Heroic Old-School Roleplaying
Core Rules: Fantasy Equipment Tables

Version 0.14.6 / 2024-08-05

Below are the equipment tables for a standard fantasy campaign. They may be superseded by campaign-specific ones.

Adventuring Equipment

Adventuring Equipment
Item Cost (gp) Encumbrance
Backpack (400 coins) 5 Storage
Barrel (40 gal / 320 pints) 1 3
Bedroll 2 1
Bell (1") 1 1
Belt pouch (50 coins) 1 0
Block and tackle 5 1
Box (iron, large, 800 coins) 30 3
Box (iron, small, 250 coins) 10 1
Bucket (5 gal / 40 pints) 1 1
Caltrops (bag of 20) 1 1
Candles (10) 1 1
Chain (10’) 30 2
Chalk (10 pieces) 1 1
Chest (wooden, large, 1000 coins) 5 3
Chest (wooden, small, 300 coins) 1 1
Chisel 2 1
Cooking pots 3 3
Crowbar 10 1
Firewood (bundle) 1 1
Fishing rod and tackle 4 1
Garlic 5 0
Grappling hook 25 1
Hammer (small) 2 1
Holy Symbol (gold) 100 0
Holy symbol (silver) 25 0
Holy Symbol (wooden) 5 0
Holy water (vial) 25 1
Ink (vial) & Quill 1 1
Ladder (wooden, 10’) 5 3
Iron spikes (12) 1 1
Lantern, bullseye 20 1
Lantern, hooded 10 1
Lock 20 1
Magnifying glass 3 1
Manacles 15 2
Marbles (bag of 20) 1 1
Mining pick 3 1
Mirror (hand-sized, steel) 5 1
Musical instrument, string 20 1
Musical instrument, wind 5 1
Oil (1 flask) 2 1
Paper / parchment (2 sheets) 1 0
Pole (10’ long, wooden) 1 2
Rations (iron, 7 days) 15 3
Rations (standard, 7 days) 5 3
Rope (50’) 1 1
Sack (large, 600 coins) 2 Storage
Sack (small, 200 coins) 1 Storage
Saw 1 2
Scroll case 1 1
Sledgehammer 5 2
Spade / shovel 2 1
Stakes (3) and mallet 3 2
Tent 20 2
Thieves’ tools 25 1
Tinder box (flint & steel) 3 1
Torches (6) 1 2
Twine (100’, ball) 1 1
Vial (glass) 1 0
Waterskin 1 1
Whistle 1 0
Wine (2 pints) 1 1
Wolfsbane (1 bunch) 10 1

Equipment Details

  • Backpack: Leather bag with shoulder straps, holds 400 coins.
  • Block and tackle: For lifting and hauling.
    • Reduces weight by 75%, uses 4x as much rope.
  • Caltrops: Small metal spikes, covers 5’ square area.
    • Creatures moving through have 2-in-6 chance of being wounded by spike.
    • Wounded creatures move at 50% for 24 hours (or until healed).
  • Candle: Casts dim light in 5’ radius, burns 1 hour.
  • Cooking pots: Various pots and pans useful for cooking by campfire.
  • Firewood: Burns 8 hours.
  • Holy symbol: Carried by divine spell casters, often as a pendant or attached to their shields.
    • Gold: Grants +1 bonus to 2d6 roll when turning undead.
    • Wooden: Inflicts -1 penalty to 2d6 roll when turning undead.
  • Holy water: Blessed water, inflicts damage on undead, loses blessing when removed from vial.
  • Ink & quill: Vial of black ink and large feather for writing.
    • Colored ink costs double.
    • Enough for 50 pages of writing.
  • Iron spikes: Used to wedge doors (open or shut), rope anchor, etc.
  • Lantern, bullseye: Narrows light to beam, 60’ long and 20’ wide.
    • Includes shutters to hide light and protect flame.
    • Can also cast light in 30’ radius.
    • Uses one oil flask every 4 hours.
  • Lantern, hooded: Includes shutters to hide light and protect flame.
    • Casts light in 30’ radius.
    • Uses one oil flask every 4 hours.
  • Lock: Basic iron lock with key.
  • Musical instrument: Price listed is for standard quality, higher quality costs up to 10x more.
  • Oil flask: Lasts 4 hours in lantern, can be used as a weapon.
    • Can be used to create a 3’ diameter pool that burns for 1 turn (doing 1d8/round damage to creatures who pass through it).
    • Monsters with a fire attack are not harmed by fire.
  • Paper / parchment: 1’ square sheets.
  • Rations, iron: Food preserved for traveling.
  • Rations, standard: Fresh food.
  • Rope: Can hold 3 up to 3 people.
  • Stakes and mallet: Wooden mallet and 3x 1.5’ long stakes, useful against vampires.
  • Tent: Can fit up to 2 adult humanoids.
  • Thieves’ Tools: Small case containing tools for picking locks.
  • Tinder box: Useful for lighting fires.
    • Takes 1 round, 2-in-6 chance of success.
  • Torch: Burns for 1 hour, Casts light in 30’ radius.
  • Twine: Can hold 30 lbs weight.
  • Vial: Glass vial that holds up to 1/2 pint of liquid.
  • Waterskin: Holds up to 2 pints of liquid.
  • Wolfsbane: Herb that repels lycanthropes with a successful hit in melee combat.

Weapons

Melee Weapons

Melee Weapons
Weapon Cost (gp) Damage Properties
Battleaxe 7 1d8 Versatile (1d10)
Blackjack 1 1d2 Blunt, Stealth
Club 3 1d4 Blunt, Light
Dagger 3 1d4 Light, Thrown (10’ / 20’ / 30’)
Flail 5 1d6
Garotte 1 1d4 Entangle, Stealth, Two-handed
Greatsword 15 1d10 Reach, Slow, Two-handed
Greatclub 6 1d8 Blunt, Slow, Two-handed
Hand Axe 4 1d4 Light, Thrown (10’ / 20’ / 30’)
Javelin 1 1d6 Thrown (30’/ 60’ / 90’)
Lance 5 1d6 Charge
Light Hammer 4 1d4 Blunt, Light, Thrown (10’ / 20’ / 30’)
Longsword 10 1d8 Versatile (1d10)
Mace 5 1d6 Blunt
Morningstar 10 1d8
Nunchaku 10 2d4 Blunt, Two-handed
Pickaxe 7 1d8 Slow, Two-handed
Polearm 7 1d10 Reach, Slow, Two-handed
Rapier 7 1d8
Scimitar 10 1d6 Thrown (10’ / 20’ / 30’)
Sickle 5 1d4 Light
Shortsword 7 1d6
Spear 3 1d6 Thrown (20’ / 40’ / 60’), Versatile (1d8)
Staff 2 1d4 Blunt, Versatile (1d6)
Trident 5 1d6 Thrown (10’ / 20’ / 30’), Versatile (1d8)
Warhammer 5 1d6 Blunt, Versatile (1d8)
Whip 5 1d4 Entangle, Reach

Melee Weapon Details

  • Blackjack: On successful hit, target must Save vs Paralyze or be knocked unconscious for 1d6 turns.
  • Garotte: While target is entangled, inflicts damage automatically each round.
  • Polearm: Includes any weapon with a long pole tipped with a cutting / spearing weapon (ex: Glaive, Halberd, Pike).
  • Whip: On a successful hit, may either inflict damage OR entangle.

Ranged Weapons

Ranged Weapons
Weapon Cost (gp) Damage Range Properties
Blowgun 3 1 25’ / 50’ / 100’ Reload
Bolas 5 1d2 20’ / 40’ / 60’ Blunt, Entangle
Crossbow, Hand 25 1d4 20’ / 40’ / 80’ Light, Reload
Crossbow, Heavy 50 1d8 80’ / 160’ / 240’ Reload, Slow, Two-handed
Crossbow, Light 30 1d6 40’ / 80’ / 120’ Reload, Two-handed
Great Bow 60 1d8 70’ / 140’ / 210’ Slow, Two-handed
Longbow 40 1d6 70’ / 140’ / 210’ Two-handed
Net 5 0 10’ / 20’ / 30’ Blunt, Entangle, Two-handed
Shortbow 25 1d6 50’ / 100’ / 150’ Two-handed
Sling 2 1d4 40’ / 80’ / 160’ Blunt

Ranged Weapon Details

  • Sling: Typically uses stones, bullets add +1 damage (1d4+1 total).
Ranged Ammunition Costs
Ammunition Cost (gp)
Arrows (quiver of 20) 5
Crossbow bolts (case of 30) 10
Blowgun darts (case of 5) 1
Silver tipped ammo (1) 5
Sling bullets (bag of 20) 5
Sling stones 0

Ranged Ammunition Details

  • Sling bullets: +1 damage with sling (1d4+1 total)

Weapon Properties

  • Blunt: Can be wielded by cleric.
  • Charge: Doubles any damage done after moving at least 60’ while mounted before attacking.
  • Entangle: On successful hit, target must Save vs Paralyze to be able to move or attack.
    • Entangled victims can make new saves each round.
  • Light: May be used in offhand when dual-wielding.
  • Reach: Grants a extra 5’ reach for determining melee range.
  • Reload: Takes a round to reload, can only be fired every other round.
  • Slow: Always attacks last in a round.
  • Stealth: May only be used to attack unaware humanoid creature from behind (4+1 HD max).
  • Thrown: May be used as ranged weapon (short, medium, and long range indicated).
  • Two-handed: Requires two hands to use.
  • Versatile: May gain Slow and Two-handed to deal indicated damage.

Armor

Armor
Armor Type Cost (gp) AC
None 0 10
Padded / Hide 10 11
Leather 20 12
Studded Leather 30 13
Chainmail 40 14
Half-Plate 50 15
Full Plate 60 16

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.