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ARMOR

Leather. The breastplate and shoulder protectors of this armor are


made of leather that has been stiffened by being boiled in oil. The rest
of the armor is made of softer and more flexible materials.
This is light armor. You add your Dexterity modifier to the base
number from your armor type to determine your Armor Class.
Chain Mail. Made of interlocking metal rings, chain mail includes a
layer of quilted fabric worn underneath the mail to prevent chafing and
to cushion the impact of blows. The suit includes gauntlets.
This is heavy armor, which doesnt let you add your Dexterity modifier
to your Armor Class, but it also doesnt penalize you if your Dexterity
modifier is negative.
Shield. A shield is made from wood or metal and is carried in one
hand. Wielding a shield increases your Armor Class by 2. You can
benefit from only one shield at a time.

Shortsword. Short swords are some of the most common weapons


found in any martial society, and thus designs are extremely varied,
depending on the region and creator. Most are around 2 feet in length.
Their blades can be curved or straight, single- or double-edged, and wide
or narrow. Hilts may be ornate or simple, with crossguards, basket hilts,
or no guard at all. Such weapons are often used on their own, but can
also be paired as a matched set, or used in conjunction with a dagger or
longer sword.
Warhammer. This weapon consists of a wooden haft and a heavy,
metal head. The head may be single (like a carpenters hammer) or
double (like a sledgehammer). The haft is long enough that you may
wield it one- or two-handed. Though heavy and relatively slow to wield,
warhammers are capable of delivering immense blows, crushing armor
and flesh alike.

RANGED WEAPONS

MELEE WEAPONS

Dagger. A dagger is a fighting knife. Its blade is usually less than 1 foot
long, and can be curved or straight, with one edge or two. Dagger
designs vary widely, and can have many different names (such as a
thrusting dagger being called a dirk).
Greataxe. This two-handed battle axe is heavy enough that you cant
wield it with one hand. The head may have one blade or two, and may
be bearded (meaning hooked or trailing at the bottom) to increase
cleaving power and help pull down enemy shields. The haft is usually 3
to 4 feet long.
Greatsword. This immense two-handed sword is about 5 feet in length.
A greatsword may have a dulled lower blade that can be gripped.
Handaxe. This one-handed axe is short (roughly 1 foot long) and
designed for use with one hand. Handaxes have a variety of alternative
names, including franciscas, tomahawks, and war hatchets. The axe can
also be thrown overhand, making one complete rotation in the air
before biting into the target with the axe head.
Javelin. A javelin is a thin throwing spear about 3 feet in length.
Longsword. This is a straight, two edged sword about 3-1/2 feet in
length with a hilt long enough to fit a second hand if necessary. The
guard is typically a simple cross but may have elaborate defenses.
Mace. A mace is made up of an ornate metal head attached to a simple
wooden or metal shaft. The maces head is usually flanged to cause
more pain or damage. Some more primitive maces are made with stone
bound to a wooden haft with leather straps.
Maul. This massive hammer has a large, flat metal head attached to a
haft roughly 3-4 feet in length, and requires two hands to properly lift
and control. The combination of a long swinging range, and heavy head,
increase the force of the resulting impact allowing for crushing blows
more devastating than those of lesser hammers.
Rapier. A rapier is a slender, sharply pointed sword, ideally used for
thrusting attacks. The sword is overall about 3-1/2 feet in length, and
typically have complex, sweeping hilts designed to protect the hand
wielding the sword.

Longbow. At almost 5 feet in height, this bow allows its user a fairly
long draw, at least to the jaw. A longbow is made up of one solid piece
of carefully curved wood, typically yew, but other woods are also used.
Each time you attack with the bow, you expend one arrow. Drawing an
arrow from a quiver, case, or other container is part of the attack.
Shortbow. A shortbow is made up of a single piece of wood about 3
feet in length. Extra material such as horn nocks on the ends, or builtup handles are sometimes used. Each time you attack with the bow, you
expend one arrow. Drawing an arrow from a quiver, case, or other
container is part of the attack.
Arrows. An arrow is a shafted projectile that is shot with a bow.
Arrows usually consist of a shaft with an arrowhead on the front end,
and with feather fletchings and a nock at the other. Some arrows may
simply use a sharpened tip of the solid shaft, but it is far more common
for separate arrowheads to be made, usually from metal, horn, or some
other hard material. At the end of the battle, you can recover half your
expended arrows by taking a minute to search the battlefield.

CLOTHING

Common Clothes. This set of clothes consists of boots, a wool skirt or


breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an
ample cloak with a hood.
Fine Clothes. This outfit includes tailored clothes in whatever fashion
happens to be current in noble courts of that region. Precious metals
and gems are sometimes worked into the clothing, along with elaborate
embroidery, and some outfits may contain impractical concessions to
high fashion.

TOOLS AND KITS

Carpenters Tools. These special tools include the items needed to


pursue carpentry. Most sets include a hand saw, hammer, nails, file, and
wedge. Proficiency with these tools lets you add your proficiency bonus
to any ability checks you make using the tools in your craft.
Deck of Playing Cards. Playing cards range from block-printed symbols
on thick paper to elaborate, hand-painted works of art on waxed vellum,
ivory, wood, or even metal. If you are proficient with playing cards, you
can add your proficiency bonus to ability checks you make to play a
game with them.
Dice Set. Dice can come in many shapes, but the most common are
cubes. They are crafted from a variety of materialsfrom wood to ivory,
and even stone. If you are proficient with dice, you can add your
proficiency bonus to ability checks you make to play a game with them.
Masons Tools. These special tools include the items needed to pursue
masonry. Most sets include a mallet, chisel, and similar items.
Proficiency with these tools lets you add your proficiency bonus to any
ability checks you make using the tools in your craft.
Thieves Tools. This set of tools includes a small file, a set of lock
picks, a small mirror mounted on a metal handle, a set of narrowbladed scissors, and a pair of pliers. Proficiency with these tools lets you
add your proficiency bonus to any ability checks you make to disarm
traps or open locks.
Woodcarvers Tools. These special tools include the items needed to
pursue woodcarving. Most sets include a variety of whittling knives, a
number of files, and a small hand saw. Proficiency with these tools lets
you add your proficiency bonus to any ability checks you make using
the tools in your craft.

COMMON GEAR

Backpack. This leather pack is carried on the back and has straps to
secure it. It can hold up to 1 cubic foot of material.
Bedroll. Adventurers often dont know where theyre going to sleep. A
bedroll is bedding and a blanket thin enough to be rolled up and tied.
Blanket. A heavy blanket perfect for keeping warm or to deaden the
sound of breaking glass.
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 in
the Utilitarian Items section).
Rations. Rations consist of dry foods suitable for extended travel,
including jerky, dried fruit, hardtack, and nuts.
Rope, Hempen. This is 50-foot length of hemp rope has 2 hit points
and can be burst with a DC 17 Strength check.
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 torchor anything else with abundant, exposed fueltakes 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.
Waterskin. A leather pouch with a narrow neck used for holding water
or wine, a waterskin can hold up to 1 gallon of water.

UTILITARIAN ITEMS

Bell. This small handbell can produce only one loud note.
Candle. For 1 hour, a candle sheds bright light in a 5-foot radius and
dim light for an additional 5 feet.
Crowbar. Using a crowbar grants advantage to Strength checks where
the crowbars leverage can be applied.
Hammer. A small, general-purpose hammer for driving nails and
pitons. If a hammer is used in combat, treat it as a one-handed
improvised weapon that deals 1d3 bludgeoning damage.
Ink, Bottle. This vial contains 1 ounce of ink. Ink in colors other than
black costs twice as much.
Ink Pen. This is a wooden stylus with a metal tip that retains a small
amount of ink after you dip it in a vial of ink.
Iron Pot. This 8-inch-diameter iron pot is sturdy and has feet, a lid, and
a rounded handle. It can hold enough stew to feed one hungry human
for one meal.
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.
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. Parchment. These
sheets of thin, treated animal skin are a durable writing surface and
suitable for making magic scrolls.
Piton. A piton is an iron spike with a loop or ring on the end so you
can tie a rope to it.
Shovel. This tool lets you dig a pit at a rate of 2 cubic feet per minute.
If a shovel is used in combat, treat it as a one-handed improvised
weapon that deals bludgeoning damage equal to that of a club of its
size.
Small Knife. This is a small, semi-sharp knife used for minor tasks.
If it is used in combat, treat it as a one-handed improvised weapon that
deals 1 piercing damage.
Spell Component Pouch. A spell 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 spells description).
Spellbook. Essential for wizards, a spellbook is a leather-bound tome
with 100 blank vellum pages suitable for recording spells.

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