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Mundane 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.

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.

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.

ModificationRulesBase weapons
BoneWhen 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
ConcealableYou 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 GuardYou gain +1 AC while not using a shield. This does not stack with another Cross Guard.Dagger, Longsword, Short Sword
Dense HeadWhen you score a critical hit, add your Strength modifier to the damage one additional time.Bow, Club, Hammer
Dual HeadWhen the weapon would deal bludgeoning, piercing, or slashing damage, it may deal one of the other two types instead.Axe, Hammer, Spear
KeenWhen you score a critical hit, add your Dexterity modifier (minimum 0) to the damage dealt.Axe, Longsword, Short Sword
MetalWhen 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
RecurveIncrease this weapon's normal range by 50 feet and its long range by 100 feet.Axe, Bow
SauroterWhen you hit with an opportunity attack, the creature's speed becomes 0 until your turn.Axe, Dagger, Spear
Steel TippedWhen you score a critical hit, add your proficiency bonus to the damage dealt.Dagger, Longsword, Short Sword, Spear
Weighted HaftYou suffer no penalty for ranged attacks beyond the first range increment.Axe, Bow, Spear
WoodWhen 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

Filter by basic or advanced form, weapon family, or type. Property badges show their rules on hover, keyboard focus, or tap.

The Mythic Age armory

Forge a legend.

Start with steel. Choose its form. Then see what it could become.

32 weapons
WeaponStageFamilyDamageCostProperties
AxeMeleebasicAxe1d8 slashing10 gp
BowRangedbasicBow1d6 piercing25 gp
ClubMeleebasicClub1d4 bludgeoning1 sp
CrystalSpell focusbasicCrystal25 gp
DaggerMeleebasicDagger1d4 piercing2 gp
HammerMeleebasicHammer1d8 bludgeoning15 gp
LongswordMeleebasicLongsword1d8 slashing15 gp
Short SwordMeleebasicShort Sword1d6 slashing10 gp
SpearMeleebasicSpear1d6 piercing1 gp
StaffSpell focusbasicStaff1d6 bludgeoning25 gp
LabrysMeleeadvancedAxe1d12 slashing60 gp
TabarzinMeleeadvancedAxe1d8 slashing60 gp
DolabraMeleeadvancedAxe1d6 slashing60 gp
ShortbowRangedadvancedBow1d6 piercing75 gp
LongbowRangedadvancedBow1d8 piercing75 gp
GreatclubMeleeadvancedClub1d6 bludgeoning5 gp
QuarterstaffMeleeadvancedClub1d8 bludgeoning5 gp
AmuletSpell focusadvancedCrystal75 gp
OrbSpell focusadvancedCrystal75 gp
PugioMeleeadvancedDagger1d4 piercing52 gp
KhanjarMeleeadvancedDagger1d4 piercing52 gp
MaulMeleeadvancedHammer2d6 bludgeoning65 gp
Thrown HammerMeleeadvancedHammer1d6 bludgeoning65 gp
WarhammerMeleeadvancedHammer1d8 bludgeoning65 gp
ShotelMeleeadvancedLongsword2d6 slashing65 gp
SpathaMeleeadvancedLongsword2d4 slashing65 gp
GladiusMeleeadvancedShort Sword1d6 slashing60 gp
KopeshMeleeadvancedShort Sword1d6 slashing60 gp
JavelinMeleeadvancedSpear1d6 piercing51 gp
DoruMeleeadvancedSpear1d8 piercing51 gp
RodSpell focusadvancedStaff1d6 bludgeoning75 gp
WandSpell focusadvancedStaff1d4 bludgeoning75 gp