Equipment

Tier, name, damage or summary, and effects. Default order: weapons, armor, then consumables.

TierNameDamage / summaryEffect / notes
1
arcane gauntlets
d10+3 mag

1
battleaxe
d10+3 phy

1
broadsword
d8 phy

,reliable: +1 to attack rolls

1
crossbow
d6+1 phy

1
cutlass
d8+1 phy

1
dagger
d8+1 phy

1
dualstaff
d6+3 mag

1
glowing rings
d10+2 mag

1
grappler
d6 phy

hooked: on a successful attack, you can pull the target into melee range.

1
greatstaff
d6+3 mag

,powerful: on a successful attack, roll an additional damage die and discard the lowest result.

1
greatsword
d10+3 phy

,massive: −1 to evasion; on a successful attack, roll an additional damage die and discard the lowest result phy.

1
halberd
d10+2 phy

,cumbersome: −1 to finesse

1
hallowed axe
d8+1 mag

1
hand crossbow
d6+1 phy

1
hand runes
d10+2 mag

1
longbow
d8+3 phy

,cumbersome: −1 to finesse

1
longsword
d10+3 phy

1
mace
d8+1 phy

1
quarterstaff
d10+3 phy

1
rapier
d8 phy

,quick: when you make an attack, you can mark a stress to target another creature within range.

1
returning blade
d8+1 mag

,returning: when this weapon is thrown within its range, it appears in your hand immediately after the attack.

1
round shield
d4 phy

protective: +1 to armor score

1
scepter
d6+1 mag

,versatile: this weapon can also be used with these statistics—presence, melee, d8.

1
shortbow
d6+3 phy

1
shortstaff
d8+1 mag

1
shortsword
d8 phy

paired: +2 to primary weapon damage to targets within melee range

1
small dagger
d8 phy

paired: +2 to primary weapon damage to targets within melee range

1
spear
d8+3 phy

1
tower shield
d6 phy

Barrier: +2 to armor score; −1 to evasion

1
wand
d6+1 mag

1
warhammer
d12+3 phy

,heavy: −1 to evasion

1
whip
d6 phy

startling: mark a stress to crack the whip and force all adversaries within melee range back to close range.

2
casting sword
d10+4 mag

versatile: this weapon can also be used with these statistics—knowledge, far, d6+3.

2
devouring dagger
d8+4 mag

scary: on a successful attack, the target must mark a stress.

2
ego blade
d12+4 mag

pompous: you must have a presence of 0 or lower to use this weapon.

2
elder bow
d6+4 mag

powerful: on a successful attack, roll an additional damage die and discard the lowest result.

2
hammer of exota
d8+6 mag

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.

2
improved arcane gauntlets
d10+6 mag

2
improved dualstaff
d6+6 mag

2
improved glowing rings
d10+5 mag

2
improved grappler
d6+2 phy

hooked: on a successful attack, you can pull the target into melee range.

2
improved greatstaff
d6+3 mag

powerful: on a successful attack, roll an additional damage die and discard the lowest result.

2
improved hallowed axe
d8+4 mag

2
improved hand crossbow
d6+3 phy

2
improved hand runes
d10+3 mag

2
improved returning blade
d8+3 mag

returning: when this weapon is thrown within its range, it appears in your hand immediately after the attack.

2
improved round shield
d4+2 phy

protective: +2 to armor score

2
improved scepter
d6+3 mag

versatile: this weapon can also be used with these statistics—presence, melee, d8+3.

2
improved shortstaff
d8+4 mag

2
improved shortsword
d8+2 phy

paired: +3 to primary weapon damage to targets within melee range

2
improved small dagger
d8+2 phy

paired: +3 to primary weapon damage to targets within melee range

2
improved tower shield
d6+2 phy

Barrier: +3 to armor score; −1 to evasion

2
improved wand
d6+4 mag

2
improved whip
d6+2 phy

startling: mark a stress to crack the whip and force all adversaries within melee range back to close range.

2
keeper’s staff
d6+4 mag

reliable: +1 to attack rolls

2
parrying dagger
d6+2 phy

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.

2
returning axe
d6+4 phy

returning: when this weapon is thrown within its range, it appears in your hand immediately after the attack.

2
scepter of elias
d6+3 mag

invigorating: on a successful attack, roll a d4. on a result of 4, clear a stress.

2
spiked shield
d6+2 phy

double duty: +1 to armor score; +1 to primary weapon damage within melee range

2
wand of enthrallment
d6+4 mag

persuasive: before you make a presence roll, you can mark a stress to gain a +2 bonus to the result.

2
yutari bloodbow
d6+4 mag

brutal: when you roll the maximum value on a damage die, roll an additional damage die.

3
aantari bow
d6+11 phy

reliable: +1 to attack rolls

3
advanced arcane gauntlets
d10+9 mag

3
advanced dualstaff
d6+9 mag

3
advanced glowing rings
d10+8 mag

3
advanced grappler
d6+4 phy

hooked: on a successful attack, you can pull the target into melee range.

3
advanced greatstaff
d6+6 mag

powerful: on a successful attack, roll an additional damage die and discard the lowest result.

3
advanced hallowed axe
d8+7 mag

3
advanced hand crossbow
d6+5 phy

3
advanced hand runes
d10+6 mag

3
advanced returning blade
d8+6 mag

returning: when this weapon is thrown within its range, it appears in your hand immediately after the attack.

3
advanced round shield
d4+4 phy

protective: +3 to armor score

3
advanced scepter
d6+6 mag

versatile: this weapon can also be used with these statistics—presence, melee, d8+4.

3
advanced shortstaff
d8+7 mag

3
advanced shortsword
d8+4 phy

paired: +4 to primary weapon damage to targets within melee range

3
advanced small dagger
d8+4 phy

paired: +4 to primary weapon damage to targets within melee range

3
advanced tower shield
d6+4 phy

Barrier: +4 to armor score; −1 to evasion

3
advanced wand
d6+7 mag

3
advanced whip
d6+4 phy

startling: mark a stress to crack the whip and force all adversaries within melee range back to close range.

3
axe of fortunis
d10+8 mag

lucky: on a failed attack, you can mark a stress to reroll your attack.

3
blessed anlace
d10+6 mag

healing: during downtime, automatically clear a hit point.

3
buckler
d4+4 phy

deflecting: when you are attacked, you can mark an armor slot to gain a bonus to your evasion equal to your available armor slots against the attack.

3
curved dagger
d8+9 phy

serrated: when you roll a 1 on a damage die, it deals 8 damage instead.

3
dual-ended sword
d10+9 phy

quick: when you make an attack, you can mark a stress to target another creature within range.

3
extended polearm
d8+10 phy

long: this weapon’s attack targets all adversaries in a line within range.

3
firestaff
d6+7 mag

burning: when you roll a 6 on a damage die, the target must mark a stress.

3
ghostblade
d10+7 phy

otherworldly: on a successful attack, you can deal physical or magic damage.

3
gilded bow
d6+7 mag

self-correcting: when you roll a 1 on a damage die, it deals 6 damage instead.

3
hand cannon
d6+12 phy

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.

3
hand sling
d6+4 phy

versatile: this weapon can also be used with these statistics—finesse, close, d8+4.

3
ilmari’s rifle
d6+6 mag

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.

3
impact gauntlet
d10+11 phy

concussive: on a successful attack, you can spend a hope to knock the target back to far range.

3
legendary battleaxe
d10+12 phy

3
legendary broadsword
d8+9 phy

reliable: +1 to attack rolls

3
legendary crossbow
d6+10 phy

3
legendary cutlass
d8+10 phy

3
legendary dagger
d8+10 phy

3
legendary greatsword
d10+12 phy

massive: −1 to evasion; on a successful attack, roll an additional damage die and discard the lowest result.

3
legendary halberd
d10+11 phy

cumbersome: −1 to finesse

3
legendary longbow
d8+12 phy

cumbersome: −1 to finesse

3
legendary longsword
d10+12 phy

3
legendary mace
d8+10 phy

3
legendary quarterstaff
d10+12 phy

3
legendary rapier
d8+9 phy

quick: when you make an attack, you can mark a stress to target another creature within range.

3
legendary shortbow
d6+12 phy

3
legendary spear
d8+12 phy

3
legendary warhammer
d12+12 phy

heavy: −1 to evasion

3
mage orb
d6+7 mag

powerful: on a successful attack, roll an additional damage die and discard the lowest result.

3
powered gauntlet
d6+4 phy

charged: mark a stress to gain a +1 bonus to your proficiency on a primary weapon attack.

3
ricochet axes
d6+11 phy

bouncing: mark 1 or more stress to hit that many targets in range of the attack.

3
runes of ruination
d20+4 mag

painful: each time you make a successful attack, you must mark a stress.

3
sledge axe
d12+13 phy

destructive: −1 to agility; on a successful attack, all adversaries within very close range must mark a stress.

3
swinging ropeblade
d8+9 phy

grappling: on a successful attack, you can spend a hope to restrain the target or pull them into melee range with you.

3
widogast pendant
d10+5 mag

timebending: you choose the target of your attack after making your attack roll.

4
bloodstaff
d20+7 mag

painful: each time you make a successful attack, you must mark a stress.

4
braveshield
d4+6 phy

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.

4
floating bladeshards
d8+9 mag

powerful: on a successful attack, roll an additional damage die and discard the lowest result.

4
fusion gloves
d6+9 mag

bonded: gain a bonus to your damage rolls equal to your level.

4
knuckle claws
d6+8 phy

doubled up: when you make an attack with your primary weapon, you can deal damage to another target within melee range.

4
legendary arcane gauntlets
d10+12 mag

4
legendary dualstaff
d8+12 mag

4
legendary glowing rings
d10+11 mag

4
legendary grappler
d6+6 phy

hooked: on a successful attack, you can pull the target into melee range.

4
legendary greatstaff
d6+9 mag

powerful: on a successful attack, roll an additional damage die and discard the lowest result.

4
legendary hallowed axe
d8+10 mag

4
legendary hand crossbow
d6+7 phy

4
legendary hand runes
d10+9 mag

4
legendary returning blade
d8+9 mag

returning: when this weapon is thrown within its range, it appears in your hand immediately after the attack.

4
legendary round shield
d4+6 phy

protective: +4 to armor score

4
legendary scepter
d6+9 mag

versatile: this weapon can also be used with these statistics—presence, melee, d8+6.

4
legendary shortstaff
d8+10 mag

4
legendary shortsword
d8+6 phy

paired: +5 to primary weapon damage to targets within melee range

4
legendary small dagger
d8+6 phy

paired: +5 to primary weapon damage to targets within melee range

4
legendary tower shield
d6+6 phy

Barrier: +5 to armor score; −1 to evasion.

4
legendary wand
d6+10 mag

4
legendary whip
d6+6 phy

startling: mark a stress to crack the whip and force all adversaries within melee range back to close range.

4
magus revolver
d6+13 mag

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.

4
midas scythe
d10+9 mag

greedy: spend a handful of gold to gain a +1 bonus to your proficiency on a damage roll.

4
primer shard
d4 phy

locked on: on a successful attack, your next attack against the same target with your primary weapon automatically succeeds.

4
siphoning gauntlets
d10+9 mag

lifestealing: on a successful attack, roll a d6. on a result of 6, clear a hit point or clear a stress.

4
sword of light & flame
d10+11 mag

hot: this weapon cuts through solid material.

4
thistlebow
d6+13 mag

reliable: +1 to attack rolls

4
wand of essek
d8+13 mag

timebending: you can choose the target of your attack after making your attack roll.

1
chainmail armor
Heavy: −1 to Evasion

Armor score 4 · Minor 7 / Severe 15

1
full plate armor
Very Heavy: −2 to Evasion; −1 to Agility

Armor score 4 · Minor 8 / Severe 17

1
gambeson armor
Flexible: +1 to Evasion

Armor score 3 · Minor 5 / Severe 11

1
leather armor

Armor score 3 · Minor 6 / Severe 13

2
elundrian chain armor
Warded: You reduce incoming magic damage by your Armor Score before applying it to your damage thresholds.

Armor score 4 · Minor 9 / Severe 21

2
harrowbone armor
Resilient: Before you mark your last Armor Slot, roll a d6. On a result of 6, reduce the severity by one threshold without marking an Armor Slot.

Armor score 4 · Minor 9 / Severe 21

2
improved chainmail armor
Heavy: −1 to Evasion

Armor score 5 · Minor 11 / Severe 24

2
improved full plate armor
Very Heavy: −2 to Evasion; −1 to Agility

Armor score 5 · Minor 13 / Severe 28

2
improved gambeson armor
Flexible: +1 to Evasion

Armor score 4 · Minor 7 / Severe 16

2
improved leather armor

Armor score 4 · Minor 9 / Severe 20

2
irontree breastplate armor
Reinforced: When you mark your last Armor Slot, increase your damage thresholds by +2 until you clear at least 1 Armor Slot.

Armor score 4 · Minor 9 / Severe 20

2
rosewild armor
Hopeful: When you would spend a Hope, you can mark an Armor Slot instead.

Armor score 5 · Minor 11 / Severe 23

2
runetan floating armor
Shifting: When you are targeted for an attack, you can mark an Armor Slot to give the attack roll against you disadvantage.

Armor score 4 · Minor 9 / Severe 20

2
tyris soft armor
Quiet: You gain a +2 bonus to rolls you make to move silently.

Armor score 5 · Minor 8 / Severe 18

3
advanced chainmail armor
Heavy: −1 to Evasion

Armor score 6 · Minor 13 / Severe 31

3
advanced full plate armor
Very Heavy: −2 to Evasion; −1 to Agility

Armor score 6 · Minor 15 / Severe 35

3
advanced gambeson armor
Flexible: +1 to Evasion

Armor score 5 · Minor 9 / Severe 23

3
advanced leather armor

Armor score 5 · Minor 11 / Severe 27

3
bellamoi fine armor
Gilded: +1 to Presence

Armor score 5 · Minor 11 / Severe 27

3
bladefare armor
Physical: You can’t mark an Armor Slot to reduce magic damage.

Armor score 6 · Minor 16 / Severe 39

3
dragonscale armor
Impenetrable: Once per short rest, when you would mark your last Hit Point, you can instead mark a Stress.

Armor score 5 · Minor 11 / Severe 27

3
monett’s cloak
Magic: You can’t mark an Armor Slot to reduce physical damage.

Armor score 6 · Minor 16 / Severe 39

3
runes of fortification
Painful: Each time you mark an Armor Slot, you must mark a Stress.

Armor score 6 · Minor 17 / Severe 43

3
spiked plate armor
Sharp: On a successful attack against a target within Melee range, add a d4 to the damage roll.

Armor score 5 · Minor 10 / Severe 25

4
channeling armor
Channeling: +1 to Spellcast Rolls

Armor score 5 · Minor 13 / Severe 36

4
dunamis silkchain
Timeslowing: Mark an Armor Slot to roll a d4 and add its result as a bonus to your Evasion against an incoming attack.

Armor score 7 · Minor 13 / Severe 36

4
emberwoven armor
Burning: When an adversary attacks you within Melee range, they mark a Stress.

Armor score 6 · Minor 13 / Severe 36

4
full fortified armor
Fortified: When you mark an Armor Slot, you reduce the severity of an attack by two thresholds instead of one.

Armor score 4 · Minor 15 / Severe 40

4
legendary chainmail armor
Heavy: −1 to Evasion

Armor score 7 · Minor 15 / Severe 40

4
legendary full plate armor
Very Heavy: −2 to Evasion; −1 to Agility

Armor score 7 · Minor 17 / Severe 44

4
legendary gambeson armor
Flexible: +1 to Evasion

Armor score 6 · Minor 11 / Severe 32

4
legendary leather armor

Armor score 6 · Minor 13 / Severe 36

4
savior chainmail
Difficult: −1 to all character traits and Evasion

Armor score 8 · Minor 18 / Severe 48

4
veritas opal armor
Truthseeking: This armor glows when another creature within Close range tells a lie.

Armor score 6 · Minor 13 / Severe 36

1
minor health potion
Consumable

Clear 1d4 HP.

1
minor stamina potion
Consumable

Clear 1d4 Stress.

Weapons list damage in the third column; special rules appear in the last column. Armor shows traits and thresholds.

Equipment | DG Builder – Daggerheart RPG