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Homebrew Equipment

The document summarizes equipment commonly used by adventurers in D&D worlds, including armor, weapons, and adventuring gear. It provides tables listing various types of armor and their stats, weapons and their damage types and properties. It also lists the contents and costs of standard adventuring gear packs. The availability and variety of equipment is important for adventurers to survive threats in dungeons and the wild.
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0% found this document useful (0 votes)
130 views5 pages

Homebrew Equipment

The document summarizes equipment commonly used by adventurers in D&D worlds, including armor, weapons, and adventuring gear. It provides tables listing various types of armor and their stats, weapons and their damage types and properties. It also lists the contents and costs of standard adventuring gear packs. The availability and variety of equipment is important for adventurers to survive threats in dungeons and the wild.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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EQUIPMENT

The marketplace of large city teems with buyers and sellers of many sorts: dwarf smiths and elf woodcarvers,
halfling farmers and gnome jewelers, not to mention humans of every shape, size, and color drawn from a
spectrum of nations and cultures. In the largest cities, almost anything imaginable is offered for sale, from exotic
spices and luxurious clothing to wicker baskets and practical swords. For an adventurer, the availability of armor,
weapons, backpacks, rope, and similar goods is of Paramount importance, since proper equipment can mean the
difference between life and death in a dungeon or the untamed wilds. This chapter details the mundane and exotic
merchandise that adventurers commonly find useful in the face of the threats that the worlds of D&D presente.

Armor and Shield


D&D worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this
reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly
plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available
types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy
armor. Many warriors supplement their armor with a shield.

Armor Cost Armor Class (AC) Strength Stealth Weigh Durability


LIGHT ARMOR
Padded 5 gp 11 + Dex Modifier --- Disadvantage 2.0 2D
Leather 10 gp 11 + Dex Modifier --- --- 2.5 2D
Studded Leather 45 gp 12 + Dex Modifier --- --- 3.0 2D

MEDIUM ARMOR
Hide 10 gp 12 + Dex Modifier (Max 2) --- --- 3.0 3D
Chain Shirt 50 gp 13 + Dex Modifier (Max 2) --- --- 4.0 3D
Scale Mail 50 gp 14 + Dex Modifier (Max 2) --- Disadvantage 6.0 3D
Breastplate 400 gp 14 + Dex Modifier (Max 2) --- --- 4.0 3D
Half plate 750 gp 15 + Dex Modifier (Max 2) --- Disadvantage 5.0 3D

HEAVY ARMOR
Ring mail 30 gp 14 --- Disadvantage 5.0 4D
Chain mail 75 gp 16 Str 13 Disadvantage 6.0 4D
Splint 200 gp 17 Str 15 Disadvantage 6.5 4D
Plate 1,500 gp 18 Str 15 Disadvantage 7.0 4D

SHIELD
Bucklet 5 gp +1 --- --- 0.5 2D
Shield 10 gp +2 --- --- 1.0 2D

EQUIPMENT MADE BY LAZARVCK


Weapons
Your class grants proficiency i n certain weapons, reflecting both the class's focus and the tools you are most likely
to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean
the difference between life and death while adventuring. The Weapons table shows the most common weapons
used in the worlds of D&D, their price and weight, the damage they deal when they hit, and any special properties
they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target
within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.

Weapon Cost Damage Properties Weigh Durability


SIMPLE MELEE WEAPONS
Club 1 sp 1d4 bludgeoning Light 0.5 1D
Dagger 2 gp 1d4 piercing Finesse, light, thrown (range 20/60) 0.5 1D
Greatclub 2 sp 1d8 bludgeoning Two-handed 2.0 2D
Handaxe 5 gp 1d6 slashing Finesse, thrown (range 20/60) 1.0 1D
Javelin 5 sp 1d6 piercing Thrown (range 30/120) 1.0 1D
Light Hammer 2 gp 1d4 bludgeoning Light, thrown (range 20/60) 0.5 1D
Mace 5 gp 1d6 bludgeoning --- 1.0 1D
Quarterstaff 2 sp 1d6 bludgeoning Versatile (1d8) 1.0 1D
Sickle 1 gp 1d4 slashing Light 0.5 1D
Spear 1 gp 1d6 piercing Thrown (range 20/60), versatile (1d8) 1.0 1D

SIMPLE RANGED WEAPONS


Crossbow, light 25 gp 1d8 piercing Ammunition (80/320), loading, two-handed 2.0 1D
Dart 5 cp 1d4 piercing Finesse, thrown (range 20/60) 1.0 (p/5) 1D
Shortbow 25 gp 1d6 piercing Ammunition (80/320), two-handed 2.0 1D
Sling 1 sp 1d4 bludgeoning Ammunition (30/120) 1.0 1D

MARTIAL MELEE WEAPONS


Battle Axe 10 gp 1d8 slashing Versatile (1d10) 2.0 2D
Flail 10 gp 1d8 bludgeoning --- 2.0 2D
Glaive 20 gp 1d10 slashing Heavy, reach, two-handed 4.0 3D
Greataxe 30 gp 1d12 slashing Heavy, two-handed 4.0 3D
Greatsword 50 gp 2d6 slashing Heavy, two-handed 4.0 3D
Halbert 20 gp 1d10 slashing Heavy, reach, two-handed 4.0 3D
Lance 10 gp 1d12 piercing Reach, special 3.0 3D
Longsword 15 gp 1d8 slashing Versatile (1d10) 2.0 2D
Maul 10 gp 2d6 bludgeoning Heavy, two-handed 4.0 3D
Morningstar 15 gp 1d8 piercing --- 2.0 2D
Pike 5 gp 1d10 piercing Heavy, reach, two-handed 4.0 3D
Rapier 25 gp 1d8 piercing Finesse 2.0 2D
Scimitar 25 gp 1d6 slashing Finesse, light 1.5 2D
Shortsword 10 gp 1d6 slashing Finesse, light 1.5 2D
Trident 5 gp 1d6 piercing Thrown (range 20/60), versatile (1d8) 2.0 2D
War pick 5 gp 1d8 piercing --- 2.0 2D
Warhammer 15 gp 1d8 bludgeoning Versatile (1d10) 2.0 2D
Whip 2 gp 1d4 slashing Finesse, reach 2.0 2D

MARTIAL RANGED WEAPONS


Blowgun 10 gp 1 piercing Ammunition (25/100), loading 2.0 2D
Crossbow, hand 75 gp 1d6 piercing Ammunition (30/120), light, loading 1.5 2D
Crossbow, heavy 50 gp 1d10 piercing Ammunition (100/400), heavy, loading, 4.0 3D
two-handed
Longbow 50 gp 1d8 piercing Ammunition (100/400), heavy, two-handed 4.0 3D
Net 1 gp --- Special, thrown (5/15) 2.0 2D

EQUIPMENT MADE BY LAZARVCK


Adventuring Gear
The starting Equipment you get from your class includes a collection of useful Adventuring gear, put together in a
pack. The contents of these packs are listed here. If you are buying you starting Equipment, you can purchase a
pack for the price shown, which might be cheaper than buying the items individually.

Item Cost Weight Item Cost Weigh


Abacus 2 gp 0,4 Paper (one sheet) 2 sp ---
Acid (vial) 25 gp 0,2 Parchment (one sheet) 1 sp ---
Alchemist's fire (flask) 50 gp 0,2 Perfume (vial) 5 gp ---
Antitoxin (vial) 50 gp --- Pick, miner's 2 gp 2,0
Backpack 2 gp 1,0 Piton 5 cp ---
Ball bearings (bag of 1,000) 1 gp 0,4 Poison, basic (vial) 100 gp ---
Barrel 2 gp 14,0 Pole (10-foot) 5 cp 1,4
Basket 4 sp 0,4 Pot, iron 2 gp 2,0
Bedroll 1 gp 1,4 Potion of healing 50 gp ---
Bell 1 gp --- Pouch 5 sp 0,2
Blanket 5 sp 0,6 Quiver 1 gp 0,2
Block and tackle 1 gp 1,0 Ram, portable 4 gp 7,0
Book 25 gp 1,0 Rations (1 day) 5 sp 0,2
Bottle, glass 2 gp 0,4 Robes 1 gp 0,8
Bucket 5 cp 0,4 Rope, hempen (50 feet) 1 gp 1,0
Caltrops (bag of 20) 1 gp 0,4 Rope, silk (50 feet) 10 gp 1,0
Candle 1 cp --- Sack 1 cp ---
Case, crossbow bolt 1 gp 0,2 Scale, merchant's 5 gp 0,6
Case, map or scroll 1 gp 0,2 Sealing wax 5 sp ---
Chain (10 feet) 5 gp 2,0 Shovel 2 gp 1,0
Chalk (1 piece) 1 cp --- Signal whistle 5 cp ---
Chest 5 gp 5,0 Signet ring 5 gp ---
Climber's kit 25 gp 2,2 Soap 2 cp ---
Clothes, common 5 sp 0,6 Spellbook 50 gp 0,6
Clothes, costume 5 gp 0,8 Spikes, iron (10) 1 gp 1,0
Clothes, fine 15 gp 1,2 Spyglass 1,000 gp 0,2
Clothes, traveler's 2 gp 0,4 Tent, two-person 2 gp 3,0
Clothing, cold weather 10 gp 1,0 Tinderbox 5 sp 0,2
Crampons (2) 2 gp --- Torch 1 cp 0,2
Snowshoes 2 gp 0,8 Vial 1 gp ---
Crowbar 2 gp 1,0 Waterskin 2 sp 0,2
Fishing tackle 1 gp 0,8 Whetstone 1 cp 0,2
Flask or tankard 2 cp 0,2 AMMUNITION
Grappling hook 2 gp 0,8 Arrows (20) 1 gp 0,2
Hammer 1 gp 0,6 Blowgun needles (50) 1 gp 0,2
Hammer, sledge 2 gp 2,0 Crossbow bolts (20) 1 gp 0,2
Healer's kit 5 gp 0,6 Sling bullets (20) 4 cp 0,2
Holy water (flask) 25 gp 0,2 ARCANE FOCUS
Hourglass 25 gp 0,2 Crystal 10 gp 0,2
Hunting trap 5 gp 5,0 Orb 20 gp 0,6
Ink (1 ounce bottle) 10 gp --- Rod 10 gp 0,4
Inkpen 2 cp --- Staff 5 gp 0,8
Jug or pitcher 2 cp 0,4 Wand 10 gp 0,2
Ladder (10-foot) 1 sp 5,0 Component pouch 25 gp 0,4
Lamp 5 sp 0,2 DRUIDIC FOCUS
Lantern, bullseye 10 gp 0,4 Sprig of mistletoe 1 gp ---
Lantern, hooded 5 gp 0,4 Totem 1 gp ---
Lock 10 gp 0,2 Wooden staff 5 gp 0,8
Magnifying glass 100 gp --- Yew wand 10 gp 0,2
Manacles 2 gp 1,2 HOLY SYMBOL
Mess kit 2 sp 0,2 Amulet 5 gp 0,2
Mirror, steel 5 gp --- Emblem 5 gp ---
Oil (flask) 1 sp 0,2 Reliquary 5 gp 0,4

EQUIPMENT MADE BY LAZARVCK


Equipment Packs
Burglar’s Pack (16 gp): Includes a Backpack, 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, and a Waterskin.
The pack also has 50 feet of Hempen rope strapped to the side of it.

Diplomat’s Pack (39 gp): Includes a chest, 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, and soap.

Dungeoneer’s Pack (12 gp): Includes a Backpack, a Crowbar, a Hammer, 10 pitons, 10 torches, a Tinderbox, 10
days of Rations, and a Waterskin. The pack also has 50 feet of Hempen rope strapped to the side of it.

Entertainer’s Pack (40 gp): Includes a Backpack, a Bedroll, 2 costumes, 5 Candles, 5 days of Rations, a Waterskin,
and a Disguise kit.

Explorer’s Pack (10 gp): Includes a Backpack, a Bedroll, a Mess kit, a Tinderbox, 10 torches, 10 days of Rations,
and a Waterskin. The pack also has 50 feet of Hempen rope strapped to the side of it.

Priest’s Pack (19 gp): Includes a Backpack, a Blanket, 10 Candles, a Tinderbox, an alms box, 2 blocks of incense,
a censer, vestments, 2 days of Rations, and a Waterskin.

Scholar’s Pack (40 gp): Includes a Backpack, a book of lore, a bottle of ink, an Ink pen, 10 sheets of Parchment, a
little bag of sand, and a small knife.

EQUIPMENT MADE BY LAZARVCK


Bonus to any Ability Checks you make to play music with

Tools the Instrument. A bard can use a musical Instrument as


a Spellcasting focus. Each type of
musical Instrument requires a separate proficiency.
A tool helps you to do something you couldn't otherwise
do, such as craft or repair an item, forge a document, or
Navigator’s Tools: This set of instruments is used
pick a lock. Your race, class, Background, or feats give you
for Navigation at sea. Proficiency with Navigator's
proficiency with certain tools. Proficiency with a tool
Tools lets you chart a ship's course and
allows you to add your Proficiency Bonus to any ability
follow Navigation charts. In addition, these tools allow you
check you make using that tool. Tool use is not tied to a
to add your Proficiency Bonus to any ability check you
single ability, since proficiency with a tool represents
make to avoid Getting Lost at sea.
broader knowledge of its use. For example, the GM might
ask you to make a Dexterity check to carve a fine detail
Poisoner’s Kit: A poisoner’s kit includes the vials,
with your woodcarver’s tools, or a Strength check to make
chemicals, and other Equipment necessary for
something out of particularly hard wood.
the Creation of Poisons. Proficiency with this kit lets you
add your Proficiency Bonus to any Ability Checks you
Artisan’s Tools: These Special tools include the items
make to craft or use Poisons.
needed to pursue a craft or trade. The table shows
examples of the most Common types of tools, each
Thieves’ Tools: This set of tools includes a small file, a set
providing items related to a single craft. Proficiency with a
of lock picks, a small mirror mounted on a metal handle, a
set of artisan’s tools lets you add your Proficiency
set of narrow-bladed scissors, and a pair of pliers.
Bonus to any Ability Checks you make using the tools in
Proficiency with these tools lets you add your Proficiency
your craft. Each type of artisan’s tools requires a separate
Bonus to any Ability Checks you make to Disarm traps or
proficiency.
open locks.
Disguise kit: This pouch of cosmetics, hair dye, and small Item Cost Weight
props lets you create disguises that change your Alchemist’s supplies 50 gp 1,6
physical Appearance. Proficiency with this kit lets you add Brewer’s supplies 20 gp 1,8
your Proficiency Bonus to any Ability Checks you make to Calligrapher's Supplies 10 gp 1,0
create a visual disguise. Carpenter’s tools 8 gp 1,2
Cartographer’s tools 15 gp. 1,2
Forgery kit: This small box contains a variety of papers Cobbler’s tools 5 gp 1,0
and parchments, pens and inks, seals and Sealing wax, Cook’s utensils 1 gp 1,6
gold and silver leaf, and other supplies necessary to create Glassblower’s tools 30 gp 1,0
convincing forgeries of physical documents. Proficiency Jeweler’s tools 25 gp 0,2
with this kit lets you add your Proficiency Bonus to
Leatherworker’s tools 5 gp 1,0
any Ability Checks you make to create a physical forgery
Mason’s tools 10 gp 1,6
of a document. Painter’s supplies 10 gp 1,0
Potter’s tools 10 gp 0,6
Gaming Set: This item encompasses a wide range of game Smith’s tools 20 gp 1,6
pieces, including dice and decks of cards (for games such Tinker’s tools 50 gp 2,0
as Three-Dragon Ante). A few Common examples appear Weaver’s tools 1 gp 1,0
on the Tools table, but other kinds of Gaming Sets exist. If Woodcarver’s tools 1 gp 1,0
you are proficient with a Gaming Set, you can add Navigator’s tools 25 gp 0,4
your Proficiency Bonus to Ability Checks you make to play Thieves’ tools 25 gp 0,2
a game with that set. Each type of Gaming Set requires a GAMING SETS
separate proficiency. Dice Set 1 sp ---
Playing card set 5 sp ---
Herbalism kit: This kit contains a variety of instruments MUSICAL INSTRUMENTS
such as clippers, mortar and pestle, and pouches and vials Bagpipes 30 gp 1,2
used by herbalists to create remedies and Potions. Drum 6 gp 0,6
Proficiency with this kit lets you add your Proficiency Dulcimer 25 gp 2,0
Bonus to any Ability Checks you make to Identify or apply Flute 2 gp 0,2
herbs. Also, proficiency with this kit is required to Lute 35 gp 0,4
create Antitoxin and Potions of Healing. Lyre 30 gp 0,4
Horn 3 gp 0,4
Musical Instrument: Several of the most Common types Pan flute 12 gp 0,4
of Musical Instruments are shown on the table as Shawm 2 gp 0,2
examples. If you have proficiency with a given Viol 30 gp 0,2
musical Instrument, you can add your Proficiency

EQUIPMENT MADE BY LAZARVCK

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