Jacobs D&D 5e Compendium
Contents
Classes
The class titles below link to various documents regarding the content I allow in my games. The first class title links to my personal version which may contain various homebrew changes. The "Alt." title links to an alternative version from u/LaserLLama that I approve for use. Finally the "Official" title links to an official version hosted on the 5eTools website. Any one of the three versions above are available for use. Any homebrew changes to official material will be noted at the end of the document.
Artificer - Alt. Artificer - Official
Artificers are those who spend most of their free time creating all sorts of artifacts, weapons and more. This class shines when played by imaginative players, as it requires you to describe your spells as being “cast” or applied by tiny tools or creations. Playing this makes you the brain of the group, the problem solver, as well as the weird strategist that infuses recordings in mundane objects and creates magical ones.
Barbarian - Alt. Barbarian - Official
Filled with their destructive rage and primal instincts, the barbarian is the class you choose if you want to be the meat shield in the front line dealing great amounts of damage. Who needs a shield when you can stand your foes’ puny attacks with your hardened skin and/or high evasiveness?
Bard - Alt. Bard - Official
A true jack of all trades; a bard can cover great amounts of ground when speaking about what they are able to do. A performer at heart, an inspiration to its allies, but above all a foul-mouth to its foes. With its great charisma, a bard's voice becomes their greatest weapon.
Bloodhunter - Alt. Bloodhunter - Official
Curses and hemocraft, monster hunters and blood mages, ghost slayers, mutants, lycans, and the profaned. Bloodhunters have dedicated their life to combating creatures of evil, often trading some part of themselves in the process, permanently altering their appearance or countenance.
Cleric - Official
As well as with bards, clerics cover a wide amount of possibilities depending on the god you choose to follow. They are high spirited servants of their deities and follow their domains to choose a way of life. Both a warrior and spellcaster, they are able to cover practically any role in a party. Depending on their subclass, their Channel Divinity ability acts in different ways, granting direct powers from their gods.
Druid - Official
Preservers of balance and nature’s warriors, the druids aid their party members by using great support spells, as well as heavy damage dealing ones. They speak the language of the flora and fauna, as well as they can shapeshift into a wide amount of beasts for combat or situational purposes.
Fighter - Alt. Fighter - Official
What does a fighter do best? Well, fight of course. A really versatile class, as it can work in numerous ways. Add the fighting style and you can choose to have a one handed weapon accompanied by a shield, have a two handed weapon, two one handed ones (dual wielding), a ranged weapon and more! Once you've got that decided, ready yourself to start demolishing your foes, be it with your mighty strength or dexterous precision!
Monk - Alt. Monk - Official
Martial artists who can channel their Ki to do impressive feats as if they were magic users. No armor is necessary, just dexterity and the power of your mind. Deflect missiles thrown at you, changing the target to your enemies, move at the speed of the wind and fill your foes’ faces with a flurry blows.
Paladin - Official
A paladin is a person guided by an oath, their force of will and devotion so strong they are granted the ability to cast spells to smite their foes. They fight for justice and righteousness, with the drive to follow their oath and ideals to the very end. For this, they use heavy armor to stand on the front liners and protect their allies while decimating their foes.
Ranger - Alt. Ranger - Official
A natural explorer seeking adventures, who on their way found a special hatred towards a certain beast or monster. Able to master any fighting style as long as they don't involve heavy weapons or armor. Spellcasters by default, due to their connection with nature and/or the Feywild, they are excellent scouts and allies to have by your side.
Rogue - Alt. Rogue - Official
Let’s get shady, grab a dagger and start stabbing. Rogues excel at sneaking around, scouting ahead, being dexterous and about everything you would expect a thief to be good at. In dungeons, they can help their party by deactivating traps or opening locked doors. Don't expect them to wear much armor, nor be able to carry heavy stuff; but were your task to need some delicacy or swashbuckling, you've found the right person.
Sorcerer - Alt. Sorcerer - Official
Due to some random or pre-established occurrence, magic runs through you. This means you can “cheat” in a certain way to be able to use magic at will, instead of having to learn how to cast it. Sorcerers are also equipped with a pool of magic they get their sorcery points from, letting them twist spells to their will in different ways.
Warlock - Official
Warlocks make pacts with extremely powerful beings, entities who don't mind lending some power as they have so much they don't even notice. However, it all comes with a price: There’s a reason this entity decided to accept the pact, and you might need to do some stuff to maintain the accord. Decide whether you want to have a big spellbook full of incantations, a strange summonable weapon or weird servants. Will you perish in the way to becoming an eldritch master?
Warlord - Official
Battlefield leaders and champions compose the ranks of Warlords; individuals so inspirational to their fellow soldiers that they can turn the tide of battle on their own. Lacking magical means, Warlords are all the more impressive and heartening for their allies as they uplift and embolden their fellows with mere words and belief.
Wizard - Official
Wizards decide to go in adventures to further their knowledge. The great world in front of them has thousands of spells for you to learn and master. With a spellbook at hand, they will look for or buy them to become a greater spellcaster. Just transcribe them to the book and you’ll understand why wizards are such a versatile class. The amount of spells they can learn greatly surpasses all other classes’ lists.
Species
The races listed below link to a compilation of all official and homebrew races and any subraces that I allow in my games. Any homebrew changes to official material will be noted at the end of each document.
Aasimar
Dragonborn
Dwarf
Elf
Firbolg
Genasi
Gnome
Goliath
Half-Elf
Half-Orc
Halfling
Human
Kenku
Lizardfolk
Tabaxi
Tiefling
Tortle
Triton
Warforged
Bug-bear
Goblin
Hobgoblin
Kobold
Orc
Yuan-ti Pureblood
Mechanics
Advantage/Disadvantage and Lucky
Whenever a character makes a roll with disadvantage or with advantage and chooses to use the Lucky feat, the player will roll two dice and from those two dice the player will select one die to keep. Once a die has been selected a third die will be rolled and the advantage/disadvantage roll will function as normal between the die chosen and the third die.
Conditions
- Becoming paralyzed does not end concentration on a spell as part of the attached incapacitated effect.
- Paralyzed creatures fall prone.
Curated Feats
A list of official, homebrew, UA, and modified official Feat's that I allow in my games.
Additionally, each player character knows one feat at level 1. Human and Variant Human have been changed to compensate for this.
Drinking a Potion
When you use an action to drink a potion you gain the full effects of the potion with maximized die rolls wherever applicable, alternatively you can use a bonus action to drink the potion and roll the appropriate dice where applicable or do not gain the full effect or duration, depending on the potion in question.
For example, a regular healing potion heals 2d4+2 hit points; as an action that would be a total of 10 hit points recovered, as a bonus action you would roll to determine. For non-healing potions, such as a Potion of Fire Breathing, you would roll two dice associated with the duration of the effect, for example you would roll 2d10 for a 1 minute (or 10 round) duration, and take the higher number of the two to determine how long the effect lasts.
Holding Your Breath
When not performing strenuous activity (such as combat), a creature can hold their breath for a number of minutes equal to their Constitution modifier (minimum of 1).
When performing strenuous activity (such as combat), a creature can hold their breath for a number of rounds equal to 2 x their Constitution modifier (minimum of 1).
If a creature that is holding its breath takes damage, they must make a Constitution saving throw as if they were maintaining concentration on a spell (the DM can decide if another set of circumstances would require the same saving throw). If the creature fails the saving throw they can no longer holding their breath and begin suffocating.
Homebrew and Modified Spell Compendium
A collection of any homebrew spells and any modified official spells that I allow in my games.
Identifying a Spell
If a character perceives a spell being cast, the spell's effect, or both, the character can make an Intelligence (Arcana) check using their reaction or action. The DC equals 15 + the spell's level. If the spell is being cast as a class spell and the character is a member of that class, they make the check with advantage. Spells cast using Innate Spellcasting, a racial ability, or a magic item are not considered to be cast as a class spell.
If a character knows the spell Counterspell and uses their reaction to identify the spell, whether or not they correctly identify the spell, they can still attempt to Counterspell it as part of the same reaction if they so choose.
Intelligence
In addition to any languages or tool proficiencies a character learns from their background and class, they also learn additional languages, tool proficiencies, or skill proficiencies depending on their Intelligence score based on the provided table.
If the characters Intelligence score ever permanently changes, the character learns or forgets the additional proficiency(s) based on the provided table.
Intelligence Proficiencies
Intelligence Score | Proficiency |
---|---|
11 | Skill Proficiency |
13 | Tool Proficiency |
15 | Language |
17 | Tool Proficiency |
19 | Skill Proficiency |
Jumping
You can jump up to your maximum jump distance or height, so long as you have at least 5 feet of movement remaining. If you jump a distance greater than your remaining movement, you can't move again during that turn, and you must make a DC 10 Dexterity (Acrobatics) check to land on your feet. On a failed check you fall prone.
Knocked Down
Being reduced to 0 HP places you in a "Knocked Down" state, which is mechanically identical to the "unconscious" state. However it has the following changes:
- You have a maximum crawl speed of 5 ft., allowing you to crawl one square at a time. This can still invoke an Attack of Opportunity.
- You can speak, albeit falteringly on your turn.
- You cannot take an action, bonus action, item interaction, or reaction. Additionally you cannot cast a spell or concentrate on a spell while "knocked down".
Being knocked down in a fight imparts a level of exhaustion after the encounter has ended (does not stack for multiple drops in the same encounter).
Long Rest
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity — at least 1 hour of walking, fighting, casting spells, or similar adventuring activity — the characters must begin the rest again to gain any benefit from it.
At the end of a long rest, a character regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them. For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest. Additionally, a creature can expend one or more hit dice available to regain hit points as with a short rest.
A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
Mounted Combat
A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.
- You and the mount occupy the same space
- While mounted, you have the same speed as your mount.
- You can use your bonus action to cause your mount to make a single attack with a natural weapon possessed by the mount or to take the dash action.
- If you are reduced to 0 hit points, or dismount the mount, the mount acts normally for it's temperament.
Racial Ability Scores
Racial ability scores make sense for races as a whole, but they don't have to carry to the individual.
When creating a character, a player can choose to assign the ability scores as they wish rather than needing to use the default ability score increases. The bonuses cannot be combined to reach a +3 and +4 bonus, but can be otherwise assigned as desired.
Stealth
Make a Stealth check to conceal yourself from enemies, slink past guards, slip away without being noticed, and sneak up on people without being seen or heard. This skill is used against another creature's passive Perception check or against a DC set by the DM
Stealth: The check can be made at any point during a creatures turn, however this check will be modified if the creature moves more than a certain amount as detailed below.
-
Opposed Check: Stealth vs. passive Perception. If multiple enemies are present, your Stealth check is opposed by each enemy's passive Perception check. If you move more than half your movement in a single round you must make another Stealth check. If you move your full movement you must make the Stealth check with disadvantage.
-
Becoming Hidden: You can make a Stealth check against an enemy only if you have full cover or total concealment against the enemy or if you're outside the enemy's line of sight, unless a specific feature grants you the ability to hide under different circumstances. Outside combat, the DM can allow you to make a Stealth check against a distracted enemy, even if you don't have full cover or total concealment and aren't outside the enemy's line of sight. The distracted enemy might be focused on something in a different direction, allowing you to sneak up.
-
Remaining Hidden: You remain hidden as long as you meet these requirements.
- Keep out of Sight: If you no longer have any cover or concealment against an enemy, you don't remain hidden from that enemy. You don't need full cover, total concealment, or to stay outside line of sight, but you do need some degree of cover or concealment to remain hidden. You can't use another creature as cover to remain hidden unless a specific feature allows you to do so.
- Keep Quiet: If you speak louder than a whisper or otherwise draw attention to yourself, you don't remain hidden from any enemy that can hear you.
- Keep Still: If you move more than half your movement in a round you must make another Stealth check. If you move your full movement you must make the Stealth check with disadvantage. If any enemy's passive Perception check beats your check result, you don't remain hidden from that enemy. You can use the Dash action to double the distance you can move before needing to make a Stealth check.
- Don't Attack: If you attack, you don't remain hidden, unless a specific feature allows you to do so.
-
Not Remaining Hidden: If you take an action that causes you not to remain hidden, you retain the benefits of being hidden until you resolve the action. You can't become hidden again as part of that same action.
-
Enemy Activity: An enemy can try to find you on its turn. If an enemy makes an active Perception check and beats your Stealth check result (don't make a new check), you don't remain hidden from that enemy. Also, if an enemy tries to enter your space, you don't remain hidden from that enemy.
-
Invisible: If you are invisible creatures have disadvantage to their Perception check to locate you (passive and active).
Suffocating
If a creature is suffocating, they must make a Constitution saving throw at the beginning of each round or drop to 0 HP and begin making death saving throws.
The DC for the Constitution saving throw equals 10 on the first round, and increases by 1 each round that the creature is unable to breath.
Thrown Weapon
When you take the Attack action or make an attack as a Bonus Action, you can draw a weapon with the thrown property as part of the attack.
Weapons with the thrown property count as ranged weapons for the purposes of features such as the Sharpshooter feat and the Archery Fighting Style
Homebrew Equipment
Items, Armor, and Weapons
Armor
Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
---|---|---|---|---|---|
Light Armor | |||||
Armored Robe | 15 gp | 11 + Dex modifier | Str 11 | — | 5 lb. |
Simple Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Simple Melee Weapons | ||||
Caestus | 2 gp | 1d4 bludgeoning or piercing | 1 lb. | Special |
Dagger | 2 gp | 1d4 piercing | 1 lb. | Finesse, Special, Thrown (20/60) |
Sap | 2 sp | 1d4 bludgeoning | 1 lb. | Finesse, Light |
Sickle | 1 gp | 1d4 slashing | 2 lb. | Finesse, Special |
Martial Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Martial Melee Weapons | ||||
Flail | 10 gp | 2d4 bludgeoning | 2 lb. | --- |
Halberd | 20 gp | 1d10 slashing or piercing | 6 lb. | Heavy, Polearm, Reach, Two-Handed |
Lance | 10 gp | 1d12 piercing | 6 lb. | Reach, Special |
Lucerne | 20 gp | 1d10 bludgeoning or piercing | 6 lb. | Heavy, Polearm, Reach, Two-Handed |
Morningstar | 15 gp | 2d4 piercing | 4 lb. | --- |
Pike | 5 gp | 1d10 piercing | 18 lb. | Heavy, Special, Two-Handed |
Trident | 5 gp | 1d8 piercing | 4 lb. | Polearm, Thrown (20/60) |
War pick | 5 gp | 1d8 piercing | 2 lb. | Versatile (1d10) |
Martial Ranged Weapons | ||||
Reinforced Hand Crossbow | 150 gp | 1d8 piercing | 5 lb. | Ammunition (30/120), Light, Loading, Reinforced |
Reinforced Light Crossbow | 50 gp | 1d10 piercing | 7 lb. | Ammunition (80/320), Loading, Two-Handed, Reinforced |
Reinforced Heavy Crossbow | 150 gp | 1d12 piercing | 25 lb. | Ammunition (100/400), Heavy, Loading, Two-Handed, Reinforced |
Adventuring Gear
Item | Cost | Weight |
---|---|---|
Clothes, cold weather | 10 gp | 5 lb. |
Smoke pellet | 15 gp | --- |
Spear Thrower | 2 gp | 1 lb. |
Special Properties
Many weapons and armor have special properties related to their use, listed below are those properties as found in the Homebrew Equipment table.
Armored Robe: If you have proficiency in light armor, you are proficient with armored robes. Additionally, the following classes gain proficiency in the Armored Robe; Sorcerer and Wizard.
Caestus: This weapon cannot be disarmed or dropped by an unwilling creature and is exceptionally light, as such it can be dual wielded with a weapon that lacks the Light property and does not have the Heavy or Two-Handed property.
Dagger: This weapon is exceptionally light, as such it can be dual wielded with a weapon that lacks the Light property and does not have the Heavy or Two-Handed property.
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. Additionally, the Lance cannot be duel wielded due to its unwieldy nature, even when mounted.
Pike: This weapon has a reach of 15 ft. Attacks made with this weapon against creatures within 10 ft. are made with disadvantage, and this weapon cannot be used to attack creatures within 5 ft.
Polearm: This weapon counts as a polearm for the purposes of features such as the Polearm Master feature.
Reinforced: Weapons with this property have been reinforced with rods and bands of mithril and adamantine, requiring a Strength score of 14 to use.
Sickle: This weapon is exceptionally light, as such it can be dual wielded with a weapon that lacks the Light property and does not have the Heavy or Two-Handed property.
Adventuring Gear
-
Basic poison does not require a Constitution saving throw to deal the damage. If the entire dose of the poison is ingested (as a poisoned meal/drink for example) the creature must make a DC 10 constitution saving throw or take 4d4 poison damage, or half as much on a successful save.
-
A creature restrained by manacles cannot perform the somatic component for spell casting.
-
As an action you can throw a smoke pellet at a point within 30 feet of you. The smoke pellet detonates, creating a 10-foot cube filled with smoke. This area is heavily obscured for 1 minute, or until a wind of light or greater speed (at least 1 miles per hour) disperses it..
-
A spear thrower is a device that can be used to extend the normal and long ranges of a spear or javelin. When used in a spear thrower a spear or javelin gains the loading and two-handed property and doubles their normal and long range values.
Variant: Silver Standard
An optional currency standard I may elect to use is the Silver Standard. This standard is meant to make gold feel more valuable as a reward. To calculate this standard I have modified the exchange rates as follows:
Original vs. Homebrew Exchange Rate
Coin | Copper Value |
---|---|
Copper | 1 |
Silver | 10 |
Gold | 100 |
Platinum | 1,000 |
Coin | Copper Value |
---|---|
Copper | 1 |
Silver | 100 |
Gold | 10,000 |
Platinum | 1,000,000 |
Additionally, currency is broken up into 2 different forms; coins and bars. Coins are valued as listed above while bars are equal to 10 coins. So a copper bar is worth 10 copper coins, a silver bar is worth 10 silver coins, and a gold bar is worth 10 gold coins.
The price of general goods, rewards, services, hirelings, and loot will be pre-converted to the silver standard, and the prices listed in the Player's Handbook have been modified to the tables on the following pages.
Silver Standard
.
Armor
Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight | |||
---|---|---|---|---|---|---|---|---|
Light Armor | ||||||||
Padded | 5 sp | 11 + Dex Modifier | — | Disadvantage | 8 lb. | |||
Leather | 10 sp | 11 + Dex Modifier | — | — | 10 lb. | |||
Armored Robe | 15 sp | 11 + Dex modifier | Str 11 | — | 8 lb. | |||
Studded Leather | 45 sp | 12 + Dex Modifier | — | — | 13 lb. | |||
Medium Armor | ||||||||
Hide | 10 sp | 12 + Dex Modifier (max 2) | — | — | 12 lb. | |||
Chain shirt | 50 sp | 13 + Dex Modifier (max 2) | — | — | 20 lb. | |||
Scale mail | 50 sp | 14 + Dex Modifier (max 2) | — | — | 45 lb. | |||
Breastplate | 400 sp | 14 + Dex Modifier (max 2) | — | — | 20 lb. | |||
Half plate | 750 sp | 15 + Dex Modifier (max 2) | — | — | 40 lb. | |||
Heavy Armor | ||||||||
Ring mail | 30 sp | 14 | — | Disadvantage | 40 lb. | |||
Chain mail | 75 sp | 16 | Str 13 | Disadvantage | 55 lb. | |||
Splint | 200 sp | 17 | Str 15 | Disadvantage | 60 lb. | |||
Plate | 1,500 sp | 18 | Str 15 | Disadvantage | 65 lb. | |||
Shield | ||||||||
Shield | 10 sp | +2 | — | — | 6 lb. |
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 sp. 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.
Selling Treasure
Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.
Arms, Armor, and Other Equipment. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell.
Magic Items. Selling magic items can be problematic. Finding someone to buy a potion or a scroll isn't too hard. but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won't normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such.
Gems, jewelry, and Art Objects. These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a large town or larger community first.
Trade Goods. On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods —bars of iron, bags of salt, livestock, and so on— retain their full value in the market and can be used as currency.
Silver Standard Cont.
Melee Weapons
Armor | Cost | Damage | Weight | Properties | |||
---|---|---|---|---|---|---|---|
Simple Melee Weapons | |||||||
Club | 10 cp | 1d4 bludgeoning | 2 lb. | Light | |||
Caestus | 2 sp | 1d4 bludg. or piercing | 1 lb. | Special | |||
Sap | 20 cp | 1d4 bludgeoning | 1 lb. | Finesse, Light | |||
Dagger | 2 sp | 1d4 piercing | 1 lb. | Finesse, Light, Thrown (range 20/60) | |||
Greatclub | 20 cp | 1d8 bludgeoning | 10 lb. | Two-handed | |||
Handaxe | 5 sp | 1d6 slashing | 2 lb. | Light, Thrown (range (20/60) | |||
Javelin | 50 cp | 1d6 piercing | 2 lb. | Thrown (range 30/120) | |||
Light Hammer | 2 sp | 1d4 bludgeoning | 2 lb. | Light, Thrown (range 20/60) | |||
Mace | 5 sp | 1d6 bludgeoning | 4 lb. | -- | |||
Quarterstaff | 20 cp | 1d6 bludgeoning | 4 lb. | Versatile (1d8) | |||
Sickle | 1 sp | 1d4 slashing | 2 lb. | Light | |||
Spear | 1 sp | 1d6 piercing | 3 lb. | Polearm, Thrown (range 20/60), Versatile (1d8) | |||
Martial Melee Weapons | |||||||
Battleaxe | 10 sp | 1d8 slashing | 4 lb. | Versatile (1d10) | |||
Flail | 10 sp | 2d4 bludgeoning | 2 lb. | -- | |||
Glaive | 20 sp | 1d10 slashing | 6 lb. | Heavy, Polearm, Reach, Two-handed | |||
Greataxe | 30 sp | 1d12 slashing | 7 lb. | Heavy, Two-handed | |||
Greatsword | 50 sp | 2d6 slashing | 6 lb. | Heavy, Two-handed | |||
Halberd | 20 sp | 1d10 piercing or slashing | 6 lb. | Heavy, Polearm, Reach, Two-handed | |||
Lance | 10 sp | 1d12 piercing | 6 lb. | Reach, Special | |||
Longsword | 15 sp | 1d8 slashing | 3 lb. | Versatile (1d10) | |||
Lucerne | 15 sp | 1d10 bludg. or piercing | 6 lb. | Heavy, Polearm, Reach, Two-handed | |||
Maul | 10 sp | 2d6 bludgeoning | 10 lb. | Heavy, Two-handed | |||
Morningstar | 15 sp | 2d4 piercing | 4 lb. | -- | |||
Pike | 5 sp | 1d10 piercing | 18 lb. | Heavy, Special, Two-handed | |||
Rapier | 25 sp | 1d8 piercing | 2 lb. | Finesse | |||
Scimitar | 25 sp | 1d6 slashing | 3 lb. | Finesse, light | |||
Shortsword | 10 sp | 1d6 piercing | 2 lb. | Finesse, light | |||
Trident | 5 sp | 1d8 piercing | 4 lb. | Polearm, Special, Thrown (20/60), Versatile (1d10) | |||
Warpick | 5 sp | 1d8 piercing | 2 lb. | Versatile (1d10) | |||
Warhammer | 15 sp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) | |||
Whip | 2 sp | 1d4 slashing | 3 lb. | Finesse, Reach |
Silver Standard Cont.
Ranged Weapons
Armor | Cost | Damage | Weight | Properties | |||
---|---|---|---|---|---|---|---|
Simple Ranged Weapons | |||||||
Crossbow, light | 25 sp | 1d8 piercing | 5 lb. | Ammunition (range 80/320), loading, two-handed | |||
Dart | 5 cp | 1d4 piercing | 1/4 lb. | Finesse, thrown (range 20/60) | |||
Shortbow | 25 sp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed | |||
Sling | 10 cp | 1d4 bludgeoning | -- | Ammunition (range 30/120) | |||
Martial Ranged Weapons | |||||||
Blowgun | 10 sp | 1 piercing | -- | Ammunition (range 25/100), loading | |||
Crossbow, hand | 75 sp | 1d6 piercing | 3 lb. | Ammunition (30/120), light, loading | |||
Crossbow, heavy | 50 sp | 1d10 piercing | 25 lb. | Ammunition (100/400), heavy, loading, two-Handed | |||
Crossbow, reinforced-hand | 150 sp | 1d8 piercing | 5 lb. | Ammunition (30/120), light, loading, reinforced | |||
Crossbow, reinforced-light | 50 sp | 1d10 piercing | 7 lb. | Ammunition (80/320), loading, two-Handed, reinforced | |||
Crossbow, reinforced-heavy | 150 sp | 1d12 piercing | 25 lb. | Ammunition (100/400), Heavy, loading, two-Handed, reinforced | |||
Longbow | 50 sp | 1d8 piercing | 2 lb. | Ammunition (range 150/600), heavy, two-handed | |||
Net | 1 sp | -- | 3 lb. | Special, thrown (5/15) |
Food, Drink, Lodging, and Services
Item | Cost |
---|---|
Ale | |
Gallon | 20 cp |
Mug | 4 cp |
Banquet (per person) | 10 sp |
Bread, loaf | 2 cp |
Cheese, hunk | 10 cp |
Meat, chunk | 30 cp |
Wine | |
Common (pitcher) | 20 cp |
Fine (bottle) | 10 sp |
Service | Cost |
---|---|
Coach cab | |
Between towns | 3 cp per mile |
Within a city | 1 cp |
Hireling | |
Skilled | 2 sp per day |
Unskilled | 20 cp per day |
Messenger | 2 cp per mile |
Road or gate toll | 1 cp |
Ship's passage | 10 cp per mile |
Adventuring Gear
Item | Cost | Weight |
---|---|---|
Abacus | 2 sp | 2 lb. |
Acid (vial) | 25 sp | 1 lb. |
Alchemist's fire (flask) | 50 sp | 1 lb. |
Ammunition | ||
Arrows (20) | 1 sp | 1 lb. |
Blowgun needles (50) | 1 sp | 1 lb. |
Crossbow bolts (20) | 1 sp | 1 1/2 lb. |
Sling bullets (20) | 4 cp | 1 1/2 lb. |
Antitoxin (vial) | 50 sp | -- |
Arcane focus | ||
Crystal | 10 sp | 1 lb. |
Orb | 20 sp | 3 lb. |
Rod | 10 sp | 2 lb. |
Staff | 5 sp | 4 lb. |
Wand | 10 sp | 1 lb. |
Backpack | 2 sp | 5 lb. |
Ball bearings (bag of 1,000) | 1 sp | 2 lb. |
Barrel | 2 sp | 70 lb. |
Basket | 40 cp | 2 lb. |
Bedroll | 1 sp | 7 lb. |
Bell | 1 sp | -- |
Blanket | 50 cp | 3 lb. |
Block and tackle | 1 sp | 5 lb. |
Book | 25 sp | 5 lb. |
Bottle, glass | 2 sp | 2 lb. |
Bucket | 5 cp | 3 lb. |
Caltrops (bag of 20) | 1 sp | 2 lb. |
Candle | 1 cp | -- |
Case, crossbow bolt | 1 sp | 1 lb. |
Case, map or scroll | 1 sp | 1 lb. |
Chain (10 feet) | 5 sp | 10 lb. |
Chalk (1 piece) | 1 cp | -- |
Chest | 5 sp | 25 lb. |
Climber's kit | 25 sp | 12 lb. |
Clothes, cold-weather | 10 sp | 5 lb. |
Clothes, common | 50 cp | 3 lb. |
Clothes, costume | 5 sp | 4 lb. |
Clothes, fine | 15 sp | 6 lb. |
Clothes, traveler's | 2 sp | 4 lb. |
Item | Cost | Weight |
---|---|---|
Component pouch | 25 sp | 2 lb. |
Crowbar | 2 sp | 5 lb. |
Druidic focus | ||
Sprig of mistletoe | 1 sp | -- |
Totem | 1 sp | -- |
Wooden staff | 5 sp | 4 lb. |
Yew wand | 10 sp | 1 lb. |
Fishing tackle | 1 sp | 4 lb. |
Flask or tankard | 2 cp | 1 lb. |
Grappling hook | 2 sp | 4 lb. |
Hammer | 1 sp | 3 lb. |
Hammer, sledge | 2 sp | 10 lb. |
Healer's kit | 5 sp | 3 lb. |
Holy symbol | ||
Amulet | 5 sp | 1 lb. |
Emblem | 5 sp | -- |
Reliquary | 5 sp | 2 lb. |
Holy water (flask) | 25 sp | 1 lb. |
Hourglass | 25 sp | 1 lb. |
Hunting trap | 5 sp | 25 lb. |
Ink (1 ounce bottle) | 10 sp | -- |
Ink pen | 2 cp | -- |
Jug or pitcher | 2 cp | 4 lb. |
Ladder (10-foot) | 10 cp | 25 lb. |
Lamp | 50 cp | 1 lb. |
Lantern, bullseye | 10 sp | 2 lb. |
Lantern, hooded | 5 sp | 2 lb. |
Lock | 10 sp | 1 lb. |
Magnifying glass | 100 sp | -- |
Manacles | 2 sp | 6 lb. |
Mess kit | 20 cp | 1 lb. |
Mirror, steel | 5 sp | 1/2 lb. |
Oil (flask) | 10 cp | 1 lb. |
Paper (one sheet) | 20 cp | -- |
Parchment (one sheet) | 10 cp | -- |
Perfume (vial) | 5 sp | -- |
Pick, miner's | 2 sp | 10 lb. |
Piton | 5 cp | 1/4 lb. |
Poison, basic (vial) | 100 sp | -- |
Adventuring Gear Cont.
Item | Cost | Weight |
---|---|---|
Pole (10-foot) | 5 cp | 7 lb. |
Pot, iron | 2 sp | 10 lb. |
Potion of healing | 50 sp | 1/2 lb. |
Pouch | 50 cp | 1 lb. |
Quiver | 1 sp | 1 lb. |
Ram, portable | 5 sp | 35 lb. |
Rations (1 day) | 50 cp | 2 lb. |
Robes | 1 sp | 4 lb. |
Rope, hempen (50 feet) | 1 sp | 10 lb. |
Rope, silk (50 feet) | 10 sp | 5 lb. |
Sack | 1 cp | 1/2 lb. |
Scale, merchant's | 5 sp | 3 lb. |
Sealing wax | 50 cp | -- |
Item | Cost | Weight |
---|---|---|
Shovel | 2 sp | 5 lb. |
Signal whistle | 5 cp | -- |
Signet ring | 5 sp | -- |
Soap | 2 cp | -- |
Spellbook | 50 sp | 3 lb. |
Spikes, iron (10) | 1 sp | 5 lb. |
Spyglass | 10 gp | 1 lb. |
Tent, two-person | 2 sp | 20 lb. |
Tinderbox | 50 cp | 1 lb. |
Torch | 1 cp | 1 lb. |
Vial | 1 sp | -- |
Waterskin | 20 cp | 5 lb. (full) |
Whetstone | 1 cp | 1 lb. |
Equipment Packs, Trade Goods, and Lifestyles
Item | Cost |
---|---|
1 lb. of wheat | 1 cp |
1 lb. of flour or one chicken | 2 cp |
1 lb. of salt | 5 cp |
1 lb. of iron or 1 sq. yd. of canvas | 10 cp |
1 lb. of copper or 1 sq. yd. of cotton cloth | 50 cp |
1 lb. of ginger or one goat | 1 sp |
1 lb. of cinnamon or pepper, or one sheep | 2 sp |
1 lb. of cloves or one pig | 3 sp |
1 sq. yd. of linen | 5 sp |
1 sq. yd. of silk or one cow | 10 sp |
1 lb. of saffron or one ox | 15 sp |
1 lb. of silver | 50 sp |
1 lb. of gold | 50 gp |
1 lb. of platinum | 50 pp |
Item | Cost |
---|---|
Burglars Pack | 16 sp |
Diplomat's Pack | 39 sp |
Dungeoneer's Pack | 12 sp |
Entertainer's Pack | 40 sp |
Explorer's Pack | 10 sp |
Priest's Pack | 19 sp |
Scholar's Pack | 40 sp |
Lifestyles | |
Wretched | 0 cp |
Squalid | 10 cp |
Poor | 20 cp |
Modest | 1 sp |
Comfortable | 2 sp |
Wealth | 4 sp |
Aristocratic | 10 sp |
Mounts and Vehicles
Item | ||
---|---|---|
Tack, Harness, and Drawn Vehicles | Cost | Weight |
Barding | x4 | x2 |
Bit and bridle | 2 sp | 1 lb. |
Carriage | 1 gp | 600 lb. |
Cart | 15 sp | 200 lb. |
Chariot | 250 sp | 100 lb. |
Feed (per day) | 5 cp | 10 lb. |
Saddle (exotic) | 60 sp | 40 lb. |
Saddle (military) | 20 sp | 30 lb. |
Saddle (pack) | 5 sp | 15 lb. |
Saddle (riding) | 10 sp | 25 lb. |
Saddlebags | 4 sp | 8 lb. |
Sled | 20 sp | 300 lb. |
Stabling | 50 cp | -- |
Wagon | 35 sp | 400 lb. |
Waterborne Vehicles | Cost | Speed |
Galley | 300 gp | 4 mph |
Keelboat | 30 gp | 1 mph |
Longship | 100 gp | 3 mph |
Rowboat | 50 sp | 1.5 mph |
Sailing Ship | 100 gp | 2 mph |
Warship | 250 gp | 2.5 mph |
Item | |||
---|---|---|---|
Mounts and Other Animals | Cost | Speed | Carrying Capacity |
Camel | 50 sp | 50 ft. | 480 lb. |
Donkey or mule | 8 sp | 40 ft. | 420 lb. |
Elephant | 200 sp | 40 ft. | 1,320 lb. |
Horse, draft | 50 sp | 40 ft. | 540 lb. |
Horse, riding | 75 sp | 60 ft. | 480 lb. |
Mastiff | 25 sp | 40 ft. | 195 lb. |
Pony | 30 sp | 40 ft. | 225 lb. |
Warhorse | 400 sp | 60 ft. | 540 lb. |
Tools
Item | Cost | Weight |
---|---|---|
Artisan's tools | ||
Alchemist's supplies | 50 sp | 8 lb. |
Brewer's supplies | 20 sp | 9 lb. |
Calligrapher's supplies | 10 sp | 5 lb. |
Carpenter's tools | 8 sp | 6 lb. |
Cartographer's tools | 15 sp | 6 lb. |
Cobbler's tools | 5 sp | 5 lb. |
Cook's utensils | 1 sp | 8 lb. |
Glassblower's tools | 30 sp | 5 lb. |
Jeweler's tools | 25 sp | 2 lb. |
Leatherworker's tools | 5 sp | 5 lb. |
Mason's tools | 10 sp | 8 lb. |
Painter's supplies | 10 sp | 5 lb. |
Potter's tools | 10 sp | 3 lb. |
Smith's tools | 20 sp | 8 lb. |
Tinker's tools | 50 sp | 10 lb. |
Weaver's tools | 1 sp | 5 lb. |
Woodcarver's tools | 1 sp | 5 lb. |
Disguise kit | 25 sp | 3 lb. |
Forgery kit | 15 sp | 5 lb. |
Item | Cost | Weight |
---|---|---|
Gaming set | ||
Dice set | 10 cp | -- |
Dragonchess set | 1 sp | 1/2 lb. |
Playing card set | 50 cp | -- |
Three-Dragon Ante set | 1 sp | -- |
Herbalism kit | 5 sp | 3 lb. |
Musical instrument | ||
Bagpipes | 30 sp | 6 lb. |
Drum | 6 sp | 3 lb. |
Dulcimer | 25 sp | 10 lb. |
Flute | 2 sp | 1 lb. |
Lute | 35 sp | 2 lb. |
Lyre | 30 sp | 2 lb. |
Horn | 3 sp | 2 lb. |
Pan flute | 12 sp | 2 lb. |
Shawm | 2 sp | 1 lb. |
Viol | 30 sp | 1 lb. |
Navigator's tools | 25 sp | 2 lb. |
Poisoner's kit | 50 sp | 2 lb. |
Thieves' tools | 25 sp | 1 lb. |