Final Fantasy d20
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
Two-Handed Melee Weapons
Staves often have enchantments on them relating to magic.
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
This weapon deals fire damage instead of weapon damage.
This weapon deals ice damage instead of weapon damage.
This weapon deals wind damage instead of weapon damage.
Counts as either an unarmed strike or knife. Grants a +1 damage bonus to basic strikes.
You may use MAtk instead of PAtk when you make basic strikes.
Divide the MP cost of Fire, Fira, and Firaga spells you cast by 2.
Divide the MP cost of Blizzard, Blizzara, and Blizzaga spells you cast by 2.
Divide the MP cost of Thunder, Thundara, and Thundaga spells you cast by 2.
Divide the MP cost of Bio, Drain, and Expose spells you cast by 2.
Divide the MP cost of Slow, Slowga, Stop, and Stopga spells you cast by 2.
Divide the MP cost of Curse, Silence, and Blind spells you cast by 2.
Add 1/2 your level rounded down to the HP recovered of any Cure, Cura, or Curaga spells you cast.
Property: Divide the MP cost of Death and Doom spells you cast by 2.
Gae Bolg (2-h Spear)
Deals lightning damage instead of weapon damage. On a critical hit, targets are immobilized (save ends).
Excalibur (1-h Sword)
Deals holy damage instead of weapon damage. Grants resist 5 dark.
Mjolnir (1-h Hammer)
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.
All spell you cast that deal damage deal holy damage in addition to their other types.
Save the Queen (2-h Sword)
Grants a +1 shield bonus to AC and Ref. Grants resist 5 all when using Cover.