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Weapons are a type of equipment that is used in attacks that deal damage. Weapons also give proficient wielders access to special weapon actions, and are an essential tool for any adventurer.
Each weapon is either melee or ranged, and deals a specific type of physical damage: Damage TypesBludgeoning, Damage TypesPiercing, or Damage TypesSlashing.
Weapons are further categorised as either martial or simple. Martial weapons deal more damage than simple weapons, but require more specialised training to properly use.
Additionally, each weapon has a set of properties which determine how the weapon may be used.
Each character has a main hand slot and an off-hand slot, both of which can equip weapons.
Weapons are classified as either one-handed, two-handed or versatile. One-handed weapons only take up one weapon slot, whereas two-handed take up both. Versatile weapons can be wielded as either one-handed or two-handed weapons, the latter of which deals greater damage.
One-handed weapons allow the creature to equip a shield in their off-hand, but one-handed weapons can also be dual wielded if both weapons have the light property.[1]
Classes give proficiency with weapons or category of weapons, allowing the creature to add its proficiency bonus to its attack rolls.
Proficiency in the equipped main hand weapon unlocks its weapon actions. Off-hand weapons do not grant weapon actions.
Spells are magical effects that are created by creatures via spellcasting.[note 1] Spells are frequently cast to deal damage and provide healing, or to inflict conditions on the targets.
All classes are capable of casting spells with the help of scrolls and magic items, and classes with the Spellcasting or Pact Magic features – called spellcasters – have spell slots they can expend to cast spells they know, without the need for scrolls.
All spells have a level – a measure of its power and difficulty to cast. To cast a spell, the caster must usually expend a spell slot of sufficient level. Spells cast from scrolls do not consume spell slots when cast, nor do most spells granted by magic items.
Level 0 spells are called cantrips, and can always be cast at will, without expending a spell slot.
Every class – including those without the Spellcasting feature – has a designated ability known as their spellcasting ability, which represents their capacity to cast spells.
When casting a spell, the spellcasting ability used depends on whether the spell was learned (first two points below) or cast from an item.
● Spells learned from taking levels in a class will use that class' spellcasting ability modifier.
● Spells learned from scribing a scroll into your Spellbook count as Wizard spells (because learning from scrolls is a Wizard feature) and thus use Intelligence.
● Spells from other sources (including items, Illithid Powers that require a saving throw, and using scrolls directly from inventory) use the spellcasting ability of the class the creature most recently took a first level in.
Armour is a type of equipment that provides bonuses to the wearer's Armour Class (AC), decreasing their chance of being hit by attacks.