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.
* 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
Damage
Cost (Gold)
Type
Weight
Axe, Hand
1d6
5
slashing
5 lbs
Bastard Sword (2 handed)
1d10
35
piercing
8 lbs
Battle Axe
1d8
25
piercing
6 lbs
Claymore Sword (2 handed)
2d8
75
piercing
16 lbs
Club
1d4
–
bludgeoning
3 lbs
Dagger*
1d4
5
piercing
1 lb
Fist
1d2
–
bludgeoning
–
Flail
1d6
8
bludgeoning
Gauntlet (spiked)
1d3
5
piercing
1 lbs
Great Axe (2 handed)
2d8
80
piercing
15 lbs
Lance***
1d8
10
piercing
10 lbs
Long Sword
1d8
15
piercing
4 lbs
Mace / Warhammer
1d6
5
bludgeoning
4 lbs
Maul (2 handed)
2d8
80
bludgeoning
20 lbs
Morningstar
1d6
8
bludgeoning
6 lbs
Pickhammer
1d4
4
piercing
3 lbs
Rapier
1d6
20
piercing
2 lbs
Scimitar
1d6
15
slashing
4 lbs
Short Sword
1d6
10
piercing
2 lbs
Spear***
1d6
5
piercing
2 lbs
Staff
1d8
10
bludgeoning
2 lbs
Torch**
1d4
2
burning
1 lb
Trident
1d6
12
piercing
4 lbs
Whip***
1d4
10
bludgeoning
3 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.
Name
Damage
Cost (Gold)
Type
Weight
Range
Axe, Hand
1d6
5
slashing
5 lbs
20/60
Crossbow
1d8
25
piercing
6 lbs
80/320
Crossbow, Hand
1d6
75
piercing
3 lbs
30/120
Crossbow, Heavy
1d10
50
piercing
10 lbs
100/300
Dart
1d4
1
piercing
1/2 lb
30/120
Sling
1d4
5
bludgeoning
0.5 lbs
30/120
Spear***
1d6
10
piercing
4 lbs
30/120
Short Bow
1d6
30
piercing
3 lbs
80/320
Long Bow
1d6
75
piercing
5 lbs
150/600
Note: Crossbows require reloading that requires a full Ready Action (3 AP) and therefore may attack every other round.
Ammunition
Name
Cost
Weight
Arrow
1 gp
0.1 lbs
Crossbow Bolt
1 gp
0.1 lbs
Sling Bullet
1 sp
0.25 lbs
Misc Goods
Goods
Cost
Weight
Backpack (empty) holds 1 cubic foot or 30 pounds
2 gp
2 lbs
Bedroll
1 sp
5 lbs
Bell
1 gp
—
Blanket, winter
5 sp
3 lbs
Bottle, wine, glass
2 gp
—
Caltrops
1 gp
2 lbs
Candle
1 cp
—
Chain (10 ft)
20 gp
2 lbs
Chalk, 1 piece
1 cp
—
Chest
2 gp
25 lbs
Crowbar (Adv Pry)
2 gp
5 lbs
Flask
4 cp
1.5 lbs
Flint and steel
1 gp
—
Grappling hook (Adv Climb)
1 gp
4 lbs
Hammer (12 nails)
5 sp
2 lbs
Ink vial
8 gp
Inkpen
1 sp
Lamp, common**
1 sp
1 lbs
Lamp Oil (1-pint flask)
1 sp
1 lbs
Lantern, bullseye**
12 gp
3 lbs
Lock (DC 10)
20 gp
1 lb
Lock (DC 15)
40 gp
1 lb
Lock (DC 20)
80 gp
1 lb
Manacles
15 gp
2 lbs
Mess Kit
2 sp
2 lbs
Mirror, small steel
10 gp
½ lbs
Pitons (steel spikes) x10
5 sp
5 lbs
Pole, 10-foot
2 sp
8 lbs
Pot, Iron (1 gallon)
10 sp
4 lbs
Pouch, belt (empty) holds 1/5 cubic foot or 6 pounds
1 gp
½ lbs
Quiver
10 sp
1 lbs
Rations, trail (per day)
5 sp
1 lbs
Rope, hempen (50 ft.)
1 gp
10 lbs
Rope, Silk (50 ft.)
10 gp
5 lbs
Sack (empty) holds 1 cubic foot or 30 pounds
1 sp
½ lbs
Signal whistle
8 sp
—
Spellbook
15 gp
3 lbs
Soap
1 cp
½ lbs
Tent (3 person)
10 gp
15 lbs
Thieves’ tools
40 gp
2 lbs
Torch**
1 cp
1 lbs
Waterskin
1 gp
4 lbs
Animals
Name
Hit Dice
Speed
Carry
Cost
Camel
2
50/100
380 lbs
40GP
Donkey
1
40/80
350 lbs
8GP
Pony
1
40/80
200 lbs
50GP
Horse, Light
3
60/120
400 lbs
75GP
Horse, Heavy
5
40/80
640 lbs
200GP
Horse, War
4
50/100
500 lbs
400GP
AC 14 / Attacks 2: 1d8/1d8
Dog, Guard
1
40
25GP
AC 12 / Attacks: 1 bite (1d4) Owner gains Advantage to Notice
Animal Drawn Vehicles
Name
Carry
Cost
Carriage
500 lbs
150GP
Cart
1000 lbs
20GP
Chariot
250 lbs
300GP
Wagon
2000 lbs
100GP
* 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
Item
Weight
Cost
Bit and bridle
1 lbs
2GP
Animal Feed (per day)
10 lbs
5CP
Saddle, Pack
15 lbs
5GP
Saddle, Riding
25 lbs
10GP
Saddlebags
8 lbs
5GP
Stabling (per day)
—
5SP
Watercraft
Vehicle
Cost
Speed
Galley
30,000GB
4 mph
Rowboat
50GP
1½ mph
Small Sailboat
250GP
2 mph
Sailing Ship
10,000GP
2 mph
Table: Food, Drink, and Lodging
Item
Cost
Weight
Meals (per day)
– Good
5 sp
—
– Common
3 sp
—
– Poor
1 sp
—
Ale
– Gallon
2 sp
8 lbs
– Mug
4 cp
1 lbs
Wine
– Common (pitcher)
2 sp
6 lbs
– Fine (bottle)
10 gp
1-1/2 lbs
Food
Bread, per loaf
2 cp
1/2 lbs
Cheese, hunk of
1 sp
1/2 lbs
Meat, chunk of
3 sp
1/2 lbs
Inn stay (per day)
– Good
2 gp
—
– Common
5 sp
—
– Poor
2 sp
—
Spell Casting Services
Name
Cost (gp)
Holy Water (flask)
25 gp (1lbs)
Identify
25 gp
Remove Curse
50 gp
Resurrection
1,000 gp
Potion of Healing
100 gp
Potion of Haste
300 gp
Potion of Barkskin +3
500 gp
Potion of Invisibility
800 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).
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…
It’s really up to the fighter (or the player). A fighter could start with a bigger weapon and no armor if they wanted.
orkkongen August 20, 2019
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.
simplednd August 20, 2019
But the fighter classes typically do more damage than the rogue classes.
orkkongen August 20, 2019
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…
simplednd August 20, 2019
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.
orkkongen August 20, 2019
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”).
simplednd August 20, 2019
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.
simplednd August 20, 2019
I’d talk with your DM. They can make a call for you on this.
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)…
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?
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/
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)?
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?
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.
Why did you make the Greataxe the best weapon? It does 2d8 vs the Greatsword and Maul which each do 2d6.
Good point. Let me adjust that.
How much do pitons weigh?
A set of ten pitons has a weight of 5 pounds.
A sling weights about ½ lbs… while the bullets weight 3 lbs! That’s some heavy bullets… 😉
Good catch. Updated to 0.25 lbs
Are the price of a chainmail really only 40, while those armors around is about 10 times the price?!
Good catch. Updated to 140gp
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…
It’s really up to the fighter (or the player). A fighter could start with a bigger weapon and no armor if they wanted.
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.
But the fighter classes typically do more damage than the rogue classes.
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…
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.
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”).
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.
I’d talk with your DM. They can make a call for you on this.
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)…
Spellbook pricing added. Arrows, bolts and bullets prices added. Quivers are included in the price of the bow or crossbow.
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?
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!
Why does the dagger have an * on it?
Because it can be thrown.
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. 😉
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)?
I posted clarification
Where do I found how much ammo I can get or have?
Check out the optional rules on encumbrance /2015/08/24/encumbrance-rules-and-bookkeeping/
how is the amount of ammo decided?
Ask your DM. If you are their DM you get to decide.
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?
Good catch, sling added to the weapons list.
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.
The type of weapon goes to class restrictions and monster damage. i.e.: Clerics can’t use piercing weapons. Weight is the same thing.
But…why can’t clerics use piercing weapons? That in itself seems like an unnecessary restriction.
Different classes have different restrictions. Take it up with the big man.
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?
It’s on the money page.
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.
Starting equipment is listed in the character class for each character.