Basic Equipment
Every adventurer requires stuff to adventure with. Whether you're on the frontline in heavy armor or in the backline with cloth, there's always more stuff for you. This document covers all of the options for equipment when building a character
Armor
Armor
Name | Armor Bonus | Check | Speed | Price (gp) | Weight |
---|---|---|---|---|---|
Cloth (light) | +0 | 0 | 0 | 1 | 4 lb. |
Leather (light) | +2 | 0 | 0 | 25 | 15 lb. |
Hide (light) | +3 | -1 | 0 | 30 | 25 lb. |
Chainmail (heavy) | +6 | -1 | -5' | 40 | 40 lb. |
Scale (heavy) | +7 | 0 | -5' | 45 | 45 lb. |
Plate (heavy) | +8 | -2 | -5' | 50 | 50 lb. |
Superior Armor
Name | Armor Bonus | Check | Speed | Price (gp) | Weight | Properties | Base Type |
---|---|---|---|---|---|---|---|
Brigandine | +2 | 0 | 0 | 30 | 20 lb. | Tough | Leather |
Lamellar | +3 | -1 | 0 | 35 | 25 lb. | Tough | Hide |
Breastplate | +6 | 0 | 0 | 45 | 30 lb. | Chainmail | |
Banded Mail | +6 | -1 | -5' | 45 | 35 lb. | Tough | Chainmail |
Ring Mail | +7 | 0 | 0 | 50 | 30 lb. | Scale | |
Splint Mail | +7 | 0 | -5' | 50 | 55 lb. | Tough | Scale |
Full Plate | +8 | -2 | -5' | 55 | 60 lb. | Tough | Plate |
Spiked Plate | +8 | -2 | -5' | 55 | 60 lb. | Barbed | Plate |
Shields
Name | Shield Bonus | Check | Speed | Price (gp) | Weight |
---|---|---|---|---|---|
Light Shield | +1 | 0 | 0 | 5 | 6 lb. |
Heavy Shield | +2 | -2 | 0 | 10 | 15 lb. |
Armor and Shield Properties
- Barbed: A suit of barbed armor or is covered with spikes and hooks designed to injure creatures foolish enough to grab at it. While you wear barbed armor a creature takes damage equal to 5 + your level when you escape that creature's grab on your turn or when that creature escapes your grab.
- Check: The penalty to Strength, Constitution, and Dexterity based ability and skill checks for wearing this armor
- Shield Bonus: Shields give a bonus to both AC and Reflex. Furthermore, you can carry small objects while wielding a light shield, but cannot carry anything in a heavy-shield wielding hand.
- Tough: Tough armor is reinforced with additional plates designed to protect vulnerable areas. The first time in each encounter a critical hit is scored against your AC while you're wearing tough armor, the critical hit becomes a normal hit.
Weapons and Implements
Melee Weapons
Simple Melee Weapons
One-handed | Prof. | Damage | Range | Price | Weight | Group | Properties |
---|---|---|---|---|---|---|---|
Club | +2 | 1d8 | - | 1 gp | 3 lb. | Mace | Rogue |
Dagger | +3 | 1d4 | 25'/50' | 1 gp | 1 lb. | Light Blade | Light thrown, Off-hand |
Javelin | +2 | 1d6 | 35'/70' | 5 gp | 2 lb. | Spear | Heavy thrown |
Light Mace | +2 | 1d6 | - | 3 gp | 2 lb. | Mace | Off-hand, Rogue |
Mace | +2 | 1d8 | - | 5 gp | 6 lb. | Mace | Rogue, Versatile (d10) |
Short spear | +2 | 1d6 | 25'/50' | 2 gp | 1 lb. | Spear | Light thrown, Off-hand |
Sickle | +2 | 1d6 | - | 2 gp | 2 lb. | Light Blade | Off-hand |
Spear | +2 | 1d8 | - | 5 gp | 6 lb. | Spear | Versatile (d10) |
Two-handed | Prof. | Damage | Range | Price | Weight | Group | Properties |
---|---|---|---|---|---|---|---|
Greatclub | +2 | 2d4 | - | 1 gp | 10 lb. | Mace | - |
Longspear | +2 | 1d6 | - | 10 gp | 9 lb. | Polearm, Spear | Reach |
Morningstar | +2 | 1d10 | - | 20 gp | 5 lb. | Mace | - |
Quarterstaff | +2 | 1d8 | - | 5 gp | 8 lb. | Staff | Defensive |
Scythe | +2 | 2d4 | - | 5 gp | 10 lb. | Heavy Blade | - |
Reading the Weapons Tables
Prof.: Having proficiency with a weapon means that you are trained in the use of that weapon, which gives you a proficiency bonus to weapon attack rolls. The bonus appears in this column if applicable. Some weapons are more accurate than others, as reflected by their bonus. If you don't have proficiency with the weapon, you don't gain this bonus.
Damage: The weapon's damage die. When a power deals a number of weapon damage dice (such as 4[W]), you roll the number of the dice indicated by this entry. If the weapon's damage die is an expression of multiple dice, roll that number of dice the indicated number of times. For example, a broadsword (which has a damage die of 1dlO) deals 4dlO damage when used with a power that deals 4[W] on a hit.
Range: The number before the slash indicates the normal range for the weapon. The number after the slash indicates the "long range" for the weapon. Attacks at long range have a -2 penalty to the attack roll. Attacks cannot be made beyond a weapon's range. Melee weapons with ranges will have either the "Heavy Thrown" or "Light Thrown" property.
Weapon Properties
- Brutal N: Whenever you roll N or lower on a damage die using this power, reroll that die
- Defensive: You gain a +1 bonus to AC while wielding a defensive weapon
- Heavy thrown: You hurl a thrown weapon from your hand, rather than using it to loose a projectile. A ranged basic attack with a heavy thrown weapon uses your Strength instead of your Dexterity for the attack and damage rolls.
- High Crit: Whenever you score a critical strike with this weapon add 1[W] damage. This improves by 1[W] every 5 levels, up to 6[W] at level 26.
- Light thrown A ranged basic attack with a light thrown weapon uses your Dexterity modifier for the attack and damage rolls, unless otherwise noted in the description of the power used.
- Mounted: Mounted weapons are unwieldy when not mounted, imposing a -2 penalty to attack rolls. While mounted, you deal an extra 1d[W] damage on charge attacks (Increases to +2d[W]/+3d[W] at levels 11 and 21)
- Off-hand: An off-hand weapon is light enough that you can hold it and attack effectively with it while also holding a weapon in your main hand. You can't attack with both weapons in the same turn, unless you have a power that allows such an attack, but you can attack with either weapon.
- Rogue: Rogue weapons are special weapons that can be used with the Rogue's Sneak Attack class feature
- Reach: With a reach weapon, you can make melee attacks against enemies that are 2 squares away from you as well as against adjacent enemies. Even so, you can make opportunity attacks only against enemies adjacent to you and can flank only enemies adjacent to you.
- Stout: This weapon can be treated as a two-handed weapon
- Versatile: Versatile weapons are one-handed weapons that can be used two-handed. If you do, use the damage dice in parentheses instead of the weapon's usual damage dice.
Military Melee Weapons
One-handed | Prof. | Damage | Range | Price | Weight | Group | Properties |
---|---|---|---|---|---|---|---|
Alhulak | +3 | 1d8 | - | 20 gp | 5 lb. | Flail | Versatile (d10) |
Battleaxe | +2 | 1d10 | - | 15 gp | 6 lb. | Axe | Versatile (d12) |
Broadsword | +2 | 1d10 | - | 20 gp | 5 lb. | Heavy Blade | Versatile (d12) |
Carrikal | +2 | 1d8 | - | 15 gp | 6 lb. | Axe | Brutal 2 |
Flail | +2 | 1d10 | - | 10 gp | 5 lb. | Flail | Versatile (d12) |
Handaxe | +2 | 1d6 | 25'/50' | 5 gp | 3 lb. | Axe | Heavy thrown, Off-hand |
Khopesh | +2 | 1d8 | - | 20 gp | 8 lb. | Axe, Heavy Blade | Brutal 1, Versatile (d10) |
Lance | +2 | 1d10 | - | 12 gp | 10 lb. | Spear | Mounted, Versatile (d12) |
Light War Pick | +2 | 1d6 | - | 10 gp | 4 lb. | Pick | High crit, Off-hand |
Longsword | +3 | 1d8 | - | 15 gp | 4 lb. | Heavy Blade | Versatile (d10) |
Rapier | +3 | 1d8 | - | 25 gp | 2 lb. | Light Blade | - |
Scimitar | +2 | 1d8 | - | 10 gp | 4 lb. | Heavy Blade | High Crit |
Scourge | +2 | 1d8 | - | 3 gp | 2 lb. | Flail | Off-hand |
Short Sword | +3 | 1d6 | - | 10 gp | 2 lb. | Light Blade | Off-hand |
Throwing Hammer | +2 | 1d6 | 25'/50' | 5 gp | 2 lb. | Hammer | Heavy thrown, Off-hand |
Trident | +2 | 1d8 | 15'/30' | 10 gp | 4 lb. | Spear | Heavy thrown, Versatile (d10) |
Warhammer | +2 | 1d10 | - | 15 gp | 5 lb. | Hammer | Versatile (d12) |
War Pick | +2 | 1d8 | - | 15 gp | 6 lb. | Pick | High Crit, Versatile (d10) |
Two-handed | Prof. | Damage | Range | Price | Weight | Group | Properties |
---|---|---|---|---|---|---|---|
Falchion | +3 | 2d4 | - | 25 gp | 7 lb. | Heavy Blade | High Crit |
Glaive | +2 | 2d4 | - | 25 gp | 10 lb. | Heavy Blade, Polearm | Reach |
Greataxe | +2 | 1d12 | - | 30 gp | 12 lb. | Axe | High Crit |
Greatsword | +3 | 1d10 | - | 30 gp | 8 lb. | Heavy Blade | Defensive |
Halberd | +2 | 1d10 | - | 25 gp | 12 lb. | Axe, Polearm | Reach |
Heavy Flail | +2 | 2d6 | - | 25 gp | 10 lb. | Flail | - |
Heavy War Pick | +2 | 1d12 | - | 20 gp | 8 lb. | Pick | High Crit |
Maul | +2 | 2d6 | - | 10 gp | 9 lb. | Hammer | - |
Pike | +2 | 1d10 | - | 15 gp | 6 lb. | Polearm, Spear | Reach |
Weapon Damage Types
Some enemies may have resistances or vulnerabilities to types of damage. While this typically applies to elemental damage types like fire, some enemies care about physical damage types.
Bludgeoning weapons are those in the Hammer, Mace, Sling, Staff and Unarmed weapon groups.
Piercing weapons are those in the Bow, Crossbow, Flail, Light Blade, Spear and Pick weapon groups.
Slashing weapons are those in the Axe and Heavy Blade weapon groups.
Superior Melee Weapons
One-handed | Prof. | Damage | Range | Price | Weight | Group | Properties |
---|---|---|---|---|---|---|---|
Bastard Sword | +3 | 1d10 | - | 30 gp | 5 lb. | Heavy Blade | Versatile (d12) |
Craghammer | +2 | 1d10 | - | 20 gp | 6 lb. | Hammer | Brutal 2, Versatile (d12) |
Drow Long Knife | +3 | 1d6 | 25'/50' | 15 gp | 2 lb. | Heavy Blade | Heavy thrown, Off-hand |
Katar | +3 | 1d6 | - | 3 gp | 1 lb. | Light Blade | High Crit, Off-hand |
Kukri | +2 | 1d6 | - | 5 gp | 1 lb. | Light Blade | Brutal 2, Off-hand |
Parrying Dagger | +3 | 1d4 | - | 5 gp | 1 lb. | Light Blade | Defensive, Off-hand |
Serrated Pick | +2 | 1d10 | - | 15 gp | 4 lb. | Pick | High Crit |
Spiked Shield | |||||||
Talenta Tangat | +3 | 1d8 | - | 20 gp | 8 lb. | Heavy Blade | High Crit, Versatile (d10) |
Tratnyr | +3 | 1d8 | 50'/100' | 10 gp | 5 lb. | Spear | Heavy thrown, Versatile (d10) |
Triple-headed flail | +3 | 1d10 | - | 15 gp | 6 lb. | Flail | Versatile (1d12) |
Waraxe | +2 | 1d12 | - | 30 gp | 10 lb. | Axe | Versatile |
Whip | +3 | 1d4 | - | 15 gp | 2 lb. | Flail | Extra Reach |
Two-handed | Prof. | Damage | Range | Price | Weight | Group | Properties |
---|---|---|---|---|---|---|---|
Execution Axe | +2 | 1d12 | - | 30 gp | 14 lb. | Axe | Brutal 2, High Crit |
Fullblade | +3 | 1d12 | - | 30 gp | 10 lb. | Heavy Blade | Defensive |
Gouge | +2 | 2d6 | - | 30 gp | 12 lb. | Axe, Spear | Brutal 1 |
Greatspear | +3 | 1d12 | - | 25 gp | 8 lb. | Spear | Reach |
Mordenkrad | +2 | 2d6 | - | 30 gp | 12 lb. | Hammer | Brutal 1 |
Spiked Chain | +3 | 2d4 | - | 10 gp | 2 lb. | Flail | Extra Reach |
Talenta Sarrash | +3 | 1d10 | - | 30 gp | 10 lb. | Heavy Blade, Polearm | Reach |
Superior Weapons, Continued
Double Weapons | Prof. | Damage | Range | Price | Weight | Group | Properties |
---|---|---|---|---|---|---|---|
Double Axe | +2 | 1d10 | - | 40 gp | 15 lb. | Axe | Stout |
-Second end | +2 | 1d10 | Axe | Off-hand | |||
Double Flail | +2 | 1d8 | - | 30 gp | 11 lb. | Flail | Defensive, Stout |
-Second end | +2 | 1d8 | Flail | Off-hand | |||
Double Scimitar | +2 | 1d6 | - | 40 gp | 15 lb. | Heavy Blade | Defensive, High Crit, Stout |
-Second end | +2 | 1d6 | Heavy Blade | High Crit, Off-hand | |||
Double Sword | +3 | 1d6 | - | 40 gp | 9 lb. | Light Blade | Defensive, Off-hand |
-Second end | +3 | 1d6 | Light Blade | Off-hand | |||
Gythka | +2 | 1d8 | 25'/50' | 25 gp | 9 lb. | Spear | Defensive, Heavy thrown |
-Second end | +2 | 1d8 | Spear | Off-hand | |||
Urgrosh | +2 | 1d12 | - | 10 gp | 8 lb. | Axe | Defensive, Stout |
-Second end | +2 | 1d6 | Spear | Off-hand |
Improvised Melee Weapons
One-handed | Prof. | Damage | Range | Price | Weight | Group | Properties |
---|---|---|---|---|---|---|---|
Any | +2 | 1d6 | - | - | 1-5 lbs. | None | - |
Unarmed Attack | +2 | 1d4 | - | - | - | Unarmed | - |
Two-handed | Prof. | Damage | Range | Price | Weight | Group | Properties |
---|---|---|---|---|---|---|---|
Any | +2 | 1d8 | - | - | 6-12 lbs. | None | - |
Improvised Weapons
By default, characters are not proficient with improvised weapons. Because improvised weapons don't have a weapon group their damage type is determined by the weapon - broken glass might deal piercing or slashing, while a chair would deal bludgeoning.
The difference between a one anded and a two handed improvised weapon is up to the GM. Some weapons might be able to be wielded as either depending on its size and shape.
Ranged Weapons
Simple Ranged Weapons
One-handed | Prof. | Damage | Range | Price | Weight | Group | Properties |
---|---|---|---|---|---|---|---|
Sling | +2 | 1d6 | 50'/100' | 1 gp | 2 lb. | Sling | Load Free |
Two-handed | Prof. | Damage | Range | Price | Weight | Group | Properties |
---|---|---|---|---|---|---|---|
Crossbow | +2 | 1d8 | 100'/200' | 25 gp | 4 lb. | Crossbow | Load Minor |
Shortbow | +2 | 1d8 | 50'/100' | 25 gp | 2 lb. | Bow | Load Free, Rogue |
Military Ranged Weapons
One-handed | Prof. | Damage | Range | Price | Weight | Group | Properties |
---|---|---|---|---|---|---|---|
Hand Crossbow | +2 | 1d8 | 75'/150' | 25 gp | 2 lb. | Crossbow | Load Minor |
Chatka | +3 | 1d6 | 30'/60' | 10 gp | 1 lb. | Light Blade | Light thrown |
Two-handed | Prof. | Damage | Range | Price | Weight | Group | Properties |
---|---|---|---|---|---|---|---|
Longbow | +2 | 1d10 | 75'/150' | 30 gp | 2 lb. | Bow | Load Free |
Superior Ranged Weapons
One-handed | Prof. | Damage | Range | Price | Weight | Group | Properties |
---|---|---|---|---|---|---|---|
Shuriken | +3 | 1d8 | 40'/80' | 2 sp | - | Light Blade | Light thrown |
Talentan Boomerang | +2 | 1d10 | 50'/100' | 10 gp | 1 lb. | Light Blade | Light thrown, Returning |
War Sling | +3 | 1d8 | 75'/150' | 5 gp | 1 lb. | Sling | Load Free |
Two-handed | Prof. | Damage | Range | Price | Weight | Group | Properties |
---|---|---|---|---|---|---|---|
Greatbow | +2 | 1d12 | 125'/250' | 30 gp | 5 lb. | Bow | Load Free |
Superior Crossbow | +3 | 1d10 | 200'/400' | 30 gp | 6 lb. | Crossbow | Load Minor |
Improvised Ranged Weapons
One-handed | Prof. | Damage | Range | Price | Weight | Group | Properties |
---|---|---|---|---|---|---|---|
Any | +2 | 1d4 | 25'/50' | - | 1 lb. | None | - |
Ranged Weapon Properties
- Light thrown A ranged basic attack with a light thrown weapon uses your Dexterity modifier for the attack and damage rolls, unless otherwise noted in the description of the power used.
- Load: Ranged weapons that loose projectiles, including bows, crossbows, and slings, take some time to load. When a weapon shows “load free” on the Ranged Weapons table, that means you draw and load ammunition as a free action, effectively part of the action used to attack with the weapon. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it. (The sling, for example, is a one-handed weapon, but you need a free hand to load it.) The crossbow is “load minor,” which means it requires a minor action to load a bolt into the weapon. If a power allows you to hit multiple targets, the additional load time is accounted for in the power
- Returning: This weapon returns to the user after it is thrown.
Ranged Thrown Weapons
Some thrown weapons can be used as melee weapons, and thus are listed in the melee weapons category. Other thrown weapons can only be used in melee as an improvised weapons, which is why they are listed in the ranged weapons table.
Implements
Basic Implements
Item | Price | Weight |
---|---|---|
Holy Symbol | 10 gp | 1 lb. |
Ki Focus | 5 gp | 1 lb. |
Orb | 15 gp | 2 lbs. |
Rod | 12 gp | 2 lbs. |
Staff | 5 gp | 8 lbs. |
Tome | 50 gp | 3 lbs. |
Totem | 5 gp | 2 lbs. |
Wand | 7 gp | - |
Implement Descriptions
- Holy Symbol: Fashioned after the emblem or mark of a deity, Holy Symbols are used as a conduit for divine power.
- Ki Focus: Ki focuses come in all shapes and sizes, but most are small rocks that can fit in the palm of a hand.
- Orb: Orbs are perfectly smooth spheres most useful for conducting control magic
- Rod: Rods are short sticks of intricately adorned wood, metal, and hide, useful for channeling raw magical energy.
- Staff: Staves can double as quarterstaffs, and are typically associated with defensive magic.
- Tome: Tomes are enchanted books capable of holding large quantities of spells.
- Totem: Totems are made of natural materials and carved in detail to represent the natural world.
- Wand: Wands are made of particular mixes of enchanted wood and ingredients from a magical creature.
Superior Implements
Dagger
- Accurate: You have a +1 item bonus to implement attack rolls made with this dagger
- Bloodthirsty: You have edge with implement attack rolls against bloodied enemies made with this dagger
- Nimble: You don't provoke opportunity attacks with ranged attacks made with this dagger
Holy Symbol
- Accurate: You have a +1 item bonus to implement attack rolls made with this holy symbol
- Channeling: You gain 3 plus one half your level temporary hit points whenever you use your Channel Divinity class feature made with this holy symbol
- Guiding Light: You have edge on attack rolls with area attack powers if an ally is in the area.
Ki Focus
- Accurate: You have a +1 item bonus to implement attack rolls made with this ki focus
- Battle Focus: You have edge on all attack rolls with this ki focus while you are bloodied
- Power Surge: You have advantage on attack rolls for the first attack power you use in an encounter.
Orb
- Accurate: You have a +1 item bonus to implement attack rolls made with this orb
- Forceful: Your forced movement powers cast with this orb effects push, pull, or slide the target an additional 5'
- Imposing: Enemies have a -2 penalty to saving throws against effects applied with this orb
Rod
- Accurate: You have a +1 item bonus to implement attack rolls made with this rod
- Initiating: You have edge on implement attack rolls against enemies at full hit points made with this rod
- Warding: You have a +1 item bonus to fortitude, reflex, and will defenses while you wield this rod.
Staff
- Accurate: You have a +1 item bonus to implement attack rolls made with this staff
- Defense: You have a +1 bonus to AC while you wield this staff
- Summoning: While you wield this staff you don't lose a healing surge when one of your summons is reduced to 0 or fewer hit points.
Tome
- Accurate: You have a +1 item bonus to implement attack rolls made with this tome
- Readiness: Choose one encounter power that you don't know that is your level or lower. During a short rest you can swap it with another encounter power you know of equal level.
- Binding: Your summons have a +10' item bonus to speed. This bonus also applies to alternate movement options like swim speed.
Totem
- Accurate: You have a +1 item bonus to implement attack rolls made with this totem
- Bronzewood: While you wield this totem, your summons and spirit companion gain resistance to all damage equal to 3 plus half your level. While you are affected by a primal polymorph effect, you also gain this resistance.
- Soarwood: While you wield this totem, the range of your ranged powers is doubled.
Wand
- Accurate: You have a +1 item bonus to implement attack rolls made with this wand
- Dueling: You gain edge on non-area ranged implement attack rolls made with this wand while neither you nor your target are adjacent to another creature
- Tactical: You gain edge on non-area ranged implement attack rolls made with this wand while the target is flanked by two or more of your allies.
Other Equipment
Adventuring Gear
Item | Price | Weight | Size |
---|---|---|---|
Ball Bearings | 5 gp | 0 lbs. | 1 |
Block, Tackle, and Winch | 5 gp | 0 lbs. | 2 |
Caltrops | 5 gp | 0 lbs. | 1 |
Candle Clock | 5 sp | 0 lbs. | 1 |
Chain (10') | 10 gp | 10 lbs. | 3 |
Chalk | 5 cp | 0 lbs. | 1 |
-Slate | 5 sp | 1 lbs. | 1 |
Chirurgeon's Kit | 10 gp | 5 lbs. | 2 |
Climber's Kit | 10 gp | 5 lbs. | 2 |
Crookeye | 5 gp | 0 lbs. | 1 |
Crowbar | 1 gp | 1 lbs. | 2 |
Disguise Kit | 10 gp | 5 lbs. | 2 |
Flask (empty) | 1 sp | 0 lbs. | 1 |
Flint and Steel | 5 cp | 0 lbs. | 1 |
Gambling Gear | 5 gp | 2 lbs. | 1 |
Glass Cutter | 3 gp | 0 lbs. | 1 |
Hunter's Kit | 10 gp | 5 lbs. | 2 |
Inquisitive's Kit | 10 gp | 5 lbs. | 2 |
Listening Cone | 3 gp | 0 lbs. | 1 |
Manacles | 3 gp | 1 lbs. | 1 |
Pole (10') | 1 gp | 3 lbs. | 6 |
Pole (Collapsible) | 10 gp | 3 lbs. | 2 |
Rope - Hempen (50') | 1 gp | 5 lbs. | 3 |
- Silk (50') | 10 gp | 2 lbs. | 3 |
Rubbing Kit | 5 gp | 0 lbs. | 2 |
Spike, Iron | 5 sp | 1 lbs. | 1 |
Surveyor's Kit | 10 gp | 5 lbs. | 2 |
Writing Utensils | 1 gp | 0 lbs. | 2 |
Training Requirements
To gain a bonus to skill checks from equipment the user must be trained in the relevant skill or have the Jack of All Trades feat
Ball bearings can be scattered across a 5' square to turn it into difficult terrain. Characters may choose to ignore the terrain by making a saving throw - if they succeed they ignore the speed penalty, if they fail they fall prone.
Block, Tackle, and Winch After you attach this set of simple machines to a solid surface, you can pass a rope through it to triple the weight you can lift, pull, or drag on the other end of the rope
Caltrops work like ball bearings, except the penalty for failure is the target is slowed (save ends)
Candle Clock provide minimal light, but can keep accurate time for up to 8 hours
Chain (10') is a flexible way of securing doors, prisoners, or attaching two objects
Chalk can be used to draw marks or communicate
Slate is a platform to draw chalk on
Chirurgeon's Kit give a +2 bonus to medicine checks to treat diseases and poisons
Climber's Kit give a +2 bonus to athletics checks to climb a surface with at least 1 minute of setup
Crookeye allow characters to see from adjacent squares when wielded
Crowbar give a +2 bonus to Strength checks to pry a chest, door, or other object open
Disguise Kit give a +2 bonus to Impress checks to act as another person. A disguise kit can only confer a benefit to a single target at a time and takes at least one hour to set up
Flask (Empty) can be used to hold up to 16 oz of liquid
Flint and Steel can be used to start fires as a standard action, assuming there is sufficient material
Gambling Gear covers playing cards, dice, or even game boards for common games of skill and luck
Glass Cutter let you silently cut precise pieces of glass out without shattering the whole pane
Hunter's Kit give a +2 bonus to survival checks to forage and acquire rations
Inquisitive's Kit give a +2 bonus to perception checks to examine a crime scene or otherwise discern past events
Listening Cone grant advantage to perception checks to listen through doors or walls
Manacles can be used to restrain hands or feet
Pole (10') have all sorts of uses, but can also be used for a +2 bonus on Acrobatics to balance across a narrow surface
Pole (Collapsible) are like 10' poles but are made of retracting 2' increments, out to a maximum of 12', and can be combined with other collapsible poles
Rope - Hempen (50') can be used to tie or otherwise secure objects or people
Rope - Silk (50') is lighter and confers a +2 bonus to Sleight of Hand checks to use the rope
Rubbing Kit can be used to copy an intricate inscription found on a wall or other surface for later review
Spike, Iron can be driven into doors to seal them shut
Surveyor's Kit give a +2 bonus to perception checks to find secret doors or traps after taking 10 minutes to set up
Writing Utensils include quill, paper, and writing ink
Basic Amenities
Item | Price | Weight | Size |
---|---|---|---|
Bedroll | 5 sp | 3 lbs. | 3 |
Rations | 1 gp | 2 lbs. | 1 |
Tent | 2 gp | 10 lbs. | 4 |
Bedroll Sleeping outdoors without a bed roll imposes a -1 penalty to all d20 rolls until the next long rest.
Rations usually consist of Ghallanda bread plus some mix of local fruits and vegetables. See survival rules for usage.
Tent Sleeping outdoors without a tent is risky in hazardous weather and imposes disadvantage on checks
Containers
Item | Price | Weight | Size Capacity |
---|---|---|---|
Backpack | 1 gp | 0 lbs. | 40 |
Barrel | 3 gp | 15 lbs. | 100 |
Belt with Pouches | 5 sp | 0 lbs. | 8 |
Sack | 1 sp | 0 lbs. | 40 |
Backpack Every proper adventurer owns a backpack, which usually consists of a large cloth bag with leather straps to go around the arms.
Barrel While not convenient for regular adventurers, barrels are an efficient means of holding things in combination with a mobile platform
Belt with Pouches Adventuring belts come with 4 pouches, each with a capacity of two
Sack Sacks can be made out of a wide variety of materials. Unlike a backpack a sack occupies two hands to carry, but can give additional carrying capacity beyond the backpack.
Identification
Item | Price | Weight | Size |
---|---|---|---|
Arcane Signet Ring | 20 gp | - | 1 |
ID Papers (Standard) | 1 gp | - | 1 |
(Picture) | 20 gp | - | 1 |
Letter of Credit | 5 gp | - | 1 |
Traveling Papers | 5 gp | - | 1 |
Arcane Signet Ring are used to guarantee signatures and are manufactured jointly by House Sivis and House Cannith
ID papers (Standard) are typically carried by middle and upper class members of the five nations, Zilargo, or the Mror Holds. They include a physical description, name, residence, and any affiliation to a major organization such as a Dragonmarked House.
ID papers (Picture) are higher quality than regular ID papers, and can be enchanted by the Sivis Notaries guild to show if the bearer is the person pictured for 100 gp.
Letters of Credit represent how much value you have stored with House Kundarak and are notarized by House Sivis. The cost represents the fee for opening an account with the house.
Traveling Papers are necessary for legal border crossing, and offer the same information as ID papers plus where and why a person is traveling.
Light
Item | Price | Weight | Size |
---|---|---|---|
Candle | 1 sp | 0 lbs. | 1 |
Everburning torch | 20 gp | 2 lbs. | 2 |
Jar of glowworms | 5 gp | 1 lbs. | 1 |
Lantern | 10 gp | 2 lbs. | 2 |
Sunrod | 5 gp | 2 lbs. | 2 |
Torch | 5 sp | 2 lbs. | 2 |
Candle emits dim light in a 5' radius. Candles last 4 hours
Everburning Torch emits perpetual light as a torch without producing heat
Jar of glowworms emits dim light in the square the glowworms inhabit. The jar can easily and quickly be covered, and the worms count as living creatures for the purpose of triggering traps
Lantern emits bright light in a 60' radius, and dim light out to double that. Oil costs 1 sp per hour and take up 1 capacity per 8 hours of oil
Sunrod emits bright light in a 90' radius, and dim light out to double that, for up to two hours.
Torch emits bright light in a 30' radius, and dim light out to double that, for up to two hours.
Musical Instruments
Item | Price | Weight | Size |
---|---|---|---|
Bagpipes | 1 gp | 2 lbs. | 2 |
Drum | 1 gp | 2 lbs. | 2 |
Flute | 1 gp | 2 lbs. | 2 |
Harp | 1 gp | 2 lbs. | 2 |
Horn | 1 gp | 2 lbs. | 2 |
Lute | 1 gp | 2 lbs. | 2 |
Lyre | 1 gp | 2 lbs. | 2 |
Woodwind | 1 gp | 2 lbs. | 2 |
Any musical instrument that would seem to be smaller/lighter is also accounting for whatever extra equipment is necessary with the instrument
Ritual Components
Rituals consume Dragonshards for their material components. See the rituals document for details about the cost and type per ritual.
Tools
Item | Price | Weight | Size |
---|---|---|---|
Alchemist's | 15 gp | 5 lbs. | 2 |
Artisan's | 15 gp | 5 lbs. | 2 |
Forgery | 15 gp | 5 lbs. | 2 |
Poisoner's | 15 gp | 5 lbs. | 2 |
Thieves | 15 gp | 5 lbs. | 2 |
Ritual Book | 30 gp | 5 lbs. | 2 |
All tools require the relevant competency to use, or in the case of a Ritual book, require training in Arcana
Alchemist's Tools are used to craft potions and throwable magic flasks.
Artisan's Tools include everything from brewer's tools to woodcaver's tools. They are usually used to craft other mundane items or make repairs.
Forgery Tools are used to create fake documents
Poisoner's Tools are used to craft poisons
Thieves Tools are used to pick locks and disable traps
Ritual Books: Contain magical formulas for casting Rituals See the Rituals document for further details
Starting Equipment
First level characters start with 100 gp, which they spend to buy items. Alternatively, select from one of the kits below. All choices within a kit must be items a character is proficient in
Fighter's Kit
Fighter's kits are best suited to weapon-using classes
Weapon Choose one of the following
- One two handed weapon, plus a simple ranged weapon
- A one handed weapon, plus another one handed weapon or a shield, plus a simple ranged weapon
- A ranged weapon plus a simple melee weapon
Armor: Choose any one set of armor
Other Equipment
- Backpack
- Belt with Pouches
- 10 days of rations
- Bedroll
- Tent
- Standard ID Papers
- 5 gold
Kit Value
Each of the kits is optimized assuming reasonably expensive armor or weapon choices. If your character wouldn't get heavy armor you may want to just spend your 100 gold.
Rogue's Kit
Rogue's kits are best suited to classes with specialized competencies and kills
Weapon Choose one of the following
- Two one handed weapons, plus a simple ranged weapon
- A ranged weapon plus a simple melee weapon
Armor: Choose any one set of armor
Tools Choose two of Forgery, Poisoner's, and Thieves tools.
Other Equipment
- Backpack
- Belt with Pouches
- 10 days of rations
- Bedroll
- Tent
- Standard ID Papers
- 5 gold
Cleric's Kit
Cleric's kits are best suited to classes that use both weapons and implements
Weapon Choose one of the following
- One two handed weapon, plus a simple ranged weapon
- A one handed weapon, plus another one handed weapon or a shield, plus a simple ranged weapon
Implement: Choose any one implement
Armor: Choose any one set of armor
Other Equipment
- Backpack
- Belt with Pouches
- 10 days of rations
- Bedroll
- Tent
- Standard ID Papers
- 5 gold
Wizard's Kit
Wizard's kits are best suited to classes that solely use implements and have access to rituals through Arcana
Implement: Choose any one implement
Armor: Choose any one set of armor
Rituals: You have a ritual book with three rituals
Other Equipment
- Backpack
- Belt with Pouches
- 10 days of rations
- Bedroll
- Tent
- Standard ID Papers
- 5 gold