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Equipment

This chapter covers weapons, armor, and gear available to adventurers.

Currency

CoinValueConversion
Copper (cp)Base1 cp
Silver (sp)10 cp1 sp = 10 cp
Gold (gp)100 cp1 gp = 10 sp = 100 cp

Most prices are listed in gold pieces (gp).

Weapons

Weapon Properties

PropertyEffect
FinesseUse Finesse instead of Might for attack and damage
LightCan be used for two-weapon fighting
HeavySmall creatures have disadvantage
Two-HandedRequires both hands to wield
VersatileCan be used one or two-handed (damage in parentheses)
ThrownCan be thrown; use Might for attack
RangedRanged weapon; use Finesse for attack
LoadingRequires an action to reload after firing

Simple Melee Weapons

WeaponDamagePropertiesPrice
Dagger1d4 piercingFinesse, Light, Thrown (20/60)2 gp
Quarterstaff1d6 bludgeoningVersatile (1d8)2 gp
Mace1d6 bludgeoning5 gp
Javelin1d6 piercingThrown (30/120)1 gp

Martial Melee Weapons

WeaponDamagePropertiesPrice
Shortsword1d6 piercingFinesse, Light10 gp
Longsword1d8 slashingVersatile (1d10)15 gp
Rapier1d8 piercingFinesse25 gp
Battleaxe1d8 slashingVersatile (1d10)10 gp
Warhammer1d8 bludgeoningVersatile (1d10)15 gp
Greatsword2d6 slashingHeavy, Two-Handed50 gp
Greataxe1d12 slashingHeavy, Two-Handed30 gp

Ranged Weapons

WeaponDamageRangePropertiesPrice
Shortbow1d6 piercing80/320Two-Handed25 gp
Longbow1d8 piercing150/600Heavy, Two-Handed50 gp
Light Crossbow1d8 piercing80/320Two-Handed, Loading25 gp
Hand Crossbow1d6 piercing30/120Light, Loading75 gp

Armor

Armor Class Calculation

Defense = 10 + Armor Bonus + Finesse Modifier (limited by armor type)

Light Armor

Full Finesse modifier applies

ArmorDefense BonusPrice
Robes+01 gp
Leather+110 gp
Studded Leather+245 gp

Medium Armor

Finesse modifier capped at +2

ArmorDefense BonusStealthPrice
Hide+210 gp
Chain Shirt+350 gp
Scale Mail+4Disadvantage50 gp
Breastplate+4400 gp
Half Plate+5Disadvantage750 gp

Heavy Armor

No Finesse modifier; may require minimum Might

ArmorDefense BonusMight ReqStealthPrice
Ring Mail+4Disadvantage30 gp
Chain Mail+6+1Disadvantage75 gp
Splint+7+2Disadvantage200 gp
Plate+8+2Disadvantage1,500 gp

Shields

ShieldDefense BonusPrice
Shield+210 gp

Adventuring Gear

Packs

PackContentsPrice
Explorer’s PackBackpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50 ft rope10 gp
Dungeoneer’s PackBackpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days rations, waterskin, 50 ft rope12 gp
Priest’s PackBackpack, blanket, 10 candles, tinderbox, alms box, 2 blocks incense, censer, vestments, 2 days rations, waterskin19 gp

Common Items

ItemPriceWeight
Backpack2 gp5 lb
Bedroll1 gp7 lb
Rope (50 ft)1 gp10 lb
Torch (10)1 cp each1 lb
Rations (1 day)5 sp2 lb
Waterskin2 sp5 lb (full)
Tinderbox5 sp1 lb
Lantern5 gp2 lb
Oil (flask)1 sp1 lb
Crowbar2 gp5 lb
Grappling Hook2 gp4 lb
Healing Kit5 gp3 lb

Tools

ToolPriceUse
Thieves’ Tools25 gpRequired for picking locks and disabling traps
Artisan’s Tools20 gpCrafting items of that trade
Herbalism Kit5 gpCreating potions and antitoxins
Musical Instrument10-50 gpPerformance and bardic abilities

Consumables

Potions

PotionEffectRarityPrice
Potion of HealingRestore 2d4+2 HPCommon50 gp
Potion of Greater HealingRestore 4d4+4 HPUncommon150 gp
Potion of Superior HealingRestore 8d4+8 HPRare500 gp
Potion of ResistanceResist one damage type for 1 hourUncommon100 gp
AntitoxinAdvantage on poison saves for 1 hourCommon50 gp

Scrolls

Scrolls allow anyone to activate an inscription once. Casting stat is +0 if you lack inscription ability.

ScrollSpell LevelPrice
Scroll of Detect Magic1st25 gp
Scroll of Identify1st25 gp
Scroll of Cure Wounds1st50 gp

Ammunition

AmmunitionPrice
Arrows (20)1 gp
Crossbow Bolts (20)1 gp
Sling Bullets (20)4 cp

Magic Items

Magic items are rated by rarity:

RarityPrice MultiplierAttunement
Common×1Rarely
Uncommon×10Sometimes
Rare×100Often
Very Rare×1,000Usually
Legendary×10,000Always

Attunement: Some magic items require attunement. You can attune to up to 3 items. Attuning takes a short rest spent focusing on the item.

Sample Magic Items

Weapons

ItemRarityEffectPrice
+1 WeaponUncommon+1 to attack and damage300 gp
+2 WeaponRare+2 to attack and damage3,000 gp
FlametongueRare+2d6 fire damage when ignited (attunement)1,000 gp

Armor & Protection

ItemRarityEffectPrice
+1 ArmorUncommon+1 Defense beyond base armor500 gp
Ring of ProtectionRare+1 Defense (attunement)500 gp
Cloak of ProtectionUncommon+1 Defense (attunement)300 gp

Wondrous Items

ItemRarityEffectPrice
Boots of ElvenkindUncommonAdvantage on Stealth checks250 gp
Gauntlets of Ogre PowerUncommonMight becomes +4 (attunement)400 gp
Amulet of VitalityRare+2 to maximum HP per level (attunement)800 gp
Bag of HoldingRareExtradimensional storage500 gp

Encumbrance

Carrying Capacity: (5 + Might) × 20 pounds

If carrying more than capacity:

  • Speed reduced by 10 feet
  • Disadvantage on physical checks

Selling Equipment

Used equipment sells for half its listed price. Magic items may sell for more in the right market.