Equipment in The Cantara Player's Compendium | World Anvil

Equipment

Weapon Tables

Weapon Properties

Armor

Tools

 

Starting Equipment

 
When you create your character, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of gold pieces based on your class and spend them on items from the lists in this chapter. See the Starting Wealth by Class table to determine how much gold you have to spend.
You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor’s adventurous footsteps.
 

Starting Wealth by Class

ClassFunds
Artificer5d4 x 10 gp
Barbarian2d4 x 10 gp
Bard5d4 x 10 gp
Cleric5d4 x 10 gp
Druid2d4 x 10 gp
Fighter5d4 x 10 gp
Monk5d4 gp
Paladin5d4 x 10 gp
Ranger5d4 x 10 gp
Rogue4d4 x 10 gp
Sorcerer3d4 x 10 gp
Warlock4d4 x 10 gp
Wizard4d4 x 10 gp

Equipment Packs

The starting equipment you get from your class includes a collection of useful adventuring gear, 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 (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 (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 (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 (40 gp). Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.
Explorer's Pack (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 (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 (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.
 

Tools, Instruments, and Other Proficiencies

Item 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.
Item Cost Weight
Disguise kit 25 gp 3 lb.
Forgery kit 15 gp 5 lb.
Gaming set
Dice set
1 sp
Chess set
1 gp 1/2 lb.
Playing card set
5 sp
1 gp
Herbalism kit 5 gp 3 lb.
Musical Instruments
Bagpipes
30 gp 6 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.
Navigator's tools 25 gp 2 lb.
Poisoner's kit 50 gp 2 lb.
Thieves' tools 25 gp 1 lb.
Vehicles (land or water)
 

Weapons

 

Simple Melee Weapons

Name Cost Damage Weight (lbs) Properties
Club 1 sp 1d4 B 2 Light
Dagger 2 gp 1d4 P 1 Finesse, Light, Thrown (20/60)
Greatclub 2 sp 1d8 B 10 Two-Handed
Handaxe 5 gp 1d6 S 2 Light, Thrown (20/60)
Javalin 5 sp 1d6 P 2 Thrown (30/120)
Light Hammer 2 gp 1d4 B 2 Light, Thrown (20/60)
Mace 5 gp 1d6 B 4
Quarterstaff 2 sp 1d6 B 4 Versatile (1d8)
Sickle 1 gp 1d4 S 2 Light
Spear 1 gp 1d6 P 3 Thrown (20/60), Versatile (1d8)
Unarmed Strike
 

Martial Melee Weapons

Name Cost Damage Weight (lbs) Properties
Battleaxe 10 gp 1d8 S 4 Versatile (1d10)
Flail 10 gp 1d8 B 2
Glaive 20 gp 1d10 S 6 Heavy, Reach, Two-Handed
Greataxe 30 gp 1d12 S 7 Heavy, Two-Handed
Greatsword 50 gp 2d6 S 6 Heavy, Two-Handed
Halberd 20 gp 1d10 S 6 Heavy, Reach, Two-Handed
Lance 10 gp 1d12 P 6 Reach, Special
Longsword 15 1d8 S 3 Versatile (1d10)
Maul 10 gp 2d6 B 10 Heavy, Two-Handed
Morningstar 15 gp 1d8 P 4
Pike 5 gp 1d10 P 18 Heavy, Reach, Two-Handed
Rapier 25 gp 1d8 P 2 Finesse
Scimitar 25 gp 1d6 S 3 Finesse, Light
Shortsword 10 gp 1d6 P 2 Finesse, Light
Trident 5 gp 1d6 P 4 Thrown(20/60), Versatile (1d8)
War Pick 5 gp 1d8 P 2
Warhammer 15 gp 1d8 B 2 Versatile (1d10)
Whip 2 gp 1d4 S 3 Finesse, Reach
 

Simple Ranged Weapons

Name Cost Damage Weight (lbs) Properties
Crossbow, light 25 fp 1d8 P 5 Ammunition (80/320), Loading, Two-Handed
Dart 5 cp 1d4 P 1/4 Finesse, Thrown (20/60)
Shortbow 25 gp 1d6 P 2 Ammunition (80/320), Two-Handed
Sling 1 sp 1d4 B Ammunition (30/120)
 

Martial Ranged Weapons

Name Cost Damage Weight (lbs) Properties
Blowgun 10 gp 1 P 1 Ammunition (25/100), Loading
Crossbow, hand 75 gp 1d6 P 3 Ammunition (30/120), Light, Loading
Crossbow, heavy 50 gp 1d10 P 18 Ammunition (100/400), Heavy, Loading, Two-Handed
Longbow 50 gp 1d10 P 2 Ammunition (150/600), Heavy, Two-Handed
Net 1 gp 3 Special, Thrown (5/15)
 

Special Weapons

Weapons with special rules are described here.
Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.
Net. A large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, Ending the effect and destroying the net.
When you use an action, bonus action, or reaction to attack with a net, you can make only one atta⁠ck regardless of the number of attacks you can normally make.
 

Weapon Properties

Many weapons have special properties related to their use, as shown in the we⁠apons tables.  
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammuni⁠tion to fire from the weapon. Each time you atta⁠ck with the weapon, you expend one piece of ammu⁠nition. Drawing the ammuni⁠tion from a quiver, case, or other container is part of the atta⁠ck (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammu⁠nition by taking a minute to sear⁠ch the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
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. Creatures that are small or tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a small or tiny 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 in the 5e Player's Handbook.
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 weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. 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, as well as when determining your reach for opportunity attacks with it.
Special. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see the “Special Weapons” section).
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee att⁠ack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Two-Handed. This weapon requires two hands when you attack with it.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
 

Armor

 
 

Light Armor

Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.
Padded. Padded armor consists of quilted layers of cloth and batting.
Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
 

Medium Armor

Medium Armor offers more Protection than Light Armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.
Hide. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes and other folk who lack access to the tools and materials needed to create better armor.
Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered.
Half Plate. Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves that are attached with leather straps.

Heavy Armor

Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.
Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the armor table shows "Str 13" or "Str 15" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.
Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative.
Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can’t afford better armor.
Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.