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C h a p t e r 5: E q u i p m e n t

THE MARKETPLACE OF A LARGE CITY TEEMS M em bers o f the nobility trade either in legal rights, such
w ith buyers and sellers o f m any sorts: as the rights to a m ine, a port, or farmland, or in gold
dw arf sm iths and elf w oodcarvers, halfling bars, m easuring gold by the pou n d rather than by the
farm ers and gnom e jew elers, not to mention coin. Only m erchants, adventurers, and th ose offering
hum ans o f every shape, size, and color professional serv ices for hire com m on ly deal in coins.
draw n from a sp ectru m o f nations and
cultures. In the largest cities, alm ost C o in ag e
anything im aginable is offered for sale, from exotic
C om m on coin s co m e in several different denom inations
sp ices and luxurious cloth in g to w ick er baskets and
ba sed on the relative w orth o f the m etal from w h ich they
practical sw ords.
are m ade. The three m ost com m on co in s are the gold
For an adventurer, the availability o f armor, w eapon s,
p iece (gp), the silver p iece (sp), and the co p p e r p iece (cp).
backpacks, rope, and sim ilar g o o d s is o f param ount
W ith on e gold piece, a character can buy a belt
im portan ce, sin ce p roper equipm ent can m ean the
pouch, 50 feet o f g o o d rope, or a goat. A skilled (but
difference betw een life and death in a du ngeon or the
not exception al) artisan can earn on e gold p iece a day.
untam ed w ilds. T his chapter details the m undane and
T h e gold p iece is the standard unit o f m easu re for
exotic m erchandise that adventurers com m only find useful
w ealth, even if the coin itself is not com m on ly used.
in the face o f the threats that the w orlds o f D & D present.
W h en m erchants d iscu ss deals that involve g o o d s or
serv ices w orth hundreds or thousands o f gold p ieces,
St a r t i n g E q u i p m e n t the transactions d on t usually involve the exch an ge o f
W h en you create y ou r character, you receive equipm ent individual coin s. Rather, the gold p iece is a standard
ba sed on a com bination o f your class and background. m easu re o f value, and the actual exch an ge is in gold
Alternatively, you can start w ith a num ber o f gold p ieces bars, letters o f credit, or valuable g ood s.
ba sed on your cla ss and spend them on items from the O ne gold p iece is w orth ten silver p ieces, the m ost
lists in this chapter. S e e the Starting W ealth by Class prevalent coin am ong com m on ers. A silver p iece buys a
table to determ ine h ow m uch gold you have to spend. la borers w ork for a day, a flask o f lam p oil, or a nights
You d ecide h ow your character ca m e by this starting rest in a p o o r inn.
equipm ent. It m ight have been an inheritance, or g o o d s O ne silver p iece is w orth ten cop p er p ieces, w h ich are
that the character purchased during his or her upbringing. com m on am ong laborers and beggars. A single cop p er
You might have been equipped with a w eapon, armor, and p iece buys a candle, a torch, or a p iece o f chalk.
a backpack as part o f military service. You might even have In addition, unusual co in s m ade o f other preciou s
stolen your gear. A w ea p on cou ld b e a fam ily heirloom , m etals som etim es appear in treasure hoards. The
pa ssed dow n from generation to generation until your electrum p iece (ep) and the platinum p iece (pp) originate
character finally took up the m antle and follow ed in an from fallen em pires and lost kin gdom s, and they
an cestors adventurous footsteps. som etim es a rou se su spicion and skepticism w hen u sed
in transactions. A n electrum p iece is w orth five silver
S t a r t in g W ealth by C lass pieces, and a platinum p iece is w orth ten gold p ieces.
A standard coin w eigh s about a third o f an ou nce,
Class Funds
so fifty coin s w eigh a pound.
Barbarian 2d4 x 10 gp
Bard 5d4 x 10 gp
S t a n d a r d Ex c h a n g e Rates
Cleric 5d4 x 10 gp
Coin cp sp ep gp pp
Druid 2d4 x 10 gp
Copper (cp) 1 1/10 1/50 1/100 1/1,000
Fighter 5d4 x 10 gp
Silver (sp) 10 1 1/5 1/10 1/100
Monk 5d4 gp
Electrum (ep) 50 5 1 1/2 1/20
Paladin 5d4 x 10 gp
Gold (gp) 100 10 2 1 1/10
Ranger 5d4 x 10 gp
Platinum (pp) 1,000 100 20 10 1
Rogue 4d4 x 10 gp
Sorcerer 3d4 x 10 gp
Warlock 4d4 x 10 gp
Wizard 4d4 x 10 gp

W ealth
W ealth appears in m any form s in a D & D w orld. Coins,
gem stones, trade g ood s, art objects, anim als, and
property can reflect your characters financial w ell-being.
M em bers o f the peasantry trade in g ood s, bartering for
what they n eed and paying taxes in grain and cheese.
Se llin g T reasu re T h e A rm or table sh ow s the cost, w eight, and other
p roperties o f the com m on types o f arm or w orn in the
O pportunities aboun d to find treasure, equipm ent,
w orld s o f D&D.
w eapon s, armor, and m ore in the du ngeon s you explore.
Armor Proficiency. A n yone can put on a suit o f arm or
Normally, you can sell your treasures and trinkets w hen
or strap a shield to an arm . Only th ose proficient in the
you return to a town or other settlement, provided that you
a rm ors use k n ow h ow to w ea r it effectively, however.
can find buyers and m erchants interested in your loot.
Your class gives you proficiency w ith certain types o f
Arms, Armor, and Other Equipment. A s a general armor. If you w ea r arm or that you lack proficiency with,
rule, u ndam aged w eapon s, armor, and other equipm ent
you have disadvantage on any ability check, saving
fetch h alf their cost w hen sold in a market. W eapon s
throw, or attack roll that involves Stren gth or Dexterity,
and arm or u sed by m on sters are rarely in g o o d enough
and you ca n t cast spells.
condition to sell.
Armor Class (AC). A rm or protects its w earer from
Magic Items. S ellin g m a gic item s is problem atic.
attacks. The arm or (and shield) you w ea r determ ines
F inding som eon e to buy a potion or a scroll isnt too
your b a se A rm or Class.
hard, but other items are out o f the realm o f m ost but the
Heavy Armor. Heavier arm or interferes w ith the
w ealthiest n obles. L ikew ise, aside from a few com m on
w ea rers ability to m ove quickly, stealthily, and freely.
m agic item s, you w o n t n orm ally co m e a cross m agic
If the A rm or table sh ow s Str 13 or Str 15 in the
item s or spells to purchase. T h e value o f m agic is far
Strength colum n for an arm or type, the arm or redu ces
beyond sim ple gold and should always be treated as such.
the w ea rers sp eed by 10 feet u nless the w earer has a
Gems,Jewelry, and Art Objects. T h ese items retain Strength score equal to or h igher than the listed score.
their full value in the m arketplace, and you can either
Stealth. If the A rm or table sh ow s D isadvantage in
trade them in for coin or u se them as cu rren cy for other
the Stealth colum n, the w earer has disadvantage on
transactions. For exception ally valuable treasures, the
D exterity (Stealth) checks.
D M m ight require you to find a buyer in a large tow n or
Shields. A shield is m ade from w o o d or m etal and
larger com m u n ity first.
is carried in one hand. W ieldin g a shield in creases
Trade Goods. O n the borderlands, m any p eople
your A rm or C lass by 2. You can benefit from only one
con du ct transactions through barter. Like gem s and art
shield at a time.
objects, trade g o o d s bars o f iron, bags o f salt, livestock,
and s o on retain their full value in the m arket and can
L ig h t A rm or
be u sed as currency.
M ade from supple and thin m aterials, light arm or favors
agile adventurers sin ce it offers som e protection w ithout
A r m o r a n d Sh i e l d s sacrificin g m obility. If you w ear light armor, you add
D & D w orld s are a vast tapestry m ade up o f m any your D exterity m odifier to the ba se num ber from your
different cultures, each w ith its ow n tech n ology level. arm or type to determ ine your A rm or Class.
F or this reason , adventurers have a c c e s s to a variety Padded. P added arm or con sists o f quilted layers of
o f arm or types, ranging from leather arm or to chain cloth and batting.
m ail to costly plate armor, w ith several other kinds o f Leather. The breastplate and sh ou lder protectors o f
arm or in betw een . T h e A rm or table collects the m ost this arm or are m ade o f leather that has been stiffened
com m on ly available types o f arm or found in the gam e by b ein g boiled in oil. The rest o f the arm or is m ade o f
and separates them into three categories: light armor, softer and m ore flexible materials.
m edium arm or, and heavy armor. M any w arriors Studded Leather. M ade from tough but flexible
supplem ent their arm or with a shield. leather, studded leather is rein forced w ith close-set
rivets or spikes.

Va r ia n t : Eq u ip m e n t S iz e s
M ed iu m A r m o r
In most campaigns, you can use or wear any equipment that
you find on your adventures, within the bounds o f common M edium arm or offers m ore protection than light armor,
sense. For example, a burly half-orc won't fit in a halflings but it also im pairs m ovem ent m ore. If you w ear m edium
leather armor, and a gnome would be swallowed up in a armor, you add your Dexterity modifier, to a m axim um
cloud giants elegant robe. o f +2, to the ba se num ber from your arm or type to
The DM can impose more realism. For example, a suit of determ ine your A rm or Class.
plate armor made for one human might not fit another one
Hide. T his cru de arm or con sists o f thick furs and
without significant alterations, and a guards uniform might
pelts. It is com m on ly w orn by barbarian tribes, evil
be visibly ill-fitting when an adventurer tries to wear it as a
hum anoids, and other folk w h o lack a c c e s s to the tools
disguise.
Using this variant, when adventurers find armor, clothing, and m aterials n eeded to create better armor.
and similar items that are made to be worn, they might need Chain Shirt. M ade o f in terlocking m etal rings, a chain
to visit an armorsmith, tailor, leatherworker, or similar expert shirt is w orn betw een layers o f cloth in g or leather. This
to make the item wearable. The cost for such work varies arm or offers m od est protection to the w ea rers upper
from 10 to 40 percent o f the market price o f the item. The b od y and allow s the sou n d o f the rings rubbing against
DM can either roll 1d4 x 10 or determine the increase in cost one another to be muffled by outer layers.
based on the extent o f the alterations required. Scale Mail. T h is arm or con sists o f a coat and leggings
(and perhaps a separate skirt) o f leather covered with
overlapping p ieces o f metal, m uch like the sca les o f a
fish. T h e suit includes gauntlets.
B reastplate. T h is arm or con sists o f a fitted metal
chest p iece w orn w ith supple leather. A lthough it leaves
the legs and arm s relatively u nprotected, this arm or
p rovides g o o d protection for the w ea rers vital organs
w hile leaving the w earer relatively u nencum bered.
H a lf Plate. H alf plate con sists o f shaped m etal plates
that cover m ost o f the w ea rers body. It d o e s not include
leg protection beyon d sim ple greaves that are attached
with leather straps.

H eavy A rmor
O f all the arm or categories, heavy arm or offers the best
protection. T h ese suits o f arm or cover the entire body
and are design ed to stop a w ide range o f attacks. Only
proficient w arriors can m anage their w eight and bulk.
H eavy arm or d oesn t let you add your Dexterity
m odifier to your A rm or Class, but it also d oesn t
pen alize you if your D exterity m odifier is negative.
Ring Mail. T h is arm or is leather arm or w ith heavy
rings sew n into it. T h e rings help rein force the arm or
against blow s from sw ord s and axes. R in g m ail is
inferior to chain m ail, and it's usually w orn only by th ose
w h o ca n t afford better armor.
Chain Mail. M ade o f interlocking m etal rings, chain
m ail includes a layer o f quilted fabric w orn underneath
the m ail to prevent chafing and to cushion the im pact o f
blow s. The suit includes gauntlets.
Splint. T h is arm or is m ade o f n arrow vertical strips
o f m etal riveted to a back ing o f leather that is w orn over
cloth padding. F lexible chain m ail protects the joints.
Plate. Plate con sists o f shaped, interlocking metal
plates to cover the entire body. A suit o f plate includes
gauntlets, heavy leather b oots, a v isored helmet, and
thick layers o f padding underneath the armor. B uckles
and straps distribute the w eight over the body.

Light Armor
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.
Medium Armor
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.
Heavy Armor
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.
Shield
Shield 10 gp +2 6 lb.
G e t t in g In t o a n d O u t of A rm o r
T h e tim e it takes to don or d off arm or depen ds on the
a rm ors category.
Don. T h is is the tim e it takes to put on arm or. You
benefit from the arm or's AC only if you take the full tim e
to don the suit o f armor.
Doff. This is the tim e it takes to take o ff armor. If you
have help, reduce this tim e 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

W eapons
Your cla ss grants proficiency in certain w eapon s,
reflecting both the class's fo cu s and the tools you are
m ost likely to use. W h eth er you favor a lon gsw ord or
a longbow , your w ea p on and your ability to w ield it
effectively can m ea n the difference betw een life and
death w hile adventuring.
Th e W ea pon s table sh ow s the m ost co m m o n w eap on s
u sed in the w orld s o f D&D, their price and w eight,
the dam age they deal w hen they hit, and any sp ecia l
p roperties they p o s se ss . Every w eap on is classified
as either m elee or ranged. A m elee weapon is u sed to
attack a target w ithin 5 feet o f you, w h ereas a ranged
weapon is u sed to attack a target at a distance.

W eapo n P r o ficien cy
Your race, class, and feats can grant you proficiency
w ith certain w eap on s or categories o f w eapon s. T h e tw o
categories are simple and martial. M ost p eop le can
u se sim ple w ea p on s with proficiency. T h ese w eap on s
include clubs, m a ces, and other w ea p on s often found in
the hands o f com m on ers. M artial w eapon s, including
sw ords, axes, and polearm s, require m ore sp ecia lized
training to u se effectively. M ost w arriors use m artial
w ea p on s b eca u se th ese w ea p on s put their fighting style
and training to best use.
P roficien cy w ith a w ea p on allow s you to add your
proficiency bon u s to the attack roll for any attack you
m ake w ith that w eapon . If you m ake an attack roll using
a w ea p on w ith w h ich you lack proficiency, you do not
add your proficiency bon u s to the attack roll.

W e a p o n P r o perties
M any w eapons have special properties related to their use,
as show n in the W eapons table.
Am m unition. You can u se a w eap on that has the
am m unition property to m ake a ranged attack only if
you have am m unition to fire from the w eapon . E ach
tim e you attack w ith the w eapon , you expend on e piece
o f am m unition. D raw ing the am m unition from a quiver,
case, or other container is part o f the attack. At the
end o f the battle, you can recov er h alf your expen ded
am m unition by taking a m inute to sea rch the battlefield.
If you use a w eapon that has the ammunition property
to m ake a m elee attack, you treat the w eapon as an
im provised w eapon (see "Im provised W eapons" later in
the section). A sling must be loaded to deal any dam age
w hen u sed in this way.
Finesse. W h en m akin g an attack with a finesse
w eapon , you use your ch oice o f your Strength or
Dexterity m odifier for the attack and dam age rolls. You
must use the sam e m odifier for both rolls.
Heavy. S m all creatu res have disadvantage on attack
rolls w ith heavy w eapon s. A heavy w ea p on s size and
bulk m ake it too large for a S m all creature to use
effectively.
Light. A light w eap on is sm all and easy to handle,
m aking it ideal for u se w hen fighting w ith tw o w eapon s.
S e e the rules for tw o-w eapon fighting in chapter 9.
Loading. B ecau se o f the time required to load this
w eapon, you can fire only one piece o f am m unition
from it w hen you use an action, bonus action, or reaction
to fire it, regardless o f the num ber o f attacks you can
n orm ally make.
Range. A w eap on that can b e u sed to m ake a ranged
attack has a range sh ow n in paren th eses after the
am m unition or throw n property. The range lists tw o
n um bers. T h e first is the w ea p on s n orm al range in feet,
and the se co n d indicates the w ea p on s m axim um range.
W h en attacking a target beyon d n orm al range, you have
disadvantage on the attack roll. You c a n t attack a target
beyon d the w ea p on s long range.
Reach. T his w ea p on adds 5 feet to your reach w hen
you attack with it.
Special. A w ea p on w ith the sp ecia l property has
unusual rules governing its use, explained in the
w ea p on s description (see "S p ecia l W ea pon s" later in
this section).
Thrown. If a w eap on h as the th row n property, you
can th row the w ea p on to m ake a ranged attack. If the
w eap on is a m elee w eapon , you u se the sam e ability
m odifier for that attack roll and dam age roll that you
w ou ld u se for a m elee attack w ith the w eapon . For
exam ple, if you th row a handaxe, you u se your Strength,
but if you th row a dagger, you can use either your
Strength or your Dexterity, sin ce the dagger has the
fin esse property.
Two-Handed. T h is w ea p on requ ires tw o hands to use.
Versatile. T his w eap on can b e u sed w ith one or tw o
hands. A d am age value in paren th eses appears w ith the
propertythe dam age w hen the w eap on is u sed with
tw o hands to m ake a m elee attack.

Im pr o v ise d W eapons
S om etim es characters d on t have their w ea p on s and
have to attack w ith w hatever is clo se at hand. An
im provised w eap on includes any o b ject you can w ield
in one or tw o hands, such as broken glass, a table leg, a
frying pan, a w agon w heel, or a dead goblin.
In m any cases, an im provised w eap on is sim ilar
to an actual w eap on and ca n be treated as such. For
exam ple, a table leg is akin to a club. At the D M s option,
a character proficient w ith a w eap on can use a sim ilar
object as if it w ere that w eap on and u se his or her
proficiency bonus.
A n object that bea rs no resem b lan ce to a w eap on creatu res that are form less, or creatu res that are H uge
deals 1d4 dam age (the DM assigns a dam age type or larger. A creature can u se its action to m ake a D C 10
appropriate to the object). If a character u ses a ranged Strength check, freeing itself or another creature within
w eap on to m ake a m elee attack, or throw s a m elee its reach on a su ccess. D ealing 5 slashing dam age to the
w eap on that d o e s not have the throw n property, it also net (AC 10) also frees the creature without h arm in g it,
deals 1d4 dam age. A n im provised throw n w eap on has a ending the effect and destroying the net.
norm al range o f 20 feet and a lon g range o f 60 feet. W h en you u se an action, bon u s action, or reaction
to attack w ith a net, you can m ake only on e attack
Silv e r e d W eapons regardless o f the num ber o f attacks you can
S om e m on sters that have im m unity or resistan ce norm ally make.
to n onm agical w ea p on s are su sceptible to silver
w eapon s, s o cautious adventurers invest extra coin to
plate their w ea p on s w ith silver. You can silver a single
A d v e n t u r in g G ear
w eap on or ten p ieces o f am m unition for 100 gp. This T h is section d escrib es item s that have sp ecia l rules or
co st represents not only the price o f the silver, but the require further explanation.
tim e and expertise n eed ed to add silver to the w eapon Acid. A s an action, you can splash the contents o f
w ithout m akin g it less effective. this vial onto a creature w ithin 5 feet o f you or th row
the vial up to 20 feet, shattering it on im pact. In either
Sp e c ia l W eapons case, m ake a ranged attack against a creature or object,
W ea p on s w ith sp ecia l rules are d escrib ed here. treating the acid as an im provised w eapon . O n a hit, the
Lance. You have disadvantage w hen you u se a lance target takes 2d 6 acid dam age.
to attack a target w ithin 5 feet o f you. A lso, a lance Alchem ists Fire. T h is sticky, adhesive fluid ignites
requ ires tw o hands to w ield w hen you arent m ounted. w h en e x p osed to air. A s an action, you can th row this
Net. A Large or sm aller creature hit by a net is flask up to 20 feet, shattering it on im pact. M ake a
restrained until it is freed. A net has no effect on ranged attack against a creature or object, treating
W e a p o n s

Name Cost Damage Weight Properties


Sim p le Melee W eapons
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)
Unarmed strike 1 bludgeoning
Sim ple R an ge d W eapons
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)
M a rtia l M elee W eapons
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
M a rtia l R an ge d W eapons
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)
A d v e n t u r in g G ear

Item Cost Weight Item Cost Weight


Abacus 2 gp 2 lb. Holy symbol
Acid (vial) 25 gp 1 lb. Amulet 5 gp 1 lb.
Alchemists fire (flask) 50 gp 1 lb. Emblem 5 gp
Ammunition Reliquary 5 gp 2 lb.
Arrows (20) 1 gp 1 lb. Holy water (flask) 25 gp 1 lb.
Blowgun needles (50) 1 gp 1 lb. Hourglass 25 gp 1 lb.
Crossbow bolts (20) 1 gp 11/2 lb. Hunting trap 5 gp 25 lb.
Sling bullets (20) 4 cp 11/2 lb. Ink (1 ounce bottle) 10 gp
Antitoxin (vial) 50 gp Ink pen 2 cp
Arcane focus Jug or pitcher 2 cp 4 lb.
Crystal 10 gp 1 lb. Ladder (10-foot) 1 sp 25 lb.
Orb 20 gp 3 lb. Lamp 5 sp 1 lb.
Rod 10 gp 2 lb. Lantern, bullseye 10 gp 2 lb.
Staff 5 gp 4 lb. Lantern, hooded 5 gp 2 lb.
Wand 10 gp 1 lb. Lock 10 gp 1 lb.
Backpack 2 gp 5 lb. Magnifying glass 100 gp
Ball bearings (bag o f 1,000) 1 gp 2 lb. Manacles 2 gp 6 lb.
Barrel 2 gp 70 lb. Mess kit 2 sp 1 lb.
Basket 4 sp 2 lb. Mirror, steel 5 gp 1/2 lb.
Bedroll 1 gp 7 lb. Oil (flask) 1 sp 1 lb.
Bell 1 gp Paper (one sheet) 2 sp
Blanket 5 sp 3 lb. Parchment (one sheet) 1 sp
Block and tackle 1 gp 5 lb. Perfume (vial) 5 gp
Book 25 gp 5 lb. Pick, miners 2 gp 10 lb.
Bottle, glass 2 gp 2 lb. Piton 5 cp 1/4 lb.
Bucket 5 cp 2 lb. Poison, basic (vial) 100 gp
Caltrops (bag of 20) 1 gp 2 lb. Pole (10-foot) 5 cp 7 lb.
Candle 1 cp Pot, iron 2 gp 10 lb.
Case, crossbow bolt 1 gp 1 lb. Potion o f healing 50 gp 1/2 lb.
Case, map or scroll 1 gp 1 lb. Pouch 5 sp 1 lb.
Chain (10 feet) 5 gp 10 lb. Quiver 1 gp 1 lb.
Chalk (1 piece) 1 cp Ram, portable 4 gp 35 lb.
Chest 5 gp 25 lb. Rations (1 day) 5 sp 2 lb.
Climber's kit 25 gp 12 lb. Robes 1 gp 4 lb.
Clothes, common 5 sp 3 lb. Rope, hempen (50 feet) 1 gp 10 lb.
Clothes, costume 5 gp 4 lb. Rope, silk (50 feet) 10 gp 5 lb.
Clothes, fine 15 gp 6 lb. Sack 1 cp 1/2 lb.
Clothes, travelers 2 gp 4 lb. Scale, merchants 5 gp 3 lb.
Component pouch 25 gp 2 lb. Sealing wax 5 sp
Crowbar 2 gp 5 lb. Shovel 2 gp 5 lb.
Druidic focus Signal whistle 5 cp
Sprig o f mistletoe 1 gp Signet ring 5 gp
Totem 1 gp Soap 2 cp
Wooden staff 5 gp 4 lb. Spellbook 50 gp 3 lb.
Yew wand 10 gp 1 lb. Spikes, iron (10) 1 gp 5 lb.
Fishing tackle 1 gp 4 lb. Spyglass 1,000 gp 1 lb.
Flask or tankard 2 cp 1 lb. Tent, two-person 2 gp 2 0 lb.
Grappling hook 2 gp 4 lb. Tinderbox 5 sp 1 lb.
Hammer 1 gp 3 lb. Torch 1 cp 1 lb.
Hammer, sledge 2 gp 10 lb. Vial 1 gp
Healers kit 5 gp 3 lb. Waterskin 2 sp 5 lb. (full)
Whetstone 1 cp 1 lb.
the alchem ist's fire as an im provised w eapon . O n a Druidic Focus. A druidic focu s m ight b e a sprig o f
hit, the target takes 1d4 fire dam age at the start o f m istletoe or holly, a w an d or scepter m ade o f y ew or
each o f its turns. A creature can end this dam age by another special w ood , a staff drawn w hole out o f a living
using its action to m ake a D C 10 D exterity ch eck to tree, or a totem object incorporating feathers, fur, bones,
extinguish the flam es. and teeth from sacred animals. A druid can u se such an
Antitoxin. A creature that drinks this vial o f liquid object as a spellcasting focus, as described in chapter 10.
gains advantage on saving throw s against p oison for 1 Fishing Tackle. T his kit includes a w o o d e n rod, silken
hour. It con fers no benefit to undead or constructs. line, c o rk w o o d b ob b ers, steel h ooks, lead sinkers, velvet
Arcane Focus. A n arcan e focu s is a sp ecia l item lures, and n arrow netting.
an orb, a crystal, a rod, a sp ecially con stru cted staff, Healers Kit. T h is kit is a leather pou ch containing
a w and-like length o f w ood , or so m e sim ilar item bandages, salves, and splints. T h e kit has ten u ses. A s
design ed to channel the p ow er o f arcan e spells. A an action, you can expend on e u se o f the kit to stabilize
sorcerer, w arlock, or w izard can u se such an item as a a creature that h as 0 hit points, w ithout n eedin g to m ake
sp ellcastin g focus, as d escrib ed in chapter 10. a W isd om (M edicine) check.
Ball Bearings. A s an action, you can spill th ese tiny Holy Symbol. A holy sym bol is a representation o f
m etal balls from their p ou ch to cover a level area 10 a god or pantheon. It m ight b e an am ulet depicting a
feet square. A creature m oving a cross the covered area sym b ol representing a deity, the sa m e sym bol carefully
m ust s u cce e d on a D C 10 D exterity saving th row or fall engraved or inlaid as an em blem on a shield, or a tiny
prone. A creature m ovin g through the area at h alf sp eed b ox h olding a fragm ent o f a sa cred relic. A pp en dix B
d oesn t n eed to m ake the saving throw. lists the sy m b ols com m on ly a ssocia ted w ith m any g ods
Block and Tackle. A set o f pulleys w ith a cable in the multiverse. A cleric or paladin can use a holy
threaded through them and a h ook to attach to objects, a sym bol as a sp ellcastin g focus, as d escrib ed in chapter
b lock and tackle allow s you to hoist up to four tim es the 10. To u se the sym bol in this way, the caster m ust hold it
w eight you can n orm ally lift. in hand, w ear it visibly, or bea r it on a shield.
Book. A b o o k might contain poetry, historical Holy Water. A s an action, you can splash the contents
accoun ts, inform ation pertaining to a particular field o f this flask onto a creature w ithin 5 feet o f you or throw
o f lore, diagram s and notes on gnom ish contraptions, it up to 20 feet, shattering it on im pact. In either case,
or ju st about anything else that can b e represented m ake a ranged attack against a target creature, treating
usin g text or pictures. A b o o k o f sp ells is a sp ellb ook the holy w ater as an im provised w eapon . If the target is
(d escribed later in this section). a fiend or undead, it takes 2d6 radiant dam age.
Caltrops. A s an action, you can spread a single bag
o f caltrops to cover a 5-foot-square area. Any creature Eq u ip m e n t Pa c k s
that enters the area m ust su cce e d on a D C 15 Dexterity The starting equipment you get from your class includes a
saving th row or stop m ovin g and take 1 piercing collection of useful adventuring gear, put together in a pack.
dam age. Until the creature regains at least 1 hit point, The contents o f these packs are listed here. If you are buying
its w alk in g sp eed is red u ced by 10 feet. A creature your starting equipment, you can purchase a pack for the
m ovin g through the area at h alf sp eed d oesn t n eed to price shown, which might be cheaper than buying the items
m ake the saving throw. individually.
Candle. F or 1 hour, a can dle sh eds bright light in a Burglars Pack (16 gp). Includes a backpack, a bag of 1,000
5-foot radius and dim light for an additional 5 feet. ball bearings, 10 feet o f string, a bell, 5 candles, a crowbar, a
hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days
Case, Crossbow Bolt. Th is w o o d e n ca se ca n hold up
rations, a tinderbox, and a waterskin. The pack also has 50
to tw enty c ro s s b o w bolts.
feet o f hempen rope strapped to the side o f it.
Case, Map or Scroll. Th is cylindrical leather ca se can Diplomat's Pack (39 gp). Includes a chest, 2 cases for maps
hold up to ten rolled-up sheets o f paper or five rolled-up and scrolls, a set of fine clothes, a bottle o f ink, an ink pen,
sh eets o f parchm ent. a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume,
Chain. A chain has 10 hit points. It can be burst with a sealing wax, and soap.
su ccessfu l D C 20 Strength check. Dungeoneers Pack (12 gp). Includes a backpack, a crowbar,
Climbers Kit. A clim b ers kit includes sp ecia l pitons, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days
b oot tips, gloves, and a harness. You can u se the o f rations, and a waterskin. The pack also has 50 feet of
clim b ers kit as an action to an chor yourself; w hen you hempen rope strapped to the side o f it.
Entertainers Pack (40 gp). Includes a backpack, a bedroll,
do, you ca n t fall m ore than 25 feet from the point w here
2 costumes, 5 candles, 5 days o f rations, a waterskin, and a
you an chored yourself, and you can't clim b m ore than 25
disguise kit.
feet away from that point w ithout undoing the anchor. Explorers Pack (10 gp). Includes a backpack, a bedroll,
Component Pouch. A com p on en t pou ch is a sm all, a mess kit, a tinderbox, 10 torches, 10 days of rations, and
watertight leather belt p ou ch that h as com partm ents a waterskin. The pack also has 50 feet o f hempen rope
to h old all the m aterial com pon en ts and other special strapped to the side of it.
item s you n eed to cast your spells, except for those Priests Pack (19 gp). Includes a backpack, a blanket, 10
com pon en ts that have a sp ecific co st (as indicated in a candles, a tinderbox, an alms box, 2 blocks of incense, a
spell's description). censer, vestments, 2 days of rations, and a waterskin.
Crowbar. Using a crow bar grants advantage Scholars Pack (40 gp). Includes a backpack, a book o f lore,
a bottle o f ink, an ink pen, 10 sheets o f parchment, a little
to Strength ch ecks w here the crow ba rs leverage
bag of sand, and a small knife.
can b e applied.
A cleric or paladin m ay create holy water by Magnifying Glass. T his lens allow s a closer look at
perform in g a sp ecia l ritual. T h e ritual takes 1 hour sm all objects. It is also useful as a substitute for flint
to perform , u ses 25 gp w orth o f p ow dered silver, and and steel w hen starting fires. Lighting a fire w ith a
requ ires the caster to expend a 1st-level spell slot. m agnifying glass requ ires light as bright as sunlight to
Hunting Trap. W h en you u se your action to set it, focus, tinder to ignite, and about 5 m inutes for the fire
this trap form s a saw -toothed steel ring that snaps shut to ignite. A m agnifying glass grants advantage on any
w hen a creature steps on a pressure plate in the center. ability ch eck m ade to appraise or in spect an item that is
The trap is affixed by a heavy chain to an im m obile sm all or highly detailed.
object, su ch as a tree or a spike driven into the ground. Manacles. T h ese m etal restraints can bind a Sm all
A creature that steps on the plate m ust su cce e d on a DC or M edium creature. E sca pin g the m anacles requ ires
13 D exterity saving th row o r take 1d4 piercin g dam age a su ccessfu l D C 20 D exterity check. B reakin g them
and stop m oving. Thereafter, until the creature breaks requ ires a su ccessfu l D C 20 Strength check. Each
free o f the trap, its m ovem ent is lim ited by the length set o f m anacles c o m e s with on e key. W ithout the key,
o f the chain (typically 3 feet long). A creature can use a creature proficient w ith th ieves tools can pick the
its action to m ake a D C 13 Strength check, freeing m a n a cles lo ck w ith a su ccessfu l D C 15 Dexterity
itself or another creature w ithin its reach on a su ccess. check. M an acles have 15 hit points.
E ach failed ch eck deals 1 piercin g dam age to the Mess Kit. This tin b ox contain s a cup and sim ple
trapped creature. cutlery. T h e b ox clam ps together, and on e side can
Lamp. A lam p casts bright light in a 15-foot radius b e u sed as a c o o k in g pan and the other as a plate or
and dim light for an additional 30 feet. O nce lit, it burns sh allow bow l.
for 6 h ours on a flask (1 pint) o f oil. Oil. Oil usually c om es in a clay flask that holds 1
Lantern, Bullseye. A bullseye lantern casts bright pint. A s an action, you can splash the oil in this flask
light in a 60 -foot con e and dim light for an additional 60 onto a creature w ithin 5 feet o f you or th row it up to
feet. O nce lit, it burns for 6 hours on a flask (1 pint) o f oil. 20 feet, shattering it on im pact. M ake a ranged attack
Lantern, Hooded. A h ood ed lantern casts bright light against a target creature or object, treating the oil as
in a 30 -foot radius and dim light for an additional 30 an im provised w eapon . On a hit, the target is covered
feet. O nce lit, it burns for 6 hours on a flask (1 pint) o f in oil. If the target takes any fire dam age before the oil
oil. A s an action, you can low er the h ood , reducing the dries (after 1 minute), the target takes an additional 5
light to dim light in a 5-foot radius. fire dam age from the burning oil. You can also pou r a
Lock. A key is provided w ith the lock. W ithout the flask o f oil on the ground to cover a 5-foot-square area,
key, a creature proficient w ith thieves tools can pick provided that the su rface is level. If lit, the oil burns for
this lock w ith a su ccessfu l D C 15 Dexterity check. 2 roun ds and deals 5 fire dam age to any creature that
Your D M m ay d ecide that better lock s are available enters the area or en ds its turn in the area. A creature
for higher p rices. can take this dam age only o n ce per turn.
Poison, Basic. You can use the p oison in this vial Spyglass. O bjects view ed through a spyglass are
to coat one slashing or piercing w ea p on or up to three m agnified to tw ice their size.
p ieces o f am m unition. Applying the p oison takes Tent. A sim ple and portable canvas shelter, a
an action. A creature hit by the p oison ed w eap on or tent sleep s two.
am m unition m ust m ake a D C 10 Constitution saving Tinderbox. This sm all container holds flint, fire steel,
th row o r take 1d4 p oison dam age. O n ce applied, the and tinder (usually dry cloth soa k ed in light oil) u sed to
p o iso n retains potency for 1 m inute b efore drying. kindle a fire. U sing it to light a torch or anything else
Potion o f Healing. A character w h o drinks the m agical w ith abundant, e x p osed fueltakes an action. Lighting
red fluid in this vial regains 2d4 + 2 hit points. D rinking any other fire takes 1 minute.
or adm inistering a potion takes an action. Torch. A torch burns for 1 hour, providing bright light
Pouch. A cloth or leather pou ch can hold up to 20 in a 20-foot radius and dim light for an additional 20
slin g bullets or 50 blow gu n n eedles, am ong other feet. If you m ake a m elee attack w ith a burning torch
things. A com partm entalized p ou ch for h olding spell and hit, it deals 1 fire dam age.
com pon en ts is called a com p on en t p ou ch (described
earlier in this section). C o n t a in e r C a p a c it y

Quiver. A quiver can hold up to 20 arrow s. Container Capacity


Ram, Portable. Y ou can u se a portable ram to break
Backpack* 1 cubic foot/30 pounds of gear
dow n doors. W h en doin g so, you gain a + 4 bon u s on the
Barrel 40 gallons liquid, 4 cubic feet solid
Stren gth check. One other character can help you use
Basket 2 cubic feet/40 pounds of gear
the ram , giving you advantage on this check.
Bottle 11/2 pints liquid
Rations. R ation s con sist o f dry fo o d s suitable
for extended travel, including jerky, dried fruit, Bucket 3 gallons liquid, 1/2 cubic foot solid
hardtack, and nuts. Chest 12 cubic feet/300 pounds o f gear
Rope. R op e, w hether m ade o f hem p or silk, has 2 hit Flask or tankard 1 pint liquid
points and can be burst w ith a D C 17 Strength check. Jug or pitcher 1 gallon liquid
Scale, Merchants. A sca le includes a sm all balance, Pot, iron 1 gallon liquid
pans, and a suitable assortm ent o f w eights up to 2 Pouch 1/5 cubic foot/6 pounds of gear
pou nds. W ith it, you can m easu re the exact w eigh t of Sack 1 cubic foot/30 pounds of gear
sm all objects, such as raw p reciou s m etals or trade
Vial 4 ounces liquid
g ood s, to help determ ine their w orth.
Waterskin 4 pints liquid
Spellbook. E ssential for w izards, a sp ellb ook is
a leather-bound tom e w ith 100 blank vellum pages * You can also strap items, such as a bedroll or a coil of rope,
suitable for record in g spells. to the outside o f a backpack.
Artisans Tools. T h ese sp ecia l tools include the item s
T ools n eeded to pursue a craft or trade. The table sh ow s
A tool helps you to do som eth in g you couldn't oth erw ise exam ples o f the m ost co m m o n types o f tools, each
do, such as craft or repair an item, forge a docum ent, or providing item s related to a single craft. P roficien cy
pick a lock. Your race, class, background, or feats give w ith a set o f artisans tools lets you add your proficiency
you proficien cy w ith certain tools. P roficiency w ith a tool b on u s to any ability ch eck s you m ake using the tools
allow s you to add your proficiency bon u s to any ability in your craft. E ach type o f artisans tools requ ires a
ch eck you m ake using that tool. T ool use is not tied to separate proficiency.
a single ability, sin ce proficiency w ith a tool represents Disguise Kit. T h is pou ch o f cosm etics, hair dye, and
broader kn ow led ge o f its use. For exam ple, the DM sm all p rops lets you create d isgu ises that change your
m ight ask you to m ake a D exterity ch eck to carve a fine physical appearance. P roficien cy w ith this kit lets you
detail w ith your w o o d ca rv e r s tools, or a Strength ch eck add your proficiency bon u s to any ability ch eck s you
to m ake som eth in g out o f particularly hard w ood . m ake to create a visual disguise.
Forgery Kit. T h is sm all b o x contain s a variety o f
To o ls
papers and parchm ents, pen s and inks, sea ls and
Item Cost Weight sea lin g w ax, gold and silver leaf, and other supplies
Artisans tools n ecessa ry to create con vin cin g forgeries o f physical
Alchemists supplies 50 gp 8 lb. docum ents. P roficien cy w ith this kit lets you add your
Brewers supplies 20 gp proficiency bon u s to any ability ch eck s you m ake to
9 lb.
create a physical forgery o f a docum ent.
Calligrapher's supplies 10 gp 5 lb.
Gaming Set. T his item e n com p a sses a w ide range
Carpenters tools 8 gp 6 lb.
o f gam e p ieces, including d ice and deck s o f cards (for
Cartographers tools 15 g p 6 lb.
gam es such as T h ree-D ragon Ante). A few com m on
Cobblers tools 5 gp 5 lb. exam ples appear on the T ools table, but other kinds o f
Cooks utensils 1 gp 8 lb. gam ing sets exist. If you are proficient w ith a gam ing
Glassblowers tools 30 gp 5 lb. set, you can add your p roficiency bon u s to ability ch eck s
Jewelers tools 25 gp 2 lb. you m ake to play a gam e w ith that set. E ach type o f
Leatherworkers tools 5 gp 5 lb. gam ing set requ ires a separate proficiency.
Masons tools 10 gp 8 lb. Herbalism Kit. T h is kit contain s a variety o f
Painters supplies 10 gp 5 lb. instrum ents such as clippers, m ortar and pestle, and
Potters tools 10 gp 3 lb. p ou ch es and vials u sed by herbalists to create rem edies
and potions. P roficien cy w ith this kit lets you add your
Smiths tools 20 gp 8 lb.
proficiency bon u s to any ability ch eck s you m ake to
Tinkers tools 50 gp 10 lb.
identify or apply herbs. A lso, proficiency w ith this kit is
Weavers tools 1 gp 5 lb.
required to create antitoxin and potions o f healing.
Woodcarver's tools 1 gp 5 lb.
Musical Instrument. Several o f the m ost com m on
Disguise kit 25 gp 3 lb. types o f m usical instrum ents are sh ow n on the table as
Forgery kit 15 gp 5 lb. exam ples. If you have proficiency w ith a given m usical
Gaming set instrum ent, you can add your p roficiency bon u s to
Dice set 1 sp any ability ch eck s you m ake to play m usic w ith the
Dragonchess set 1 gp 1/2 lb. instrument. A bard can use a m usical instrum ent as a
Playing card set 5 sp spellcastin g focus, as d escrib ed in chapter 10. E ach type
Three-Dragon Ante set o f m u sical instrum ent requ ires a separate proficiency.
1 gp
Herbalism kit 3 lb. Navigators Tools. Th is set o f instrum ents is u sed
5 gp
for navigation at sea. P roficien cy w ith navigator's tools
Musical instrument
lets you chart a ship's cou rse and follow navigation
Bagpipes 30 gp 6 lb.
charts. In addition, th ese tools allow you to add your
Drum 6 gp 3 lb.
proficiency bon u s to any ability ch eck you m ake to avoid
Dulcimer 25 gp 10 lb. getting lost at sea.
Flute 2 gp 1 lb. Poisoners Kit. A p o is o n e rs kit includes the vials,
Lute 35 gp 2 lb. chem icals, and other equipm ent n ecessa ry for the
Lyre 30 gp 2 lb. creation o f poison s. P roficien cy w ith this kit lets you add
Horn 3 gp 2 lb. your proficiency bon u s to any ability ch eck s you m ake to
Pan flute 12 gp 2 lb. craft or u se p oison s.
Shawm 2 gp 1 lb. Thieves Tools. T h is set o f tools in cludes a sm all file,
Viol 30 gp 1 lb. a set o f lo ck picks, a sm all m irror m ounted on a m etal
Navigators tools handle, a set o f n arrow -bladed scissors, and a pair o f
25 gp 2 lb.
pliers. P roficien cy w ith these tools lets you add your
Poisoners kit 50 gp 2 lb.
proficiency bon u s to any ability ch eck s you m ake to
Thieves tools 25 gp 1 lb.
disarm traps or op en locks.
Vehicles (land or water) * *

* See the Mounts and Vehicles section.


M o u n t s a n d V e h ic l e s
A g o o d m ount can help you m ove m ore quickly through
the w ildern ess, but its prim ary p u rp ose is to carry the
gear that w ou ld oth erw ise slow you dow n. T h e M ounts
and Other A n im als table sh ow s each anim als sp eed and
b a se carryin g capacity.
A n anim al pulling a carriage, cart, chariot, sled,
or w agon ca n m ove w eight up to five tim es its base
carryin g capacity, including the w eight o f the vehicle.
If multiple anim als pull the sam e vehicle, they can add
their carryin g capacity together.
M ounts other than th ose listed here are available in
the w orld s o f D &D, but they are rare and not norm ally
available for p urchase. T h ese include flying m ounts
(pegasi, griffons, hippogriffs, and sim ilar anim als) and
even aquatic m ounts (giant sea h orses, for example).
A cqu irin g such a m ount often m eans secu rin g an egg
and raising the creature yourself, m akin g a bargain with
a pow erfu l entity, or negotiating w ith the m ount itself.
Barding. Barding is arm or design ed to protect an
an im als head, neck, chest, and body. Any type o f
arm or sh ow n on the A rm or table in this chapter can
be pu rch ased as barding. The co st is four tim es the
equivalent arm or m ade for hum anoids, and it w eigh s
tw ice as m uch.
Saddles. A m ilitary saddle braces the rider, helping
you k eep your seat on an active m ount in battle. It
gives you advantage on any ch eck you m ake to rem ain
m ounted. A n exotic saddle is requ ired for riding any
aquatic or flying m ount.
Vehicle Proficiency. If you have proficiency with a
certain kind o f vehicle (land or water), you can add your
proficiency bon u s to any ch eck you m ake to control that
kind o f vehicle in difficult circu m stan ces.
R ow ed V essels. K eelboats and row boats are u sed on
lakes and rivers. If g oin g dow nstream , add the sp eed o f
the current (typically 3 m iles per hour) to the sp eed o f
the vehicle. T h ese vehicles ca n t be row ed against any Tr a d e G o o d s
significant current, but they can be pulled upstream
Cost Goods
by draft anim als on the sh ores. A row boat w eigh s 100
1 cp 1 lb. of wheat
pou nds, in ca se adventurers carry it over land.
2 cp 1 lb. o f flour or one chicken
M o u n t s a n d O t h e r A n im a l s 5 cp 1 lb. of salt
1 sp 1 lb. of iron or 1 sq. yd. o f canvas
Carrying
Item Cost Speed Capacity 5 sp 1 lb. of copper or 1 sq. yd. o f cotton cloth

Camel 1 gp 1 lb. of ginger or one goat


50 gp 50 ft. 480 lb.
Donkey or mule 2 gp 1 lb. of cinnamon or pepper, or one sheep
8 gp 40 ft. 420 lb.
Elephant 3 gp 1 lb. o f cloves or one pig
200 gp 40 ft. 1,320 lb.
Horse, draft 5 gp 1 lb. o f silver or 1 sq. yd. of linen
50 gp 40 ft. 540 lb.
10 gp 1 sq. yd. of silk or one cow
Horse, riding 75 gp 60 ft. 480 lb.
Mastiff 15 gp 1 lb. o f saffron or one ox
25 gp 40 ft. 195 lb.
Pony 50 gp 1 lb. of gold
30 gp 40 ft. 225 lb.
500 gp 1 lb. of platinum
Warhorse 400 gp 60 ft. 540 lb.

Ta c k , H a r n e s s , a n d D ra w n V e h ic l e s

Item Cost Weight Expenses


Barding x4 x2 W h en not descen d in g into the depths o f the earth,
Bit and bridle 2 gp 1 lb. exploring ruins for lost treasures, or w agin g w ar against
Carriage 100 gp 600 lb. the en croach in g darkness, adventurers face m ore
Cart 200 lb. m undane realities. Even in a fantastical w orld, people
15 gp
Chariot require ba sic n ecessities such as shelter, sustenance,
250 gp 100 lb.
and clothing. T h ese things co st money, although som e
Feed (per day) 5 cp 10 lb.
lifestyles co st m ore than others.
Saddle
Exotic 60 gp 40 lb. L if e st y l e E xpen ses
Military 20 gp 30 lb.
Lifestyle ex p en ses provide you with a sim ple w ay to
Pack 5 gp 15 lb.
accou n t for the cost o f living in a fantasy w orld. T h ey
Riding 10 gp 25 lb.
cover your accom m od a tion s, fo o d and drink, and all
Saddlebags 4 gp 8 lb.
your other n ecessities. Furtherm ore, expen ses cover the
Sled 20 gp 300 lb. co st o f m aintaining your equipm ent s o you can be ready
Stabling (per day) 5 sp w hen adventure next calls.
Wagon 35 gp 400 lb. At the start o f each w eek or m onth (your choice),
c h o o s e a lifestyle from the E x p en ses table and pay the
W a t e r b o r n e V e h ic l e s p rice to sustain that lifestyle. T h e p rices listed are per
Item Cost Speed day, so if you w ish to calculate the co st o f your ch osen
Galley 30,000 gp 4 mph lifestyle over a thirty-day period, multiply the listed price
Keelboat 3,000 gp 1 mph by 30. Your lifestyle m ight change from one p eriod to
the next, based on the funds you have at your disposal,
Longship 10,000 gp 3 mph
or you m ight m aintain the sam e lifestyle throughout
Rowboat 50 gp 11/2 mph
your characters career.
Sailing ship 10,000 gp 2 mph
Your lifestyle ch oice can have con seq u en ces.
Warship 25,000 gp 21/2 mph
M aintaining a wealthy lifestyle m ight help you m ake
contacts w ith the rich and pow erful, though you run the
risk o f attracting thieves. Likew ise, living frugally m ight
T rade G oods help you avoid crim inals, but you are unlikely to m ake
M ost w ealth is not in coin s. It is m easu red in livestock, pow erfu l con n ection s.
grain, land, rights to collect taxes, or rights to resou rces
(such as a m ine or a forest). L if e s t yle Ex p e n s e s
G uilds, n obles, and royalty regulate trade. Chartered
Lifestyle Price/Day
com p a n ies are granted rights to con du ct trade along
Wretched -
certain routes, to sen d m erchant sh ips to various ports,
Squalid 1 sp
or to buy or sell sp ecific g ood s. G uilds set p rices for
the g ood s or serv ices that they control, and determ ine Poor 2 sp
w h o m ay or m ay not offer th ose g o o d s and services. Modest 1 gp
M erchants com m on ly exchange trade g o o d s w ithout Comfortable 2 gp
using currency. T h e Trade G o o d s table sh ow s the value Wealthy 4 gp
o f com m on ly exch an ged g oods. Aristocratic 10 gp minimum
W retched. You live in inhum ane condition s. W ith C om fortable. C h oosin g a com fortab le lifestyle
no p la ce to call h om e, you shelter w herever you can, m eans that you can afford n icer cloth in g and can easily
sn eak ing into barns, huddling in old crates, and relying m aintain your equipm ent. You live in a sm all cottage
on the g o o d g ra ces o f p eop le better o ff than you. A in a m iddle-class n eigh borh ood or in a private room
w retch ed lifestyle presents abundant dangers. V iolence, at a fine inn. You associate with m erchants, skilled
d isease, and hunger follow you w herever you go. Other tradespeople, and m ilitary officers.
w retch ed p eop le covet your armor, w eapon s, and Wealthy. C h oosin g a w ealthy lifestyle m eans living a
adventuring gear, w hich represent a fortune by their life o f luxury, though you m ight not have achieved the
standards. You are beneath the n otice o f m ost people. socia l status a ssocia ted w ith the old m on ey o f nobility
Squalid. You live in a leaky stable, a m ud-floored hut or royalty. You live a lifestyle com parable to that o f a
ju st outside tow n, or a verm in-infested boa rd in g h ouse highly su ccessfu l m erchant, a favored servant o f the
in the w orst part o f town. You have shelter from the royalty, or the ow n er o f a few sm all b u sin esses. You
elem ents, but you live in a desperate and often violent have respectable lodgin gs, usually a sp aciou s h om e in
environm ent, in p la ces rife with disease, hunger, and a g o o d part o f tow n or a com fortab le suite at a fine inn.
m isfortune. You are beneath the n otice o f m ost people, You likely have a sm all staff o f servants.
and you have few legal protection s. M ost p eop le at A ristocratic. You live a life o f plenty and com fort. You
this lifestyle level have suffered som e terrible setback. m ove in circles populated by the m ost pow erfu l people
Th ey m ight be disturbed, m arked as exiles, or suffer in the com m unity. You have excellent lodgin gs, perhaps
from disease. a tow n h ou se in the n icest part o f tow n or ro o m s in the
Poor. A p oor lifestyle m eans going without the finest inn. You dine at the best restaurants, retain the
com forts available in a stable com m unity. Sim ple food m ost skilled and fashionable tailor, and have servants
and lodgin gs, threadbare clothing, and unpredictable attending to your every need. You receive invitations
con dition s result in a sufficient, though probably to the socia l gatherings o f the rich and pow erfu l, and
unpleasant, experience. Your a ccom m od a tion s m ight sp en d evenings in the com pany o f politicians, guild
be a r oom in a floph ou se or in the com m on room above leaders, high priests, and nobility. You m ust also
a tavern. You benefit from som e legal protections, contend w ith the highest levels o f deceit and treachery.
but you still have to contend w ith violen ce, crim e, The w ealthier you are, the greater the ch a n ce you w ill
and disease. P eop le at this lifestyle level tend to be be draw n into political intrigue as a paw n or participant.
u nskilled laborers, costerm on gers, peddlers, thieves,
m ercenaries, and other disreputable types. Fo o d , D r in k , a n d L o d g in g
M odest. A m od est lifestyle keeps you out o f the slum s The F ood, D rink, and L odgin g table gives p rices for
and en su res that you can m aintain you r equipm ent. individual fo o d item s and a single nights lodging. T h ese
You live in an older part o f tow n, renting a r oom in a p rices are included in your total lifestyle expen ses.
b oa rd in g house, inn, or temple. You don't go hungry or
thirsty, and your living con dition s are clean, if sim ple. Fo o d , D r in k , a n d Lo d g in g
O rdinary p eople living m od est lifestyles include soldiers
Item Cost
w ith fam ilies, laborers, students, priests, h edge w izards,
and the like. Ale
Gallon 2 sp
Mug 4 cp
Banquet (per person) 10 gp
Bread, loaf 2 cp
Cheese, hunk 1 sp
Inn stay (per day)
Squalid 7 cp
Poor 1 sp
Modest 5 sp
Comfortable 8 sp
Wealthy 2 gp
Aristocratic 4 gp
Meals (per day)
Squalid 3 cp
Poor 6 cp
Modest 3 sp
Comfortable 5 sp
Wealthy 8 sp
Aristocratic 2 gp
Meat, chunk 3 sp
Wine
Common (pitcher) 2 sp
Fine (bottle) 10 gp
S elf-Su f f ic ie n c y

The expenses and lifestyles described in this chapter assume


that you are spending your time between adventures in town,
availing yourself o f 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 o f lifestyle doesnt require you to
spend any coin, but it is time-consuming. If you spend
your time between adventures practicing a profession, as
described in chapter 8, you can eke out the equivalent o f a
poor lifestyle. Proficiency in the Survival skill lets you live at
the equivalent o f a comfortable lifestyle.

Services
A dventurers can pay nonplayer characters to assist them
or act on their beh alf in a variety o f circu m stan ces. M ost
such hirelings have fairly ordinary skills, w hile others
are m asters o f a craft or art, and a few are experts with
sp ecia lized adventuring skills. Skilled hirelings include anyone h ired to perform a
serv ice that involves a proficiency (including w eapon,
S o m e o f the m ost basic types o f hirelings appear on
tool, or skill): a m ercenary, artisan, scribe, and s o on.
the S e rv ice s table. Other com m on hirelings include
any o f the w id e variety o f p eople w h o inhabit a typical T h e pay sh ow n is a m inim um ; som e expert hirelings
require m ore pay. U ntrained hirelings are hired for
tow n or city, w hen the adventurers pay them to
p erform a sp ecific task. For exam ple, a w izard might m enial w ork that requires no particular skill and can
include laborers, porters, m aids, and sim ilar w orkers.
pay a carpenter to con stru ct an elaborate chest (and
its m iniature replica) for u se in the Leomunds secret
chest spell. A fighter m ight com m ission a blacksm ith to
Sp e l l c a s t in g Services
forge a sp ecia l sw ord. A bard might pay a tailor to m ake P eop le w h o are able to cast spells d on t fall into the
exquisite cloth in g for an u p com in g p erform a n ce in category o f ordinary hirelings. It m ight be p ossib le to
front o f the duke. find som eon e w illin g to cast a spell in exch an ge for coin
O ther hirelings provide m ore expert or dangerou s or favors, but it is rarely easy and no established pay
serv ices. M ercenary soldiers paid to help the rates exist. A s a rule, the higher the level o f the desired
adventurers take on a h obgoblin arm y are hirelings, as spell, the h arder it is to find som eon e w h o can cast it
are sa ges hired to research ancient or esoteric lore. If a and the m ore it costs.
high-level adventurer establishes a stron ghold o f som e H iring som eon e to cast a relatively co m m o n spell
kind, he or sh e m ight hire a w hole staff o f servants and o f 1st or 2nd level, such as cure wounds or identify, is
agents to run the place, from a castellan or steward easy enough in a city o r town, and m ight cost 10 to 50
to m enial laborers to k eep the stables clean. T h ese gold p ieces (plus the co st o f any expensive material
h irelings often enjoy a long-term contract that includes com pon ents). Finding som eon e able and w illin g to
a place to live w ithin the stron ghold as part o f the cast a higher-level spell m ight involve traveling to a
offered com pen sation . large city, perhaps one w ith a university or prom inent
tem ple. O nce found, the spellcaster m ight ask for a
S e r v ic e s serv ice instead o f paym entthe kind o f serv ice that
Service Pay
only adventurers can provide, such as retrieving a rare
item from a dangerou s loca le or traversing a m onster-
Coach cab
infested w ild ern ess to deliver som eth in g im portant to
Between towns 3 cp per mile
a distant settlem ent.
Within a city 1 cp
Hireling
Skilled 2 gp per day
T r in k e t s
Untrained W h en you m ake your character, you can roll o n ce on
2 sp per day
the Trinkets table to gain a trinket, a sim ple item lightly
Messenger 2 cp per mile
touched by mystery. T h e DM m ight also u se this table.
Road or gate toll 1 cp
It can help stock a room in a du ngeon or fill a creatu res
Ships passage 1 sp per mile
pockets.
Tr in k et s
d 100 Trinket
d100 Trinket 27 A shard o f obsidian that always feels warm to the
01 A mummified goblin hand touch
02 A piece o f crystal that faintly glows in the moonlight 28 A dragon's bony talon hanging from a plain leather
03 A gold coin minted in an unknown land necklace
04 A diary written in a language you dont know 29 A pair o f old socks
05 A brass ring that never tarnishes 30 A blank book whose pages refuse to hold ink, chalk,
06 An old chess piece made from glass graphite, or any other substance or marking
07 A pair of knucklebone dice, each with a skull symbol 31 A silver badge in the shape o f a five-pointed star
on the side that would normally show six pips 32 A knife that belonged to a relative
08 A small idol depicting a nightmarish creature that 33 A glass vial filled with nail clippings
gives you unsettling dreams when you sleep near it 34 A rectangular metal device with two tiny metal cups
09 A rope necklace from which dangles four mummified on one end that throws sparks when wet
elf fingers 35 A white, sequined glove sized for a human
10 The deed for a parcel o f land in a realm unknown 36 A vest with one hundred tiny pockets
to you 37 A small, weightless stone block
11 A 1-ounce block made from an unknown material 38 A tiny sketch portrait of a goblin
12 A small cloth doll skewered with needles 39 An empty glass vial that smells o f perfume when
13 A tooth from an unknown beast opened
14 An enormous scale, perhaps from a dragon 40 A gemstone that looks like a lump o f coal when
15 A bright green feather examined by anyone but you
16 An old divination card bearing your likeness 41 A scrap of cloth from an old banner
17 A glass orb filled with moving smoke 42 A rank insignia from a lost legionnaire
18 A 1-pound egg with a bright red shell 43 A tiny silver bell without a clapper
19 A pipe that blows bubbles 44 A mechanical canary inside a gnomish lamp
20 A glass jar containing a weird bit o f flesh floating in 45 A tiny chest carved to look like it has numerous feet
pickling fluid on the bottom
21 A tiny gnome-crafted music box that plays a song 46 A dead sprite inside a clear glass bottle
you dimly remember from your childhood 47 A metal can that has no opening but sounds as if it
22 A small wooden statuette o f a smug halfling is filled with liquid, sand, spiders, or broken glass
23 A brass orb etched with strange runes (your choice)
24 A multicolored stone disk 48 A glass orb filled with water, in which swims a
25 A tiny silver icon of a raven clockwork goldfish
26 A bag containing forty-seven humanoid teeth, one 49 A silver spoon with an M engraved on the handle
of which is rotten 50 A whistle made from gold-colored wood
d 100 Trinket d100 Trinket
51 A dead scarab beetle the size o f your hand 79 An invitation to a party where a murder happened
52 Two toy soldiers, one with a missing head 80 A bronze pentacle with an etching o f a rat's head
53 A small box filled with different-sized buttons in its center
54 A candle that cant be lit 81 A purple handkerchief embroidered with the name o f
55 A tiny cage with no door a powerful archmage
56 An old key 82 Half o f a floorplan for a temple, castle, or some other
57 An indecipherable treasure map structure
58 A hilt from a broken sword 83 A bit o f folded cloth that, when unfolded, turns into
59 A rabbits foot a stylish cap
60 A glass eye 84 A receipt o f deposit at a bank in a far-flung city
61 A cameo carved in the likeness of a hideous person 85 A diary with seven missing pages
62 A silver skull the size o f a coin 86 An empty silver snuffbox bearing an inscription on
63 An alabaster mask the surface that says dreams
64 A pyramid o f sticky black incense that smells very bad 87 An iron holy symbol devoted to an unknown god
65 A nightcap that, when worn, gives you pleasant 88 A book that tells the story of a legendary hero's rise
dreams and fall, with the last chapter missing
66 A single caltrop made from bone 89 A vial of dragon blood
67 A gold monocle frame without the lens 90 An ancient arrow of elven design
68 A 1-inch cube, each side painted a different color 91 A needle that never bends
69 A crystal knob from a door 92 An ornate brooch of dwarven design
70 A small packet filled with pink dust 93 An empty wine bottle bearing a pretty label that says,
71 A fragment o f a beautiful song, written as musical The Wizard o f Wines Winery, Red Dragon Crush,
notes on two pieces of parchment 331422-W"
72 A silver teardrop earring made from a real teardrop 94 A mosaic tile with a multicolored, glazed surface
73 The shell of an egg painted with scenes of human 95 A petrified mouse
misery in disturbing detail 96 A black pirate flag adorned with a dragon's skull
74 A fan that, when unfolded, shows a sleeping cat and crossbones
75 A set of bone pipes 97 A tiny mechanical crab or spider that moves about
76 A four-leaf clover pressed inside a book discussing when its not being observed
manners and etiquette 98 A glass jar containing lard with a label that reads,
77 A sheet of parchment upon which is drawn a complex Griffon Grease
mechanical contraption 99 A wooden box with a ceramic bottom that holds a
78 An ornate scabbard that fits no blade you have living worm with a head on each end of its body
found so far 100 A metal urn containing the ashes o f a hero

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