When an adventure begins, the Agents usually have a supply of non-magical gear. You don’t need to specify precisely what they have. Eventually the question comes up: Do they have a particular item? That’s when you decide. Players can make the case for having an item, but the Game Master makes the call. Do They Have It? Common sense makes it obvious whether the character has the item that they want or can easily get it.
Weapons
Equipping Weapons
When you take the Attack action, you can equip or unequip one Weapon before this Action, even if the attack is with an Unarmed Strike.
Properties
Ammunition | Weapons with the Ammunition property have an Upkeep cost | |
Finesse | a weapon with finesse can score a critical hit on a roll of 19 or 20 | |
Heavy | a certain Strength is required for this weapon (indicated in brackets). Not meeting the Strength requirement of a weapon will give disadvantage on all of your attacks | |
Ranged | The range of the attack is shown between brackets. Additionally, when you have an enemy within 1 unit near you, Attack Rolls with Ranged weapons have disadvantage | |
Reach | This weapon adds 1 unit to your reach when you Attack with it, as well as when determining your reach for opportunity Attacks with it | |
Reload | When you make an attack with this weapon, if it’s not loaded, you spend 1 Action point reloading the weapon | |
Special | a weapon with the special property has unique rules | |
Spell Focus | This weapon is designed to channel the power of spells | |
Thrown | The weapon can make a ranged attack with a Melee attack. The range of the attack is shown between brackets | |
Two-handed | This weapon requires two hands when you Attack with it | |
Versatile | a versatile weapon can attack with one or two hands. When you attack with two hands, the weapon damage changes to the one listed in brackets |
Weapon List
Name | Damage | Properties | ||
Arbalest | 1d8 | Ammunition, Ranged [18], Reload, Two-Handed | ||
Arquebus | 1d8 | Ammunition, Ranged [18], Reload, Two-Handed, Heavy [3], Finesse | ||
Battle axe | 1d8 | Heavy [3], Versatile [1d10] | ||
Blowgun | 1d4 | Ammunition, Ranged [18] | ||
Blunderbuss | 1d10 | Ammunition, Ranged [12], Reload, Two-Handed, Heavy [3], Finesse | ||
Bomb | 1d6 | Ammunition, Special (Explosive) , Thrown [6] | ||
Chainsword | 1d10 | Ammunition, Two-Handed, Special (Rev up, Fuel) | ||
Claymore | 1d12 | Two-Handed, Heavy [3] | ||
Club | 1d8 | |||
Crossbow | 1d6 | Ammunition, Ranged [24], Reload, Two-Handed | ||
Dagger | 1d4 | Thrown [6], Finesse | ||
Falchion | 1d10 | Two-Handed | ||
Flail | 1d6 | Reach | ||
Flintlock | 1d10 | Ammunition, Ranged [6], Reload, Finesse | ||
Flamethrower | 1d8 | Ranged [6], Special (Explosive), Ammunition, Heavy [3] | ||
Gauntlets | 2d4 | Two Handed, Special (Gauntlet) | ||
Giant Club | 1d12 | Two-Handed, Heavy [3] | ||
Great Axe | 1d12 | Two-Handed, Heavy [3] | ||
Halberd | 1d10 | Reach, Two-Handed, Heavy [3] | ||
Hand Culverin | —- | Special (Bomb cannon), Heavy [3] | ||
Hatchet | 1d6 | Thrown [6] | ||
Lance | 1d12 | Reach, Two-Handed, Heavy [4] | ||
Longbow | 1d6 | Ammunition, Ranged [18], Two-Handed, Heavy [3], Finesse | ||
Longsword | 1d8 | Heavy [3], Versatile [1d10] | ||
Mace | 1d8 | |||
Musket | 1d8 | Ammunition, Ranged [24], Reload, Two-Handed, Heavy [4], Finesse | ||
Pickaxe | 1d8 | Heavy [3], Versatile [1d10] | ||
Pike | 1d8 | Reach, Two-Handed | ||
Pitchfork | 1d6 | Reach, Two-Handed | ||
Rapier | 1d6 | Finesse | ||
Sap | 1d6 | Finesse | ||
Sarissa | 1d6 | Reach, Versatile [1d8], Heavy [3] | ||
Scythe | 1d6 | Reach, Two-Handed | ||
Short Spear | 1d6 | Thrown [6] | ||
Shortbow | 1d6 | Ammunition, Ranged [12], Two-Handed, Finesse | ||
Sling | 1d4 | Reach 2 | ||
Staff | 1d6 | Spell Focus | ||
Sword | 1d8 | |||
Warhammer | 1d12 | Two-Handed, Heavy [3] | ||
Whip | 1d6 | Reach |
Armor
Type | Hit Point Bonus | Armor Bonus | Dodge Bonus | Strength Requirement | Stealth disadvantage? | |||||
Light | 1 | - | 2 | - | no | |||||
Medium | 1 | 1 | 1 | 2 | yes | |||||
Heavy | 1 | 2 | - | 3 | yes | |||||
Shield | 0 | 1 | - | - | no |
Armor Proficiency
Your class gives you Proficiency with certain types of armor. If you wear armor that you lack Proficiency with, you have disadvantage on Attack rolls, and any ability check or saving throw that involves Strength or Agility, and you can’t cast Spells.
Hit Point Bonus
You gain additional hit points while wearing armor. When you don off the armor, you lose the hit point bonus. If your current hit points are lower than the hit points provided by the armor and you don off the armor, your current hit points are equal to 1.
Dodge Bonus
some armor provides extra mobility, allowing for more dodges.
Armor Bonus
When you get hit by an attack, you reduce the amount of damage you take by your Armor bonus.
Equipping and Unequipping Armor
The time it takes to don on or off the armor depends on the armor’s category.Type | Equip | Unequip | ||
Light | 1 minute | 1 minute | ||
Medium | 1 minutes | 5 minutes | ||
Heavy | 5 minutes | 10 minutes | ||
Shield | 1 Action | 1 Action |