Weapons And Armor🔗
Weapons🔗
Weapon | Cost (gp) | Weight (Coins) | Damage | Qualities |
---|---|---|---|---|
Battle axe | 7 | 50 | 1d8 | Melee, Slow, Two-handed |
Club | 3 | 50 | 1d4 | Blunt, Melee |
Crossbow | 30 | 50 | 1d6 | Missile (5’–80’ / 81’–160’ / 161’–240’), Reload, Slow, Two-handed |
Dagger | 3 | 10 | 1d4 | Melee, Missile (5’–10’ / 11’–20’ / 21’–30’) |
Hand axe | 4 | 30 | 1d6 | Melee, Missile (5’–10’ / 11’–20’ / 21’–30’) |
Holy water (vial) | 25 | - | 1d8 | Missile (5’–10’ / 11’–30’ / 31’–50’), Splash weapon |
Javelin | 1 | 20 | 1d4 | Missile (5’–30’ / 31’–60’ / 61’–90’) |
Lance | 5 | 120 | 1d6 | Charge, Melee |
Long bow | 40 | 30 | 1d6 | Missile (5’–70’ / 71’–140’ / 141’–210’), Two-handed |
Mace | 5 | 30 | 1d6 | Blunt, Melee |
Oil (flask), burning | 2 | - | 1d8 | Missile (5’–10’ / 11’–30’ / 31’–50’), Splash weapon |
Pole arm | 7 | 150 | 1d10 | Brace, Melee, Slow, Two-handed |
Short bow | 25 | 30 | 1d6 | Missile (5’–50’ / 51’–100’ / 101’–150’), Two-handed |
Short sword | 7 | 30 | 1d6 | Melee |
Silver dagger | 30 | 10 | 1d4 | Melee, Missile (5’–10’ / 11’–20’ / 21’–30’) |
Sling | 2 | 20 | 1d4 | Blunt, Missile (5’–40’ / 41’–80’ / 81’–160’) |
Spear | 3 | 30 | 1d6 | Brace, Melee, Missile (5’–20’ / 21’–40’ / 41’–60’) |
Staff | 2 | 40 | 1d4 | Blunt, Melee, Slow, Two-handed |
Sword | 10 | 60 | 1d8 | Melee |
Torch | 1 (for 6) | - | 1d4 | Melee |
Two-handed sword | 15 | 150 | 1d10 | Melee, Slow, Two-handed |
War hammer | 5 | 30 | 1d6 | Blunt, Melee |
Damage: Die rolled when using the optional rule for variable weapon damage (See ***Combat.
Weapon Qualities🔗
Blunt: May be used by clerics.
Brace: Bracing against the ground doubles damage against charging monsters.
Charge: On horseback, moving at least 60’ in a round and attacking doubles any damage done with a successful hit.
Melee: Close quarters weapon (5’ or less).
Missile: Thrown or fired weapon (greater than 5’ distance). The distances for short (+1 to hit), medium, and long (-1 to hit) range are shown in parentheses.
Reload (optional rule): Requires a round to reload between shots; can only be fired every second round.
Slow: The character acts last in each combat round (see Combat).
Splash weapon: On a successful attack, the container smashes and douses the target with the liquid. The listed damage is inflicted for two rounds, as the liquid drips off.
Two-handed: Requires both hands; the character cannot use a shield.
Ammunition🔗
Ammunition | Cost (gp) |
---|---|
Arrows (quiver of 20) | 5 |
Crossbow bolts (case of 30) | 10 |
Silver tipped arrow (1) | 5 |
Sling stones | Free |
Armor🔗
Armor | AC | Cost (gp) | Weight (Coins) |
---|---|---|---|
Leather | 7 [12] | 20 | 200 |
Chainmail | 5 [14] | 40 | 400 |
Plate mail | 3 [16] | 60 | 500 |
Shield | +1 bonus | 10 | 100 |
Encumbrance (Optional Rule)🔗
If the optional rules for encumbrance are used (see Encumbrance), armor and weapons carried are treated as follows.
Option 1: Basic Encumbrance🔗
Leather armor counts as light armor, chainmail and plate mail count as heavy armor.
Option 2: Detailed Encumbrance🔗
The listed weight of armor and weapons is tracked. The listed weight of missile weapons already includes the weight of the ammunition and its container.