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 Name | Effect | Base Weapons |
---|---|---|
Bone | Add Bone. | Club, Crystal, Staff |
Concealable | Add Concealable | Dagger, Crystal, Short Sword, Staff |
Cross Guard | Add Cross Guard | Short Sword, Longsword, Dagger |
Dense Head | Add Dense | Club, Hammer, Bow (Composite) |
Dual Head | Add Dual Head | Axe, Hammer, Spear |
Keen | Add Keen | Axe, Dagger, Short Sword, Longsword |
Metal | Add Metal | Crystal |
Recurve | Increase Range by +50/+100 | Bow, Axe (Curved Handle) |
Sauroter | Add Sauroter | Spear, Axe, Dagger |
Steel Tipped | Add Penetrating | Dagger, Longsword, Short Sword, Spear |
Weighted Haft | Add Weighted Haft | Bow, Axe, Spear |
Wood | Add Wood | Staff, Club |
Basic Weapons
Weapon Name | Cost | Damage | Properties | Mods |
---|---|---|---|---|
Axe | 10 gp | 1d8 s | Versatile (1d10) | Dual Head, Keen, Recurve, Sauroter, Weighted Haft |
Club | 1 sp | 1d4 b | Cheap (See Cost) | Bone, Dense Head, Wood |
Dagger | 2 gp | 1d4 p | Finesse, light, thrown (range 20/60) | Concealable, Cross Guard, Sauroter, Steel Tipped |
Hammer | 15 gp | 1d8 b | Versatile (1d10) | Dense Head, Dual Head |
Longsword | 15 gp | 1d8 s | Versatile (1d10) | Cross Guard, Keen, Steel Tipped |
Short Sword | 10 gp | 1d6 s | Finesse, Light | Cross Guard, Concealable, Keen, Steel Tipped |
Spear | 1 gp | 1d6 p | Thrown (range 20/60), Versatile (1d8) | Dual Head, Sauroter, Steel Tipped, Weighted Haft |
Weapon Name | Cost | Damage | Properties | Mods |
---|---|---|---|---|
Bow | 25 gp | 1d6 p | Ammunition (range 80/320), Two-Handed | Dense Head, Recurve, Weighted Haft |
Weapon Name | Cost | Damage | Properties | Mods |
---|---|---|---|---|
Crystal | 25 gp | - | Volatile | Bone, Concealable, Metal |
Staff | 25 gp | 1d6 b | Empowering | Bone, Concealable, Wood |
Advanced Weapons
Weapon Name | Base Weapon | Total Cost | Damage | Properties |
---|---|---|---|---|
Labrys | Axe | 60 gp | 1d12 s | Heavy, Two Handed |
Tabarzin | Axe | 60 gp | 1d8 s | Brutal, Versatile (1d10) |
Dolabra | Axe | 60 gp | 1d6 s | Light, Thrown (30/90) |
Pugio | Dagger | 52 gp | 1d4 p | Finesse, Light, Versatile (1d6) |
Khanjar | Dagger | 52 gp | 1d4 p | Fast, Finesse, Brutal, Light, Thrown (range 20/60) |
Maul | Hammer | 65 gp | 2d6 b | Heavy, Two-Handed |
Thrown Hammer | Hammer | 65 gp | 1d6 b | Light, Thrown (range 20/60) |
Warhammer | Hammer | 65 gp | 1d8 b | Versatile (1d10), Unrelenting |
Shotel | Longsword | 65 gp | 2d6 s | Two-Handed, Heavy |
Spatha | Longsword | 65 gp | 2d4 s | Versatile (1d6+1d4) |
Javelin | Spear | 51 gp | 1d6 p | Reach, Versatile (1d8), thrown (40/120) |
Doru | Spear | 51 gp | 1d8 p | Reach, Thrown (20/60), Versatile (Heavy, 1d10) |
Gladus | Shortsword | 60 gp | 1d6 s | Finesse, Versatile (1d8) |
Kopesh | Shortsword | 60 gp | 1d6 s | Fast, Finesse, Light |
Greatclub | Club | 5 gp | 1d6 b | Versatile (1d8), Cheap (See Cost) |
Quarterstaff | Club | 5 gp | 1d8 b | Heavy, Versatile (1d10), Cheap (See Cost) |
Weapon Name | Base Weapon | Total Cost | Damage | Properties |
---|---|---|---|---|
Short Bow | Bow | 75 gp | 1d6 p | Ammunition (range 80/320), two-handed, fast |
Long Bow | Bow | 75 gp | 1d8 p | Ammunition (range 150/600), two-handed |
Weapon Name | Base Weapon | Total Cost | Damage | Properties |
---|---|---|---|---|
Amulet | Crystal | 75 gp | - | Volatile, Penetrating |
Orb | Crystal | 75 gp | - | Volatile, Rejuvenating |
Rod | Staff | 75 gp | 1d6 b | Empowering, Pummeling |
Wand | Staff | 75 gp | 1d4 b | Empowering, Penetrating |