************************************** DUNGEONS & DRAGONS 5e EQUIPMENT ************************************** Compiled from various sources. ************************************** ARMOR ************************************** LIGHT ARMOR (1 minute to don, 1 minute to doff) * leather armor (AC 11 + DEX modf.) * padded armor (AC 11 + DEX modf.) (disadvantage Stealth) * studded leather (AC 12 + DEX modf.) MEDIUM ARMOR (5 minutes to don, 1 minutes to doff) * hide armor (AC 12 + DEX modf.) (max. DEX bonus +2) * chain shirt (AC 13 + DEX modf.) (max. DEX bonus +2) * scale mail (AC 14 + DEX modf.) (max. DEX bonus +2, disadvantage Stealth) * breastplate (AC 14 + DEX modf.) (max. DEX bonus +2) * half plate (AC 15 + DEX modf.) (max. DEX bonus +2, disadvantage Stealth) HEAVY ARMOR (10 minutes to don, 5 minutes to doff) * ring mail armor (AC 14) (no DEX bonus, disadvantage Stealth) * chain mail armor (AC 16) (no DEX bonus, disadvantage Stealth, min. STR 13) * splint armor (AC 17) (no DEX bonus, disadvantage Stealth, min. STR 15) * plate armor (AC 18) (no DEX bonus, disadvantage Stealth, min. STR 15) SHIELD (1 action to don or doff) * shield (AC +2) ************************************** WEAPONS ************************************** UNARMED * unarmed strike (STR modf. bludgeoning) * martial arts strike (1d4 + DEX or STR modf. bludgeoning) * typical claw (1d4 + STR modf. slashing) SIMPLE MELEE WEAPONS * club (1d4 + STR modf. bludgeoning; light⁠) * dagger (1d4 + STR or DEX modf. piercing; finesse, ligh⁠t, thrown [range 20/60]) * greatclub (1d8 + STR modf. bludgeoning; two-handed) * handaxe (1d6 + STR modf. slashing; ligh⁠t, thrown [range 20/60]) * javelin (1d6 + STR modf. piercing; thrown [range 30/120]) * lig⁠ht ham⁠mer (1d4 + STR modf. bludgeoning; li⁠ght, thrown [range 20/60]) * mace (1d6 + STR modf. bludgeoning) * quarterstaff (1d6 + STR modf. bludgeoning; versatile [1d8]) * sickle (1d4 + STR modf. slashing; lig⁠ht) * spear (1d6 + STR modf. piercing; thrown [range 20/60], versatile [1d8]) SIMPLE RANGED WEAPONS * light crossbow (1d8 + DEX modf. piercing; ammunition [range 80/320], loading, two-handed) * dart (1d4 + STR or DEX modf. piercing; finesse, thrown [range 20/60]) * shortbow (1d6 + DEX modf. piercing; ammunition [range 80/320], two-handed) * sling (1d4 + DEX modf. bludgeoning; ammunition [range 30/120]) MARTIAL MELEE WEAPONS * battleaxe (1d8 + STR modf. slashing; versatile [1d10]) * flail (1d8 + STR modf. bludgeoning) * glaive (1d10 + STR modf. slashing; heavy, reach, two-handed) * greataxe (1d12 + STR modf. slashing; heavy, two-handed) * greatsword (2d6 + STR modf. slashing; heavy, two-handed) * halberd (1d10 + STR modf. slashing; heavy, reach, two-handed) * lance (1d12 + STR modf. piercing; reach, special rules: Disadvantage when used to attack a target within 5 feet; requires two hands to wield when not mounted.) * longsword (1d8 + STR modf. slashing; versatile [1d10]) * maul (2d6 + STR modf. bludgeoning; heavy, two-handed) * morningstar (1d8 + STR modf. piercing) * pike (1d10 + STR modf. piercing; heavy, reach, two-handed) * rapier (1d8 + STR or DEX modf. piercing; finesse) * scimitar (1d6 + STR or DEX modf. slashing; finesse, lig⁠ht) * shortsword (1d6 + STR or DEX modf. piercing; finesse, ligh⁠t) * trident (1d6 + STR modf. piercing; thrown [range 20/60], versatile [1d8]) * war pick (1d8 + STR modf. piercing) * warhammer (1d8 + STR modf. bludgeoning; versatile [1d10]) * whip (1d4 + STR or DEX modf. slashing; finesse, reach) MARTIAL RANGED WEAPONS * blowgun (1 + DEX modf. piercing; ammunition [range 25/100], loading) * hand crossbow (1d6 + DEX modf. piercing; ammunition [range 30/120], lig⁠ht, loading) * heavy crossbow (1d10 + DEX modf. piercing; ammunition [range 100/400], heavy, loading, two-handed) * longbow (1d8 + DEX modf. piercing; ammunition [range 150/600], heavy, two-handed) * net (special, thrown [range 5/15], special rules: 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. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.) 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. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons" later in the section). A sling must be loaded to deal any damage when used in this way. 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. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small 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 maximum 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. SPECIAL. A weapon with the special property has unusual rules governing its use, explained in the weapon's description. 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 to use. 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. ************************************** EQUIPMENT PACKS ************************************** BURGLAR'S PACK (16 gp; 47.5 lb.): Includes... * a backpack (holds up to 1 cubic foot/30 lbs.) * a bag of 1,000 ball bearings * 10 feet of string * a bell * 5 candles * a crowbar * a hammer * 10 pitons * a hooded lantern * 2 flasks of oil * 5 days rations * a tinderbox (flint, fire stell, dry oiled cloth tinder) * a waterskin (holds 4 pints) The burglar's pack also has 50 feet of hempen rope strapped to the side of it. DIPLOMAT'S PACK (39 gp; 36 lb.): Includes... * a chest (holds up to 12 cubic feet/300 lbs.) * 2 cases for maps and scrolls * a set of fine clothes * a bottle of ink * an ink pen * a lamp * 2 flasks of oil * 5 sheets of paper * a vial of perfume * sealing wax * soap DUNGEONEER'S PACK (12 gp; 61.5 lb.): Includes... * a backpack (holds up to 1 cubic foot/30 lbs.) * a crowbar * a hammer * 10 pitons * 10 torches (radius 20 ft. bright light, +20 ft. dim light; each torch burns for 1 hour) * a tinderbox (flint, fire stell, dry oiled cloth tinder) * 10 days of rations (jerky, dried fruit, hardtack, nuts) * a waterskin (holds 4 pints). The dungeoneer's pack also has 50 feet of hempen rope strapped to the side of it. ENTERTAINER'S PACK (40 gp; 38 lb.): Includes... * a backpack (holds up to 1 cubic foot/30 lbs.) * a bedroll * 2 costumes * 5 candles * 5 days of rations (jerky, dried fruit, hardtack, nuts) * a waterskin (holds 4 pints) * a disguise kit EXPLORER'S PACK (10 gp; 59 lb.): Includes... * a backpack (holds up to 1 cubic foot/30 lbs.) * a bedroll * a mess kit (cup and simple cutlery) * a tinderbox (flint, fire stell, dry oiled cloth tinder) * 10 torches (radius 20 ft. bright light, +20 ft. dim light; each torch burns for 1 hour) * 10 days of rations (jerky, dried fruit, hardtack, nuts) * a waterskin (holds 4 pints) The explorer's pack also has 50 feet of hempen rope strapped to the side of it. PRIEST'S PACK (19 gp; 18.5 lb.): Includes... * a backpack (holds up to 1 cubic foot/30 lbs.) * a blanket * 10 candles * a tinderbox (flint, fire stell, dry oiled cloth tinder) * an alms box * 2 blocks of incense * a censer * vestments * 2 days of rations (jerky, dried fruit, hardtack, nuts) * a waterskin (holds 4 pints). SCHOLAR'S PACK (40 gp; 12 lb.): Includes... * a backpack (holds up to 1 cubic foot/30 lbs.) * a book of lore * a bottle of ink * an ink pen * 10 sheets of parchment * a little bag of sand * a small knife ************************************** SHOPPING PRICE LISTS ************************************** GEAR * abacus (2 g.p.) (2 lbs.) * acid (vial) (25 g.p.) (1 lbs.) * alchemist's fire (flask) (50 g.p.) (1 lbs.) * ammunition: arrows (20) (1 g.p.) (1 lbs.) * ammunition: blowgun needles (50) (1 g.p.) (1 lbs.) * ammunition: crossbow bolts (20) (1 g.p.) (1.5 lbs.) * ammunition: sling bullets (20) (0.04 g.p.) (1.5 lbs.) * antitoxin (vial) (50 g.p.) (0 lbs.) * arcane focus: crystal (10 g.p.) (1 lbs.) * arcane focus: orb (20 g.p.) (3 lbs.) * arcane focus: rod (10 g.p.) (2 lbs.) * arcane focus: staff (5 g.p.) (4 lbs.) * arcane focus: wand (10 g.p.) (1 lbs.) * backpack (2 g.p.) (5 lbs.) * ball bearings (bag of 1,000) (1 g.p.) (2 lbs.) * barrel (2 g.p.) (70 lbs.) * basket (0.4 g.p.) (2 lbs.) * bedroll (1 g.p.) (7 lbs.) * bell (1 g.p.) (0 lbs.) * blanket (0.5 g.p.) (3 lbs.) * block and tackle (1 g.p.) (5 lbs.) * book (25 g.p.) (5 lbs.) * bottle, glass (2 g.p.) (2 lbs.) * bucket (0.05 g.p.) (2 lbs.) * caltrops (bag of 20) (1 g.p.) (2 lbs.) * candle (0.01 g.p.) (0 lbs.) * case, crossbow bolt (1 g.p.) (1 lbs.) * case, map or scroll (1 g.p.) (1 lbs.) * chain (10 feet) (5 g.p.) (10 lbs.) * chalk (1 piece) (0.01 g.p.) (0 lbs.) * chest (5 g.p.) (25 lbs.) * climber's kit (25 g.p.) (12 lbs.) * clothes, common (0.5 g.p.) (3 lbs.) * clothes, costume (5 g.p.) (4 lbs.) * clothes, fine (15 g.p.) (6 lbs.) * clothes, traveler's (2 g.p.) (4 lbs.) * component pouch (25 g.p.) (2 lbs.) * crowbar (2 g.p.) (5 lbs.) * druidic focus: sprig of mistletoe (1 g.p.) (0 lbs.) * druidic focus: totem (1 g.p.) (0 lbs.) * druidic focus: wooden staff (5 g.p.) (4 lbs.) * druidic focus: yew wand (10 g.p.) (1 lbs.) * fishing tackle (1 g.p.) (4 lbs.) * flask or tankard (0.02 g.p.) (1 lbs.) * grappling hook (2 g.p.) (4 lbs.) * hammer (1 g.p.) (3 lbs.) * hammer, sledge (2 g.p.) (10 lbs.) * healer's kit (5 g.p.) (3 lbs.) * holy symbol: amulet (5 g.p.) (1 lbs.) * holy symbol: emblem (5 g.p.) (0 lbs.) * holy symbol: reliquary (5 g.p.) (2 lbs.) * holy water (flask) (25 g.p.) (1 lbs.) * hourglass (25 g.p.) (1 lbs.) * hunting trap (5 g.p.) (25 lbs.) * ink (1 ounce bottle) (10 g.p.) (0 lbs.) * ink pen (0.02 g.p.) (0 lbs.) * jug or pitcher (0.02 g.p.) (4 lbs.) * ladder (10-foot) (0.1 g.p.) (25 lbs.) * lamp (0.5 g.p.) (1 lbs.) * lantern, bullseye (10 g.p.) (2 lbs.) * lantern, hooded (5 g.p.) (2 lbs.) * lock (10 g.p.) (1 lbs.) * magnifying glass (100 g.p.) (0 lbs.) * manacles (2 g.p.) (6 lbs.) * mess kit (0.2 g.p.) (1 lbs.) * mirror, steel (5 g.p.) (0.5 lbs.) * oil (flask) (0.1 g.p.) (1 lbs.) * paper (one sheet) (0.2 g.p.) (0 lbs.) * parchment (one sheet) (0.1 g.p.) (0 lbs.) * perfume (vial) (5 g.p.) (0 lbs.) * pick, miner's (2 g.p.) (10 lbs.) * piton (0.05 g.p.) (0.25 lbs.) * poison, basic (vial) (100 g.p.) (0 lbs.) * pole (10-foot) (0.05 g.p.) (7 lbs.) * pot, iron (2 g.p.) (10 lbs.) * potion of healing (50 g.p.) (0.5 lbs.) * pouch (0.5 g.p.) (1 lbs.) * quiver (1 g.p.) (1 lbs.) * ram, portable (4 g.p.) (35 lbs.) * rations (1 day) (0.5 g.p.) (2 lbs.) * robes (1 g.p.) (4 lbs.) * rope, hempen (50 feet) (1 g.p.) (10 lbs.) * rope, silk (50 feet) (10 g.p.) (5 lbs.) * sack (0.01 g.p.) (0.5 lbs.) * scale, merchant's (5 g.p.) (3 lbs.) * sealing wax (0.5 g.p.) (0 lbs.) * shovel (2 g.p.) (5 lbs.) * signal whistle (0.05 g.p.) (0 lbs.) * signet ring (5 g.p.) (0 lbs.) * soap (0.02 g.p.) (0 lbs.) * spellbook (50 g.p.) (3 lbs.) * spikes, iron (10) (1 g.p.) (5 lbs.) * spyglass (1000 g.p.) (1 lbs.) * tent, two-person (2 g.p.) (20 lbs.) * tinderbox (0.5 g.p.) (1 lbs.) * torch (0.01 g.p.) (1 lbs.) * vial (1 g.p.) (0 lbs.) * waterskin (0.2 g.p.) (5 lbs.) * whetstone (0.01 g.p.) (1 lbs.) MOUNTS * camel (50 g.p.) (900 lbs.) * donkey or mule (8 g.p.) (600 lbs.) * elephant (200 g.p.) (8,000 lbs.) * horse, draft (50 g.p.) (1,600 lbs.) * horse, riding (75 g.p.) (1,100 lbs.) * mastiff (25 g.p.) (200 lbs.) * pony (30 g.p.) (750 lbs.) * warhorse (400 g.p.) (1,400 lbs.) MOUNT BARDING (BEAST ARMOR) * horse barding: breastplate (AC 14) (1,600 g.p.) (40 lbs.) * horse barding: chain mail armor (AC 16) (300 g.p.) (110 lbs.) * horse barding: chain shirt (AC 13) (200 g.p.) (40 lbs.) * horse barding: half plate (AC 15) (3,000 g.p.) (80 lbs.) * horse barding: plate armor (AC 18) (6,000 g.p.) (130 lbs.) * horse barding: ring mail armor (AC 14) (120 g.p.) (80 lbs.) * horse barding: scale mail (AC 14) (200 g.p.) (90 lbs.) * horse barding: splint armor (AC 17) (800 g.p.) (120 lbs.) * horse barding: studded leather (AC 12) (180 g.p.) (26 lbs.) SPELLCASTINGS-FOR-HIRE * cure light wounds spell (1st-level) (10 g.p.) * divination spell (210 g.p.) * greater restoration spell (450 g.p.) * identify spell (20 g.p.) * lesser restoration spell (40 g.p.) * prayer of healing spell (2nd-level) (40 g.p.) * raise dead spell (1,250 g.p.) * remove curse spell (90 g.p.) * speak with dead spell (90 g.p.) SERVICES * hireling, skilled (daily rate) (2 g.p.) * hireling, unskilled (daily rate) (0.2 g.p.) * coach cab between towns (per mile) (0.03 g.p.) * coach cab within city (0.01 g.p.) * messenger (per mile) (0.02 g.p.) * road/gate toll (0.01 g.p.) * ship's passage (per mile) (0.1 g.p.) TACK OR VEHICLE * bit and bridle (2 g.p.) (1 lbs.) * carriage (100 g.p.) (600 lbs.) * cart (15 g.p.) (200 lbs.) * chariot (250 g.p.) (100 lbs.) * feed (per day) (0.05 g.p.) (10 lbs.) * saddle (exotic) (60 g.p.) (40 lbs.) * saddle (military) (20 g.p.) (30 lbs.) * saddle (pack) (5 g.p.) (15 lbs.) * saddle (riding) (10 g.p.) (25 lbs.) * saddlebags (4 g.p.) (8 lbs.) * sled (20 g.p.) (300 lbs.) * stabling (per day) (0.5 g.p.) (0 lbs.) * wagon (35 g.p.) (400 lbs.) TOOLS * artisan's tools: alchemist's supplies (50 g.p.) (8 lbs.) * artisan's tools: brewer's supplies (20 g.p.) (9 lbs.) * artisan's tools: calligrapher's supplies (10 g.p.) (5 lbs.) * artisan's tools: carpenter's tools (8 g.p.) (6 lbs.) * artisan's tools: cartographer's tools (15 g.p.) (6 lbs.) * artisan's tools: cobbler's tools (5 g.p.) (5 lbs.) * artisan's tools: cook's utensils (1 g.p.) (8 lbs.) * artisan's tools: glassblower's tools (30 g.p.) (5 lbs.) * artisan's tools: jeweler's tools (25 g.p.) (2 lbs.) * artisan's tools: leatherworker's tools (5 g.p.) (5 lbs.) * artisan's tools: mason's tools (10 g.p.) (8 lbs.) * artisan's tools: painter's supplies (10 g.p.) (5 lbs.) * artisan's tools: potter's tools (10 g.p.) (3 lbs.) * artisan's tools: smith's tools (20 g.p.) (8 lbs.) * artisan's tools: tinker's tools (50 g.p.) (10 lbs.) * artisan's tools: weaver's tools (1 g.p.) (5 lbs.) * artisan's tools: woodcarver's tools (1 g.p.) (5 lbs.) * disguise kit (25 g.p.) (3 lbs.) * forgery kit (15 g.p.) (5 lbs.) * gaming set: dice set (0.1 g.p.) (0 lbs.) * gaming set: dragonchess set (1 g.p.) (0.5 lbs.) * gaming set: playing card set (0.5 g.p.) (0 lbs.) * gaming set: three-dragon ante set (1 g.p.) (0 lbs.) * herbalism kit (5 g.p.) (3 lbs.) * musical instrument: bagpipes (30 g.p.) (6 lbs.) * musical instrument: drum (6 g.p.) (3 lbs.) * musical instrument: dulcimer (25 g.p.) (10 lbs.) * musical instrument: flute (2 g.p.) (1 lbs.) * musical instrument: horn (3 g.p.) (2 lbs.) * musical instrument: lute (35 g.p.) (2 lbs.) * musical instrument: lyre (30 g.p.) (2 lbs.) * musical instrument: pan flute (12 g.p.) (2 lbs.) * musical instrument: shawm (2 g.p.) (1 lbs.) * musical instrument: viol (30 g.p.) (1 lbs.) * navigator's tools (25 g.p.) (2 lbs.) * poisoner's kit (50 g.p.) (2 lbs.) * thieves' tools (25 g.p.) (1 lbs.) TRADE GOODS * 1 lb. of cinnamon or pepper (2 g.p.) (1 lbs.) * 1 lb. of cloves (3 g.p.) (1 lbs.) * 1 lb. of copper (0.5 g.p.) (1 lbs.) * 1 lb. of flour (0.02 g.p.) (1 lbs.) * 1 lb. of ginger (1 g.p.) (1 lbs.) * 1 lb. of gold (50 g.p.) (1 lbs.) * 1 lb. of iron (0.1 g.p.) (1 lbs.) * 1 lb. of platinum (500 g.p.) (1 lbs.) * 1 lb. of saffron (15 g.p.) (1 lbs.) * 1 lb. of salt (0.05 g.p.) (1 lbs.) * 1 lb. of silver (5 g.p.) (1 lbs.) * 1 lb. of wheat (0.01 g.p.) (1 lbs.) * 1 sq. yd. of canvas (0.1 g.p.) (1 lbs.) * 1 sq. yd. of cotton cloth (0.5 g.p.) (1 lbs.) * 1 sq. yd. of linen (5 g.p.) (1 lbs.) * 1 sq. yd. of silk (10 g.p.) (0.1 lbs.) * one chicken (0.02 g.p.) (2 lbs.) * one cow (10 g.p.) (2,400 lbs.) * one goat (1 g.p.) (400 lbs.) * one ox (15 g.p.) (2,000 lbs.) * one pig (3 g.p.) (150 lbs.) * one sheep (2 g.p.) (170 lbs.) LARGE GEMS (for small gems, divide value by half) * 10 g.p. value: agate, azurite, blue quartz, lapis lazuli, obsidian, turquoise, irregular pearl * 50 g.p. value: chalcedony, jasper, onyx, clear or rose quartz, sardonyx * 100 g.p. value: amber, amethyst, coral, garnet, jade, white pearl * 500 g.p. value: aquamarine, black pearl, topaz * 1,000 g.p. value: inferior emerald, opal, sapphire, ruby * 5,000 g.p. value: superior emerald, diamond * 10,000 g.p. value: astral diamond MAGICAL ITEMS * Common ... 50 to 100 g.p. * Uncommon ... 101 to 500 g.p. * Rare ... 501 to 5,000 g.p. * Very Rare ... 5,001 to 50,000 g.p. * Legendary ... 50,001 g.p. or more ************************************** CONTAINER CAPACITY ************************************** * 1 gallon = 4 quarts = 8 pints = 128 ounces * 1 gallon = about 3.8 liters * 1 pound = about 0.45 kg * Backpack ... 1 cubic foot/30 lbs. of gear (plus stuff strapped outside) * Barrel ... 40 gallons liquid, 4 cubic feet solid * Basket ... 2 cubic feet/40 lbs. of gear * Bottle ... 1.5 pints liquid * Bucket ... 3 gallons liquid, 0.5 cubic foot solid * Chest ... 12 cubic feet/300 lbs. of gear * Flask or tankard ... 1 pint liquid (0.125 gallon) * Jug or pitcher ... 1 gallon liquid * Pot, iron ... 1 gallon liquid * Pouch ... 0.20 cubic foot/6 lbs. of gear * Sack ... 1 cubic foot/30 lbs. of gear * Vial ... 4 ounces liquid * Waterskin ... 4 pints liquid (0.5 gallon) ************************************** LIGHT SOURCES ************************************** Gear... * Candle: bright light in 5-ft. radius, dim light 5 ft. * Lamp: bright light in 15-ft. radius, dim light for an additional 30 ft. * Lantern, Bullseye: bright light in 60-ft. cone, dim light add 60 ft. * Lantern, Hooded: bright light in 30-ft. radius, dim light add 30 ft. * Torch: bright light in 20-ft. radius, dim light additional 20 ft. Magic... * Minor Illusion (cantrip): None, requires other light source to be seen, nor can it block light. * Continual Flame (2nd level spell): bright light in 20-ft. radius, dim light additional 20 ft. * Dancing Lights (cantrip): four orbs, each within 20 ft. of another light, each giving dim light 10-ft. radius. * Light (cantrip): bright light in 20-ft. radius, dim light additional 20 ft. Other... * Captive Fire Beetle: bright light in 10-ft. radius, dim light additional 10 ft. ************************************** LIFTING AND CARRYING ************************************** * Carrying Capacity ... Strength score x 15 * Push, Pull, Lift ... Strength score x 30 * Tiny creatures ... as above, x 0.5 * Small and medium ... as above * Large creatures ... as above, x 2 * Huge creatures ... as above, x 4 * Gargantuan creatures ... as above, x 8 WEIGHT OF D&D COINS (per D&De3.5 terms; 100 copper = 10 silver = 1 gold) * 1 lb. ... 50 coins * 2 lbs. ... 100 coins * 3 lbs. ... 150 coins * 4 lbs. ... 200 coins * 9 lbs. ... 450 coins * 20 lbs. ... 1,000 coins * 100 lbs. ... 5,000 coins * 1 ton ... 100,000 coins ************************************** HOUSE RULE: THINKING ABOUT GOLD PIECES IN MODERN TERMS ************************************** While gold appears to be common in the D&D world, actual gold pieces are not - and the purchasing power of gold depends on the manufacture of the item sought. One fitted suit of plate mail armor is the equivalent of two solid years' worth of earnings for most skilled tradesmen - and 10 times that for an unskilled peasant. Consider D&D coins this way by 2014 currency standards... * 1 g.p. = $100 (upper class currency: nobles, aristocrats) * 1 sp = $10 (middle class currency: tradesmen, merchants) * 1 cp = $1 (lower class currency: peasants, conscript soldiers) So by modern comparison... * mug of ale (4 cp) = $4 ... can of beer during happy hour * bedroll (5 sp) = $50 ... North Face single-person sleeping bag * holy symbol (5 gp) = $500 ... crafted under clergy supervision * thieves tools (25 gp) = $2,500 ... kinda illegal, hence the price * 1 pound of gold (50 gp) = $5,000 ... worth lots more in real world * warhorse (400 gp) = $40,000 ... bred and trained not to fear battle * full plate armor (1,500 gp) = $150,000 ... custom contractor work * warship (25,000 gp) = $2,500,000 ... "I should buy a boat" cat Services and magical healing... * skilled hireling (2 gp/day) = $200/day ... educated, experienced * unskilled hireling (2 sp/day) = $20/day ... minimal schooling * cure light wounds spell (10 gp) = $1,000 ... emergency room visit * raise dead spell (1,250 gp) = $125,000 ... about a week's stay at hospital ************************************** ADVENTURING GEAR DETAILS ************************************** Acid: As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage. Alchemist's Fire: This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. Antitoxin: A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs. Arcane Focus: An arcane focus is a special item- an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item- designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. Ball Bearings: As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save. Block and Tackle: A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift. Book: A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section). Caltrops: As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save. Candle: For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Case, Crossbow Bolt: This wooden case can hold up to twenty crossbow bolts. Case, Map or Scroll: This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. Chain: A chain has 10 hit points. It can be burst with a successful DC 20 Strength check. Climber's Kit: A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor. Component Pouch: A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description). Crowbar: Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied. Druidic Focus: A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. Fishing Tackle: This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. Healer's Kit: This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. Holy Symbol: A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Pantheons lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. Holy Water: As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. Hunting Trap: When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. Lamp: A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Bullseye: A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Hooded: A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. Lock: A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices. Magnifying Glass: This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed. Manacles: These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. Mess Kit: This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. Oil: Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. Poison, Basic: You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. Potion of Healing: A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action. Pouch: A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section). Quiver: A quiver can hold up to 20 arrows. Ram, Portable: You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check. Rations: Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. Rope: Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. Scale, Merchant's: A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth. Spellbook: Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. Spyglass: Objects viewed through a spyglass are magnified to twice their size. Tent: A simple and portable canvas shelter, a tent sleeps two. Tinderbox: This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch-or anything else with abundant, exposed fuel-takes an action. Lighting any other fire takes 1 minute. Torch: A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.