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Tables, lists, tokens, and scenery for Dungeons and Dragons 5th Edition.

Equipment

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Mundane (non-magical) equipment can be purchased in most settlements of sufficient size.

Armor

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Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells.

Light Armor

Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class. Light armor takes 1 minute to don or doff.

Light Armor Cost Weight Description
Padded armor 5 gp 8 lb Armor Class = 11 + Dexterity modifier. Disadvantage on Dexterity (Stealth) checks. Padded armor consists of quilted layers of cloth and batting.
Leather armor 10 gp 10 lb Armor Class = 11 + Dexterity modifier. 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.
Studded leather armor 45 gp 13 lb Armor Class = 12 + Dexterity modifier. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

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Medium Armor

Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class. Medium armor takes 5 minutes to don and 1 minute to doff.

Medium Armor Cost Weight Description
Hide armor 10 gp 12 lb Armor Class = 12 + Dex modifier (max 2). This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
Chain shirt armor 50 gp 20 lb Armor Class = 13 + Dex modifier (max 2). Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
Scale mail armor 50 gp 45 lb Armor Class = 14 + Dex modifier (max 2). Disadvantage on Dexterity (Stealth) checks. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Breastplate armor 400 gp 20 lb Armor Class = 14 + Dex modifier (max 2). This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered.
Half plate armor 750 gp 40 lb Armor Class = 15 + Dex modifier (max 2). Disadvantage on Dexterity (Stealth) checks. Half plate armor consists of shaped metal plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves that are attached with leather straps.

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Heavy Armor

Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative. Heavy armor takes 10 minutes to don and 5 minutes to doff. Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If an armor has a Strength requirement, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.

Heavy Armor Cost Weight Description
Ring mail armor 30 gp 40 lb Armor Class = 14. Disadvantage on Dexterity (Stealth) checks. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it’s usually worn only by those who can’t afford better armor.
Chain mail armor 75 gp 55 lb Armor Class = 16. Disadvantage on Dexterity (Stealth) checks. Requires a Strength score of 13. 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.
Splint armor 200 gp 60 lb Armor Class = 17. Disadvantage on Dexterity (Stealth) checks. Requires a Strength score of 15. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
Plate armor 1,500 gp 65 lb Armor Class = 18. Disadvantage on Dexterity (Stealth) checks. Requires a Strength score of 15. Plate armor consists of shaped, interlocking metal plates to cover the entire body. A suit of plate armor includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

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Shield

Many warriors supplement their armor with a shield. A shield takes 1 action to don or doff.

Shield Cost Weight Description
Shield 10 gp 6 lb Wielding a shield increases your Armor Class by 2. A shield is made from wood or metal and is carried in one hand. You can benefit from only one shield at a time.

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Weapons

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Simple Melee Weapons

Simple Melee Weapon Cost Weight Damage Properties
Club 1 sp 2 lb 1d4 bludgeoning Light
Dagger 2 gp 1 lb 1d4 piercing Finesse, light, thrown (range 20/60 ft)
Greatclub 2 sp 10 lb 1d8 bludgeoning Two-handed
Handaxe 5 gp 2 lb 1d6 slashing Light, thrown (range 20/60 ft)
Javelin 5 sp 2 lb 1d6 piercing Thrown (range 30/120 ft)
Light hammer 2 gp 2 lb 1d4 bludgeoning Light, thrown (range 20/60 ft)
Mace 5 gp 4 lb 1d6 bludgeoning
Quarterstaff 2 sp 4 lb 1d6 bludgeoning Versatile (1d8)
Sickle 1 gp 2 lb 1d4 slashing Light
Spear 1 gp 3 lb 1d6 piercing Thrown (range 20/60 ft), versatile (1d8)

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Martial Melee Weapons

Martial Melee Weapon Cost Weight Damage Properties
Battleaxe 10 gp 4 lb 1d8 slashing Versatile (1d10)
Flail 10 gp 2 lb 1d8 bludgeoning
Glaive 20 gp 6 lb 1d10 slashing Heavy, reach, two-handed
Greataxe 30 gp 7 lb 1d12 slashing Heavy, two-handed
Greatsword 50 gp 6 lb 2d6 slashing Heavy, two-handed
Halberd 20 gp 6 lb 1d10 slashing Heavy, reach, two-handed
Lance 10 gp 6 lb 1d12 piercing Reach, special (lance)
Longsword 15 gp 3 lb 1d8 slashing Versatile (1d10)
Maul 10 gp 10 lb 2d6 bludgeoning Heavy, two-handed
Morningstar 15 gp 4 lb 1d8 piercing
Pike 5 gp 18 lb 1d10 piercing Heavy, reach, two-handed
Rapier 25 gp 2 lb 1d8 piercing Finesse
Scimitar 25 gp 3 lb 1d6 slashing Finesse, light
Shortsword 10 gp 2 lb 1d6 piercing Finesse, light
Trident 5 gp 4 lb 1d6 piercing Thrown (range 20/60 ft), versatile (1d8)
War pick 5 gp 2 lb 1d8 piercing
Warhammer 15 gp 2 lb 1d8 bludgeoning Versatile (1d10)
Whip 2 gp 3 lb 1d4 slashing Finesse, reach

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Simple Ranged Weapons

Simple Ranged Weapon Cost Weight Damage Properties
Dart 5 cp ¼ lb 1d4 piercing Finesse, thrown (range 20/60 ft)
Light crossbow 25 gp 5 lb 1d8 piercing Ammunition (range 80/320 ft), loading, two-handed
Shortbow 25 gp 2 lb 1d6 piercing Ammunition (range 80/320 ft), two-handed
Sling 1 sp 1d4 bludgeoning Ammunition (range 30/120 ft)

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Martial Ranged Weapons

Martial Ranged Weapon Cost Weight Damage Properties
Blowgun 10 gp 1 lb 1 piercing Ammunition (range 25/100 ft), loading
Hand crossbow 75 gp 3 lb 1d6 piercing Ammunition (range 30/120 ft), light, loading
Heavy crossbow 50 gp 18 lb 1d10 piercing Ammunition (range 100/400 ft), heavy, loading, two-handed
Longbow 50 gp 2 lb 1d8 piercing Ammunition (range 150/600 ft), heavy, two-handed
Net 1 gp 3 lb Special (net), thrown (range 5/15 ft)

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Firearms

Firearm Cost Weight Damage Properties
Pistol 250 gp 3 lb 1d10 piercing Ammunition (range 30/90 ft), loading
Musket 500 gp 10 lb 1d12 piercing Ammunition (range 40/120 ft), loading, two-handed

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Gear

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Ammunition

Ammunition Cost Weight
Arrows (20) 1 gp 1 lb
Blowgun needles (50) 1 gp 1 lb
Crossbow bolt case (holds 20 crossbow bolts) 1 gp 1 lb
Crossbow bolts (20) 1 gp 1½ lb
Firearm bullets (10) 3 gp 2 lb
Pouch (holds 50 blowgun needles) 5 sp 1 lb
Pouch (holds 10 firearm bullets) 5 sp 1 lb
Pouch (holds 20 sling bullets) 5 sp 1 lb
Quiver (holds 20 arrows) 1 gp 1 lb
Sling bullets (20) 4 cp 1½ lb

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Spellcasting Gear

Spellcasting Gear Cost Weight
Amulet (holy symbol) 5 gp 1 lb
Component pouch 25 gp 2 lb
Crystal (arcane focus) 10 gp 1 lb
Emblem (holy symbol) 5 gp
Orb (arcane focus) 20 gp 3 lb
Reliquary (holy symbol) 5 gp 2 lb
Rod (arcane focus) 10 gp 2 lb
Spellbook 50 gp 3 lb
Sprig of mistletoe (druidic focus) 1 gp
Staff (arcane focus) 5 gp 4 lb
Totem (druidic focus) 1 gp
Wand (arcane focus) 10 gp 1 lb
Wooden staff (druidic focus) 5 gp 4 lb
Yew wand (druidic focus) 10 gp 1 lb

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Consumable Gear

Consumable Gear Cost Weight
Acid (vial) 25 gp 1 lb
Alchemist’s fire (flask) 50 gp 1 lb
Antitoxin (vial) 50 gp
Ball bearings (bag of 1,000) 1 gp 2 lb
Basic poison (vial) 100 gp
Caltrops (bag of 20) 1 gp 2 lb
Candle 1 cp
Gunpowder bomb 150 gp 1 lb
Gunpowder keg 250 gp 20 lb
Gunpowder powder horn 35 gp 2 lb
Holy water (flask) 25 gp 1 lb
Oil (flask) 1 sp 1 lb
Potion of healing 50 gp ½ lb
Rations (1 day) 5 sp 2 lb
Torch 1 cp 1 lb

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Permanent Gear

Permanent Gear Cost Weight
Abacus 2 gp 2 lb
Backpack 2 gp 5 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
Bucket 5 cp 2 lb
Bullseye lantern 10 gp 2 lb
Case (holds a map or scroll) 1 gp 1 lb
Chain (10 ft) 5 gp 10 lb
Chalk (1 piece) 1 cp
Chest 5 gp 25 lb
Climber’s kit 25 gp 12 lb
Common clothes 5 sp 3 lb
Costume 5 gp 4 lb
Crowbar 2 gp 5 lb
Fine clothes 15 gp 6 lb
Fishing tackle 1 gp 4 lb
Flask 2 cp 1 lb
Glass bottle 2 gp 2 lb
Grappling hook 2 gp 4 lb
Hammer 1 gp 3 lb
Healer’s kit 5 gp 3 lb
Hempen rope (50 ft) 1 gp 10 lb
Hooded lantern 5 gp 2 lb
Hourglass 25 gp 1 lb
Hunting trap 5 gp 25 lb
Ink (1 ounce bottle) 10 gp
Ink pen 2 cp
Iron pot 2 gp 10 lb
Iron spikes (10) 1 gp 5 lb
Jug 2 cp 4 lb
Ladder (10 ft) 1 sp 25 lb
Lamp 5 sp 1 lb
Lock 10 gp 1 lb
Magnifying glass 100 gp
Manacles 2 gp 6 lb
Merchant’s scale 5 gp 3 lb
Mess kit 2 sp 1 lb
Miner’s pick 2 gp 10 lb
Paper (1 sheet) 2 sp
Parchment (1 sheet) 1 sp
Perfume (vial) 5 gp
Pitcher 2 cp 4 lb
Piton 5 cp ¼ lb
Pole (10 ft) 5 cp 7 lb
Portable ram 4 gp 35 lb
Pouch 5 sp 1 lb
Robes 1 gp 4 lb
Sack 1 cp ½ lb
Sealing wax 5 sp
Shovel 2 gp 5 lb
Signal whistle 5 cp
Signet ring 5 gp
Silk rope (50 ft) 10 gp 5 lb
Sledgehammer 2 gp 10 lb
Soap 2 cp
Spyglass 1,000 gp 1 lb
Steel mirror 5 gp ½ lb
Tankard 2 cp 1 lb
Tent (2 persons) 2 gp 20 lb
Tinderbox 5 sp 1 lb
Traveler’s clothes 2 gp 4 lb
Vial 1 gp
Waterskin (full) 2 sp 5 lb
Whetstone 1 cp 1 lb

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Tools

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Artisan’s Tools

Artisan’s Tool Cost Weight
Alchemist’s supplies 50 gp 8 lb
Brewer’s supplies 20 gp 9 lb
Calligrapher’s supplies 10 gp 5 lb
Carpenter’s tools 8 gp 6 lb
Cartographer’s tools 15 gp 6 lb
Cobbler’s tools 5 gp 5 lb
Cook’s utensils 1 gp 8 lb
Glassblower’s tools 30 gp 5 lb
Jeweler’s tools 25 gp 2 lb
Leatherworker’s tools 5 gp 5 lb
Mason’s tools 10 gp 8 lb
Painter’s supplies 10 gp 5 lb
Potter’s tools 10 gp 3 lb
Smith’s tools 20 gp 8 lb
Tinker’s tools 50 gp 10 lb
Weaver’s tools 1 gp 5 lb
Woodcarver’s tools 1 gp 5 lb

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Gaming Sets

Gaming Set Cost Weight
Dice set 1 sp
Dragonchess set 1 gp ½ lb
Playing card set 5 sp
Three-Dragon Ante set 1 gp

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Musical Instruments

Musical Instrument Cost Weight
Bagpipes 30 gp 6 lb
Drum 6 gp 3 lb
Dulcimer 25 gp 10 lb
Flute 2 gp 1 lb
Lute 35 gp 2 lb
Lyre 30 gp 2 lb
Horn 3 gp 2 lb
Pan flute 12 gp 2 lb
Shawm 2 gp 1 lb
Viol 30 gp 1 lb

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Miscellaneous Tools

Miscellaneous Tool Cost Weight
Disguise kit 25 gp 3 lb
Forgery kit 15 gp 5 lb
Herbalism kit 5 gp 3 lb
Land vehicles
Navigator’s tools 25 gp 2 lb
Poisoner’s kit 50 gp 2 lb
Thieves’ tools 25 gp 1 lb
Water vehicles

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Poisons

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Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures. Poison is generally stored in a vial (1 gp, 0 lb) such that each vial contains one dose of the poison.

Contact Poisons

Contact poison can be smeared on an object and remains potent until it is touched or washed off. Applying the poison takes an action. A creature that touches contact poison with exposed skin suffers its effects.

Contact Poison Cost Description
Carrion crawler mucus 200 gp This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Oil of Taggit 400 gp A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.

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Ingested Poisons

A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. Applying the poison to food or a liquid takes an action. The Dungeon Master may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

Ingested Poison Cost Description
Assassin’s blood poison 150 gp A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 1d12 poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.
Truth serum 150 gp A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a Zone of Truth spell.
Pale tincture poison 250 gp A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 1d6 poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 1d6 poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.
Torpor poison 600 gp A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.
Midnight tears poison 1,500 gp A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 9d6 poison damage on a failed save, or half as much damage on a successful one.

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Inhaled Poisons

These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Releasing the poison takes an action. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.

Inhaled Poison Cost Description
Malice poison 250 gp A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.
Essence of ether 300 gp A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Burnt othur fumes 500 gp A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 3d6 poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 1d6 poison damage. After three successful saves, the poison ends.

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Injury Poisons

Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. Applying the poison takes an action. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. One vial of injury poison can be used to coat one slashing or piercing weapon, one trap component, or one piece of ammunition.

Injury Poison Cost Description
Basic poison 100 gp You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
Serpent venom 200 gp This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one.
Drow poison 200 gp This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Wyvern poison 1,200 gp This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 7d6 poison damage on a failed save, or half as much damage on a successful one.
Purple worm poison 2,000 gp This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 12d6 poison damage on a failed save, or half as much damage on a successful one.

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