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Here is a list of equipment that is available in most villages and towns. Prices listed here are an approximation, and will vary wildly depending on the availability at the locations. It is not uncommon for shops to sell out or for specific items to become rare in remote places.

bullseyeWhen purchasing equipment, each item will impact the overall encumbrance of the character. This impacts the movement and time tracking. For how much money you start the game with, see Treasure and Money

Armor*

NameArmor ClassCost (Gold)Weight
Base Armor Class100
Leather Armor+32015 lbs
Scale Mail Armor+44530 lbs
Chain Mail Armor+57540 lbs
Banded Mail Armor+69045 lbs
Plate Mail Armor+740060 lbs
Shield (uses offhand)+1105 lbs

* The Armor Class of all characters is 10. It is then modified by their dexterity attribute (with focus if applicable) plus any armor bonus.

Weapons

DamageCost (Gold)TypeWeight
Axe, Hand1d65slashing5 lbs
Bastard Sword (2 handed)1d1035piercing8 lbs
Battle Axe1d825piercing6 lbs
Claymore Sword (2 handed)2d875piercing16 lbs
Club1d4bludgeoning3 lbs
Dagger*1d45piercing1 lb
Fist1d2bludgeoning
Flail1d68bludgeoning
Gauntlet (spiked)1d35piercing1 lbs
Great Axe (2 handed)2d880piercing15 lbs
Lance***1d810piercing10 lbs
Long Sword1d815piercing4 lbs
Mace / Warhammer1d65bludgeoning4 lbs
Maul (2 handed)2d880bludgeoning20 lbs
Morningstar1d68bludgeoning6 lbs
Pickhammer1d44piercing3 lbs
Rapier1d620piercing2 lbs
Scimitar1d615slashing4 lbs
Short Sword1d610piercing2 lbs
Spear***1d65piercing2 lbs
Staff1d810bludgeoning2 lbs
Torch**1d42burning1 lb
Trident1d612piercing4 lbs
Whip***1d410bludgeoning3 lbs

*** Reach. This weapon adds 5 feet to your attacks. Characters can attack with reach from positions not in the front of the Marching Order (see combat)

Ranged Weapons

For details on how ranged weapons work. Please see the combat page.

NameDamageCost (Gold)TypeWeightRange
Axe, Hand1d65slashing5 lbs20/60
Crossbow1d825piercing6 lbs80/320
Crossbow, Hand1d675piercing3 lbs30/120
Crossbow, Heavy1d1050piercing10 lbs100/300
Dart1d41piercing1/2 lb30/120
Sling1d45bludgeoning0.5 lbs30/120
Spear***1d610piercing4 lbs30/120
Short Bow1d630piercing3 lbs80/320
Long Bow1d675piercing5 lbs150/600

Note: Crossbows require reloading that requires a full Ready Action (3 AP) and therefore may attack every other round.

Ammunition

NameCostWeight
Arrow1 gp0.1 lbs
Crossbow Bolt1 gp0.1 lbs
Sling Bullet1 sp0.25 lbs

Misc Goods

GoodsCostWeight
Backpack (empty) holds 1 cubic foot or 30 pounds2 gp2 lbs
Bedroll1 sp5 lbs
Bell1 gp
Blanket, winter5 sp3 lbs
Bottle, wine, glass2 gp
Caltrops1 gp2 lbs
Candle1 cp
Chain (10 ft)20 gp2 lbs
Chalk, 1 piece1 cp
Chest2 gp25 lbs
Crowbar (Adv Pry)2 gp5 lbs
Flask4 cp1.5 lbs
Flint and steel1 gp
Grappling hook (Adv Climb)1 gp4 lbs
Hammer (12 nails)5 sp2 lbs
Ink vial8 gp
Inkpen1 sp
Lamp, common**1 sp1 lbs
Lamp Oil (1-pint flask)1 sp1 lbs
Lantern, bullseye**12 gp3 lbs
Lock (DC 10)20 gp1 lb
Lock (DC 15)40 gp1 lb
Lock (DC 20)80 gp1 lb
Manacles15 gp2 lbs
Mess Kit2 sp2 lbs
Mirror, small steel10 gp½ lbs
Pitons (steel spikes) x105 sp5 lbs
Pole, 10-foot2 sp8 lbs
Pot, Iron (1 gallon)10 sp4 lbs
Pouch, belt (empty) holds 1/5 cubic foot or 6 pounds1 gp½ lbs
Quiver10 sp1 lbs
Rations, trail (per day)5 sp1 lbs
Rope, hempen (50 ft.)1 gp10 lbs
Rope, Silk (50 ft.)10 gp5 lbs
Sack (empty) holds 1 cubic foot or 30 pounds1 sp½ lbs
Signal whistle8 sp
Spellbook15 gp3 lbs
Soap1 cp½ lbs
Tent (3 person)10 gp15 lbs
Thieves’ tools40 gp2 lbs
Torch**1 cp1 lbs
Waterskin1 gp4 lbs

Animals

NameHit DiceSpeedCarryCost
Camel250/100380 lbs40GP
Donkey140/80350 lbs8GP
Pony140/80200 lbs50GP
Horse, Light360/120400 lbs75GP
Horse, Heavy540/80640 lbs200GP
Horse, War450/100500 lbs400GP
AC 14 / Attacks 2: 1d8/1d8
Dog, Guard14025GP
AC 12 / Attacks: 1 bite (1d4) Owner gains Advantage to Notice

Animal Drawn Vehicles

NameCarryCost
Carriage500 lbs150GP
Cart1000 lbs20GP
Chariot250 lbs300GP
Wagon2000 lbs100GP

* Carry weight and pulling by an animal is not the same. For a 2000 lbs wagon load (fully loaded) would require 10 ponies to pull it. Speed is per animal.

Tack and Harness

ItemWeightCost
Bit and bridle1 lbs2GP
Animal Feed (per day)10 lbs5CP
Saddle, Pack15 lbs5GP
Saddle, Riding25 lbs10GP
Saddlebags8 lbs5GP
Stabling (per day)5SP

Watercraft

VehicleCostSpeed
Galley30,000GB4 mph
Rowboat50GP1½ mph
Small Sailboat250GP2 mph
Sailing Ship10,000GP2 mph

Table: Food, Drink, and Lodging

ItemCostWeight
Meals (per day)
– Good5 sp
– Common3 sp
– Poor1 sp
Ale
– Gallon2 sp8 lbs
– Mug4 cp1 lbs
Wine
– Common (pitcher)2 sp6 lbs
– Fine (bottle)10 gp1-1/2 lbs
Food
Bread, per loaf2 cp1/2 lbs
Cheese, hunk of1 sp1/2 lbs
Meat, chunk of3 sp1/2 lbs
Inn stay (per day)
– Good2 gp
– Common5 sp
– Poor2 sp

Spell Casting Services

NameCost (gp)
Holy Water (flask)25 gp (1lbs)
Identify25 gp
Remove Curse50 gp
Resurrection1,000 gp
Potion of Healing100 gp
Potion of Haste300 gp
Potion of Barkskin +3500 gp
Potion of Invisibility800 gp

Holy Water

This is water which has been specially prepared by a Cleric for use against Undead creatures. It can be used by any character. Holy Water must be kept in small, specially prepared glass bottles (known as vials) for it to remain Holy. The effect of one vial of Holy Water on an Undead creature is 1d8 points of damage. For it to cause damage, it must successfully strike the target, thus breaking the vial. It may either be thrown (using missile fire rules) or used hand-to-hand (using normal combat rules).

Torches

Torches only burn for 1 hour (6 turns). That is an insanely short time period. I can see a torch burning out just as combat begins. If a torch burns out, apply the Special Attack Condition Blindness to all characters who are not longer in torchlight. Torches carried into combat have a Dexterity DC10 chance of going out in the event of a successful attack on the carrier. Furthermore, torches (and light spells) only illuminate 60 feet around them, anyone outside of that range would also suffer from blindness. Especially true if someone splits the party. In addition, parties using torches are easy to spot and hidden things are harder to find. Stealth being impossible in the range of a torch for the party. And what if, just what if, it is windy?!? It’s not uncommon for gusts of wind to flow down large corridors in caves, is it?

Lanterns

Lanterns are more flexible. They burn for 24 turns (4 hours) per oil flask used. The can also reduced to just a single stream of light to reduce the notice penalty. Lanterns illuminate 30 feet around them. Lanterns carried into combat have a Dexterity DC10 chance of getting knocked out of the player’s grip. A dropped lantern has a 50% chance of exploding after falling. One flask of oil will make a pool 3’ in diameter, which will burn out in one turn if lit. Burning oil will cause 1d8 points of damage per round to victims in the flames, including any creature trying to cross a pool of burning oil (including the character who dropped it). See Combat “Oil” for more details

Lamp Oil

Oil is carried in small bottles (known as Flasks), and is often thrown as missiles. It may also be spread on a floor. In either case, it will be slippery but not dangerous until it is lit by flame.

One flask of oil will make a pool 3’ in diameter, which will burn out in one turn if lit. Burning oil will cause 1d8 points of damage per round to victims in the flames, including any creature trying to cross a pool of burning oil. Oil thrown at a creature will either miss (forming a pool where it falls) or hit. If it hits, it will drip off in a few rounds; if lit, the victim will take damage for 2 rounds at most.

Oil may be lit with any flame, such as a torch. If a torch is thrown at a creature, another Hit Roll must be made, but the creature’s normal AC is not used; the target of any thrown torch is treated as AC 10, regardless of the actual Armor Class of the target (but the roll is adjusted as explained below).

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This Post Has 40 Comments

  1. Tom Miskey

    Why did you make the Greataxe the best weapon? It does 2d8 vs the Greatsword and Maul which each do 2d6.

  2. nandtandm nandtandm

    How much do pitons weigh?

    1. Avatar photo
      simplednd

      A set of ten pitons has a weight of 5 pounds.

  3. orkkongen

    A sling weights about ½ lbs… while the bullets weight 3 lbs! That’s some heavy bullets… 😉

  4. orkkongen

    Are the price of a chainmail really only 40, while those armors around is about 10 times the price?!

      1. orkkongen

        Then the sample Dwarf started with more money than the rules say… 😉 Actually all fighters have to start in leather. Maybe they should start with some armor…

        1. Avatar photo
          simplednd

          It’s really up to the fighter (or the player). A fighter could start with a bigger weapon and no armor if they wanted.

          1. orkkongen

            Yes, but no fighter could start with anything bigger than leather armor (including the sample dwarf). So he’s basically rather easy to hit compared to a thief, who usually have a high dex.

          2. Avatar photo
            simplednd

            But the fighter classes typically do more damage than the rogue classes.

          3. orkkongen

            Well, yes… but he has no other skills, and usually gets into melee, while the thief stands behind throwing things at the monsters.
            I think cavaliers should be starting with a chainmail. Or else they start out rather weak (especially if rogues get a better initiative).
            If fighting 5 goblins it really doesn’t matter how much damage you do, as long as you don’t get hit…

          4. Avatar photo
            simplednd

            Not if you kill them before they get a chance to attack you 😉 At that point it all comes down to luck. I think older versions (of which this is inspired) are more lethal than new ones.

          5. orkkongen

            In the old D&D everyone could almost start with a full plate armor (btw. plate armor should not be called “mail”. I saw a discussion about it, and there is no thing as “plate mail”).

          6. Avatar photo
            simplednd

            Plate mail (also known field plate or simply plate ) was a type of armor used on Toril. Plate mail consisted of shaped, interlocking plates. These plates covered the entire body.

          7. Avatar photo
            simplednd

            I’d talk with your DM. They can make a call for you on this.

  5. Ulrik Spinkel Thomsen

    I was wondering about the spellbook. Wizards start with one for free, but how much does it weight, and how many spells (and how much for buying the next)? The wizard also starts with a little bag of magic ingredients, how much for buying some more?

    I’d also like a list of prices for ammo (and a quiver)…

    1. Avatar photo
      simplednd

      Spellbook pricing added. Arrows, bolts and bullets prices added. Quivers are included in the price of the bow or crossbow.

  6. bjcrabtree82

    The info for creating a character is to spread out or missing altogether. For instance, I’m trying to create a halfling thief, and I chose to use a staff for the highest hit die. I can’t figure out how to determine bonus to hit or if there is a damage bonus; I can’t find info on which stat to use or if there are restrictions on which weapon can use a different stat. All I know about hit points is that a thief gets a d6; do I add the constitution to that, if so, is it like normal DnD 1d6+Con per level?

    1. Avatar photo
      simplednd

      Yes, Hit Points are your hit dice + constitution.

      If you’re looking for how to make a character, consider the page on that here: /creating-characters/

      Attacking in combat, you can find details on how that works on the page How to Do Stuff here: /playing-the-game/ability-checks-saves-and-tests/ or the Combat page here /playing-the-game/combat/

      I hope that helps!

      1. orkkongen

        Maybe the * should refer to that… and maybe the dagger should be listed as a ranged weapon as well. Especially to get the ranges listed. 😉

  7. Michael Wynes

    For the ranged equipment, it has two numbers under range (e.g. shortbow = 80/320). What do these numbers represent and how does it effect gameplay (does it have to do with the short/long range bonus/penalty I read about on another page)?

  8. TRISTAN MCCULLOCH

    Where do I found how much ammo I can get or have?

    1. Avatar photo
      simplednd

      Check out the optional rules on encumbrance /2015/08/24/encumbrance-rules-and-bookkeeping/

  9. TRISTAN MCCULLOCH

    how is the amount of ammo decided?

    1. Avatar photo
      simplednd

      Ask your DM. If you are their DM you get to decide.

  10. kanirenzo

    How come that in your premade characters, the Dwarf has a sling as a weapon. How can he have that as a lvl 1 character when a sling is not in the equipment list?

    1. Avatar photo
      simplednd

      Good catch, sling added to the weapons list.

  11. Oxide JCHart

    Why do you indicate Piercing, Bludgeoning, etc.? It seems not so simple. It’s just my opinion though, I would have included threat range and critical multipliers instead, also not so simple. lol.

    1. Avatar photo
      simplednd

      The type of weapon goes to class restrictions and monster damage. i.e.: Clerics can’t use piercing weapons. Weight is the same thing.

      1. Caleb Willden

        But…why can’t clerics use piercing weapons? That in itself seems like an unnecessary restriction.

        1. Avatar photo
          simplednd

          Different classes have different restrictions. Take it up with the big man.

  12. melriffe

    It might be mentioned somewhere else, but I think you might want to document the GP to SP to CP conversions.

    I’m assuming 1 GP = 10 SP, 1 SP = 10 CP.

    I do notice PP on the character sheets. Is 1 PP = 10 GP?

  13. Parrish Warren

    You state they get 2d4 in addition to starting equip but I do not find what starting equip is. Did I miss it? I know it is 3d6 times ten in b\X.

    1. Avatar photo
      simplednd

      Starting equipment is listed in the character class for each character.

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