Weapon and Armour Reference Tables

Weapon Reference

Properties

Ammunition

You can attack only if you have ammunition for the weapon. Drawing the ammunition is part of the attack. If you use the weapon to make a melee attack, you treat it as an improvised weapon.

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

Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small 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.

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 ranged or thrown weapon has a range shown in parentheses. The first number is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking beyond normal range, you have disadvantage on the attack. 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.

Special

A weapon with the special property has unusual rules governing its use, explained in the weapon’s description.

Thrown

You can throw the weapon to make a ranged attack. You use the same ability modifier for the attack and damage roll that you would use for a melee attack with the weapon.

Two-Handed

This weapon requires two hands to use.

Versatile

The weapon can be used with one or two hands. A damage value in parentheses appears with the property which indicates the damage die used when the weapon is used with two hands to make a melee attack.

Armour Reference

Shields

Item Cost AC Bonus
Shield 10 gp +2

Using Armour

You must have proficiency in the class of armor. If you are not proficient, wearing the armor imposes disadvantage on any ability check, saving throw, or attack roll using strength or dexterity. A spellcaster will be unable to cast spells when wearing armor they're not proficient in. Some heavier armors also require a minimum strength score.

Armour Class

In order to be hit with an attack, the opposing attack roll must meet or exceed your Armor Class (AC). By default, your AC is determined by adding the armor's base AC to a bonus (usually your dexterity modifier). Medium armor caps the modifier bonus you can add and Heavy armor gets no bonus at all. If you are not wearing any armor, your AC is equal to 10 + your dexterity modifier.

Stealth

Some armor is particularly noisy or heavy and get in the way of attempts to be quiet. If you wear one of these types of armor, you will have disadvantage on all stealth checks.

Shields

Carried in one hand, a shield can be made from wood or metal. Using them adds to your total AC, but you can only gain the benefits of one shield at a time.

Rare Materials

Rare materials used in medium or heavy armors, besides hide, can add special benefits. See the item's description for more details.