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Encumbrance and Carrying Things

Measuring Encumbrance

This system uses the stone (15 lb) as its base unit of encumbrance, which a person can carry a number of equal to their Str score and still move. Carrying more than 1/3 of that number of stones (round down) counts as Encumbered and 2/3 (round down) as Heavily Encumbered.

Most things in the equipment list weigh as 1 item. 100 gp = 1 item. 5 items = 1 stone. 4 or less items are rounded down, and don’t count as a stone. So a Str 10 person can carry 3 stone and 4 items without being Encumbered, or carry 6 stone and 4 items without being Heavily Encumbered.

Currency and Coins


Coins come in different denominations based on the metal they are made from. The three most common are the gold piece (gp), silver piece (sp), and copper piece (cp).

The gold piece is the standard measure for wealth.

One gold piece can buy a bedroll or a goat. A skilled artisan can earn a gold piece a day.

1 gold piece is worth 10 silver pieces, the most used coin among commoners. A silver piece buys a laborer’s work for half a day, or a night’s rest in a poor inn.

1 silver piece is worth 10 copper pieces, which are common among laborers and beggars.

A single copper piece buys a squalid meal, a candle, a torch, or a piece of chalk.

The platinum piece (pp) sometimes appear in treasure from lost kingdoms and can arouse suspicion when used. 1 platinum piece is worth 10 gold pieces.


Starting Equipment

Your class and Background already provides you with starting equipment and some coin to get you started quickly on your adventures.

Alternatively, if you would rather spend the time to select your own equipment, you can opt to start with 5d4x10 gp instead of the equipment provided by your class and background and spend them on items from the lists in this chapter.

Equipment Descriptions

This section describes items that have special rules or require further explanation.

Acid. You can throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack with an improvised weapon against a creature or object. On a hit, the target takes 2d6 acid damage.

Alchemist’s Fire. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack with an improvised weapon against a creature or object. On a hit, the target takes 1d4 fire damage at the start of each turn. A creature can end this damage with an action to make a DC 10 Dex check to extinguish the flames.

Antitoxin. A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It doesn’t work for undead or constructs.

Caltrops. As an action, you can spread a bag of caltrops to cover a square area 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dex save or stop moving this turn and take 1 damage. This reduces the creature’s walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save.

Candle. A candle sheds bright light in a 5-foot radius and dim light for another 5 feet for 1 hour.

Climber’s Kit. A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and can’t climb more than 25 feet from that point without undoing the anchor.

Crowbar. A crowbar grants advantage to Str checks where leverage can be applied.

Healer’s Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

Holy Symbol. A holy symbol is a representation of a god. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic.

Holy Water. As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating it as an improvised weapon. Fiend and undead take 2d6 radiant damage from it. A cleric may create holy water with a special ritual. This takes 1 hour to perform, uses 25 gp worth of powdered silver, and expends a 1st-level spell slot.

Lamp. A lamp casts bright light in a 15-foot radius and dim light for another 30 feet. Once lit, a flask (1 pint) burns for 6 hours.

Lantern, Bullseye. A bullseye lantern casts bright light in a 60-foot cone and dim light for 60 feet more. Once lit, a flask (1 pint) of oil burns for 6 hours.

Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius and dim light for 30 feet more. Once lit, a flask (1 pint) of oil burns for 6 hours. As an action, you can lower the hood, to reduce the light to a 5-foot radius dim light.

Lock. A key is provided with the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful DC 15 Dex check. Your GM may decide that better locks are available for higher prices.

Manacles. These restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dex check. Breaking them needs a DC 20 Str check. Without the key, a creature proficient with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dex check. Manacles have 15 hit points.

Oil. Oil comes in a clay flask holding 1 pint. As an action, you can splash the oil onto a creature within 5 feet or throw it 20 feet, shattering on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If it takes any fire damage before the oil dries (after 1 minute), it takes an additional 5 fire damage from the burning oil. You can also pour the oil on the ground to cover a 5-foot-square, provided the surface is level. If lit, it burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in it. A creature can take this damage only once per turn.

Poison, Basic. The poison in this vial can coat one sharp weapon or three pieces of ammunition. Applying it takes an action. A creature hit by the poison must make a DC 10 Con saving throw or take 1d4 poison damage. Once applied, it remains potent for 1 minute.

Potion of Healing. The fluid in this vial heals 2d4+2 hp. Drinking or administering a potion takes an action.

Pouch. A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things.

Quiver/Bolt Case. holds 20 arrows/bolts.

Rope. Rope, hemp or silk. Has 2 hp and can be burst with a DC 17 Strength check.

Spellbook. A spellbook is a leather-bound tome with 100 blank pages suitable for recording spells.

Spyglass. Objects viewed through a spyglass are magnified to twice their size.

Tinderbox. Using this to light a torch—or anything with exposed fuel—takes an action. Lighting any other fire takes 1 minute.

Torch. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for 20 feet more. A melee attack with a lit torch deals 1 fire damage.

Equipment Pack. There are many different specific themed packs:

  • Burglar’s Pack (40 gp). A backpack containing:, 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 thieves tool. 50 ft. hempen rope and a full waterskin. # 18 items
  • Dungeoneer’s Pack (12 gp). A backpack containing: A crowbar; hammer; tinderbox; 10 pitons; 10 torches and 10 days of rations. 50 ft. hempen rope and a full waterskin. # 24 items
  • Entertainer’s Pack (40 gp). A backpack containing: A bedroll; 2 costumes; 5 candles; 5 days of rations and a disguise kit. A full waterskin, # 12 items
  • Explorer’s Pack (10 gp). A backpack containing: A bedroll; mess kit; tinderbox; 10 torches and 10 days of rations. 50 ft. hempen rope and a full waterskin. # 24 items
  • Priest’s Pack (19 gp). A backpack containing: A blanket; 10 candles (1 item); tinderbox; alms box; 2 blocks of incense; censer; vestments and 2 days of rations. A full waterskin. # 10 items
  • Scholar’s Pack (40 gp). A backpack; a book of lore; bottle of ink; an ink pen; 10 sheets of parchment; a little bag of sand; and a small knife. # 4 items
Adventuring Gear
Item Cost # Items
Acid (vial) 25 gp 1
Alchemist’s fire (flask)50 gp 1
Ammunition Arrows (20)1 gp 1
Blowgun needles (50)1 gp 1
Crossbow bolts (20)1 gp 1
Sling bullets (20) 4 cp 1
Antitoxin (vial)50 gp— Backpack 2 gp 1* Bedroll 1 gp 2
Bell 1 gp — Blanket 5 sp 1
Book 25 gp 1
Bottle, glass 2 gp 1*
Caltrops (bag of 20)1 gp 1
Candle 1 cp
Case, map or scroll 1 gp 1
Chest 5 gp 1 stone
Climber’s kit 25 gp 1 stone
Clothes, common 5 sp 1**
Clothes, costume 5 gp 1**
Clothes, fine 15 gp 1**
Clothes, traveler’s 2 gp 1**
Crowbar 2 gp 1
Fishing tackle 1 gp 1
Flask or tankard 2 cp 1
Grappling hook 2 gp 1
Hammer 1 gp 1
Healer’s kit 5 gp 1
Holy symbol 5 gp 1
Holy water (flask)25 gp 1
Hourglass 25 gp 1
Ink (1 ounce bottle) 10 gp
Ink pen 2 cp
Ladder (10-foot)1 sp 2 stone
Lamp 5 sp1
Item Cost # Items
Lantern, bullseye 10 gp 1
Lantern, hooded 5 gp 1
Lock 10 gp 1
Manacles 2 gp 2
Mess kit 2 sp 1
Mirror, steel 5 gp – Oil (flask)1 sp 1
Paper (one sheet)2 sp — Parchment (one sheet)1 sp — Perfume (vial)5 gp — Pick, miner’s 2 gp 2
Pitons (10)5 sp 1
Poison, basic (vial)100 gp — Pole (10-foot)5 cp 2
Pot, iron 2 gp 3
Potion of healing 50 gp- Pouch 5 sp – Quiver/Bolt Case 1 gp 1* Rations (1 day)5 sp 1
Robes 1 gp 1** Rope, hempen (50 feet)1 gp 3
Rope, silk (50 feet)10 gp 2
Sack 1 cp 1* Sealing wax 5 sp — Shovel 2 gp 2
Signal whistle 5 cp — Signet ring 5 gp — Soap 2 cp — Spellbook 50 gp 1
Spikes, iron (10)1 gp 1
Spyglass 1000 gp 1
Tent, two-person 2 gp 1 stone Tinderbox 5 sp 12
Torches 3 cp 1
Vial 1 gp — Waterskin 2 sp 1*
Whetstone 1 cp 1

* These containers only count as encumbrance when empty. When filled, the support they give means they don’t figure into the number of items you can carry.** Clothes count as one item less when worn.

† You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack..

Container Capacity

Container# of Items it can store

Sack or Backpack †2 stoneChest20 stoneBottle, Flask or tankard1Pot, iron 3Pouch 1Vial 4 ounces liquid/0 items Waterskin 2

Mounts And Vehicles

Animals pulling a vehicle can move five times its base carrying capacity, including the weight of the vehicle. Multiple animals add carrying capacity together.

Barding. Any armor can be bought as barding.

Saddles. A military saddle gives you advantage on check to remain mounted. Exotic saddles are needed for aquatic or flying mounts.

Rowed Vessels. Keelboats and rowboats are used on lakes and rivers. Add speed of any downstream current (typically 3 miles/hour) to speed. These can’t be rowed against a strong current, but can be pulled upstream by draft animals on the shores. A rowboat weighs 100 lb.

Mounts and Other Animals
Item Cost Speed Max. Capacity
Camel 50 gp 50 ft. 32 stone
Donkey or mule 8 gp 40 ft.28 stone
Horse, draft 50 gp 40 ft.36 stone
Horse, riding 75 gp 60 ft.32 stone
Horse, war 400 gp 60 ft.36 stone
Mastiff 25 gp 40 ft.13 stone
Pony 30 gp 40 ft.15 stone

Tack and Harness Cost # Items Barding ×4 ×2

Tack, Harness and Vehicles
Feed (per day)1 sp 3
Saddle and Bride, Exotic 60 gp 2 stone
Saddle and Bride, Military 20 gp 2 stone
Saddle and Bride, Riding 10 gp 1 stone
Saddlebags 5 gp 3
Stabling (per day)4 sp
Drawn Vehicles
Item Cost Weight
Carriage 100 gp 40 stone Cart (1 animal)15 gp 13 stone
Chariot 250 gp 6 stone
Sled 20 gp 20 stone
Wagon (2 animals)35 gp 27 stone
Waterborne Vehicles
Item Cost Speed
Galley 30,000 gp 4 mph
Keelboat 3,000 gp 1 mph
Longship 10,000 gp 3 mph
Rowboat 50 gp 1-1/2 mph

Trade Goods

Most wealth is measured in livestock, grain, land, rights to collect taxes or resources (a mine or forest). Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods.

Trade Goods
Cost Goods
1 gp 1 lb. of ginger; 1 goat 1 gp 1 lb. of ginger; 1 goat 2 gp 1 lb. of pepper; 1 sheep 2 gp 1 lb. of pepper; 1 sheep 3 gp 1 lb. of cloves; 1 pig 3 gp 1 lb. of cloves; 1 pig 10 gp
1 sq. yd. of silk or one cow 10 gp
1 sq. yd. of silk or one cow 15 gp
1 lb. of saffron or one ox 15 gp
1 lb. of saffron or one ox


Your class or background, can give proficiency with certain tools, adding proficiency bonus to any ability check with that tool.

Item Cost # Items
Artisan’s tools
Alchemist’s supplies 50 gp 3
Brewer’s supplies 20 gp 3
Calligrapher’s supplies 10 gp 2
Carpenter’s tools 8 gp 2
Cartographer’s tools 15 gp 2
Cook’s utensils 1 gp 2
Jeweler’s tools 25 gp 1
Leatherworker’s tools 5 gp 2
Mason’s tools 10 gp 3
Painter’s supplies 10 gp 2
Smith’s tools 20 gp 3
Tinker’s tools 50 gp 3
Woodcarver’s tools 1 gp 2

Artisan’s Tools. The table shows the most common types of tools, providing items related to a single craft.

Disguise Kit. This pouch of cosmetics, hair dye, and small props lets you create disguises. Proficiency with this kit adds to any ability checks to create a disguise.

Forgery Kit. Contains papers, parchments, pens, inks, seals, sealing wax, gold and silver leaf, and other supplies to create convincing forgeries of documents.

Gaming Set. A few common examples appear on the Tools table, but other kinds of gaming sets exist.

Herbalism Kit. This contains clippers, mortar and pestle, pouches and vials to create remedies and potions. Proficiency adds proficiency bonus to any ability checks to identify or apply herbs. Proficiency is required to create antitoxin and potions of healing.

Musical Instrument. Many of the most common instruments are shown on the table as examples.

Navigator’s Tools. Used for navigation at sea. Proficiency lets you chart a ship’s course and follow navigation charts and add your proficiency bonus to any ability check you make to avoid getting lost at sea.

Poisoner’s Kit. This includes the vials, chemicals, and other equipment needed to make poisons. Proficiency with this kit adds proficiency bonus to any ability checks you make to craft or use poisons.

Thieves’ Tools. Includes a small file, lock picks, a small mirror on a metal handle, narrow-bladed scissors, and a pair of pliers. Proficiency adds proficiency bonus to any ability checks to disarm traps or open locks.

Item Cost # Items
Herbalism kit 5 gp
Other kits and tools
Navigator’s tools 25 gp 1
Vehicles (land or water)*
* Disguise kit 25 gp 1
Poisoner’s kit 50 gp 1
Thieves’ tools 25 gp 1
Forgery kit 15 gp 1
Gaming set Dice set 1 sp
Playing card set 5 sp
Musical instrument
Bagpipes 30 gp 2
Drum 6 gp 1
Dulcimer 25 gp 3
Flute/Shawm 2 gp 1
Lute/Lyre 30 gp 1
Horn 3 gp 1
Pan flute 12 gp 1
Viol 30 gp 1

* See the “Mounts and Vehicles” section.


People require basic necessities such as shelter, sustenance, and clothing.

Lifestyle Expenses

Lifestyle expenses cover your accommodations, food and drink, and all other necessities.

Pay for a lifestyle at the start of each week or month. Prices listed are per day.

Lifestyle Expenses

Wretched. With no place to call home, you shelter where you can, sneaking into barns, huddling in old crates, and relying on the graces of your betters.

This lifestyle presents abundant dangers. Violence, disease, and hunger follow you. Other wretched people covet your armor, weapons, and gear, which represent a fortune to them and is there for the taking. You’re beneath the notice of most people.

Lifestyle Price/Day Wretched Poor 2 sp

Modest 1 gpComfortable 2 gpWealthy 5 gpAristocratic 10 gpminimum

Poor. Simple food and lodgings and threadbare clothing give a sufficient albeit unpleasant experience. Your live in a room in a flophouse or in the common room above a tavern. You enjoy some legal protections, but still have to contend with violence, crime, and disease. People at level tend to be unskilled laborers, thieves, mercenaries, and other disreputable types.

Modest. You are out of the slums, in an older part of town, renting a room in a boarding house or inn. Conditions are clean, if simple. People living modest lifestyles include soldiers, laborers, students, priests, hedge wizards, and such.

Comfortable. You can afford nice clothing. You live in a small cottage or a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers.

Wealthy. Though you might not have achieved the social status associated with the old money of nobility, you live a life of luxury, comparable to a highly successful merchant or a favored servant of royalty. You have respectable lodgings, a spacious home in a good part of town or a suite at a fine inn and likely a small staff of servants.

Aristocratic. You live in plenty and comfort, moving in powerful circles in the community. You have excellent lodgings, perhaps a townhouse in the best part of town or rooms in the finest inn. You dine at the best restaurants, retain fashionable tailors, and have servants attending your needs. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of guild leaders, high priests, and nobility.

Food, Drink and Lodging

These prices are included in your local lifestyle expenses and during downtime.

Food, Drink and Lodging
Item Cost
Ale Food Meals (per day)
Inn stay (per day)
Gallon 2 sp
Banquet 10 gp
Poor 6 cp
Poor 1 sp
Mug 4 cp (per person)
Modest 3 sp
Modest 5 sp
Wine Bread, loaf 2 cp
Comfortable 5 sp
Comfortable 8 sp
Common (pitcher) 2 sp
Cheese, hunk 1 sp
Wealthy 8 sp
Wealthy 2 gp
Fine (bottle) 10 gp
Meat, chunk 3 sp
Aristocratic 2 gp
Aristocratic 4 gp

Hirelings and Henchmen

Adventurers can pay NPCs to assist or act on their behalf in a variety of circumstances.


Hirelings are people with mundane skills who are paid to perform mundane and mostly safe services for the PCs, from city guide to guarding the PC’s stronghold.

There is no limit on how many hirelings a PC can have in his employ.

Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a task.

Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on.

The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.

Service Pay

Coach cab Between towns 3 cp per mile
Within a city 1 cp
Skilled 2 gp per day
Untrained 2 sp per day
Messenger 2 cp per mile
Road or gate toll 1 cp
Ship’s passage 1 sp per mile


Henchmen are prepared to share the dangers of the party on their adventures, and may have specialized adventuring skills. Men-at-arms paid to enter the dungeon and fight alongside the party are henchmen, as are woodland scouts paid to lead the way through wilderness.

Henchmen typically demand a share of treasure (generally half a share of what each PC will get) besides the daily pay of a skilled hireling (2 gp).

They also receive a half share of awarded XP as well.

The loyalty of henchmen depend on how well they are treated and the Charisma and leadership of the PC.

If a PC retains too large an entourage, the morale of the entire entourage will also begin to drop.

Spellcasting Services

It may be possible to find someone to cast or teach a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the spell level, the harder it is to find someone to cast it and the more it costs.

Hiring someone to cast a relatively common spell (1st/2nd lvl), such as cure wounds, is doable in a city or town, and might cost 10-50 gp (plus cost of material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, with a well established wizard’s guild or prominent temple.

The spellcaster might ask for a service instead of payment—the kind that only adventurers can provide, such as retrieving a rare item or traversing a monster-infested wilderness to deliver something important to a distant settlement.

Arms and Armor


Armor Proficiency. Your class gives you proficiency with certain armor. Wearing armor without proficiency gives disadvantage on any ability check, saving throw, or attack roll using Str or Dex, and you can’t cast spells.

Armor Class (AC). Armor determines your base AC.

Stealth. If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.

Armor Cost Armor Class Stealth # Items
Light Armor
Padded 5 gp 11 + Dex Disadvantage 2
Leather 10 gp 11 + Dex —3
Studded leather 45 gp 12 + Dex —4

Medium Armor

Hide 10 gp12 + Dex (max 2) —4Chain shirt 50 gp13 + Dex (max 2) —1 stoneScale mail 50 gp14 + Dex (max 2) Disadvantage 3 stoneBreastplate 400 gp14 + Dex (max 2) —1 stoneHalf plate 750 gp15 + Dex (max 2) Disadvantage 2 stone

Heavy Armor

Ring mail 30 gp14 Disadvantage 2 stoneChain mail 50 gp15 Disadvantage 3 stoneBanded mail 75 gp16 Disadvantage 3 stoneSplint 200 gp17 Disadvantage 4 stonePlate 1500 gp18 Disadvantage 4 stone


Buckler 5 gp+1 —1Shield 10 gp+2 —2

Light Armors

Padded. Consists of quilted layers of cloth and batting.

Leather. The breastplate and shoulders are made of stiffened leather. The rest of softer, flexible materials.

Studded Leather. Made from tough but flexible leather reinforced with close-set rivets or spikes.

Medium Armors

Hide. This crude armor consists of thick furs. It is often worn by barbarian tribes and evil humanoids

Chain Shirt. Made of locking metal rings, a chain shirt is worn between layers of clothing or leather.

Scale Mail. This leather coat and leggings is covered with overlapping metal pieces.

Breastplate. A fitted metal chest piece worn with supple leather. Offers good protection for the vitals.

Half Plate. consists of shaped metal plates covering most of the wearer’s body.

Heavy Armors

Ring Mail. This is leather armor with heavy rings sewn into it to reinforce the armor.

Chain Mail. Made of interlocking metal rings.

Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather over cloth.

Plate. Plate consists of shaped, interlocking metal plates covering the entire body. It gauntlets, heavy leather boots and visored helmet.


Buckler. leaves the shield hand free. It doesn’t give its AC bonus until your next turn if the free hand is used for an action, casting a spell or the Using an Object.

Shield. A shield occupies one hand.

Getting Into And Out of Armor

Donning and Doffing Armor
Category Don Doff
Light Armor 1 minute 1 minute
Medium Armor 5 minutes 1 minute
Heavy Armor 10 minutes 5 minutes
Shield 1 action 1 action


Your class grants you proficiency with certain weapons or weapon categories.

The two categories are simple and martial.

Proficiency with a weapon lets you add your proficiency bonus to any attack rolls you make with that weapon. Attacks made without proficiency do not add any proficiency bonus to the attack roll.

Special Properties

Many weapons have special properties described in the sections below.

Cost multipliers are cumulative. I.e., a longsword, a versatile (x1.5) finesse (x2) weapon, costs 30 gp – x3 list price.

Melee Weapon Properties

Light. Can be used for dual-wielding two weapons.

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons.

ƒ Finesse. Can use your choice of Str or Dex modifier for attack and damage rolls. Use the same modifier for both rolls. Double price.

† Versatile. Can be used with one or two hands. When wielded in two hands, it uses one damage die higher than the listed, i.e. 1d8 instead of 1d6 for simple weapons and 1d10 instead of 1d8 for martial weapons. Multiply price by 1.5.

‡ 2-handed. Requires two hands to attack.

? Reach. Opponents provoke opportunity attacks against you when they move within 5 feet of you. This occurs right before they enter five foot melee range. Double the price.

Throwable. A throwable weapon has a normal range and a long range, both in feet. Attacking beyond normal range gives disadvantage on the attack roll. You can’t attack beyond long range. Javelins have a range of 30/120. All others 20/60. Use the same ability modifier for attack and damage rolls as you would for melee attacks with the weapon. Double the price.

Exclusive. The properties listed on either side of the ‘<>’ can not be used together. I.e., a Spear † <> ?can be used with two hands for extra damage, or thrown. But not both at the same time.

Ranged Weapon Properties

Finesse, Throwable, 2-handed, Light and Heavy are as listed for melee weapons, but without price modifiers.

Ammunition. You must have ammunition to make a ranged attack with a weapon with this property. After the ? property, in parentheses, is range in feet: Normal and long range. Attacking beyond normal range gives disadvantage on the attack roll. You can’t attack beyond long range. Each attack expends one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (a free hand is needed to load a one-handed weapon). After a battle, you can recover half your expended ammo by taking a minute searching the battlefield. Treat melee attack made with a weapon with the ammunition property as an improvised weapon. Slings must be loaded to deal any damage like this.

Loading. You can fire only one piece of ammunition when you use an action, bonus action, or reaction to fire this weapon, regardless of the number of attacks you can normally make.

Melee Weapons Table
Name Cost Damage # Items
Simple Melee Weapons
Unarmed Strike -1 –
Improvised Weapons
Var.1d3 Var.
Light: Club; Dagger ƒ ?; Handaxe/Light Hammer/Sickle/Javelin 5 sp 1d4 1 Light: Axe/Shortsword 6 gp 1d6 1 Mace; Spear † <>;? Quarterstaff ‡1 gp 1d6 1 Heavy: Greatclub ‡5 sp 1d8 3
Martial Melee Weapons
Light: Scimitar/Cutlass ƒ10 gp 1d6 1 Long staff ‡ ;? Long Spear † ? 1 gp 1d6 1 Morningstar/Flail/Heavy mace/War pick; Battleaxe/Warhammer †;Rapier/Broadsword ƒ; Longsword ƒ <> †10 gp 1d8 1 Heavy: Maul ‡; Polearm ‡? 10 gp 1d10 3
Heavy: Greataxe/Greatsword ‡50 gp2d62
Simple Ranged Weapons
Dart ƒ ;?
Sling ?(30/120)1 sp1d4 —
Shortbow ‡ ?(80/320)25 gp1d61
Crossbow, light ‡ ??(80/320)25 gp1d82
Martial Ranged Weapons
Blowgun ?? (25/100) 10 gp 11 Light: Crossbow, hand ?? (30/120) 75 gp 1d6 1 Heavy: Longbow ‡ ?(150/600) 50 gp 1d8 1 Heavy: Crossbow, heavy ‡ ??(100/400) 50 gp 1d10 1 stone

Selling Treasure

Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell treasure when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.

Arms, Armor, and Other Equipment. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell.

Magic Items. Selling magic items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, you won’t normally come across magic items or spells to purchase.

Gems, Jewelry, and Art Objects. These retain their full value in the marketplace. You can either trade them in for coin or use them as currency for other transactions. For highly valuable treasure, the GM may require you find a buyer in a large town or larger community first.

Trade Goods. On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods—bars of iron, bags of salt, livestock, and so on—retain their full value in the market and can be used as currency.