This chapter covers weapons, armor, and gear available to adventurers.
| Coin | Value | Conversion |
| Copper (cp) | Base | 1 cp |
| Silver (sp) | 10 cp | 1 sp = 10 cp |
| Gold (gp) | 100 cp | 1 gp = 10 sp = 100 cp |
Most prices are listed in gold pieces (gp).
| Property | Effect |
| Finesse | Use Finesse instead of Might for attack and damage |
| Light | Can be used for two-weapon fighting |
| Heavy | Small creatures have disadvantage |
| Two-Handed | Requires both hands to wield |
| Versatile | Can be used one or two-handed (damage in parentheses) |
| Thrown | Can be thrown; use Might for attack |
| Ranged | Ranged weapon; use Finesse for attack |
| Loading | Requires an action to reload after firing |
| Weapon | Damage | Properties | Price |
| Dagger | 1d4 piercing | Finesse, Light, Thrown (20/60) | 2 gp |
| Quarterstaff | 1d6 bludgeoning | Versatile (1d8) | 2 gp |
| Mace | 1d6 bludgeoning | — | 5 gp |
| Javelin | 1d6 piercing | Thrown (30/120) | 1 gp |
| Weapon | Damage | Properties | Price |
| Shortsword | 1d6 piercing | Finesse, Light | 10 gp |
| Longsword | 1d8 slashing | Versatile (1d10) | 15 gp |
| Rapier | 1d8 piercing | Finesse | 25 gp |
| Battleaxe | 1d8 slashing | Versatile (1d10) | 10 gp |
| Warhammer | 1d8 bludgeoning | Versatile (1d10) | 15 gp |
| Greatsword | 2d6 slashing | Heavy, Two-Handed | 50 gp |
| Greataxe | 1d12 slashing | Heavy, Two-Handed | 30 gp |
| Weapon | Damage | Range | Properties | Price |
| Shortbow | 1d6 piercing | 80/320 | Two-Handed | 25 gp |
| Longbow | 1d8 piercing | 150/600 | Heavy, Two-Handed | 50 gp |
| Light Crossbow | 1d8 piercing | 80/320 | Two-Handed, Loading | 25 gp |
| Hand Crossbow | 1d6 piercing | 30/120 | Light, Loading | 75 gp |
Defense = 10 + Armor Bonus + Finesse Modifier (limited by armor type)
Full Finesse modifier applies
| Armor | Defense Bonus | Price |
| Robes | +0 | 1 gp |
| Leather | +1 | 10 gp |
| Studded Leather | +2 | 45 gp |
Finesse modifier capped at +2
| Armor | Defense Bonus | Stealth | Price |
| Hide | +2 | — | 10 gp |
| Chain Shirt | +3 | — | 50 gp |
| Scale Mail | +4 | Disadvantage | 50 gp |
| Breastplate | +4 | — | 400 gp |
| Half Plate | +5 | Disadvantage | 750 gp |
No Finesse modifier; may require minimum Might
| Armor | Defense Bonus | Might Req | Stealth | Price |
| Ring Mail | +4 | — | Disadvantage | 30 gp |
| Chain Mail | +6 | +1 | Disadvantage | 75 gp |
| Splint | +7 | +2 | Disadvantage | 200 gp |
| Plate | +8 | +2 | Disadvantage | 1,500 gp |
| Shield | Defense Bonus | Price |
| Shield | +2 | 10 gp |
| Pack | Contents | Price |
| Explorer’s Pack | Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50 ft rope | 10 gp |
| Dungeoneer’s Pack | Backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days rations, waterskin, 50 ft rope | 12 gp |
| Priest’s Pack | Backpack, blanket, 10 candles, tinderbox, alms box, 2 blocks incense, censer, vestments, 2 days rations, waterskin | 19 gp |
| Item | Price | Weight |
| Backpack | 2 gp | 5 lb |
| Bedroll | 1 gp | 7 lb |
| Rope (50 ft) | 1 gp | 10 lb |
| Torch (10) | 1 cp each | 1 lb |
| Rations (1 day) | 5 sp | 2 lb |
| Waterskin | 2 sp | 5 lb (full) |
| Tinderbox | 5 sp | 1 lb |
| Lantern | 5 gp | 2 lb |
| Oil (flask) | 1 sp | 1 lb |
| Crowbar | 2 gp | 5 lb |
| Grappling Hook | 2 gp | 4 lb |
| Healing Kit | 5 gp | 3 lb |
| Tool | Price | Use |
| Thieves’ Tools | 25 gp | Required for picking locks and disabling traps |
| Artisan’s Tools | 20 gp | Crafting items of that trade |
| Herbalism Kit | 5 gp | Creating potions and antitoxins |
| Musical Instrument | 10-50 gp | Performance and bardic abilities |
| Potion | Effect | Rarity | Price |
| Potion of Healing | Restore 2d4+2 HP | Common | 50 gp |
| Potion of Greater Healing | Restore 4d4+4 HP | Uncommon | 150 gp |
| Potion of Superior Healing | Restore 8d4+8 HP | Rare | 500 gp |
| Potion of Resistance | Resist one damage type for 1 hour | Uncommon | 100 gp |
| Antitoxin | Advantage on poison saves for 1 hour | Common | 50 gp |
Scrolls allow anyone to activate an inscription once. Casting stat is +0 if you lack inscription ability.
| Scroll | Spell Level | Price |
| Scroll of Detect Magic | 1st | 25 gp |
| Scroll of Identify | 1st | 25 gp |
| Scroll of Cure Wounds | 1st | 50 gp |
| Ammunition | Price |
| Arrows (20) | 1 gp |
| Crossbow Bolts (20) | 1 gp |
| Sling Bullets (20) | 4 cp |
Magic items are rated by rarity:
| Rarity | Price Multiplier | Attunement |
| Common | ×1 | Rarely |
| Uncommon | ×10 | Sometimes |
| Rare | ×100 | Often |
| Very Rare | ×1,000 | Usually |
| Legendary | ×10,000 | Always |
Attunement: Some magic items require attunement. You can attune to up to 3 items. Attuning takes a short rest spent focusing on the item.
| Item | Rarity | Effect | Price |
| +1 Weapon | Uncommon | +1 to attack and damage | 300 gp |
| +2 Weapon | Rare | +2 to attack and damage | 3,000 gp |
| Flametongue | Rare | +2d6 fire damage when ignited (attunement) | 1,000 gp |
| Item | Rarity | Effect | Price |
| +1 Armor | Uncommon | +1 Defense beyond base armor | 500 gp |
| Ring of Protection | Rare | +1 Defense (attunement) | 500 gp |
| Cloak of Protection | Uncommon | +1 Defense (attunement) | 300 gp |
| Item | Rarity | Effect | Price |
| Boots of Elvenkind | Uncommon | Advantage on Stealth checks | 250 gp |
| Gauntlets of Ogre Power | Uncommon | Might becomes +4 (attunement) | 400 gp |
| Amulet of Vitality | Rare | +2 to maximum HP per level (attunement) | 800 gp |
| Bag of Holding | Rare | Extradimensional storage | 500 gp |
Carrying Capacity: (5 + Might) × 20 pounds
If carrying more than capacity:
- Speed reduced by 10 feet
- Disadvantage on physical checks
Used equipment sells for half its listed price. Magic items may sell for more in the right market.