Equipment

37 weapons, 13 armor sets, and 47 adventuring items. Prices in Grey Marks (gm).

Simple Weapons

WeaponCostDamageWeightProperties
Club1 gm1d4 bludgeoning2 lbLight
Dagger20 gm1d4 piercing1 lbFinesse, light, thrown (20/60)
Greatclub2 gm1d8 bludgeoning10 lbTwo-handed
Handaxe50 gm1d6 slashing2 lbLight, thrown (20/60)
Javelin5 gm1d6 piercing2 lbThrown (30/120)
Light hammer20 gm1d4 bludgeoning2 lbLight, thrown (20/60)
Mace50 gm1d6 bludgeoning4 lb-
Quarterstaff2 gm1d6 bludgeoning4 lbVersatile (1d8)
Sickle10 gm1d4 slashing2 lbLight
Spear10 gm1d6 piercing3 lbThrown (20/60), versatile (1d8)
Light crossbow250 gm1d8 piercing5 lbAmmunition (80/320), loading, two-handed
Shortbow250 gm1d6 piercing2 lbAmmunition (80/320), two-handed
Sling1 gm1d4 bludgeoning--Ammunition (30/120)

Martial Weapons

WeaponCostDamageWeightProperties
Battleaxe100 gm1d8 slashing4 lbVersatile (1d10)
Flail100 gm1d8 bludgeoning2 lb-
Glaive200 gm1d10 slashing6 lbHeavy, reach, two-handed
Greataxe300 gm1d12 slashing7 lbHeavy, two-handed
Greatsword500 gm2d6 slashing6 lbHeavy, two-handed
Halberd200 gm1d10 slashing6 lbHeavy, reach, two-handed
Lance100 gm1d12 piercing6 lbReach, special (disadvantage within 5 ft, requires two hands unmounted)
Longsword150 gm1d8 slashing3 lbVersatile (1d10)
Maul100 gm2d6 bludgeoning10 lbHeavy, two-handed
Morningstar150 gm1d8 piercing4 lb-
Pike50 gm1d10 piercing18 lbHeavy, reach, two-handed
Rapier250 gm1d8 piercing2 lbFinesse
Scimitar250 gm1d6 slashing3 lbFinesse, light
Shortsword100 gm1d6 piercing2 lbFinesse, light
Trident50 gm1d6 piercing4 lbThrown (20/60), versatile (1d8)
War pick50 gm1d8 piercing2 lb-
Warhammer150 gm1d8 bludgeoning2 lbVersatile (1d10)
Whip20 gm1d4 slashing3 lbFinesse, reach
Hand crossbow750 gm1d6 piercing3 lbAmmunition (30/120), light, loading
Heavy crossbow500 gm1d10 piercing18 lbAmmunition (100/400), heavy, loading, two-handed
Longbow500 gm1d8 piercing2 lbAmmunition (150/600), heavy, two-handed
Flintlock Pistol300 gm (crafted)1d10 piercing3 lbAmmunition (30/90), loading, light, firearm
Flintlock Rifle500 gm (crafted)1d12 piercing8 lbAmmunition (80/240), loading, two-handed, firearm
Auto-Crossbow400 gm (crafted)1d8 piercing6 lbAmmunition (60/180), mechanical reload, two-handed, firearm

Armor

ArmorTypeCostACSTRStealthWeight
Paddedlight50 gm11 + DEX-Disadvantage8 lb
Leatherlight100 gm11 + DEX--10 lb
Studded leatherlight450 gm12 + DEX--13 lb
Hidemedium100 gm12 + DEX (max 2)--12 lb
Chain shirtmedium500 gm13 + DEX (max 2)--20 lb
Scale mailmedium500 gm14 + DEX (max 2)-Disadvantage45 lb
Breastplatemedium4,000 gm14 + DEX (max 2)--20 lb
Half platemedium7,500 gm15 + DEX (max 2)-Disadvantage40 lb
Ring mailheavy300 gm14-Disadvantage40 lb
Chain mailheavy750 gm1613Disadvantage55 lb
Splintheavy2,000 gm1715Disadvantage60 lb
Plateheavy15,000 gm1815Disadvantage65 lb
Shieldshield100 gm+2--6 lb

Adventuring Gear

ItemCostWeightNotes
**Torch**1 cm1 lbBright light 20 ft, dim light 20 ft more. Burns for 1 hour (real-time).
**Lantern, hooded**50 gm2 lbBright light 30 ft, dim light 30 ft more. Burns 6 hours per flask of oil. Can be shuttered.
**Lantern, bullseye**100 gm2 lb60-ft cone of bright light, dim light 60 ft more. Burns 6 hours per flask.
**Oil, flask**1 gm1 lbFuel for lanterns. Can be thrown (improvised weapon, 5 ft splash, 5 fire damage for 2 rounds if ignited).
**Candle**1 cm--Dim light 5 ft. Burns for 1 hour.
Backpack20 gm5 lbHolds 30 lb / 1 cubic ft
Ball bearings (bag of 1,000)10 gm2 lbCovers 10 ft square. DEX save DC 10 or fall prone.
Bedroll10 gm7 lbRequired for long rest comfort
Bell10 gm--Simple alarm
Caltrops (bag of 20)10 gm2 lbCovers 5 ft square. 1 piercing damage and speed reduced to 0 for 1 turn.
Chain (10 ft)50 gm10 lbAC 19, 10 HP. Can be burst with DC 20 STR check.
Chalk (1 piece)1 cm--Mark surfaces
Climber's kit250 gm12 lbAdvantage on Athletics checks to climb
Component pouch250 gm2 lbHolds spell components
Crowbar20 gm5 lbAdvantage on STR checks to pry
Grappling hook20 gm4 lb--
Hammer10 gm3 lb--
Healer's kit50 gm3 lb10 uses. Stabilize a creature at 0 HP without a Medicine check.
Holy symbol50 gm1 lbRequired for Cleric/Paladin casting
Hunting trap50 gm25 lbDC 13 DEX save or 1d4 piercing + restrained. DC 13 STR to escape.
Ink (1 oz bottle)100 gm,,
Lock100 gm1 lbDC 15 to pick with thieves' tools
Manacles20 gm6 lbDC 20 STR to break, DC 15 DEX to pick
Mirror, steel50 gm0.5 lb--
Paper (one sheet)2 gm,,
Piton5 cm0.25 lb--
Pole (10 ft)5 cm7 lbProd traps from a distance
Rations (1 day)5 gm2 lbRequired: 1/day or gain exhaustion
Rope, hempen (50 ft)10 gm10 lbAC 11, 2 HP. Holds 600 lb.
Rope, silk (50 ft)100 gm5 lbAC 11, 5 HP. Holds 800 lb.
Shovel20 gm5 lb--
Signal whistle5 cm--Audible 600 ft
Spellbook (blank)500 gm3 lbRequired for Wizards
Spyglass10,000 gm1 lbObjects appear twice as close
Tent, two-person20 gm20 lbShelter from elements
Thieves' tools250 gm1 lbRequired for lock picking and trap disarming
Tinker's tools500 gm3 lbRequired for Tinkering checks, weapon crafting, and Automaton repair
Tinderbox5 gm1 lbLight a torch or campfire (1 action)
Waterskin2 gm5 lb (full)Holds 4 pints
PackCostContents
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**Burglar's Pack**160 gmBackpack, bag of ball bearings, 10 ft string, bell, 5 candles, crowbar, hammer, 10 pitons, lantern (hooded), 2 flasks of oil, 5 days rations, tinderbox, waterskin, 50 ft hempen rope
**Dungeoneer's Pack**120 gmBackpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days rations, waterskin, 50 ft hempen rope
**Explorer's Pack**100 gmBackpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50 ft hempen rope
**Priest's Pack**190 gmBackpack, blanket, 10 candles, tinderbox, alms box, 2 blocks of incense, censer, vestments, 2 days rations, waterskin
**Scholar's Pack**400 gmBackpack, book of lore, bottle of ink, ink pen, 10 sheets of parchment, little bag of sand, small knife
**Tinkerer's Pack**250 gmBackpack, tinker's tools, 20 black powder rounds, 20 mechanical bolts, 2 flasks of oil, tinderbox, spare gears pouch, 10 days rations, waterskin, 50 ft hempen rope