Will of the Watchers d20

Master Weapon List

Light Weapons (Agility-Based)
1d4 Piercing Dagger / Stiletto
Cost: 25 GP
Handing: 1-Handed | Traits: Finesse, Concealable, Thrown (20 ft).
1d6 P / S Rapier / Shortsword
Cost: 60 GP
Handing: 1-Handed | Traits: Finesse, Parry-capable.
1d6 Piercing Hand Crossbow
Cost: 75 GP
Handing: 1-Handed | Traits: Ranged (30 ft), Compact, Requires Bolts.
1d6 Piercing Hunting Bow
Cost: 100 GP
Handing: 2-Handed | Traits: Ranged (60 ft), Requires Arrows.
Medium Weapons (Might or Agility-Based)
1d8 Slashing Longsword / Arming Sword
Cost: 120 GP
Handing: 1-Handed (Versatile: 1d10 2-Handed) | Traits: Balanced, Guarded Stance.
1d8 Slashing Battleaxe
Cost: 100 GP
Handing: 1-Handed | Traits: Hooking (+1 to Trip checks).
1d8 Bludgeoning Warhammer / Mace
Cost: 90 GP
Handing: 1-Handed | Traits: Armor Crushing (+1 dmg vs. Heavy Armor).
1d8 Piercing Spear / Trident
Cost: 80 GP
Handing: 1-Handed (Versatile: 1d10 2-Handed) | Traits: Reach (10 ft), Thrown (30 ft).
1d6 Bludgeoning Quarterstaff
Cost: 50 GP
Handing: 1-Handed or 2-Handed | Traits: Might/Agility, Double-Ended Parry.
1d8 Piercing Heavy Crossbow
Cost: 150 GP
Handing: 2-Handed | Traits: Ranged (80 ft), Heavy Loading (Standard Action reload).
Heavy Weapons (Might-Based Only)
2d6 Slashing Greatsword / Flamberge
Cost: 250 GP
Handing: 2-Handed | Traits: Might 4 Requirement, Heavy Cleave Capable.
1d12 Slashing Greataxe
Cost: 220 GP
Handing: 2-Handed | Traits: Might 4 Requirement, Brutal Criticals.
2d6 Bludgeoning War Maul / Great Hammer
Cost: 200 GP
Handing: 2-Handed | Traits: Might 4 Requirement, Armor Sunder Capable.
1d10 P / S Halberd / Poleaxe
Cost: 180 GP
Handing: 2-Handed | Traits: Reach (10 ft), Trip Capable.

Armor Categories & Shields

DR 1 | 3 Slots Padded Leather
Cost: 75 GP
Light Armor. Penalty: None. Ideal for Channelers and Rogue Delvers.
DR 2 | 4 Slots Studded Leather
Cost: 150 GP
Light Armor. Penalty: None. Premium protection for swift skirmishers.
DR 3 | 5 Slots Chain Shirt & Hauberk
Cost: 250 GP
Medium Armor. Penalty: Disadvantage on quiet Stealth checks. Standard frontline armor.
DR 4 | 6 Slots Full Plate Mail
Cost: 500 GP
Heavy Armor. Penalty: Might 4 Req, Speed -5 ft, Disadvantage on Stealth. Maximum protection.
+1 Defense Class Buckler Shield
Cost: 60 GP
Light Shield. Equipped off-hand.
+2 Defense Class Tower / Heavy Shield
Cost: 120 GP
Heavy Shield. Might 3 Req. Reaction: Shield Intercept capable.

Adventuring Gear & Kits

Utility Thieves' Tools
Cost: 40 GP
Lockpicks, tension wrenches, small mirrors, and wire cutters for picking locks and disarming traps.
5 Charges Healer's Kit
Cost: 50 GP
Required to perform First Aid or field bandaging out of combat.
Downtime Arcane Writing Kit
Cost: 60 GP
Enchanted inks, vellum, and quills for scribing scrolls and transcribing runes.
Utility Dungeoneering Toolkit
Cost: 35 GP
Crowbar, pitons, hammer, 50 ft hempen rope, chalk, and spikes. Advantage on physical obstacle checks.
5 Torches Torch Bundle
Cost: 10 GP
Bright light in 30 ft radius for 1 hr. Improvised weapon (1d4 fire damage).
Consumable Antidote Vial
Cost: 30 GP
Standard Action. Cures active poisons and grants 1-hr poison immunity.

Training Hall Skill Compendium

🏛️ Hub City Training Hall Fees & Progression

When your character reaches an XP milestone, you must return to the Hub City Training Hall and pay a master trainer to finalize your level advancement.

+1 Raw Attribute Point Fee:
10 GP × Character Level
(e.g. Level 2 = 20 GP | Level 5 = 50 GP)
1 New Skill / Arcana School Fee:
25 GP × Character Level
(e.g. Level 2 = 50 GP | Level 5 = 125 GP)
Tier 1 Foundational Skills (Requires Raw Stat 2–3)
Might 2 / Agi 2Guarded Stance
Action. +1 DR or +2 Defense until next turn; move without triggering Attacks of Opportunity.
Might 2Trip / Knockdown
Replace attack damage to attempt knocking a target Prone.
Agi 2 / Might 2Disarm
On hit, deal 0 damage but force target to drop held weapon.
Might 2Pushing Strike
Deal reduced damage to shove an enemy back 5 feet.
Might 3Second Wind
Once per expedition, recover 1d6 + Might Mod HP during combat.
Agi 3Sneak Attack
Light Weapon. Deal double total damage when target is distracted, flanked, or crowd-controlled.
Agi 3Expeditious Retreat
Enter and leave enemy threatened spaces without provoking Attacks of Opportunity.
Might 3 / Agi 3Active Parry
Reaction. Give up attack action to parry incoming strike (1d20 + Mod vs. 10 + Incoming Damage).
Might 2Force Open / Break
Kick open wooden doors or snap iron chains without tools.
Might 3Feats of Athletics
Advantage on physical checks (scaling cliffs, swimming, leaping chasms).
Agility 2Shadow Step / Stealth
Move silently using light cover or shadows to avoid detection.
Agility 3Lockpicking & Traps
Thieves' Tools. Pick standard locks and disarm mundane physical traps.
Mind 2First Aid
Healer's Kit. Out of combat (10 min). Restores 3 HP + Mind Mod (1/expedition per target).
Mind 2Arcane / Lore
Identify runes, potion effects, monster weaknesses, and forage herbs.
Mind 3Search / Detect
Advantage on checks to spot hidden doors, pressure plates, or secret caches.
Mind 3Concentration
Mandatory check (1d20 + Mind Mod vs 10 + Damage) to keep charging spells when hit.
Mind 3 GatekeeperSpellcraft
Establishes Expedition Spell Pool (Mind Stat x 2) and Arcane Focus attunement.
Mind 3Novice Arcane Schools
Unlocks Tier 1 Novice spells for Fire, Water/Ice, Earth, Wind, Illusion, or Psychic.
Tier 2 Intermediate Mastery Skills (Requires Raw Stat 4–5)
Agility 4Piercing Mastery
Rapier/Dagger. Precision thrusts ignore up to 2 points of target DR.
Agility 4Light Ranged Mastery
Light Ranged. Targeted shots at weak points ignore up to 2 points of target DR.
Agi 4 / Might 3Dual Wielding
Medium/Light Armor. Extra off-hand attack action with a second 1-handed weapon.
Might 4Shield Intercept
Shield. Reaction. Step within 5 ft of an ally to absorb a hit with your shield.
Might 4Threatening Presence
Taunt enemies within 10 ft into targeting you instead of backline allies.
Might 5Heavy Cleave
Medium/Heavy Weapon. Dropping an enemy to 0 HP grants an immediate second strike.
Might 4Intimidation
Leverage physical size or posture to force NPCs to cooperate or surrender.
Might 4Heavy Hauler
Doubles inventory capacity; move full speed while carrying allies or heavy loot.
Agility 4Sleight of Hand
Lift small items, keys, or coin pouches directly from unsuspecting targets.
Agility 4Acrobatics & Cat Fall
Negate fall damage up to 20 ft; advantage on balancing narrow ledges.
Mind 4Persuasion & Bluff
Influence NPCs for better merchant prices, extra info, or lying past guards.
Mind 4Decipher Inscriptions
Translate dead languages, coded messages, and ancient arcane scrolls.
Mind 5Practitioner Arcana
Unlocks Tier 2 Practitioner capabilities for a chosen discipline.
Tier 3 Master / Heroic Skills (Requires Raw Stat 6–7+)
Might 6Armor Sunder / Shatter
Heavy Weapon. On hit, cross off 2 Armor Slots on target armor instead of 1.
Might 6 / Agi 6Weapon Specialization
Select ONE weapon type; grants a second attack action during your turn.
Might 7Iron Fortress
Heavy Armor. Immunity to knockback/prone; absorb 1 hit per expedition with 0 slot loss.
Might 7Devastating Strike
Heavy Weapon. 1/combat: Declare full-power swing; auto-deals max damage & destroys 1 slot.
Might 6Demolition Specialist
Collapse stone arches, breach reinforced masonry, or force open steel vaults.
Agility 6Infiltration Specialist
Pick masterwork/magical locks and disarm high-tier elemental traps.
Mind 6Master Investigator
Instantly deduce complex mechanisms; auto-spot illusions and invisible wards.
Mind 6Field Meditation
1/expedition on overnight rest: recover up to half max Spell Points in the field.
Mind 7Mastery Arcana
Unlocks Tier 3 Mastery capabilities for a chosen discipline.