Equipment
Weapons
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 | 1d8 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) |
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
Improvised Weapons
Unarmed Attacks
Armor and Shields
Armor
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
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
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
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
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
Burglar's Pack
Diplomat's Pack
Dungeoneer's Pack
Entertainer's Pack
Explorer's Pack
Priest's Pack
Scholar's Pack
Light
Finesse
Hydrodynamic
Thrown
Two-Handed
Versatile
Special
Unarmed
Special
Grappled
Effects of This Condition
- Your speed is halved if you are one size larger than the grappler, or 0 if you are the same size or smaller.
- When you move, you drag the grappler with you.
- If the grappler attempts use the grapple to move you, you can make a Strength saving throw against its passive Athletics. On a success, it can't use the grapple to move you until the start of its next turn.
Ending This Condition
Causes of This Condition
Grappling
Effects of This Condition
- Your speed is halved if you are the same size as the grappled target, or 0 if you are smaller.
- When you move, you drag or push the grappled target with you.
- If you are the same size as the grappled target or larger, you can move it to another space within your reach as a repeatable minor action.
Ending This Condition
Causes of This Condition
Disengage
Special
Special
Special
Prone
Effects of This Condition
- The only movement mode available to you is crawling.
- You have disadvantage on attack rolls.
- An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.
Ending This Condition
Causes of This Condition
Ammunition
Arrows (20)
Weight: 1 lb.
Sling Bullets (20)
Weight: 1 1/2 lb.
Heavy
Reach
Special
Blowgun Needles (50)
Weight: 1 lb.
Crossbow Bolts (20)
Weight: 1 1/2 lb.
Special
Special
Restrained
Effects of This Condition
- Your speed is 0.
- Attack rolls against you have advantage, and your attack rolls have disadvantage.
- You have disadvantage on Dexterity saving throws.
Unstealthy
Cumbersome
Special
Cover
Half Cover
Three-Quarters Cover
Total Cover
Artisan's Tools
Disguise Kit
Weight: 3 lb.
Forgery Kit
Weight: 5 lb.
Gaming Set
Herbalism Kit
Weight: 3 lb.
Musical Instrument
Poisoner's Kit
Weight: 2 lb.
Thieves' Tools
Weight: 1 lb.
Acid (Vial)
Weight: 1 lb.
Improvised Attack. You splash the contents of the vial onto a creature within 5 feet of you, forcing it to make a DC 10 Dexterity saving throw. The target takes 2d6 acid damage on a failed save, or half as much on a success.
Improvised Attack. You throw the vial up to 20 feet, making a ranged attack against a target. The vial shatters on impact. On a hit, the target takes 1 slashing damage plus 2d6 acid damage.
Vial
Capacity: 4 ounces liquid
Alchemist's Fire (Flask)
Weight: 1 lb.
Improvised Attack. You splash the contents of the vial onto a creature within 5 feet of you, forcing it to make a DC 10 Dexterity saving throw. The target takes 1d6 fire damage on a failed save, or half as much on a success. The target is also ignited (1d6; DC 10 Dexterity check ends) on a failed save.
Improvised Attack. You throw the flask up to 20 feet, making a ranged attack against a target. The flask shatters on impact. On a hit, the target takes 1 bludgeoning damage plus 1d6 fire damage and is ignited (1d6; DC 10 Dexterity check ends).
Ignited
Effects of This Condition
- You take ongoing fire damage. The amount of ongoing damage is typically specified in parentheses after this condition's listing; for example, "ignited (1d6)" causes 1d6 ongoing fire damage.
- You shed light (20/40 ft.)
Ending This Condition
Ongoing Damage
Light
Bright Light
Dim Light
Darkness
Obscured
Lightly Obscured
Heavily Obscured
Antitoxin (Vial)
Use (2 AP, or 1 AP if Used on Self). A creature that drinks the contents of this vial gains advantage on saving throws against poison damage and the poisoned for 1 hour. It confers no benefit to undead or constructs.
Arcane Focus
Block and Tackle
Weight: 5 lb.
Book
Weight: 5 lb.
Candle
Chain (10 Feet)
Weight: 10 lb.
Climber's Kit
Weight: 12 lb.
Use (2 AP). You anchor yourself to a solid surface using this kit and a rope, setting how far the rope extends between you and the piton. While anchored, you can't move or be moved farther than the rope allows from the anchor point.
Use (1 AP). You release or readjust the length of rope between you and your anchor point.
Piton
Weight: 1/4 lb.
Hammer
Weight: 3 lb.
Component Pouch
Weight: 2 lb.
Crowbar
Weight: 5 lb.
Druidic Focus
Fishing Tackle
Weight: 4 lb.
Gunpowder (Pouch)
Weight: 7 lb.
Pouch
Weight: 1 lb.
Capacity: 1/5 cubic foot/6 pounds
Healer's Kit
Weight: 3 lb.
- If the creature is using the Stabilize option, it automatically succeeds on the check and the target regains 1 hit point.
- If the creature is using the Treat Wounds option, it automatically succeeds on the check and the target doesn't have to expend the hit die to recover hit points. The target can't forgo expending a hit die in this way again until it finishes a short or long rest.
Heal
- Stabilize. You attempt to stabilize one dying creature within your reach. Make a DC 10 Medicine check. On a success, the target stops dying.
- Treat Wounds. You give yourself or an ally within your reach a reprieve. Make a DC 15 Medicine check. On a success, the target can expend a hit die, roll it, and regain hit points equal to the number rolled plus its Constitution score.
Holy Symbol
Holy Water (Flask)
Weight: 1 lb.
Improvised Attack. You splash the contents of the flask onto a creature within 5 feet of you, forcing it to make a DC 10 Dexterity saving throw. If the target is or is possessed by a Fiend or Undead, the fiend or undead takes 2d6 radiant damage on a failed save, or half as much on a success.
Improvised Attack. You throw the flask up to 20 feet, making a ranged attack against a target. The flask shatters on impact. On a hit, the target takes 1 bludgeoning damage, and if the target is or is possessed by a Fiend or Undead, the fiend or undead also takes 2d6 radiant damage.
Hunting Trap
Weight: 25 lb.
Use (2 AP). You set the trap. A creature that steps on the plate must make a DC 13 Dexterity saving throw as the trap snaps shut. On a failed save, the creature takes 1d4 piercing damage and its speed is 0 until the end of the turn. Until the creature breaks free of the trap, its movement is limited by the length of the chain. A creature can attempt to pry open the closed trap as a standard action, making a DC 13 Strength check. The trapped creature is freed on a success, or takes 1 piercing damage on a failure.
Lamp
Weight: 1 lb.
Lantern, Bullseye
Weight: 2 lb.
Lock
Weight: 2 lb.
Magnifying Glass
Manacles
Weight: 6 lb.
Mess Kit
Weight: 1 lb.
Oil (Flask)
Weight: 1 lb.
Improvised Attack. You splash the contents of the flask onto a creature within 5 feet of you, forcing the target to make a DC 10 Dexterity saving throw. The target is covered in oil on a failed save.
Improvised Attack. You throw the vial up to 20 feet, making a ranged attack against the target. The flask breaks on impact. On a hit, the target takes 1 bludgeoning damage and is covered in oil.
Flask
Weight: 1 lb.
Capacity: 1 pint liquid
Poison, Basic (Vial)
Use (2 AP). You apply one dose of poison to a melee weapon or piece of ammunition that deals piercing or slashing damage. Once applied, the poison retains its potency for 1 minute or until an attack with the weapon or ammunition hits, whereupon the target makes a DC 10 Constitution saving throw. On a failed save, it takes 2d8 poison damage and is poisoned until the end of your next turn. On a successful save, it takes half as much damage and isn't poisoned.
Poisoned
Effects of This Condition
Ram, Portable
Weight: 35 lb.
Rations (1 Day)
Weight: 2 lb.
Rope, Hempen (50 Feet)
Weight: 10 lb.
Rope, Silk (50 Feet)
Weight: 5 lb.
Scale, Merchant's
Weight: 3 lb.
Spellbook
Weight: 3 lb.
Spyglass
Weight: 1 lb.
Tent, Two-Person
Weight: 20 lb.
Torch
Weight: 1 lb.
Improvised Attack. Make a melee attack with the torch. If the torch is lit, the target takes 1 fire damage on a hit.
Potion of Healing
Cost: 50 gp
Weight: 1/2 lb.
Use (2 AP, or 1 AP if Used on Self). A creature that drinks this potion regains 2d4 + 2 hit points.
Backpack
Weight: 5 lb.
Capacity: 1 cubic foot/30 pounds
Ball Bearings (Bag of 1,000)
Weight: 2 lb.
Use (2 AP). You spill these tiny metal balls from their pouch to cover a level, 10-foot-square area. For every 5 feet that a creature moves across the area, it must succeed on a DC 10 Dexterity saving throw or fall prone. A creature can avoid making the saving throw by crawling or sneaking.
Bell
Waterskin
Weight: 5 lb. (full)
Capacity: 4 pints liquid
Chest
Weight: 25 lb.
Capacity: 12 cubic feet/300 pounds
Clothes, Fine
Weight: 6 lb.
Ink (1 Ounce Bottle)
Ink Pen
Paper (One Sheet)
Perfume (Vial)
Sealing Wax
Soap
Bedroll
Weight: 7 lb.
Clothes, Costume
Weight: 4 lb.
Blanket
Weight: 3 lb.
Parchment (One Sheet)
Dagger
Damage: 1d4 piercing
Weight: 1 lb.
Properties: finesse, hydrodynamic (melee only), light, thrown (20/60 ft.)