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Equipment

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Weapons
Armor
 

Starting Equipment

W
hen you create your character, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of gold pieces based on your class and spend them on items from the lists in this chapter. See the Starting Wealth by Class table to determine how much gold you have to spend. You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor’s adventurous footsteps.  
Starting Wealth by Class
ClassFunds
Artificer5d4 x 10 gp
Barbarian2d4 x 10 gp
Bard5d4 x 10 gp
Blood Hunter5d4 x 10 gp
Cleric5d4 x 10 gp
Druid2d4 x 10 gp
Fighter5d4 x 10 gp
Monk5d4 gp
Paladin5d4 x 10 gp
Ranger5d4 x 10 gp
Rogue4d4 x 10 gp
Sorcerer3d4 x 10 gp
Warlock4d4 x 10 gp
Wizard4d4 x 10 gp

Equipment Packs

The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.  
Burglar's Pack (16 gp). Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Diplomat's Pack (39 gp). Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.

Dungeoneer's Pack (12 gp). Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Entertainer's Pack (40 gp). Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.

Explorer's Pack (10 gp). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Priest's Pack (19 gp). Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.

Scholar's Pack (40 gp). Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.
 
 

Tools, Instruments, and Other Proficiencies

ItemCostWeight
Artisan's Tools
Alchemist's supplies
50 gp8 lb.
Brewer's supplies
20 gp9 lb.
Calligrapher's supplies
10 gp5 lb.
Carpenter's tools
8 gp6 lb.
Cartographer's tools
15 gp6 lb.
Cobbler's tools
5 gp5 lb.
Cook's utensils
1 gp8 lb.
Glassblower's tools
30 gp5 lb.
Jeweler's tools
25 gp2 lb.
Leatherworker's tools
5 gp5 lb.
Mason's tools
10 gp8 lb.
Painter's supplies
10 gp5 lb.
Potter's tools
10 gp3 lb.
Smith's tools
20 gp8 lb.
Tinker's tools
50 gp10 lb.
Weaver's tools
1 gp5 lb.
Woodcarver's tools
1 gp5 lb.


ItemCostWeight
Disguise kit25 gp3 lb.
Forgery kit15 gp5 lb.
Gaming set
Dice set
1 sp
Chess set
1 gp1/2 lb.
Playing card set
5 sp
Musical Instruments
Bagpipes
30 gp6 lb.
Drum
6 gp3 lb.
Dulcimer
25 gp10 lb.
Flute
2 gp1 lb.
Lute
35 gp2 lb.
Lyre
30 gp2 lb.
Horn
3 gp2 lb.
Pan flute
12 gp2 lb.
Shawm
2 gp1 lb.
Viol
30 gp1 lb.
Navigator's tools25 gp2 lb.
Herbalism kit5 gp3 lb.
Poisoner's kit50 gp2 lb.
Thieves' tools25 gp1 lb.
Vehicles (land or water)
 
 

Weapons

 
Simple Melee Weapons
NameCostDamageWeight (lbs)Properties
Club1 sp1d4 B2Light
Dagger2 gp1d4 P1Finesse, Light, Thrown (20/60)
Greatclub2 sp1d8 B10Two-Handed
Handaxe5 gp1d6 S2Light, Thrown (20/60)
Javalin5 sp1d6 P2Thrown (30/120)
Light Hammer2 gp1d4 B2Light, Thrown (20/60)
Mace5 gp1d6 B4
Quarterstaff2 sp1d6 B4Versatile (1d8)
Sickle1 gp1d4 S2Light
Spear1 gp1d6 P3Thrown (20/60), Versatile (1d8)
Unarmed Strike1+Str
 
Martial Melee Weapons
NameCostDamageWeight (lbs)Properties
Battleaxe10 gp1d8 S4 Versatile (1d10)
Flail10 gp1d8 B2
Glaive20 gp1d10 S6 Heavy, Reach, Two-Handed
Greataxe30 gp1d12 S7 Heavy, Two-Handed
Greatsword50 gp2d6 S6 Heavy, Two-Handed
Halberd20 gp1d10 S6 Heavy, Reach, Two-Handed
Lance10 gp1d12 P6 Reach, Special
Longsword15 gp1d8 S3 Versatile (1d10)
Maul10 gp2d6 B10 Heavy, Two-Handed
Morningstar15 gp1d8 P4
Pike5 gp1d10 P18 Heavy, Reach, Two-Handed
Rapier25 gp1d8 P2 Finesse
Scimitar25 gp1d6 S3 Finesse, Light
Shortsword10 gp1d6 P2 Finesse, Light
Trident5 gp1d6 P4 Thrown(20/60), Versatile (1d8)
War Pick5 gp1d8 P2
Warhammer15 gp1d8 B2 Versatile (1d10)
Whip2 gp1d4 S3 Finesse, Reach
 
Simple Ranged Weapons
NameCostDamageWeight (lbs)Properties
Crossbow, light25 gp1d8 P5 Ammunition (80/320), Loading, Two-Handed
Dart5 cp1d4 P1/4Finesse, Thrown (20/60)
Shortbow25 gp1d6 P2 Ammunition (80/320), Two-Handed
Sling1 sp1d4 B Ammunition (30/120)
 
Martial Ranged Weapons
NameCostDamageWeight (lbs)Properties
Blowgun10 gp1 P1 Ammunition (25/100), Loading
Crossbow, hand75 gp1d6 P3 Ammunition (30/120), Light, Loading
Crossbow, heavy50 gp1d10 P18 Ammunition (100/400), Heavy, Loading, Two-Handed
Longbow50 gp1d10 P2 Ammunition (150/600), Heavy, Two-Handed
Net1 gp3 Special, Thrown (5/15)
 
Firearms
NameCostDamageWeight (lbs)Properties
Pistol250 gp1d10 P3Ammunition (range 30/90), loading
Musket500 gp1d12 P10Ammunition (range 40/120), loading, two-handed
 
 

Special Weapons

Weapons with special rules are described here.
Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.
Net. 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 make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, Ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one atta⁠ck regardless of the number of attacks you can normally make.
 

Weapon Properties

Many weapons have special properties related to their use, as shown in the we⁠apons tables.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammuni⁠tion to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammu⁠nition. Drawing the ammuni⁠tion from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammu⁠nition by taking a minute to sear⁠ch the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Heavy. Creatures that are small or tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a small or tiny creature to use effectively.
Light. A lig⁠ht weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in the 5e Player's Handbook.
Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus Action, or reaction to fire it, regardless of the number of attacks you can normally make.
Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Special. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see the “Special Weapons” section).
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee att⁠ack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Two-Handed. This weapon requires two hands when you attack with it.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
 

Armor

Light Armor

Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.
Padded. Padded armor consists of quilted layers of cloth and batting.
Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Medium Armor

Medium Armor offers more Protection than Light Armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.
Hide. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes and other folk who lack access to the tools and materials needed to create better armor.
Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered.
Half Plate. Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves that are attached with leather straps.

Heavy Armor

Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the armor table shows "Str 13" or "Str 15" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative.
Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can’t afford better armor.
Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

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