Weapons

Weapon Cost Damage Weight Properties
Simple Melee Weapons
Club 1 sp 1d4 bludgeoning 2 lb. Light, monk weapon
Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60), monk weapon
Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-handed
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60), monk weapon
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120), monk weapon
Light hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (20/60), monk weapon
Mace 5 gp 1d6 bludgeoning 4 lb. monk weapon
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8), monk weapon
Sickle 1 gp 1d4 slashing 2 lb. Light, monk weapon
Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8), monk weapon
Simple Ranged Weapons
Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling 1 sp 1d4 bludgeoning - Ammunition (range 30/120)
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, 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, two-handed
Lance 10 gp 1d12 piercing 6 lb. Reach, 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, 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. Finesse, light, monk weapon
Trident 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), 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
Martial Ranged Weapons
Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), loading
Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Crossbow, heavy 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Net 1 gp - 3 lb. Special, thrown (range 5/15)

Weapon Properties

Property Description
Ammunition You expend ammunition to make ranged attacks with this weapon. See "Ranged" below for information on ranges. You can recover half of your expended ammunition by spending 1 minute searching the battlefield after an encounter. If you make a melee attack with this weapon, treat it as an Improvised Weapon. Loading a one-handed ranged weapon requires a free hand.
Finesse You may choose to use either Strength or Dexterity for the attack and damage rolls of this weapon. You must use the same modifier for both rolls.
Heavy Small creatures have disadvantage when attacking with Heavy weapons.
Light Light weapons may be used for two-weapon fighting.
Loading Due to the time required to load this weapon, you may only attack once per round, regardless of how many attacks you may normally make.
Monk Weapon A monk weapon is a shortsword, or any simple melee weapon that does not have the Two-handed or Heavy property.
Range Ranged weapons have numbers listed in parentheses. The first number is the normal range, the second is the maximum range. Attacking a target beyond the normal range imposes disadvantage; attacks cannot be made beyond the maximum range.
Reach This weapon can make attacks against non-adjacent targets with an additional range of 5 feet. In addition, the range of your Opportunity Attack is extended by 5 feet.
Silvered Some creatures with immunity or resistance to nonmagical attacks are susceptible to silver weapons. Any single weapon, or 10 pieces of ammunition, may be silvered for 100gp.
Special Lance: You have disadvantage when attacking a target within 5 feet of you. If not mounted, a lance requires two hands to use
Net: A Large or smaller creature hit by a net is restrained. It must make a DC 10 Strength check, or 5 slashing damage (AC 10) must be dealt to the net, to free the creature. Using a net is the sole attack action you make take, regardless of how many attacks you may normally make.
Thrown This weapon may be thrown (and later recovered) according to its range. If the weapon also has the Finesse property, you may use either Strength or Dexterity for the attack and damage rolls.
Two-handed This weapon requires the wielder to use two hands when making an attack. It can be held in one hand.
Versatile This weapon may be used with either one or two hands. If used with two hands, use the damage die indicated in parentheses.

Armor

The details below are a baseline for a Medium creature. The DM may provide different attributes for smaller or larger armors (eg Scale mail sized for a Gnome may only weigh 25 lbs)

Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Padded 5 gp 11 + Dex modifier - Disadvantage 8 lb.
Leather 10 gp 11 + Dex modifier - - 10 lb.
Studded leather 45 gp 12 + Dex modifier - - 13 lb.
Medium Armor
Hide 10 gp 12 + Dex modifier (max 2) - - 12 lb.
Chain shirt 50 gp 13 + Dex modifier (max 2) - - 20 lb.
Scale mail 50 gp 14 + Dex modifier (max 2) - Disadvantage 45 lb.
Breastplate 400 gp 14 + Dex modifier (max 2) - - 20 lb.
Half plate 750 gp 15 + Dex modifier (max 2) - Disadvantage 40 lb.
Heavy Armor
Ring mail 30 gp 14 - Disadvantage 40 lb.
Chain mail 75 gp 16 Str 13 Disadvantage 55 lb.
Splint 200 gp 17 Str 15 Disadvantage 60 lb.
Plate 1,500 gp 18 Str 15 Disadvantage 65 lb.
Shield
Shield 10 gp +2 - - 6 lb.

Adventuring Gear

Prices and availability may vary depending on a number of conditions; all, of course, at the discretion of the DM.


Item Cost Weight Description
Abacus 2 gp 2 lb. Used for arithmetic. The most common of abacuses use sliding beads on rods.
Acid (vial) 25 gp 1 lb. A corrosive liquid. As an action, can be thrown 20 feet or splashed on a creature within 5 feet. Make a ranged attack; on a hit, the target takes 2d6 acid damage.
Alchemist's Fire (flask) 50 gp 1 lb. A sticky substance that ignites when exposed to air. As an action, can be thrown 20 feet. Make a ranged attack; on a hit, the target takes 1d4 fire damage at the start of each of its turns. Flames may be extinguished with a DC 10 Dex check.
Ammunition Consumed by making ranged attacks.
Arrows (20) 1 gp 1 lb. A fletched shaft with a stone or metal head.
Blowgun needles (50) 1 gp 1 lb. Thin pieces of metal or wood, which can be tipped with poison.
Crossbow bolts (20) 1 gp 1½ lb. Short, sturdy shafts, fletched and tipped with metal.
Sling bullets (20) 4 cp 1½ lb. Lead balls of approximately consistent size.
Antitoxin (vial) 50 gp - Gain advantage on saving throws vs. poison for 1 hour. No effect on Undead or Constructs.
Arcane Focus May be used as a spellcasting focus by a Sorcerer, Warlock, or Wizard
Crystal 10 gp 1 lb. A cut and polished crystal which catches the light in attractive ways.
Orb 20 gp 3 lb. A glass or crystal orb, into which one can look in a mystic fashion
Rod 10 gp 2 lb. Longer than a wand, but shorter than a staff. A sturdy length of engraved wood, stone, or metal.
Staff 5 gp 4 lb. An engraved length of wood or metal.
Wand 10 gp 1 lb. A short piece of wood or metal, engraved and often capped with a crystal or stone.
Ball Bearings (bag of 1,000) 1 gp 2 lb. As an action, can cover a level area 10×10 feet. Creatures crossing the area must pass a DC 10 Dex check or fall prone. No check is required if they move at half speed.
Bedroll 1 gp 7 lb. Portable bedding, rolled up and tied for easy transport.
Bell 1 gp - A piece of metal with a clapper in the middle. May be rung, unsurprisingly.
Blanket 5 sp 3 lb. A large, somewhat thick, woven piece of cloth. Used to keep warm.
Block and tackle 1 gp 5 lb. A set of pulleys and cable. Allows the user to hoist up to 4× their usual lifting capacity.
Book 25 gp 5 lb. A large, bound tome that can contain just about anything put to writing. A book of spells, a spellbook, is detailed in its own listing.
Bottle, glass 2 gp 2 lb. Can contain 1½ pints of liquid. May shatter when thrown.
Bucket 5 cp 2 lb. Can contain 3 gal. liquid or ½ cubic foot of solid material.
Caltrops (bag of 20) 1 gp 2 lb. Twisted bits of sharp metal, formed so that one point always faces up. As an action, can be spread over a 5×5 foot area. A creature entering the area must make a DC 15 Dex check; on failure, they take 1 piercing damage and stop moving. If the creature has taken damage from a caltrop, their speed is reduced by 10 feet until they regain at least 1 hit point. Creatures moving a half speed do not need to make the check.
Chain (10 feet) 5 gp 10 lb. Metal links, forged together. A chain has 10 hit points, and can be burst with a DC 20 Strength check.
Chalk (1 piece) 1 cp - A stick of a soft mineral, often gypsum, that leaves marks when drawn across a hard or rough surface.
Climber's Kit 25 gp 12 lb. Pitons, boot tips, gloves, and a harness. As an action, can be used to anchor oneself. If anchored, you can't fall or climb more than 25 feet from your anchor without undoing it.
Clothes, common 5 sp 3 lb. May be a roughspun tunic and breeches or similar, with shoes or boots.
Clothes, costume 5 gp 4 lb. Strange or garishly colored costume clothing.
Clothes, fine 15 gp 6 lb. Well-made clothing of good material, such as silk.
Clothes, traveler's 2 gp 4 lb. Sturdy clothing and boots, well-suited for the rigors of the road.
Component pouch 25 gp 2 lb. A small, watertight leather pouch that can hold all the material components needed for spells. Does not contain material components with a specific cost, as indicated in the spell's description.
Containers Empty Hold varying amounts of solids or liquids.
Backpack 2 gp 5 lb. Can carry 1 cubic foot/30 lb. of gear. Items may be strapped to the outside of a backpack.
Barrel 2 gp 70 lb. Can contain 40 gal. liquid/4 cubic feet solid
Basket 4 sp 2 lb. Can carry 2 cubic feet/40 pounds
Case, crossbow bolt 1 gp 1 lb. A wooden case capable of holding up to 20 crossbow bolts.
Case, map or scroll 1 gp 1 lb. A cylindrical leather case can hold up to 10 sheets of rolled paper, or 5 sheets of rolled parchment.
Chest 5 gp 25 lb. Can hold 12 cubic feet/300 lb. of gear.
Flask or tankard 2 cp 1 lb. Can hold 1 pint liquid.
Jug or pitcher 2 cp 4 lb. Can hold 1 gal. liquid.
Pot, iron 2 gp 10 lb. Can hold 1 gal. liquid.
Pouch 5 sp 1 lb. Can hold ⅕ cubic foot/1 lb. gear; could also be used to hold up to 20 sling bullets or 50 blowgun needles.
Quiver 1 gp 1 lb. Can hold up to 20 arrows.
Sack 1 cp ½ lb. Can hold 1 cubic foot/30 lb. gear.
Vial 1 gp - Can hold 4 oz. liquid.
Waterskin 2 sp 1 lb. Can hold 4 pints liquid.
Crowbar 2 gp 5 lb. Grants advantage to Strength checks in a situation where leverage may be applied.
Druidic Focus May be used as a spellcasting focus by a Druid
Sprig of mistletoe 1 gp - A small sprig from a mistletoe plant.
Totem 1 gp - A totem adorned with feathers, fur, bones, and teeth from sacred animals.
Wooden staff 5 gp 4 lb. A long, wooden staff, drawn whole out of a living tree.
Yew wand 10 gp 1 lb. A slim wand of springy yew wood.
Equipment Packs Starting gear or a bulk discount
Burglar's Pack 16 gp 47½ lb. A backpack, 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lanter, 2 flasks of oil, 5 days' rations, a tinderbox, a waterskin, 50 feet of hempen rope.
Diplomat's Pack 39 gp 36 lb. 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, soap.
Dungeoneer's Pack 12 gp 61½ lb. A backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days' rations, a waterskin, 50 feet of hempen rope.
Entertainer's Pack 40 gp 38 lb. A backpack, a bedroll, 2 costumes, 5 candles, 5 days' rations, a waterskin, a disguise kit.
Explorer's Pack 10 gp 59 lb. A backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days' rations, a waterskin, 50 feet of hempen rope.
Priest's Pack 19 gp 25 lb. A backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days' rations, a waterskin.
Scholar's Pack 40 gp 14 lb. A backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, a small knife.
Fishing Tackle 1 gp 4 lb. A wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
Grappling hook 2 gp 4 lb. A hook with many prongs, which may be attached to a rope to assist with climbing or swinging.
Hammer 1 gp 3 lb. A heavy piece of metal or stone, used to drive nails, among other things.
Hammer, sledge 2 gp 10 lb. A heavier piece of metal or stone. Often used to drive large stakes or poles, or for demolition.
Healer's kit 5 gp 3 lb. Contains bandages, salves, and splints; enough for 10 uses. As an action, you can expend 1 use to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
Holy Symbol May be used as a spellcasting focus by a Cleric or Paladin
Amulet 5 gp 1 lb. An icon of the devotee's god, strung and hung around one's neck.
Emblem 5 gp - An icon of the devotee's god, made in such a way that it can be easily carried or pinned to one's clothing.
Reliquary 5 gp 2 lb. A small, ornate container made to hold a devotional relic to one's god.
Holy water (flask) 25 gp 1 lb. Water blessed by a god. As an action, can be splashed on a creature within 5 feet, or thrown up to 20. Make a ranged attack against the creature; upon success, if the target is a fiend or undead, it takes 2d6 radiant damage. May be created by a Cleric or Paladin over 1 hour, consuming 25gp of powdered silver, and expending a 1st-level spell slot.
Hourglass 25 gp 1 lb. A delicate piece of blown glass with two bulbs joined by a narrow neck, filled partially with sand. Used to measure the passage of time.
Hunting trap 5 gp 25 lb. A sawtoothed steel ring with a spring action. A creature stepping on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Until the creature breaks free of the trap, it is limited by the length of chain to which the trap is attached (usually 3 feet). Freeing a creature from the trap is a DC 13 Strength check; failed attempts inflict 1 piercing damage.
Ink (1 oz. bottle) 10 gp - Pigment suspended in water. More rare colors of ink may command a higher price at market.
Ink pen 2 cp - A sharpened quill or partially-hollowed piece of wood, used to write by dipping in ink.
Ladder (10-foot) 1 sp 25 lb. A 10-foot-tall section of wooden ladder. Can be used to reach things, or as an impromptu bridge.
Light Sources See in the dark! Incredible!
Candle 1 cp - For 1 hour, sheds bright light in a 5-foot radius, and dim light an additional 5 feet.
Lamp 5 sp 1 lb. Casts bright light in a 15-foot radius and dim light an additional 30 feet. Once lit, it burns for 6 hours per flask (1 pint) of oil.
Lantern, bullseye 10 gp 2 lb. Casts bright light in a 60-foot cone, and dim light for an additional 30 feet. Once lit, it burns for 6 hours per flask (1 pint) of oil.
Lantern, hooded 5 gp 2 lb. Casts bright light in a 15-foot radius and dim light an additional 30 feet. Once lit, it burns for 6 hours per flask (1 pint) of oil. As an action, the hood can be lowered to reduce the light to dim, 5-foot radius.
Torch 1 cp 1 lb. For 1 hour, sheds bright light in a 20-foot radius, and dim light an additional 20 feet. If you make a successful melee attack with a burning torch, it deals 1 fire damage.
Lock 10 gp 1 lb. A key is provided with the lock. Without a key, a creature proficient with thieves' tools can pick the lock with a successful DC 15 Dexterity check. Better locks might be available for a higher price.
Magnifying glass 100 gp - Grants advantage on any ability check to appraise or inspect an item that is small or highly detailed. If light as bright as sunlight is available, can be used to light a fire using tinder, taking 5 minutes.
Manacles 2 gp 6 lb. Capable of binding a Small or Medium creature. Escaping requires a DC 20 Dexterity check; breaking them requires a DC 20 Strength check. Each set comes with one key; without the key, a creature proficient with thieves' tools can pick the lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.
Mess kit 2 sp 1 lb. A tin box containing a cup and simple cutlery. One side can be used as a cooking pan, and the other as a plate or shallow bowl.
Mirror, steel 5 gp ½ lb. A somewhat reflective piece of polished steel. Useful for preening or looking around corners.
Oil (flask, 1 pint) 1 sp 1 lb. Flammable liquid in a clay flask. Can be splashed onto a creature within 5 feet, or thrown up to 20. On a successful ranged attack, the target is covered in oil for 1 minute. If the target takes any fire damage before the oil dries, the target takes an additional 5 fire damage. The oil can also be poured on a 5×5 foot level area. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters or ends its turn in the area.
Paper (one sheet) 2 sp - A thin sheet of paper, suitable for writing.
Parchment (one sheet) 1 sp - A thin material made of animal skin. Better quality parchment goes by the name of vellum.
Perfume (vial) 5 gp - A pleasant scent, used by the wealthy with something to hide.
Pick, miner's 2 gp 10 lb. A pick used to break valuable ores and minerals out of stone.
Piton 5 cp ¼ lb. A small metal spike used as an anchor point when climbing.
Poison, basic (vial) 100 gp - As an action, can be used to coat one piercing or slashing weapon, or up to 3 pieces of ammunition. A creature hit by the poisoned weapon must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison lasts 1 minute before losing potency.
Pole (10-foot) 5 cp 7 lb. A staple of dungeoneering. Useful for poking things from far away.
Potion of healing 50 gp ½ lb. A character who drinks the magical red fluid in this vial regains 2d4+2 hit points. Drinking or administering the potion takes an action.
Ram, portable 4 gp 35 lb. Can be used to break down doors. When doing so, gain a +4 bonus to the Strength check. If another character helps you use the ram, gain advantage on the check.
Rations (1 day) 5 sp 2 lb. Dry food suitable for travel, such as jerky, dried fruit, hardtack, and nuts.
Robes 1 gp 4 lb. Flowing cloth garments. Called "vestments" by priests or clerics. Popular with wizards.
Rope, hempen (50 feet) 1 gp 10 lb. Useful for climbing, abseiling, or restraining. Can be burst with a DC 17 Strength check. 2 hit points.
Rope, silk (50 feet) 10 gp 5 lb. Finer and lighter than hempen rope. Useful for climbing, abseiling, or restraining. Can be burst with a DC 17 Strength check. 2 hit points.
Scale, merchant's 5 gp 3 lb. Includes a small balance, pans, and an assortment of weights up to 2 lb. With it, you can measure the exact weight of small objects. Useful for appraising.
Sealing wax 5 sp - A stick of colored wax which is melted onto a folded piece of paper or parchment. Often imprinted with an insignia or signet ring.
Shovel 2 gp 5 lb. Absolutely indispensible if digging is your goal.
Signal whistle 5 cp - A small tin whistle, useful for sending simple messages over medium distances.
Signet ring 5 gp - A ring imprinted with an insignia. Used to signify rank or title, and to stamp sealing wax.
Soap 2 cp - Cheap soap is often made of tallow and lye. One can't doubt its effectiveness at removing dirt... and often a layer of skin.
Spellbook 50 gp 3 lb. A leather-bound tome with 100 blank vellum pages. Used by wizards to record spells.
Spikes, iron (10) 1 gp 5 lb. Large metal spikes. Can be used to anchor a tent or tarp, or for more "creative" purposes.
Spyglass 1,000 gp 1 lb. Distant objects viewed through a spyglass are magnified to twice their size.
Tent, two-person 2 gp 20 lb. A simple, portable canvas shelter.
Tinderbox 5 sp 1 lb. A small container holding flint, fire steel, and some tinder. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.
Whetstone 1 cp 1 lb. A rough stone, used in the maintenance of a sharp edge on blades.