Equipment (5E): Difference between revisions

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|Pot, iron ||data-sort-value="2"|2 gp ||data-sort-value="10"|10 lb.
|Pot, iron ||data-sort-value="2"|2 gp ||data-sort-value="10"|10 lb.
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|''Potion of healing'' ||data-sort-value="50"|50 gp ||data-sort-value="0.5"|½ lb.
|''Potion of healing'' <small>(2d4+2)</small> ||data-sort-value="50"|50 gp ||data-sort-value="0.5"|½ lb.
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|Pouch ||data-sort-value="0.5"|5 sp ||data-sort-value="1"|1 lb.
|Pouch ||data-sort-value="0.5"|5 sp ||data-sort-value="1"|1 lb.
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====Gaming set====
====Gaming set====
<div style="overflow:auto;">
{{hatnote|''Xanathar’s Guide to Everything'' (p.81)}}
{| class="d20 aside"
{| class="d20 aside"
!Activity  !!DC
!Activity  !!DC
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|Gain insight into an Opponent’s personality  ||15
|Gain insight into an Opponent’s personality  ||15
|}
|}
:<sup>''Xanathar’s Guide to Everything'' (p.81)</sup>
Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.
Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.


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'''''Sleight of Hand:''''' Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pick-pocketing attempt.
'''''Sleight of Hand:''''' Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pick-pocketing attempt.
</div>


====Herbalism kit====
====Herbalism kit====
<div style="overflow:auto;">
{{hatnote|''Xanathar’s Guide to Everything'' (p.82)}}
{| class="d20 aside"
{| class="d20 aside"
!Activity  !!DC
!Activity  !!DC
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|Identify poison  ||20
|Identify poison  ||20
|}
|}
:<sup>''Xanathar’s Guide to Everything'' (p.82)</sup>
Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.
Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.


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'''''Identify plants:''''' You can identify most plants with a quick inspection of their appearance and smell.
'''''Identify plants:''''' You can identify most plants with a quick inspection of their appearance and smell.
</div>


====Musical instruments====
====Musical instruments====
<div style="overflow:auto;">
{{hatnote|''Xanathar’s Guide to Everything'' (p.83)}}
{| class="d20 aside"
{| class="d20 aside"
!Activity  !!DC
!Activity  !!DC
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|Improvise a tune  ||20
|Improvise a tune  ||20
|}
|}
:<sup>''Xanathar’s Guide to Everything'' (p.83)</sup>
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.


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'''''Compose a tune:''''' As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
'''''Compose a tune:''''' As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
</div>


====Woodcarver’s tools====
====Woodcarver’s tools====
<div style="overflow:auto;">
{{hatnote|''Xanathar’s Guide to Everything'' (p.85)}}
{| class="d20 aside"
{| class="d20 aside"
|+Woodcarver’s tools{{ref|XGE|85}}
|-
!Activity !!DC
!Activity !!DC
|-
|-
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<ins>'''''Note'':''' Characters with a specific connection to archery—those with ''elf weapon training'' or the ''archery'' fighting style, clerics of a god of archery, ''Arcane Archers'', etc.—may use woodcarver’s tools as a ''bowyer/fletcher'' (proficient in crafting, and examining, bows and arrows) even if they are otherwise not proficient in woodcarving.</ins>
<ins>'''''Note'':''' Characters with a specific connection to archery—those with ''elf weapon training'' or the ''archery'' fighting style, clerics of a god of archery, ''Arcane Archers'', etc.—may use woodcarver’s tools as a ''bowyer/fletcher'' (proficient in crafting, and examining, bows and arrows) even if they are otherwise not proficient in woodcarving.</ins>
 
</div>
 


[[Category:D&D equipment]]
[[Category:D&D equipment]]
[[category:5E equipment]]
[[category:5E equipment]]

Revision as of 11:04, 12 August 2018

Coinage

Standard exchange rates
Coin cp sp ep gp pp
Copper (cp) 1 ‌1⁄10 ‌1⁄50 ‌1⁄100 ‌1⁄1,000
Silver (sp) 10 1 ‌1⁄5 ‌1⁄10 ‌1⁄100
Electrum (ep) 50 5 1 ‌1⁄2 ‌1⁄20
Cold (gp) 100 10 2 1 ‌1⁄10
Platinum (pp) 1,000 100 20 10 1

Armor & Shields

Weapons

Weapon properties

Ammunition
You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.
Finesse
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Heavy
Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Loading
Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Reach
This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Special
A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Two-Handed
This weapon requires two hands when you attack with it.
Versatile
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Adamantine weapons

Xanathar’s Guide to Everything (p.78)

Adamantine is an ultrahard metal found in meteorites and extraordinary mineral veins. In addition to being used to craft adamantine armor, the metal is also used for weapons.

Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.

The adamantine version of a melee weapon or of ten pieces of ammunition costs 500 gp more than the normal version, whether the weapon or ammunition is made of the metal or coated with it.

Silvered weapons

Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.

Special Weapons

Racial Weapons thread at En World forum.

Weapon Cost Damage Weight Properties
Elven crescent blade 80 gp 2d6 slashing 6 lb. heavy, two-handed, special
Elven lightblade 50 gp 1d6 piercing 1 lb. Finesse, Light, special
Elven thinblade 100 gp 1d8 piercing 1 lb. Finesse, special
Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed

Dwarven urgrosh:(PAB) One head of this weapon ends in a spear and the other end is an axe. Originally used exclusively for mining, these weapons were adapted to combat creatures in the Underdark. If you have the Dual Wielder feat, the Exotic Weapon Master feat, or the Two-Weapon Fighting style, you can wield a dwarven urgrosh as a one-handed spear and a one-handed battleaxe. It gains the light property when wielded in this way.

Elven crescent blade:(PAB) This long, almost moon-shaped blade allows a proper wielder unsurpassed flexibility in battle. If you have the Exotic Weapon Master feat, the elven crescent blade gains the finesse property.

Elven lightblade:(D&Dwiki) The elven lightblade has the weight and and finesse of a dagger, but the length and strength of a shortsword. Its thin, flexible blade slips easily into the seams of armor, or between the ribs of an enemy. In elven cultures, a decorated lightblade is often used as a badge of office. You are proficient with elven lightblades if you have Elven Weapon Training, or the Elven blade master feat.

Elven thinblade:(D&Dwiki) The elven thinblade has the fine blade and needle-like point of a rapier, but the length and strength of a longsword. Its thin, flexible blade slips easily into the seams of armor, or between the ribs of an enemy. You are proficient with elven thinblades if you have Elven Weapon Training, or the Elven blade master feat.

Great bow:(PAB) This 6-foot tall bow is made of elm rather than yew or ash, making it astonishingly stiff, large and strong, and equally capable of use for long and short shooting. You can use a bonus action to steady yourself. While you are steadied, your attacks with the great bow deal 2d6 piercing damage. You are no longer steadied if you move.

Lance: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.

Net: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

Spiked chain:(PAB) A length of spiked chain is between 6 and 8-feet long with wicked barbs welded onto one end. If you have the Dual-Wielder feat, the Exotic Weapon Master feat, or the Two-Weapon Fighting style, you can wield a spiked chain as two one-handed, light weapons that each deal 1d6 piercing damage. The spiked chain loses the reach property when wielded in this way.

War scythe:(PAB) Fashioned to resemble the threshing implement but modified for battle, the war scythe can be a deadly weapon in the right hands. You can’t wield a war scythe in one hand. If you have the Exotic Weapon Master feat, you can wield the war scythe as a war pick. It gains the versatile (d10) property when wielded in this way. When you take the Attack action, you can attempt the Trip Attack combat manuever (DC 8 + your proficiency bonus + your Strength modifier) against a creature as one of your attacks.

Adventuring Gear

Item Cost Weight
Abacus 2 gp 2 lb.
Acid (vial) 25 gp 1 lb.
Alchemist’s fire (flask) 50 gp 1 lb.
Ammunition – –
Arrows (20) 1 gp 1 lb.
Blowgun needles (50) 1 gp 1 lb.
Crossbow bolts (20) 1 gp 1½ lb.
Sling bullets (20) 4 cp ½ lb.
Antitoxin (vial) 50 gp —
focus arcane Crystal 10 gp 1 lb.
focus arcane Orb 20 gp 3 lb.
focus arcane Rod 10 gp 2 lb.
focus arcane Staff 5 gp 4 lb.
focus arcane Wand 10 gp 1 lb.
Backpack 2 gp 5 lb.
Ball bearings (bag of 1,000) 1 gp 2 lb.
Barrel 2 gp 70 lb.
Basket 4 sp 2 lb.
Bedroll 1 gp 7 lb.
Bell 1 gp —
Blanket 5 sp 3 lb.
Block and tackle 1 gp 5 lb.
Book 25 gp 5 lb.
Bottle, glass 2 gp 2 lb.
Bucket 5 cp 2 lb.
Caltrops (bag of 20) 1 gp 2 lb.
Candle 1 cp —
Case, crossbow bolt 1 gp 1 lb.
Case, map or scroll 1 gp 1 lb.
Chain (10 feet) 5 gp 10 lb.
Chalk (1 piece) 1 cp —
Chest 5 gp 25 lb.
Climber’s kit 25 gp 12 lb.
Clothes, common 5 sp 3 lb.
Clothes, costume 5 gp 4 lb.
Clothes, fine 15 gp 6 lb.
Clothes, traveler’s 2 gp 4 lb.
Component pouch 25 gp 2 lb.
Crowbar 2 gp 5 lb.
focus druidic Sprig of mistletoe 1 gp —
focus druidic Totem 1 gp —
focus druidic Staff, wooden 5 gp 4 lb.
focus druidic Wand, yew 10 gp 1 lb.
Fishing tackle 1 gp 4 lb.
Flask or tankard 2 cp 1 lb.
Grappling hook 2 gp 4 lb.
Hammer 1 gp 3 lb.
Hammer, sledge 2 gp 10 lb.
Healer’s kit 5 gp 3 lb.
holy symbol Amulet 5 gp 1 lb.
holy symbol Emblem 5 gp —
holy symbol Reliquary 5 gp 2 lb.
Holy water (flask) 25 gp 1 lb.
Hourglass 25 gp 1 lb.
Hunting trap 5 gp 25 lb.
Ink (1 ounce bottle) 10 gp —
Ink pen 2 cp —
Jug or pitcher 2 cp 4 lb.
Ladder (10-foot) 1 sp 25 lb.
Lamp 5 sp 1 lb.
Lantern, bullseye 10 gp 2 lb.
Lantern, hooded 5 gp 2 lb.
Lock 10 gp 1 lb.
Magnifying glass 100 gp —
Manacles 2 gp 6 lb.
Mess kit 2 sp 1 lb.
Mirror, steel 5 gp ½ lb.
Oil (flask) 1 sp 1 lb.
Paper (one sheet) 2 sp —
Parchment (one sheet) 1 sp —
Perfume (vial) 5 gp —
Pick, miner’s 2 gp 10 lb.
Piton 5 cp ¼ lb.
Poison, basic (vial) 100 gp —
Pole (10-foot) 5 cp 7 lb.
Pot, iron 2 gp 10 lb.
Potion of healing (2d4+2) 50 gp ½ lb.
Pouch 5 sp 1 lb.
Quiver 1 gp 1 lb.
Ram, portable 4 gp 35 lb.
Rations (1 day) 5 sp 2 lb.
Robes 1 gp 4 lb.
Rope, hempen (50 feet) 1 gp 10 lb.
Rope, silk (50 feet) 10 gp 5 lb.
Sack 1 cp ½ lb.
Scale, merchant’s 5 gp 3 lb.
Sealing wax 5 sp —
Shovel 2 gp 5 lb.
Signal whistle 5 cp —
Signet ring 5 gp —
Soap 2 cp —
Spellbook 50 gp 3 lb.
Spikes, iron (10) 1 gp 5 lb.
Spyglass 1,000 gp 1 lb.
Tent, two-person 2 gp 20 lb.
Tinderbox 5 sp 1 lb.
Torch 1 cp 1 lb.
Vial 1 gp —
Waterskin (full) 2 sp 5 lb.
Whetstone 1 cp 1 lb.

Equipment packs

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 your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.

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.

Monster Hunter’s pack (33 gp):(CS-209) Includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches.

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.

Tools and skills together

Xanathar’s Guide to Everything (p.78–85)

Gaming set

Xanathar’s Guide to Everything (p.81)

Activity DC
Catch a player cheating 15
Gain insight into an Opponent’s personality 15

Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.

Components: A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens.

History: Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.

Insight: Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.

Sleight of Hand: Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pick-pocketing attempt.

Herbalism kit

Xanathar’s Guide to Everything (p.82)

Activity DC
Find plants 15
Identify poison 20

Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.

Components: An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.

Arcana: Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.

Investigation: When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.

Medicine: Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.

Nature and survival: When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.

Identify plants: You can identify most plants with a quick inspection of their appearance and smell.

Musical instruments

Xanathar’s Guide to Everything (p.83)

Activity DC
Identify a tune 10
Improvise a tune 20

Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.

History: Your expertise aids you in recalling lore related to your instrument.

Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act.

Compose a tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.

Woodcarver’s tools

Xanathar’s Guide to Everything (p.85)

Activity DC
Craft a small wooden figurine 10
Carve an intricate pattern in wood 15

Woodcarver’s tools allow you to craft intricate objects from wood, such as wooden tokens or arrows.

Components: Woodcarver’s tools consist of a knife, a gouge, and a small saw.

Arcana, history: Your expertise lends you additional insight when you examine wooden objects, such as figurines or arrows.

Nature: Your knowledge of wooden objects gives you some added insight when you examine trees.

Repair: As part of a short rest, you can repair a single damaged wooden object.

Craft Arrows: As part of a short rest, you can craft up to five arrows. As part of a long rest, you can craft up to twenty. You must have enough wood on hand to produce them.

Note: Characters with a specific connection to archery—those with elf weapon training or the archery fighting style, clerics of a god of archery, Arcane Archers, etc.—may use woodcarver’s tools as a bowyer/fletcher (proficient in crafting, and examining, bows and arrows) even if they are otherwise not proficient in woodcarving.