Weapons

Basic Weapons

Weapons vary dramatically between Final Fantasy games, depending on what setting they’re set in. Some are pure medieval settings where gunpowder has never been invented. Some are purely scifi settings where everyone would look at you strangely if you used a bow and all the swords are transformable and have guns integrated with them. There is one thing you can be certain of, though… there will be swords. Every single FF game has a mix of melee and ranged combat. As such, the weapon stats here are the mechanical bones of the item, that you wrap the skin of the world around. Cloud’s Buster Sword and Sephiroth’s Masamune are mechanically identical at their core – they’re just 2-handed swords (though magic weapons can grant different effects). Wakka’s blitzball and Yuna’s pistols are both light ranged weapons. Barrett’s machine gun and Balthier’s rifle are both heavy ranged weapons.

One-Handed Melee Weapons
Sword 1d8
Hammer 1d6+1
Axe 1d10-1
Spear 1d8
Two-Handed Melee Weapons
Sword 1d10
Hammer 1d8+1
Axe 1d12-1
Spear 1d10 Reach 2
Dual Weapons
Knife 1d4+1
Staff 1d6

Staves often have enchantments on them relating to magic.

Ranged Weapons
Light 1d6 Range 10
Heavy 1d8 Range 15

The difference between light and heavy ranged weapons depends on the setting. In some settings, bows are light and guns are heavy. In other settings, bows are light and crossbows are heavy. In others, pistols are light and rifles are heavy. No matter what form they take, the rules for ranged weapons remain the same: they always require two hands to use. Pistols always come paired. Blitzballs require two hands to throw and catch properly. Machine gun arms require a second hand to steady them. Don’t worry about ammunition… Final Fantasy characters never seem to either.

Sword, Hammer, Axe, or Spear Enchantments

Flametongue
Level 2
This weapon deals fire damage instead of weapon damage.

Icebrand
Level 2
This weapon deals ice damage instead of weapon damage.

Knife Enchantments

Air Knife
Level 2
This weapon deals wind damage instead of weapon damage.

Cat Claws
Level 3
Counts as either an unarmed strike or knife. Grants a +1 damage bonus to basic strikes.

Staff Enchantments

Sage’s Staff
Level 1
You may use MAtk instead of PAtk when you make basic strikes.

Flame Rod
Level 2
Divide the MP cost of Fire, Fira, and Firaga spells you cast by 2.

Ice Rod
Level 2
Divide the MP cost of Blizzard, Blizzara, and Blizzaga spells you cast by 2.

Thunder Rod
Level 2
Divide the MP cost of Thunder, Thundara, and Thundaga spells you cast by 2.

Snake Staff
Level 4
Divide the MP cost of Bio, Drain, and Expose spells you cast by 2.

Stardust Staff
Level 4
Divide the MP cost of Slow, Slowga, Stop, and Stopga spells you cast by 2.

Heretic Staff
Level 3
Divide the MP cost of Curse, Silence, and Blind spells you cast by 2.

Cheer Staff
Level 4
Add 1/2 your level rounded down to the HP recovered of any Cure, Cura, or Curaga spells you cast.

Forbidden Staff
Level 8
Property: Divide the MP cost of Death and Doom spells you cast by 2.

Unique Weapons

Gae Bolg (2-h Spear)
Level 7
Deals lightning damage instead of weapon damage. On a critical hit, targets are immobilized (save ends).

Excalibur (1-h Sword)
Level 7
Deals holy damage instead of weapon damage. Grants resist 5 dark.

Mjolnir (1-h Hammer)
Level 8
Deals lightning damage instead of weapon damage. On a critical hit, targets are stunned until the end of their next turn. May be thrown up to range 10 as a basic strike, and returns to your hand after the attack.

Nirvana (Staff)
Level 7
All spell you cast that deal damage deal holy damage in addition to their other types.

Save the Queen (2-h Sword)
Level 8
Grants a +1 shield bonus to AC and Ref. Grants resist 5 all when using Cover.

Weapons

Final Fantasy d20 PeterLaCara