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Weapon Rules

Weapons are organized into groups. Training in a group determines which proficiency features you can use with its weapons; Exotic Weapons are learned individually.

Related weapon groups can also provide Cross-Training, allowing a proficient combatant to apply their Combat Bonus when using certain Non-Proficient weapons. Cross-Training does not grant Proficiency Features or remove the one-damage-die limit for Non-Proficient weapons. See Weapon Proficiency Level for the complete rules and relationship table.

  • Cost is the weapon’s ordinary purchase price.
  • EP is its encumbrance while carried.
  • Damage gives its damage die and damage type.
  • Speed determines when its attacks resolve.
  • Range gives its normal and long range. A weapon without a ranged attack uses a dash.
  • Properties always apply while the weapon is used.
  • Proficiency Features become available as your proficiency with the weapon group improves.

See Weapons List for the generated weapon tables and Weapon Properties and Features for the complete definitions.

You can normally wield only one weapon at a time. You may hold a second weapon in your other hand, but it is not wielded. You can spend 1 Action to stop wielding one held weapon and begin wielding another.

You can wield two weapons simultaneously when one qualifies as your primary weapon and the other qualifies as your secondary weapon.

Your primary weapon must be a one-handed melee weapon without the Versatile Property. Your secondary weapon must be a melee weapon with the Light Property. If you are Small, both weapons must have the Light Property, and your secondary weapon must also have a bundled EP value.

Whenever you attack or perform another weapon activity, choose one of these weapons before making any rolls. Resolve the entire activity using that weapon’s Speed Factor, reach, range, damage, properties, proficiency level, and weapon features. The other weapon contributes nothing to that activity unless a rule explicitly says otherwise. You can choose a different weapon for each attack or weapon activity.

Features that apply merely because a weapon is wielded continue to function normally. Identical benefits from multiple weapons do not stack unless a rule explicitly says otherwise.

Two-weapon fighting does not grant additional attacks, Actions, Reactions, or damage rolls.

When you roll a natural 20 on an attack while engaging in two-weapon fighting, you can choose either wielded weapon to have delivered the attack. The weapon originally chosen determines the activity’s phase. The selected weapon determines all subsequent resolution, including damage, Critical Protection, and weapon features, and must be capable of reaching the target. This choice does not allow a natural roll other than 20 to become a critical hit.