Equipment

Weapons

Weapon Table
Weapon
Damage
Weight
Properties
Simple Melee Weapons
Club1d4 bludgeoning2 lb.
Dagger1d4 piercing1 lb.Finesse, light, thrown (range 20/60 ft.)
Greatclub1d8 bludgeoning10 lb.Two-handed
Handaxe1d6 slashing2 lb.Light, thrown (range 20/60 ft.)
Javelin1d6 piercing2 lb.Thrown (range 30/120 ft.)
Light hammer1d4 bludgeoning2 lb.Light, thrown (range 20/60 ft.)
Mace1d6 bludgeoning4 lb.
Quarterstaff1d6 bludgeoning4 lb.Versatile (1d8)
Sickle1d4 slashing2 lb.Light
Spear1d6 piercing3 lb.Thrown (range 20/60 ft.), versatile (1d8)
Simple Ranged Weapons
Light crossbow1d8 piercing5 lb.Ammunition (range 80/320 ft.), loading, two-handed
Dart1d4 piercing1/4 lb.Finesse, light, thrown (range 20/60 ft.)
Shortbow1d6 piercing2 lb.Ammunition (range 80/320 ft.), two-handed
Sling1d4 bludgeoning1/4 lb.Ammunition (range 30/120 ft.)
Martial Melee Weapons
Battleaxe1d8 slashing4 lb.Versatile (1d10)
Flail1d8 bludgeoning2 lb.Special
Glaive1d10 slashing6 lb.Heavy, reach, two-handed
Greataxe1d12 bludgeoning or slashing7 lb.Heavy, two-handed
Greatsword2d6 piercing or slashing6 lb.Heavy, two-handed
Halberd1d10 bludgeoning or slashing6 lb.Heavy, reach, two-handed
Lance1d12 piercing6 lb.Reach, special
Longsword1d8 piercing or slashing3 lb.Versatile (1d10)
Maul2d6 bludgeoning10 lb.Heavy, two-handed
Morningstar1d8 bludgeoning4 lb.
Pike1d10 piercing18 lb.Heavy, reach, two-handed
Rapier1d8 slashing or piercing2 lb.Finesse
Scimitar1d6 slashing3 lb.Finesse, light
Shortsword1d6 piercing2 lb.Finesse, light
Trident1d6 piercing4 lb.Thrown (range 20/60 ft.), versatile (1d8)
War pick1d8 piercing2 lb.Special
Warhammer1d8 bludgeoning2 lb.Versatile (1d10)
Whip1d4 slashing3 lb.Finesse, reach
Martial Ranged Weapons
Blowgun1 piercing1 lb.Ammunition (range 25/100 ft.), loading
Hand crossbow1d6 piercing3 lb.Ammunition (range 20/60 ft.), light, loading
Heavy crossbow1d10 piercing18 lb.Ammunition (range 100/400 ft.), heavy, loading, two-handed
Longbow1d8 piercing2 lb.Ammunition (range 120/600 ft.), heavy, two-handed
Net3 lb.Special, thrown (5/15 ft.)

Special Weapons

Weapons with the Special tag have unique rules governing their usage. The specific rules of each special weapon are detailed below:
Flail. Attacks made with a flail ignore the AC bonus granted by a shield.
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 a standard action, minor action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
War pick. Attacks made with a war pick against a creature wearing heavy armor deal +2 damage.

Armor

Armor Table
Armor
Armor Class (AC)
Strength
Stealth
Weight
Light Armor
Padded11 + DexDisadvantage8 lb.
Leather11 + Dex10 lb.
Studded leather12 + Dex13 lb.
Medium Armor
Hide12 + Dex (max 2)12 lb.
Chain shirt13 + Dex (max 2)20 lb.
Scale mail14 + Dex (max 2)Disadvantage45 lb.
Breastplate14 + Dex (max 2)20 lb.
Half plate15 + Dex (max 2)Disadvantage40 lb.
Heavy Armor
Ring mail14Disadvantage40 lb.
Chainmail16Disadvantage40 lb.
Splint17Str +1Disadvantage55 lb.
Plate18Str +2Disadvantage65 lb.
Shields
Shield+26 lb.

Adventuring Equipment

(6/6)
Item
Cost
Weight
Ball bearings (bag of 1,000)1 gp2 lb.
Caltrops (bag of 20)1 gp2 lb.
Disguise Kit25 gp3 lb.
Healer's Kit5 gp3 lb.
Oil (flask)1 sp1 lb.
Poisoner's Kit50 gp2 lb.