An adventurer is only as strong as their skill, preparation, and the tools they wield. In the heat of combat, a suit of well-forged armor or a masterfully crafted blade can mean the difference between victory and death. In skill encounters, the right tools can turn an impossible task into a triumphant success. Beyond the battlefield, true power is forged in moments of preparation; brewing potent elixirs, training formidable beasts, or imbuing weapons with monstrous essence. Whether through craftsmanship, training, or strategic downtime, mastery is earned long before the fight begins.
This chapter equips you with the knowledge to master every form of weapon, armor, and tool at your disposal. It also serves as a guide to the many uses of crafting, resourcefulness, and downtime; whether forging new gear, refining your skills, or unlocking hidden potential beyond the battlefield.
Item Lists
You'll find a wide array of equipment, items, and armaments in the Realms Codex. Each entry provides essential details such as rarity, cost, descriptions, and other key attributes, serving as a quick reference guide for both players and Realm Masters when purchasing, crafting, or utilizing items in-game.
In true Realms fashion, you have the freedom to create custom equipment that aligns with your Character’s vision or modify existing armaments to better suit their needs. All of this can be done using the various Creators available on RealmsRoleplayGame.com.
Currency
Realms features a variety of currencies that can be tailored to fit the genre and setting of your world. In the base fantasy setting, gold is the standard, but other forms, such as silver, copper, or doubloons, may be used at the Realm Master's discretion. Regardless of type, currency is generally universal and recognized across most realms for trade and commerce.
Whenever a Realms resource refers to the cost of an item, it uses the term "currency" as a flexible placeholder. This represents whatever form of wealth best suits the setting while maintaining consistent relative value across resources.
Rarity
The rarity of an item represents more than just how difficult it is to find; it also reflects its value, power, and significance within the world.
Common (0-99 Currency). Readily available items found in most settlements, including basic tools, weapons, and everyday goods.
These items are usually used by Characters from levels 1-4.
Uncommon (100-499 Currency). Slightly harder to come by, often requiring trade or specialized vendors. These items may have minor enhancements or unique properties.
These items are usually used by Characters from levels 5-9.
Rare (500-1,499 Currency). Coveted items that require effort to obtain, often crafted by skilled artisans or found in dangerous locations.
These items are usually used by Characters from levels 10-14.
Epic (1,500-9,999 Currency). Powerful and valuable items, typically requiring rare materials or extraordinary craftsmanship. Often limited to seasoned adventurers or the wealthy.
These items are usually used by Characters from levels 15-19.
Legendary (10,000-49,999 Currency). Items of immense power and rarity, usually tied to history, great deeds, or masterful craftsmanship. These are often unique or have special lore.
These items are usually used by Characters from levels 20-24.
Mythic (50,000-99,999 Currency). Almost mythical in nature, these items are nearly unattainable through conventional means. Often requires grand quests, divine intervention, or legendary craftsmanship.
These items are usually used by Characters from levels 25-29.
Ascended (100,000+ Currency). The pinnacle of artifacts, relics, or creations beyond mortal craftsmanship. These items are the stuff of legends, often tied to gods, ancient civilizations, or reality-defining forces.
These items are usually used by Characters from levels 30+.
Armaments
Armaments refer to the different equipment you will use to achieve success in battle, specifically weapons and armor. Armaments can take many forms and flavors as guided by your creativity and imagination. For a Martial Character, Armaments are essential for having basic combat prowess, which is why it’s encouraged that you design your own weapons and armor as discussed later in this chapter, but first, the definitions!
Armament Proficiencies
Proficiency with weapons, armor, shields, or unarmed attacks represents your Character’s ability to effectively wield or wear these items. Being proficient allows you to fully benefit from their Features without penalties. Gaining proficiency requires spending Training Points (TP) equal to the TP cost of each specific property an armament has.
Proficiency is not just about using a weapon or wearing armor; it also applies to utilizing special Features, like a weapon’s wide swing or finesse, without penalty. If you use an item without proficiency, you suffer penalties based on the item’s TP cost.
Weapon Proficiency
To gain weapon proficiency, you must spend Training Points (TP) to become proficient with each of the weapon’s properties and its damage type.
Proficient. If you are proficient with a weapon’s properties and damage, you can wield it as normal, as outlined in Chapter 2: Encounters - Combat. This means you add your full Attack Bonus to both attack and damage rolls.
Unproficient with Weapon Properties. If you wield a weapon without full proficiency in one or more of its properties, you suffer a penalty to attack and damage rolls equal to the TP cost required to gain proficiency with those properties. Additionally, any properties (e.g., Wide Swing, Finesse) with which you are not proficient cannot be used.
Damage Proficiency. Each weapon has a damage type (bludgeoning, piercing, slashing) and a damage amount (e.g., 1d8, 1d12, 2d8). These are collectively referred to as “damage.” When you gain proficiency with a damage type, you become proficient with both the type and amount (e.g., 1d8 bludgeoning, 1d12 piercing, 2d8 slashing).
You can be partially proficient with a weapon’s damage if your proficiency matches the type but not the amount. For example, if you are proficient with 1d8 slashing damage but wield a 1d12 slashing weapon, you are partially proficient.
Unproficient with Weapon Damage. If you lack proficiency with a weapon’s damage type (e.g., wielding a slashing weapon without slashing damage proficiency), you treat the weapon as an improvised weapon while still dealing its damage type. You can still use the weapon’s properties if you are proficient with them.
Partially Proficient with Weapon Damage. If you are partially proficient with a weapon’s damage, such as having 1d8 slashing proficiency while wielding a 1d12 slashing weapon, you can only deal damage up to the amount for which you have proficiency (in this case, 1d8 slashing). If your proficiency exceeds the weapon’s damage (e.g., having 1d12 piercing proficiency while wielding a 1d10 piercing weapon), you deal the weapon’s full damage (in this case, 1d10 piercing).
| Write This Down... Take note on your Character sheet of each property and damage type and amount that you gain proficiency with by notating the individual TP cost of those things in your “Armament Proficiencies” list. |
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Ability Requirements. Some weapons have Ability requirements, such as Strength 2 or Agility 1. You must meet or exceed the specified Ability to wield the weapon without penalty. If you do not meet the requirement, you may still wield the weapon, but you suffer a penalty to attack and damage rolls equal to twice the amount by which you fall short. For example, wielding a Strength 3 weapon with only Strength 2 results in a -2 penalty to all attack and damage rolls.
Unarmed Prowess
A Character’s Unarmed Prowess reflects their ability to use their body offensively, such as fists, elbows, headbutts, and bodyslams. At level 1, Characters can use Unarmed Prowess without proficiency, dealing half their Strength or Agility in damage and adding one-half the relevant Ability to attack rolls. You add double the relevant Ability instead if it is negative.
Gaining Proficiency. Spending 10 TP grants the base Unarmed Prowess proficiency, which can be recorded in the Character’s armament proficiencies. Proficiency with Unarmed Prowess allows you to add the full Attack Bonus equal to Strength or Agility plus Martial Proficiency. Every 4th level, you may spend 6 TP to increase your Unarmed Prowess damage proficiency by 1d2.
Unarmed Prowess Progression Table
| Level | Damage |
|---|---|
| 1 | Ability |
| 4 | 1d2 + Ability |
| 8 | 1d4 + Ability |
| 12 | 1d6 + Ability |
| 16 | 1d8 + Ability |
| 20 | 1d10 + Ability |
Natural Weapons. Claws, horns, spiked tails, and fangs are examples of natural weapons. Natural weapons are simply weapons flavored as being part of the creature itself. Creatures with natural weapons must still spend the relevant TP to gain proficiency with their weapons’ properties. The key differences are ruled by flavor, such as the inability to be disarmed.
Armor
To gain armor proficiency, you must spend TP to become proficient with each of the armor’s properties and its damage reduction.
Proficient. If you are proficient with an armor’s properties and damage reduction, you benefit fully from it, as outlined in Chapter 2: Encounters - Combat. This includes applying full damage reduction and critical range increase and avoiding penalties to Ability rolls.
Unproficient. If you wear armor without full proficiency in one or more of its properties, you suffer a penalty to all attack rolls and physical Agility- and Strength-based D20 rolls, Scores, and Defenses equal to half the TP cost required for proficiency. Additionally, you must spend 1 extra Action Point to use any Powers or Techniques while unproficient. Agility- and Strength-based d20 rolls, Scores, and Defenses include Actions such as Evasion, Reflex, Athletics, and Might.
Ability Requirements. Some Armors have Ability requirements, such as Strength 2 or Vitality 1. You must meet or exceed the specified Ability to wear the armor without penalty. If you do not meet the requirement, you may still wear the armor, but you suffer a penalty to all attack rolls and physical Agility- and Strength-based D20 rolls, Scores, and Defenses equal to twice the amount you fall short. For example, wearing a Strength 3 armor with only Strength 2 results in a -2 penalty to all attack rolls and physical Agility- and Strength-based D20 rolls, Scores, and Defenses.
Shields
To gain proficiency with shields, you must spend TP equal to the TP cost of each of the shield’s properties and its damage reduction.
Proficient. Using a shield with proficiency allows you to make the Defend reaction to reduce damage from an attack. This involves rolling a Strength attack roll with your Strength and Martial Proficiency as the Attack Bonus. If your roll meets or exceeds the target attack roll, you reduce the damage by the shield’s damage reduction die result.
Unproficient. If you wield a shield without full proficiency in one or more of its properties or its damage reduction die, you suffer a penalty to Defend attack and damage reduction rolls equal to the half TP cost required for proficiency. Additionally, any properties (e.g., Base, Tower) with which you are not proficient cannot be used.
Ability Requirements. Some shields have Ability requirements, such as Strength 2 or Vitality 1. You must meet or exceed the specified Ability to wield the shield without penalty. If you do not meet the requirement, you may still wield the weapon, but you suffer a penalty to attack and damage rolls equal to twice the amount by which you fall short. For example, wielding a Strength 3 weapon with only Strength 2 results in a -2 penalty to all attack and damage reduction rolls.
Creating Armaments
A highly rewarding aspect of the game is crafting custom Armaments for your Character, whether it be a sleek dagger, a recurve bow, or wolf-skin armor. Simply conceptualizing an Armament costs nothing; your Character only takes action when they choose to purchase or gain proficiency with it. Creating and crafting are distinct: creating refers to designing potential Armaments out of game, while crafting is the actual in-game process of making them. Additionally, some items may be available for purchase if the RM determines they are common enough to acquire.
Armament Creator. Using the digital tool on the RealmsRoleplayGame website, you can design custom weapons, armor, and shields. Items with a rarity of common, regardless of complexity, can be forged or purchased for the price outlined during creation from most merchants who deal in such Armaments. However, availability and pricing may vary depending on the Realm Master’s rulings, especially for uncommon or rarer items.
Considerations for Armament Creation. The following are some simple rules to guide the creation of Weapons, Armor, and Shields:
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Ability Requirements. When choosing to add an Ability requirement to an Armament, consider why it would make sense for the armament to require it. No Armament should have requirements of more than one Ability. Some Abilities make less sense for common Armaments and require that your RM approves of their utility and flavor.
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Weapon Damage. No damage dice are added to a weapon by default, but you should always add damage dice. If you choose not to add damage dice, the weapon also cannot add any Attack Bonus to damage when hitting a creature, and thus can only be utilized for its other properties.
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Consider Flavor. The weapon creation experience is meant to give you the freedom to be unrestrained by a set list of weapons and armaments, but you should also consider what makes sense for your character, the world, and the weapon itself. For example, a bow with a strength requirement may be able to knock a hit enemy backward, but a sleep rapier may not.
Other Equipment
Equipment refers to any physical item a Character can wear, wield, or utilize; typically something that can be carried in their inventory, bags, or other storage. This encompasses a wide range of items, from armaments and wands to firearms, potions, and more.
Enhanced Equipment
As you adventure, you’ll encounter or create unique items and equipment with enhancements that empower your Character and complement your build. Enhanced Equipment goes beyond the mundane, often imbued with supernatural properties, crafted with genius, or formed from raw power. Utilizing Enhanced Equipment is as simple as adorning your Character and experimenting with the item to understand its abilities.
Equipment Slots
Characters can only wear and reasonably utilize a limited amount of equipment, which is why they have nine equipment slots, in addition to two held-item or hand slots, each assigned to a specific type of gear. Below, you’ll find each type of equipment slot. Each slot represents only one item, unless otherwise specified:
Headgear & Hats. Items worn on the head, potentially extending to the lower neck. This can include masks but not eyewear. When enhanced, this equipment often holds powers affecting the mind.
Eyewear. Items that enhance vision, such as goggles, glasses, monocles, or visors. When enhanced, this equipment often holds powers related to acuity and sight.
Neckwear & Necklaces. Items worn around the low neck or extending to the mid-chest, including jewelry, chokers, scarves, and other neckwear. Enhanced versions of this equipment can hold a variety of powers, though often in a weaker or more specific form.
Cloaks & Capes. Flowing garments worn over the shoulders and back, sometimes with hoods. When enhanced, these items often grant powers related to movement, concealment, or protection.
Clothes. Garments worn on the torso and/or legs, including robes, tunics, jackets, and other outfits. These cannot be worn in addition to armor. When enhanced, this equipment can provide a range of powerful effects.
Armor. Leather, padded, metal, ring, or other material of armor taking up the outer layer of worn gear usually covering the torso, abdomen, and arms.
Gloves & Gauntlets. Worn on the hands, these range from delicate gloves to reinforced gauntlets. Enhanced versions of this equipment often provide versatile utility, frequently tied to enhancing actions taken with the hands.
Rings/Jewelry (2x Allowed). Rings, earrings, piercings, and other small accessories. While their size limits their power, they can hold a broad range of effects, offering nearly limitless versatility when enhanced.
Boots & Footwear. Items made of metal, leather, or cloth, covering the feet and sometimes the lower legs. Enhanced footwear often affects movement, defense, and stability.
Held Items (2x Slots). Weapons, shields, staff, wands, trinkets, utilities, and other useful items that can be held in one or both hands and are usable only while held.
A Character can wear all of this equipment, enhanced or not, at the same time, benefiting from each item's effects. However, it’s up to flavor and personal preference to decide if two pieces of equipment can’t be worn together, such as a hooded cloak and a top hat..
Multiple Equipment Slots
Some enhanced equipment contains a greater amount of power and potential, requiring more than one equipment slot. For example, a Character might find a metal helm that fully covers the head and extends below the lower neck, occupying both the headwear and neckwear slots but providing a powerful buff.
Consumable Equipment & Items
Outside of wearable enhanced equipment, there are many types of consumable items such as Energy and Health potions, traps, nets, poisons, power-infused scrolls, and so on. Characters can use and carry as many of these items as they wish, provided their Character has the strength and space to do so. Using items of this nature typically takes a basic action, but plenty of exceptions exist and will be specified by the item used.
The flavor of consumable items is virtually limitless - here are some examples:
Potions. Small containers filled with consumable liquid that grant benefits.
Poisons. Dangerous substances are created with the intent to harm, which may be inhaled, ingested, spread through wounds (perhaps coating a weapon), or even by contact.
Brews. More versatile than potions, brews can be used to affect an area of creatures, and do not require ingestion. They are often thrown and activated upon breaking.
Coatings. A type of bew often put on weapons or armor coating them, and granting them a temporary effect.
Power Stores. Orbs, scrolls, books, trinkets, or more, containing single-use powers ready to be used or learned.
Medical Items. Bandages, gauze, sutures, splints, and so on, used to heal and help the injured recover.
Enhanced Ammo. Fire arrows, acid darts, poison sling stones, fired from weapons or thrown with greater power than mundane ammo.
Items such as these can be crafted, bought, or discovered by you during your adventures, and can prove quite useful as quick solutions. Often consumable items and equipment are much more potent than their non-consumable counterparts - at the cost of only being able to be used once.