Armor and Weapons
Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Club | 1SP | 1d4 Bludgeoning | 2lbs | Concealable, Light |
Dagger | 2GP | 1d4 Piercing | 1lbs | Finesse, Light, Thrown (20/60) |
Greatclub | 2SP | 1d8 Bludgeoning | 10lbs | Two-Handed |
Handaxe | 5GP | 1d6 Slashing | 2lbs | Light, Thrown (20/60) |
Javelin | 5SP | 1d6 Piercing | 2lbs | Thrown (30/120) |
Light Hammer | 2GP | 1d4 Bludgeoning | 2lbs | Light, Thrown (20/60) |
Mace | 5GP | 1d6 Bludgeoning | 4lbs | - |
Quarterstaff | 2SP | 1d6 Bludgeoning | 4lbs | Concealable, Versatile (1d8) |
Sickle | 1GP | 1d4 Slashing | 2lbs | Light |
Spear | 1GP | 1d6 Piercing | 3lbs | Thrown (20/60), Versatile (1d8) |
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Blowgun | 10GP | 1d4 Piercing | 1lbs | Ammunition (30/120), Concealable, Stealthy |
Dart | 5CP | 1d4 Piercing | 1/4lbs | Finesse, Thrown (20/60), Concealable |
Light Crossbow | 25GP | 1d8 Piercing | 5lbs | Ammunition (80/320), Loading, Two-Handed |
Shortbow | 5SP | 1d6 Piercing | 2lbs | Ammunition (80/320), Two-Handed |
Sling | 1SP | 1d4 Bludgeoning | 1/4lbs | Ammunition (30/120) |
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Battleaxe | 10GP | 1d8 Slashing | 4lbs | Versatile (1d10) |
Flail | 10GP | 1d8 Bludgeoning | 2lbs | Reach |
Glaive | 20GP | 1d10 Slashing | 6lbs | Heavy, Reach, Two-Handed |
Greataxe | 30GP | 1d12 Slashing | 7lbs | Heavy, Two-Handed |
Greatsword | 50GP | 2d6 Slashing | 6lbs | Heavy, Two-Handed |
Halberd | 20GP | 1d10 Slashing | 6lbs | Heavy, Reach, Two-Handed |
Lance | 10GP | 1d12 Piercing | 6lbs | Reach, Special |
Longsword | 15GP | 1d8 Slashing | 3lbs | Versatile (1d10) |
Maul | 10GP | 2d6 Bludgeoning | 10lbs | Heavy, Two-Handed |
Morningstar | 15GP | 1d8 Piercing | 4lbs | Versatile (1d10) |
Pike | 5GP | 1d10 Piercing | 18lbs | Heavy, Reach, Two-Handed |
Rapier | 25GP | 1d8 Piercing | 2lbs | Finesse |
Great Whip | 15GP | 1d8 Slashing | 8lbs | Finesse, Reach, Two-Handed |
Saber | 25GP | 1d8 Slashing | 2lbs | Finesse |
Shortsword | 10GP | 1d6 Piercing | 2lbs | Finesse, Light |
Trident | 5GP | 1d6 Piercing | 3lbs | Thrown (20/60), Versatile (d8) |
War Pick | 5GP | 1d8 Piercing | 2lbs | Versatile (1d10) |
Warhammer | 15GP | 1d8 Bludgeoning | 2lbs | Versatile (1d10) |
Whip | 2GP | 1d6 Slashing | 4lbs | Finesse, Reach |
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Hand Crossbow | 75GP | 1d6 Piercing | 3lbs | Ammunition (30/120), Light, Loading |
Heavy Crossbow | 50GP | 1d10 Piercing | 18lbs | Ammunition (100/400), Heavy, Loading, Two-Handed |
Longbow | 50GP | 1d8 Piercing | 2lbs | Ammunition (150/600), Heavy, Two-Handed |
Net | 1GP | 1 Bludgeoning | 3lbs | Ammunition (5/15), Point-Blank, Special |
Weapon Properties
- 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.
- Concealable. You have advantage on checks made to try to hide a Concealable weapon, or disguise a it as something else, such as disguising, a quarterstaff as a walking stick, or hide a Blowgun in your pocket.
- 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. See the rules for two-weapon fighting in chapter 9.
- 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.
- Stealthy. Due to their small nature, when you make an attack with a stealthy weapon, you do not reveal your location, whether you miss or hit.
- 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. This property is relevant only when you attack with the weapon, not when you simply hold 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.
Special
A weapon with the special property has unusual rules governing its use, explained in the weapon’s description 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.
Armor
Name | Cost | Armor Class | Strength | Stealth | Weight |
---|---|---|---|---|---|
Padded | 5GP | 11 + Dex Mod | - | Disadvantage | 8lbs |
Leather | 10GP | 11 + Dex Mod | - | - | 10lbs |
Studded Leather | 45GP | 12 + Dex Mod | - | - | 13lbs |
Brigandine | 1,500GP | 13 + Dex Mod | - | - | 15lbs |
Light Carapace | 10,000GP | 15 + Dex Mod | Str 11 | - | 20lbs |
Name | Cost | Armor Class | Strength | Stealth | Weight |
---|---|---|---|---|---|
Hide | 10GP | 12 + Dex Mod (Max 2) | - | - | 12lbs |
Chain Shirt | 50GP | 13 + Dex Mod (Max 2) | - | - | 20lbs |
Scale Mail | 50GP | 14 + Dex Mod (Max 2) | - | Disadvantage | 45lbs |
Breastplate | 400GP | 14 + Dex Mod (Max 2) | - | - | 20lbs |
Half-Plate | 750GP | 15 + Dex Mod (Max 2) | - | Disadvantage | 40lbs |
Laminar Plate | 1,500GP | 15 + Dex Mod (Max 2) | Str 13 | Disadvantage | 35lbs |
Medium Carapace | 15,000GP | 17 + Dex Mod (Max 2) | Str 13 | Disadvantage | 50lbs |
Name | Cost | Armor Class | Strength | Stealth | Weight |
---|---|---|---|---|---|
Ring Mail | 30GP | 14 | - | Disadvantage | 40lbs |
Chain Mail | 50GP | 16 | Str 13 | Disadvantage | 55lbs |
Splint | 200GP | 17 | Str 15 | Disadvantage | 60lbs |
Plate | 1,500GP | 18 | Str 15 | - | 65lbs |
Lamellan Plate | 2,000GP | 18 | Str 15 | Disadvantage | 60lbs |
Heavy Carapace | 20,000GP | 20 | Str 17 | Disadvantage | 75lbs |
Name | Cost | Armor Class | Strength | Properties | Weight |
---|---|---|---|---|---|
Buckler Shield | 5GP | +1 | - | Deflect | 2lbs |
Round Shield | 10GP | +2 | - | - | 4lbs |
Tower Shield | 1,500GP | +3 | Str 17 | Heavy | 45lbs |
Armor Properties
- Light Armor. 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. Additionally, it takes 1 minute to put light armor on and take it off.
- Medium Armor. 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. Additionally, it takes 5 minutes to put medium armor on, and 1 minute to take it off.
- Heavy Armor. 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. Additionally, it takes 10 minutes to put heavy armor on, and 5 minutes to take it off
- Shields. Shields take one hand to use effectively, and you can only benefit from one shield at a time. It takes one action to start using a shield and one action to stop using a shield.
- The Buckler shield is a lighter, more maneuverable shield giving you a +1 AC while using it, and it has the Deflect property, meaning you can use your reaction when a creature within 5 feet of you you has you with an attack, you can reduce the damage by 1d4 + your Proficiency bonus.
- The Round shield is a more standard, beefy shield, it gives you a +2 AC while using it.
- The Tower shield is a tall, heavy shield, it gives you a +3 AC while using it, but if your strength score is lower then 17, your speed is reduced by 10ft, and it has the Heavy Property, meaning that any Small or Tiny size creature using it has disadvantage on attack rolls.