Equipment

Weapons

Weapons are used to make attacks. See the rules for attacking.
Weapons Table
NameCostDamageWeightProperties
Simple Melee Weapons
   Club1 sp1d4 bludgeoning2 lb.Light
   Dagger2 gp1d4 piercing1 lb.Finesse, hydrodynamic (melee only), light, thrown (20/60 ft.)
   Greatclub2 sp1d8 bludgeoning10 lb.Two-handed
   Handaxe5 gp1d6 slashing2 lb.Light, thrown (20/60 ft.)
   Javelin5 sp1d6 piercing2 lb.Hydrodynamic, thrown (30/120 ft.)
   Light hammer2 gp1d4 bludgeoning2 lb.Light, thrown (20/60 ft.)
   Mace5 gp1d6 bludgeoning4 lb.
   Quarterstaff2 sp1d6 bludgeoning4 lb.Versatile (1d8)
   Sickle1 gp1d4 slashing2 lb.Light
   Spear1 gp1d6 piercing3 lb.Hydrodynamic, thrown (20/60 ft.), versatile (1d8)
   Unarmed strike1d1 (type varies)Special, unarmed
   GrappleSpecial, unarmed
   PushSpecial, unarmed
   PullSpecial, unarmed
   TripSpecial, unarmed
Simple Ranged Weapons
   Dart5 cp1d4 piercing1/4 lb.Light, thrown (20/60 ft.)
   Light crossbow25 gp1d8 piercing5 lb.Ammunition (arrows; 80/320 ft.), two-handed
   Shortbow25 gp1d6 piercing2 lb.Ammunition (arrows; 80/320 ft.), two-handed
   Sling1 sp1d4 bludgeoningAmmunition (sling bullets; 30/120 ft.)
Martial Melee Weapons
   Battleaxe10 gp1d8 slashing4 lb.Versatile (1d10)
   Flail10 gp1d8 bludgeoning2 lb.
   Glaive20 gp1d10 slashing6 lb.Heavy, reach (10 ft.), two-handed
   Greataxe30 gp1d12 slashing7 lb.Heavy, two-handed
   Greatsword50 gp2d6 slashing6 lb.Heavy, two-handed
   Halberd20 gp1d10 slashing6 lb.Heavy, reach (10 ft.), two-handed
   Lance10 gp1d12 piercing6 lb.Reach (10 ft.), special
   Longsword15 gp1d8 slashing3 lb.Versatile (1d10)
   Maul10 gp2d6 bludgeoning10 lb.Heavy, two-handed
   Morningstar15 gp1d8 piercing4 lb.
   Pike5 gp1d10 piercing18 lb.Heavy, reach (10 ft.), two-handed
   Rapier25 gp1d8 piercing2 lb.Finesse
   Scimitar25 gp1d6 slashing3 lb.Finesse, light
   Shortsword10 gp1d6 piercing2 lb.Hydrodynamic, finesse, light
   Trident5 gp1d6 piercing4 lb.Hydrodynamic, thrown (20/60 ft.), versatile (1d8)
   War pick5 gp1d8 piercing2 lb.
   Warhammer15 gp1d8 bludgeoning2 lb.Versatile (1d10)
   Whip2 gp1d4 slashing3 lb.Finesse, reach (10 ft.)
Martial Ranged Weapons
   Blowgun10 gp1d1 piercing1 lb.Ammunition (blowgun needles; 25/100 ft.)
   Hand crossbow75 gp1d6 piercing3 lb.Ammunition (crossbow bolts; 30/120 ft.), light
   Heavy crossbow50 gp1d10 piercing18 lb.Ammunition (crossbow bolts; 100/400 ft.), heavy, two-handed
   Longbow50 gp1d8 piercing2 lb.Ammunition (arrows; 150/600 ft.), heavy, two-handed
   Greatbow75 gp1d12 piercing4 lb.Ammunition (arrows; 150/600 ft.), heavy, special, two-handed
   Net1 gp3 lb.Special, hydrodynamic, thrown (5/15 ft.)

Drawing and Stowing Weapons

Use the Interact action to draw or stow a weapon. You can also draw or stow a weapon for free before or after each weapon attack you make on your turn.

Improvised Weapons

When a non-weapon is used as a weapon—or when an actual weapon is used in the wrong way—it is considered an improvised weapon. An improvised weapon can be anything: broken glass, a table leg, a frying pan, or even a small creature.
Many objects are similar to actual weapons and can be treated as such. For example, a table leg might function as a club. At the DM's discretion, you can use an object as if it were the weapon it resembles. The object doesn't count as an improvised weapon when used in this way.
Improvised weapons are neither simple nor martial weapons, and they are almost always melee weapons. An improvised weapon deals 1d4 damage of an appropriate damage type on a hit. The DM may ascribe properties to the improvised weapon, such as thrown (usually 20/60 ft.) or finesse, as seems fitting.

Unarmed Attacks

Several entries in the weapons table have the unarmed property. Attacks with them are called "unarmed attacks" and form a subset of weapon attacks.

Armor and Shields

Armor and shields protect you from attacks.

Armor

Armor is worn over the body. While wearing armor, your base AC is calculated according to the armor's AC value, which might include your Dexterity score. While wearing armor that you lack proficiency with, you have disadvantage on Strength and Dexterity checks, saving throws, and attack rolls, and you can't cast spells.
Armor Table
NameCostArmor Class (AC)WeightProperties
Light Armor
   Padded5 gp11 + Dex8 lb.Unstealthy
   Leather10 gp11 + Dex10 lb.
   Studded leather45 gp12 + Dex13 lb.
Medium Armor
   Hide10 gp12 + Dex (max 2)12 lb.
   Chain shirt50 gp13 + Dex (max 2)20 lb.
   Scale mail50 gp14 + Dex (max 2)45 lb.Unstealthy
   Breastplate400 gp14 + Dex (max 2)20 lb.
   Half plate750 gp15 + Dex (max 2)40 lb.Unstealthy
Heavy Armor
   Ring mail30 gp1440 lb.Unstealthy
   Chain mail75 gp1655 lb.Cumbersome (Str 2), unstealthy
   Splint200 gp1760 lb.Cumbersome (Str 2), unstealthy
   Plate1,500 gp1865 lb.Cumbersome (Str 2), unstealthy

Shields

Shields require one hand to wield. While wielding a shield you're proficient with, your AC increases by the shield's AC bonus. You can't benefit from more than one shield at a time.
Shields Table
NameCostArmor Class (AC)WeightProperties
Light Shields
   Buckler2 gp+13 lb.
Medium Shields
   Round shield8 gp+25 lb.
   Kite shield10 gp+26 lb.
Heavy Shields
   Pavise40 gp+225 lb.Cumbersome (Str 3), special, unstealthy

Getting Into and Out of Armor

The time it takes to don or doff armor depends on the armor's category.
Don. This is the time it takes to put on armor. You benefit from the armor's AC only if you fully don the armor.
Doff. This is the time it takes to take off armor. If you have help, reduce this time by half.
Donning and Doffing Armor
CategoryDonDoff
Light armor1 minute1 minute
Medium armor5 minutes1 minute
Heavy armor10 minutes5 minutes
Light shield1 minor action1 minor action
Medium shield1 standard action1 standard action
Heavy shield1 major action1 major action

Tools

Tools are used to accomplish particular tasks, such as crafting an arrow, finding your way, or making music. If you use a tool as part of an ability check, you can replace your skill proficiency (if any) with your tool proficiency when determining your bonus to the check. You may also be able to add your proficiency with a tool to checks related to your tool, such as adding your proficiency with carpenter's tools to a check instead of Investigation when determining whether a wooden bridge is structurally sound.
Tools Table
ToolCostWeight
Artisan's tools
  Alchemist's supplies50 gp8 lb.
  Brewer's supplies20 gp9 lb.
  Calligrapher's supplies10 gp5 lb.
  Carpenter's tools8 gp6 lb.
  Cartographer's tools15 gp6 lb.
  Cobbler's tools5 gp5 lb.
  Cook's utensils1 gp8 lb.
  Glassblower's tools30 gp5 lb.
  Jeweler's tools25 gp2 lb.
  Leatherworker's tools5 gp5 lb.
  Mason's tools10 gp8 lb.
  Painter's supplies10 gp5 lb.
  Potter's tools10 gp3 lb.
  Smith's tools20 gp8 lb.
  Tinker's tools50 gp10 lb.
  Weaver's tools1 gp5 lb.
  Woodcarver's tools1 gp5 lb.
Disguise kit25 gp3 lb.
Forgery kit15 gp5 lb.
Gaming set
  Dice set1 sp
  Dragonchess set1 gp1/2 lb.
  Playing card set5 sp
  Three-dragon ante set1 gp
Herbalism kit5 gp3 lb.
Musical instrument
  Bagpipes30 gp6 lb.
  Curtal20 gp4 lb.
  Drum6 gp3 lb.
  Dulcimer25 gp10 lb.
  Flute2 gp1 lb.
  Lute35 gp2 lb.
  Lyre30 gp2 lb.
  Horn3 gp2 lb.
  Pan flute12 gp2 lb.
  Shawm2 gp1 lb.
  Viol30 gp1 lb.
Navigator's tools25 gp2 lb.
Poisoner's kit50 gp2 lb.
Thieves' tools25 gp1 lb.

Items

Other potentially useful items. Some items have useful effects when activated with the Use action, and some items have special effects when used as an improvised weapon. Such effects are given in the item description.
Items Table
ItemCostWeightCapacity
Abacus2 gp2 lb.
Acid (vial)25 gp1 lb.
Alchemist's fire (flask)50 gp1 lb.
Ammunition
  Arrows (20)1 gp1 lb.
  Blowgun needles (50)1 gp1 lb.
  Crossbow bolts (20)1 gp1 1/2 lb.
  Sling bullets (20)4 cp1 1/2 lb.
Antitoxin (vial)50 gp
Arcane focus
  Crystal10 gp1 lb.
  Orb20 gp3 lb.
  Rod10 gp2 lb.
  Staff5 gp4 lb.
  Wand10 gp1 lb.
Backpack2 gp5 lb.1 cubic foot/30 pounds
Ball bearings (bag of 1,000)1 gp2 lb.
Barrel2 gp70 lb.40 gallons liquid, 4 cubic feet solid
Basket4 sp2 lb.2 cubic feet/40 pounds
Bedroll1 gp7 lb.
Bell1 gp
Blanket5 sp3 lb.
Block and tackle1 gp5 lb.
Book25 gp5 lb.
Bottle, glass2 gp2 lb.1 1/2 pints liquid
Bucket5 cp2 lb.3 gallons liquid, 1/2 cubic foot solid
Caltrops (bag of 20)1 gp2 lb.
Candle1 cp
Case, crossbow bolt1 gp1 lb.
Case, map or scroll1 gp1 lb.
Chain (10 feet)5 gp10 lb.
Chalk (1 piece)1 cp
Chest5 gp25 lb.12 cubic feet/300 pounds
Climber's kit25 gp12 lb.
Clothes, common5 sp3 lb.
Clothes, costume5 gp4 lb.
Clothes, fine15 gp6 lb.
Clothes, traveler's2 gp4 lb.
Component pouch25 gp2 lb.
Crowbar2 gp5 lb.
Druidic focus
  Sprig of mistletoe1 gp
  Totem1 gp
  Wooden staff5 gp4 lb.
  Yew wand10 gp1 lb.
Fishing tackle1 gp4 lb.
Flask2 cp1 lb.1 pint liquid
Grappling hook2 gp4 lb.
Gunpowder (pouch)50 gp7 lb.
Hammer1 gp3 lb.
Hammer, sledge2 gp10 lb.
Healer's kit5 gp3 lb.
Holy symbol
  Amulet5 gp1 lb.
  Emblem5 gp
  Reliquary5 gp2 lb.
Holy water (flask)25 gp1 lb.
Hourglass25 gp1 lb.
Hunting trap5 gp25 lb.
Ink (1 ounce bottle)10 gp
Ink pen2 cp
Jug or pitcher2 cp4 lb.1 gallon liquid
Ladder (10-foot)1 sp25 lb.
Lamp5 sp1 lb.
Lantern, bullseye10 gp2 lb.
Lantern, hooded5 gp2 lb.
Lock10 gp2 lb.
Magnifying glass100 gp
Manacles2 gp6 lb.
Mess kit2 sp1 lb.
Mirror (steel)5 gp1/2 lb.
Oil (flask)1 sp1 lb.
Paper (one sheet)2 sp
Parchment (one sheet)1 sp
Perfume (vial)5 gp
Pick, miner's2 gp10 lb.
Piton5 cp1/4 lb.
Poison, basic (vial)100 gp
Pole (10-foot)5 cp7 lb.
Pot (iron)2 gp10 lb.
Pouch5 sp1 lb.1/5 cubic foot/6 pounds
Quiver1 gp1 lb.
Ram, portable4 gp35 lb.
Rations (1 day)5 sp2 lb.
Robes1 gp4 lb.
Rope, hempen (50 feet)1 gp10 lb.
Rope, silk (50 feet)10 gp5 lb.
Sack1 cp1/2 lb.1 cubic foot/30 pounds
Scale, merchant's5 gp3 lb.
Sealing wax5 sp
Shovel2 gp5 lb.
Signal whistle5 cp
Signet ring5 gp
Soap2 cp
Spellbook50 gp3 lb.
Spikes, iron (10)1 gp5 lb.
Spyglass1,000 gp1 lb.
Tent, two-person2 gp20 lb.
Tankard2 cp1 lb.1 pint liquid
Tinderbox5 sp1 lb.
Torch1 cp1 lb.
Vial1 gp4 ounces liquid
Waterskin2 sp5 lb. (full)4 pints liquid
Whetstone1 cp1 lb.
Potion of healing50 gp1/2 lb.

Equipment Packs

The starting equipment you get from your class includes a collection of useful items, 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

Cost: 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

Cost: 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

Cost: 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

Cost: 40 gp
Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.

Explorer's Pack

Cost: 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

Cost: 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

Cost: 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.