Weapon Fragility rules

Each attack made with any weapon deals 1 damage to that weapon. This is true regardless of the attack's success or failure - swinging a sword will damage it, whether you're slicing into flesh or clanging off of armor, or even striking into the ground.

A critical failure (a natural 1 on the attack roll) or critical success (a natural 20) will deal 2 damage to your weapon, either through gross misuse or extreme forcefulness. Any improvisational weapon usage, such as using the broad side of a longsword to bludgeon, also deals 2 damage to the weapon.

The amount of HP a weapon has is determined by the material it is made from. When a weapon runs out of HP, it is destroyed.

Weapon Materials

HP Material Price Modifier Properties 5 Wood x0.1 Druidic 8 Bone x0.25 Druidic 12 Stone x0.5 Druidic 15 Hardwood x1.25 Druidic 20 Crystal x2 Druidic 40 Diamond x100 Druidic, Very Fancy 15 Bronze x1 - 20 Iron x1.5 - 30 Steel x3 - 25 Silvered x20 Horrorbane 15 Gilded x50 Very Fancy 40 Adamantine x40 Heavy 25 Mythril x40 Light 30 Starsteel x30 Magical 10 Cold Iron x20 Feybane 15 Tesla Copper x25 Lightning 15 Everfreeze x25 Cold 15 Phlogiston x25 Fire

Alternative Materials If the material you'd like your weapon to be made from isn't here, you can substitute names - for example, due to the nature of whips, they tend to be made of softer materials. A leather whip would be about as hardy as a bronze sword, while a whip made from plant fibers might be as hardy as wood, or bone.

Any weapon that deals bludgeoning damage, such as a club, a mace, or a hammer, has an additional 5 HP total, to reflect their overall hardiness compared to easily dulled weapons.

Any weapon that deals slashing damage, such as a sword, axe, or sickle, doesn't take damage on a critical success, to reflect the nature of a critical success as a very clean hit.

Any weapon that deals piercing damage, such as a spear, dagger or rapier, doesn't take damage if the attack roll is 5 or more below the target's AC, to reflect the relative safety of a complete miss with a single-point weapon compared to one that moves in an arc.

Any weapon that fires ammunition doesn't take nearly the amount of wear and tear that a weapon that impacts objects, and so has twice the HP it would otherwise have.

A sling bullet can be used twice before breaking. An arrow or crossbow bolt has a 50/50 chance of breaking when used. A blowgun needle or firearm bullet will always break when used. A dart or shuriken has 4 HP total regardless of material.

Material Properties

Properties for weapon materials are described below.

Druidic. A druidic weapon is shorthand for a weapon that is not made of any type of metal, and can therefore be used by a Druid character.

Heavy. A light weapon made from a heavy material is no longer a light weapon. A non-light weapon made from a heavy material is now a heavy weapon. A heavy weapon made from a heavy material is now too heavy to be wielded by any character with lower than 22 Strength.

Light. A heavy weapon made from a light material is no longer heavy, although it retains the two-handed property if it has it. A non-heavy weapon made from a light material is now a light weapon. A light weapon made from a light material is unaffected.

Horrorbane. Undead creatures and lycanthropes take an additional 2 radiant damage from Horrorbane weapons.

Feybane. Fey creatures take an additional 2 necrotic damage from Feybane weapons.

Lightning. While retaining all other properties, a weapon with the Lightning property deals Lightning damage in place of its typical damage type(s).

Cold. While retaining all other properties, a weapon with the Cold property deals Cold damage in place of its typical damage type(s).

Fire. While retaining all other properties, a weapon with the Fire property deals Fire damage in place of its typical damage type(s).

Magical. A weapon with the magical property negates resistance to non-magical physical damage.

Very Fancy. A very fancy weapon is very very fancy, and nice.