Mundane Weapons
Weapons
Section titled “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
Section titled “Weapon Properties”Weapons in the Mythic Age can have a variety of properties. These definitions are shared with the weapon builder.
Brutal
When rolling damage for a critical hit, if any damage die rolls its highest number, roll one additional weapon damage die and add it to the damage.
Cheap
This weapon may be upgraded to advanced or have modifications added for one tenth of the normal price.
Empowering
When you cast a spell using a higher spell slot, if it heals hit points or deals damage, increase that amount by the level of the slot used. This property can only be used on casting foci.
Fast
Drawing or stowing this weapon does not require an interaction with an object.
Penetrating
When you score a critical hit, add your proficiency bonus to the damage dealt.
Pummeling
When you score a critical hit, you may push the target 5 feet away.
Rejuvenating
When you heal another creature, gain temporary hit points equal to the spell's level.
Unrelenting
When rolling damage for a critical hit, if any damage die rolls a 1, roll one additional weapon damage die and add it to the damage.
Volatile
When a spell cast through this focus deals acid, cold, fire, lightning, or thunder damage, reroll one damage die and use the new result.
Bone
When you score a critical hit, you may deal additional damage equal to your proficiency bonus and gain the same amount of temporary hit points. This can only be used on clubs, crystals, and staves.
Concealable
You have advantage on Dexterity (Sleight of Hand) checks made to conceal this weapon. This can only be used on light weapons or casting foci.
Cross Guard
You gain +1 AC while not using a shield. This does not stack with another Cross Guard.
Dense
When you score a critical hit, add your Strength modifier to the damage one additional time.
Dual Head
When the weapon would deal bludgeoning, piercing, or slashing damage, it may deal one of the other two types instead.
Keen
When you score a critical hit, add your Dexterity modifier (minimum 0) to the damage dealt.
Metal
When you deal damage with a spell, add your proficiency bonus to that damage. Once used, this property cannot be used again until you complete a short rest.
Recurve
Increase this weapon's normal range by 50 feet and its long range by 100 feet.
Sauroter
When you hit with an opportunity attack, the 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 maximum damage to objects.
Weighted Haft
You suffer no penalty for ranged attacks beyond the first range increment.
Wood
When you restore hit points with a spell, add your proficiency bonus to that healing. Once used, this property cannot be used again until you complete a short rest.
Weapon Modifications
Section titled “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 has the same cost and time. Cheap weapons pay one tenth of the gold cost.
| Modification | Rules | Base weapons |
|---|---|---|
| Bone | When you score a critical hit, you may deal additional damage equal to your proficiency bonus and gain the same amount of temporary hit points. This can only be used on clubs, crystals, and staves. | Club, Crystal, Staff |
| Concealable | You have advantage on Dexterity (Sleight of Hand) checks made to conceal this weapon. This can only be used on light weapons or casting foci. | Crystal, Dagger, Short Sword, Staff |
| Cross Guard | You gain +1 AC while not using a shield. This does not stack with another Cross Guard. | Dagger, Longsword, Short Sword |
| Dense Head | When you score a critical hit, add your Strength modifier to the damage one additional time. | Bow, Club, Hammer |
| Dual Head | When the weapon would deal bludgeoning, piercing, or slashing damage, it may deal one of the other two types instead. | Axe, Hammer, Spear |
| Keen | When you score a critical hit, add your Dexterity modifier (minimum 0) to the damage dealt. | Axe, Longsword, Short Sword |
| Metal | When you deal damage with a spell, add your proficiency bonus to that damage. Once used, this property cannot be used again until you complete a short rest. | Crystal |
| Recurve | Increase this weapon's normal range by 50 feet and its long range by 100 feet. | Axe, Bow |
| Sauroter | When you hit with an opportunity attack, the creature's speed becomes 0 until your turn. | Axe, Dagger, Spear |
| Steel Tipped | When you score a critical hit, add your proficiency bonus to the damage dealt. | Dagger, Longsword, Short Sword, Spear |
| Weighted Haft | You suffer no penalty for ranged attacks beyond the first range increment. | Axe, Bow, Spear |
| Wood | When you restore hit points with a spell, add your proficiency bonus to that healing. Once used, this property cannot be used again until you complete a short rest. | Club, Staff |
Weapon Catalog
Section titled “Weapon Catalog”Filter by basic or advanced form, weapon family, or type. Property badges show their rules on hover, keyboard focus, or tap.
Forge a legend.
Start with steel. Choose its form. Then see what it could become.
| Weapon | Stage | Family | Damage | Cost | Properties | |
|---|---|---|---|---|---|---|
| AxeMelee | basic | Axe | 1d8 slashing | 10 gp | ||
| BowRanged | basic | Bow | 1d6 piercing | 25 gp | ||
| ClubMelee | basic | Club | 1d4 bludgeoning | 1 sp | ||
| CrystalSpell focus | basic | Crystal | — | 25 gp | ||
| DaggerMelee | basic | Dagger | 1d4 piercing | 2 gp | ||
| HammerMelee | basic | Hammer | 1d8 bludgeoning | 15 gp | ||
| LongswordMelee | basic | Longsword | 1d8 slashing | 15 gp | ||
| Short SwordMelee | basic | Short Sword | 1d6 slashing | 10 gp | ||
| SpearMelee | basic | Spear | 1d6 piercing | 1 gp | ||
| StaffSpell focus | basic | Staff | 1d6 bludgeoning | 25 gp | ||
| LabrysMelee | advanced | Axe | 1d12 slashing | 60 gp | ||
| TabarzinMelee | advanced | Axe | 1d8 slashing | 60 gp | ||
| DolabraMelee | advanced | Axe | 1d6 slashing | 60 gp | ||
| ShortbowRanged | advanced | Bow | 1d6 piercing | 75 gp | ||
| LongbowRanged | advanced | Bow | 1d8 piercing | 75 gp | ||
| GreatclubMelee | advanced | Club | 1d6 bludgeoning | 5 gp | ||
| QuarterstaffMelee | advanced | Club | 1d8 bludgeoning | 5 gp | ||
| AmuletSpell focus | advanced | Crystal | — | 75 gp | ||
| OrbSpell focus | advanced | Crystal | — | 75 gp | ||
| PugioMelee | advanced | Dagger | 1d4 piercing | 52 gp | ||
| KhanjarMelee | advanced | Dagger | 1d4 piercing | 52 gp | ||
| MaulMelee | advanced | Hammer | 2d6 bludgeoning | 65 gp | ||
| Thrown HammerMelee | advanced | Hammer | 1d6 bludgeoning | 65 gp | ||
| WarhammerMelee | advanced | Hammer | 1d8 bludgeoning | 65 gp | ||
| ShotelMelee | advanced | Longsword | 2d6 slashing | 65 gp | ||
| SpathaMelee | advanced | Longsword | 2d4 slashing | 65 gp | ||
| GladiusMelee | advanced | Short Sword | 1d6 slashing | 60 gp | ||
| KopeshMelee | advanced | Short Sword | 1d6 slashing | 60 gp | ||
| JavelinMelee | advanced | Spear | 1d6 piercing | 51 gp | ||
| DoruMelee | advanced | Spear | 1d8 piercing | 51 gp | ||
| RodSpell focus | advanced | Staff | 1d6 bludgeoning | 75 gp | ||
| WandSpell focus | advanced | Staff | 1d4 bludgeoning | 75 gp |