Armorer, City
Items
Adventuring Gear
- Arrows (20) (1 GP)
- Caltrops (20) (1 GP) - As an action, you can spread the caltrops from their pouch to a cover a 5-foot square area. A creature that enters the area must succeed on a DC 15 Dexterity saving throw or take 1 piercing damage and stop moving. A creature moving through the area at half speed does not need to make the save.
- Case, Crossbow Bolt (1 GP)
- Case, Map or Scroll (1 GP)
- Compass (10 GP)
- Crossbow Bolts (20) (1 GP)
- Map (10 GP)
- Quiver (1 GP)
- Saddle, Military (20 GP) - Grants advantage on any check to remain mounted.
- Saddlebags (4 GP)
- Signal Whistle (5 SP)
- Spyglass (1000 GP)
- Whetstone (1 SP) - You can spend 10 minutes sharpening a single slashing or piercing weapon or up to five pieces of ammunition. If you do, the the weapon or ammunition gains a +1 bonus to attack damage for the next 8 hours. A slashing or piercing weapon also losses the +1 attack damage bonus after you make 3 successful attacks with the weapon.
- Leather (10 GP) - 11 + DEX
- Studded Leather (45 GP) - 12 + DEX
- Chain Shirt (50 GP) - 13 + DEX (Max 2)
- Scale Mail (50 GP) - 14 + DEX (Max 2) (Stealth Disadvantage)
- Breastplate (400 GP) - 14 + DEX (Max 2)
- Half Plate (750 GP) - 15 + DEX (Max 2) (Stealth Disadvantage)
- Ring Mail (30 GP) - 14 (Stealth Disadvantage)
- Chain Mail (75 GP) - 16 (STR 13) (Stealth Disadvantage)
- Splint (200 GP) - 17 (STR 15) (Stealth Disadvantage)
- Plate (1500 GP) - 18 (STR 15) (Stealth Disadvantage)
- Shield, Light (5 GP) - +1
- Shield, Medium (10 GP) - +2
- Shield, Heavy (50 GP) - +3 (STR 15) (Stealth Disadvantage)
- Dagger (2 GP) - 1d4 Piercing - Finesse, Light, Thrown (20/60)
- Handaxe (5 GP) - 1d6 Slashing - Light, Thrown (20/60)
- Light Hammer (2 GP) - 1d4 Bludgeoning - Light, Thrown (20/60)
- Mace (5 GP) - 1d6 Bludgeoning
- Spear (1 GP) - 1d6 Piercing - Thrown (20/60), Versatile (1d8)
- Battleaxe (10 GP) - 1d8 Slashing - Versatile (1d10)
- Flail (10 GP) - 1d8 Bludgeoning
- Greataxe (30 GP) - 1d12 Slashing - Two-handed
- Greatsword (50 GP) - 2d6 Slashing - Two-handed
- Halberd (20 GP) - 1d10 Slashing - Reach, Two-handed
- Longsword (15 GP) - 1d8 Slashing - Versatile (1d10)
- Maul (10 GP) - 2d6 Bludgeoning - Two-handed
- Morningstar (15 GP) - 1d8 Piercing
- Pike (5 GP) - 1d10 Piercing - Reach, Two-handed
- Scimitar (25 GP) - 1d6 Slashing - Finesse, Light
- Shortsword (10 GP) - 1d6 Piercing - Finesse, Light
- Trident (5 GP) - 1d6 Piercing - Thrown (20/60), Versatile (1d8)
- Warhammer (15 GP) - 1d8 Bludgeoning - Versatile (1d10)
- Dart (5 CP) - 1d4 Piercing - Finesse, Thrown (20/60)
- Light Crossbow (25 GP) - 1d8 Piercing - Ammunition (80/320), Two-handed
- Shortbow (25 GP) - 1d6 Piercing - Ammunition (80/320), Two-handed
- Hand Crossbow (75 GP) - 1d6 Piercing - Ammunition (30/120), Light
- Heavy Crossbow (50 GP) - 1d10 Piercing - Ammunition (100/400), Two-handed
- Longbow (50 GP) - 1d8 Piercing - Ammunition (150/600), Two-handed
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