Armor Light Armor Armor AC Special Leather 11 + DEX Modifier N/A Studded 12 + DEX Modifier N/A Black Leather 11 + DEX Modifier +5 on stealth rolls. Wizard's 11 + DEX Modifier +4 Max MP Ragged 11 + DEX Modifier +1 to all Saving Throws Medium Armor Armor AC Special Hide 12 + DEX Modifier (Max 2) N/A Binded 13 + DEX Modifier (Max 2) +5 on intimidation rolls. Mirdan 14 + DEX Modifier (Max 2) N/A Dull Gold 15 + DEX Modifier (Max 2) Heavy Heavy Armor Armor AC Special Chain-Mail 14 N/A Plate 16 Heavy, Requires 13 STR Fluted 17 Heavy , Requires 15 STR Dark Silver 18 Heavy , Requires 16 STR Gloom 15 Heavy, Reqiures 13 STR. The wearer gains resistance to poison damage. Brushwood 20 Heavy, Requires 20 STR. Ancient King's 16 Heavy, Requires 24 STR. You gain Legendary Resistance (3). You regain your uses of this feature at sunrise each morning. Light Shields Armor AC Bonus Special Shield +2 N/A Rune Shield +1 Unique. +1 to all saving throws. Dark Silver Shield +3 Unique. You cannot cast spells and gain Legendary Resistance (1). You regain your uses of this feature at sunrise each morning. Heavy Shields Armor AC Bonus Special Steel Shield +4 Heavy Spiked Shield +3 Heavy, can be used as a weapon (1d6 Pierce). Large Brushwood Shield +5 Requires 18 STR, Heavy, Unique. The wielder has resistance to fire damage. Adjudicator's Shield +1 Heavy. At the end of your turn, recover 2d4 HP. Tower Shield +4 Requires 20 STR. As an action, the wielder can plant the shield in front of them, creating half cover for themselves and anyone behind them.
Slayer of Demons Level Proficiency Bonus Features 1st +2 2 Spell Slots, Background 2nd +2 Cunning Action 3rd +2 Expertise, Feat 4th +2 Ability Score Improvement 5th +3 Choose One: Extra Spell Slot, Extra Attack 6th +3 Ability Score Improvement 7th +3 Fast Movement, Two Maneuvers (From Fighter List, d6) or Two Eldritch Invocations 8th +3 Ability Score Improvement 9th +4 Action Surge 10th +4 Expertise 11th +4 Choose One: Extra Spell Slot, Extra Attack 12th +4 Ability Score Improvement 13th +5 Manuever (From Fighter list, d8) or Eldritch Invocation 14th +5 Ability Score Improvement 15th +5 Indomitable (2) or Two Metamagic Options 16th +5 Ability Score Improvement 17th +6 Manuever (From Fighter list, d10) or Eldritch Invocation 18th +6 Feat 19th +6 Ability Score Improvement 20th +6 Choose One: Extra Spell Slot, Extra Attack
Rules Changes, Part Two Fighting Style by Weapon Weapon Type Fighting Style Notes Greatswords Great Weapon Fighter Curved Swords Anti-Armor Tactics On an unsucessful attack, your enemy takes 1d4 slashing damage. Rapiers Dueling Daggers Two Weapon Fighting Polearms Defense Bows Archery Crossbows Close Quarters Shooter Hammers Tunnel Fighter Axes Cleave Cleave: Upon a succesful attack, enemies adjacent to your target take damage equal to your level. Claws Unnarmed Fighting Wielding a claw counts as being unnarmed. Upgrade Costs Bonus Material Sizes Souls Required +1 Shard 1,000 +2 Shard, Chunk 5,000 +3 Shard, Chunk, Pure 25,000 Weapon Types Fighting styles are now inherent to the weapon a character is using. As long as the character is wielding that weapon (and meets all stat requirements to do so), they gain the bonus of the weapon's associated fighting style. Upgrading Weapons While Slayer's may find upgraded weapons on their journey, they will also no doubt be interested in upgrading the weapons they have grown familiar with. Weapons may be upgraded up to +3 via the use of hardstone, and then further modified with specific stones for a myriad of extra effects. Furthermore, +3 weapons may also be transformed into unique weapons via the use of a demon's soul. Generally, a Blacksmithing skill bonus of +10 is required to upgrade weapons, and a skill bonus of +20 is required to forge unique weapons. Forging and upgrading your own weapons requires half the spent souls when compared to using a vendor to craft them. Unique Weapons can only be upgraded via the use of colorless demons' souls.
Materials Hardstone A basic ore that evenly increases the power of a weapon. Clearstone Prefix: Quality An ore which requires skill and expertise to make high quality weapons with. Adds the Finesse property to a weapon that does not already posses it. Greystone Prefix: Crushing Grey ore that gives off a dull light. Removes finesse from a weapon if it posseses it, but doubles strength scaling towards damage. Bladestone Prefix: Sharp Ore wet with dew. Enhances finesse weapons. Removes the ability to wield the weapon using strength, but doubles dexterity scaling towards hit bonuses. Dragonstone Prefix: Dragon Dragon bone fossilized by lava. Adds 1d10 fire damage to each succesful attack with this weapon. To hit and damage bonuses start at +8, but do not scale with proficiency or ability modifiers. Suckerstone Prefix: Tearing Vampiric ore that sticks to the skin. Whenver an enemy is sucessfully hit by an attack from this weapon, they must roll a d8. On a one, they lose 10% of their total HP, they are inflicted with bleed until a DC 15 medicine check is made to cure the condition. This die changes to a d6 at +2, and d4 at +3. In combat, the medicine check requires an action to perform. The DC of the skill check increases to 20 at +2, and 25 at +3. Mercurystone Prefix: Mercury Melted, poisonous ore. Sucessful hits with this weapon deal an additonal 1d6 poison damage. Additionally, the hit creature must make a constitution saving throw with a DC of the attack roll or be poisoned for the next 1d8 hours. Marrowstone Prefix: Fatal Very thin, sharp, ore. Cannot enhance weapons that deal bludgeoning damage. On a critical hit with this weapon, roll three times the dice rather than twice the dice. This amount increases to four times at +2, and five times at +3. Moonlightstone Prefix: Moon Ore which reflects moonlight. This weapon deals an additional 1d6 force damage on a sucessful hit. You may use INT as your scaling stat for this weapon. Darkmoonstone Prefix: Crescent Moonshadow. On a succesful hit with this weapon, you regain 1d6 MP. This die increases to a d8 at +2, and a d10 at +3. You may use INT as your scaling stat for this weapon. Faintstone Prefix: Blessed Cold, holy ore that shines dimly. At the end of each of your turns while wielding this weapon, you or an ally within 30 feet regain 1d6 hit points. This die increases to a d8 at +2, and a d10 at +3. You may use WIS as your scaling stat for this weapon. Spiderstone Prefix: Sticky Fabric-like, transparent ore. Exclusively enchances bows. Increases the bow's damage die up one (i.e. from d6 to d8, or d8 to d10, etc) and adds 50 feet to both its effective and maxiumum range. The bonus range becomes 100 at +2, and 150 at +3. Cloudstone Prefix: Dark Green ore said to be found in the sky. Enhances shields specifically. While wielding this shield, each each of your saving throw bonuses increase by one. This bonus increases to 2 at +2, and 3 at +3. Colorless Demon's Soul The Soul of a Primeval Demon. Used to upgrade unique weapons.
Consumables A well prepared slayer always brings supplies. Documented here is a list of common items used by adventurers during their travels. Moon Grass Moon grasses are a species of medicinal herbs that bloom during the night. While some say that the phase of the moon the grass is harvested in determines its potency, those well versed in its cultivation know the harvesting process is what truely determines the strength. Nonetheless, the specific grass types are still named after phases of the moon. Moon grass can be used to heal, taking an action to use during combat. Moon Grass Phase Amount Healed Crescent 1d4 Half 1d8 Late 2d6 Full 2d10 New Moon Heals to full health Dark Moon Heals to full health and removes conditions A character trained in agriculture can cultivate moon grass in an environment they can reasonably and safely access. A character maintaining a garden may harvest from it once a week. In this case, the character rolls 1d4 to determine the number of herbs harvested, and makes an agriculture skill check to determine the type of grass. Harvesting Results Skill Check Result Grass Type 10 or lower Crescent 11 - 20 Half 20-25 Late 26-30 Full 31-34 New Moon 35 Dark Moon Spice Spice, while rare, is the friend of all aspiring casters. Its unique psychological effects rejuvenate the mind, restoring MP. The aging process (a delicate endeavor itself) determines the spice's potency, with a poorly aged spice being functional but inferior to its aged counterpart. Spices Age MP Restored Fresh 1d10 Old 1d20 Spice can be aged by characters proficient in spice cultivation. However, the equipment to do so is not easy to come by, especially in times like these. There is an initial cost of 50,000 souls to procure the equipment from a well connected vendor. Alternatively, characters can scavenge the equipment from somewhere, likely a place where experimentation with the soul arts runs rampant. Once the equipment is obtained, thre character may make a spice cultivation check each week to determine what spices, if any, they've managed to age. Aging Results Skill Check Result Spices produceed 15 or lower None 16 - 20 1 Fresh Spice 21 - 25 2 Fresh Spice 26 - 30 1 Old Spice 31 or higher 2 Old Spice Lotuses While Moon Grass may save you from dying on the spot, lotuses are a soldier's best friend. Famous for both their beauty and their protection against disease, they are found lining palace walls and deep in mercenaries pockets. Royal Lotus is a potent antivenom and can be used to cure poison, where as Widow's Lotus is a strong antibiotic and rids its user of the plague. A character trained in agriculture can grow these plants, gaining 5 lotuses of any kind on a weekly basis. Augite of Guidance A stone that burns impossibly slowly in the presence of air. Dropping this on the ground produces an effect identical to the light cantrip at the location it is dropped at for the next 24 hours. Soul Remains The remnants of an old hero's Soul drifting partially into another world. Demon's and the soul starved are voracious for items such as these. Tossing this to the ground gives each enemy in a 100 foot radius -5 passive perception for the next five minutes. This effect is negated in the event that a character ends its turn in clear view of an effected monster. Shard of Archstone A shard scraped off of the Archstones that are scattered about in each area. Allows a party to instantly return to the Nexus, without the loss of souls. Stone of ephemeral Eyes An eye stone which has deteriorated more than halfway. Resurrects the user's body, returning a character from soul form to human form.
Turpentine Natural resin collected from a pine tree. Upon use, the affected weapon will deal an additional 1d6 fire damage on hit for the next minute. Cannot be used on wooden weapons. Black Turpentine Natural resin collected from a black pine tree. Upon use, the affected weapon will deal an additional 1d12 fire damage on hit for the next 30 seconds. Cannot be used on wooden weapons. Sticky White Stuff A sticky, white, wax-like substance, said to be the waste product of a magical slug that bathed in fluorescent water. Upon use, affected weapon deals an additional 1d10 force damage for the next minute.
Character Tendency I n a realm cloaked in fog and starved of souls, one runs the risk of becoming much like the demons that they fight. The measure of this phenomenon is a Character Tendency. Character Tendency (or Soul Tendency) is measured on a scale of -5 (Pure Black) to 5 (Pure White). A soul tendency of 0 is considered to be neutral. Various actions a player takes can influence their soul tendency, with acts that invite Demonhood reducing Soul tendency, and acts that work to banish the Fog raising it. Notably, these changes are not tied to morality. Killing a mass murderer will still lower soul tendency, and slaying a Demon using their powers for nothing but good will raise it. An example of how events can change world tendency is listed below. White Soul Tendency A character is considered to have white soul tendency when their character's tendency is a positive number. A character with White Soul tendency will be far more adept at fighting demonic forces, with each enemy they encounter having their total hit dice reduced by one (to a minimum of one hit die). Furthermore, at Pure White Soul tendency, the character's health will remain at its full capacity while in Soul Form. Black Soul Tendency A character is considered to have black soul tendency when their character's tendency is a positive number. A character with black soul tendency will be weaker when outside their human form, but will have a far easier time in harvesting souls. Specifically, characters with black soul tendency lose an additional hit die from their maxiumum while in soul form (to a minimum of one), but roll with advantage on l,oot tables. At Pure Black tendency, enemies will score critical hits on this player with any roll of 18 or higher, and the character will recieve 1.5x the amount of souls. World Tendency Example Event +1 Aiding another party in defeating a Demon as a blue phantom +2 Slaying a Black Phantom. +3 Defeating a Demon in your own world. +4 Destroying an Archdemon +5 Lulling the Old One back into its slumber World Tendency Example Event -1 Learning a new Soul Art -2 Invading another world as a Black Phantom -3 Slaying another human. -4 Using a Demon's soul to obtain the souls within. -5 Claiming the Old One's soul for yourself.
Rule Changes, Part One Leveling Up Rather than leveling up when a certain value of EXP is met, a Slayer of Demons' advances by trading in their amassed souls to the Maiden in Black in the Nexus. As a character loses all collected souls upon death, it is imperative to visit the Maiden regularly. Advancement Level Soul Cost 1 0 2 300 3 600 4 1200 5 2400 6 3600 7 7200 8 15,000 9 30,000 10 60,000 11 80,000 12 100,000 13 120,000 14 140,000 15 160,000 16 180,000 17 200,000 18 220,000 19 240,000 20 260,000 Catalysts And Talismans The spellcasting implement you are using and the stat that it scales off of decide the maximum level you may cast your spells at. Specifically, the implements scaling decides what fraction your spellcasting ability your spells level can be. Spells cannot go above level 9, and the conversion is rounded down. Spell Scaling Talisman/Catalyst Scaling Fraction of Casting Stat D 1/10 C 1/5 B 3/10 A 2/5 S 1/2 Death and Beyond For those bound to the Nexus, death is not the end. Instead, they will awaken in soul form within the Nexus 1d20 hours later. Upon dying, a PC drops all their souls at an accesible location near their point of death. Soul Form Upon entering their soul form, a player character is weakened severely, but also gains an additional form of protection. While they remain in this form, their maximum HP and total hit dice are halved. However, invading spirits cannot enter their realm, and they recieve a +2 bonus on stealth checks due to their lack of footsteps. To exit soul form, a player must either be part of a group that claims a demon's soul, or use a Stone of Ephemeral Eyes. Ability Scores above 20 While your ability scores can now scale to the maximum value of 30 points, there is still a soft cap at 20 points. The specific restrictions on bonuses above 20 stat points are listed below. They will remain their until retrieved, or until the character dies again. Scaling Above 20 Ability Score Soft Cap Effect CON Health bonuses occur every 4 points, rather than 2 STR Added to-hit bonus is capped at its STR 20 Value DEX Added to-hit bonus is capped at its DEX 20 Value WIS Spell Level capped at Nine INT Spell Level capped at Nine CHA MP bonuses occur every other point, rather than every point
Mana Points Rather than a set number of casts, Slayers instead have a pool of mana they can draw on to cast their spells. This pool scales with Charisma: each point of Charisma adds a point to the player's Mana Pool. Cost by Spell Level Level Mana Cost Cantrip 1 1 4 2 5 3 8 4 10 5 12 6 14 7 16 8 18 9 20
Origins P eople are not born bound to the Nexus. Your origin reflects who you were before you began your demon slaying quest, as well as determining your starting equipment and statistics. Solider A low-class soldier that always stands at the frontline of battlegrounds. This is the standard soldier type with especially high vitality and hard armor. Besides a straight sword, they are equipped with a spear, thus broadening their battle style. Ability Scores Strength: 15 Dexterity: 12 Constitution: 14 Intelligence: 8 Charisma: 10 Wisdom: 10 Proficiencies Saving Throws: Strength, Constitution Skills: Choose three from Survival, Religion, Atheletics, Perception, and Smithing Equipment You start with the following equipment. Shortsword Spear Shield Half-Plate Armor 5 Half-Moon Grass Knight A knight class of a rather advanced area of southern Boletaria. This is a character that is equipped with hard metal armor and shield, and thus, excels in defense, but because they have low charisma, it will be difficult to bargain for items. Ability Scores Strength: 12 Dexterity: 10 Constitution: 15 Intelligence: 14 Charisma: 8 Wisdom: 10 Proficiencies Saving Throws: Dexterity, Intelligence Skills: Choose three from Animal Handling, Smithing, Atheletics, Perception, and Agriculture Equipment You start with the following equipment. Longsword Shield Chainmail Armor 5 Half-Moon Grass Hunter A specialist at outdoor activities. Their specialty is making long rang sniping attacks with a long bow. They are also equipped with leather armor and a battle axe, so they are well balanced overall. Ability Scores Strength: 12 Dexterity: 14 Constitution: 15 Intelligence: 10 Charisma: 10 Wisdom: 8 Proficiencies Saving Throws: Constitution, Intelligence Skills: Choose three from Stealth, Survival, Atheletics, Medicine, and Agriculture Equipment You start with the following equipment. Handaxe Longbow Leather Armor 3 Half-Moon Grass Priest A soldier of the church that believes in the God of this world. This is a tough character that is equipped with chain mail and shield. They can heal themselves with miracles, but their lack of dexterity makes them poor at handling advanced weapons. Ability Scores Strength: 14 Dexterity: 8 Constitution: 12 Intelligence: 10 Charisma: 10 Wisdom: 15
Proficiencies Saving Throws: Wisdom, Intelligence Skills: Choose three from Religion, Medicine, History, Persuasion and Spice Cultivation Equipment You start with the following equipment. Mace Shield Devotee's Talisman (D Scaling) Scale mail Armor 3 Half-Moon Grass Cure Wounds Miracle Magician A commoner that officially learned spells. They have already learned two spells, called "Firebolt" and "Blade Ward". Since their weapon is small and they lack in defense, they don't do too well with hand-to-hand combat. Ability Scores Strength: 10 Dexterity: 10 Constitution: 12 Intelligence: 15 Charisma: 14 Wisdom: 8 Proficiencies Saving Throws: Constitution, Charisma Skills: Choose three from Arcana, Investigation, Insight, History, and Spice Cultivation Equipment You start with the following equipment. Dagger Shield Fractured Catalyst (D Scaling) Leather Armor 2 Half-Moon Grass 1 Fresh Spice Firebolt and Blade Ward Spells Barbarian A person from a destitute backgroind . Out of all the classes, they have access to the most skills, but their initial equipment is the worst. They have no armor and their only weapon is a club. Ability Scores Strength: 15 Dexterity: 14 Constitution: 14 Intelligence: 8 Charisma: 10 Wisdom: 10 Proficiencies Saving Throws: Dexterity, Charisma Skills: Choose five from Survival, Religion, Atheletics, Perception, Smithing, Agriculture, Stealth, Perception, Insight, and Intimidation. Equipment You start with the following equipment. Club Shield 5 Half-Moon Grass Thief They are hired by royalty and engage in dirty jobs. This character is good at sneaky tactics such as surprise attacks, ambushes, and critical attacks after parrying. They have very good luck. Ability Scores Strength: 8 Dexterity: 15 Constitution: 10 Intelligence: 12 Charisma: 14 Wisdom: 10 Proficiencies Saving Throws: Dexterity, Charisma Skills: Choose three from Stelath, Deception, Persuasion, Perception, and Sleight of Hand. Equipment You start with the following equipment. 2 Daggers Shield Shortbow Leather Armor 5 Half-Moon Grass Royalty A person of royal descent who has officially learned spells. They use the spell "Soul Arrow" They begin with the lowest ability scores, but they are the only origin that begins equipped with a rare ring. Ability Scores Strength: 8 Dexterity: 10 Constitution: 8 Intelligence: 15 Charisma: 14 Wisdom: 10
Proficiencies Saving Throws: Intelligence, Dexterity Skills: Choose three from Stelath, Deception, Persuasion, Perception, and Sleight of Hand. Equipment You start with the following equipment. Dagger Shield Fractured Catalyst (D Scaling) Leather Armor 5 Half-Moon Grass 2 Fresh Spice Soul Arrow Spell Fragrant Ring: Recover 1d4 MP after each combat.
Weapons Axes Weapon Damage Properties Special Handaxe 1d6 Slashing Light, Thrown (20/60) N/A Battleaxe 1d8 Slashing Versatile (1d10) N/A Guillotine Axe 1d12 Slashing Heavy, Two Handed. N/A Crescent Axe 1d12 Slashing Two Handed, Heavy, Reach Requires 16 STR. Dozer Axe 1d20 Bludgeoning Two Handed, Heavy, Reach, Unique Requires 20 STR. Cannot take bonus actions while wielding this weapon. Claws Weapon Damage Properties Special Claws N/A* N/A Deals slashing damage rather than bludgeoning. Iron Knuckles N/A N/A N/A Fist of God N/A Unique Damage scaled with both wisdom and strength bonuses. Deals radiant damage instead of bludgeoning damage. Curved Swords Weapon Damage Properties Special Sickle 1d4 Slashing Light N/A Falchion 1d8 Slashing Finesse, Versatile (1d10) Requires 18 DEX. Kilij 1d6 Slashing Finesse, Light Requires 18 DEX. On hit, target must make a DC 14 CON save or be inflicted with Bleeding*. Scimitar 1d6 Slashing Finesse, Light N/A Shotel 1d6 Slashing Finesse, Light Requires 18 DEX. Your damage rolls for Anti-Armor Tactics have advantage, Sword of Searching 2d6 Slashing Two Handed, Heavy, Unique Requires 18 STR. Your party gains 1.5x the souls and has advantage on their loot roll if you used this weapon and only this weapon during a combat. Blind 1d6 Slashing Finesse, Light, Unique Requires 18 DEX. As long as your attack roll is 15 or higher, you hit your target. This weapon does not benefit from anti-armor tactics. Melee Weapons Note: Claws deal damage based on the Unarmed Fighter perk they inherently provide (1d6 with one hand, 1d8 with using both.) Bleeding: Your movement speed is halved. Can be cured with a DC 20 medicine check, or with a Soldier's Lotus.
Daggers Weapon Damage Properties Special Dagger 1d4 Piercing Finesse, Light, Thrown (20/60) N/A Parrying Dagger 1d6 Piercing Finesse, Light Requires 16 DEX. +1 AC when wielded in offhand. Secret Dagger 1d6 Piercing Finesse, Light Requires 16 DEX. Crits on 19s in addition to 20s. Baby's Nail 1d4 Piercing Finesse, Light, Unique Requires 14 DEX. On hit, target must make a DC 18 CON Save or become afflicted by plague*. Kris Blade 1d4 Piercing Finesse, Light, Unique Requires 22 INT. Damage rolls for your spells are made with advantage. When you cast a spell, you may also attack with Kris Blade. Greatswords Weapon Damage Properties Special Longsword 1d8 Slashing Versatile (1d10) Great Weapon Fighter effects this weapon, but only when wielding it with two hands. Greatsword 2d6 Slashing Heavy, Two Handed N/A Flamberge 2d6 Slashing Heavy, Two Handed. Requires 18 STR. The wielder gains resistance to any effect that would move them from their current space or knock them down. Bastard Sword 2d6 Slashing Two Handed, Heavy Requires 16 STR. +1 to all attack rolls made againsat targets wielding shields. Large Sword of Moonlight 2d6 Force Two Handed, Heavy, Unique Requires 18 WIS. This weapon's attack damage scales with Wisdom in addition to strength. Morion Blade 2d6 Slashing Two Handed, Heavy, Unique Requires 18 STR. While the wielder is below 50% of their total hit points, this weapon crits on 18s, 19s, and 20s. Soulbrandt 2d6 Slashing Two Handed, Heavy, Unique Requires 18 STR. If the wielder's soul tendency is Pure Black, deals 3d6 damage on hit. Demonbrandt 2d6 Slashsing Two Handed, Heavy, Unique Requires 18 STR. If the wielder's soul tendency is Pure White, deals 3d6 damage on hit rather than 2d6. Northern Regalia 2d10 Slashing Two Handed, Heavy, Unique Requires 20 STR. If the wielder's soul tendency is either Pure Black or Pure White, deals 3d10 damage on hit, rather than 2d10. Hammers Weapon Damage Properties Special Club 1d4 Bludgeoning Light N/A Mace 1d6 Bludgeoning N/A N/A Morning Star 1d8 Piercing N/A Requires 16 STR. On hit, target must make DC 14 CON save or be afflicted with Bleed. Pickaxe 1d8 Piercing Versatile (1d10) Requires 16 STR. Greatclub 2d6 Bludgeoning Heavy, Two Handed Requires 16 STR. On a hit, target must make a DC 14 DEX save or be knocked prone. Bramd 2d8 Bludgeoning Heavy, Two Handed, Unique Requires 24 STR. The wielder of this weapon is immune to poison damage and cannot contract diseases.. Meat Cleaver 2d6 Slashing Heavy, Two Handed, Unique Requires 18 STR. On hit, the wielder may roll a die of the same type as their hit die, and restore that much HP. Plague: At the start of this creatures turn, make a DC 18 CON save. On a failure, this creatures constitution decreases by 1d4 points. The plague can be cured with a DC 25 medicine check or with a Widow's Lotus, at which point all lost constitution returns.
Polearms Weapon Damage Properties Special Spear 1d6 Piercing Thrown (20/60), Versatile (1d8) N/A Halberd 1d10 Slashing Heavy, Reach, Two Handed N/A War Scythe 1d10 Piercing Reach Requires 16 DEX and 16 STR. Mirdan Hammer 1d10 Bludgeoning Heavy, Reach, Two Handed Requires 16 DEX and 16 STR. On a succesful hit, you may follow through to hit an adjacent enemey for 1d6 damage. Winged Spear 1d8 Piercing Thrown (20/60) Requires 18 DEX and 18 STR. Istarelle 1d8 Radiant Reach, Versatile (1d10), Unique Requires 18 STR and 18 WIS. When wielded, grants resistance to poison damage and saving throws against disease. This weapons to-hit bonus scales with WIS in addition to STR. Phosphorescent Pole 1d4 Bludgeoning Heavy, Two Handed, Reach, Unique Requires 18 DEX and 18 INT. While wielded, at the end of the wielder's turn, restore 1d4 MP. This weapon can be used as a catalyst for spells with a scaling of B. Scraping Spear 1d6 Piercing Reach, Versatile (1d8), Unique Requires 16 STR and 16 DEX. On hit, target must succeed on a DC 15 STR save or have their armor class reduced by one until they can repair their armor (DC 18 Smithing check, with the repair attempt taking an hour.) Rapiers and Straight Swords Weapon Damage Properties Special Shortsword 1d6 Slashing Finesse, Light Dueling fighting style applies when wielding two shortswords. Rapier 1d8 Piercing Finesse N/A Knight Sword 1d8 Slashing Finesse N/A Uchigatana 1d8 Slashing Finesse Requires 18 DEX. Dueling fighting style bonus applies to attack rolls as well as damage rolls. Rune Sword 1d8 Slashing Finesse, Unique Requires 18 DEX. While wielding this weapon, damage rolls of spells targeting you are made with disadvantage. Makoto 2d6 Slashing Finesse, Unique Requires 18 DEX. While wielding this weapon, at the end of each of your turns, take 1d8 force damage. Hiltless 2d6 Slashing Finesse, Unique Requires 18 DEX. When attacking with this weapon, you take 1d6 Damage. On a hit, target must succeed on a DC 18 CON save or be afflicted with bleed. Penetrating Sword 1d8 Piercing Finesse, Reach, Unique Requires 18 DEX. Hits in a ten foot line. Blueblood Sword 1d8 Force Finesse, Unique Requires 16 DEX and 20 CHA. This weapon crits whenever you roll more than 20 - X, where X is your charisma modifier. Furthermore, this weapons damage scales with CHA in addition to STR or DEX.
Bows Weapon Damage Properties Special Shortbow 1d6 Piercing Ammunition (80/320), Two Handed N/A Longbow 1d8 Piercing Ammunition (150/600), Heavy, Two Handed N/A Compound Shortbow 1d10 Piercing Ammunition (80/320), Two Handed. Requires 15 STR Compound Longbow 1d12 Piercing Ammunition (150/600) Two Handed, Heavy Requires 18 STR. Lava Bow 1d6 Piercing Ammunition (80/320), Two Handed, Heavy, Unique Requires 14 STR. On hit, deals 1d4 fire damage. White Bow 1d12 Piercing Ammunition (600/2400), Two Handed, Heavy, Unique Requires 18 STR. Crossbows Weapon Damage Properties Special Light Crossbow 1d6 Piercing Ammunition (30/120), Light, Loading N/A Heavy Crossbow 1d10 Piercing Ammunition 100/400), Heavy, Two Handed, Loading N/A Gargoyle Crossbow 1d6 Force Ammunition (30/120), Loading Requires 14 INT and scales with INT rather than DEX. Can spend 1 MP to instantly reload at the end of your turn. Ranged Weapons