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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.
Armor, Light
  • Leather (10 GP) - 11 + DEX
  • Studded Leather (45 GP) - 12 + DEX
Armor, Medium
  • 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)
Armor, Heavy
  • 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)
Shields
  • Shield, Light (5 GP) - +1
  • Shield, Medium (10 GP) - +2
  • Shield, Heavy (50 GP) - +3 (STR 15) (Stealth Disadvantage)
Weapons, Melee, Simple
  • 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)
Weapons, Melee, Martial
  • 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)
Weapons, Ranged, Simple
  • 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
Weapons, Ranged, Martial
  • 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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