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# Additional Rules ## Items ### Weapons Weapons have been split to better represent Final Fantasy's class restrictions and weapon groupings. New weapons have been added in bold. ___ #### Simple Weapons | Weapon | Cost | Damage | Weight | Properties | |:-----|:---:|:-----------:|:---:|:-----------:| | Dagger | | Club | | Quarterstaff | | Javelin | | Handaxe | | Greatclub | | Light Hammer | ___ #### Simple Ranged Weapons | Weapon | Cost | Damage | Weight | Properties | |:-----|:---:|:-----------:|:---:|:-----------:| | Sling | | Shortbow | | Light Crossbow | | Dart | ___ #### Martial Ranged Weapons | Weapon | Cost | Damage | Weight | Properties | |:-----|:---:|:-----------:|:---:|:-----------:| | Longbow | | Heavy Crossbow | | Hand Crossbow | ___ #### Bladed Weapons | Weapon | Cost | Damage | Weight | Properties | |:-----|:---:|:-----------:|:---:|:-----------:| | Rapier | | Shortsword | | Longsword | | Battleaxe | | **Katana** | **25gp** | **1d10 slashing** | **3lb.** | **Two-handed, finesse** | | **Ninjato** | **25gp** | **1d8 piercing** | **3lb.** | **Finesse** | | **Gunblade** | **50gp** | **1d6 slashing/piercing** | **3lb.** | **Ammunition (range 30/120), loading** | | **Sickle and Chain** | **2gp** | **1d4 slashing** | **2lb.** | **Light, reach, finesse** | \columnbreak #### Polearms | Weapon | Cost | Damage | Weight | Properties | |:-----|:---:|:-----------:|:---:|:-----------:| | Spear | | Trident | | Glaive | | Lance | | Halberd | | **Ranseur** | **20gp** | **1d10 piercing** | **6lb.** | **Two-handed, heave, reach** | ___ #### Blunt Weapons | Weapon | Cost | Damage | Weight | Properties | |:-----|:---:|:-----------:|:---:|:-----------:| | Mace | | Warhammer | | Morningstar | 15gp | **1d10 piercing** | **6lb.** | **Two-handed, heave, reach** | ___ #### Giant Weapons | Weapon | Cost | Damage | Weight | Properties | |:-----|:---:|:-----------:|:---:|:-----------:| | Greatsword | | Greataxe | | Maul | | **Dual Swords** | **80gp** | **1d8 slashing** | **8lb.** | **Two-handed, heavy, dual-wield** | ___ #### Magic Weapons | Weapon | Cost | Damage | Weight | Properties | |:-----|:---:|:-----------:|:---:|:-----------:| | **Staff** | **80gp** | **1d6 bludgeoning** | **4b.** | **Versatile (1d8), magic focus** | | **Rod** | **30gp** | **1d4 bludgeoning** | **2b.** | **Light, magic focus** | | **Rune Sword** | **100gp** | **1d8 slashing** | **3lb.** | **Versatile (1d10), magic fuelled** | ___ #### Firearms | Weapon | Cost | Damage | Weight | Properties | |:-----|:---:|:-----------:|:---:|:-----------:| | **Pistol** | **200gp** | **2d4 piercing** | **3lb.** | **Ammunition (range 30/120), reload (4)** | | **Rifle** | **250gp** | **2d6 piercing** | **10lb.** | **Ammunition (range 100/400), reload (2), heavy, two-handed** | | **Hand Grenade** | **50gp** | **2d8 fire** | **2lb.** | **Thrown (20/60), aoe (15ft sphere), DC 12 DEX save** | \pagebreak
## Armour A new feature has been added for armour material to better represent the different types of armour in final fantasy. Each material has a default that all armours of that material are made from unless otherwise specified. Different materials can grant armour various bonuses, these materials are listed under the armour tables. | Armour | Cost | Armour Class | Strength | Stealth | Weight | Material | |:---|:---:|:---:|:---:|:---:|:---:|:---:| | **Light** | | Gambeson | 5 gp | 11 + Dex modifier | - | - | 6 lb. | Cloth | | Leather | 15 gp | 11 + + Dex modifier | - | - | 9 lb. | Leather | | Brigandine | 45 gp | 12 + Dex modifier | - | Disadvantage | 13 lb. | Metal | | **Medium** | | Hide | 10 gp | 12 + Dex modifier (max 2) | - | - | 12 lb. | Leather | | Mail | 50 gp | 13 + Dex modifier (max 2) | - | - | 25 lb. | Metal | | Scale | 75 gp | 13 + Dex modifier (max 2) | - | Disadvantage | 30 lb. | Leather/Metal/Special | | Cuirass | 400 gp | 14 + Dex modifier (max 2) | - | - | 16 lb. | metal | | Laminar | 250 gp | 15 + Dex modifier (max 2) | - | Disadvantage | 33 lb. | Leather/Metal/Special | | **Heavy** | | Plated Mail | 75 gp | 14 | - | Disadvantage | 35 lb. | Metal | | Lamellar | 200 gp | 15 | - | Disadvantage | 35 lb. | Leather/Metal | | Half Plate | 750 gp | 17 | Str 13 | Disadvantage | 40 lb. | Metal | | Full Plate | 1500 gp | 18 | Str 15 | Disadvantage | 55 lb. | Metal | | **Shield** | | Buckler | 5 gp | +1 | - | - | 2 lb. | Metal/Wood | | Heater | 10 gp | +2 | - | - | 6 lb. | Metal/Wood | | Tower | 50 gp | +3 | Str 13 | Disadvantage | 20 lb. | Metal/Wood |
## Materials ### Cloth #### Hemp (Default) *(Common)* Made from the fibers of plants that are abundant on the northern continent, this is the most commonly used fabric in cloth making. #### Linen *(Common)* A major export of Ul'dah, this material is made from a plant found in the arid climbs of Thanalan. Incredibly lightweight, it is often worn during warmer weather. ***Desert worn.*** When wearing robes or armour made from this material you have advantage on Constitution saving throws when suffering from the effects of extreme heat. #### Thavnarian Wool *Uncommon* Farmed from a breed of Thavnarian Ornery, which is native to Trabia, this material is especially resistant to cold weather. ***Frost resistant.*** While wearing robes or armour made from this material you are immune to the effects of extreme cold weather. Additionally, you gain advantage on saving throws to resist cold effects and damage. #### Cloud Ramie *Uncommon* This material comes from a plant that can only be found in the Sea of Clouds, above the lands of Illethard. It is pure white in colour and almost seems to float in the air. ***Billowing Cloth.*** When wearing robes or armour made from this material, whenever you fall, your rate of descent is halved and you are resistant to falling damage. When you land you can choose to either land on your feet or to fall prone. #### Mist Silk *Rare* Harvested from silk worms that have been exposed to too much Mist, this material retains a glimmer of magickal energy and shimmers a faint blue. ***Magickal Nature.*** While wearing robes or armour made from this material you have advantage on Wisdom saving throws against the effects of Mist Frenzy. Additionally, you gain +1 to all saving throws. \pagebreak #### Chimerical Felt *Very Rare* Made from matting the mane of a chimera, the raw material is incredibly dangerous to harvest. Strong as any hide and a resistance born only in chimera flame, some say it is also incredibly worth the risk. ***Chimera Forged.*** Robes or armour made from this material have a +2 bonus to their AC and while wearing it you have resistance to fire damage. ### Leather #### Animal Skin (Default) *(Common)* Most leather in Illethard is made from a variety of commonplace animals such as Aurocha, Ornery, and Dhalmel. #### Lupine Hide *(Common)* The hide of the lupine species is remarkably unique compared to that of other beasts. It's most notable property is the smooth outer coating which gives the beasts greater freedom of movement when on extended hunts. Some members of the Lupine family include Silver Lobos, Urudimmus and Crimson Hounds. ***Swift Movement.*** When wearing armour made from this material your movement speed increases by 5ft. #### Elbst Scutes *(Uncommon)* Elbst are a species of reptile with scutes that are specifically designed for speed in the water. They are relatively common in temperate rivers but can be difficult to hunt as they rarely leave their watery domains. ***Waterborne.*** When wearing armour made from this material you gain a swim speed for 30ft. #### Cerberus Pelt *(Rare)* Demonic three headed hounds, their pelt has been tempered by fire and rage. A swathe of black the only colour to be seen in the pelt comes from the smoldering flames that lick across the surface. ***Hell Hide.*** Armour made from this material has +1 bonus to AC. Whenever a melee attack hits you the attacker suffers 1d4 fire damage. #### Behemoth Fell *(Very Rare)* Behemoth Fell is one of the most dangerous materials to harvest, many hunters lose their lives in the attempt. The deep purple fell is uniquely resistant to the lightning that the beasts wield. ***Statically Charged.*** Armour made from this material gains +2 bonus to AC and is resistant to lighting that the beasts wield. \columnbreak #### Oretoise Leather *(Legendary)* These gargantuan beasts have almost impenetrable hide, that, coupled with their immense size and strength makes them almost impossible to kill. All of which makes their leather one of the most expensive and sought after items in all Illethard. The Long Gui and Adamantoise are the most well known of the Oretoise. ***Impenetrable Hide.*** Armour made from this material gains +3 bonus to AC and is resistant to all non-magickal damage. ### Metal #### Iron (Default) *(Common)* Iron ore is the most abundant and easy to work with of all the metals, this makes it the most prevalent material in armour smithing. #### Steel *(Common)* A combination of several different ores, steel is fractionally more expensive than iron but of far superior quality. ***Fine Alloy.*** When wearing armour made from steel you automatically treat a critical hit against you as a standard hit when calculating damage. #### Mythril *(Uncommon)* A particularly light and malleable metal, mythril is often used to arm scouts, skirmishers and other troops that need to move quickly. It has a noticeably cobalt colouration to it which has also lent to it being used extensively in decoration. ***Lightweight Protection.*** When wearing armour made from this material you no longer suffer disadvantage on stealth checks. Additionally, you ignore any strength requirements to wear the armour. #### Dalamud Diamond *(Rare)* Crystals have dotted the land ever since the Calamity many years ago. This strange material reacts to the various magickal energies of the land unpredictably. Recently, people have learned that it can be melted and forged just like a metal. ***Chaotic Resistance.*** When wearing this armour roll on the Elements Table everyday at dawn. The armour is resistant to the corresponding damage type for that day. | d6 | Element | |:--:|:--:| | 1 | fire | | 2 | cold | | 3 | lightning | | 4 | earth | | 5 | water | | 6 | wind | \pagebreak #### Crystallian Silver *(Very Rare)* A relic of the ancients known as the Fal'cie, no one knows how this luminous silver metal was made, though many have attempted to little success. The only source in Illethard is found in the husk of Cocoon and highly sought after by Cie'th hunters, the tortured souls struggle to penetrate the shell of their makers. ***Gods Bane.*** Armour made from this material is resistant to all damage from Cie'th and Fal'cie. It also gains +1 bonus to AC. #### Allagan Copper *(Legendary)* A rich copper material that is abundant in old Allagan ruins, fluorescent lights pulse along the surface of the material, a mystery to even the finest scholars. A highly controlled substance by the Geshtahlian Empire, who has claimed most known sites of Allagan tech. ***Magick Absorption.*** Armour made from this material gains +2 bonus to AC and is resistant to all magickal damage. ### Wood #### Shroud Ash (Default) *(Common)* Harvested from the most plentiful forest in the Illethard, the Black Shroud, this is the most commonly traded lumber. #### Macalanian Cypress *(Common)* The Macalania Cypress can only be found in the forests of Macalania. The proximity to the Farplane has made the trees sensitive to the unsent and they are known to almost hum in their presence, as such it is deemed good luck to travel with a trinket made from the wood. ***Farplane Sense.*** Shields made from this material thrum gently when an undead creature is within 60ft. #### Dravanian Spruce *(Uncommon)* An evergreen found in frozen forests of Trabia, the frigid climes have made the bark particularly sturdy. The lumber has a warm brown colour, this richness has made it commonly sought after in decorations and accenting. ***Projectile Defense.*** Shields made from this material have +1 bonus to AC against non-magickal ranged attacks. #### Desert Ironbark *(Rare)* Found only in the Yensan Free-Marches, these trees are renowned for being almost as strong as steel, gray-brown in colour they are able to survive in the most arid of conditions. The difficulty to harvest and weight of the material makes it a rarely seen commodity, one of the few people that do are the Garif who often use the wood to fashion weapons to hunt with. ***Steel Timber.*** Shields made from this material gain +2 bonus to AC and are completely fireproof. It's immense weight makes it harder to wield successfully, however, Bucklers and Heaters require a Str of 13 while Tower shields require a Str of 15. #### Jugner Cedar *(Rare)* Found in the remote jungles south of the Yaschas Massif, these trees have moss and other lichen actually embedded into the timber itself. This moss glows a variety of colours when in complete darkness and is even able to pierce through the dense shadows created by magic. ***Luminous Lumber.*** Shields made from this material gain a +1 bonus to AC and emit dim light for 15th feet when in magical or non-magical darkness. #### Black Willow *(Very Rare)* Found only in the desolate Phantom Forest these trees are infused with the unholy miasma that permeates the land. Incredibly dangerous to work with as anyone who gets too close can be poisoned by the miasma's lingering effects, very few crafters are willing to take that risk. It is said that the only antidote is to simply build up a natural tolerance. ***Miasma.*** Whenever an enemy makes an attack against someone wielding a shield of this material they must succeed on a DC 12 Constitution saving throw or be poisoned. Additionally, they suffer 1d6 poison damage at the start of each of their turns. The affected creature can make another Constitution saving throw at the end of their subsequent turns to end this effect. Once a creature has succeeded on the saving throw to resist this effect, they are immune to it for 24 hours. ### Special #### Living Bone *(Uncommon)* The unnatural living dead that roam Illethard are immune to the poisons that would once plague them when alive. Though using their bones can grant the same immunity to those that wear them many people are superstitious about doing so. ***Diseased Protection.*** When wearing armour made from this material you are immune to the poison condition, this does not include poison damage. #### Undying Crystal *(Uncommon)* Those that have faced the eternal torment that are the Cie'th say they have never known such grief and fear as in that moment and doubt they will ever do so again. The crystals that make up their forms retain this sadness even after the Cie'th itself has perished. ***Endless Torment.*** When wearing armour made from this material you gain advantage on saving throws against fear effects. \pagebreak #### Megalocrab Shell *(Uncommon)* Giant crabs that can be found on most shores across Illethard, their shells are remarkably difficult to pierce making them the bane of fishermen and sailors alike. Found in earthy greens and orange tinted reds, the famous shores of Costa Del Sol are colourful sight to behold with many of the dwellings decorated with their shells. ***Natural Bulwark.*** Armour made from this material reduces the damage taken from non-magickal bludgeoning, piercing, and slashing damage by half your proficiency bonus. #### Armadillon Plate *(Rare)* The retractable plates of navidon, gurangatch, and other armadillons are particularly resistant to magickal effects. The Domeguards of Esthar are famous for employing gear made from this material, making them a formidable defense and ensuring the steadfast protection of the capital city. ***Insurmountable Carapace.*** When wearing armour made from this material you gain advantage on saving throws against magickal effects and damage. #### Mesmerize Horn *(Rare)* Hunted almost to extinction during the Mage Wars for the magickal focusing properties of their horns, Mesmerize are a rare sight in Illethard nowadays. Many of these relics were destroyed when the mages were finally brought to heel. The horns themselves are a deep obsidian that almost seems to sparkle like the night sky in the sun. ***Magickal Focus.*** Armour made from this material grants it's wearer +2 to spell attack and damage rolls. #### Demon Stone *(Very Rare)* Many treasure hunters find their adventuring days cut short when they come across the fiend known simply as Demon Wall. Though the few that are a match find that the granite remains of the creature are almost as valuable as the treasures it defends. Even after the creature is defeated a black fog swirls around the rock, the last remnants of the fiend that was once trapped within. ***Demonic Presence.*** Armour made from this material has +1 bonus AC and creatures suffer disadvantage against any fear effects made by the wearer. Additionally, the wearer is immune to knockback effects. #### Dragon Scales *(Very Rare)* Dragons are ancient creatures from the far reaches of Illethard. Their wisdom is matched only by their fury and they have been locked in an ages long war with the Elvaan of Ishgard. The scales of greater dragons are highly sought after in Ishgard in the hopes that they'll change the tides of the war. These scales are almost impossible to come by, however, as the greater dragons rarely venture far from their remote lairs. ***Draconic Defense.*** Armour made from this material has +1 bonus to AC and is resistant to the damage type of the corresponding dragon. Additionally, the wearer has advantage on saving throws against a dragon's frightful presence and breath attack. | Dragon | Resistance | |:--:|:--:| | Blue | Water | | Dark | Necrotic | | Earth | Earth | | Fiend | Poison | | Gold | Lightning | | Holy | Radiant | | Ice | Ice | | Red | Fire | | Storm | Wind | #### Emeralditan Shell *(Legendary)* Emeralditans are so rare that many people consider them as nothing more than a myth. Creatures of living carapace that are said to be nigh impenetrable, they gleam as brightly as the finest emerald. ***Ancient Aegis.*** Armour made from this material has a +2 bonus to AC and is resistant to all piercing and slashing damage. \pagebreak ### Properties New properties for weapons, these are explained below. #### Reload Can make the number of weapon attacks stated for the weapon before you must use an action to reload the weapon. #### Dual-wield You can use your bonus action to attack with the off end of your weapon. You must make a separate Attack Roll for this attack. You cannot use your Damage modifier with this attack. #### Magic focus This item can be used a magical focus for spellcasting. #### Magic fuelled When making an attack with a magic fuelled weapon, you use your choice of your Strength (Dexterity if the weapon is ranged) modifier or your class spellcasting ability modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls. ## Skills #### Machina Intelligence based skill that's used for anything to do with gadgets, machines, etc. This could be guns, airships, ancient tech, and so on. #### Vehicles (air) Proficiency in the use of airborne vehicles such as airships. ## Damage Types There are some additional damage types to match the Final Fantasy elements. Monsters, spells, and features will include these damage types. * Water * Earth * Wind ## Status Conditions There are also some additional conditions based on common occurrences in Final Fantasy. #### Hasted * A hasted creature has + 5 to their initiative temporarily. * This can happen mid encounter to change the turn order, once the condition ends the turn order goes back to normal. * The creature's speed doubles. * It gains an additional action on each of its turns. The action can be used to attack (one weapon attack only), dash, disengage, hide, or use an object. #### Slowed * A slowed creature has - 5 to their initiative temporarily. * This can happen mid encounter to change the turn order, once the condition ends the turn order goes back to normal. * The creature's speed is halved. * On its turn, it can only use an action or bonus action, not both. It also can't make more than one attack during its turn despite items or abilities. * If the creature casts a spell with a time of 1 action, roll a d20. On an 11+, the spell can't take effect until the creature's next turn, and it must use its action on that turn to complete the spell. If it can't, the spell is wasted. #### Silenced * A silenced creature cannot speak. This also means they are unable to cast spells that require verbal components. #### Doomed * A doomed creature's hp drops to 0 and they fall unconscious after 4 rounds. * The only way to remove this condition is by dying or ending the combat encounter before the timer runs out. ## Limit Break This is an ability that all classes gain at 1st level and then again upon selection of a subclass, the specific effect varies. It can be used once a day as an action when your hp is at 50% or less.