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Expanded Rules - Weapons

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0% found this document useful (0 votes)
65 views24 pages

Expanded Rules - Weapons

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

EXPANDED RULES FOR

WEAPONS
EXPANDED RULES FOR

WEAPONS

IDEA, TEXT & ILLUSTRATIONS


Pål Lövendahl

OTHER WRITERS
Henrik Skog

GRAPHIC DESIGN & LAYOUT


Henrik Skog

PROOFREADER
Śraddhāpa Shan Welsh

This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB. This Supplement
was created under Fria Ligan AB’s Dragonbane Third Party Supplement License.
All illustrations are ©Pål Lövendahl 2025.

Version 1.0

©2025 kerbango
W
ith a sturdy wooden
club, you can strike
the world with awe,
someone once said.
However, I would argue that the poleaxe
here is far better suited for the task. You
see, the poleaxe serves four functions.
First, you can use it as a staff to topple
your opponent — like so. Once they are
down, you employ the blunt side here
to stun them. This, in turn, creates an
opening for the axe’s true claim to fame
— the edge. The final touch with the
spike is mostly a formality — icing on the
cake, if you will. Hello? Are you listening?
Don’t just lie there!’

— weaponmaster arasin
during the duel against
the ogre warrior glurg
T
his supplement is intended to expand and legendary weapons with extraordinary qualities.
complement the list of weapons and the Our ambition has been to create a companion to
weapon-related rules in Dragonbane. In our supplement “Expanded Rules for Armor” (https://
addition to introducing several new melee www.drivethrurpg.com/en/product/503917/expand-
and ranged weapons, we present a range of new special ed-rules-for-armor). Together, we hope these two
attacks, weapon features, heroic abilities, and equip- supplements will provide greater variety and more
ment. Last but not least, we provide examples of several enjoyment in your Dragonbane gameplay.

NEW RULES
DRAGON AND DEMON ROLLS BOONS AND BANES ON DAMAGE ROLLS
It always feels a bit underwhelming to In this compendium, a new rule is introduced:
roll a dragon or demon without anything boons and banes on damage rolls.
special happening, so we’ve added these This works according to the same principle as
consequences to complement the rules in boons and banes on skill rolls: you roll an
the Rulebook. extra die but only count the highest or
lowest result, respectively. The extra
Dodge: If you roll a dragon while die is always of the same type as the
dodging, you may move up to normal damage die.
four meters instead of two. This new rule appears repeatedly
If you instead roll a demon throughout the supplement and always
result while dodging, you fall functions in the same way.
to the ground and remain prone
until your next turn. If you are ◆ Boon on damage: Roll one extra
using the optional rules from the damage die and remove the die with
“Expanded Rules for Armor” supple- the lowest value.
ment, your armor also loses one point ◆ Bane on damage: Roll one extra dam-
of armor rating. age die and remove the die with the
highest value.
Parry: A dragon roll grants a free
attack (Rulebook, page 46). Example: A longsword normally deals 2D8
If you roll a demon while parrying, damage. With a boon, you roll 3D8 and remove
and are using the optional rules from the die with the lowest value. If you roll 2, 5, and 8,
the “Expanded Rules for Armor” supple- you remove the 2 and deal 5+8 = 13 damage. With
ment, your armor loses one point of a bane, you roll 3D8 and remove the die with the
armor rating. highest value. If you roll 2, 5, and 8, you remove the
8 and deal 2+5 = 7 damage.

5
NEW SPECIAL ATTACKS

A number of new special attacks that complement the list Knock Unconscious: If you make a successful sneak attack,
on page 48 of the Rulebook are described below. Note that you may try to knock the target unconscious instead of
Aim is performed in ranged combat, unlike the other special dealing damage. Roll damage as usual and subtract any armor
attacks. Otherwise, the new attacks follow the same rules and rating (the damage counts as bludgeoning). The total is then
limitations as the special attacks in the Rulebook. used as the active part in a opposed roll against the target’s
CON. If the target loses, they are knocked out and remain
Aim: On your turn, you may choose to aim with a ranged unconscious for D4 rounds, but do not lose any HP from the
weapon. You select a target within your weapon’s range and attack. Does not work on monsters.
wait, swapping your place in the turn order with the target.
When your turn comes, you gain a boon to your first ranged Mounted Charge: You use the speed and weight of your
attack against the chosen target. If you take any other action mount to add extra force to a melee attack. To execute the
before your new turn, you lose the boon. charge, you must be riding a combat-trained mount and move
at least 10 meters before attacking. Your mounted attack is
Drop Strike: If you are positioned above your target, less still limited by your RIDING skill, and you also suffer a bane on
than a movement action away, you may perform a Drop the attack roll. A successful mounted charge increases your
Strike. You throw yourself down at your opponent, executing weapon’s damage by an additional die (for example 3D8
a melee attack with extra force due to your momentum. If instead of 2D8). Any damage bonus applies as usual.
your attack roll is successful and you also make a successful
ACROBATICS roll, your attack hits and deals an additional D6 Sacrifice Shield: If you are carrying a shield, you may perform
damage. The attack can be parried or dodged, but with a a desperate parry that automatically destroys your shield. You
bane. Additionally, the target must make a successful AGL roll automatically succeed in parrying the attack, without rolling.
or fall prone. Any falling damage is split equally between you The shield becomes unusable until repaired, which requires
and your opponent (rounded up). If you fail your ACROBAT- tools, a shift of work, and a successful CRAFTING roll. The
ICS roll, your attack also fails, and you fall helplessly to the Master Blacksmith heroic ability can be used to reduce the
ground, taking all falling damage yourself. repair time to a stretch.

Help an Ally: See the rules for ”Help from Others” (Rulebook, Tactical Retreat: If you carry a shield, you may, as an action
page 32). If something happens to the assisting character while in melee combat, avoid free attacks against you when
before the ally’s turn, the aid may be lost (GM decides). moving away from an enemy.

6
NEW WEAPONS
Despite the extensive selection of weapons in the Rule-
book, there is still room for additions. Several new weap-
on types are introduced below, designed for versatility
and not just for dealing dealing maximum damage to an
opponent. In addition to these, a few classic weapons from
previous (Swedish) editions of Dragonbane are revived.

FEATURES
Several new weapon features for the weapons introduced
in this supplement are listed below. The list of existing
weapon features can be found on page 73 of the Rulebook.

◆ Articulated: The weapon is fairly flexible, meaning you


cannot parry with it, and your opponent takes a bane to
any attempts to parry your attacks.
◆ Entangling: The weapon can wrap around its target and
ensnare it. The target cannot move and must make a
successful dodge roll to break free and act normally
(counts as an action). Other people can help. Monsters
cannot be entangled.
◆ Heavy: The weapon is massive, making it hard to
withstand its force. On a successful hit, the target
must make a successful AGL roll to avoid being knocked
prone. The weapon’s weight makes it cumbersome,
giving a bane on initiative (draw two cards and choose
the worse one).
◆ Inferior: The weapon is poorly made, poorly maintained,
or has simply deteriorated with age. Its durability is re-
duced by 3. Respectable merchants do not trade in such
weapons, and if you try to sell one you only get a tenth
of the normal price.
◆ Penetrating: The weapon is designed to pierce through
armor more effectively. It halves the target’s armor rat-
ing (round down), and takes a bane to damage rolls.
◆ Reload Time: The weapon takes one action to reload.
◆ Small: The weapon only takes up half a slot to have at EXISTING WEAPONS
hand. This means you can carry two daggers instead
of one sword in a single slot, but weapons sharing a Many of the new weapon features listed here can also be
slot must be of the same type. All weapons with the applied to weapons found in the Rulebook. Below are
subtle trait also have the small trait. some suggestions on how they could be used:
◆ Wounding: The weapon is designed to inflict gaping,
◆ Articulated: Flail
bleeding wounds on soft targets. Any armor’s armor ◆ Heavy: Large Wooden Club, Heavy Warhammer
rating is doubled, but if the weapon penetrates and ◆ Inferior: Certain nightkin weapons, or old, scavenged
deals damage, it inflicts 1 extra damage per round weapons
for 1D4 rounds. Armor does not protect against this ◆ Penetrating: Heavy Crossbow, Mace
bleeding, which can only be stopped by magical heal- ◆ Reload Time: Heavy Crossbow
ing or a successful HEALING roll (if no bandages are ◆ Small: Knife, Dagger, Parrying Dagger, Sling
available, the roll is made with a bane).

7
MELEE WEAPONS

DURA-
WEAPON GRIP STR RANGE DAMAGE BILITY COST SUPPLY FEATURES

Knuckledusters 1H — 2 D8 6 1 gold Uncommon Bludgeoning, small, counts


as unarmed
Weighted Net 2H 10 STR/2 — — 2 gold Rare Entangling, articulated, top-
pling, heavy, can be thrown
Whip 1H 10 4 D6 ­­— 5 gold Uncommon Long, toppling, articulated
Stiletto 1H — 2 D8 6 8 gold Rare Subtle, piercing, penetrating,
small
Kris 1H — 2 D8 10 10 gold Rare Subtle, piercing, slashing,
wounding, small
Falchion 1H 8 2 2D6 12 10 gold Uncommon Slashing, wounding
Rapier 1H 7 2 D12 12 25 gold Rare Slashing, piercing, AGL-dam-
age bonus
Poleaxe 2H 14 2 2D8 14 35 gold Uncommon Slashing, bludgeoning, top-
pling, piercing, penetrating*
Raven’s Beak 1H 12 2 2D6 12 15 gold Uncommon Bludgeoning, toppling,
piercing, penetrating*
Shield, Buckler 1H 6 2 D8 14 10 gold Uncommon Bludgeoning, dragon on
1-2 (Parry), cannot parry
projectiles
Mastercrafted ×10 Reduces STR requirement by
3, increases durability by 3

* The penetrating effect applies only to piercing attacks.

RANGED WEAPONS

DURA-
WEAPON GRIP STR RANGE DAMAGE BILITY COST SUPPLY FEATURES

Bola 1H 8 STR D4 — 5 silver Uncommon Entangling, toppling


Blowpipe 2H — 20 — — 2 gold Rare Piercing
Composite 2H 10 60 D12 3 50 gold Rare Piercing, requires quiver
Recurve Bow
Heavy 2H 15 100 D12 7 75 gold Rare Piercing, requires quiver,
Warbow +STR-damage bonus
Windlass 2H 15 80 2D10 10 250 gold Rare Piercing, requires quiver, no
Crossbow damage bonus, penetrating,
reload time
Repeating 2H 12 30 D10 6 350 gold Rare Piercing, requires quiver, no
Crossbow damage bonus, reload time

8
BLOWPIPE
◆ Skill: HUNTING & FISHING
A ranged hunting weapon in the form of a roughly one- COMPOSITE RECURVE BOW
meter-long tube used to project small wooden darts. The ◆ Skill: BOWS
darts themselves do negligible damage, but if they hit an A bow made of laminated wood, horn, and sinew, with
unprotected target, they can deliver poison. It’s possible curved limbs, allowing it to be shorter than a longbow
to poison armored targets using the special attack Find while still generating considerable power. This bow is
Weak Spot (Rulebook, page 48). The specific poison designed for use on horseback. When making a mount-
follows the standard rules (Rulebook, page 52) and is ed attack with a composite recurve bow, you may ignore
purchased separately. the restriction from the RIDING skill.

BOLA FALCHION
◆ Skill: SLINGS ◆ Skill: SWORDS
A thrown weapon consisting of one or more connect- A shorter, single-edged sword with a very thin and broad
ed ropes with weights at the ends, used to entangle or blade with a razor-sharp edge, making it an excellent
topple a target. You have to choose which of the two slashing weapon that is highly effective against unpro-
features you want to use before rolling to hit. Toppling tected targets but significantly weaker against armor.
someone with a bola works the same way as for melee
weapons but at a distance.

BUCKLER HEAVY WARBOW


◆ Skill: STR-based melee skill ◆ Skill: BOWS
A very small, round shield made entirely of metal, A heavier and more powerful version of the longbow
gripped in the center. The buckler is more agile than a with higher draw weight, requiring both strength and
regular shield, and the ”rolling a dragon when parrying” agility to use effectively. The heavy warbow grants both
rule applies when rolling a 1-2 on a parry with the buck- AGL and STR damage bonuses simultaneously.
ler (not when attacking with it). However, its small size
prevents it from parrying projectile attacks.

9
KNUCKLEDUSTERS RAPIER
◆ Skill: BRAWLING ◆ Skill: SWORDS
Can take many different forms but usually A lighter, straight, double-edged sword designed
consists of a row of thick rings that fit more for thrusting than slashing but versatile
over the fingers. You are still considered unarmed when enough for both types of attacks. The rapier allows
wearing knuckledusters, and they can be combined with the wielder to take advantage of their agility
Iron Fist and POWER FIST (provided they are not made rather than raw strength and therefore uses the
of metal). AGL-damage bonus even though the SWORDS skill
is STR-based.

KRIS
◆ Skill: KNIVES
A dagger with a wavy blade that creates an edge which
causes larger wounds on unprotected targets but is less
effective against armor. A favorite weapon among vari- RAVEN’S BEAK
ous cultists. ◆ Skill: HAMMERS
A type of warhammer with one side shaped as a
crushing hammerhead and the other as a pointed beak
that can penetrate armor. The penetrating effect applies
only when performing a piercing attack.

POLEAXE
◆ Skill: AXES
A weapon designed to be versatile and to deal
with heavily armored opponents, either by
toppling them or piercing their armor. The
weapon consists of sturdy haft, one and a half
to two meters long, often reinforced with met- REPEATING CROSSBOW
al, and a head that combines a hammer, an axe, ◆ Skill: CROSSBOWS
and a spike. The penetrating effect applies only A recent dwarven invention that has spread to other kin
to piercing attacks. as well. A lighter crossbow equipped with a bolt maga-
zine and a lever mechanism to cock and load the weapon
in one motion.
It can shoot two times per action, with a bane on
both rolls. The bolts can be shot at the same target or
two different targets. If a demon is rolled, the magazine
is empty and has to be reloaded, which takes one action.
You must also roll on the “Demon Roll in Ranged Com-
bat” table (Rulebook, page 49).

10
STILETTO
◆ Skill: KNIVES
A type of dagger with a long, narrow blade without
sharp edges but with a razor-sharp point. The stiletto is
designed to find gaps and pierce through armor.

WHIP
◆ Skill: SLINGS
A whip made of braided oxhide, about four meters long.
Can be used to topple or disarm at a range of up to four
meters. It can also wrap around objects to pull them to-
wards the user or allow the user to swing from them. This
requires a successful roll with a bane. However, the GM
always has the final say on what is possible.

WEIGHTED NET
◆ Skill: SLINGS
A sturdy net with weights at the ends that is either
thrown over an opponent to entangle them or used as a
melee weapon to topple the target. Its weight and un-
wieldiness give the user a bane on INITIATIVE (draw two
cards and keep the highest).

WINDLASS CROSSBOW
◆ Skill: CROSSBOWS
A powerful, heavy crossbow with a steel bow that has
a very high draw weight. Requires a windlass to be
cocked. Commonly used in sieges or fixed positions due
to its longer reload time.

11
WEAPONS MADE FROM
UNUSUAL MATERIALS
By default, a standard sword is made of cold steel unless to use magic while carrying metal objects (Rulebook,
otherwise specified. However, there are cases where page 58) and often prefer weapons made of alternative
exceptions are needed. For instance, mages are unable materials.

STONE WEAPONS
Stone weapons are heavier and more fragile than their
steel counterparts. The STR requirement is increased by
2 and the durability is reduced by 2. Against stone weap-
ons, increase the armor rating of armor by +1. Supply
is rare and the cost is ×0.75 (round up). Common types
of stone weapons are Knife, Dagger, Handaxe, Battle-
axe, Short Spear and Long Spear, though other kinds of
stone weapons can be found.

STONE WEAPONS

DURA-
WEAPON GRIP STR RANGE DAMAGE BILITY COST SUPPLY FEATURES

Knife 1H — STR D8 4 4 silver Rare Subtle, piercing, can be


thrown, small
Dagger 1H — STR D8 7 8 silver Rare Subtle, piercing, slashing, can
be thrown, small
Handaxe 1H 9 STR 2D6 7 15 silver Rare Toppling, slashing, can be
thrown
Battleaxe 1H 15 2 2D8 7 8 gold Rare Toppling, slashing
Short Spear 1H 9 STR×2 D10 7 4 silver Rare Piercing, can be thrown
Long Spear 2H 12 4 2D8 7 8 silver Rare Long, piercing

12
WOODEN WEAPONS
Wooden weapons are lighter but less durable than
metal ones. The STR requirement is reduced by 2 and
the durability is halved (round up). Against
wooden weapons, the effectiveness of armor
is doubled. Wooden weapons’ supply is
uncommon, and the cost is ×0.5 (round up).
Common types of wooden weapons are Knife, Dagger,
Short Sword, Short Spear and Long Spear, though other
kinds of stone weapons can be found.

WOODEN WEAPONS

DURA-
WEAPON GRIP STR RANGE DAMAGE BILITY COST SUPPLY FEATURES

Knife 1H — STR D8 3 3 silver Uncommon Subtle, piercing, can be


thrown, small
Dagger 1H — STR D8 5 5 silver Uncommon Subtle, piercing, slashing, can
be thrown, small
Short Sword 1H ­5 2 D10 6 4 gold Uncommon Piercing, slashing
Short Spear 1H 5 STR×2 D10 5 3 silver Uncommon Piercing, can be thrown
Long Spear 2H 8 4 2D8 5 5 silver Uncommon Long, piercing

MYTHICAL METALS

Mythical metals go by many names: Shining Moonsteel,


Black Troll Iron, Glittering Dwarven Silver, and more. Each
may grant different benefits and behave in unique ways, but
common to all is their unique availability and high cost.

Example: Weapons made from Black Troll Iron give a


boon to damage rolls. The STR requirement is reduced
by 3 and the durability is increased by 6. Their supply is
unique and the cost ×100, if available for sale at all. All
weapons forged from Black Troll Iron are considered
mastercrafted (bonus already included in stats).

13
NEW HEROIC ABILITIES
Below is a selection of new heroic abilities related to same action, but you must pay the WP cost for each one.
weapons and combat, most of which are designed for Some heroic abilities require optional rules. If you are
more experienced characters. As usual, unless stated playing without these rules, these abilities should not be
otherwise, you may combine multiple abilities in the used.

AXE LOCK a successful RIDING roll, the ram attack deals 2D6
◆ Requirement: AXES 15 bludgeoning damage, and the opponent must make
◆ Willpower Points: 3 a successful AGL roll or be knocked to the ground. The
You can activate this ability before making an axe at- attack can only be dodged, not parried, and you may
tack. As a free action, you can hook and pull aside your continue your movement after the ram. Activating this
opponent’s arm or weapon with your axe to create an ability does not count as an action.
opening for your attack. Your opponent cannot dodge or
parry your attack.
FEATHER FENCING
◆ Requirement: Melee Skill 15
BLOODLETTING ◆ Willpower Points: 1
◆ Requirement: KNIVES 15 When you make a successful attack, you may move
◆ Willpower Points: 3 yourself and your opponent in the same way as if you
You can use a knife in melee combat to inflict deep, had made a successful parry (see Parry Movement on
bleeding wounds that drain your opponent. When page 46 of the Rulebook).
you deal damage with a knife attack, you can choose This technique originates from the infamous fight-
to make your opponent bleed, causing them to take 1 ing style of the mallard fencers, who flap and squawk
extra damage per round for D8 rounds. Armor does not flamboyantly until they maneuver their opponent where
protect against this bleeding, which can only be stopped they want them.
with magical healing or a successful HEALING roll (if no
bandages are available, the roll is made with a bane).
FEINT
◆ Requirement: Melee Skill 15
BRUISER ◆ Willpower Points: 2
◆ Requirement: BRAWLING 15 You can activate this ability after you make a successful
◆ Willpower Points: 2 melee attack and your opponent attempts to parry or
You know where to hit to make it hurt. If you activate dodge. As a free action, you perform a feint, which gives
this ability after dealing damage with an unarmed at- your opponent a bane to their roll.
tack, your opponent takes a bane to their next action.

HAMMER MIGHT
CAVALRY RAM ◆ Requirement: HAMMERS 15
◆ Requirement: RIDING 14, Combat trained mount ◆ Willpower Points: 3
◆ Willpower Points: 3 You can break through the protection of your oppo-
As part of your movement, you can ride straight into nents’ armor by making a successful attack with a ham-
an opponent who is on foot and have your mount ram mer. The attack deals an additional D4 damage, and this
them. You must be riding a combat trained mount and extra damage ignores the target’s armor rating. You can
move at least 10 meters before attacking. If you make activate this ability after the roll to hit.

14
MARKSMAN SNAP THROW
◆ Requirement: BOWS 15 ◆ Requirement: KNIVES/SPEARS/AXES 15
◆ Willpower Points: 2 ◆ Willpower Points: 3
You can fire your bow with deadly precision. Activate You are trained to throw multiple throwing weapons in
this ability to gain a boon on the attack roll for a ranged quick succession. The weapons must already be in your
attack. Cannot be combined with Twin Shot. hands or at hand. You can throw up to three weapons as
one action, at the same target or different targets. If you
throw twice, you receive a bane to the second throw. If
PACK TACTICS you throw three times, you receive a bane to all three
◆ Requirement: Melee Skill 12 throws. You must decide how many weapons to throw
◆ Willpower Points: 2 before rolling to hit.
You can activate this ability when you attack an enemy
in melee combat who is within 2 meters of another
player character. You gain a boon on the attack roll. The SPEAR WARDEN
name comes from the traditional way of fighting among ◆ Requirement: SPEARS 15
the wolfkin. ◆ Willpower Points: 3
You can keep your enemies at bay and get a free attack
against an opponent who moves into your reach when
RIPOSTE using a spear-type weapon with the long feature. The
◆ Requirement: SWORDS 15 free attack can be dodged or parried. You cannot per-
◆ Willpower Points: 3 form a free attack when moving toward your opponent.
Upon a successful parry with a sword, you may imme-
diately make a counterattack as an extra action. You
must roll to hit as usual, and the attack can be parried or SPUR MOUNT
dodged. ◆ Requirement: RIDING 14, Combat trained mount
◆ Willpower Points: 2
As a free action, you can have your
SHARPSHOOTER mount perform an extra movement or
◆ Requirement: CROSSBOWS 15 attack. You must be mounted.
◆ Willpower Points: 3
When aiming with a crossbow you
deal one extra die of damage. STAFF HOOK
You can activate this ability ◆ Requirement: STAFFS 15
after the roll to hit. ◆ Willpower Points: 2
After a successful attack with a staff,
you can attempt to topple your
SHIELD BASH opponent as a free action. This free
◆ Requirement: Melee action can be activated even if the
Skill 15 original attack was parried or
◆ Willpower Points: 3 dodged.
After using your shield to
make a successful melee attack
or a successful parry, you SWIFTSLINGER
may immediately perform ◆ Requirement: SLINGS 15
a shield bash as an extra ◆ Willpower Points: 3
action. You must roll to hit You can sling two projectiles
as usual, but the attack can- in quick succession, at the
not be parried or dodged. same target or different targets.
You roll separate attack rolls and
receive a bane on the second attack.
You may not move in the same
round.

15
TACTICIAN WEAPON MASTER
◆ Requirement: PERSUASION 15 ◆ Requirement: Weapon Skill 18
◆ Willpower Points: 2 ◆ Willpower Points: 2
As a free action, you can issue tactical orders to an ally You have achieved mastery with your weapon and know
within sight and hearing. That ally gains a boon on their all the tricks. When using a weapon with skill level 18,
attack roll this round against an opponent who is within you can activate this ability during an attack, allowing the
sight of both of you. weapon to be treated as if it had any one feature it nor-
mally does not possess. In addition to the direct effects
of the chosen feature, this enables the weapon to be used
with other abilities that require specific features (such as
Backstabbing, which requires the subtle feature).

NEW EQUIPMENT
As an adventurer in the world of Dragonbane, you are plying the oil takes one action, and it can then be ignited
only as good as your equipment. Being prepared and with an open flame as a free action. A burning weapon
equipped for the unexpected is essential for survival. deals normal damage, but all damage is considered to
Below, you’ll find a list of items to help you on your be fire damage. Additionally, the weapon ignites any
journeys. flammable objects it comes into contact with. If you roll
a demon, you set yourself on fire in addition to other
consequences. The effect lasts D6 rounds. Weapons
FLAME OIL made of wood or other combustible materials are con-
Alchemically crafted oily elixir made from sulfur and sidered damaged afterward and cannot be used again
dragon glands, that envelops a weapon in flames. Ap- until repaired with a successful CRAFTING roll.

ITEM COST SUPPLY WEIGHT EFFEKT

Flame Oil 5 gold Rare 1 Used to set a weapon on fire.


Quiver for Special 1 gold Uncommon 1 Required to use special arrows (arrows sold separately).
Arrows
Quiver of Arrows, 1 gold Common 1 Required to fire bows or crossbows. Increase the armor rating
Stone Head of armor by +1.
Shield Spike 2 gold Uncommon — Increases the shields STR-requirement and damage by 1.
Special Arrows Requires quiver for special arrows.
Armor-piercing 5 gold Rare — Penetrating feature.
Fire 5 gold Rare — Ignited for fire damage.
Hammer 5 gold Rare — Stuns the target.
Hunting 5 gold Rare — Used for capturing targets.
Swallowtail 5 gold Rare — Wounding feature.
Target 5 gold Rare — Boon on attack roll, bane on damage.
Weapon Chain 1 gold Uncommon — If you are disarmed, the weapon always lands at your feet.
Weapon cannot be thrown.

16
QUIVER FOR SPECIAL ARROWS does not lose HP, instead, the damage total is used as the
Has room for up to 10 special arrows. See below. active part in an opposed roll against the target’s CON.
If the target loses, they are stunned for one round and
cannot take any actions. Does not work on monsters.
QUIVER OF ARROWS, STONE HEAD
Required to fire bows or crossbows. Stone head arrows
increase the armor rating of armor by +1.

SHIELD SPIKE Hunting Arrow: A barbed point with a thin cord


A spike or sharp point attached to a shield, allowing for attached, allows the arrow to be used for capturing a
increased damage when performing a shield attack. In- target. If the attack hits and deals damage, the barbed
creases the shield’s STR requirement and damage by 1. point latches onto the target. Pulling the barbs out
requires an action. Each movement action taken while
impaled by a barbed arrow deals 1 damage (armor does
SPECIAL ARROWS not protect).
In addition to regular arrows and bolts, a range of The cord can be used to pull the target towards you
specialized projectiles have been developed for more against its will. As an action, and with a successful
specialized needs. Unlike standard arrows, these special opposed STR vs STR roll, you can force the target to
arrows are purchased individually, so you must keep move half its movement toward you. This counts as the
track of how many you use. They also require a special target’s movement action for the round (and therefore
arrow quiver, which holds up to 10 special arrows. If you deals damage). Does not work on monsters.
need more, you must purchase an additional quiver.

Swallowtail Arrow: The arrowhead is split into two


Armor-Piercing Arrow: This projectile has a point spe- prongs, designed to inflict maximum damage on the
cifically designed to penetrate armor and therefore has target. The drawback is that the arrowhead is less effec-
the Penetrating feature. tive against armored targets. The arrow has the Wound-
ing feature.

Fire Arrow: The projectile has a flammable cloth


wrapped around the point. As a free action, the cloth Target Arrow: This projectile is perfectly balanced,
can be ignited by an open flame within 2 meters and granting a boon on the attack roll. However, it is also
then loosed with a normal attack action with a bane. If lighter and slimmer than a standard arrow, giving a
the attack hits, the arrow deals normal damage, but all bane on the damage roll.
damage is considered to be fire damage. The arrow also
ignites flammable objects.
WEAPON CHAIN
Secure the weapon to the body with a thin chain. If you
are disarmed, the weapon always lands at your feet. The
weapon cannot be thrown.

Hammer Arrow: The projectile has a round, blunt tip de-


signed to stun rather than wound. If the attack roll suc-
ceeds, roll for damage as usual and subtract any armor
(damage counts as bludgeoning). However, the target

17
LEGENDARY WEAPONS
Some weapons attain legendary status, either through artifact and cannot typically be bought with gold. In-
their magical abilities or other special properties. stead, they can only be acquired by heroic deeds. Many
They are often named after their creator or the most of these weapons are very powerful and can impact
renowned hero or villain to wield them. This section game balance, so Game Masters are advised to use them
provides examples of such weapons. Each is a unique carefully.

ADEZZAR’S STEELBOLT
According to legend, the sorcerer Adezzar was a mighty storm- The Steelbolt is a magical short spear crafted from an
rider who called down lightning bolts and forged them into unknown metal, covered in worn runes. Once per round,
spears with various powers. Whether the legend is true or not, as a free action, the wielder can spend 2 WP to have
the Steelbolt is the only known spear of its kind; if it once had Steelbolt instantly teleport back to their hand, no matter
siblings, they have long since been lost to time. how far away it is or where it was left.

DURA-
WEAPON GRIP STR RANGE DAMAGE BILITY FEATURES

Adezzar’s Steelbolt 1H 4 STR×3 2D8 15 Piercing, can be thrown

THE ASSASSIN’S STINGER


In ancient times, the assassin sect known as the Red Hand Hand never truly perished but instead waits in the shadows,
was both a scourge and a power to be reckoned with in many biding its time until it rises again to reclaim its lost artifacts.
cities. Their agents could appear anywhere, and no one was
safe from their poisoned blades. The sect’s most elite killers The Assassin’s Stinger is a magical stiletto, permanently
were granted magical daggers with terrifying abilities. Some coated with a paralyzing poison with a potency of 16. For
of these daggers were passed down to others after the sect was 1 WP, the wielder can render the weapon invisible for a
ultimately eradicated. However, whispers persist that the Red stretch.

DURA-
WEAPON GRIP STR RANGE DAMAGE BILITY FEATURES

The Assassin’s Stinger 1H 4 2 D8 6 Subtle, piercing, penetrating, small

18
BLACKRUNE
In the dark times of old, seven blades were forged deep within A Blackrune sword is a magical, mastercrafted long-
the caverns of the troll smiths. Over the centuries, these swords sword forged from Black Troll Iron, with runes etched
have passed through history, wielded by both heroes and along the blade. It gives a boon on damage rolls.
champions of darkness. According to legend, the day will come Each time the sword slays an enemy, it absorbs a
when all seven swords are reunited, and those who bear them portion of the victim’s life force, restoring D2 WP and
shall rule over all the kingdoms of the world. HP to its wielder.

DURA-
WEAPON GRIP STR RANGE DAMAGE BILITY FEATURES

Blackrune 1H 10 2 2D8 21 Piercing, slashing, boon on damage roll

THE CARVED SWORDS OF MIKARIA


Mikaria the Master Carver was a mystic and the greatest but above all, by those who walk the path of both the mage and
woodcarver of her time. She developed a method for using the warrior.
the now-extinct stonewood tree to carve magnificent wooden
weapons, as effective as their steel counterparts. She worked Since these weapons are made entirely of wood, they do
from the core of a hundred-year-old stonewood tree, soaking not interfere with the use of magic. The carved weapons
it in a special mixture to soften the wood for shaping and exist in the forms of dagger, broadsword, or longsword
carving. The weapons were then inscribed with preservation and function as magical, mastercrafted versions of these
runes, treated with oils and elixirs to strengthen and harden weapon types. However, they cannot be repaired with a
the wood, and finally left to dry and cure for a full year. Today, standard CRAFTING roll. Instead, a successful ANIMISM
only a handful of Mikaria’s carved weapons remain. They are roll by a mage who knows the ENGULFING FOREST spell
revered artifacts, sought after by eccentric weapon collectors, is required, along with a shift of concentration.

DURA-
WEAPON GRIP STR RANGE DAMAGE BILITY FEATURES

Carved Dagger 1H — STR D8 12 Subtle, piercing, slashing, can be thrown


Carved Broadsword 1H 7 2 2D6 18 Piercing, slashing
Carved Longsword 1H 10 2 2D8 18 Piercing, slashing

19
THE FATHER-ANVIL
Kharan-Raut the Vanquisher was a warrior- A masterfully crafted, round, small shield,
hero among the dwarves of the western made of metal, with a stylized anvil
mountains. He slew the demon-worship- engraved on its surface, the shield is
ping orc leader Yrnakh in single combat, magical and is equipped with a shield
drove the stone trolls into retreat, and led spike. The shield grants its wielder ac-
several assaults against the citadel-mines cess to the Shield Block heroic ability
of the nightkin. Ever resting on his arm was (Rulebook, page 39). Additionally, it
his trusty shield, forged from the metal of his protects its bearer with the PROTECTOR
father’s anvil. Time and again, it saved his life, spell at power level 1, bound with MAGIC
but just as often, it ended the lives of his enemies. SEAL and PERMANENCE.

DURA-
WEAPON GRIP STR RANGE DAMAGE BILITY FEATURES

The Father-Anvil 1H 4 2 D10+1 20 Bludgeoning

FIRESTORM
The wolfkin Walf Kinsbane was the most renowned monster archer can activate one of the bow’s abilities by spending
hunter in the southern forests. His arrows never missed, and WP before releasing a shot:
he did not hesitate to burn out the creatures that tried to escape
him in their lairs. His mighty longbow was all that remained ◆ 1 WP to make the loosed arrow count as magical.
of him after he met his match in the form of the lindworm ◆ 3 WP to make the loosed arrow explode in a fireball
Bloodfang. that, instead of dealing normal damage, inflicts 2D8
fire damage, while also setting fire to flammable
Firestorm is a magical, ornate, heavy warbow. The objects.

DURA-
WEAPON GRIP STR RANGE DAMAGE BILITY FEATURES

Firestorm 2H 15 100 D12+1 15 Piercing, requires quiver, +STR damage


bonus

20
GAUDLIN’S FROST STAFF
Gaudlin is said to have been an elven monk or mystic from the ◆ In its long form, it functions as a staff with the long
northern ice plains. What became of him remains unknown, feature.
but his legendary frost staff has passed through many hands
over the years. After a successful attack with the staff, the wielder may
spend 2 WP to freeze the target. This works the same as
The staff appears to be made of glass, perpetually the FROST spell (Rulebook, page 66), but only the target
covered in a glittering frost. The wielder of the staff can is affected, since the range is touch rather than a sphere.
change its length once per round as a free action: The staff can also freeze water upon contact. By
spending 2 WP, the wielder may freeze an area within a
◆ In its shortened form, it functions as a mace with the 4-meter radius (sphere).
subtle feature.

DURA-
WEAPON GRIP STR RANGE DAMAGE BILITY FEATURES

Frost Staff (short) 1H 7 2 2D4 12 Bludgeoning, toppling, subtle


Frost Staff (long) 1H 7 4 D8 9 Bludgeoning, toppling, long

GRIMJAW
Arkma the Mighty was a towering and ruthless orc warlord, A magical, serrated, two-handed axe. The blade is split
leaving death and devastation in her wake wherever she into two jagged edges, resembling a gaping maw filled
marched. Her most trusted companion was Grimjaw, a mas- with razor-sharp teeth, giving the weapon its terrifying
sive two-handed axe capable of tearing through even the finest appearance. Additionally, Grimjaw possesses a will of
plate armor as if it were mere linen. Though Arkma has long its own, which manifests through the Berserker heroic
since been slain and buried, Grimjaw endures, continuing its ability. This ability is automatically triggered if the
mistress’s merciless work. wielder fails a WIL roll upon encountering hostile crea-
tures (as determined by the GM). The cost for activating
the ability is paid from the wielder’s WP.

DURA-
WEAPON GRIP STR RANGE DAMAGE BILITY FEATURES

Grimjaw 2H 16 2 2D10+2 9 Toppling, slashing, penetrating

21
LIGHTBRINGER
The warrior priests Paxus and Agastus stood at the forefront of sword that deals D10 extra damage against all undead
the war against the vampires. When Agastus fell, Paxus saved enemies. The blade glows whenever undead creatures
his sword-brother’s soul from the vampires’ necromancers come within 50 meters, alerting its wielder. However,
by binding it to his blade. The sword became infused with the this light also causes all SNEAKING rolls to be made with
warrior priest’s thirst for vengeance against the undead, and a bane. The wielder of Lightbringer is also immune to
his innate magical power turned it into a mighty weapon that all undead infections. Once per combat, for 3 WP, the
shifted the war in favor of the living. wielder can make the sword radiate magical sunlight.
All undead within a 10-meter radius must take a move-
Lightbringer is a magical, mastercrafted, two-handed ment action away from the sword on their next turn.

DURA-
WEAPON GRIP STR RANGE DAMAGE BILITY FEATURES

Lightbringer 2H 13 2 2D10 18 Piercing, slashing

THE RINGING BLADE


During the Demon Wars, when the city of Karuk was attacked A magical broadsword with a bell-shaped pommel, the
by the forces of the Demon Lords, a lone city guard—whose blade always appears freshly polished, regardless of what
name has long been forgotten—stood watch in the city’s bell it has endured. Whenever it is drawn for battle (the sword
tower. Single-handedly, he held off the winged demons that always knows when this is the case), it rings with a strong
led the assault while simultaneously ringing the tower’s bell, note that inspires courage. The sound functions like the
warning the city’s defenders. Though he perished at his post, Battle Cry heroic ability, bolstering the wielder’s allies.
his heroic sacrifice saved the city. The bloodstained bell was This effect is activated automatically, draining 2 WP from
melted down and reforged into a sword, enchanted by the the wielder. If the wielder lacks the necessary WP, the
city’s mages to imbue courage into Karuk’s future defenders. blade still rings out, but without its inspiring effect.

DURA-
WEAPON GRIP STR RANGE DAMAGE BILITY FEATURES

The Ringing Blade 1H 7 2 2D6+2 20 Piercing, slashing

22
A
h, it’s you again! You’ve
come to supplement
your previous purchase,
I suppose? This exquisite
rapier of Phoenician silver-steel should
leave a lasting impression. And of
course, a heavy warbow of black oak
accompanied by a quiver of fire arrows,
now that will truly set hearts ablaze.
Quite literally.
Expanded Rules for Weapons is a rules supplement for Dragonbane. In this
compendium, you will find:

◆ Rules and illustrations for 16 new types of weapons.


◆ New weapon features and weapon materials.
◆ Expanded combat rules, including new special attacks.
◆ 19 new heroic abilities, focused on weapon use and combat.
◆ New equipment, including specialized arrows.
◆ A selection of unique, legendary weapons, all illustrated.

©2025 kerbango

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