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Weapons

All weapons have a tier, trait, range, damage die, damage type, and burden. Some weapons also have a feature.

Category

A weapon's category specifies whether it is a Primary or Secondary weapon. Your character can only equip up to one weapon of each category at a time.

Trait

A weapon's trait specifies which trait to use when making an attack roll with it.

Range

A weapon's range specifies the maximum distance between the attacker and their target when attacking with it.

Damage

A weapon's damage indicates the size of the damage dice you roll on a successful attack with it; you roll a number of dice equal to your Proficiency. If the damage includes a flat modifier, this number is added to the total damage rolled, but is not altered or affected by Proficiency.

Damage Type

A weapon's damage type indicates whether it deals physical or magic damage. Weapons that deal magic damage can only be wielded by characters with a Spellcast trait.

Burden

A weapon's burden indicates how many hands it occupies when equipped. Your character's maximum burden is 2 hands.

Feature

A weapon's feature is a special rule that stays in effect while the weapon is equipped.

You can throw an equipped weapon at a target within Very Close range, making the attack roll with Finesse. On a success, deal damage as usual for that weapon. Once thrown, the weapon is no longer considered equipped. Until you retrieve and re-equip it, you can't attack with it or benefit from its features.

Primary Weapons

Players can choose one Tier 1 primary weapon during character creation. The GM can make other weapons available throughout the campaign as the PCs level up.

Tier 1 (Level 1)

Physical Weapons

Name Trait Range Damage Burden Feature
Broadsword Agility Melee d8 phy One-Handed Reliable: +1 to attack rolls
Longsword Agility Melee d10+3 phy Two-Handed
Battleaxe Strength Melee d10+3 phy Two-Handed
Greatsword Strength Melee d10+3 phy Two-Handed Massive: -1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.
Mace Strength Melee d8+1 phy One-Handed
Warhammer Strength Melee d12+3 phy Two-Handed Heavy: -1 to Evasion
Dagger Finesse Melee d8+1 phy One-Handed
Quarterstaff Instinct Melee d10+3 phy Two-Handed
Cutlass Presence Melee d8+1 phy One-Handed
Rapier Presence Melee d8 phy One-Handed Quick: When you make an attack, you can mark a Stress to target another creature within range.
Halberd Strength Very Close d10+2 phy Two-Handed Cumbersome: -1 to Finesse
Spear Finesse Very Close d8+3 phy Two-Handed
Shortbow Agility Far d6+3 phy Two-Handed
Crossbow Finesse Far d6+1 phy One-Handed
Longbow Agility Very Far d8+3 phy Two-Handed Cumbersome: -1 to Finesse

Magic Weapons

All magic weapons require a Spellcast trait

Name Trait Range Damage Burden Feature
Arcane Gauntlets Strength Melee d10+3 mag Two-Handed
Hallowed Axe Strength Melee d8+1 mag One-Handed
Glowing Rings Agility Very Close d10+2 mag Two-Handed
Hand Runes Instinct Very Close d10 mag One-Handed
Returning Blade Finesse Close d8 mag One-Handed Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.
Shortstaff Instinct Close d8+1 mag One-Handed
Dualstaff Instinct Far d6+3 mag Two-Handed
Scepter Presence Far d6 mag Two-Handed Versatile: This weapon can also be used with these statistics—Presence, Melee, d8.
Wand Knowledge Far d6+1 mag One-Handed
Greatstaff Knowledge Very Far d6 mag Two-Handed Powerful: On a successful attack, roll an additional damage die and discard the lowest result.

Tier 2 (Levels 2–4)

Physical Weapons

Name Trait Range Damage Burden Feature
Improved Broadsword Agility Melee d8+3 phy One-Handed Reliable: +1 to attack rolls
Improved Longsword Agility Melee d10+6 phy Two-Handed
Improved Battleaxe Strength Melee d10+6 phy Two-Handed
Improved Greatsword Strength Melee d10+6 phy Two-Handed Massive: -1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.
Improved Mace Strength Melee d8+4 phy One-Handed
Improved Warhammer Strength Melee d12+6 phy Two-Handed Heavy: -1 to Evasion
Improved Dagger Finesse Melee d8+4 phy One-Handed
Improved Quarterstaff Instinct Melee d10+6 phy Two-Handed
Improved Cutlass Presence Melee d8+4 phy One-Handed
Improved Rapier Presence Melee d8+3 phy One-Handed Quick: When you make an attack, you can mark a Stress to target another creature within range.
Improved Halberd Strength Very Close d10+5 phy Two-Handed Cumbersome: -1 to Finesse
Improved Spear Finesse Very Close d8+6 phy Two-Handed
Improved Shortbow Agility Far d6+6 phy Two-Handed
Improved Crossbow Finesse Far d6+4 phy One-Handed
Improved Longbow Agility Very Far d8+6 phy Two-Handed Cumbersome: -1 to Finesse
Gilded Falchion Strength Melee d10+4 phy One-Handed Powerful: On a successful attack, roll an additional damage die and discard the lowest result.
Knuckle Blades Strength Melee d10+6 phy Two-Handed Brutal: When you roll the maximum value on a damage die, roll an additional damage die.
Urok Broadsword Finesse Melee d8+3 phy One-Handed Deadly: When you deal Severe damage, the target must mark an additional HP.
Bladed Whip Agility Very Close d8+3 phy One-Handed Quick: When you make an attack, you can mark a Stress to target another creature within range.
Steelforged Halberd Strength Very Close d8+4 phy Two-Handed Scary: On a successful attack, the target must mark a Stress.
War Scythe Finesse Very Close d8+5 phy Two-Handed Reliable: +1 to attack rolls
Blunderbuss Finesse Close d8+6 phy Two-Handed Reloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.
Greatbow Strength Far d6+6 phy Two-Handed Powerful: On a successful attack, roll an additional damage die and discard the lowest result.
Finehair Bow Agility Very Far d6+5 phy Two-Handed Reliable: +1 to attack rolls

Magic Weapons

All magic weapons require a Spellcast trait

Name Trait Range Damage Burden Feature
Improved Arcane Gauntlets Strength Melee d10+6 mag Two-Handed
Improved Hallowed Axe Strength Melee d8+4 mag One-Handed
Improved Glowing Rings Agility Very Close d10+5 mag Two-Handed
Improved Hand Runes Instinct Very Close d10+3 mag One-Handed
Improved Returning Blade Finesse Close d8+3 mag One-Handed Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.
Improved Shortstaff Instinct Close d8+4 mag One-Handed
Improved Dualstaff Instinct Far d6+6 mag Two-Handed
Improved Scepter Presence Far d6+3 mag Two-Handed Versatile: This weapon can also be used with these statistics—Presence, Melee, d8+3.
Improved Wand Knowledge Far d6+4 mag One-Handed
Improved Greatstaff Knowledge Very Far d6+3 mag Two-Handed Powerful: On a successful attack, roll an additional damage die and discard the lowest result.
Ego Blade Agility Melee d12+4 mag One-Handed Pompous: You must have a Presence of 0 or lower to use this weapon.
Casting Sword Strength Melee d10+4 mag Two-Handed Versatile: This weapon can also be used with these statistics—Knowledge, Far, d6+3.
Devouring Dagger Finesse Melee d8+4 mag One-Handed Scary: On a successful attack, the target must mark a Stress.
Hammer of Exota Instinct Melee d8+6 mag Two-Handed Eruptive: On a successful attack against a target within Melee range, all other adversaries within Very Close range must succeed on a reaction roll (14) or take half damage.
Yutari Bloodbow Finesse Far d6+4 mag Two-Handed Brutal: When you roll the maximum value on a damage die, roll an additional damage die.
Elder Bow Instinct Far d6+4 mag Two-Handed Powerful: On a successful attack, roll an additional damage die and discard the lowest result.
Scepter of Elias Presence Far d6+3 mag One-Handed Invigorating: On a successful attack, roll a d4. On a result of 4, clear a Stress.
Wand of Enthrallment Presence Far d6+4 mag One-Handed Persuasive: Before you make a Presence Roll, you can mark a Stress to gain a +2 bonus to the result.
Keeper's Staff Knowledge Far d6+4 mag Two-Handed Reliable: +1 to attack rolls

Tier 3 (Levels 5–7)

Physical Weapons

Name Trait Range Damage Burden Feature
Advanced Broadsword Agility Melee d8+6 phy One-Handed Reliable: +1 to attack rolls
Advanced Longsword Agility Melee d10+9 phy Two-Handed
Advanced Battleaxe Strength Melee d10+9 phy Two-Handed
Advanced Greatsword Strength Melee d10+9 phy Two-Handed Massive: -1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.
Advanced Mace Strength Melee d8+7 phy One-Handed
Advanced Warhammer Strength Melee d12+9 phy Two-Handed Heavy: -1 to Evasion
Advanced Dagger Finesse Melee d8+7 phy One-Handed
Advanced Quarterstaff Instinct Melee d10+9 phy Two-Handed
Advanced Cutlass Presence Melee d8+7 phy One-Handed
Advanced Rapier Presence Melee d8+6 phy One-Handed Quick: When you make an attack, you can mark a Stress to target another creature within range.
Advanced Halberd Strength Very Close d10+8 phy Two-Handed Cumbersome: -1 to Finesse
Advanced Spear Finesse Very Close d8+9 phy Two-Handed
Advanced Shortbow Agility Far d6+9 phy Two-Handed
Advanced Crossbow Finesse Far d6+7 phy One-Handed
Advanced Longbow Agility Very Far d8+9 phy Two-Handed Cumbersome: -1 to Finesse
Flickerfly Blade Agility Melee d8+5 phy One-Handed Sharpwing: Gain a bonus to your damage rolls equal to your Agility.
Bravesword Strength Melee d12+7 phy Two-Handed Brave: -1 to Evasion; +3 to Severe damage threshold
Hammer of Wrath Strength Melee d10+7 phy Two-Handed Devastating: Before you make an attack roll, you can mark a Stress to use a d20 as your damage die.
Labrys Axe Strength Melee d10+7 phy Two-Handed Protective: +1 to Armor Score
Meridian Cutlass Presence Melee d10+5 phy One-Handed Dueling: When there are no other creatures within Close range of the target, gain advantage on your attack roll against them.
Retractable Saber Presence Melee d10+7 phy One-Handed Retractable: The blade can be hidden in the hilt to avoid detection.
Double Flail Agility Very Close d10+8 phy Two-Handed Powerful: On a successful attack, roll an additional damage die and discard the lowest result.
Talon Blades Finesse Close d10+7 phy Two-Handed Brutal: When you roll the maximum value on a damage die, roll an additional damage die.
Black Powder Revolver Finesse Far d6+8 phy One-Handed Reloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.
Spiked Bow Agility Very Far d6+7 phy Two-Handed Versatile: This weapon can also be used with these statistics—Agility, Melee, d10+5.

Magic Weapons

All magic weapons require a Spellcast trait

Name Trait Range Damage Burden Feature
Advanced Arcane Gauntlets Strength Melee d10+9 mag Two-Handed
Advanced Hallowed Axe Strength Melee d8+7 mag One-Handed
Advanced Glowing Rings Agility Very Close d10+8 mag Two-Handed
Advanced Hand Runes Instinct Very Close d10+6 mag One-Handed
Advanced Returning Blade Finesse Close d8+6 mag One-Handed Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.
Advanced Shortstaff Instinct Close d8+7 mag One-Handed
Advanced Dualstaff Instinct Far d6+9 mag Two-Handed
Advanced Scepter Presence Far d6+6 mag Two-Handed Versatile: This weapon can also be used with these statistics—Presence, Melee, d8+4.
Advanced Wand Knowledge Far d6+7 mag One-Handed
Advanced Greatstaff Knowledge Very Far d6+6 mag Two-Handed Powerful: On a successful attack, roll an additional damage die and discard the lowest result.
Axe of Fortunis Strength Melee d10+8 mag Two-Handed Lucky: On a failed attack, you can mark a Stress to reroll your attack.
Blessed Anlace Instinct Melee d10+6 mag One-Handed Healing: During downtime, automatically clear a Hit Point.
Ghostblade Presence Melee d10+7 phy or mag One-Handed Otherworldly: On a successful attack, you can deal physical or magic damage.
Runes of Ruination Knowledge Very Close d20+4 mag One-Handed Painful: Each time you make a successful attack, you must mark a Stress.
Widogast Pendant Knowledge Close d10+5 mag One-Handed Timebending: You choose the target of your attack after making your attack roll.
Gilded Bow Finesse Far d6+7 mag Two-Handed Self-Correcting: When you roll a 1 on a damage die, it deals 6 damage instead.
Firestaff Instinct Far d6+7 mag Two-Handed Burning: When you roll a 6 on a damage die, the target must mark a Stress.
Mage Orb Knowledge Far d6+7 mag One-Handed Powerful: On a successful attack, roll an additional damage die and discard the lowest result.
Ilmari's Rifle Finesse Very Far d6+6 mag One-Handed Reloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.

Tier 4 (Levels 8–10)

Physical Weapons

Name Trait Range Damage Burden Feature
Legendary Broadsword Agility Melee d8+9 phy One-Handed Reliable: +1 to attack rolls
Legendary Longsword Agility Melee d10+12 phy Two-Handed
Legendary Battleaxe Strength Melee d10+12 phy Two-Handed
Legendary Greatsword Strength Melee d10+12 phy Two-Handed Massive: -1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.
Legendary Mace Strength Melee d8+10 phy One-Handed
Legendary Warhammer Strength Melee d12+12 phy Two-Handed Heavy: -1 to Evasion
Legendary Dagger Finesse Melee d8+9 phy One-Handed
Legendary Quarterstaff Instinct Melee d10+12 phy Two-Handed
Legendary Cutlass Presence Melee d8+10 phy One-Handed
Legendary Rapier Presence Melee d8+9 phy One-Handed Quick: When you make an attack, you can mark a Stress to target another creature within range.
Legendary Halberd Strength Very Close d10+11 phy Two-Handed Cumbersome: -1 to Finesse
Legendary Spear Finesse Very Close d8+12 phy Two-Handed
Legendary Shortbow Agility Far d6+12 phy Two-Handed
Legendary Crossbow Finesse Far d6+10 phy One-Handed
Legendary Longbow Agility Very Far d8+12 phy Two-Handed Cumbersome: -1 to Finesse
Dual-Ended Sword Agility Melee d10+9 phy Two-Handed Quick: When you make an attack, you can mark a Stress to target another creature within range.
Impact Gauntlet Strength Melee d10+11 phy One-Handed Concussive: On a successful attack, you can spend a Hope to knock the target back to Far range.
Sledge Axe Strength Melee d12+13 phy Two-Handed Destructive: -1 to Agility; on a successful attack, all adversaries within Very Close range must mark a Stress.
Curved Dagger Finesse Melee d8+9 phy One-Handed Serrated: When you roll a 1 on a damage die, it deals 8 damage instead.
Extended Polearm Finesse Very Close d8+10 phy Two-Handed Long: This weapon's attack targets all adversaries in a line within range.
Swinging Ropeblade Presence Close d8+9 phy Two-Handed Grappling: On a successful attack, you can spend a Hope to Restrain the target or pull them into Melee range with you.
Ricochet Axes Agility Far d6+11 phy Two-Handed Bouncing: Mark 1 or more Stress to hit that many targets in range of the attack.
Aantari Bow Finesse Far d6+11 phy Two-Handed Reliable: +1 to attack rolls
Hand Cannon Finesse Very Far d6+12 phy One-Handed Reloading: After you make an attack, roll a d6. On a 1, you must mark a Stress to reload this weapon before you can fire it again.

Magic Weapons

All magic weapons require a Spellcast trait

Name Trait Range Damage Burden Feature
Legendary Arcane Gauntlets Strength Melee d10+12 mag Two-Handed
Legendary Hallowed Axe Strength Melee d8+10 mag One-Handed
Legendary Glowing Rings Agility Very Close d10+11 mag Two-Handed
Legendary Hand Runes Instinct Very Close d10+9 mag One-Handed
Legendary Returning Blade Finesse Close d8+9 mag One-Handed Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.
Legendary Shortstaff Instinct Close d8+10 mag One-Handed
Legendary Dualstaff Instinct Far d8+12 mag Two-Handed
Legendary Scepter Presence Far d6+9 mag Two-Handed Versatile: This weapon can also be used with these statistics—Presence, Melee, d8+6.
Legendary Wand Knowledge Far d6+10 mag One-Handed
Legendary Greatstaff Knowledge Very Far d6+9 mag Two-Handed Powerful: On a successful attack, roll an additional damage die and discard the lowest result.
Sword of Light & Flame Strength Melee d10+11 mag Two-Handed Hot: This weapon cuts through solid material.
Siphoning Gauntlets Presence Melee d10+9 mag Two-Handed Lifestealing: On a successful attack, roll a d6. On a result of 6, clear a Hit Point or clear a Stress.
Midas Scythe Knowledge Melee d10+9 mag Two-Handed Greedy: Spend a handful of gold to gain a +1 bonus to your Proficiency on a damage roll.
Floating Bladeshards Instinct Close d8+9 mag One-Handed Powerful: On a successful attack, roll an additional damage die and discard the lowest result.
Bloodstaff Instinct Far d20+7 mag Two-Handed Painful: Each time you make a successful attack, you must mark a Stress.
Thistlebow Instinct Far d6+13 mag Two-Handed Reliable: +1 to attack rolls
Wand of Essek Knowledge Far d8+13 mag One-Handed Timebending: You can choose the target of your attack after making your attack roll.
Magus Revolver Finesse Very Far d6+13 mag One-Handed Reloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.
Fusion Gloves Knowledge Very Far d6+9 mag Two-Handed Bonded: Gain a bonus to your damage rolls equal to your level.

Secondary Weapons

Players can choose one Tier 1 secondary weapon during character creation. The GM can make other weapons available throughout the campaign as the PCs level up.

Tier 1 (Level 1)

Name Trait Range Damage Burden Feature
Shortsword Agility Melee d8 phy One-Handed Paired: +2 to primary weapon damage to targets within Melee range
Round Shield Strength Melee d4 phy One-Handed Protective: +1 to Armor Score
Tower Shield Strength Melee d6 phy One-Handed Barrier: +2 to Armor Score; -1 to Evasion
Small Dagger Finesse Melee d8 phy One-Handed Paired: +2 to primary weapon damage to targets within Melee range
Whip Presence Very Close d6 phy One-Handed Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range.
Grappler Finesse Close d6 phy One-Handed Hooked: On a successful attack, you can pull the target into Melee range.
Hand Crossbow Finesse Far d6+1 phy One-Handed

Tier 2 (Levels 2–4)

Name Trait Range Damage Burden Feature
Improved Shortsword Agility Melee d8+2 phy One-Handed Paired: +3 to primary weapon damage to targets within Melee range
Improved Round Shield Strength Melee d4+2 phy One-Handed Protective: +2 to Armor Score
Improved Tower Shield Strength Melee d6+2 phy One-Handed Barrier: +3 to Armor Score; -1 to Evasion
Improved Small Dagger Finesse Melee d8+2 phy One-Handed Paired: +3 to primary weapon damage to targets within Melee range
Improved Whip Presence Very Close d6+2 phy One-Handed Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range.
Improved Grappler Finesse Close d6+2 phy One-Handed Hooked: On a successful attack, you can pull the target into Melee range.
Improved Hand Crossbow Finesse Far d6+3 phy One-Handed
Spiked Shield Strength Melee d6+2 phy One-Handed Double Duty: +1 to Armor Score; +1 to primary weapon damage within Melee range
Parrying Dagger Finesse Melee d6+2 phy One-Handed Parry: When you are attacked, roll this weapon's damage dice. If any of the attacker's damage dice rolled the same value as your dice, the matching results are discarded from the attacker's damage dice before the damage you take is totaled.
Returning Axe Agility Close d6+4 phy One-Handed Returning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.

Tier 3 (Levels 5–7)

Name Trait Range Damage Burden Feature
Advanced Shortsword Agility Melee d8+4 phy One-Handed Paired: +4 to primary weapon damage to targets within Melee range
Advanced Round Shield Strength Melee d4+4 phy One-Handed Protective: +3 to Armor Score
Advanced Tower Shield Strength Melee d6+4 phy One-Handed Barrier: +4 to Armor Score; -1 to Evasion
Advanced Small Dagger Finesse Melee d8+4 phy One-Handed Paired: +4 to primary weapon damage to targets within Melee range
Advanced Whip Presence Very Close d6+4 phy One-Handed Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range.
Advanced Grappler Finesse Close d6+4 phy One-Handed Hooked: On a successful attack, you can pull the target into Melee range.
Advanced Hand Crossbow Finesse Far d6+5 phy One-Handed
Buckler Agility Melee d4+4 phy One-Handed Deflecting: When you are attacked, you can mark an Armor Slot to gain a bonus to your Evasion equal to your available Armor Score against the attack.
Powered Gauntlet Knowledge Close d6+4 phy One-Handed Charged: Mark a Stress to gain a +1 bonus to your Proficiency on a primary weapon attack.
Hand Sling Finesse Very Far d6+4 phy One-Handed Versatile: This weapon can also be used with these statistics—Finesse, Close, d8+4.

Tier 4 (Levels 8–10)

Name Trait Range Damage Burden Feature
Legendary Shortsword Agility Melee d8+6 phy One-Handed Paired: +5 to primary weapon damage to targets within Melee range
Legendary Round Shield Strength Melee d4+6 phy One-Handed Protective: +4 to Armor Score
Legendary Tower Shield Strength Melee d6+6 phy One-Handed Barrier: +5 to Armor Score; -1 to Evasion.
Legendary Small Dagger Finesse Melee d8+6 phy One-Handed Paired: +5 to primary weapon damage to targets within Melee range
Legendary Whip Presence Very Close d6+6 phy One-Handed Startling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range.
Legendary Grappler Finesse Close d6+6 phy One-Handed Hooked: On a successful attack, you can pull the target into Melee range.
Legendary Hand Crossbow Finesse Far d6+7 phy One-Handed
Braveshield Agility Melee d4+6 phy One-Handed Sheltering: When you mark an Armor Slot, it reduces damage for you and all allies within Melee range of you who took the same damage.
Knuckle Claws Strength Melee d6+8 phy One-Handed Doubled Up: When you make an attack with your primary weapon, you can deal damage to another target within Melee range.
Primer Shard Instinct Very Close d4 phy One-Handed Locked On: On a successful attack, your next attack against the same target with your primary weapon automatically succeeds.

Combat Wheelchair

By Mark Thompson

The combat wheelchair is a ruleset designed to help you play a wheelchair user in Daggerheart. This section provides mechanics and narrative guidance for you to work from, but feel free to adapt the flavor text to best suit your character. Have fun with your character's wheelchair design, and make it as unique or tailored to them as you please.

Action and Movement

When describing how your character moves, you can use descriptions such as the following:

  • "I roll over to the door to see if it's open."
  • "I wheel myself over to the group to ask what's going on."
  • "I pull my brakes and skid to a halt, turning in my seat to level my bow at the intruder."

Consequences

Here are some ways you might describe complications you encounter when your character uses their wheelchair:

"I pull my brakes, but I don't think to account for the loose gravel on the ground."

"I hit a patch of ice awkwardly and am sent skidding out past my target."

"I go to push off in pursuit, but one of my front caster wheels snags on a crack in the pavement, stalling me for a moment."

GMs should avoid breaking a character's wheelchair or otherwise removing it from play as a consequence, unless everyone at the table, especially the wheelchair user's player, gives their approval.

Evasion

Your character is assumed to be skilled in moving their wheelchair and navigating numerous situations in it. As a result, the only wheelchair that gives a penalty to a PC's Evasion is the Heavy Frame model.

Burden

All wheelchairs can be maneuvered using one or two hands outside of combat. However, when being used as a weapon, the chair is restricted to requiring one or two hands to perform attacks, depending on the model you've chosen. If you're playing a character who has limited to no mobility in their arms, their wheelchair can be attuned to them by magical means. For example, your character might use a psychic link to guide the chair around like a pseudo-electric wheelchair. All the rules presented here can be tailored and adapted to any character's needs.

Choosing Your Model

All combat wheelchairs are equipped as Primary Weapons. There are three models of wheelchair available: light, heavy, and arcane. You're encouraged to consider the type of character you're playing and the class they belong to, then choose the model that best matches that character concept.

Light Frame

Though tough, these wheelchairs have light frames that allow the chair to move with your character in more acrobatic ways. These models are best suited to adventurers who rely on speed and flexibility.

Name Tier Trait Range Damage Burden Feature
Light-Frame Wheelchair 1 Agility Melee d8 phy One-Handed Quick: When you make an attack, you can mark a Stress to target another creature within range.
Improved Light-Frame Wheelchair 2 Agility Melee d8+3 phy One-Handed Quick: When you make an attack, you can mark a Stress to target another creature within range.
Advanced Light-Frame Wheelchair 3 Agility Melee d8+6 phy One-Handed Quick: When you make an attack, you can mark a Stress to target another creature within range.
Legendary Light-Frame Wheelchair 4 Agility Melee d8+9 phy One-Handed Quick: When you make an attack, you can mark a Stress to target another creature within range.

Heavy Frame

These wheelchairs have bulky and heavier frames, allowing the chair to lend its weight to your character's attacks. It also makes them a bigger target.

Name Tier Trait Range Damage Burden Feature
Heavy-Frame Wheelchair 1 Strength Melee d12+3 phy Two-Handed Heavy: -1 to Evasion
Improved Heavy-Frame Wheelchair 2 Strength Melee d12+6 phy Two-Handed Heavy: -1 to Evasion
Advanced Heavy-Frame Wheelchair 3 Strength Melee d12+9 phy Two-Handed Heavy: -1 to Evasion
Legendary Heavy-Frame Wheelchair 4 Strength Melee d12+12 phy Two-Handed Heavy: -1 to Evasion

Arcane Frame

These wheelchairs have frames that are attuned to your character and their magic, allowing them to channel their spells through the chair. Unlike other primary magic weapons, the arcane-frame model doesn't specify a trait to use when making an attack with it. Instead, you use the Spellcast trait indicated by your subclass.

Name Tier Trait Range Damage Burden Feature
Arcane-Frame Wheelchair 1 Spellcast Far d6 mag One-Handed Reliable: +1 to attack rolls
Improved Arcane-Frame Wheelchair 2 Spellcast Far d6+3 mag One-Handed Reliable: +1 to attack rolls
Advanced Arcane-Frame Wheelchair 3 Spellcast Far d6+6 mag One-Handed Reliable: +1 to attack rolls
Legendary Arcane-Frame Wheelchair 4 Spellcast Far d6+9 mag One-Handed Reliable: +1 to attack rolls