Wheel of Time Rules Manual

Weapon Craft / Overview

Weapon Craft

Weapon Craft

Fighting style trees anyone may take — build stacks, spend them, and stay mobile or brutal as the craft demands.

Access Anyone (DM permitting)
Order Any ability order
Limit Stacks ≤ Physicality
Hybrid Cost +1 Talent / Extra Style
Next Armscraft
Crafts
Armscraft Blademaster Bowcraft Channeling Knifecraft Spearcraft

Anyone may take any Fighting Style, provided there is not an RP or DM-enforced reason otherwise. Like the Class trees, you may choose abilities from the Fighting Style Trees in any order, as long as you have met the prerequisite number of points in the craft. Channeling has its own rules — attributes, disciplines, and weaves instead of craft stacks.

Each fighting style grants stacks based on a thematic combat mechanic, and becomes more effective the more stacks it builds. To prevent balance issues with endless stacking in a long fight, each player has a limit on how many stacks of their fighting style's bonus they can have at once — established by how far they have spent in the Physicality tree.

General Rules

Stacks build. Spend them as a free action for an immediate benefit.

  • Spending stacks is a free action that removes the stack(s) and immediately grants the benefit purchased (an additional action, bonus, etc.). Players who learn to build stacks quickly maximize combat effectiveness.
  • Intermediate abilities typically require at least 2 points spent in the weaponcraft tree; Advanced typically require 4 points (check each craft page).
  • Level 2 upgrades of a level 1 ability usually require the level 1 ability as a prerequisite.

Stack Summary

Quick reference — open each craft for full burns, passives, and abilities.

Hybrid Fighting

Extra styles cost a Talent Point — jack of all trades, master of none.

If a player wants to use more than one fighting style, they must spend a Talent Point for every additional style past the first. Narratively, that Talent Point represents the extra work to pick up a different skill set. Mechanically, it is a balance penalty for the benefit of multiple styles.

Generally, declare which fighting style you want to use at the start of your turn. That style stays active until the start of your next turn, when you may keep it or switch. You only gain stacks from the rules of your active weapon craft. You may only spend physicality or counters on abilities for the active craft. Counters earned from a weapon craft are retained when switching, but may only be spent on abilities available to the active craft.

  • Hybrid Fighting

    0 / 1 Counter Passive Ability

    At the start of your turn, you may declare which weapon craft you will use and benefit from until the start of your next turn, without burning an ability counter. You may optionally burn 1 ability counter to switch to another weapon craft before your next turn. The only exception is switching to or from Channeling — you may not “translate” any buffs to or from Channeling. You may pay to switch active styles as many times per turn as you wish, if you have the counters.

Craft Pages

Open a craft for full ability lists.

Wheel of Time RPG · Weapon craft overview Rules manual