Chapter VI: Equipment
Give me a lever long enough… and I shall move the world.A prepared hero is less likely to experience an abrupt end to their travels or their life. On your adventures, you'll want to keep yourself well-armed and well-equipped.
Equipment is broken up into several categories: Money, Armor, Shields, Weapons, Goods & Services, and Encumbrance.
QUICKLINKS
Money
Starting Money
Whether you come from wealth or poverty, you start play with the equipment you need to adventure, unless your DM directs otherwise. Use the Starting Money table to determine how much gold you have, then go and blow it.
Class | Starting Gold Pieces |
---|---|
Barbarian | 5d4*5 |
Bard | 5d4*10 |
Cleric | 4d4*8 |
Druid | 4d4*5 |
Fighter | 6d4*10 |
Magic-User | 3d4*12 |
Monk | 5d4*1 |
Paladin | 4d4*15 |
Ranger | 5d4*10 |
Rogue | 5d4*10 |
Shaman | 4d4*7 |
Sorcerer | 3d4*8 |
Warlock | 3d4*12 |
Witch | 3d4*10 |
Starting Packages
To simplify your starting equipment, you can purchase a starting package for your class from the Starting Package table below which will provide you with the major items: armor, shield, weapon, clothes, and adventurer's pack. If you wish to buy specific items or your DM wants you to track your possessions in detail, you can make individual purchases instead. You may not be able to afford everything you want right away but worry not. Questing tends to pay quite well.
Class | Package | Cost | Weight |
---|---|---|---|
Barbarian | Adventurer's pack, hide armor, great club, 3 javelins | 28 gp | 53 lbs |
Bard | Adventurer's pack, studded leather armor, wooden buckler, sling, short sword, pipes, quality clothes | 50 gp, 7 cp | 31.2 lbs |
Cleric | Adventurer's pack, quarterstaff, healer's kit, holy symbol, quality clothes | 50 gp | 19 lbs |
Druid | Adventurer's pack, leather armor, quarterstaff, healer's kit, common clothes | 25 gp, 6 sp | 30 lbs |
Fighter | Adventurer's pack, ring mail, heavy wooden shield, long sword, handaxe, 10' pole, common clothes | 87 gp, 5 sp | 67 lbs |
Magic-User | Adventurer's pack, spell component pouch, spellbook, common clothes, staff | 30 gp, 6 sp | 22 lbs |
Monk | Adventurer's pack, common clothes | 10 gp, 5 sp | 13 lbs |
Paladin | Adventurer's pack, ring mail, light wooden shield, holy symbol, quality clothes^ | 93 gp^ | 52^ lbs |
Ranger | Adventurer's pack, leather armor, 2 scimitars, short bow, 20 short arrows, traveler's clothes | 72 gp, 5 sp | 39 lbs |
Rogue | Adventurer's pack, leather armor, sling, short sword, thieves’ tools, common clothes | 60 gp, 5 cp | 31.1 lbs |
Shaman | Adventurer's pack, hide armor, quarterstaff, healer's kit, totem, common clothes | 35 gp, 1 sp | 43.1 lbs |
Sorcerer | Adventurer's pack, wand, common clothes | 10 gp, 6 sp | 10.5 lbs |
Warlock | Adventurer's pack, studded leather armor, quarterstaff, rod, common clothes | 35 gp | 44 lbs |
Witch | Adventurer's pack, spear, sling, spellbook, spell component pouch, common clothes | 32 gp, 5 sp | 25.1 lbs |
^Plus deity's favored weapon |
Armor
While wearing armor, whenever you defend against a physical attack with limited or better success you reduce the damage you take by the armor's Damage Reduction. For example, if your attempt to dodge a goblin's spear thrust resulted in limited success, you would still reduce the piercing damage by 3 while wearing field plate. Through Damage Reduction, some attacks may have their damage negated entirely.
Types of armor and their features are listed in the Armor table. The details of the varying types of armor are as follows.
Leather Armor: Stiff, boiled leather provides the wearer of this armor fair protection without restricting much movement.
Studded Leather Armor: This leather jerkin has been bolted with metal to increase protection without adding too much weight.
Hide Armor: Crafted from the pelts of beasts such as bears, wolves, or boars, hide armor is bulkier and heavier than leather. However, because of its natural nature, while you are Encumbered due to wearing hide armor, you do not suffer a -1 Rank Penalty on Stealth or Dodge attempts.
Scale Mail: Also known as ring mail, scale mail is crafted by attaching metal rings or scales to padded or leather armor. In some regions, materials other than metal may be substituted, such as seeds, horns, or even animal scales.
Chain Mail: Also known as simply mail, chain mail is a hauberk made of small metal rings linked together to form a mesh.
Brigandine: Similar to studded leather, brigandine armor is a jacket of cloth or leather armor studded or sown with layered steel plates. Unlike studded leather, mail is often worn underneath.
Banded Mail: Also known as splint mail, banded mail is crafted by precisely attaching narrow strips of metal to leather armor. Banded mail layers these strips horizontally while splint layers them vertically. Both include a jacket as well as arm and leg pieces. A mail hauberk is worn underneath, protecting the joints.
Half Plate: Also known as simply plate, half plate is comprised of a metal cuirass and back piece worn over mail. This breastplate is custom-forged to fit the wearer and extremely expensive for a good reason. The protection it provides is top-notch.
Field Plate: Even more impressive than half plate, field plate is a near-complete suit of plate armor designed to be worn by foot soldiers. Shoulders, elbows, forearms, and hands are covered by plates of fitted metal, as are the upper legs. The lower legs and feet are not plated to retain some freedom of movement.
Full Plate: The pinnacle of armorcraft, full plate is a custom-fit suit of metal covering every inch of the body. Designed to be worn while mounted, full plate is nearly impossible to utilize on foot. Unless you are mounted, wearing full plate leaves you Severely Encumbered.
The Armor Table
Table Components
Cost: The standard cost in gold pieces for the type of armor.
Category: An armor’s category describes its bulk and ease of use.
Light armor: Wearing light armor does not automatically encumber you.
Medium armor: While wearing medium armor, you are Encumbered.
Heavy armor: While wearing heavy armor, you are Heavily Encumbered.
*Hide and full plate differ slightly. Hide armor's encumbrance does not impose a -1 rank penalty on stealth or dodge attempts. On the other hand, while wearing full plate, you are Severely Encumbered unless you are mounted, in which case you are only Heavily Encumbered.
Damage Reduction: An armor's damage reduction indicates the amount of damage it reduces of the Bludgeoning, Piercing, and Slashing types. Whenever you have a limited or better success against a physical attack, reduce the damage you take of the attack's type by the specified amount.
Don: Don specifies the number of minutes it takes to put on each type of armor.
Doff: Doff specifies the number of minutes it takes to get out of each type of armor. .1 minute indicates a Full-Round Action.
Hasty Don: If you are proficient with a type of armor, you can attempt to put it on quickly. This attempt takes the time listed under normal success unless you achieve a major or better success. On a limited, you can count this time toward a standard don.
Hasty Doff: If you are proficient with a type of armor, you can attempt to remove it quickly. This attempt takes the time listed under normal success unless you achieve a major or better success. On a limited, you can count this time toward a standard don.
Name | Cost (gp) | Category | DR (B/P/S) | Weight (lbs) | Don (mins) | Doff (mins) | Hasty Don (Normal/Major/Critical) | Hasty Doff (Normal/Major/Critical) |
---|---|---|---|---|---|---|---|---|
Padded | 5 | Light | 1/-/- | 10 | 1 | .1 | 1 round/Action/Move | Action/Move/15' move |
Leather | 10 | Light | 1/-/1 | 15 | 1 | .1 | 1 round/Action/Move | Action/Move/15' move |
Studded Leather | 25 | Light | 1/1/1 | 20 | 1 | .1 | 1 round/Action/Move | Action/Move/15' move |
Hide | 15 | Medium* | 2/1/1 | 25 | 5 | 1 | 1 minute/5 rounds/1 round | 1 round/Action/Move |
Scale Mail | 50 | Medium | 1/1/2 | 30 | 5 | 1 | 1 minute/5 rounds/1 round | 1 round/Action/Move |
Chainmail | 150 | Medium | 2/1/2 | 40 | 5 | 1 | 1 minute/5 rounds/1 round | 1 round/Action/Move |
Brigandine | 400 | Medium | 2/2/2 | 30 | 5 | 1 | 1 minute/5 rounds/1 round | 1 round/Action/Move |
Banded Mail | 250 | Heavy | 3/2/2 | 45 | 10 | 2 | 2 minutes/1 minute/5 rounds | 1 minute/5 rounds/1 round |
Half Plate | 800 | Heavy | 3/2/3 | 50 | 15 | 3 | 3 minutes/2 minutes/1 minute | 2 minutes/1 minute/5 rounds |
Field Plate | 1,600 | Heavy | 3/3/3 | 55 | 20 | 4 | 4 minutes/3 minutes/2 minutes | 3 minutes/2 minutes/1 minute |
Full Plate | 3,200 | Heavy* | 4/3/4 | 60 | 25 | 5 | 5 minutes/4 minutes/3 minutes | 4 minutes/3 minutes/2 minutes |
WEARING ARMOR WITHOUT PROFICIENCY
You can wear armor even if you are not proficient in its use. However, you are encumbered an additional level and all your attempts that rely on any form of movement, including attacks and spellcasting, suffer a -1 Rank Penalty in light armor, Disadvantage in medium armor, or Unreliability in heavy armor.SMALL HEROES AND ARMOR
Armor for small heroes does not use as much material or weigh as heavily. Armor crafted for a small hero weighs half as much and costs one-third less.Shields
• You can use your rank in a shield for Parry attempts with it.
• You can use a shield to Parry ranged attacks.
• You can use your rank in a shield to attempt to bash a foe with it as a melee non-finesse weapon attack.
A shield's cost, weight, encumbrance, and bludgeoning damage when bashing is listed in the Shields table. Each shield comes in a wooden and steel variant. The types of shields are defined below.
• If you use an object in your buckler hand, you cannot utilize the buckler until the start of your next turn, and vice-versa.
Light Shield: The most common shield, light shields are up to 2' in width and height in a round, rectangular, or kite shape.
• Light shields grant a +1 Rank Bonus to parry melee attacks.
• When defending against Multiple Attacks, light shields block an additional attack on a limited or better success.
Heavy Shield: Heavy shields are around the same width as a light shield but twice as tall. Usually oval or kite-shaped to reduce weight, heavy shields protect the torso and the lower body.
• Heavy shields grant a +1 Rank Bonus to parry attempts.
• When defending against Multiple Attacks, heavy shields block an additional attack on a limited or better success.
• If you have a Strength score below 15, you are Encumbered while weilding a heavy shield.
Tower Shield: Also known as the scutum, a tower shield can be over 4' in height and 3' in width, with most being oval or rectangular and curved to fit the body.
• Tower shields provide the wielder with Cover.
• When defending against Multiple Attacks, tower shields block an additional attack on a limited or better success.
• Tower shields provide total Cover from ranged attacks when using the Defend action.
• While weilding a tower shield, you are Severely Encumbered except on parry and weapon attempts.
Shields
Name | Cost | Weight (lbs) | Encumbrance | Bash |
---|---|---|---|---|
Buckler, Steel | 15 gp | 5 | none | 1d2 |
Buckler, Wooden | 5 gp | 3 | none | 1 |
Light Shield, Steel | 9 gp | 6 | none | 1d3 |
Light Shield, Wooden | 3 gp | 5 | none | 1d2 |
Heavy Shield, Steel | 20 gp | 13 | none* | 1d4 |
Heavy Shield, Wooden | 7 gp | 10 | none* | 1d3 |
Tower Shield, Steel | 25 gp | 30 | Severe | 1d6 |
Tower Shield, Wooden | 10 gp | 30 | Severe | 1d4 |
SMALL HEROES AND SHIELDS
Small heroes treat bucklers as light shields, light shields as heavy shields, and heavy shields as tower shields. A buckler designed for a small hero weighs half as much and costs one-third less.Weapons
Weapon Categories
Weapons are either simple or martial in their complexity and finesse or non-finesse and melee or ranged in their application.Simple Weapons: Simple weapons are easier to use in battle.
Martial Weapons: Martial weapons require more specific training to wield.
Finesse Weapons: When you hit with a finesse weapon attack, you add your Dexterity modifier to damage.
Non-Finesse Weapons: When you hit with a non-finesse weapon attack, you add your Strength modifier.
Melee Weapons: Melee weapons can be used to make melee attacks. Some can also be used to make ranged attacks.
Ranged Weapons: Ranged weapons can only be used to make ranged attacks.
Simple Melee Weapons
Name | Cost | Category | Group | Damage Type_ | Hands | Damage | Weight (lbs) | Feature | Range |
---|---|---|---|---|---|---|---|---|---|
Club | 1 sp | Maces | Bludgeoning | 1 | 1d6 | 3 | - | - | |
Dagger | 2 gp | Finesse | Light Blades | Piercing | 1 | 1d4 | 1 | - | 10' |
Garrote | 1 gp | Finesse | Unarmed | Slashing | 2 | 1 | 0.1 | Grapple, Small | - |
Great Club | 2 sp | Maces | Bludgeoning | 2 | 2d4 | 12 | - | - | |
Heavy Mace | 12 gp | Maces | Bludgeoning | 1 or 2 | 1d8/2d4 | 8 | - | - | |
Ironshod Quarterstaff | 1 gp | Staffs | Bludgeoning | 2 | 1d8 | 6 | Parry | - | |
Mace | 5 gp | Maces | Bludgeoning | 1 | 1d6 | 4 | - | - | |
Quarterstaff | 1 sp | Staffs | Bludgeoning | 2 | 1d6 | 4 | Parry, Small | - | |
Sickle | 6 gp | Light Blades | Slashing | 1 | 1d6 | 2 | - | - | |
Spear | 2 gp | Spears | Piercing | 1 or 2 | 1d6/1d8 | 6 | - | 20' | |
Unarmed Strike | - | Unarmed | Bludgeoning | - | 1 | - | - | - |
Simple Ranged Weapons
Name | Cost | Category | Group | Damage Type_ | Hands | Damage | Weight (lbs) | Feature | Range |
---|---|---|---|---|---|---|---|---|---|
Dart | 5 sp | Finesse | Spears | Piercing | 1 | 1d4 | 0.5 | - | 20' |
Heavy Crossbow | 50 gp | Finesse | Mechanical | Piercing | 2 | 1d10 | 8 | 120' | |
Javelin | 1 gp | Spears | Piercing | 1 | 1d6 | 2 | - | 30' | |
Light Crossbow | 35 gp | Finesse | Mechanical | Piercing | 2 | 1d8 | 4 | Small | 80' |
Sling | 5 cp | Finesse | Slings | Bludgeoning | 1 | 1d4 | 0.1 | - | 50' |
Staff Sling | 1 gp | Slings | Bludgeoning | 2 | 1d6 | 2 | Ordinance | 50' |
Martial Melee Weapons
Name | Cost_ | Category | Group | Damage Type_ | Hands | Damage | Weight (lbs) | Feature | Range |
---|---|---|---|---|---|---|---|---|---|
Bastard Sword | 35 gp | Heavy Blades | Slashing | 1 or 2 | 1d10/1d12 | 6 | - | - | |
Battleaxe | 10 gp | Axes | Slashing | 1 | 1d8 | 6 | - | - | |
Broadsword | 15 gp | Finesse | Light Blades | Slashing | 1 | 2d3 | 3 | Parry | - |
Cestus | 5 gp | Unarmed | Piercing | - | 1d3 | 2 | - | - | |
Falchion | 12 gp | Heavy Blades | Slashing | 1 or 2 | d6+1/d8+1 | 5 | - | 5’ | |
Flail | 8 gp | Flails | Bludgeoning | 1 | 1d6 | 5 | Trip | - | |
Glaive | 8 gp | Heavy Blades | Slashing | 2 | 1d10 | 10 | Impede | Reach | |
Greataxe | 20 gp | Axes | Slashing | 2 | 2d6 | 12 | - | - | |
Guisarme | 10 gp | Picks | Piercing | 2 | 1d10 | 10 | Grapple | Reach | |
Halberd | 10 gp | Axes | Slashing | 2 | 1d10 | 12 | Impede | Reach | |
Hammer | 1 gp | Hammers | Bludgeoning | 1 | 1d4 | 2 | 10' | ||
Handaxe | 5 gp | Axes | Slashing | 1 | 1d6 | 2 | - | 10' | |
Heavy Flail | 15 gp | Flails | Bludgeoning | 2 | 1d8 | 10 | Trip | - | |
Heavy Pick | 8 gp | Picks | Piercing | 1 or 2 | 1d6/1d8 | 6 | Grapple | - | |
Lance | 10 gp | Spears | Piercing | 1 | 1d10 | 10 | Calvary | Reach | |
Longsword | 15 gp | Heavy Blades | Slashing | 1 or 2 | 1d8/1d10 | 4 | - | - | |
Lucerne Hammer | 35 gp | Hammers | Bludgeoning | 2 | 2d4 | 9 | Reach | ||
Main-gauche | 2 gp | Finesse | Light Blades | Piercing | 1 | 1d3 | 1 | Parry | - |
Maul | 25 gp | Hammers | Bludgeoning | 2 | 1d12 | 25 | Sunder | - | |
Pick | 4 gp | Picks | Piercing | 1 | 1d4 | 3 | Grapple | 10’ | |
Pike | 5 gp | Spears | Piercing | 2 | 1d10 | 9 | Impale | Reach | |
Ranseur | 10 gp | Spears | Piercing | 2 | 2d4 | 10 | Disarm | Reach | |
Rapier | 25 gp | Finesse | Light Blades | Piercing | 1 | 1d6 | 2 | Disarm | - |
Sap | 1 sp | Finesse | Maces | Bludgeoning | 1 | 1d2 | 2 | Daze | - |
Scimitar | 15 gp | Heavy Blades | Slashing | 1 | 1d6 | 3 | Calvary | - | |
Scythe | 18 gp | Heavy Blades | Slashing | 2 | 2d4 | 10 | Grapple | - | |
Shortsword | 10 gp | Finesse | Light Blades | Piercing | 1 | 1d6 | 2 | - | - |
Spiked Chain | 25 gp | Flails | Piercing | 2 | 2d4 | 10 | Trip | Reach | |
Stiletto | 5 gp | Finesse | Light Blades | Piercing | 1 | 1d3 | 1 | - | |
Two-handed Sword | 50 gp | Heavy Blades | Slashing | 2 | 3d4 | 8 | - | - | |
Waraxe | 30 gp | Axes | Slashing | 1 or 2 | 1d10/1d12 | 8 | - | - | |
Warhammer | 12 gp | Hammers | Bludgeoning | 1 or 2 | 1d8/1d10 | 5 | Sunder | - |
Martial Ranged Weapons
Name | Cost | Category | Group | Damage Type_ | Hands | Damage | Weight (lbs) | Feature | Range |
---|---|---|---|---|---|---|---|---|---|
Atlatl | 1 sp | Spears | Piercing | 1 | 1d6 | 1 | - | 40' | |
Bolas | 1 gp | Finesse | Flails | Bludgeoning | 1 | 1d2 | 3 | Trip | 10' |
Hand Crossbow | 100 gp | Finesse | Mechanical | Piercing | 1 | 1d4 | 2 | - | 30' |
Longbow | 100 gp | Finesse | Bows | Piercing | 2 | 1d8 | 3 | 100' | |
Shortbow | 30 gp | Finesse | Bows | Piercing | 2 | 1d6 | 2 | Small | 60' |
IMPROVISED WEAPONS
When you use an object not designed for combat as a weapon, or employ a weapon in a fashion for which it was not designed, it is considered an improvised weapon. Improvised weapons are treated as non-finesses weapons and attacks are made at an Untrained rank unless you take proficiency with them. Improvised weapons deal 1d2 damage if small (a fist-sized rock, a frying pan, a dagger’s pommel), 1d3 damage if medium (the flat of a longsword, a torch, a table leg), or 2d3 damage if large and two-handed (a stout chair, a manhole cover, the haft of a glaive).Goods & Services
Adventuring Gear
A variety of items ban be useful on an adventure and, according to many shopkeepers, having the right gear can make the difference between escaping the dungeon and being forever entombed.
Good/Service | Cost | Wt. (lbs) |
---|---|---|
Adventurer's Pack | 10 gp | 10 |
Backpack | 2 gp | 2 |
Ball bearings (100) | 1 gp | 1 |
Bedroll | 1 gp | 5 |
Bell | 1 gp | 0.1 |
Block and tackle | 1 gp | 5 |
Bucket | 5 cp | 2 |
Caltrops | 1 gp | 2 |
Chain (10') | 5 gp | 5 |
Chalk (piece) | 1 cp | 0.1 |
Climber's kit | 25 gp | 5 |
Crowbar | 2 sp | 5 |
Flask (clay) | 2 cp | 0.1 |
Grappling hook | 2 gp | 4 |
Hammer | 2 sp | 2 |
Healer's kit | 5 gp | 1 |
Hourglass | 5 gp | 1 |
Jug (clay) | 2 cp | 9 |
Ladder (10') | 1 sp | 20 |
Lock | 10 gp | 1 |
Magnifying glass | 100 gp | 0.1 |
Manacles | 2 gp | 2 |
Mess kit | 1 sp | 1 |
Miner's pick | 5 sp | 10 |
Mirror | 5 gp | 0.5 |
Piton | 5 cp | 0.5 |
Pole (10') | 5 cp | 8 |
Pot (iron) | 1 sp | 10 |
Pouch | 5 sp | 0.5 |
Rope, hemp (50') | 1 gp | 10 |
Rope, silk (50') | 10 gp | 5 |
Sack | 1 sp | 0.5 |
Scale; merchant's | 2 gp | 1 |
Scroll case | 1 gp | 1 |
Sealing wax | 1 gp | 1 |
Shovel | 2 gp | 8 |
Signet ring | 5 gp | 0.1 |
Sledge | 1 gp | 10 |
Soap | 5 sp | 1 |
Spyglass | 1000 gp | 1 |
Tent | 10 gp | 20 |
Vial | 1 gp | 0.1 |
Waterskin | 1 gp | 4 |
Whetstone | 2 cp | 1 |
Whistle | 8 sp | 0.1 |
Winter blanket | 1 gp | 3 |
Ammunition
Some weapons require ammunition to make attacks. Ammunition is usually sold in bundles of 20. Your DM may require you to track it. If so, you can recover a spent munition by spending a full-round action searching its target or the area it was shot into and making a successful luck roll.
Ammunition requires two hands to load.
Good/Service | Cost | Wt. (lbs) |
---|---|---|
Arrows (20) | 1 gp | 3 |
Atlatl darts (20) | 5 sp | 2 |
Crossbow bolts (20) | 2 gp | 2 |
Quiver | 1 gp | 1 |
Sling bullets (20) | 4 cp | 1.5 |
Staff sling rounds (20) | 1 gp | 5 |
Clothing
Clothing provides you with basic protection from the elements. If you lack appropriate clothing for an environment, you may suffer disadvantage when resting or enduring the elements.
Good/Service | Cost | Wt. (lbs) |
---|---|---|
Common clothes | 5 sp | 3 |
Exquisite clothes | 500 gp | 6 |
Fine clothes | 50 gp | 6 |
Quality clothes | 5 gp | 6 |
Specialized travel clothes | 50 gp | 7 |
Traveler's clothes | 2 gp | 4 |
Craft Goods
Craft goods provide the required items and components to perform crafting. Without the appropriate tools, you may have disadvantage on a task or be unable to perform it entirely.
Good/Service | Cost | Wt. (lbs) |
---|---|---|
Artisan's tools | 5 gp | 5 |
Disguise kit | 25 gp | 8 |
Fishing tackle | 1 gp | 4 |
Hunting trap | 5 gp | 15 |
Ink (vial) | 10 gp | 0.1 |
Ink pen | 2 cp | 0 |
Paper (sheet) | 2 sp | 0 |
Parchment (sheet) | 1 sp | 0 |
Spell component pouch | 5 gp | 3 |
Spellbook (blank) | 15 gp | 3 |
Thieves' tools | 30 gp | 1 |
Foodstuffs
Good/Service | Cost | Wt. (lbs) |
---|---|---|
Ale (gallon) | 2 sp | 8 |
Ale (mug) | 4 cp | 1 |
Bread; loaf | 2 cp | 0.5 |
Cheese (1 lb.) | 2 sp | 1 |
Dwarven ale (flask) | 10 gp | 2 |
Dwarven ale (shot) | 2 sp | 0.1 |
Meal (banquet) | 10 gp | 10 |
Meal (common) | 1 sp | 1.5 |
Meal (good) | 2 sp | 2 |
Meal (poor) | 6 cp | 1 |
Meat (1 lb.) | 6 sp | 1 |
Rations; trail (1 day) | 5 sp | 1 |
Wine (common, bottle) | 2 sp | 5 |
Wine (fine, bottle) | 10 gp | 5 |
Implements
Spellcasters sometimes utilize implements to provide a focus for their magic. You can fulfill the somatic components of a spell with style using an implement. When enchanted, implements are also capable of passing on their enchantment to the spells and magic cast with them. In addition to the implements listed here, divine spellcasters use holy symbols as implements, listed under Religious Goods.
Good/Service | Cost | Wt. (lbs) |
---|---|---|
Crystal | 1 gp | 2 |
Orb | 5 gp | 3 |
Rod | 1 sp | 2 |
Skull | 1 gp | 2.5 |
Staff | 1 sp | 3 |
Totem | 1 sp | 1 |
Wand | 1 sp | 0.5 |
Mounts, Animals, & their Gear
Though many adventures must be undertaken on foot, walking is not always ideal. Mounts and other trained animals can expedite travel as well as carry goods. Some trained animals may even help in battle, though untrained animals can be a risk. Animals that are not trained for combat must make a Wisdom check at the start of each turn or bolt, without successful intervention with a Handle Animal attempt.
Good/Service | Cost | Wt. (lbs) |
---|---|---|
Barding | 4x | 2x |
Bit and bridle | 2 gp | 1 |
Dog, guard | 25 gp | - |
Dog, riding | 150 gp | - |
Donkey/mule | 8 gp | - |
Feed (1 day) | 5 cp | 1 |
Horse; heavy, heavy | 200 gp | - |
Horse; heavy, light | 75 gp | - |
Pony | 30 gp | - |
Saddle; military, military | 20 gp | 30 |
Saddle; military, pack | 5 gp | 15 |
Saddle; military, riding | 10 gp | 25 |
Saddlebags | 4 gp | 8 |
Warhorse; heavy, heavy | 400 gp | - |
Warhorse; heavy, light | 150 gp | - |
Warpony; heavy, heavy | 300 gp | - |
Warpony; heavy, light | 100 gp | - |
Musical Instruments
For many performers, instruments are a necessity. In addition, bards use instruments as spellcasting implements and expand their musical prowess through them. Fancier variations on the base instruments usually double the base instrument's cost and weight.
Good/Service | Cost | Wt. (lbs) |
---|---|---|
Bagpipe | 3 gp | 3 |
Drum | 1 gp | 2 |
Dulcimer | 5 gp | 4 |
Flute | 1 gp | 0.5 |
Harp | 10 gp | 3 |
Horn | 1 sp | 1 |
Hurdy-gurdy | 15 gp | 5 |
Lute | 8 gp | 3 |
Organetto | 10 gp | 12 |
Pipes | 2 cp | 0.1 |
Viol | 8 gp | 2 |
Services
Good/Service | Cost | Wt. (lbs) |
---|---|---|
Coach cab (per mile) | 3 cp | - |
Hireling, trained (per day) | 3 sp | - |
Hireling, untrained (per day) | 1 sp | - |
Masterwork (armor) | * gp | - |
Masterwork (tool) | 100 gp | - |
Masterwork (weapon) | 100 gp | - |
Messenger per mile) | 2 cp | - |
Road or gate toll | 1 cp | - |
Ship's passage (per mile) | 1 sp | - |
Weapon Alteration | 3 gp | - |
Transport
Sometimes a service doesn’t cut it and you just want to own the carriage yourself. Prices listed for transport items are merely for the vehicle itself. They do not include operators or beasts of burden.
Good/Service | Cost | Wt. (lbs) |
---|---|---|
Carriage | 100 gp | 600 |
Cart | 15 gp | 200 |
Galley | 30,000 gp | - |
Keelboat | 3,000 gp | - |
Longship | 10,000 gp | - |
Oar | 2 gp | 10 |
Rowboat | 50 gp | 100 |
Sailing ship | 10,000 gp | - |
Sled | 20 gp | 300 |
Wagon | 35 gp | 400 |
Warship | 25,000 gp | - |
Encumbrance
If your DM has you track weight for the items you carry, the Encumbrance table below provides the limits you can bear based on your Strength score.
Encumbered: While encumbered, you reduce your speed by 5’ and suffer a -1 rank penalty on dodge, stealth, and swim attempts.
Heavily Encumbered: While you are heavily encumbered, you reduce your speed by 10' and suffer disadvantage on dodge, stealth, and swim attempts.
Severely Encumbered: While severely encumbered, you reduce your speed by 15’, suffer disadvantage on any movement-related attempt (including attacks and spellcasting), and suffer disadvantage and unreliability on dodge, stealth, and swim attempts.
Max Lift: Max lift describes the maximum weight you can lift off the ground. You cannot move or take any actions while lifting such an amount.
PUSHING & DRAGGING
When pushing or dragging something with minimal resistance, such as in a handcart on a firm, level road, you consider the weight of what you are pushing or dragging to be one-fifth of its standard.ALTERNATE SIZES
Large and larger creatures double their limits for each category. Tiny and smaller creatures half these limits.Encumbrance
Strength | Encumbered | Heavily | Severely | Max Lift |
---|---|---|---|---|
1 | 3-4 | 5-6 | 7-10 | 20 |
2 | 6-8 | 9-13 | 14-20 | 40 |
3 | 10-14 | 15-20 | 21-30 | 60 |
4 | 13-19 | 20-26 | 27-40 | 80 |
5 | 16-24 | 25-33 | 34-50 | 100 |
6 | 20-29 | 30-40 | 41-60 | 120 |
7 | 23-34 | 35-46 | 47-70 | 140 |
8 | 26-39 | 40-53 | 54-80 | 160 |
9 | 30-45 | 46-60 | 61-90 | 180 |
10 | 33-49 | 50-66 | 67-100 | 200 |
11 | 38-57 | 58-76 | 77-115 | 230 |
12 | 43-64 | 65-88 | 87-130 | 260 |
13 | 50-75 | 76-100 | 101-150 | 300 |
14 | 58-87 | 88-116 | 117-175 | 350 |
15 | 66-99 | 100-133 | 134-200 | 400 |
16 | 76-114 | 115-153 | 154-230 | 460 |
17 | 86-129 | 130-173 | 174-260 | 520 |
18 | 100-150 | 151-200 | 201-300 | 600 |
19 | 116-174 | 175-233 | 234-350 | 700 |
20 | 113-199 | 200-266 | 267-400 | 800 |
21 | 153-229 | 230-306 | 307-460 | 920 |
22 | 173-259 | 260-346 | 347-520 | 1040 |
23 | 200-300 | 301-400 | 401-600 | 1200 |
24 | 233-349 | 350-466 | 467-700 | 1400 |
25 | 266-399 | 400-533 | 534-800 | 1600 |
26 | 306-459 | 460-613 | 614-920 | 1840 |
27 | 346-519 | 520-693 | 694-1040 | 2080 |
28 | 400-600 | 601-800 | 801-1200 | 2400 |
29 | 466-699 | 700-634 | 934-1400 | 2800 |
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