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 They may be superseded by campaign-specific ones.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.