Daggerheart Virtual Tabletop

Equipment Catalog

Browse the stock gear available to adventurers, including martial standbys, arcane upgrades, and defensive armor. Data is sourced directly from the official daggerheart_equipment.json instructions so the roster stays in sync with the published material. Pair these entries with the Vitality & Damage reference to see how armor thresholds and slots convert into table-ready survivability.

Primary Weapons

The go-to armaments for most heroes, arranged by the trait they favor and the burden they impose.

NameTraitRangeDamageBurdenFeature
BroadswordAgilityMeleed8 phyOne-HandedReliable: +1 to attack rolls
LongswordAgilityMeleed8+3 phyTwo-Handed
BattleaxeStrengthMeleed10+3 phyTwo-Handed
GreatswordStrengthMeleed10+3 phyTwo-HandedMassive: −1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.
MaceStrengthMeleed8+1 phyOne-Handed
WarhammerStrengthMeleed12+3 phyTwo-HandedHeavy: −1 to Evasion
DaggerFinesseMeleed8+1 phyOne-Handed
QuarterstaffInstinctMeleed10+3 phyTwo-Handed
CutlassPresenceMeleed8+1 phyOne-Handed
RapierPresenceMeleed8 phyOne-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
HalberdStrengthVery Closed10+2 phyTwo-HandedCumbersome: −1 to Finesse
SpearFinesseVery Closed10+2 phyTwo-HandedCumbersome: −1 to Finesse
ShortbowAgilityFard6+3 phyTwo-Handed
CrossbowFinesseFard6+1 phyOne-Handed
LongbowAgilityVery Fard8+3 phyTwo-HandedCumbersome: −1 to Finesse

Magical Weapons

Enchanted implements expand combat options with spell-like effects and empowered damage.

NameTraitRangeDamageBurdenFeature
Arcane GauntletsStrengthMeleed10+3 magTwo-Handed
Hallowed AxeStrengthMeleed8+1 magOne-Handed
Glowing RingsAgilityVery Closed10+1 magTwo-Handed
Hand RunesInstinctVery Closed10 magOne-Handed
Returning BladeFinesseClosed8 magOne-HandedReturning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.
ShortstaffInstinctClosed8+1 magOne-Handed
DualstaffInstinctFard6+3 magTwo-Handed
ScepterPresenceFard6 magTwo-HandedVersatile: This weapon can also be used with these statistics—Presence, Melee, d8.
WandKnowledgeFard6+1 magOne-Handed
GreatstaffKnowledgeVery Fard6 magTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.

Secondary Weapons

Sidearms, shields, and specialty gear that reinforce a hero's primary fighting style.

NameTraitRangeDamageBurdenFeature
ShortswordAgilityMeleed8 phyOne-HandedPaired: +2 to primary weapon damage to targets within Melee range
Round ShieldStrengthMeleed4 phyOne-HandedProtective: +1 to Armor Score
Tower ShieldStrengthMeleed6 phyOne-HandedBarrier: +2 to Armor Score; −1 to Evasion
Small DaggerFinesseMeleed8 phyOne-HandedPaired: +2 to primary weapon damage to targets within Melee range
WhipPresenceVery Closed6 phyOne-HandedStartling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range.
GrapplerFinesseClosed6 phyOne-HandedHooked: On a successful attack, you can pull the target into Melee range.
Hand CrossbowFinesseFard6+1 phyOne-Handed

Armor

Armor thresholds listed here are base Minor / Major values—add your level when comparing damage. The Armor Score shows how many slots you can mark to step severity down during play.

Quick reminder: Marking one armor slot reduces severity by a single step. Once all slots are spent, you still check thresholds but can't mitigate damage until the armor is repaired or refreshed after a long rest.
NameTypeThresholdsArmor ScoreFeature
GambesonArmor5 / 113Flexible: +1 to Evasion
Leather ArmorArmor6 / 133
Chainmail ArmorArmor7 / 154Heavy: −1 to Evasion
Full Plate ArmorArmor8 / 174Very Heavy: −2 to Evasion; −1 to Agility