Armour and Weapons
Armour
Armour | AC | Cost | Weight | Time |
---|---|---|---|---|
Shields | ||||
Small Shield | +1
Stealth = No effect |
10 gp | 6 lb
STR 8 |
Don = 0 min
Doff = 0 min |
Large Shield | +2
Stealth = No effect |
20 gp | 12 lb
STR 8 |
Don = 0 min
Doff = 0 min |
Light Armor | ||||
Padded | 11 + DEX mod
Stealth = Disadvantage |
8 gp | 8 lb
STR 4 |
Don = 1 min
Doff = 1 min |
Leather | 11 + DEX mod
Stealth = No effect |
10 gp | 10 lb
STR 4 |
Don = 1 min
Doff = 1 min |
Studded Leather | 12 + DEX mod
Stealth = No effect |
45 gp | 13 lb
STR 6 |
Don = 1 min
Doff = 1 min |
Medium Armor | ||||
Hide | 12 + DEX mod (max +2)
Stealth = No effect |
10 gp | 12 lb
STR 6 |
Don = 5 min
Doff = 1 min |
Chain Shirt | 13 + DEX mod (max +2)
Stealth = No effect |
50 gp | 20 lb
STR 8 |
Don = 2 min
Doff = 1 min |
Scale Mail | 14 + DEX mod (max +2)
Stealth = Disadvantage |
50 gp | 45 lb
STR 10 |
Don = 5 min
Doff = 1 min |
Breastplate | 14 + DEX mod (max +2)
Stealth = No effect |
400 gp | 20 lb
STR 8 |
Don = 3 min
Doff = 1 min |
Half Plate | 15 + DEX mod (max +2)
Stealth = Disadvantage |
7500 gp | 40 lb
STR 10 |
Don = 5 min
Doff = 1 min |
Heavy Armor | ||||
Ring Mail | 14
Stealth = Disadvantage |
30 gp | 40 lb
STR 10 |
Don = 10 min
Doff = 5 min |
Chain Mail | 16
Stealth = Disadvantage |
75 gp | 55 lb
STR 13 |
Don = 10 min
Doff = 5 min |
Splint | 17
Stealth = Disadvantage |
200 gp | 60 lb
STR 15 |
Don = 10 min
Doff = 5 min |
Plate | 18
Stealth = Disadvantage |
1500 gp | 65 lb
STR 15 |
Don = 10 min
Doff = 5 min |
Weapons
Weapon | Damage / Properties | Cost | Range | Weight |
---|---|---|---|---|
Simple Melee | ||||
Unarmed strike | 1 bludgeon
- |
n/a | 5' | n/a |
Club | 1d4 bludgeon
Light |
0.1 gp | 5' | 2 lb |
Dagger | 1d4 piercing
Finesse, light |
2 gp | 5'; thrown = 20'/60' | 1 lb |
Greatclub | 1d8 bludgeon
Two-handed |
0.2 gp | 5' | 10 lb |
Handaxe | 1d6 slashing
Two-handed |
5 gp | 5'; thrown = 20'/60' | 2 lb |
Javelin | 1d6 piercing
- |
0.5 gp | 5'; thrown = 30'/120' | 2 lb |
Light Hammer | 1d4 bludgeon
Light |
2 gp | 5'; thrown = 20'/60' | 2 lb |
Mace | 1d6 bludgeon
- |
5 gp | 5' | 4 lb |
Quarterstaff | 1d6 (1H)/1d8 (2H) bludgeon
Versatile |
0.2 gp | 5' | 4 lb |
Sickle | 1d4 slashing
Light |
1 gp | 5' | 2 lb |
Spear | 1d6 (1H)/1d8 (2H) piercing
Versatile |
1 gp | 5'; thrown = 20'/60' | 3 lb |
Martial Melee | ||||
Battleaxe | 1d8 (1H)/1d10 (2H) slashing
Versatile |
10 gp | 5' | 4 lb |
Flail | 1d8 bludgeon
- |
10 gp | 5' | 2 lb |
Glaive | 1d10 slashing
2H, heavy, reach |
20 gp | 5' | 6 lb |
Greataxe | 1d12 slashing
2H, heavy |
30 gp | 5' | 7 lb |
Greatsword | 2d6 slashing
2H, heavy |
50 gp | 5' | 6 lb |
Halberd | 1d10 slashing
2H, heavy, reach |
20 gp | 5' | 6 lb |
Lance | 1d12 piercing
Reach, Special |
10 gp | 10' | 6 lb |
Longsword | 1d8 (1H)/1d10 (2H) slashing
Versatile |
15 gp | 5' | 3 lb |
Maul | 2d6 bludgeon
2H, heavy |
10 gp | 5' | 10 lb |
Morningstar | 1d8 piercing
- |
15 gp | 5' | 4 lb |
Pike | 1d10 piercing
Heavy, reach, 2H |
5 gp | 10' | 18 lb |
Rapier | 1d8 piercing
Finesse |
25 gp | 5' | 2 lb |
Scimitar | 1d6 slashing
Finesse, light |
25 gp | 5' | 3 lb |
Shortsword | 1d6 piercing
Finesse, light |
10 gp | 5' | 2 lb |
Trident | 1d6 (1H)/1d8 (2H) piercing
Versatile |
5 gp | 5'; thrown = 20'/60' | 4 lb |
War pick | 1d8 piercing
- |
5 gp | 5' | 2 lb |
Warhammer | 1d8 (1H)/1d10 (2H) bludgeon
Versatile |
15 gp | 5' | 2 lb |
Whip | 1d4 slashing
Finesse, reach |
2 gp | 10' | 3 lb |
Simple Ranged | ||||
Crossbow, light | 1d8 piercing
2H, ammo, load |
25 gp | 80'/320' | 5 lb |
Dart | 1d4 piercing
Finesse |
0.1 gp | thrown = 20'/60' | 0.25 lb |
Shortbow | 1d6 piercing
2H, ammo |
25 gp | 80'/320' | 2 lb |
Sling | 1d4 bludgeon
Ammo |
0.5 gp | 80'/320' | 0 |
Martial Ranged | ||||
Blowgun | 1 piercing
Ammo, load |
10 gp | 25'/100' | 1 lb |
Crossbow, hand | 1d6 piercing
Light, ammo, load |
75 gp | 30'/120' | 3 lb |
Crossbow, heavy | 1d10 piercing
2H, heavy, ammo, load |
50 gp | 100'/400' | 18 lb |
Longbow | 1d8 piercing
2H, heavy, ammo |
50 gp | 150'/600' | 2 lb |
Net | 0
Special 1 |
1 gp | 5'/15' | 3 lb |
1 A large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are huge or larger. A creature can use its action to attempt to free itself or another creature within reach by successfully making a DC 10 Strength check. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. |
Weapon Rules
2H (Two-Handed): This weapon requires two hands to use.
Ammo (Ammunition): May only make a ranged attack if you have ammunition to fire from the weapon. Each attack with the weapon expends one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you may recover half expended ammunition by taking a minute to search the battlefield.
Finesse: When attacking with a finesse weapon use your choice of your Strength or Dexterity modifier for the attack and damage rolls, using the same modifier for both rolls.
Light: Weapon is ideal for use when fighting with two weapons.
Load: Requires time to load, so may only fire one piece of ammunition when using an action, bonus action, or reaction to fire, regardless of the number of attacks you can normally make.
Range: First number is the weapon’s normal range in feet, the second the weapon’s maximum range. Attacks beyond normal range have disadvantage on the attack roll.
Reach: Weapon adds 5 feet to your reach when you attack with it.
Special: Weapon has unusual rules governing its use, explained in the weapon’s description.
Thrown: May throw the weapon to make a ranged attack. If the weapon is a melee weapon, use the same ability modifier for that attack and damage rolls that would be used for a melee attack with the weapon (either STR or DEX for Versatile weapon).
Proficiency in a specified weapon class allows you to add your proficiency bonus to any attack roll you make with that weapon. If making an attack roll using a weapon with which you lack proficiency, do not add proficiency bonus.
Silvering: Some monsters that have immunity or resistance to non-magical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
Equipment, Items & Expenses
Adventurer's Gear- Packs
- Tools
- Gear
- Mounts
- Boats
- Armour
- Weapons
- Ammunition
- Weapon Rules
- Potions
- Poultices, Elixirs and Oils
- Poisons
- Drinks, Meals and Lodgings
- Hirelings and Services