Weapons & Armor
The marketplace of a large city teems with buyers and sellers of many sorts: dwarf smiths and elf woodcarvers, halfling farmers and gnome jewelers, not to mention humans of every shape, size, and color drawn from a spectrum of nations and cultures. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to wicker baskets and practical swords.
For an adventurer, the availability of armor, weapons, backpacks, rope, and similar goods is of paramount importance, since proper equipment can mean the difference between life and death in a dungeon or the untamed wilds. This chapter details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the worlds of D&D present.
Armor
Fantasy gaming worlds are a vast tapestry made up of many different cultures, each with its own Technology level. For this reason, Adventurers have access to a variety of armor types, ranging from Leather Armor to Chain Mail to costly Plate Armor, with several other kinds of armor in between.
The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: Light Armor, Medium Armor, and Heavy Armor. Many warriors supplement their armor with a Shield.
The Armor table shows the cost, weight, and other properties of the available Armor types.
Armor Proficiency
Anyone can put on a suit of Armor. Only those proficient in the Armor’s use know how to wear it effectively, however. Your class gives you Proficiency with certain types of Armor. If you wear Armor that you lack proficiency with, you have disadvantage on any Ability Check, Saving Throw, or Attack Roll that involves Strength or Dexterity, and you can’t cast Spells.
Armor Class
Your choice in armor has a drastic effect upon the way you approach each fight. The armor you wear determines your base Armor Class.
Armor Properties
Skill Restrictions. If the Armor table shows a ✓ in the Acrobatics or Stealth columns, the wearer has disadvantage on any attempts it makes with the given check.
Strength Requirements. If the Armor table shows a number in the Strength column, then a creature must meet this Strength Requirement in order to wield the armor effectively. If a creature wearing a set of armor does not meet its Strength Requirement, it reduces the wearer’s speed by 10 feet.
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.
Padded. Padded Armor consists of quilted layers of cloth and batting.
Armor Table
| Armor | Cost | Armor Class (AC) | Strength | Acrobatics | Stealth | Weight |
|---|---|---|---|---|---|---|
| Light Armor | ||||||
| Padded | 5 gp | 11 + Dex Modifier | --- | ✓ | --- | 8 lb. |
| Leather | 15 gp | 11 + Dex Modifier | --- | --- | --- | 10 lb. |
| Studded Leather | 45 gp | 12 + Dex Modifier | --- | --- | --- | 13 lb. |
| Brigandine | 115 gp | 13 + Dex Modifier | --- | ✓ | ✓ | 18 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) | --- | --- | ✓ | 45 lb. |
| Breastplate | 400 gp | 14 + Dex Modifier (Max 2) | --- | ✓ | --- | 20 lb. |
| Half plate | 750 gp | 15 + Dex Modifier (Max 2) | --- | ✓ | ✓ | 40 lb. |
| Heavy Armor | ||||||
| Ring Mail | 30 gp | 14 | Str 11 | --- | ✓ | 40 lb. |
| Chain mail | 50 gp | 16 | Str 13 | --- | ✓ | 55 lb. |
| Splint | 200 gp | 17 | Str 15 | ✓ | ✓ | 60 lb. |
| Plate | 1500 gp | 18 | Str 17 | ✓ | ✓ | 65 lb. |
Leather. The Breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Brigandine. A padded defensive jacket with a slight use of metallic plating within the jacket itself to provide further reinforcement.
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.
Hide. This crude armor consists of thick furs and pelts. It is commonly worn by Barbarian tribes and other folk lacking in the knowledge needed to create better armor.
Chain Shirt. Made of interlocking metal rings, a Chain Shirt is worn between layers of clothing or leather. This armor offers modest Protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good Protection for the wearer’s vital organs while leaving the wearer relatively unencumbered.
Half Plate. Half Plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg Protection beyond simple greaves that are attached with leather straps.
Heavy Armor
Of all the armor categories, Heavy Armor offers the best Protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.
Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative.
Ring Mail. This armor is merely Leather Armor with heavy rings sewn into it to help reinforce the armor. Ring Mail is inferior to Chain Mail, and it's usually worn only by those who can’t afford better armor.
Chain Mail. Made of interlocking metal rings, Chain Mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible Chain Mail protects the joints.
Shields
| Armor | Cost | AC Bonus | Strength | Properties | Weight |
|---|---|---|---|---|---|
| Light Shields | |||||
| Arm Guard | 5 gp | --- | --- | Parrying, Stable | 2 lb. |
| Buckler | 10 gp | +1 | --- | Stable | 2 lb. |
| Medium Shields | |||||
| Cavalry Shield | 25 gp | +2 | Str 13 | Mounted Defense | 6 lb. |
| Infantry Shield | 45 gp | +2 | Str 15 | Shield Wall | 6 lb. |
| Heavy Shields | |||||
| Pavise | 125 gp | +3 | Str 17 | Bulky, Deployable | 45 lb. |
| Tower Shield | 200 gp | +3 | Str 17 | Bulky, Shield Wall | 45 lb. |
Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Helmets
Anyone with proficiency in a type of armor can choose to dawn a helmet when wearing armor of a type with which they are proficient. Wearing a helmet gives you a -2 to perception checks and your Passive Perception score.
Additionally, whenever you suffer a critical hit while wearing a helmet, you may use your reaction to negate the critical, turning it into a normal hit. When negating a critical hit in this way, your helmet is destroyed and must be repaired before you may don it again.
Shields
A Shield is made from wood or metal and is carried in one hand. Wielding a Shield increases your Armor Class (AC) by the number shown on the Shield Table. You can benefit from only one Shield at a time.
Additionally, whenever you are hit with a melee weapon attack while wielding a shield, you may use your reaction to attempt to negate the hit. Make a Strength (Athletics) check against the attack rolled. On a success, you negate the damage entirely. Whether or not you succeed, your shield is destroyed and must be repaired before you may don it again.
Shield Proficiency
In order to use a Shield effectively, you must be proficient with Armor of the Shield's type, ie proficiency in Light Armor gives your proficiency in Light Shields, etc.
If you wield a Shield that you are not proficient with, you have disadvantage on any Ability Check, Saving Throw, or Attack Roll that involves Strength or Dexterity, and the Shield loses its properties while retaining it's AC bonus.
Shield Proporties
Bulky. This shield can be wielded using one or two hands. When wielding this shield with only one hand, your speed is reduced by 10 feet and you have disadvantage on all Dexterity Checks, including Initiative Checks. You do not lose this property when weilding a shield with this property.
Deployable. As an Action, you can deploy this shield in an unoccupied space within 5ft of you that you can see. While deployed, the shield becomes a 5ft wide wall that grants 3/4 cover to one Medium or smaller creature standing behind it. The shield can be picked up as a Bonus Action.
Mounted Defense. The AC bonus this shield grants you also benefits your mount when Mounted.
Open-Handed. The hand that holds this shield retains enough manual precision to perform a number of simple tasks such as interacting with an item, opening or closing a door or container, etc. Your DM may allow other simple tasks to be added to this list.
Parrying. When you are hit with a Melee Weapon Attack while wielding a Parrying Weapon with which you are Proficient, you can use your Reaction to add half your Proficiency Bonus (Rounded Up) to your AC for the attack, potentially causing it to miss.
If you do so while also wielding a parrying weapon, you may instead add your entire proficiency bonus to your AC.
Shield Wall. This shield grants an additional +1 bonus to your AC while another creature wielding a shield with the same property is within 5ft of you and is not Incapacitated. Attempts to Grapple you or move through your space are made with disadvantage, unless you allow them.
Strength Requirements. If the Shield Table shows a number in the Strength column, then a creature must meet this Strength Requirement in order to wield the Shield effectively. If a creature wielding a Shield does not meet it's Strength Requirement, it reduces the wearer’s speed by 10 feet.
Weapons
Your class grants Proficiency in certain weapons, reflecting both the focus of the class and the tools you are most likely to use. Whether you favor a Longsword or a Longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.
The Weapons Tables shows the most common weapons used in the fantasy gaming worlds, their price and weight, the damage they deal on a hit, and any special Properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to Attack a target within 5 feet of you, whereas a ranged weapon is used to Attack a target at a distance.
Weapon Proficiency
Your race, class, and feats can grant you Proficiency with certain weapons or categories of weapons. The two categories are Simple and Martial Weapons. Simple weapons are those that most anyone can learn to wield effectively, whereas Martial Weapons are known to be wielded by more experienced combatants.
Proficiency with a weapon allows you to add your Proficiency bonus to the Attack roll for any Attack you make with that weapon.
Damage Type
When dealing damage with a weapon attack, your weapon of choice will deal one of three damage types: Bludgeoning, Piercing, or Slashing. Each of these damage types come with additional properties that will effect your style of play.
Bludgeoning Damage. These weapons crush, shatter, or pierce armor. When you attack a target wearing Heavy Armor or wielding a Shield, you gain a +2 bonus to the attack roll. You also gain this bonus against creatures with thick shells, metallic skins, and other creatures at your DM's discretion.
Slashing Damage. These weapons attack with wide movements. When you reduce an enemy to 0 hit points, you can target another creature within 5 feet of the first that is still in range of your weapon. If the initial attack roll would hit your new target, the remaining damage is dealt to it. You may target an additional creature in this way only once per attack.
Piercing Damage. These weapons especially damage enemies when they hit just right. When rolling the highest possible value on your weapon die, you may roll one additional damage die and add it to the total. You may only apply this bonus once per attack.
Weapon Properties
Many weapons have special Properties related to their use, as shown in the Weapons Tables below.
Agile. This weapon can be used with one or two hands. When wielding an agile weapon with two hands, you can choose to use either your Strength or Dexterity modifier for both your attack and damage rolls.
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 as a part of the Attack (you need a free hand to load a one-handed weapon).
Ammunition
| Name | Cost | Weight |
|---|---|---|
| Arrows (20) | 1 gp | 1 lb. |
| Blowgun Needles (50) | 1 gp | 1 lb. |
| Crossbow Bolts (20) | 1 gp | 1.5 lb. |
| Sling Bullets (20) | 4 cp | 1.5 lb. |
Simple Weapons Table
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Simple Melee Weapons | ||||
| Club | 1 sp | 1d4 Bludgeoning | 2 lb. | Concealable, Light, Off-Hand, Thrown (Range 20/60) |
| Dagger | 2 gp | 1d4 Piercing | 1 lb. | Finesse, Light, Off-Hand, Thrown (Range 20/60) |
| Greatclub | 2 sp | 2d4 Bludgeoning | 10 lb. | Cumbersome, Heavy, Two-Handed |
| Handaxe | 5 gp | 1d6 Slashing | 2 lb. | Light, Thrown (Range 30/90) |
| Javelin | 5 sp | 1d6 Piercing | 2 lb. | Thrown (Range 40/120), Underwater |
| Knuckles | 5 gp | 1d4 Bludgeoning | 1 lb. | Concealable, Hand-To-Hand, Light, Open-Handed |
| Light Hammer | 2 gp | 1d4 Bludgeoning | 2 lb. | Light, Off-Hand, Thrown (Range 20/60), Variable (Piercing) |
| Mace | 5 gp | 1d6 Bludgeoning | 4 lb. | Siege, Versatile (1d8), Variable (Piercing) |
| Quarterstaff | 2 sp | 1d6 Bludgeoning | 4 lb. | Agile, Parrying, Versatile (1d8) |
| Shortspear | 1 gp | 1d6 Piercing | 3 lb. | Agile, Thrown (Range 20/60), Underwater, Versatile (1d8) |
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Simple Ranged Weapons | ||||
| Dart | 5 cp | 1d4 Piercing | 1/4 lb. | Concealable, Light, Thrown (Range 20/60) |
| Light Crossbow | 25 gp | 2d6 Piercing | 5 lb. | Ammunition (Range 60/240), Loading (1), Two-Handed, Underwater |
| Shortbow | 25 gp | 1d6 Piercing | 2 lb. | Ammunition (Range 80/320), Two-Handed |
| Sling | 1 sp | 1d4 Piercing | 1/4 lb. | Ammunition (Range 30/120), Concealable, Variable (Piercing) |
Concealable. You have advantage on ability checks made to hide or conceal a weapon with this property.
Covert. While hidden, missing an Attack with covert weapons does not automatically reveal your location.
Cumbersome. When making an attack with a cumbersome weapon, you must use your Strength modifier for both the attack and damage rolls. Attacks with a cumbersome weapon have a -2 to hit. On a hit, however, you deal additional damage equal to half your Strength Modifier (Rounded Up).
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.
Hand-To-Hand. When wielding a Hand-To-Hand Weapon, attacks count as both weapon attacks and unarmed strikes.
Heavy. A Heavy Weapon's size and bulk make it impossible to engage in Two-Weapon Fighting while wielding one. Additionally, Small creatures are unable to effectively wield Heavy Weapons, giving them disadvantage on Attack Rolls.
Hurled. When wielding this weapon with two hands, you can throw the weapon to make a ranged Attack using the same ability modifier for the Attack and damage rolls that you would use for a Melee Attack. When throwing a weapon in this way, you have no long range.
Light. A light weapon is small and easy to handle, making it ideal for use when Fighting with two weapons.
Loading. Because of the time required to load this weapon, you can fire it a number of times equal to its Loading score before you needing to reload it as a Bonus Action or in place of one attack from your Attack action.
Mounted. When wielding a Mounted Weapon, you have disadvantage on attacks against a target within 5 feet of you. Additionally, you must wield a Mounted Weapon with two hands when not mounted.
Off-Hand. You can use this weapon to engage in Two-Weapon Fighting with a weapon that lacks the light property as long as this weapon is in your off-hand.
Open-Handed. When wielding an open-handed weapon, you retain enough manual precision to perform simple tasks such as holding an object, opening or closing a door, grappling a creature, etc. Your DM may allow other simple tasks to be added to this list.
Parrying. When you are hit with a Melee Weapon Attack while wielding a Parrying Weapon, you can use your reaction to add half your Proficiency Bonus (Rounded Up) to your AC for the attack, potentially causing it to miss.
If you do so while wielding two One-Handed Parrying Weapons, or a Parrying Weapon and a Parrying Shield, you may add your full Proficiency Bonus instead.
Martial Weapons Table
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Martial Melee Weapons | ||||
| Battleaxe | 10 gp | 1d8 Slashing | 4 lb. | Hurled (20), Variable (Bludgeoning), Versatile (1d10) |
| Flail | 10 gp | 2d4 Bludgeoning | 2 lb. | Cumbersome, Heavy, Siege |
| Glaive | 20 gp | 1d10 Slashing | 6 lb. | Heavy, Parrying, Reach (10), Two-Handed |
| Greataxe | 30 gp | 1d12 Slashing | 7 lb. | Heavy, Hurled (15), Two-Handed, Variable (Bludgeoning) |
| Greatsword | 50 gp | 2d6 Slashing | 6 lb. | Heavy, Parrying, Two-Handed, Variable (Piercing) |
| Halberd | 20 gp | 1d10 Slashing | 6 lb. | Heavy, Reach (10), Two-Handed, Variable (Piercing) |
| Lance | 10 gp | 1d8 Piercing | 6 lb. | Heavy, Mounted, Reach (10) |
| Longspear | 15 gp | 1d8 Piercing | 9 lb. | Finesse, Heavy, Reach (10), Two-Handed, Underwater |
| Longsword | 15 gp | 1d8 Slashing | 3 lb. | Parrying, Variable (Piercing), Versatile (1d10) |
| Maul | 25 gp | 3d4 Bludgeoning | 10 lb. | Cumbersome, Heavy, Siege, Two-Handed |
| Morningstar | 15 gp | 1d10 Piercing | 4 lb. | Variable (Bludgeoning), Versatile (1d12) |
| Rapier | 25 gp | 1d8 Piercing | 2 lb. | Finesse, Parrying, Variable (Slashing) |
| Scimitar | 25 gp | 1d6 Slashing | 3 lb. | Finesse, Light, Parrying |
| Shortsword | 10 gp | 1d6 Piercing | 2 lb. | Finesse, Light, Variable (Slashing) |
| Trident | 25 gp | 1d8 Piercing | 4 lb. | Agile, Thrown (Range 20/60), Underwater, Versatile (1d10) |
| War Pick | 5 gp | 1d8 Piercing | 2 lb. | Siege, Variable (Bludgeoning), Versatile (1d10) |
| Warhammer | 15 gp | 2d4 Bludgeoning | 2 lb. | Hurled (20), Variable (Piercing), Versatile (3d4) |
| Whip | 2 gp | 1d4 Slashing | 3 lb. | Finesse, Light, Reach (15) |
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Martial Ranged Weapon | ||||
| Blowgun | 10 gp | 1 Piercing | 3 lb. | Ammunition (Range 20/80), Concealable, Covert, Loading (1) |
| Hand Crossbow | 75 gp | 1d6 Piercing | 3 lb. | Ammunition (Range 30/120), Light, Loading (1), Underwater |
| Heavy Crossbow | 200 gp | 2d8 Piercing | 18 lb. | Ammunition (Range 90/360), Heavy, Loading (1), Two-Handed, Underwater |
| Longbow | 50 gp | 1d8 Piercing | 2 lb. | Ammunition (Range 120/480), Heavy, Two-Handed |
Range. A weapon that can make a ranged Attack has two numbers in parentheses after the Ammunition, Hurled, or Thrown property representing the weapon's normal and long ranges respectively. 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. When wielding a Reach Weapon, both your melee reach and your range for Opportunity Attacks is increased to the value in parentheses at the end of this property.
Seige. This weapon deals double damage to structures and objects.
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 make this Ranged attack as though it were a Melee Attack.
Two-Handed. This weapon requires two hands when you Attack with it.
Underwater. When wielding a weapon with this property underwater, you do not have disadvantage on attack rolls.
Variable. When wielding a variable weapon to make a Melee Attack, you may change the damage type of your attack to that of the type in parentheses at the end of this property. You must decide which damage type you are dealing before rolling to attack.
Versatile. This weapon can be used with one or two hands. When wielded with two hands, the damaage die of your attack is increased to the value in parentheses at the end of this property.