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Author SHA1 Message Date
eric 2fd6f77b1d Update to Beta-0.24.0. 2026-10-05 00:49:43 -04:00
eric 98ffd1c4bc a handful of minor tweaks 2025-11-04 22:33:16 -05:00
eric 63ad52df6e add some magic items for Ravenloft 2025-11-01 13:24:33 -04:00
eric 3c713e3287 update for ravenloft 2025 2025-10-31 22:09:59 -04:00
eric 2421c8a5fc add neurovores, for no particular reason...
update to v0.22.0
2025-10-28 00:14:56 -04:00
eric 8f692d132e small updates to large races 2025-10-25 00:26:41 -04:00
eric c1b4c035d3 update rules, classes, magic-items.... a bunch of stuff
update tp v0.22.0 of rules and code
add "Vessels" to rules
add restriction on "super" attack usage for martial classes
remove minimum ability requirements from races
2025-10-19 21:29:38 -04:00
eric 0390c91a7c fix typo 2025-06-08 01:20:22 -04:00
eric 54583b3665 updates before tomorrow's toh game 2025-06-08 01:18:01 -04:00
eric f91cb9d9e3 added mini-campaign ideas 2025-06-01 11:09:53 -04:00
eric aeef88c1dc more toh prep 2025-05-31 23:01:53 -04:00
eric 095a85b9c5 update version and toh date 2025-05-06 22:39:16 -04:00
eric 9952fb5ac6 prep for ToH
follow-up from hexhall
2025-05-04 23:26:51 -04:00
eric 5d0e4e5d01 forgot the goblins again... 2025-04-13 21:11:04 -04:00
eric 0ab50012e0 minor tweaks, missing files 2025-04-13 21:00:55 -04:00
eric 70dd1c6451 prep for gexhall campaign 2025-04-13 20:48:21 -04:00
eric 6ce2914598 a few more broken links 2025-04-09 00:30:27 -04:00
eric 4df0e59dd5 fix broken links 2025-04-09 00:20:33 -04:00
eric 12153be839 links and licenses 2025-04-07 22:13:02 -04:00
eric 6e271e367d launch time! 2025-04-07 21:50:26 -04:00
eric b7fade1ac8 updates 2025-04-07 00:11:47 -04:00
eric 443d7a8d5c update deities 2025-04-05 23:29:13 -04:00
eric 4a2c27e914 fix ups 2025-04-05 22:47:02 -04:00
eric 15d51f4e1e moar updates 2025-04-05 19:47:36 -04:00
eric c89bc36fd7 updates 2025-04-05 17:03:48 -04:00
eric 176b8abdcf 99% of the bestiary updates 2025-03-09 12:05:43 -04:00
625 changed files with 28182 additions and 6251 deletions
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# EditorConfig is awesome: https://editorconfig.org
root = true
[*]
charset = utf-8
end_of_line = lf
indent_size = 4
indent_style = tab
insert_final_newline = true
trim_trailing_whitespace = true
[*.md]
end_of_line = lf
indent_size = 4
indent_style = tab
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module.exports = {
"env": {
"browser": true,
"es2021": true
},
"extends": [
"eslint:recommended",
"prettier" // Make sure this is the last
],
"overrides": [
{
"env": {
"node": true
},
"files": [
".eslintrc.{js,cjs}"
],
"parserOptions": {
"sourceType": "script"
}
}
],
"parserOptions": {
"ecmaVersion": "latest",
"sourceType": "module"
},
"rules": {
}
}
Generated Executable
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{
"cSpell.words": ["chainmail"],
"files.eol": "\n"
}
Binary file not shown.
Executable
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#!/usr/bin/bash
export NVM_DIR="$HOME/.nvm"
[ -s "$NVM_DIR/nvm.sh" ] && \. "$NVM_DIR/nvm.sh" # This loads nvm
echo "Commencing with the site build..."
echo
nvm use 18
git pull origin beta-version
npx weevr build
rm -rf old
mv public old
mv out public
echo "All done!"
echo
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{
"name": "planar-vagabond",
"version": "0.15.0",
"version": "0.24.0",
"description": "",
"main": "index.js",
"scripts": {
"build": "npx weevr build",
"build:prod": "cross-env NODE_ENV=production npx weevr build",
"serve": "npx weevr serve",
"start": "npx weevr watch",
"watch": "npx weevr watch"
"build": "yarn weevr build",
"build:prod": "cross-env NODE_ENV=production yarn weevr build",
"serve": "yarn weevr serve",
"start": "yarn weevr watch",
"watch": "yarn weevr watch"
},
"keywords": [],
"author": "Eric Woodward (https://www.itsericwoodward.com)",
"license": "MIT",
"engines": {
"npm": ">=10",
"node": ">=22"
},
"devDependencies": {
"web-weevr": "git+ssh://git@git.itsericwoodward.com:eric/web-weevr.git"
}
},
"packageManager": "yarn@4.12.0"
}
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csp: "default-src 'self'; img-src 'self' https://*; media-src 'self' https://*;",
robots: 'index,follow',
language: 'en-us',
copyright: 'Copyright 2023 Eric Woodward, licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.',
copyright: 'Copyright 2025 Eric Woodward, licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.',
basePath: '',
uri: 'https://www.planarvagabond.com',
search_uri: 'www.planarvagabond.com',
@@ -0,0 +1,2 @@
- Usually found in frozen regions.
- Immune to damage from cold and non-magical, non-silver weapons.
@@ -0,0 +1,6 @@
### Life Drain
Damage inflicted by this attack reduces the target's maximum HP.
- A humanoid killed by this ability becomes a draugr in 1 day, under the control of the one that killed them.
- The victim gains back 1 hit die worth of hit points to their maximum after each long rest they take, until they return to their original total.
@@ -0,0 +1,3 @@
- Typically found haunting ruins and tombs.
- Immune to all damage except fire or magic.
- Any damage taken is reduced by 50%.
@@ -0,0 +1,11 @@
### Disease
Anyone touched by this creature must **Save** or contract a rotting disease.
- Must save after each touch (unless infected).
- While infected:
- Can't regain hit points,
- Loses 1 HD every day.
- If HD drops to 0, victim dies and turns to dust.
- Healing occurs at 10% normal rate.
- Disease can only be removed by magic (ex: Cure Disease spell)
@@ -0,0 +1,5 @@
### Paralyzing Fear
Anyone seeing this creature must **Save** or be [paralyzed](/rules/adventuring.html#paralyzed) with terror.
- Paralysis is broken if mummy lord attacks them or goes out of sight.
@@ -0,0 +1,4 @@
- Can levitate vertically at 20' / round.
- Can read thoughts of any creatures within 90'.
- Blocked by thin layer of lead or 2'+ rock.
- Has advantage on all saves vs magic, and all saves vs psionic / mental powers.
@@ -0,0 +1,3 @@
### Brain Grab
On a critical hit while attacking with a tentacle, it latches onto the target, preventing their escape and extracting (and devouring) the their brain in 1d4 rounds.
@@ -0,0 +1,8 @@
### Psionic Powers
Each of the following may be used up to 3 times per day.
- **Control**: Target within 30' must **Save vs Paralyze** or come under the mental control of the neurovore for 1d6 rounds.
- Target gets additional save to break the control when forced to commit acts that are against their alignment or self-destructive.
- **Blast**: All targets in 60' cone (5’ wide at the mouth, 20’ wide at far end) must **Save vs Paralyze** or be paralyzed for 1d12 minutes.
- **Bolt**: Target within 60' must **Save vs Spells** or take 3d6 damage.
@@ -0,0 +1,8 @@
### Frenzy
Frenzy triggered by blood in water within 300'.
During frenzy:
- Attacks each round, and
- Skips morale checks.
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- Typically found in ruins, tombs, and deserted areas.
- Immune to damage from non-magical weapons.
- Regenerates 3 hp at the start of each round until destroyed.
- At 0 hp, changes into cloud of mist and flees to coffin.
!!!include(./vampires/base-info.md)!!!
- **Coffins**: Must rest in a coffin during the day or lose 2d6 hp (which can only be healed by resting in coffin for a full day).
!!!include(./vampires/bestial-minions.md)!!!
- Cannot rest in a blessed coffin.
!!!include(./vampires/charming-gaze.md)!!!
### Bestial Minions
!!!include(./vampires/energy-drain.md)!!!
Can summon creatures from the surrounding area.
- Takes 1 round to activate.
- Can summon the following types and quantities of animals:
- 1d10 x 10 rats,
- 5d4 giant rats,
- 1d10 x 10 bats,
- 3d6 giant bats,
- 3d6 wolves, or
- 2d4 dire wolves.
### Charming Gaze
Target in sight must **Save vs Spells** at -2 to resist charm.
- A charmed creature:
- must move towards the vampire (resisting anyone who tries to prevent it),
- must defend the vampire,
- must obey the vampire's commands (as long as they are understood),
- can't cast spells or use magic items,
- is unable to harm the vampire.
- Charm breaks when the vampire dies.
### Energy Drain
Damage inflicted by this attack reduces the target's maximum HP.
- A humanoid killed by this ability becomes a vampire in 3 days.
- The victim gains back 1 hit die worth of hit points to their maximum after each long rest they take, until they return to their original total.
### Shapeshift
Can change into other forms at will.
- Each change takes 1 round.
- Can take humanoid form, or form listed below.
- Clothes and equipment carried remain in possession but inaccessible while in non-humanoid form.
#### Dire Wolf
| | |
| ----------------- | --------------------- |
| **Hit Dice** | 7\*\* (31 hp) |
| **Armor Class** | 17 |
| **Movement** | 50' |
| **Attacks** | 1 (+6) @ bite (2d4) |
| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
| **Morale** | 11 |
#### Giant Bat
| | |
| ----------------- | --------------------- |
| **Hit Dice** | 7\*\* (31 hp) |
| **Armor Class** | 17 |
| **Movement** | 10' / 60' flying |
| **Attacks** | 1 (+6) @ bite (1d4) |
| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
| **Morale** | 11 |
#### Cloud of Mist
| | |
| ----------------- | --------------------- |
| **Hit Dice** | 7\*\* (31 hp) |
| **Armor Class** | 17 |
| **Movement** | 60' flying |
| **Attacks** | None |
| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
| **Morale** | 11 |
- Immune to all weapons while in this form.
- Unable to attack while in this form.
!!!include(./vampires/shapeshift.md)!!!
!!!include(./undead.md)!!!
### Weaknesses
- Repelled by odor of garlic, must **Save vs Death** each round to attack.
- Unable to come within 10' of a wielded holy symbol.
- May attack wielder from another angle, if possible.
- Unable to cross running water except via a bridge or while carried inside coffin.
- Does not cast a reflection.
- Tends to avoid mirrors.
- Partly blinded by light from [Continual Light](/spells/continual-light.html) spell (-4 to attack).
- May be permanently killed by:
- a stake in the heart,
- being immersed in water for 1 turn,
- being reduced to 0 hp without an available coffin nearby.
!!!include(./vampires/weaknesses.md)!!!
@@ -0,0 +1,5 @@
- Typically found in ruins, tombs, and deserted areas.
- Immune to damage from non-magical weapons.
- Regenerates 3 hp at the start of each round until destroyed.
- At 0 hp, changes into cloud of mist and flees to coffin.
- Can walk along vertical surfaces and upside down across ceilings without using hands at normal movement speed.
@@ -0,0 +1,12 @@
### Bestial Minions
Can summon creatures from the surrounding area.
- Takes 1 round to activate.
- Can summon the following types and quantities of animals:
- 1d10 x 10 [rats](/bestiary/rats/rat.html),
- 5d4 [giant rats](/bestiary/rats/giant-rat.html),
- 1d10 x 10 [bats](/bestiary/bats/bat.html),
- 3d6 [giant bats](/bestiary/bats/giant-bat.html),
- 3d6 [wolves](/bestiary/wolves/wolf.html), or
- 2d4 [dire wolves](/bestiary/wolves/dire-wolf.html).
@@ -0,0 +1,11 @@
### Charming Gaze
Target in sight must **Save vs Spells** at -2 to resist charm.
- A charmed creature:
- must move towards the vampire (resisting anyone who tries to prevent it),
- must defend the vampire,
- must obey the vampire's commands (as long as they are understood),
- can't cast spells or use magic items,
- is unable to harm the vampire.
- Charm breaks when the vampire dies.
@@ -0,0 +1,6 @@
### Energy Drain
Damage inflicted by this attack reduces the target's maximum HP.
- A humanoid killed by this ability becomes a vampire in 3 days.
- The victim gains back 1 hit die worth of hit points to their maximum after each long rest they take, until they return to their original total.
@@ -0,0 +1,43 @@
### Shapeshift
Can change into other forms at will.
- Each change takes 1 round.
- Can take humanoid form, or form listed below.
- Clothes and equipment carried remain in possession but inaccessible while in non-humanoid form.
#### Dire Wolf
| | |
| ----------------- | --------------------- |
| **Hit Dice** | 7\*\* (31 hp) |
| **Armor Class** | 17 |
| **Movement** | 50' |
| **Attacks** | 1 (+6) @ bite (2d4) |
| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
| **Morale** | 11 |
#### Giant Bat
| | |
| ----------------- | --------------------- |
| **Hit Dice** | 7\*\* (31 hp) |
| **Armor Class** | 17 |
| **Movement** | 10' / 60' flying |
| **Attacks** | 1 (+6) @ bite (1d4) |
| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
| **Morale** | 11 |
#### Cloud of Mist
| | |
| ----------------- | --------------------- |
| **Hit Dice** | 7\*\* (31 hp) |
| **Armor Class** | 17 |
| **Movement** | 60' flying |
| **Attacks** | None |
| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
| **Morale** | 11 |
- Immune to all weapons while in this form.
- Unable to attack while in this form.
@@ -0,0 +1,17 @@
### Weaknesses
- Must rest in a coffin during the day or lose 2d6 hp (which can only be healed by resting in coffin for a full day).
- Cannot rest in a blessed coffin.
- Repelled by odor of garlic, must **Save vs Death** each round to attack.
- Unable to come within 10' of a wielded holy symbol.
- May attack wielder from another angle, if possible.
- Unable to cross running water except via a bridge or while carried inside coffin.
- Unable to enter a private residence without being invited.
- Does not cast a reflection or shadow.
- Tends to avoid mirrors.
- Partly blinded by light from [Continual Light](/spells/continual-light.html) spell (-4 to attack).
- Burned by holy water (1d6+1 damage per vial).
- May be permanently killed by:
- a stake in the heart,
- being immersed in water for 1 turn, or
- being reduced to 0 hp without an available coffin nearby (mist dissipates after 12 turns).
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When a humanoid loses more than 1/2 of their max hit points from the natural attacks of a werebeast (ex: bite or claw), they must **Save vs Poison** or become infected with therianthropy.
- The disease takes 2d12 days to fully infect, with signs of infection appearing halfway through.
- Humanoids become the same type of werebeasts (and are typically run by the referee, at least while transformed).
- Humanoids become the same type of werebeasts (and are typically run by the GM, at least while transformed).
### Paralyzing Terror
Any level 0 character seeing this creature must **Save** or be [paralyzed](/rules/adventuring.html#paralyzed) with terror.
- Paralysis is broken if werebeast attacks them or goes out of sight.
@@ -1,6 +1,11 @@
1. **Berserker**: After striking a killing blow while in melee with multiple foes, may immediately make a free attack against another foe at –2.
2. **Dual-Wielder**: Gains [Dual Wielding](/rules/combat.md#dual-wielding). If DEX > 13 and wielding both a one-handed weapon and a Light weapon in off hand, may make an attack with each one.
3. **Hunter**: +1 to attack and damage rolls when in combat with foes of a specific type (ex: undead, clerics, dragons, giants, etc.). The type must be chosen when this talent is selected.
4. **Leader**: Mercenaries or retainers under command and within 60' gain a +1 bonus to morale and loyalty checks. All allies within 60' get +1 bonus to saves against fear effects.
5. **Specialist**: Expertise with a specific type of weapon (ex: whips, one-handed swords, crossbows, etc.) grants +1 to attack and damage rolls when using one.
6. **Tank**: When in melee with a foe, any attacks the foe makes at anyone else get –2.
1. **Berserker**: After striking a killing blow while in melee with multiple foes, may immediately make a free attack against another foe at –2 (cumulative).
2. **Dual-Wielder**: Gains [Dual Wielding](/rules/combat.html#dual-wielding). If DEX > 13 and wielding both a one-handed weapon and a Light weapon (in off hand), may make an attack with each weapon (-2 to second attack).
3. **Environmental Expert**: Can either ignore any special restrictions on combat while in a specific environment (ex: underwater) or gains +1 to attack and damage rolls while in combat in that environment (ex: aerial, astral). The environment type (and resulting effect) must be determined when this expertise is selected.
4. **Hunter**: +1 to attack and damage rolls when in combat with foes of a specific type (ex: undead, clerics, dragons, giants). The type of foe must be chosen when this expertise is selected.
5. **Leader**: Mercenaries or retainers under command and within 60' gain a +1 bonus to morale and loyalty checks. All allies within 60' get +1 bonus to saves against fear effects.
6. **Specialist**: Expertise with a specific type of weapon (ex: whips, one-handed swords, crossbows, etc.) grants +1 to attack and damage rolls when using one. The type of weapon must be chosen when this expertise is selected.
7. **Tank**: While in melee with an adjacent foe, if that foe tries to attack anyone else, that attack gets –2.
<!--
8. **Mounted**: +1 to attack rolls when mounted
-->
@@ -0,0 +1,76 @@
### 1st Level
1. [Calm / Scare](/spells/calm.html)
2. [Cure Light Wounds / Cause Light Wounds](/spells/cure-light-wounds.html)
3. Detect Evil / Detect Good
4. [Detect Magic](/spells/detect-magic.html)
5. [Light / Darkness](/spells/light.html)
6. Protection from Evil / Protection from Good
7. Purify Food and Water / Spoil Food and Water
8. Resist Cold / Remove Cold Resistance
### 2nd Level
1. Bless / Blight
2. [Continual Light (Continual Darkness)](/spells/continual-light.html)
3. Find Traps
4. Know Alignment / Hide Alignment
5. Resist Fire / Remove Fire Resistance
6. Silence 15’ Radius / Startling Noise
7. Snake Charm
8. Speak with Animals
### 3rd Level
1. Cure Blindness / Blind
2. Cure Disease / Cause Disease
3. Grow Animal / Shrink Animal
4. Hold Person
5. Locate Object / Hide Object
6. Remove Curse / Curse
7. [Speak with Dead / Silence Dead](/spells/speak-with-dead.html)
8. Striking
### 4th Level
1. Peaceful Respite / Animate Dead
2. Create Water
3. Cure Serious Wounds / Cause Serious Wounds
4. Dispel Magic
5. Neutralize Poison
6. Protection from Evil 10’ Radius / Protection from Good 10’ Radius
7. Speak with Plants
8. Sticks to Snakes / Snakes to Sticks
### 5th Level
1. Commune
2. Create Food
3. Cure Critical Wounds
4. [Dispel Evil](/spells/dispel-evil.html)
5. Banish Insects / Insect Plague
6. Quest / Remove Quest
7. Raise Dead / Finger of Death
8. Truesight
### 6th Level
1. Aerial Servant
2. Animate Objects
3. Barrier / Remove Barrier
4. Create Normal Animals
5. Cureall / Killall
6. Find the Path
7. Speak with Monsters / Babble
8. Word of Recall
### 7th Level
1. Earthquake
2. Holy Word
3. Raise Dead Fully / Obliterate
4. Restore / Life Drain
5. Survival
6. Travel
7. Wish
8. Wizardry
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@@ -1,4 +1,4 @@
Copyright &copy; 2023-2024 [Eric Woodward](https://www.itsericwoodward.com/)
Copyright &copy; 2023-2025 [Eric Woodward](https://www.itsericwoodward.com/)
By exercising the Licensed Rights (defined below), You accept and agree to be bound by the terms and conditions of this Creative Commons Attribution-ShareAlike 4.0 International Public License ("Public License"). To the extent this Public License may be interpreted as a contract, You are granted the Licensed Rights in consideration of Your acceptance of these terms and conditions, and the Licensor grants You such rights in consideration of benefits the Licensor receives from making the Licensed Material available under these terms and conditions.
+1 -1
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@@ -1,3 +1,3 @@
### Legal Information
> This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
> This work includes material taken from the System Reference Document v5.1 (“SRD 5.1”) and/or v5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC and available at https://www.dndbeyond.com/srd. SRD 5.1 and SRD 5.2.1 are both licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
@@ -0,0 +1,8 @@
### Decapitation
On a successful attack, the target may be decapitated.
- Against a target of stone or metal, a decapitation only occurs on a critical hit (regardless of size).
- Against a target of size large or bigger, a decapitation only occurs on a natural 19 or 20.
- Against a medium-sized or smaller target, a decapitation occurs on a natural 18, 19, or 20
- Some creatures may either be immune to or unaffected by decapitation (ex: creatures without a head, elementals).
@@ -0,0 +1,7 @@
### Energy Drain
On a successful hit, wielder may say command word to drain 1 level or HD from victim.
- This includes reduction of hit points and/or other bonuses.
- If target is drained of all levels, they die.
- May only be used up to 3 times per day.
@@ -0,0 +1,5 @@
### More Info
- [Adventuring](./adventuring.html)
- [Realms](./realms.html)
- [Hexhall Academy](./hexhall.html): A school for fae built on a mirthland which can still be accessed from the material plane.
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_The Plane of Faerie_
The Faewolde is a plane of wild, primal magic, consisting of a [Great Forest](/planes/near/faewolde/realms.html#the-great-forest) surrounded by various domains (called [the Mirthlands](/planes/near/faewolde/realms.html#the-mirthlands)), and intersecting the material plane at key points called [crossings](/planes/near/faewolde/adventuring.html#crossings).
- Depending on the season, the plane is ruled by one of the four [seasonal courts](/planes/near/faewolde/realms.html#the-fae-courts).
- It is currently the 9th year of winter and the rule of the Night King, O'bron the Cold.
- Seasons typically last around 4 years, although some last much longer.
- The length of each day and night are random, averaging around 12 hours.
- Most last between 9 and 15 hours, although some have been known to last 24 hours or more.
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@@ -8,6 +8,6 @@ Version 0.15.1 / 2024-11-10
- [Combat](/rules/combat.html)
- [Adventuring](/rules/adventuring.html)
- [Magic](/rules/magic.html)
- [Referees Only](/rules/referees.html)
- [GM Notes](/rules/gm-notes.html)
</div>
@@ -1,11 +1,17 @@
- **Blunt**: Can be wielded by cleric.
- **Charge**: Doubles any damage done after moving at least 60' while mounted before attacking.
- **Entangle**: On successful hit, target must **Save vs Paralyze** to be able to move or attack.
- Entangled victims can make new saves each round.
- **Ammunition**: Requires ammunition of the indicated type.
- **Bashing**: Can be wielded in melee combat for the indicated damage, but if the attack fumbles, the weapon breaks and can't be used again at all until fixed.
- **Blunt**: No cutting edge, may be wielded by a cleric.
- **Charge**: While mounted, damage may be doubled by moving at least 60' before attacking.
- **Entangling**: On successful hit, target must **Save** or become [Entangled](/rules/adventuring.html#entangled).
- **Light**: May be used in offhand when [dual-wielding](#dual-wielding).
- **Reach**: Grants a extra 5' reach for determining melee range.
- **Reload**: Takes a round to reload, can only be fired every other round.
- <strong id="weapon-property-loud">Loud</strong>: The first use of a [missile attack](/rules/combat.html#missile-attacks) triggers a [complication check](/rules/adventuring.html#complication-check) and causes untrained animals (and some smaller humanoids of 2HD or less) to make a morale check or flee.
<!-- - **One-shot**: Missile attack may only be used once per combat for the damage listed. -->
- **Point Blank**: May be used in melee combat with +1 attack.
- **Reach**: Grants extra 5' reach for determining melee range.
- **Reload**: After being used the indicated number of times, it takes one full round to reload.
- **Slow**: Always attacks last in a round.
- **Splashing**: On successful hit, container breaks, dousing target with liquid which deals indicated damage for up to 2 rounds.
- **Spread**: May be used to make a single attack at -2 which targets up to two creatures within 5' of each other, dealing half damage (round up) to each.
- **Stealth**: May only be used to attack unaware humanoid creature from behind (4+1 HD max).
- **Thrown**: May be used as ranged weapon (short, medium, and long range indicated).
- **Two-handed**: Requires two hands to use.
@@ -0,0 +1,5 @@
### Battle Axe Properties
- **Versatile**: At start of combat round, if offhand is free, may choose to have sword deal 1d10 base damage for that round while gaining the following properties:
- **Slow**: Always attacks last in a round.
- **Two-handed**: Requires two hands to use.
@@ -0,0 +1,4 @@
### Hand Axe Properties
- **Light**: May be used in offhand when [dual-wielding](/rules/combat.html#dual-wielding).
- **Thrown**: May be thrown and used as a ranged weapon (10' / 20' / 30').
@@ -0,0 +1,3 @@
### Mace Properties
- **Blunt**: No cutting edge, may be wielded by a cleric.
@@ -0,0 +1,5 @@
### Polearm Properties
- **Reach**: Grants extra 5' reach for determining melee range.
- **Slow**: Always attacks last in a round.
- **Two-handed**: Requires two hands to use.
@@ -0,0 +1,4 @@
### Whip Properties
- **Entangling**: On successful hit, target must **Save** or become [Entangled](/rules/adventuring.html#entangled).
- **Reach**: Grants extra 5' reach for determining melee range.
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