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D&D

Weapons 101

Looking for a dnd weapons 5e guide? Look no further. This guide explains dnd weapons in details. Lets start with the level table because that is the most important (and probs what you're lookin' for eh?) lets go!

Atomcal

Looking for a dnd weapons 5e guide? Look no further. This guide explains dnd weapons in details

Lets start with the level table because that is the most important (and probs what you're lookin' for eh?) lets go!

The marketplace of a large city teems with buyers and sellers of many sorts: dwarf smiths and elf woodcarvers, halfling farmers and gnome jewelers, not to mention humans of every shape, size, and color drawn from a spectrum of nations and cultures. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to wicker baskets and practical swords.

For an adventurer, the availability of armor, weapons, backpacks, rope, and similar goods is of paramount importance, since proper equipment can mean the difference between life and death in a dungeon or the untamed wilds. This section details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the worlds of D&D present.

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 section. 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.

Wealth

Wealth appears in many forms in a D&D world. Coins, gemstones, trade goods, art objects, animals, and property can reflect your character’s financial well-being. Members of the peasantry trade in goods, bartering for what they need and paying taxes in grain and cheese.

Members of the nobility trade either in legal rights, such as the rights to a mine, a port, or farmland, or in gold bars, measuring gold by the pound rather than by the coin. Only merchants, adventurers, and those offering professional services for hire commonly deal in coins.

Starting Wealth by Class

Class

Funds

Cleric

5d4 × 10 gp

Fighter

5d4 × 10 gp

Rogue

4d4 × 10 gp

Wizard

4d4 × 10 gp

Coinage

Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).

With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.

One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for half a day, a flask of lamp oil, or a night's rest in a poor inn.

One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.

In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.

A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.

Standard Exchange Rates

Coin

CP

SP

EP

GP

PP

Copper (cp)

1

1/10

1/50

1/100

1/1,000

Silver (sp)

10

1

1/5

1/10

1/100

Electrum (ep)

50

5

1

1/2

1/20

Gold (gp)

100

10

2

1

1/10

Platinum (pp)

1,000

100

20

10

1

Selling Treasure

Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets 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, aside from a few common magic items, you won't normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such.

Gems, Jewelry, and Art Objects

These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a large town or larger community first.

Trade Goods and Other

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.

Armor and Shields

D&D worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.

The Armor table shows the cost, weight, and other properties of the common types of armor and shields used in the worlds of D&D.

Armor Proficiency. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells.

Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.

Heavy Armor. 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.

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

Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Light Armor

Armor Name

Cost

Armor Class (AC)

Strength

Stealth

Weight

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.


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

Armor Name

Cost

Armor Class (AC)

Strength

Stealth

Weight

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.


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, evil humanoids, 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

Armor Name

Cost

Armor Class (AC)

Strength

Stealth

Weight

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.


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.

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.

Shield

Armor Name

Cost

Armor Class (AC)

Strength

Stealth

Weight

Shield

10 gp

+2

-

-

6 lb.

Getting Into and Out of Armor

The time it takes to don or doff a type of armor or a shield is shown in the Donning and Doffing Armor table.

Don. This is the time it takes to put on the item. You benefit from its AC only if you take the full time to don it.

Doff. This is the time it takes to take off the item. If you have help removing armor, reduce this time by half.

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

VARIANT: EQUIPMENT SIZES

In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense. For example, a burly half-orc won’t fit in a halfling’s leather armor, and a gnome would be swallowed up in a cloud giant’s elegant robe.

The DM can impose more realism. For example, a suit of plate armor made for one human might not fit another one without significant alterations, and a guard’s uniform might be visibly ill-fitting when an adventurer tries to wear it as a disguise.

Using this variant, when adventurers find armor, clothing, and similar items that are made to be worn, they might need to visit an armorsmith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll 1d4 × 10 or determine the increase in cost based on the extent of the alterations required.

Weapons

Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.

The Weapons table shows the most common weapons used in the fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.

Simple Melee Weapons

Weapon Name

Cost

Damage

Weight

Properties

Club

1 sp

1d4 bludgeoning

2 lb.

Light

Dagger

2 gp

1d4 piercing

1 lb.

Finesse, light, thrown (range 20/60)

Greatclub

2 sp

1d8 bludgeoning

10 lb.

Two-handed

Handaxe

5 gp

1d6 slashing

2 lb.

Light, thrown (range 20/60)

Javelin

5 sp

1d6 piercing

2 lb.

Thrown (range 30/120)

Light hammer

2 gp

1d4 bludgeoning

2 lb.

Light, thrown (range 20/60)

Mace

5 gp

1d6 bludgeoning

4 lb.

-

Quarterstaff

2 sp

1d6 bludgeoning

4 lb.

Versatile (1d8)

Sickle

1 gp

1d4 slashing

2 lb.

Light

Spear

1 gp

1d6 piercing

3 lb.

Thrown (range 20/60), versatile (1d8)

Simple Ranged Weapons

Weapon Name

Cost

Damage

Weight

Properties

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

Weapon Name

Cost

Damage

Weight

Properties

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

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

Weapon Name

Cost

Damage

Weight

Properties

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 Proficiency

Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.

Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.

Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons table.

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 (see "Improvised Weapons" later in the section). 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.

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 shown 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 "Special Weapons" later in this 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.

Improvised Weapons

Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.

Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.

An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.

Silvered Weapons

Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.

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.

Adventuring Gear

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

Ammunition

Item

Cost

Weight

Arrows (20)

1 gp

1 lb.

Blowgun needles (50)

1 gp

1 lb.

Crossbow bolts (20)

1 gp

1 1/2 lb.

Sling bullets (20)

4 cp

1 1/2 lb.

Arcane Focus

Item

Cost

Weight

Crystal

10 gp

1 lb.

Orb

20 gp

3 lb.

Rod

10 gp

2 lb.

Staff

5 gp

4 lb.

Wand

10 gp

1 lb.

Druidic Focus

Item

Cost

Weight

Sprig of mistletoe

1 gp

-

Totem

1 gp

-

Wooden staff

5 gp

4 lb.

Yew wand

10 gp

1 lb.

Holy Symbol

Item

Cost

Weight

Amulet

5 gp

1 lb.

Emblem

5 gp

-

Reliquary

5 gp

2 lb.

Other Adventuring Gear

Item

Cost

Weight

Abacus

2 gp

2 lb.

Acid (vial)

25 gp

1 lb.

Alchemist's fire (flask)

50 gp

1 lb.

Antitoxin (vial)

50 gp

-

Backpack

2 gp

5 lb.

Ball bearings (bag of 1,000)

1 gp

2 lb.

Barrel

2 gp

70 lb.

Basket

4 sp

2 lb.

Bedroll

1 gp

7 lb.

Bell

1 gp

-

Blanket

5 sp

3 lb.

Block and tackle

1 gp

5 lb.

Book

25 gp

5 lb.

Bottle, glass

2 gp

2 lb.

Bucket

5 cp

2 lb.

Caltrops (bag of 20)

1 gp

2 lb.

Candle

1 cp

-

Case, crossbow bolt

1 gp

1 lb.

Case, map or scroll

1 gp

1 lb.

Chain (10 feet)

5 gp

10 lb.

Chalk (1 piece)

1 cp

-

Chest

5 gp

25 lb.

Climber's kit

25 gp

12 lb.

Clothes, common

5 sp

3 lb.

Clothes, costume

5 gp

4 lb.

Clothes, fine

15 gp

6 lb.

Clothes, traveler's

2 gp

4 lb.

Component pouch

25 gp

2 lb.

Crowbar

2 gp

5 lb.

Fishing tackle

1 gp

4 lb.

Flask or tankard

2 cp

1 lb.

Grappling hook

2 gp

4 lb.

Hammer

1 gp

3 lb.

Hammer, sledge

2 gp

10 lb.

Healer's kit

5 gp

3 lb.

Holy water (flask)

25 gp

1 lb.

Hourglass

25 gp

1 lb.

Hunting trap

5 gp

25 lb.

Ink (1 ounce bottle)

10 gp

-

Ink pen

2 cp

-

Jug or pitcher

2 cp

4 lb.

Ladder (10 foot)

1 sp

25 lb.

Lamp

5 sp

1 lb.

Lantern, bullseye

10 gp

2 lb.

Lantern, hooded

5 gp

2 lb.

Lock

10 gp

1 lb.

Magnifying glass

100 gp

-

Manacles

2 gp

6 lb.

Mess kit

2 sp

1 lb.

Mirror, steel

5 gp

1/2 lb.

Oil (flask)

1 sp

1 lb.

Paper (one sheet)

2 sp

-

Parchment (one sheet)

1 sp

-

Perfume (vial)

5 gp

-

Pick, miner's

2 gp

10 lb.

Piton

5 cp

1/4 lb.

Poison, basic (vial)

100 gp

-

Pole (10-foot)

5 cp

7 lb.

Pot, iron

2 gp

10 lb.

Potion of healing

50 gp

1/2 lb.

Pouch

5 sp

1 lb.

Quiver

1 gp

1 lb.

Ram, portable

4 gp

35 lb.

Rations (1 day)

5 sp

2 lb.

Robes

1 gp

4 lb.

Rope, hempen (50 feet)

1 gp

10 lb.

Rope, silk (50 feet)

10 gp

5 lb.

Sack

1 cp

1/2 lb.

Scale, merchant's

5 gp

3 lb.

Sealing wax

5 sp

-

Shovel

2 gp

5 lb.

Signal whistle

5 cp

-

Signet ring

5 gp

-

Soap

2 cp

-

Spellbook

50 gp

3 lb.

Spikes, iron (10)

1 gp

5 lb.

Spyglass

1,000 gp

1 lb.

Tent, two-person

2 gp

20 lb.

Tinderbox

5 sp

1 lb.

Torch

1 cp

1 lb.

Vial

1 gp

-

Waterskin

2 sp

5 lb. (full)

Whetstone

1 cp

1 lb.


Acid. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. 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 against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity 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 confers no benefit to undead or constructs.

Arcane Focus. An arcane focus is a special item--an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item--designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.

Ball Bearings. As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save.

Block and Tackle. A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.

Book. A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section).

Caltrops. As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage 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. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Case, Crossbow Bolt. This wooden case can hold up to twenty crossbow bolts.

Case, Map or Scroll. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.

Chain. A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.

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 you can't climb more than 25 feet away from that point without undoing the anchor.

Component Pouch. A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).

Crowbar. Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

Druidic Focus. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.

Fishing Tackle. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

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 of the 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 or pantheon. 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. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

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 the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.

A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.

Hunting Trap. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

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

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

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

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 Dexterity check. Your DM may decide that better locks are available for higher prices.

Magnifying Glass. This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.

Manacles. These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.

Mess Kit. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

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

Poison, Basic. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

Potion of Healing. A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. 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. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).

Quiver. A quiver can hold up to 20 arrows.

Ram, Portable. You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.

Rations. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Rope. Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

Scale, Merchant's. A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.

Spellbook. Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

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

Tent. A simple and portable canvas shelter, a tent sleeps two.

Tinderbox. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch--or anything else with abundant, 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 an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Container Capacity

Container

Capacity

Backpack*

1 cubic foot/30 pounds of gear

Barrel

40 gallons liquid, 4 cubic feet solid

Basket

2 cubic feet/40 pounds of gear

Bottle

1 1/2 pints liquid

Bucket

3 gallons liquid, 1/2 cubic foot solid

Chest

12 cubic feet/300 pounds gear

Flask or tankard

1 pint liquid

Jug or pitcher

1 gallon liquid

Pot, iron

1 gallon liquid

Pouch

1/5 cubic foot/6 pounds of gear

Sack

1 cubic foot/30 pounds of gear

Vial

4 ounces liquid

Waterskin

4 pints liquid


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

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

A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of particularly hard wood.

Artisan's Tools. These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

Disguise Kit. This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

Forgery Kit. This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.

Gaming Set. This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

Herbalism Kit. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.

Musical Instrument. Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.

Navigator's Tools. This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.

Poisoner's Kit. A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.

Thieves' Tools. This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

Artisan's Tools

Item

Cost

Weight

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.

Gaming Set

Item

Cost

Weight

Dice set

1 sp

-

Dragonchess set

1 gp

1/2 lb.

Playing card set

5 sp

-

Three-Dragon Ante set

1 gp

-

Musical Instrument

Item

Cost

Weight

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.

Other Tools

Item

Cost

Weight

Disguise kit

25 gp

3 lb.

Forgery kit

15 gp

5 lb.

Herbalism kit

5 gp

3 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)

*

*

* See the ”Mounts and Vehicles” section.

Mounts and Vehicles

A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal’s speed and base carrying capacity.

An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.

Mounts other than those listed here are available in fantasy gaming worlds, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.

Barding. Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

Saddles. A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount.

Vehicle Proficiency. If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

Rowed Vessels. Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.

Mounts

Item

Cost

Speed

Carrying Capacity

Camel

50 gp

50 ft.

480 lb.

Donkey or mule

8 gp

40 ft.

420 lb.

Elephant

200 gp

40 ft.

1,320 lb.

Draft horse

50 gp

40 ft.

540 lb.

Riding horse

75 gp

60 ft.

480 lb.

Mastiff

25 gp

40 ft.

195 lb.

Pony

30 gp

40 ft.

225 lb.

Warhorse

400 gp

60 ft.

540 lb.

Tack, Harness, and Drawn Vehicles

Item

Cost

Weight

Barding

x4

x2

Bit and bridle

2 gp

1 lb.

Carriage

100 gp

600 lb.

Cart

15 gp

200 lb.

Chariot

250 gp

100 lb.

Feed (per day)

5 cp

10 lb.

Saddlebags

4 gp

8 lb.

Sled

20 gp

300 lb.

Stabling (per day)

5 sp

-

Wagon

35 gp

400 lb.

Saddles

Item

Cost

Weight

Exotic

60 gp

40 lb.

Military

20 gp

30 lb.

Pack

5 gp

15 lb.

Riding

10 gp

25 lb.

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

Sailing ship

10,000 gp

2 mph

Warship

25,000 gp

2 1/2 mph

Trade Goods

Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).

Regulation and Bartering

Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods.

Trade Goods Table

Cost

Goods

1 cp

1 lb. of wheat

2 cp

1 lb. of flour or one chicken

5 cp

1 lb. of salt

1 sp

1 lb. of iron or 1 sq. yd. of canvas

5 sp

1 lb. of copper or 1 sq. yd. of cotton cloth

1 gp

1 lb. of ginger or one goat

2 gp

1 lb. of cinnamon or pepper, or one sheep

3 gp

1 lb. of cloves or one pig

5 gp

1 lb. of silver or 1 sq. yd. of linen

10 gp

1 sq. yd. of silk or one cow

15 gp

1 lb. of saffron or one ox

50 gp

1 lb. of gold

500 gp

1 lb. of platinum

Expenses

When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others.

Lifestyle Expenses

Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.

At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.

Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.

Lifestyle

Price/Day

Wretched

-

Squalid

1 sp

Poor

2 sp

Modest

1 gp

Comfortable

2 gp

Wealthy

4 gp

Aristocratic

10 gp minimum


Wretched. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people.

Squalid. You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.

Poor. A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.

Modest. A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.

Comfortable. Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers.

Wealthy. Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants.

Aristocratic. You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant.

SELF SUFFICIENCY

The expenses and lifestyles described here assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford--paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.

Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, you can eke out the equivalent of a poor lifestyle. Proficiency in Survival the skill lets you live at the equivalent of a comfortable lifestyle.

Food, Drink, and Lodging

The Food, Drink, and Lodging table gives prices for individual food items and a single night's lodging. These prices are included in your total lifestyle expenses.

Food and Drink

Item

Cost

Ale (gallon)

2 sp

Ale (mug)

4 cp

Banquet (per person)

10 gp

Bread, loaf

2 cp

Cheese, hunk

1 sp

Meat, chunk

3 sp

Wine, common (pitcher)

2 sp

Wine, fine (bottle)

10 gp


Meals and Lodging (per day)

Item

Meals Cost

Lodging Cost

Squalid

3 cp

7 cp

Poor

6 cp

1 sp

Modest

3 sp

5 sp

Comfortable

5 sp

8 sp

Wealthy

8 sp

2 gp

Aristocratic

2 gp

4 gp

Services

Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.

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 specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the secret chest spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.

Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.

Service

Pay

Coach cab (Between towns)

3 cp per mile

Coach cab (Within a city)

1 cp

Hireling (Skilled)

2 gp per day

Hireling (Untrained)

2 sp per day

Messenger

2 cp per mile

Road or gate toll

1 cp

Ship's passage

1 sp per mile


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.

Spellcasting Services

People who are able to cast spells don't fall into the category of ordinary hirelings. It might be possible to find someone willing to cast 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 level of the desired spell, the harder it is to find someone who can cast it and the more it costs.

Hiring someone to cast a relatively common spell of 1st or 2nd level, such as cure wounds or identify, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment -- the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.

Trinkets

When you make your character, you can roll once on the Trinkets table to gain a trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creature’s pockets.

Sample Trinkets

d100

Trinket

01

A mummified goblin hand

02

A piece of crystal that faintly glows in the moonlight

03

A gold coin minted in an unknown land

04

A diary written in a language you don’t know

05

A brass ring that never tarnishes

06

An old chess piece made from glass

07

A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips

08

A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it

09

A rope necklace from which dangles four mummified elf fingers

10

The deed for a parcel of land in a realm unknown to you

11

A 1-ounce block made from an unknown material

12

A small cloth doll skewered with needles

13

A tooth from an unknown beast

14

An enormous scale, perhaps from a dragon

15

A bright green feather

16

An old divination card bearing your likeness

17

A glass orb filled with moving smoke

18

A 1-pound egg with a bright red shell

19

A pipe that blows bubbles

20

A glass jar containing a weird bit of flesh floating in pickling fluid

21

A tiny gnome-crafted music box that plays a song you dimly remember from your childhood

22

A small wooden statuette of a smug halfling

23

A brass orb etched with strange runes

24

A multicolored stone disk

25

A tiny silver icon of a raven

26

A bag containing forty-seven humanoid teeth, one of which is rotten

27

A shard of obsidian that always feels warm to the touch

28

A dragon's bony talon hanging from a plain leather necklace

29

A pair of old socks

30

A blank book whose pages refuse to hold ink, chalk, graphite, or any other substance or marking

31

A silver badge in the shape of a five-pointed star

32

A knife that belonged to a relative

33

A glass vial filled with nail clippings

34

A rectangular metal device with two tiny metal cups on one end that throws sparks when wet

35

A white, sequined glove sized for a human

36

A vest with one hundred tiny pockets

37

A small, weightless stone block

38

A tiny sketch portrait of a goblin

39

An empty glass vial that smells of perfume when opened

40

A gemstone that looks like a lump of coal when examined by anyone but you

41

A scrap of cloth from an old banner

42

A rank insignia from a lost legionnaire

43

A tiny silver bell without a clapper

44

A mechanical canary inside a gnome-crafted lamp

45

A tiny chest carved to look like it has numerous feet on the bottom

46

A dead sprite inside a clear glass bottle

47

A metal can that has no opening but sounds as if it is filled with liquid, sand, spiders, or broken glass (your choice)

48

A glass orb filled with water, in which swims a clockwork goldfish

49

A silver spoon with an M engraved on the handle

50

A whistle made from gold-colored wood

51

A dead scarab beetle the size of your hand

52

Two toy soldiers, one with a missing head

53

A small box filled with different-sized buttons

54

A candle that can’t be lit

55

A tiny cage with no door

56

An old key

57

An indecipherable treasure map

58

A hilt from a broken sword

59

A rabbit’s foot

60

A glass eye

61

A cameo carved in the likeness of a hideous person

62

A silver skull the size of a coin

63

An alabaster mask

64

A pyramid of sticky black incense that smells very bad

65

A nightcap that, when worn, gives you pleasant dreams

66

A single caltrop made from bone

67

A gold monocle frame without the lens

68

A 1-inch cube, each side painted a different color

69

A crystal knob from a door

70

A small packet filled with pink dust

71

A fragment of a beautiful song, written as musical notes on two pieces of parchment

72

A silver teardrop earring made from a real teardrop

73

The shell of an egg painted with scenes of human misery in disturbing detail

74

A fan that, when unfolded, shows a sleeping cat

75

A set of bone pipes

76

A four-leaf clover pressed inside a book discussing manners and etiquette

77

A sheet of parchment upon which is drawn a complex mechanical contraption

78

An ornate scabbard that fits no blade you have found so far

79

An invitation to a party where a murder happened

80

A bronze pentacle with an etching of a rat's head in its center

81

A purple handkerchief embroidered with the name of a powerful archmage

82

Half of a floorplan for a temple, castle, or some other structure

83

A bit of folded cloth that, when unfolded, turns into a stylish cap

84

A receipt of deposit at a bank in a far-flung city

85

A diary with seven missing pages

86

An empty silver snuffbox bearing an inscription on the surface that says “dreams”

87

An iron holy symbol devoted to an unknown god

88

A book that tells the story of a legendary hero's rise and fall, with the last chapter missing

89

A vial of dragon blood

90

An ancient arrow of elven design

91

A needle that never bends

92

An ornate brooch of dwarven design

93

An empty wine bottle bearing a pretty label that says, “The Wizard of Wines Winery, Red Dragon Crush, 331422-W”

94

A mosaic tile with a multicolored, glazed surface

95

A petrified mouse

96

A black pirate flag adorned with a dragon's skull and crossbones

97

A tiny mechanical crab or spider that moves about when it’s not being observed

98

A glass jar containing lard with a label that reads, “Griffon Grease”

99

A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body

100

A metal urn containing the ashes of a hero

Arming for Adventure

As you step into the realms of Dungeons & Dragons, you'll find yourself facing a multitude of challenges that require more than just courage.

Let's explore the diverse array of weapons at your disposal, from mighty swords to enchanted wands, and how they can shape the destiny of your character.

D&D Fundamentals
A Comprehensive Guide to Rules and MechanicsWelcome to the world of Dungeons & Dragons, where epic quests and heroic feats await. To embark on your journey with confidence, it’s essential to grasp the fundamental mechanics that govern the game. This guide serves as your gateway to understanding…

Understanding Weapons in D&D

What are Weapons?

Weapons are tools of war and combat that adventurers use to defend themselves, defeat foes, and achieve greatness. They come in various types, each with unique properties and effects.

How Do Weapons Work?

Weapons are defined by their damage dice, attack modifiers, and special features. When you attack with a weapon, you roll a 20-sided die (a d20) and add modifiers to determine if your attack hits.

The Role of Weapons

Versatility and Strategy
Choosing the right weapon enhances your character's combat strategy and effectiveness against different enemies.

Personalization
Weapons reflect your character's style and class, allowing you to tailor their combat abilities to match your vision.

Exploring Weapon Types

Melee Weapons
Melee weapons are used in close combat, allowing you to strike enemies in proximity.

Ranged Weapons
Ranged weapons enable attacks from a distance, granting you tactical advantages in battle.

Magical Weapons
Magical weapons possess enchantments, granting additional effects or bonuses to attacks.

Setup Atomcal
Learn how to setup Atomcal for D&D campaign management. Create events, AI background images, DM/Player roles. Sync with google calendar, Discord server, twitch schedule. Discover Events!

External Resources

To deepen your understanding of weapons in D&D, explore these external resources:

D&D Beyond - Weapons and Attacks An informative guide to the mechanics and types of weapons in the game. Read the Guide

How to D&D - How to Pick the Right Weapon for Your Character A video discussing the factors to consider when choosing weapons for your character. Watch the Video

Taking20 - Top 10 Best Weapons in Dungeons & Dragons A video ranking some of the most powerful and iconic weapons in D&D. Watch the Video

Example: Melee Weapon Attack

Scenario: Your character, a skilled fighter named Elinor, wields a longsword. You're facing a menacing orc.

Attack: You roll a d20 and add your Strength modifier (+3) and proficiency bonus (+2) because you're proficient in longswords.

Result: The roll is 15 + 3 + 2 = 20. With a total of 20, your attack hits the orc, and you roll damage based on your longsword's damage dice.

Prepare Your Arsenal for Adventure

With this guide, you're now armed with knowledge about the weaponry that can aid you in your daring exploits within Dungeons & Dragons.

As you face adversaries and explore realms of magic, your weapon becomes an extension of your will, guiding you toward victory and glory in the enchanting world of Dungeons & Dragons.