Chapter 15: The Item Compendium

This compendium provides lists and descriptions of common weapons, armor, adventuring gear, and other items available throughout the realms. While many unique and powerful artifacts exist as legendary items or rewards for epic quests, the equipment listed here represents the standard tools of the trade for Demigods and adventurers.

The Battle Master is the final arbiter of item availability, cost, and specific effects in their campaign. This chapter serves as a comprehensive baseline for outfitting your character for the challenges that lie ahead.

Item Restrictions and Requirements

The world of Demayth is filled with a wide array of powerful items. However, not all items are suitable for every Demigod. Many come with restrictions or requirements that must be met before they can be used effectively, reflecting the need for specific training, physical aptitude, or magical attunement.

  • Attribute Requirements: Certain items, particularly powerful weapons or heavy armor, may have minimum attribute requirements. Your Demigod's Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma might need to reach a certain threshold before they can equip or wield the item effectively. If you do not meet this basic requirement, you cannot use the item. For example, a Demigod who is too weak to carry a heavy weapon that requires a Strength of 26+ wouldn't even be able to lift or swing it effectively.
  • Proficiency Requirements: As detailed in Chapter 11, lack of training with specific gear imposes severe penalties.
    • Weapons: If you wield a weapon you are not proficient in, you have disadvantage on all Battle Card or Demayth Card attacks/defenses made while using that weapon.
    • Armor: If you wear armor you are not proficient in, you have disadvantage on all skill checks (Strength, Dexterity, etc.), and Spell crafting checks while wearing it.
    • Enchantments: Additionally, any magical benefits (known as enchantments) of an item (weapon or armor) are nullified until proficiency is gained.
  • Ammunition & Charges: Many ranged weapons and magical items have a limited number of uses (ammo or magical charges). Keep track of these resources. Recharging magical items often costs Demayth Points or requires specific conditions.
  • Demayth Knowledge Checks: The function of unfamiliar or complex items, especially those of magical origin, often require a successful Intelligence (Demayth Knowledge) check to understand their functions, potential dangers, or hidden properties.

Always consider your character's attributes and proficiencies when selecting gear. Don't be tempted by a powerful item if you can't wield it effectively.

Item Enchantments & Attunement Limit

A Demigod can only safely manage the flow of magical energy from a limited number of attuned items. Exceeding this capacity courts disaster, as the conflicting magical signatures can tear a mortal body apart.

Enchanted Weapon/Armor Limit

A character can only have up to 4 enchanted weapons or armor Sets equipped and actively providing magical benefits at one time. (Note: This limit applies to the number of distinct magical sources your spirit can bind to, regardless of your physical ability to carry them.)

Trinket Limit

Magical jewelry and accessories require a focused mind to maintain. A character can only have a number of equipped magical trinkets (rings, amulets, cloaks, etc.) equal to their Spellcasting Modifier (Focus).

Consequences of Exceeding the Limit

Equipping more enchanted items than your limit allows you to overwhelm your body with conflicting Demayth energies. The consequences are immediate and severe:

  • Immediate Exhaustion: You immediately suffer the 6th level of Exhaustion.
  • Magical Interference: You gain disadvantage on all checks.
  • Loss of Focus: You lose your Spellcasting Modifier (SCM) bonus to all Spellcraft checks while over the limit.
  • Risk of Death: If the excess item is not removed within one hour, the magical strain causes fatal system shock, leading to death.

Magical vs. Enchanted: Understanding Power

In Demayth, not all glowing swords are created equal. It is vital for a Demigod to understand the three distinct sources of an item's capabilities: Special Aspects, Magical Nature, and Enchantments.

1. Special Aspects These are non-magical, inherent physical traits of a weapon or item, often derived from its design or craftsmanship.

  • Example: A Glaive has the Reach aspect because it is long. A Dagger has the Thrown aspect because it is balanced. These do not require magic to function.

2. Magical Items A Magical Item possesses the innate power of Demayth. This power comes from the materials used (such as Mithril, Orikkulum, or fabrics woven with magical metals) or the method of its creation (forged in dragon fire, or woven by spirits).

  • Magical Armor: This category specifically refers to armor typically worn by mages (Robes, tailored suits, reinforced clothing). These items are woven with magical metals for protection and imbued with magic to generate defenses like Magic Shields (MS).
  • Innate Power: Magical items are superior to common items even without enchantments, often being lighter, more durable, or naturally conductive to spellcasting.

3. Enchantments Enchantments are powerful, specific runic or arcane modifications placed upon an item by a skilled Artificer. An enchantment is an "added" power, distinct from the item itself.

  • Application: Enchantments can be placed on both Common items (a steel sword with a fire rune) and Magical items (a Mithril chest plate with a strength rune).
  • Naming: Enchantments almost always carry a specific name or label (e.g., Mark of the Bear, Rune of Frost).
  • Limits: The number of enchantments an item can hold is strictly limited by its Rarity. Even the most legendary Artificers cannot force too much power into a vessel that cannot sustain it.

Enchantment Example: The Mark of Fire

Enchantments often scale with the power of the wielder.

  • Effect: This weapon deals an additional X * DY* Burning damage.
    • X = The Demigod's Level.
    • Y = The Demigod's Spellcasting Attribute Modifier, rounded down to the nearest die step (d4, d6, d8, etc.).

Item Rarity

Items in Demayth are categorized by rarity, which influences their cost, power, and availability. This hierarchy also determines the number of Enchantments an item can hold.

Enchantments are the magical properties of an item. They are typically labelled (or named) and grant the item additional power, such as bonus damage, attribute increases, or unique abilities.

RarityPrice Range (Approx.)DescriptionEnchantments
CommonHundreds of GeniAbundant and easily found.None
UncommonThousands of GeniLess common, slightly specialized.1
RareTens of ThousandsDifficult to find, significant power.2
LegendaryHundreds of ThousandsExtremely rare, unique items.4
DivineDivine Coins OnlyCrafted by gods; the most powerful items.4 + 1 Divine

(Note: Rare, Legendary, and Divine items are often magically protected against duplication, ensuring their exclusivity and value.)

Armor

Armor is a Demigod's primary defense against the myriad physical threats of the universe. Understanding the different types of armor, their properties, and their limitations is essential for survival.

Armor Pieces and Sets

A complete suit of armor generally consists of six pieces: Head, Body, Arms, Hands, Legs, and Feet.

  • Armor Points (AP): Each individual piece has its own Armor Points value. When a specific body part is hit, damage is applied to the AP of the armor piece covering it.
  • Broken Armor: If an armor piece's AP is reduced to 0, it is considered broken and provides no further protection until repaired.
  • Layering: Additional layers worn under armor, such as padded clothing or chainmail, may provide supplementary benefits at the Battle Master's discretion.
  • Damage Reduction (DR): Some high-level or magical armor sets provide Damage Reduction. Note: DR is provided exclusively by the Body Armor piece. If the Body armor is broken or removed, the DR bonus is lost.

Armor Types and Properties

Light Armor This category includes armor made from cloth, leather, hide, and lighter forms of mail (like scale mail or nano-weave). It prioritizes agility and freedom of movement over sheer protection, offering modest AP but minimal penalties.

  • Typical Attribute Requirements: Dexterity, Wisdom, or Charisma.

Heavy Armor This category includes bulky and highly protective armor like half-plate, full plate, and other suits crafted from dense metals. It offers the highest level of physical protection (high AP) but can significantly hinder movement and agility.

  • Drawbacks: Often imposes disadvantage on Dexterity checks (including Stealth) and Reflex saves.
  • Typical Attribute Requirements: Strength and Constitution.
    • Note: A character can bypass the drawbacks of basic or common heavy armor if they have a Strength attribute score of 40 or greater.

Magical Armor This armor is distinct from standard Light or Heavy armor. It encompasses robes, magically tailored suits, and clothing containing plates of magical metals. While it may be physically light or heavy, its primary value comes from its magical nature.

  • Properties: These items are woven with magical metals or imbued with magic to generate Magic Shields (MS), enhance skills, or provide elemental resistances.
  • Typical Attribute Requirements: Intelligence, Wisdom, or Charisma (to attune to and utilize the magical properties).

Starting Armor Sets

At character creation, choose one of the following sets.

Set NameTypePieces & Bonuses
Guard SetHeavyHead, Body, Hands, Legs: Poor Iron Plate (+5 AP each).
Feet: Poor Iron Greaves (+5 AP).
Rogue SetLightHead, Body, Arms, Hands: Poor Padded Leather (+3 AP each).
Feet: Poor Boots of Swiftness (+1 space/5 ft Speed).
Mage SetMagicalHead: Magical Hat (+1 Demayth Knowledge).
Body: Magical Robes (+5 MS each).
Feet: Essence Walkers (+1 space/5 ft Speed).

Light Armor Sets

Scaling: Starts at 3 AP per piece, increases by 3.

Armor SetRequirementAP per PieceTotal AP (6 Pieces)Price
Thick Padded Cloth Set10+ Dex/Cha3185G
Hide Armor Set12+ Dex/Cha63630G
Leather Armor Set14+ Dex/Cha95475G
Studded Leather Set15+ Dex/Cha1272250G
Steel Scale Mail Set17+ Dex/Cha15902,000G
Mithril Scale Mail (Rare)14+ Dex/Cha181084,000G
Mithril Half Plate (Rare)17+ Dex/Cha211267,500G
Dragon Scale (Legendary)18+ Dex/Cha2414415,000G
Elder Dragon Scale (Leg.)18+ Dex/Cha2716230,000G

Heavy Armor Sets

Scaling: Starts at 5 AP per piece, increases by 5.

Armor SetRequirementAP per PieceTotal AP (6 Pieces)Special (Body Only)Price
Iron Ring Mail14+ Str/Con530-30G
Steel Chainmail15+ Str/Con1060-75G
Steel Splint16+ Str/Con1590-250G
Steel Full Plate17+ Str/Con20120-2,000G
Orikkulum Full Plate (V. Rare)17+ Str/Con25150DR 1 (Phys)4,000G
Adamantine Plate (V. Rare)18+ Str/Con30180DR 3 (Phys)15,000G
Palladium Plate (Leg.)18+ Str/Con35210DR 3 (Phys)30,000G

Magical Armor Sets (Robes)

Scaling: Starts at 2 MS per piece, increases by 2. (Note: All sets are 5 pieces: gloves, hat, robe, pants, shoes).

Robe SetRequirementMS per PieceTotal MS (5 Pieces)Special (Body Only)Price
Common Apprentice Set14+ Int/Wis210-150G
Common Journeymen Set15+ Int/Wis420-450G
Common Expert Set16+ Int/Wis630-750G
Mage Hand Apprentice Set16+ Int/Wis840-1,500G
Mage Hand Journeymen Set16+ Int/Wis1050-3,000G
Mage Hand Expert Set (Rare)17+ Int/Wis1260DR 1 (Elem)6,000G
Master Magus Set (Rare)18+ Int/Wis1470DR 2 (Elem)15,000G
Archmage's Robe Set (Leg.)18+ Int/Wis1680DR 3 (Elem)30,000G

(Note: "Poor" quality items may be less durable or have other minor drawbacks at the BM's discretion. More advanced and enchanted armor must be found, purchased, or crafted during your adventures.)

Weapons

Weapons are the instruments of a Demigod's power, channeling their strength, skill, and sometimes magical prowess into devastating attacks. Understanding the different types of weapons, how they deal damage, and their inherent limitations is crucial for outfitting your character for combat.

Weapon Categories & Damage Calculation

In Demayth, damage is not static. As a Demigod grows in power (Level) and physical prowess (Attributes), their ability to inflict harm increases.

The Damage Formula Damage is calculated as: [Attribute Modifier] × [Demigod Level Die].

  • X (Attribute Modifier): The modifier of the governing attribute (Str, Dex, etc.).
  • Y (Demigod Level Die): Your current level determines the size of the damage die used (d4, d6, d8, d10, d12), rounded down to the appropriate step.

Level Die: Determined by your current character level:

  • Level 1-5: d4
  • Level 6-7: d6
  • Level 8-9: d8
  • Level 10-11: d10
  • Level 12-19: d12
  • Level 20+: d20

1. Light Melee Weapons Fast, agile weapons used in close quarters.

  • Examples: Daggers, Short Swords, Handaxes.
  • Damage Type: Slashing (Blades), Piercing, or Impact.
  • Damage Calculation: Dexterity Modifier × Level Die

2. Medium Melee Weapons Versatile weapons that balance power and speed.

  • Examples: Longswords, Battleaxes, Quarterstaffs.
  • Damage Type: Slashing, Impact, or Piercing.
  • Damage Calculation: Strength OR Dexterity Modifier × Level Die (Player's Choice)

3. Heavy Melee Weapons Massive instruments of war requiring two hands to wield.

  • Examples: Greatswords, Greataxes, Mauls, Halberds.
  • Damage Type: Slashing, Impact, or Piercing.
  • Damage Calculation: Strength Modifier × Level Die

4. Magical Weapons & Implements Weapons that channel raw magical energy, or weapons composed entirely of magic (like a summoned flame blade).

  • Damage Calculation: Spellcasting Modifier × Level Die
  • Note: This applies if the weapon deals direct magical damage.

5. Ranged Weapons & Ammunition Ranged weapons (Bows, Crossbows, Slings) do not deal damage themselves; they provide Line of Sight (LOS) attacks with their specific ammunition type.

  • Damage Source: Damage is derived from the Ammunition used.
  • Ammunition Calculation: Same as Light Weapons (Dexterity Modifier × Level Die).
  • Damage Type: Piercing (Arrows/Bolts) or Impact (Stones).

Weapon Attack Bonuses

While your character's stats determine your base chance to hit, high-quality or magical weapons may offer an Item Attack Bonus. To balance the scaling power of Demigods, this bonus is strictly regulated by your level.

Maximum Item Attack Bonus Formula: If a weapon grants an Attack Bonus, the maximum bonus allowed is: Demigod Level ÷ 5 (Rounded Down) (Example: A Level 9 Demigod can utilize a maximum +1 bonus from a weapon. A Level 10 Demigod can utilize a +2 bonus.)

Weapon Limitations & Rules

Size and Weight (Heavy Weapons)

  • All Heavy weapons are Two-Handed.
  • One-Handing Heavy Weapons: You cannot wield a Heavy weapon in one hand unless your Strength score is 40 or greater. Attempting to do so without this strength imposes Disadvantage on all attacks.

Dual Wielding A Demigod can wield two one-handed weapons simultaneously (Light/Light or Light/Medium).

  • Benefit: You gain the Attack Bonus from each weapon (if applicable) and apply the damage calculation of both weapons in a single attack action.
  • Drawback: You cannot use a shield or defensive off-hand item, leaving you more vulnerable to attacks.

Thrown Weapon Range The distance you can hurl a thrown weapon is determined by your physical power.

  • Base Maximum Range: 65 feet (13 spaces).
  • Strength Bonus: For every +1 of your Strength Modifier above 0, range increases by 10 feet (2 spaces).
  • Strength Penalty: For every -1 of your Strength Modifier below 0, range decreases by 10 feet (2 spaces). (Min range 45 ft).

Magical Requirements Using the magical properties of an enchanted weapon often requires attunement. This may necessitate a specific Attribute score or a successful Intelligence (Demayth Knowledge) check to understand and wield the item's power.

Magical Conduits: Wands, Staves, and Orbs

Magical implements are not typically used to bash enemies physically. Instead, they act as conduits for specific schools of magic, enhancing the caster's spells.

Magic Resonance (Magic Bonus)

Rare metals and materials act as potent conduits for a Demigod’s inner power. Weapons and implements possessing the Magic Resonance property amplify spells from specific schools of magic by drawing directly upon the wielder's magical aptitude.

When you cast a spell that matches the school of your equipped conduit, you add a bonus to the spell’s primary effect (such as damage, healing, or shield value) based on the resonance formula below.

Resonance Formula: [Spellcasting Modifier] × [Level Die]

  • Spellcasting Modifier: Your attribute modifier used for spellcasting (Intelligence, Wisdom, or Charisma).
  • Level Die: Determined by your current character level:
    • Level 1-5: d4
    • Level 6-7: d6
    • Level 8-9: d8
    • Level 10-11: d10
    • Level 12-19: d12
    • Level 20+: d20

1. Magical Conduits

Wands (Intelligence) Small, agile conduits that channel arcane precision. They are Light weapons and can be dual-wielded.

ImplementRequirementsTypeEffects & Magic ResonanceBase Price (Geni)
Destruction WandInt 141H (Light)Resonance: Adds to Spell Damage.3,000
Restoration WandInt 141H (Light)Resonance: Adds to Spell Healing Values.3,000
Protection WandInt 141H (Light)Resonance: Adds to Magic Shield (MS) or Defense Value.3,000
Conjuration WandInt 141H (Light)Resonance: Increases Minion Damage or HP.3,000
Necromancy WandInt 141H (Light)Resonance: Adds to Necrotic Damage or Life Drain.3,000

Staves (Wisdom) Sturdy conduits favored by battle-mages and healers. Can be wielded with a shield or weapon, but two staves cannot be wielded simultaneously.

ImplementRequirementsTypeEffects & Magic ResonanceBase Price (Geni)
Destruction StaffWis 141HResonance: Adds to Spell Damage.3,000
Restoration StaffWis 141HResonance: Adds to Spell Healing Values.3,000
Protection StaffWis 141HResonance: Adds to Magic Shield (MS) or Defense Value.3,000
Conjuration StaffWis 141HResonance: Increases Minion Damage or HP.3,000
Necromancy StaffWis 141HResonance: Adds to Necrotic Damage or Life Drain.3,000

Instruments (Charisma) Large, resonant conduits that weave magic through performance. They require two hands to play and channel power effectively.

ImplementRequirementsTypeEffects & Magic ResonanceBase Price (Geni)
Destruction InstrumentCha 142HResonance: Adds to Spell Damage.3,000
Restoration InstrumentCha 142HResonance: Adds to Spell Healing Values.3,000
Protection InstrumentCha 142HResonance: Adds to Magic Shield (MS) or Defense Value.3,000
Conjuration InstrumentCha 142HResonance: Increases Minion Damage or HP.3,000
Necromancy InstrumentCha 142HResonance: Adds to Necrotic Damage or Life Drain.3,000

2. Melee Weapons

Light Weapons (Steel)

  • Damage Calculation: Dexterity Modifier × Level Die
  • Dual Wielding: Can be dual-wielded.
  • Special: These weapons prioritize speed and precision.
Weapon NameRequirementsTypeSpecial TraitsBase Price (Geni)
DaggerDex 12Slashing/PierceThrown15
Common ClubDex 12ImpactNon-Lethal Option15
Short SwordDex 12SlashingNon-Lethal Option30
HandaxeDex 12SlashingThrown45
JavelinDex 12PiercingThrown50
KukriDex 13SlashingHigh Crit (Critical strikes are reduced to 3 instead of 5.)60
StilettoDex 13PiercingArmor Piercing (Ignores ½ of the attacked creature’s Ap (rounded down) if the attack hits.)75
Short SpearDex 13PiercingThrown60

Medium Weapons (Versatile) (Steel)

  • Damage Calculation: Strength OR Dexterity Modifier × Level Die (Player's Choice).
  • Versatile: Can be wielded 1-Handed or 2-Handed.
  • Dual Wielding: Can be dual-wielded with a Light weapon in the off-hand (or another Medium weapon if you have a specific Feat/Ability, though standard rules usually restrict dual-wielding to Light weapons).
Weapon NameRequirementsTypeSpecial TraitsBase Price (Geni)
LongswordStr/Dex 14SlashingNon-Lethal Option120
BattleaxeStr/Dex 14SlashingCleave (2H, Grants the ability to attack up to 3 adjacent creatures to your character, but all attacked creatures must be adjacent to each other.)450
QuarterstaffStr/Dex 14ImpactReach (If 2H, +10 ft)125
SpearStr/Dex 16PiercingThrown (2H), Reach (2H, +10 ft)100
RapierDex 17PiercingFinesse (Pure Dex Scaling)200
LanceStr 16PiercingReach (+10 ft)200
War PickStr/Dex 14PiercingArmor Piercing (Ignores ½ of the attacked creature’s Ap (rounded down) if the attack hits.)150
FlailStr/Dex 15ImpactIgnore Shield (When attacking, ignore the shield bonus of the attacked creature when determining a hit or miss.)300

Heavy Weapons (Massive) (Steel)

  • Damage Calculation: (Strength Modifier + Demigod Level) × Level Die
  • Special: Massive Impact. Heavy weapons utilize their sheer weight and momentum to deal devastating blows. On a successful hit, you add a number of extra damage dice equal to your Demigod Level.
    • Example: A Level 4 Demigod with a Strength Modifier of +4 wielding a Greatsword (Level Die: d4).
    • Base Dice (Str): 4d4
    • Massive Impact (Lvl): +4d4
    • Total Damage: 8d4 (4 + 4).
  • One-Handing: Requires Strength 40+ to wield in one hand (otherwise Disadvantage).
Weapon NameRequirementsTypeSpecial TraitsBase Price (Geni)
GreatswordStr 17SlashingNone.1,200
WarhammerStr 18ImpactStun (Creatures must make a Fortitude saving throw against you. Failure results in the creature being stunned for 1D4 rotations.)1,200
GlaiveStr 18SlashingReach (+10 ft)1,200
Pike / TridentStr 19PiercingLong Reach (+15 ft)
Armor Piercing (Ignores ½ of the attacked creature’s Ap (rounded down) if the attack hits.)
3,500
GreataxeStr 21SlashingCleave (Grants the ability to attack up to 3 adjacent creatures to your character, but all attacked creatures must be adjacent to each other.)2,100
HalberdStr 21SlashingReach (+10 ft)
Cleave (Grants the ability to attack up to 3 adjacent creatures to your character, but all attacked creatures must be adjacent to each other.)
2,100
MaulStr 21ImpactStun (Creatures must make a Fortitude saving throw against you. Failure results in the creature being stunned for 1D4 rotations.)
Ignore Shield (When attacking, ignore the shield bonus of the attacked creature when determining a hit or miss.)
3,500

3. Ranged Weapons (Wood and Steel)

  • Damage Source: Derived from the Ammunition used (Arrows, Bolts, Bullets, Stones).
  • Damage Calculation: Dexterity Modifier × Level Die
  • Ammo Types:
    • Bows: Use Arrows (Piercing).
    • Crossbows: Use Bolts (Piercing).
    • Slings: Use Stones (Impact) or Explosives.
Weapon NameRequirementsType (Ammo)Special TraitsBase Price (Geni)
SlingDex 12Impact (Stone)Range 45 ft, Can use Explosives as ammunition.6
ShortbowDex 14Piercing (Arrow)Range 300 ft30
Light CrossbowDex 14Piercing (Bolt)Range 300 ft, 1H Capable45
LongbowDex 16Piercing (Arrow)Range 500 ft60
Heavy CrossbowDex 17Piercing (Bolt)Range 500 ft75
WarbowDex 18Piercing (Arrow)Range 600 ft, +Attack Bonus2,100
Great CrossbowDex 21Piercing (Bolt)Range 600 ft, +Attack Bonus3,900

Firearms (Guns)

  • Reloading: Requires spending Action Points (SAP or MAP) to prepare the weapon for the next shot.
  • Damage Source: Derived from the Ammunition used (Bullets).
  • Damage Calculation: Dexterity Modifier × Level Die
  • Ammo Types: Bullets: Use Bullets (Piercing).
GunRequirementsRangeReload CostSpecial TraitPrice
BlunderbussDex 1410 ft (Cone)1 SAP+Attack Bonus750 G
Matchlock PistolDex 1420 ft1 SAP+Attack Bonus800 G
Flintlock PistolDex 1430 ft1 MAP+Attack Bonus1,000 G
Dragoon PistolDex 1550 ft1 MAP+Attack Bonus1,500 G
MusketDex 16100 ft1 SAP+Attack Bonus2,000 G
Repeating CarbineDex 18100 ft1 MAP+Attack Bonus3,000 G

Special/Magical Ammunition

  • Base Damage: All ammunition still deals the weapon's base damage: Dexterity Mod × Level Die.
  • Added Damage: The values in the table below are added to that total.
  • Price: Listed per single piece of ammunition (Arrow, Bolt, or Bullet).
Ammo VariantDamage TypeAdded DamagePrice (Per Shot)
StandardPiercing1 - 6 G
AcidAcid+1D8 Acid Dmg per Spellcrafting Modifier.50
Armor PiercingPiercingArmor Piercing (Ignores ½ of the attacked creature’s Ap (rounded down) if the attack hits.)300 G
FireFire+1d8 Fire Dmg per Spellcrafting Modifier.45 G
FrostCold+1d8 Cold Dmg per Spellcrafting Modifier.45 G
ShockShock+1d8 Shock Dmg per Spellcrafting Modifier.45 G
ExplosiveImpact+1d8 Impact Dmg per Spellcrafting Modifier.
+1d8 Burning Dmg per Spellcrafting Modifier.
600 G

Starting Weapons

A list of common armaments available to Level 1 Demigods.

Level 1 Rules Refresher:

  • Level Die: d4
  • Massive Impact (Heavy): Adds +1 damage die (Level 1) to the multiplier.

1. Light Melee Weapons Fast, agile weapons used in off-hands or by rogues. Damage Formula: Dexterity Modifier × 1d4

WeaponRequirementDamage TypeTraitsCost
DaggerDex 12Slashing/PierceThrown (45 ft)15 G
Common ClubDex 12ImpactNon-Lethal Option15 G
Short SwordDex 12Slashing30 G
HandaxeDex 12SlashingThrown (65 ft)45 G
KukriDex 13SlashingHigh Crit (19-20)60 G

2. Medium Melee Weapons Versatile weapons that balance power and speed. Damage Formula: (Strength OR Dexterity Modifier) × d4

WeaponRequirementDamage TypeTraitsCost
QuarterstaffStr/Dex 14ImpactReach (If 2H)45 G
SpearStr/Dex 14PiercingThrown (2H), Reach (2H)100 G
LongswordStr/Dex 14Slashing120 G
BattleaxeStr/Dex 14Slashing450 G
War PickStr/Dex 14PiercingArmor Piercing (+1 vs AP)150 G

3. Heavy Melee Weapons Massive instruments of war requiring brute force. Damage Formula: (Strength Modifier + 1) × d4 Note: The "+1" comes from the Massive Impact rule (Demigod Level).

WeaponRequirementDamage TypeTraitsCost
GlaiveStr 18SlashingReach (+10 ft)210 G
GreatswordStr 17SlashingNone1,200 G
WarhammerStr 18ImpactStun Chance1,200 G
GreataxeStr 21SlashingCleave2,100 G
MaulStr 21ImpactStun Chance2,100 G

4. Ranged Weapons Precision instruments for distance combat. Damage Formula: Dexterity Modifier × d4 Note: Damage type depends on ammo (Arrow=Piercing, Bolt=Piercing).

WeaponRequirementRangeTraitsCost
SlingDex 1245 ftUses Stones/Explosives6 G
ShortbowDex 14300 ftTwo-Handed30 G
Light CrossbowDex 14300 ftCan be 1-Handed45 G
LongbowDex 16600 ftTwo-Handed60 G

5. Apprentice Conduits (Magical) Starting implements for spellcasters. Choose your School. Damage/Effect Formula: Spellcasting Modifier × d4 Note: This value is added to Spells (Healing/Damage) or deals raw magic damage.

ImplementRequirementTypeFocus EffectCost
Wand (School)Int 141H (Light)+Resonance to School Spells3,000 G
Staff (School)Wis 141H+Resonance to School Spells3,000 G
InstrumentCha 142H+Resonance to School Spells3,000 G
Apprentice OrbInt/Wis 14Offhand+3 Magic Shield (MS)--

(Common Schools for Level 1: Destruction (Damage), Restoration (Healing), Protection (Shielding).)

Offhand Items

Offhand items are versatile tools that complement your Demigod's primary weapon, offering additional defense, utility, or even offensive capabilities. These items are held in the non-dominant hand and can be used in conjunction with your main weapon or independently to achieve specific effects.

Types of Offhand Items:

  • Shields and Orbs: Primarily defensive items used to block or absorb incoming attacks. Shields often provide a passive Defense Bonus and may have special Damage Reduction properties, while magical Orbs can deflect or absorb attacks with unique magical effects.
    • Shields are considered Heavy armor while Orbs are considered Magical armor offhand items.
  • Quivers: Essential for archers, quivers hold ammunition for ranged weapons like bows and crossbows. They are typically worn on the back or hip and allow for quick access to arrows or bolts during combat. They usually count as 1 Weight Point (WP) regardless of the amount of standard ammunition stored.
  • Grimoires: Magical books containing a collection of spells. A Demigod proficient in the corresponding school of magic can use a Grimoire to cast spells they might not have prepared in their Demayth Deck. Casting from a Grimoire typically requires 1 Standard Action Point (SAP) and may consume the item's limited magical charges.
  • Other Offhand Items: This broad category includes items like magical totems that channel specific powers, secondary weapons for dual-wielding, or utility items like lanterns or grappling hooks that can be held in the offhand.

Special Rule: Shields and Damage Reduction (DR)

Many shields in Demayth provide Damage Reduction (DR), reducing incoming damage.

  • Active Defense Required: To benefit from a shield’s DR, you must play a Battle Card to defend against the incoming attack.
  • Passive Failure: If a Battle Card is not played (by choice or empty hand), the shield's DR does not apply, and you take full damage to your Armor (AP) or Health (HP).

1. Starting Shields

Shields are primarily defensive items used to block or absorb incoming attacks. They provide two key benefits: Damage Reduction (DR) Reduces specific types of incoming damage if a Battle Card is played.

Item NameRequirementsDefense BonusDamage Reduction (DR) & Effects
Strapped BucklerStr/Con 10+None.DR 1 (all physical damage)
(Can be worn on the forearm, leaving hands free).
Round ShieldStr/Con 14+None.DR 2 (all damage types expect True or divine damage)
Kite ShieldStr/Con 16+1DR 3 (all damage types expect True or divine damage)

2. Starting Quivers

Essential for archers to hold ammunition. Typically count as 1 Weight Point (WP) regardless of ammo count.

Item NameCapacityEffects
Light Leather Quiver25 UnitsHolds standard ammunition.
Defensive Hard Leather Quiver10 UnitsReduces all Slashing damage by 1.
Poorly Enchanted Large Leather Quiver10 UnitsGrants +2 HP bonus.

3. Starting Grimoires & Orbs

Magical tools for casting spells or deflecting magical attacks.

Item NameRequirementsEffects
Mage Hand Apprentice's OrbInt/Wis 14+Provides +5 Magic Shield (MS).
Apprentice's First Book3 Charges (Recharge 1 DP). Holds up to 10 Spells (any school). Cost: 1 DP per cast.
Apprentice Orb of ProtectionInt/Wis 14+Reduces all Magic Damage taken by 1D6.

4. Starting Offhand Weapons

Light weapons wielded in the offhand for defense or utility.

Melee Offhand Weapons

Weapon NameRequirementsEffects
Parrying DaggerDex 12+Grants +1 Defense bonus against melee attacks.
Main GaucheDex 14+Grants +1 Defense bonus against ranged attacks.
(Can disarm/deflect).
Hooked SickleStr 10+Deals Slashing damage.
(Can trip or grapple).
Bladed TonfaDex/Str 14+Deals Slashing damage.
(Versatile offense/defense).

Magical Offhand Weapons

Weapon NameRequirementsEffects
Focus OrbWis 14+Grants +1D4 per Spellcasting Modifier to Demayth Spell Attacks.
Ritual DaggerInt 12+Grants +1 to Spellcraft Checks for rituals.
Elemental OrbInt/Wis 16+Choose Element (Fire/Water/etc). Deals 1D4 per Spellcasting Modifier of Damage of that type on primary weapon hit.
SpellshardInt 18+
(Prof. Knowledge)
2 Charges (Recharge 1 DP). Holds 1 Prepared Spell for instant casting (no card required to be played).

Consumables

Consumable items are single-use or limited-use resources that provide temporary benefits or effects, ranging from healing potions and alchemical draughts to magical scrolls or even enchanted food. They are the essential, quick-use tools in any adventurer's arsenal. While powerful, their use should be strategic, as overuse can lead to negative consequences.

Consumable Limitations (Potion Sickness):

A Demigod's body can only process so much potent alchemical or magical substance in a short time.

  • Daily Limit: There is a limit to how many potions or similar alchemically-created consumables a character can safely use within a single day. This limit is equal to 10 + your Constitution modifier.
  • Potion Sickness: Consuming more than this limit in a 24-hour period can lead to Potion Sickness, a condition that typically causes one or more levels of Exhaustion and other negative effects at the Battle Master's discretion.
  • Exceptions: Using naturally occurring ingredients, like chewing on a raw healing herb, is generally exempt from this limit.

Duration of Consumables:

The effects of consumables can last anywhere from a fleeting instant to hours or even days, depending on their potency and the quality of their ingredients. Always refer to the item's specific description, but durations are typically:

  • Instantaneous: The effect happens immediately and then ends (e.g., a healing potion restores HP instantly).
  • Specified Duration: The effect lasts for a set number of rotations, minutes, or hours (e.g., a potion of strength lasting 1 minute).
  • Action-Based Duration: Some effects might last for a certain number of actions or until a specific condition is met (e.g., a potion that grants advantage on your next three attacks).

Starting Consumable Kits:

At character creation, choose one of the following kits of starting consumables.

Kit NameItems Included
Healing Kit10x Magical Healing Candies: Small, enchanted candies that each restore 2 HP when eaten (Quick Action). 3x Minor Ruby Potions: Vials containing a potion made from Ruby Berries. Each heals for 1d6 HP (Standard Action).
Power Kit3x Minor Azure Potions: Vials of vibrant blue liquid. Each removes one level of Exhaustion or reduces the severity of Demayth Fatigue by one step. 3x Minor Vials of Power: For one minute after consumption, if your hand becomes empty, you may immediately draw up to 3 cards.
Utility Kit3x Teleportation Card (Red - Entrance): A single-use card that creates an entrance portal at your location. 3x Teleportation Card (Blue - Exit): A single-use card that creates an exit portal in an area where the character has left this card. (The two-way portal lasts for 1 minute).

(Note: More potent consumables are often rarer and more expensive to acquire through gameplay.)

Potions & Elixirs

Potion/Elixir NameRarityPriceEffect
Healing Potions
Minor Ruby PotionCommon25GRestores 1d4 + SCM HP.
Common Ruby PotionCommon75GRestores 2d6 + SCM HP.
Greater Ruby PotionUncommon125GRestores 3d10 + SCM HP.
Titan's Health PotionRare750GIncreases maximum HP by 100 for one hour.
Energy Potions
Common Azure PotionUncommon250GRemoves one level of exhaustion OR restores 1d4 DP.
Greater Azure PotionRare500GRemoves one level of exhaustion OR restores 1d6 DP OR draw up to 3 cards while in combat.
Superior Azure PotionVery Rare750GRemoves two levels of exhaustion OR restores 2d6 DP OR draw up to 5 cards while in combat.
Resistance Potions
Poison/Disease Resist PotionRare750GGrants resistance to Poison or Disease for one hour.
Elemental Resist PotionRare750GGrants resistance to one chosen element for one hour.
Elemental Immunity PotionVery Rare2,500GGrants immunity to one chosen element for one hour.
Stat-Boosting Elixirs
Potion of Bull's StrengthRare750GIncreases Strength by 3 for one hour.
Potion of Cat's FinesseRare750GIncreases Dexterity by 3 for one hour.
Potion of Tortoise's ShellRare750GIncreases Constitution by 3 for one hour.
Potion of Owl's WitRare750GIncreases Intelligence by 3 for one hour.
Potion of Fox's CunningRare750GIncreases Wisdom by 3 for one hour.
Potion of Swan's GraceRare750GIncreases Charisma by 3 for one hour.
Utility Elixirs
Potion of InvisibilityRare10,000GGrants invisibility for 1 minute (ends if you attack or cast a spell).
Potion of LeapingUncommon1,500GDoubles jump distance for 1 minute.
Potion of SwiftnessUncommon2,000GDoubles walking/running speed for 10 minutes.
Potion of PurificationVery Rare5,000GRemoves one curse and grants disease immunity for 1 hour.
Potion of AntidoteUncommon1,000GNeutralizes most common poisons.

Poisons (Vials)

Poison NameApplicationFortitude Save DCEffect on FailurePrice
Common PoisonWeapon/Ammo12Poisoned (strong) for 1 hour.100G
Gluttony PoisonIngested14Poisoned (powerful) for 24 hours.150G
Poisonous GasInhaled (15ft)12Poisoned (weak) for 10 minutes.500G
Paralyzing PoisonWeapon/Ammo14Paralyzed for 1 hour.200G
Contact PoisonSkin Contact10Poisoned (weak) for 1 hour.300G
Poison of DarknessWeapon/Ammo16Blinded for 1 hour.300G
Synthera’s EdgeWeapon/Ammo18Poisoned (powerful) for 24 hours and afflicted with True Death.5,000G

Magical Treats

Item NamePriceEffect
Ruby Hard Candies (x12)10GConsuming one heals for 1 HP per rotation for 5 rotations.
Azure Sweeties (x5)25GConsuming one recovers 1 Demayth Point.
Sunfire Sweetmeats (x4)30GPrevents dying from environmental hypothermia for 24 hours.
Frosty Quince (x4)30GPrevents dying from environmental hyperthermia for 24 hours.
Devil’s Syrup30GGrants resistance to Burning damage for 1 hour, but may cause dysentery (BM discretion).
Sweet Scented Conserves (x2)40GRemoves stench-based effects and provides a bonus to Diplomat checks.
Tiny Battle Biscuits (x20)50GOne biscuit keeps a creature fed for a day. Two biscuits heal 1d6+SCM HP.
Druidic Comfits100GRemoves poison effects and grants advantage on saves vs. disease for 1 hour.

Alchemical Bombs & Explosives

These volatile, single-use items are typically crafted by those with the Craft (Alchemy) skill, but can be purchased in specialty shops. They are thrown as a Standard Action (1 SAP) with a Battle card attack and often affect an area.

Item NamePriceRangeExplosion RadiusEffects
Alchemic Smoke Bomb100G65 ft.10 ft.Creates a smoke cloud, Blinding creatures within for 1d6 rotations.
Alchemic Stink Bomb250G65 ft.15 ft.Fortitude save or be Weak Poisoned for 1d6 rotations (-3 to attacks/checks).
Small Alchemic Fire Bomb200G65 ft.15 ft.Deals 1d4 Burning + 1d4 Impact damage to all creatures within.
Acid Bomb500G65 ft.Single TargetDeals 2d6 Acid damage. Critical hit vs. unarmored targets; deals double damage to armor (AP).
Alchemic Fire Bomb500G65 ft.20 ft.Deals 1d6 Burning + 1d6 Impact damage to all creatures within.
Alchemic Flash Bang1,000G65 ft.20 ft.Fortitude save or be Blinded and Deafened for 1d6 rotations.
Large Alchemic Fire Bomb1,500G65 ft.25 ft.Deals 2d6 Burning + 2d6 Impact damage to all creatures within.
Alchemic Frost Bomb2,000G65 ft.20 ft.Deals 1d6 Freezing + 1d6 Impact damage. Fortitude saves or receives 1 tick of Frostbite.
Alchemic Shrapnel Bomb2,500G65 ft.15 ft.Deals 2d6 Piercing damage to all creatures within the area.
Alchemist's Explosive Decoy3,000G65 ft.15 ft.Creates a stationary Illusion of a creature for 1 minute.
Alchemist's Gas Bomb4,000G65 ft.20 ft.Fortitude save or gain the Poisoned (Powerful) condition.
Alchemic Shock Bomb5,000G65 ft.20 ft.Deals 1d6 Shock + 1d6 Impact damage. Fortitude save or be Stunned for 2 rotations.
Greater Alchemic Shock Bomb7,500G65 ft.20 ft.Deals 2d6 Shock + 2d6 Impact damage. Fortitude save or be Stunned for 2 rotations.

Magical Trinkets

Magical trinkets are items imbued with Demayth energy, granting their wearers passive or activated abilities that can enhance their prowess in combat, exploration, or social interactions. These enchanted items come in various forms, from rings and necklaces to bracelets, earrings, and other adornments.

Equipped Trinket Limit (Attunement):

A Demigod can only safely manage the flow of magical energy from a limited number of trinkets at one time.

  • Limit: You can have a number of equipped (attuned) trinkets equal to your Spellcasting Modifier (Focus). For example, if your SCM is +3, you can have up to 3 equipped trinkets.
  • Consequences of Exceeding: Attempting to equip more trinkets than your limit allows overwhelms your body with conflicting magical energies. This immediately imposes the highest level of Exhaustion and can lead to death within an hour if the excess item is not removed.

Starting Trinkets:

At character creation, choose one trinket from each of the following three categories (for a total of three starting trinkets).

CategoryTrinket NameEffect
AggressiveRing of RageYour unarmed strikes are empowered with raw force, dealing an additional +1D4 (per Demigod level) Impact damage.
Amulet of FireYour attacks burn with magical fire, dealing an additional +2 Burning damage on all successful attacks (from Battle or Demayth cards).
Golden RageYou embrace a reckless offense. You deal +2 Magic damage with all attacks, but you also suffer +2 Magic damage from all attacks that harm you.
Death JewelOnce per battle, as a free action, you can spend 1 Demayth Point to grant your next attack a +3 Attack Bonus.
DefensiveMagic Ring of ShieldingAs a Reaction when targeted by an attack, you can spend 1d4 Demayth Points to magically Evade* the attack, taking no damage or effects.
Amulet of ShieldingThis amulet grants you 5 points of Magic Shield (MS). As a Quick Action (1 MAP), you can spend 1 Demayth Point to recharge the shield back to its maximum of 5 MS if it has been depleted.
Mythic Protective CordThis cord dampens magical energy but exposes you to physical harm. You take -2 damage from all Magic sources, but you take +2 damage from all Physical sources.
Protective BarThis heavy, enchanted bar grants you a +1 bonus to all saving throws (Fortitude, Reflex, and Will), but its bulk is distracting, reducing your maximum hand size by 2.
UtilityPoor Fairy RingAs a Quick Action (1 MAP) at the start of your turn, you may draw 1 card from your Demigod’s Deck.
Ruby AmuletYour life force is constantly renewed. You regain 1 HP at the start of each of your turns during combat.
Last ResortOnce per battle, if you have no cards in your hand at the start of your turn, you may Freely* draw up to 5 cards.
Starlight CuffOnce per turn, as a free action, you may discard up to 3 cards from your hand to draw that many new cards.

General Magical Trinkets

The following trinkets can be found, purchased, or crafted during your adventures.

Attribute & Stat Bonus Trinkets:

Trinket NameRarityPriceEffect
Ring of Bull's StrengthRare30,000GGrants a +3 bonus to your Strength attribute while equipped.
Ring of Cat's FinesseRare30,000GGrants a +3 bonus to your Dexterity attribute while equipped.
Ring of Tortoise's ShellRare30,000GGrants a +3 bonus to your Constitution attribute while equipped.
Ring of Owl's WitRare30,000GGrants a +3 bonus to your Intelligence attribute while equipped.
Ring of Fox's CunningRare30,000GGrants a +3 bonus to your Wisdom attribute while equipped.
Ring of Swan's GraceRare30,000GGrants a +3 bonus to your Charisma attribute while equipped.
Turtle RingCommon7,500GIncreases maximum HP by 5 X Demigod Level.
Tortoise Shell AmuletUncommon15,000GIncreases maximum HP by 10 X Demigod Leve.
Archmage's Gold RingLegendary1,000,000GGrants a +1 Focus bonus. Cannot stack with other Focus bonuses.
Amulet of DemaythUncommon7,500GIncreases maximum Demayth Points by 6, but reduces maximum HP by 6.

Offensive Trinkets:

Trinket NameRarityPriceEffect
Ring of RageCommon2,500GIncreases your Attack Bonus by 1.
Greater Ring of RageUncommon5,000GIncreases your Attack Bonus by 2.
Amulet of FuryRare25,000GEach time you deal damage, your Attack Bonus increases by 1 (max +5). Resets after battle.
Greater Amulet of FuryLegendary50,000GEach time you deal damage, your Attack Bonus increases by 1 (max +10). Resets after battle.
Ring of DeathRare25,000GIncreases your Demayth/Battle card Damage bonus by 1.
Empowered Ring of DeathLegendary50,000GIncreases your Demayth/Battle card Damage bonus by 2.
Ring of MagesRare25,000GIncreases your Demayth Card Damage bonus by 1.
Greater Ring of MagesLegendary50,000GIncreases your Demayth Card Damage bonus by 2.
Demigod Warrior's BraceletLegendary250,000GGrants an Attack and Defense bonus equal to your Spellcasting Modifier.
Spellcaster's Wrath BraceletLegendary250,000GGrants a Demayth Bonus equal to your Spellcasting Modifier.
Amulet of Shield BreakerRare75,000GDealing weapon damage reduces the target's DEF by 1 for that attack.
Masochist's BangleRare50,000GWhen you take damage, gain +1 to ATK, DEF, or Demayth Bonus (your choice) for 1 rotation (max +5 total).

Elemental & Damage Type Trinkets: (Note: These rings add X*DY* point of their damage type to all successful Battle card attacks. X = Spellcasting Modifier, Y* = Demigod Level rounded down to the next die step. Greater = Adds an additional damage die per Demigod level.)*

Trinket NameRarityPrice
Wind Blade Ring (Slashing)Common5,000G
Greater Wind Blade RingRare25,000G
Ice Hammer Ring (Impact)Common5,000G
Greater Ice Hammer RingRare25,000G
Lightning Spike Ring (Piercing)Common5,000G
Greater Lightning Spike RingRare25,000G
Ring of Embers (Burning)Common5,000G
Greater Ring of EmbersRare25,000G
Ring of Frost (Freezing)Common5,000G
Greater Ring of FrostRare25,000G
Ring of Darkness (Shadow)Common5,000G
Greater Ring of DarknessRare25,000G
Ring of Illumination (Radiant)Common5,000G
Greater Ring of IlluminationRare25,000G
Ring of Alchemic Burn (Acid)Common5,000G
Greater Ring of Alchemic BurnRare25,000G

Aura Trinkets: (These project a continuous damaging aura)

Trinket NameRarityPriceEffect
Toe Ring of Burning AuraCommon5,000GAdjacent creatures take 1D6 Burning damage at the start of each rotation.
Toe Ring of Shocking AuraCommon5,000GAdjacent creatures take 1D6 Shocking damage at the start of each rotation.
Toe Ring of Freezing AuraCommon5,000GAdjacent creatures take 1D6 Freezing damage at the start of each rotation.
Ring of Necrotic AuraCommon5,000GAdjacent creatures take 1D6 Necrotic damage at the start of each rotation.
Aura of Death AmuletRare50,000GAdjacent creatures take 2 True Damage at the start of each rotation.

Defensive & Restorative Trinkets:

Trinket NameRarityPriceEffect
Armorer's RingRare75,000GIncreases the AP of all equipped armor pieces by 10.
Dwarven Smith BraceletRare150,000GIncreases the AP of all equipped armor pieces by 20.
Wizard's Favor RingRare95,000GIncreases the MS of all equipped armor by 5.
Archmage's AmuletLegendary200,000GIncreases the MS of all equipped armor by 10.
Spellweaver's RingCommon3,000GGrants 25 points of Magic Shield. Can be recharged for 1 Demayth point.
Spellweaver's AmuletUncommon6,000GIncreases your Magic Shield by 50 points. Can be recharged for 1 Demayth point.
Shield Weaver Toe RingUncommon15,000GGain 5 points of MS each time you damage an opponent. Resets after battle.
Greater Shield Weaver AnkletRare30,000GGain 10 points of MS each time you damage an opponent. Resets after battle.
Chain of ReinforcementUncommon75,000GIncreases the Defense bonus of your off-hand shield by 1 point.
Empowered Chain of ReinforcementRare150,000GIncreases the Defense bonus of your off-hand shield by 2 points.
Ruby Ring Common5,000GRegenerate 2 HP at the start of each rotation (max 20 per day).
Ruby Amulet Uncommon25,000GRegenerate 5 HP at the start of each rotation (max 50 per day).
Lifesteal RingRare25,000GRecover 1D6 HP each time you deal damage to an enemy.
Ring of Greater LifestealLegendary50,000GRecover 2D6 HP each time you deal damage to an enemy.
Rogue's Last ResortLegendary75,000GSpend 2d6 DP as a Reaction when hit to become invulnerable for 6 seconds (1 rotation), except to divine damage.
Poor Ring of Living ArmorUncommon25,000GEach piece of equipped armor gains +5 maximum AP.
Ring of Living ArmorRare50,000GEach piece of equipped armor gains +10 maximum AP.

Utility & Skill Trinkets:

Trinket NameRarityPriceEffect
Fairy Charm BraceletUncommon25,000GDraw 1 card at the start of each combat rotation.
Amulet of SwiftnessUncommon3,000GIncreases movement speed by a number of spaces equal to your SCM.
Ring of HasteRare30,000GGrants +1 to Initiative. Cannot stack with other initiative bonuses.
Amulet of AlterationRare75,000GGrants +1d4 bonus to Spellcraft checks involving Alteration magic. (Cannot equip other Spellcraft-enhancing items for this school).
(...and similar Amulets for all other 11 schools of magic)Rare75,000G(Grants +1d4 bonus to Spellcraft checks for its specific school).

Carried Items (Starting Kits)

Every adventurer needs a reliable set of gear to survive the perils of the Demayth universe. To begin your journey, choose one of the following curated kits of carried items, tailored to different professions and playstyles. Remember, all of these items contribute to your Weight Point (WP) total and must fit within your carrying capacity.

  • Adventurer's Kit (10 WP): Small knife and cutting board, Mess box (spoon, fork, knife, waterskin, 5 days of rations), Tinderbox (2 flint, 5 starter charcoal), 3 candles with stand, 10 feet of string, 50 feet of hemp rope, Tarp tent with 4 stakes, Torch with 5 burning wraps.
  • Alchemist's Kit (8 WP): Novice glass beaker (8 oz capacity), 3 empty potion bottles (2 oz capacity each), Metal beaker stand, Mortar and pestle, Glass stirring rod, Ingredient pouch (6 compartments, 5 lb capacity), 3 candles with stand, Alchemist journal, quill, and sealed inkwell.
  • Artificer's Kit (6 WP): Magical scribe's pen, Portable magecraft table (1 ft tall, 3x3 ft), 3 candles with 2 stands, Wooden ritual cup and knife, Artificer journal, quill, and sealed inkwell, Jewel crafting box with tools.
  • Blacksmith's Kit (8 WP): Smithing hammer, Portable anvil (15 lbs, counts as 3 WP), Jar of salt (flux, 10 uses), Metal-tipped bellows, Leather apron and gloves (heat resistant), Blacksmith tongs (set of 3).
  • Burglar's Kit (8 WP): 1,000 ball bearings, 10 feet of string with bell, 5 candles, Crowbar with hammer side, 10 pitons, Hooded lantern with 2 flasks of oil, 5 days of rations and a waterskin, 50 feet of rope.
  • Diplomat's Kit (6 WP): Sealing wax (5 uses) with official seal, 5 scroll papers, personal journal, quill, and sealed inkwell, Hooded lantern with 3 flasks of oil, Soap, vial of perfume (10 uses each), 3 flasks of clean water, Set of fine clothes, Book of history.
  • Dungeoneer's Kit (8 WP): Crowbar and hammer, 5 scrolls for map making, quill, and sealed inkwell, 10 pitons, Torch with 5 burning wraps, Tinderbox (2 flint, 5 starter charcoal), 5 days of rations and a waterskin, 50 feet of rope.
  • Performer's Kit (6 WP): Costume box with 6 interchangeable outfits, Mess box (spoon, fork, knife, waterskin, 5 days of rations), Tinderbox (2 flint, 5 starter charcoal), 3 candles with stand, Background sheet design, 50 feet of hemp rope, Tarp tent with 4 stakes.
  • Healer's Kit (5 WP): Herbalist's Pouch (contains various common healing herbs and bandages), Medicinal Salve (small jar for minor wounds and burns), Poultice Kit (ingredients/tools for poultices), Splint Kit (wooden splints and bandages), Antiseptic Wash (flask of herbal solution), Small Sewing Kit (needles, thread, scissors), Diagnosis Guide (small book with treatment recommendations).
  • Scholar's Kit (6 WP): Writing Kit (Quill, ink, parchment, small inkwell), Research Journal (leather-bound), Magnifying Glass, Cipher Wheel (for decoding messages), Translation Guide (book with common phrases), Reference Texts (collection of small books on various subjects).
  • Survivalist's Kit (10 WP): Firestarter Kit (Flint and steel, tinderbox), Water Purification Tablets (small vial), Snare Kit (Wire, cord, instructions), Fishing Tackle (Line, hooks, bait), Foraging Guide (book detailing edible/poisonous plants), Compass and Map, Small hand-axe, 50 feet of rope, Bedroll, Mess Kit.
  • Poisoner's Kit (5 WP): Poisoner's Pouch (vials and containers for poisons), Poisoner's Tools (syringes, needles, applicators), Poisoner's Journal (recipes for common poisons), Disguise Kit (makeup, wigs, etc.), Antitoxin (single-use potion).

(Note: These are just examples, and you can customize your kit or create your own with the guidance of your Battle Master.)

Custom & Legacy Items

While this compendium lists many of the common items found throughout the realms, some of the most memorable and meaningful items your Demigod will ever possess are the ones tied directly to their personal story. Legacy Items are artifacts imbued with the history and power of your character's lineage, while Custom Items are those you design yourself in collaboration with your Battle Master.

The Nature of Legacy Items:

Legacy items are typically designed by you, the player, to reflect your character's unique backstory. They can be anything from an enchanted weapon passed down through generations, a mysterious artifact found in their youth, or even a seemingly mundane object that holds deep personal significance and hidden power. These items are what make your character truly unique, connecting their mechanics to their narrative.

Balance and Battle Master Collaboration:

Creating a custom or legacy item is an exciting opportunity, but it is a collaborative process. The Battle Master will carefully review and balance the effects of any custom item to ensure fair gameplay and to prevent any single character from becoming overpowered. Be prepared to work with your BM to create an item that is both powerful and narratively compelling without disrupting the game.

Examples of Legacy Items:

  • Azara's Druid Bag of Seeds (Rare): A seemingly ordinary bag that contains an endless supply of seeds. When planted by a character with knowledge of nature, each type of seed can grow into a unique magical plant with different druidic effects.
  • Slagpin Stryker's God Slayer Sword (Legendary): A powerful weapon forged by the legendary Demigod Akaryos Slagpin Stryker himself. It grants immense power against divine or unholy beings but may inflict harm on those who wield it if they are not of a certain conviction or bloodline.
  • The Okand Home Symbol (Rare): A heavy necklace forged from Titan's Steel, bearing the primary symbol of a specific Okand clan. It serves as a key, allowing the wearer to perceive the hidden path to the secret realm of Okyria.

Additional Legacy Item Ideas:

  • Amulet of the Stormcaller: A pendant that allows the wearer to influence the weather, summoning minor storms or calming turbulent skies.
  • Ring of the Shadow Walker: A ring that grants the wearer the ability to step into one shadow and emerge from another nearby.
  • The Everburning Lantern: A lantern whose flame never dies and emits a calming light that can soothe weary minds and ward off lesser dark spirits.
  • Tome of the Ancient One: A book containing forbidden knowledge that whispers secrets to its reader, potentially granting insight at the cost of their sanity.
  • The Cursed Compass: A compass that never points north, but instead always points towards the nearest source of significant danger, leading its owner on a perilous but potentially rewarding path.

General Goods & Equipment

Beyond the starting kits, adventurers can purchase a wide variety of individual items. Prices listed are averages found in stable realms and are subject to change based on location and availability.

ItemPriceWeight (WP)Description
Abacus2G1A tool used for calculations.
Backpack2G - 10G1A standard bag for carrying gear.
Ball Bearings (pouch of 1,000)1G1Small metal balls for creating slick or noisy surfaces.
Barrel2G5A large wooden container for liquids or goods.
Basket50C - 5G1A simple woven container.
Bedroll5G - 10G1Bedding for sleeping comfortably outdoors.
Blanket, Simple50C1A simple wool or cloth blanket.
Bottle, Glass2G1A bottle with a cork for liquids.
Bucket5C1A simple bucket for hauling water or other materials.
Candle1C(Negligible)A simple tallow candle that burns for 1 hour.
Chest (Small, Wooden)5G2Holds up to 6 WP of items. Comes with a simple lock.
Chest (Large, Wooden)10G5Holds up to 12 WP of items. Comes with a simple lock.
Clothes, Common50C1A standard set of clothes (tunic, trousers/skirt) in a local style.
Clothes, Costume5G1A set of clothes for performances or disguise.
Clothes, Fine/Dress15G1Well-made clothing for formal occasions.
Clothes, Weather (Cold/Hot)10G1Insulated or breathable clothing for extreme temperatures.
Comb / Brush1C - 2C(Negligible)For personal grooming.
Compass & Map Case25G1Basic navigational tools.
Crampons (pair)2G1Gear for traversing ice, provides better grip.
Crowbar2G1A heavy iron bar for prying and leverage.
Dice Set / Playing Cards1C - 5C(Negligible)For games of chance or entertainment.
Fishing Tackle15G1A fishing line, hooks, and basic bait.
Flask / Tankard (empty)2C1A container for beverages.
Flint & Steel1G1For starting fires.
Hammer, Simple1G1A simple hammer for driving pitons, nails, etc.
Healer's Supplies (Basic)2C - 1G1A small pouch with clean bandages and simple poultices.
Ink (1 oz. bottle)10G(Negligible)Black ink for writing.
Ink Quill2C(Negligible)A simple feather pen for writing.
Jug / Pitcher2C1A clay container for serving water or wine.
Ladder (10-foot)10C4A simple wooden ladder.
Lamp, Oil50C1Burns for 6 hours on 1 pint of oil, shines up to 30ft.
Lantern, Hooded5G1Burns for 6 hours on 1 pint of oil, adjustable light.
Lock (Simple, DC 14)10G1A simple lock with 2 keys.
Lock (Advanced, DC 16)25G1A more complex lock with 2 keys.
Lock (Master, DC 18)50G1A master-crafted lock with 2 keys.
Magnifying Glass100G1Aids in examining small details (Investigation checks).
Merchant's Scale5G1A device for accurately measuring weight.
Mirror, Steel5G(Negligible)A small, polished steel mirror for seeing around corners.
Oil (1-pint flask)10C1Fuel for lamps and lanterns.
Paper (one sheet)20C(Negligible)A single sheet of simple paper.
Parchment (one sheet)10C(Negligible)A single sheet of more durable animal-skin parchment.
Pickaxe, Miner's2G2A heavy pickaxe for harvesting common materials.
Pitons (x10)50C1Metal spikes used as handholds in climbing.
Pot, Iron Cooking2G1A standard pot for cooking over a fire.
Pouch, Leather50C - 2G(Negligible)A small pouch for carrying coins or components on a belt.
Rations (1 day)50C - 1G1Dried meat, hard bread, and other preserved food.
Rope, Hemp (50 feet)1G2A standard length of sturdy hemp rope.
Rope, Silk (50 feet)10G1A lighter, stronger, and more expensive rope.
Sack, Cloth5C(Negligible)A simple cloth bag that holds up to 5 WP.
Shovel2G1A simple digging tool.
Signet Ring5G(Negligible)A ring with a carved design used for making wax seals.
Snowshoes2G1Gear for traversing deep snow without sinking.
Soap (bar)2C(Negligible)A simple bar of soap for bathing.
String (10 feet)1C(Negligible)A short length of basic string.
Tent (2-person)2G3Simple canvas tent providing shelter for two people.
Torch2C1A simple torch that burns for 1 hour.
Vial, Glass (empty)1G(Negligible)A small container with a cork for holding liquids.
Waterskin (full)2G - 5G1A leather bag used to carry water.

Tool Kits

Proficiency in a skill is essential, but having the right tools for the job is just as important. The following kits contain the necessary supplies for a Demigod to practice various professions and skills.

Kit NameContentsPriceWeight (WP)
Carpenter's KitSaw, Hammer, Nails, Hatchet, Design Square, Adze, Plane, Chisel8G5
Cobbler's KitHammer, Awl, Knife, Shoe Stand, Cutter, Spare Leather, Thread5G4
Cook's KitMetal Pot, Knives, Forks, Stirring Spoon, Ladle1G2
Disguise KitCosmetics, hair dye, small props, and a set of common clothes.25G1
Forgery KitInks, parchments, quills, seals, waxes, and tools for replication.15G1
Glassblower's KitBlowpipe, Marvel, Blocks, Metal Tweezers30G4
Healer's Kit (20 uses)Specialized kit for treating various wounds and ailments.20G3
Leatherworker's KitKnife, Mallet, Edger, Hole Punch, Thread, Leather Scraps5G3
Mason's KitBrushes, Trowel, Hammer, Chisel, Design Square10G5
Poisoner's KitVials, mortar & pestle, chemicals, and a stirring rod.50G2
Potter's KitPotter's Needles, Ribs, Scrapers, Knife, Calipers10G3
Smith's ToolsHammer, Tongs, Charcoal, Rags, Whetstone20G4
Thieves' ToolsLock picks, small mirror, scissors, and pliers.25G1
Weaver's KitThread, Needles, Cloth Scraps1G1
Woodcarver's KitKnife, Chisel Kit, Gouge, Small Saw5G3

Specialized Medical Kits

These advanced kits have 5 uses each and are designed for specific medical emergencies.

Kit NameEffectPriceWeight (WP)
Poison KitAllows you to create an antidote if you have a sample of the poison.20G2
Disease KitAids in curing or easing the effects of diseases.20G2
Revival KitRevives a dying creature (at 0 HP) to 1 HP without a Heal check.20G2
Healing KitCan be used to restore 1d4 + user's SCM HP on simple wounds.20G2

Vehicles

For traversing the vast oceans, great lakes, and wide rivers of the realms, a sturdy vessel is required. This section details common boats and ships that can be purchased, commissioned, or captured by adventurers.

Boats and Ships

Vessel NameSize (Approx.)Durability (DP)Speed (Travel / Battle)Capacity (Crew / Passengers)Cargo (WP)Price
RowboatLarge (10' x 5')50 DP1 Mph / 1d4 spaces2 / 2100 WP50G
KeelboatColossal (60' x 20')100 DP3 Mph / 1d8 spaces3 / 4220 WP3,000G
LongshipColossal (70' x 20')300 DP5 Mph / 2d6 spaces40 / 1004,400 WP10,000G
Sailing ShipColossal (70' x 20')300 DP5 Mph / 2d6 spaces30 / 204,400 WP10,000G
WarshipColossal (100' x 20')500 DP4 Mph / 2d4 spaces40 / 6088,000 WP25,000G
GalleyColossal (150' x 20')500 DP4 Mph / 2d4 spaces80 / 40100,000 WP30,000G

(Note: Each ship has unique features, layouts, and crew requirements. The Battle Master has detailed information on specific vessel types.)

Siege Weapons

Siege weapons are large-scale armaments designed to demolish fortifications and destroy enemy formations from a distance. They are typically mounted on warships or used in land-based sieges.

WeaponAttack BonusDamageRange (LOS)AmmunitionBase Price
Ballista+63d10 Piercing480 ftBallista Arrows150G
Mangonel+55d10 Impact800 ftBoulders, etc.2,000G
Small Cannon+22d10 Impact600 ftSmall Cannonballs2,500G
Cannon+68d10 Impact2,400 ftCannonballs5,000G
Naval RamN/A4d10 PiercingMelee (ship)Ship itself1,500G

Ammunition for Siege Weapons & Cannons:

AmmunitionPrice
Powder Keg (10 Uses)250G
Small Cannonball2G
Cannonball5G

Modern & Futuristic Ground Vehicles

Found primarily in technologically advanced societies like the Third Gaia, these vehicles offer speed and power far beyond traditional transport. They are typically purchased with Credits. Weapon systems are often modular and can be upgraded.

Vehicle NameSizeDP / APSpeed (Travel / Battle)CapacityStandard ArmamentPrice (Credits)
"Nomad" MotorcycleLarge75 / 5100 Mph / 2d20 spaces1-2Optional Pintle-mounted Machine Gun15,000 Cr
"Enforcer" Armored CarLarge150 / 2080 Mph / 2d12 spaces2-6Roof-mounted Medium Machine Gun Turret75,000 Cr
"Rhino" APCMassive400 / 4060 Mph / 2d8 spaces2-1230mm Autocannon Turret250,000 Cr

Aerospace Vehicles (Spaceships)

For travel between planets and across the Void, starships are the ultimate form of transportation and warfare. They are incredibly expensive and require specialized skills.

Ship Class / Example NameSizeDP / AP / MSSpeed (Travel / Battle)CapacityStandard ArmamentPrice (Credits)
Starfighter ("Fury Interceptor")Large100 / 15 / 50Very Fast / 3d20 spaces1 Pilot2x Forward-facing Light Laser Cannons450,000 Cr
Freighter ("Hauler-class")Giant800 / 30 / 200Slow / 2d6 spaces4-8 Crew2x Twin Point-Defense Laser Turrets2,000,000 Cr
Corvette ("Dragonwrath Patrol")Colossal1500 / 50 / 400Fast / 2d10 spaces15-20 Crew4x Medium Laser Cannon Turrets, 1x Proton Torpedo Launcher12,000,000 Cr
Mothership ("The Ark")Titan+10,000+ / 200+ / 1000+Very Slow / 2d4 spaces500+Varies: Heavy Laser Batteries, Missile Bays, etc.(Priceless)

(Note: All futuristic vehicles come equipped with life support and basic sensors. Weapon systems, FTL drives, and other upgrades are purchased and installed separately and add significantly to the cost.)

Mechs (Exo-Suits & Piloted Walkers)

Mechs represent the pinnacle of personal combat vehicle technology in many advanced realms. These bipedal or multi-legged walkers are controlled by a single pilot, combining immense firepower and resilience with greater tactical flexibility than a standard tank or APC. Piloting a mech effectively requires specialized training and the Craft: Engineering (Mechs) or a similar skill.

Mech Class / Example NameSizeDurability (DP) / AP / MSSpeed (Battle)CapacityStandard ArmamentPrice (Certz)
Scout Mech ("Strider" Model)Large200 DP / 25 AP / 75 MS2d12 spaces1 Pilot1x Medium Machine Gun Turret, 1x Light Laser Cannon800,000 Cz
Combat Mech ("Vanguard" Model)Massive500 DP / 50 AP / 150 MS2d8 spaces1 Pilot1x 30mm Autocannon, 1x Proton Torpedo Launcher (2 shots)3,500,000 Cz
Siege Mech ("Juggernaut" Model)Giant900 DP / 80 AP / 100 MS2d6 spaces1 Pilot2x Medium Laser Cannon Turrets, 1x Siege Mortar (AoE)15,000,000 Cz

(Note: Mech weapon systems are often modular and can be swapped or upgraded. The prices listed are for base models. Advanced systems like FTL drives for space-capable mechs or advanced magical integration would be exceptionally rare and expensive.)

Vehicle Weapon Systems

The following table details the statistics for common vehicle-mounted weapons. These attacks are typically made by a dedicated gunner using their action. The Attack Bonus is inherent to the weapon system's targeting computer.

Weapon SystemTypeATK BonusDamageRange (Spaces)Properties
Pintle-mounted Machine GunProjectile+43d8 Piercing200Can attack multiple targets in a cone.
Medium Machine Gun TurretProjectile+64d10 Piercing300Can attack multiple targets in a cone.
30mm AutocannonExplosive+75d10 Impact400Armor Piercing: Ignores 10 points of Armor Points (AP) on a successful hit.
Light Laser CannonEnergy+84d8 Burning500
Medium Laser Cannon TurretEnergy+106d10 Burning800
Point-Defense Laser TurretEnergy+122d6 Burning200Reaction: Can be used as a Reaction to fire at incoming explosives or missiles, destroying them on a successful hit.
Proton Torpedo LauncherExplosive+1210d12 Impact1000Shield-Bypassing: Ignores Magic Shields (MS). Limited ammunition (e.g., 4 torpedoes).

Military and Siege Weapons

Designed for warfare on a grand scale, these weapons are used to shatter fortress walls, bombard enemy formations, and defend entire starships. They are rarely owned by individuals, typically being deployed by armies, powerful guilds, or as fixed emplacements on vehicles and fortifications.

Traditional & Early Siege Weapons These weapons are common in feudal or low-technology realms and are often mounted on warships or used in castle sieges.

WeaponTypeATK BonusDamageRange (LOS)CrewPrice (Geni)
BallistaProjectile+63d10 Piercing480 ft31,000G
Mangonel/CatapultProjectile+55d10 Impact800 ft42,000G
Small CannonExplosive+22d10 Impact600 ft22,500G
CannonExplosive+68d10 Impact2,400 ft45,000G
Naval RamMeleeN/A4d10 PiercingMelee (Ship)N/A1,500G

Modern & Futuristic Heavy Weapons Found on advanced worlds or mounted on starships, these weapon systems represent a significant leap in destructive capability. They are priced in Credits.

Weapon SystemTypeATK BonusDamageRange (Spaces)Special PropertiesPrice (Credits)
(Siege) Heavy MortarExplosive+56d8 Impact (AoE)1500 (Indirect)Can fire over obstacles. Attacks target a space, not a creature.80,000 Cr
Howitzer CannonExplosive+88d12 Impact (Large AoE)3000 (Indirect)Can fire over obstacles. Huge area of effect.200,000 Cr
"Gauss" Railgun TurretProjectile+1410d12 Piercing2000Armor Piercing: Ignores half of the target's Armor Points (AP).1,500,000 Cr
Plasma CannonEnergy+128d10 Burning1200Meltdown: On a hit, target's AP is reduced by 1d6 for the rest of the battle.2,200,000 Cr
Ion CannonEnergy+102d10 Shock1000Shieldbane: Deals triple damage to Magic Shields (MS). Can disable vehicles/mechs on a critical hit.3,000,000 Cr