, thrown (range 20/60)Concealable, Cross Guard, Sauroter, Steel Tipped
Hammer15 gp1d8 bVersatile (1d10)Dense Head, Dual Head
Longsword15 gp1d8 sVersatile (1d10)Cross Guard, Keen, Steel Tipped
Short Sword10 gp1d6 sFinesse, LightCross Guard, Concealable, Keen, Steel Tipped
Spear1 gp1d6 pThrown (range 20/60), Versatile (1d8)Dual Head, Sauroter, Steel Tipped, Weighted Haft

Advanced Weapons

Weapon NameBase WeaponTotal CostDamageProperties
LabrysAxe60 gp1d12 sHeavy, Two Handed
TabarzinAxe60 gp1d8 sBrutal, Versatile (1d10)
DolabraAxe60 gp1d6 sLight, Thrown (30/90)
PugioDagger52 gp1d4 pFinesse, Light, Versatile (1d6)
KhanjarDagger52 gp1d4 pFast, Finesse, Brutal, Light, Thrown (range 20/60)
MaulHammer65 gp2d6 bHeavy, Two-Handed
Thrown HammerHammer65 gp1d6 bLight, Thrown (range 20/60)
WarhammerHammer65 gp1d8 bVersatile (1d10), Unrelenting
ShotelLongsword65 gp2d6 sTwo-Handed, Heavy
SpathaLongsword65 gp2d4 sVersatile (1d6+1d4)
JavelinSpear51 gp1d6 pReach, Versatile (1d8), thrown (40/120)
DoruSpear51 gp1d8 pReach, Thrown (20/60), Versatile (Heavy, 1d10)
GladusShortsword60 gp1d6 sFinesse, Versatile (1d8)
KopeshShortsword60 gp1d6 sFast, Finesse, Light
GreatclubClub5 gp1d6 bVersatile (1d8), Cheap (See Cost)
QuarterstaffClub5 gp1d8 bHeavy, Versatile (1d10), Cheap (See Cost)