Equipment
Weapons
Weapons are used to make attacks. See the rules for attacking.
Weapons Table
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Simple Melee Weapons | ||||
Club | 1 sp | 1d4 bludgeoning | 2 lb. | Light |
Dagger | 2 gp | 1d4 piercing | 1 lb. | Finesse, hydrodynamic (melee only), light, thrown (20/60 ft.) |
Greatclub | 2 sp | 1d10 bludgeoning | 10 lb. | Two-handed |
Handaxe | 5 gp | 1d6 slashing | 2 lb. | Light, thrown (20/60 ft.) |
Javelin | 5 sp | 1d6 piercing | 2 lb. | Hydrodynamic, thrown (30/120 ft.) |
Light hammer | 2 gp | 1d4 bludgeoning | 2 lb. | Light, thrown (20/60 ft.) |
Mace | 5 gp | 1d6 bludgeoning | 4 lb. | — |
Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. | Versatile (1d8) |
Scythe | 2 gp | 1d8 slashing | 5 lb. | Two-handed |
Sickle | 1 gp | 1d4 slashing | 2 lb. | Light |
Spear | 1 gp | 1d6 piercing | 3 lb. | Hydrodynamic, thrown (20/60 ft.), versatile (1d8) |
Unarmed strike | — | 1d1 (type varies) | — | Special, unarmed |
Grapple | — | — | — | Special, unarmed |
Push | — | — | — | Special, unarmed |
Pull | — | — | — | Special, unarmed |
Trip | — | — | — | Special, unarmed |
Simple Ranged Weapons | ||||
Dart | 5 cp | 1d4 piercing | 1/4 lb. | Light, thrown (20/60 ft.) |
Light crossbow | 25 gp | 1d8 piercing | 5 lb. | Ammunition (arrows; 80/320 ft.), two-handed |
Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ammunition (arrows; 80/320 ft.), two-handed |
Sling | 1 sp | 1d4 bludgeoning | — | Ammunition (sling bullets; 30/120 ft.) |
Martial Melee Weapons | ||||
Battleaxe | 10 gp | 1d8 slashing | 4 lb. | Versatile (1d10) |
Flail | 10 gp | 1d8 bludgeoning | 2 lb. | — |
Glaive | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach (10 ft.), two-handed |
Greataxe | 30 gp | 1d12 slashing | 7 lb. | Heavy, two-handed |
Greatsword | 50 gp | 2d6 slashing | 6 lb. | Heavy, two-handed |
Halberd | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach (10 ft.), two-handed |
Lance | 10 gp | 1d12 piercing | 6 lb. | Reach (10 ft.), special |
Longsword | 15 gp | 1d8 slashing | 3 lb. | Versatile (1d10) |
Maul | 10 gp | 2d6 bludgeoning | 10 lb. | Heavy, two-handed |
Morningstar | 15 gp | 1d8 piercing | 4 lb. | — |
Pike | 5 gp | 1d10 piercing | 18 lb. | Heavy, reach (10 ft.), two-handed |
Rapier | 25 gp | 1d8 piercing | 2 lb. | Finesse |
Scimitar | 25 gp | 1d6 slashing | 3 lb. | Finesse, light |
Shortsword | 10 gp | 1d6 piercing | 2 lb. | Hydrodynamic, finesse, light |
Trident | 5 gp | 1d6 piercing | 4 lb. | Hydrodynamic, thrown (20/60 ft.), versatile (1d8) |
War pick | 5 gp | 1d8 piercing | 2 lb. | — |
Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) |
Whip | 2 gp | 1d4 slashing | 3 lb. | Finesse, reach (10 ft.) |
Martial Ranged Weapons | ||||
Blowgun | 10 gp | 1d1 piercing | 1 lb. | Ammunition (blowgun needles; 25/100 ft.) |
Hand crossbow | 75 gp | 1d6 piercing | 3 lb. | Ammunition (crossbow bolts; 30/120 ft.), light |
Heavy crossbow | 50 gp | 1d10 piercing | 18 lb. | Ammunition (crossbow bolts; 100/400 ft.), heavy, two-handed |
Longbow | 50 gp | 1d8 piercing | 2 lb. | Ammunition (arrows; 150/600 ft.), heavy, two-handed |
Greatbow | 75 gp | 1d12 piercing | 4 lb. | Ammunition (arrows; 150/600 ft.), heavy, special, two-handed |
Net | 1 gp | — | 3 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
Name | Cost | Armor Class (AC) | Weight | Properties |
---|---|---|---|---|
Light Armor | ||||
Padded | 5 gp | 11 + Dex | 8 lb. | Unstealthy |
Leather | 10 gp | 11 + Dex | 10 lb. | — |
Studded leather | 45 gp | 12 + Dex | 13 lb. | — |
Medium Armor | ||||
Hide | 10 gp | 12 + Dex (max 2) | 12 lb. | — |
Chain shirt | 50 gp | 13 + Dex (max 2) | 20 lb. | — |
Scale mail | 50 gp | 14 + Dex (max 2) | 45 lb. | Unstealthy |
Breastplate | 400 gp | 14 + Dex (max 2) | 20 lb. | — |
Half plate | 750 gp | 15 + Dex (max 2) | 40 lb. | Unstealthy |
Heavy Armor | ||||
Ring mail | 30 gp | 14 | 40 lb. | Unstealthy |
Chain mail | 75 gp | 16 | 55 lb. | Cumbersome (Str 2), unstealthy |
Splint | 200 gp | 17 | 60 lb. | Cumbersome (Str 2), unstealthy |
Plate | 1,500 gp | 18 | 65 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
Name | Cost | Armor Class (AC) | Weight | Properties |
---|---|---|---|---|
Light Shields | ||||
Buckler | 2 gp | +1 | 3 lb. | — |
Medium Shields | ||||
Round shield | 8 gp | +2 | 5 lb. | — |
Kite shield | 10 gp | +2 | 6 lb. | — |
Heavy Shields | ||||
Pavise | 40 gp | +2 | 25 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
Category | Don | Doff |
---|---|---|
Light armor | 1 minute | 1 minute |
Medium armor | 5 minutes | 1 minute |
Heavy armor | 10 minutes | 5 minutes |
Light shield | 1 minor action | 1 minor action |
Medium shield | 1 standard action | 1 standard action |
Heavy shield | 1 major action | 1 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
Tool | Cost | Weight |
---|---|---|
Artisan's tools | ||
Alchemist's supplies | 50 gp | 8 lb. |
Brewer's supplies | 20 gp | 9 lb. |
Calligrapher's supplies | 10 gp | 5 lb. |
Carpenter's tools | 8 gp | 6 lb. |
Cartographer's tools | 15 gp | 6 lb. |
Cobbler's tools | 5 gp | 5 lb. |
Cook's utensils | 1 gp | 8 lb. |
Glassblower's tools | 30 gp | 5 lb. |
Jeweler's tools | 25 gp | 2 lb. |
Leatherworker's tools | 5 gp | 5 lb. |
Mason's tools | 10 gp | 8 lb. |
Painter's supplies | 10 gp | 5 lb. |
Potter's tools | 10 gp | 3 lb. |
Smith's tools | 20 gp | 8 lb. |
Tinker's tools | 50 gp | 10 lb. |
Weaver's tools | 1 gp | 5 lb. |
Woodcarver's tools | 1 gp | 5 lb. |
Disguise kit | 25 gp | 3 lb. |
Forgery kit | 15 gp | 5 lb. |
Gaming set | ||
Dice set | 1 sp | — |
Dragonchess set | 1 gp | 1/2 lb. |
Playing card set | 5 sp | — |
Three-dragon ante set | 1 gp | — |
Herbalism kit | 5 gp | 3 lb. |
Musical instrument | ||
Bagpipes | 30 gp | 6 lb. |
Curtal | 20 gp | 4 lb. |
Drum | 6 gp | 3 lb. |
Dulcimer | 25 gp | 10 lb. |
Flute | 2 gp | 1 lb. |
Lute | 35 gp | 2 lb. |
Lyre | 30 gp | 2 lb. |
Horn | 3 gp | 2 lb. |
Pan flute | 12 gp | 2 lb. |
Shawm | 2 gp | 1 lb. |
Viol | 30 gp | 1 lb. |
25 gp | 2 lb. | |
Poisoner's kit | 50 gp | 2 lb. |
Thieves' tools | 25 gp | 1 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
Item | Cost | Weight | Capacity |
---|---|---|---|
Abacus | 2 gp | 2 lb. | — |
Acid (vial) | 25 gp | 1 lb. | — |
Alchemist's fire (flask) | 50 gp | 1 lb. | — |
Ammunition | |||
Arrows (20) | 1 gp | 1 lb. | — |
Blowgun needles (50) | 1 gp | 1 lb. | — |
Crossbow bolts (20) | 1 gp | 1 1/2 lb. | — |
Sling bullets (20) | 4 cp | 1 1/2 lb. | — |
Antitoxin (vial) | 50 gp | — | — |
Arcane focus | |||
Crystal | 10 gp | 1 lb. | — |
Orb | 20 gp | 3 lb. | — |
Rod | 10 gp | 2 lb. | — |
Staff | 5 gp | 4 lb. | — |
Wand | 10 gp | 1 lb. | — |
Backpack | 2 gp | 5 lb. | 1 cubic foot/30 pounds |
Ball bearings (bag of 1,000) | 1 gp | 2 lb. | — |
Barrel | 2 gp | 70 lb. | 40 gallons liquid, 4 cubic feet solid |
Basket | 4 sp | 2 lb. | 2 cubic feet/40 pounds |
Bedroll | 1 gp | 7 lb. | — |
Bell | 1 gp | — | — |
Blanket | 5 sp | 3 lb. | — |
Block and tackle | 1 gp | 5 lb. | — |
Book | 25 gp | 5 lb. | — |
Bottle, glass | 2 gp | 2 lb. | 1 1/2 pints liquid |
Bucket | 5 cp | 2 lb. | 3 gallons liquid, 1/2 cubic foot solid |
Caltrops (bag of 20) | 1 gp | 2 lb. | — |
Candle | 1 cp | — | — |
Case, crossbow bolt | 1 gp | 1 lb. | — |
Case, map or scroll | 1 gp | 1 lb. | — |
Chain (10 feet) | 5 gp | 10 lb. | — |
Chalk (1 piece) | 1 cp | — | — |
Chest | 5 gp | 25 lb. | 12 cubic feet/300 pounds |
Climber's kit | 25 gp | 12 lb. | — |
Clothes, common | 5 sp | 3 lb. | — |
Clothes, costume | 5 gp | 4 lb. | — |
Clothes, fine | 15 gp | 6 lb. | — |
Clothes, traveler's | 2 gp | 4 lb. | — |
Component pouch | 25 gp | 2 lb. | — |
Crowbar | 2 gp | 5 lb. | — |
Druidic focus | |||
Sprig of mistletoe | 1 gp | — | — |
Totem | 1 gp | — | — |
Wooden staff | 5 gp | 4 lb. | — |
Yew wand | 10 gp | 1 lb. | — |
Fishing tackle | 1 gp | 4 lb. | — |
Flask | 2 cp | 1 lb. | 1 pint liquid |
Grappling hook | 2 gp | 4 lb. | — |
Gunpowder (pouch) | 50 gp | 7 lb. | — |
Hammer | 1 gp | 3 lb. | — |
Hammer, sledge | 2 gp | 10 lb. | — |
Healer's kit | 5 gp | 3 lb. | — |
Holy symbol | |||
Amulet | 5 gp | 1 lb. | — |
Emblem | 5 gp | — | — |
Reliquary | 5 gp | 2 lb. | — |
Holy water (flask) | 25 gp | 1 lb. | — |
Hourglass | 25 gp | 1 lb. | — |
Hunting trap | 5 gp | 25 lb. | — |
Ink (1 ounce bottle) | 10 gp | — | — |
Ink pen | 2 cp | — | — |
Jug or pitcher | 2 cp | 4 lb. | 1 gallon liquid |
Ladder (10-foot) | 1 sp | 25 lb. | — |
Lamp | 5 sp | 1 lb. | — |
Lantern, bullseye | 10 gp | 2 lb. | — |
Lantern, hooded | 5 gp | 2 lb. | — |
Lock | 10 gp | 2 lb. | — |
Magnifying glass | 100 gp | — | — |
Manacles | 2 gp | 6 lb. | — |
Mess kit | 2 sp | 1 lb. | — |
Mirror (steel) | 5 gp | 1/2 lb. | — |
Oil (flask) | 1 sp | 1 lb. | — |
Paper (one sheet) | 2 sp | — | — |
Parchment (one sheet) | 1 sp | — | — |
Perfume (vial) | 5 gp | — | — |
Pick, miner's | 2 gp | 10 lb. | — |
Piton | 5 cp | 1/4 lb. | — |
Poison, basic (vial) | 100 gp | — | — |
Pole (10-foot) | 5 cp | 7 lb. | — |
Pot (iron) | 2 gp | 10 lb. | — |
Pouch | 5 sp | 1 lb. | 1/5 cubic foot/6 pounds |
Quiver | 1 gp | 1 lb. | — |
Ram, portable | 4 gp | 35 lb. | — |
Rations (1 day) | 5 sp | 2 lb. | — |
Robes | 1 gp | 4 lb. | — |
Rope, hempen (50 feet) | 1 gp | 10 lb. | — |
Rope, silk (50 feet) | 10 gp | 5 lb. | — |
Sack | 1 cp | 1/2 lb. | 1 cubic foot/30 pounds |
Scale, merchant's | 5 gp | 3 lb. | — |
Sealing wax | 5 sp | — | — |
Shovel | 2 gp | 5 lb. | — |
Signal whistle | 5 cp | — | — |
Signet ring | 5 gp | — | — |
Soap | 2 cp | — | — |
Spellbook | 50 gp | 3 lb. | — |
Spikes, iron (10) | 1 gp | 5 lb. | — |
Spyglass | 1,000 gp | 1 lb. | — |
Tent, two-person | 2 gp | 20 lb. | — |
Tankard | 2 cp | 1 lb. | 1 pint liquid |
Tinderbox | 5 sp | 1 lb. | — |
Torch | 1 cp | 1 lb. | — |
Vial | 1 gp | — | 4 ounces liquid |
Waterskin | 2 sp | 5 lb. (full) | 4 pints liquid |
Whetstone | 1 cp | 1 lb. | — |
Potion of healing | 50 gp | 1/2 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.