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Equipment
Search every weapon, suit of armor and piece of gear, or open a category below for the full rules.
Weapons
Weapon types, properties, proficiency and the full weapon mastery tables.
Weapons · Weapon Mastery
Armor & Shields
Light, medium and heavy armor, shields, AC rules and armor mastery.
Armor & Shields · Armor Mastery
Gear & Tools
Adventuring gear, artisan’s tools, gaming sets, instruments, poison and trinkets.
Adventuring Gear · Tools · Poison · Trinkets
Mounts & Vehicles
Mounts, tack and harness, airborne and waterborne vehicles, and trade goods.
Mounts and Vehicles
Magic Items
Attunement, identifying and activating items, sentient items, spell scrolls and traps.
Spell Scrolls · Attunement · Magic Items · Traps
All Items
Showing 169 of 169 items
NameTypeDamage / ACCostWeight
AcidAs an action, you can splash the contents of this vial onto a creature within 5 ft of you or throw the vial up to 20 ft, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2D6 Acid damage.Gear—25 gp1 lbAlchemist's FireThis sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 ft, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1D4 Fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 DEX check to extinguish the flames.Gear—50 gp1 lbAmmunitionArrows (20)
Bolts (20)
Bullets (Firearm) (10)
Bullets (Sling) (20)
Needles (50)Gear—1 gp1 lbAntitoxinA creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefits to Undead or Constructs.Gear—50 gp1 lbArcane FocusCrystal
Orb
Rod
Staff (Also a Quarterstaff)
WandGear—10 gp1 lbArmbladeSpecial, Replace one Unarmed StrikeMartial Melee1D6 Slashing50 gp3 lbAspisSTR 13 · or Plus 3 AC and plus one to hit if used with a Lance while mountedShield+2 AC200 gp10 lbAtlatlAmmunition, (Range 20/150), LoadingMartial Ranged1D8 Piercing20 gp2 lbBackpackHolds up to 30 lbs within 1 cubic foot. It can also serve as a saddlebagGear—2 gp—Ball BearingsAs an action, you can spill these tiny balls from their pouch to cover a level area 10 ft square. A creature moving across the covered area must succeed on a DC 10 DEX saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the saving throw. It takes 10 minutes to recover Ball BearingsGear—1 gp1 lbBandedStealth disadvantageMedium ArmorAC 15550 gp35 lbBarrelA barrel holds up to 40 gallons of liquid or up to 4 cubic ft of dried goodsGear—2 gp40 lbBasketA basket holds up to 40 lbs within 2 cubic ftGear—4 sp2 lbBattle FistsSpecial, Replace Unarmed StrikesMartial Melee1D8 Bludgeoning100 gp2 lbBattleaxeVersatile (1D10)Martial Melee1D8 Slashing10 gp4 lbBedrollA bedroll sleeps one Small or Medium sized creature. While in a bedroll, you automatically succeed saving throws against extreme cold.Gear—1 gp7 lbBellWhen rungs as a Utilize action, a bell produces a sound that can be heard up to 60 ft awayGear—1 gp—BlanketWhile wrapped in a blanket, you have advantage on saving throws against extreme coldGear—5 sp3 lbBlock and TackleAllows you to lift up to 4x the weight you can normally liftGear—1 gp5 lbBookA book contains fiction or nonfiction. If you consult an accurate nonfiction book about its topic, you have a +5 bonus to Arcana, History, Nature, or Religion checks you make about that topicGear—Varies—BoomerangRange (20, 80), SpecialMartial Ranged1D6 Bludgeoning5 GP1 lbBottle, GlassHolds up to 1.5 pintsGear—2 gp2 lbBreastplateMedium ArmorAC 14400 gp20 lbBucketA bucket holds up to half a cubic ftGear—5 cp2 lbBucklerhas the Thrown weapon property 10/30 ft dealing 1D4 Bludgeoning damageShield+2 AC50 gp3 lbBurglar’s PackContains the following items: backpack, Ball Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 Flasks of Oil, 5 Days of Rations, Rope, Tinderbox, and WaterskinGear—16 gp42 lbCaltropsAs an action, you can spread a single bag of caltrops to cover a 5-ft-square area. Any creature that enters the area must succeed on a DC 15 DEX saving throw or stop moving and take 1 Piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 ft. A creature moving through the area at half speed doesn't need to make the saving throw.Gear—1 gp1 lbCandleProvides Bright Light for 5 ft and Dim Light for an additional 5 ft for one hourGear—1 cp—Case (Crossbow)Can hold up to 20 crossbow boltsGear—1 gp1 lbCase (Map or Scroll)Can hold up to 10 sheets of paper or 5 sheets of parchmentGear—1 gp1 lbCat’O’NineFinesse, ReachMartial Melee1D8 Slashing40 gp6 lbChainAs a Utilize action, you can wrap a Chain around an unwilling creature within 5 ft of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed a DC 13 Athletics check. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a DC 18 Acrobatics check as an action. Breaking the Chain requires the creature to make a DC 20 Athletics check as an actionGear—10 gp10 lbChain mailSTR 13 · Stealth disadvantageHeavy ArmorAC 1675 gp55 lbChain shirtMedium ArmorAC 1350 gp20 lbChakramRange (50/150), SpecialMartial Ranged1D8 Slashing20 gp2 lbChestHold up to 12 cubit ft of contents.Gear—5 gp25 lbClawsSpecial, Replace Unarmed StrikesMartial Melee1D6 Slashing140 gp2 lbClimber's KitA climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor as a bonus actionGear—25 gp25 lbClothes, FineFine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations only admit people wearing these clothes.Gear—15 gp6 lbClothes, Traveler’sTraveler’s Clothes are resilient garments designed for travel in various circumstances.Gear—2 gp4 lbClubLightSimple Melee1D4 Bludgeoning1 sp2 lbComponent PouchIt is watertight and filled with compartments that hold all the free Material components of your spells.Gear—25 gp1 lbCostumeWhile wearing a costume, you have advantage on any ability check you make to impersonate the person or type of person it represents.Gear—5 gp4 lbCrossbow, handAmmunition (Range 30/120), Light, LoadingMartial Ranged1D6 Piercing75 gp3 lbCrossbow, heavyAmmunition (Range 100/400), Heavy, Loading, Two-HandedMartial Ranged1D10 Piercing50 gp18 lbCrossbow, LightAmmunition (Range 80/320), Loading, Two-HandedSimple Ranged1D8 Piercing25 gp5 lbCrowbarUsing a Crowbar gives you advantage on STR checks where the Crowbar’s leverage can be applied.Gear—2 gp5 lbDaggerFinesse, Light, Thrown (Range 20/60)Simple Melee1D4 Piercing2 gp1 lbDartFinesse, Thrown (Range 20/60)Simple Ranged1D4 Piercing5 cp4 lbDiplomat’s PackContains the following items: Chest, Fine Clothes, Ink, 5 Ink Pens, Lamp, 2 Map or Scroll Cases, 4 Flasks of Oil, 5 Sheets of Paper, 5 Sheets of Parchment, Perfume, and a Tinderbox.Gear—39 gp39 lbDruidic FocusSprig of Mistletoe
Wooden Staff (Also a Quarterstaff)
Yew WandGear—1 gp—Dungeoneer’s PackContains the following items: Backpack, Caltrops, Crowbar, 2 Flasks of Oil, 10 Days of Rations, Rope, Tinderbox, 10 Torches, and WaterskinGear—12 gp55 lbEntertainer’s PackContains the following items: Backpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 Flasks of Oil, 9 Days of Rations, Tinderbox, and WaterskinGear—40 gp58.5 lbExplorer’s PackContains the following items: Backpack, Bedroll, 2 Flasks of Oil, 10 Days of Rations, Rope, Tinderbox, 10 Torches, and WaterskinGear—10 gp55 lbFishing TackleThis kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. Survival checks for fishing depend on the climate and terrain.Gear—1 gp4 lbFlailMartial Melee1D8 Bludgeoning10 gp2 lbFlambergeFinesseMartial Melee1D6 Slashing35 gp3 lbFlaskHolds up to 1 pintGear—2 cp1 lbGlaiveHeavy, Reach, Two-HandedMartial Melee1D10 Slashing20 gp6 lbGrappling HookAs a Utilize action, you can throw the Grappling Hook at a railing, ledge, or another catch within 50 ft of yourself, and the hook catches if you succeed a DC 13 Acrobatics check. If you tied a rope to the hook, you can then climb it.Gear—2 gp4 lbGreatSTR 17 · Stealth disadvantage · Two-HandedShield+4 AC750 gp100 lbGreataxeHeavy, Two-HandedMartial Melee1D12 Slashing30 gp7 lbGreatclubTwo-HandedSimple Melee1D8 Bludgeoning2 sp10 lbGreatswordHeavy, Two-HandedMartial Melee2D6 Slashing50 gp6 lbHalberdHeavy, Reach, Two-HandedMartial Melee1D10 Slashing20 gp6 lbHalf plateStealth disadvantageMedium ArmorAC 15750 gp40 lbHandaxeLight, Thrown (Range 20/60)Simple Melee1D6 Slashing5 gp2 lbHealer's KitThis kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As a Utilize action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Medicine check.Gear—5 gp3 lbHeaterSTR 13 · Throw weapon property 10/20 ft dealing 1D6 Bludgeoning damageShield+2 AC125 gp12 lbHideMedium ArmorAC 1210 gp12 lbHoly SymbolA Holy Symbol is bejeweled or painted to channel divine magic.
Amulet (Worn or Held)
Emblem (Borne on Fabric or a Shield)
Reliquary (Held)Gear—5 gp1 lbHoly WaterAs an attack action, you can replace one of your attacks with splashing the contents of this flask onto a creature within 5 feet of you or throw it up to 20 ft, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a Fiend or Undead, it takes 2D8 Radiant damage.Gear—25 gp1 lbHunting TrapWhen you use your Utilize action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1D4 Piercing damage and their movement speed is reduced to 0 until the start of their next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 ft). A creature can use its action to make a DC 13 Athletics check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature.Gear—5 gp25 lbInkInk comes in a 1-oz bottle, which provides enough ink to write about 500 pages.Gear—10 gp—Ink PenUsing Ink, an Ink Pen is used to write or draw.Gear—2 cp—JavelinThrown (Range 30/120)Simple Melee1D6 Piercing5 sp2 lbJugA Jug holds up to 1 gallonGear—2 cp4 lbKatanaFinesse, Versatile (1D10)Martial Melee1D8 Slashing100 gp4 lbKatarSpecial, Replace Unarmed StrikesMartial Melee1D6 Slashing40 gp2 lbKhopeshFinesse, LightMartial Melee1D6 Slashing20 gp3 lbKiteSTR 13 · Stealth disadvantageShield+3 AC200 gp16 lbLacqueredLight ArmorAC 1230 gp15 lbLadderA Ladder is 10 ft tall, you must climb to move up or down it.Gear—1 sp25 lbLaminated WoodLight ArmorAC 1110 gp10 lbLampA Lamp burns Oil as fuel to cast Bright Light in a 15 ft radius and Dim Light for an additional 30 ft.Gear—5 sp1 lbLanceReach, SpecialMartial Melee1D12 Piercing10 gp6 lbLantern, BullseyeA Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60 ft Cone and Dim light for an additional 60 ft.Gear—10 gp2 lbLantern, HoodedA Hooded Lantern burns Oil as fuel to cast Bright Light in a 30 ft radius, and Dim Light for an additional 30 ft. As a bonus action, you can lower the food, reducing the light to Dim Light in a 5 ft radius, or raise it again.Gear—5 gp2 lbLeatherLight ArmorAC 1110 gp10 lbLight hammerLight, Thrown (Range 20/60)Simple Melee1D4 Bludgeoning2 gp2 lbLockA lock comes with a key. Without the key, a creature can use Thieve’s Tools to pick the Lock with a successful DC 15 Sleight of Hand check.Gear—Varies1 lbLongbowAmmunition (Range 150/600), Heavy, Two-HandedMartial Ranged1D8 Piercing50 gp2 lbLongswordVersatile (1D10)Martial Melee1D8 Slashing15 gp3 lbMaceSimple Melee1D6 Bludgeoning5 gp4 lbMacuahuitlVersatile (1D8), SpecialMartial Melee1D6 Slashing25 gp6 lbMagnifying GlassA Magnifying Glass grants advantage on any ability check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requires light as bright as Sunlight to focus, tinder to ignite, and about 5 minutes for the tinder to ignite.Gear—100 gp—ManaclesAs a Utilize action, you can use Manacles to bind an unwilling Small or Medium creature within 5 ft of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Sleight of Hand check. While bound, a creature has disadvantage on attack rolls and the creature is Restrained if the Manacles are attached to a chain or hook that is affixed to one place. Escaping the Manacles requires a successful DC 20 Sleight of Hand check as an action. Bursting the Manacles requires a successful DC 25 Athletics check as an action.Gear—2 gp6 lbMapIf you consult an accurate Map, you gain a +5 bonus to Survival checks you make to find your way to the place represented on it.Gear—1 gp—MaulHeavy, Two-HandedMartial Melee2D6 Bludgeoning10 gp10 lbMess KitThis tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.Gear—2 sp1 lbMeteor HammerSpecial, Range (10-25)Martial Ranged1D8 Bludgeoning25 gp2 lbMirrorA handheld steel Mirror for personal cosmetics, also good for peaking around corners and reflecting light as a signal.Gear—5 gp0.5 lbMorningstarMartial Melee1D8 Piercing15 gp4 lbMusket (Optional)Ammunition (Range 40/120), Loading, Two-HandedMartial Ranged1D12 Piercing500 gp10 lbNunchakuFinesse, Light, ReachMartial Melee1D6 Bludgeoning20 gp2 lbOilYou can douse a creature, object, or space with Oil or use it as fuel, as detailed below.
Dousing a Creature or an Object: When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 + your DEX modifier (Minimum 1) and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (After 1 minute), the target takes an extra 5 Fire damage from burning oil.
Dousing a Space: You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 ft of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (Or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.
Fuel: Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn’t need to be consecutive; you can extinguish the burning Oil (As a Utilize action) and rekindle it again until it has burned for a total of 6 hours.Gear—1 sp1 lbPaddedStealth disadvantageLight ArmorAC 115 gp8 lbPaperOne sheet of paper can hold about 250 handwritten words.Gear—2 sp—ParchmentOne sheet of parchment can hold about 250 handwritten words.Gear—1 sp—Parisecan be propped up using a special extendable tripod that can be deployed as an action to provide Half Cover.Shield+2 AC175 gp10 lbPerfumePerfume comes in a 4-oz vial. For 1 hour after applying Perfume to yourself, you have advantage on Persuasion checks made to influence an indifferent humanoid within 5 ft of yourself.Gear—5 gp—PikeHeavy, Reach, Two-HandedMartial Melee1D10 Piercing5 gp18 lbPistol (Optional)Ammunition (Range 30/90), LoadingMartial Ranged1D10 Piercing250 gp3 lbPlateSTR 15 · Stealth disadvantageHeavy ArmorAC 181,500 gp65 lbPoison, BasicAs a Bonus Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition takes an extra 1D4 Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first.Gear—100 gp—PoleA Pole is 10 ft long. You can use it to touch something 10 ft away. If you must make an Athletics check as part of a High or Long Jump, you can use the Pole to vault, giving you advantage on the check.Gear—5 cp7 lbPot, IronAn Iron Pot holds 1 gallonGear—2 gp10 lbPotion of HealingThis potion is a magic item. As a bonus action, you can drink it or administer it to another creature within 5 ft of yourself. The creature that drinks the magical red liquid in this vial regains 2D4 + 2 hit points.Gear—50 gp0.5 lbPouchHolds up to 6 lbs within 1/5th of a square footGear—5 sp1 lbPriest’s PackContains the following items: Backpack, Blanket, Holy Water, Lampo, 7 Days of Rations, Robe, and Tinderbox.Gear—33 gp29 lbQuarterstaffVersatile (1D8)Simple Melee1D6 Bludgeoning2 gp4 lbQuiverHolds up to 20 arrows.Gear—1 gp1 lbRam, PortableYou can use a Portable Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. One other character can help you use the ram, giving you Advantage on this check.Gear—4 gp35 lbRapierFinesseMartial Melee1D8 Piercing25 gp2 lbRationsRations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts.Gear—5 sp2 lbRing mailStealth disadvantageHeavy ArmorAC 1430 gp40 lbRobeA Robe has a vocational or ceremonial influence. Some events and locations only admit pooping wearing a Robe bearing certain colors or symbols.Gear—1 gp4 lbRopeAs a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Sleight of Hand check. The Rope can be burst with a successful DC 20 Athletics check.
You can bind an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Acrobatics check as an action.Gear—1 gp5 lbRope DartSpecial, Range (10-25)Martial Ranged1D8 Piercing25 gp2 lbRoundShield+2 AC10 gp6 lbSackHolds up to 30 lbs within 1 square footGear—1 cp0.5 lbSaiFinesse, LightMartial Melee1D6 Slashing4 gp1 lbScaleA scale includes a small balance, pans, and a suitable assortment of weights up to 2 lbs. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.Gear—5 gp3 lbScale mailStealth disadvantageMedium ArmorAC 1450 gp45 lbScholar’s PackContains the following items: Backpack, Book, Ink, Ink Pen, Lamp, 10 Flasks of Oil, 10 Sheets of Parchment, and Tinderbox.Gear—40 gp22 lbScimitarFinesse, LightMartial Melee1D6 Slashing25 gp3 lbScytheHeavy, Two-Handed, ReachMartial Melee1D10 Slashing5 gp6 lbShortbowAmmunition (Range 80/320), Two-HandedSimple Ranged1D6 Piercing25 gp2 lbShortswordFinesse, LightMartial Melee1D6 Piercing10 gp2 lbShovelWorking for 1 hour. You can use the Shovel to dig a hold that is 5 ft on each side in soil or similar material.Gear—2 gp5 lbShurikenRange (30/90)Martial Ranged1D6 Slashing2 gp1 lbSickleLightSimple Melee1D4 Slashing1 gp2 lbSignal WhistleWhen blown as a Utilize action, a Signal Whistle produces a sound that can be heard up to 600 ft away.Gear—5 cp—SlingAmmunition (Range 30/120)Simple Ranged1D4 Bludgeoning1 sp—SpearThrown, Versatile (1D8)Simple Melee1D6 Piercing1 gp3 lbSpellbookEssential for Wizards, a Spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.Gear—Varies—SpikedSTR 13 · Stealth disadvantage · creatures that make melee attacks that are dealt by appendages such as claws or an Unarmed Strike take 1D4 Piercing damage.Shield+2 AC225 gp25 lbSpiked ClubSimple Melee1D4 Piercing2 gp5 lbSpikes, IronIron Spikes come in bundles of ten. As a Utilize action, you can use a blunt object, such as a Light Hammer, to hammer a spike into wood, earth, or a similar material. You can do so to jam a door shut or to then tie a Rope or Chain to the Spike.Gear—1 gp5 lbSplintSTR 15 · Stealth disadvantageHeavy ArmorAC 17200 gp60 lbSpyglassObjects viewed through a Spyglass are magnified to twice their size.Gear—1,000 gp1 lbStringA String is 10 ft long. You can tie it into a knot as a Utilize action.Gear—1 sp—Studded leatherLight ArmorAC 1345 gp13 lbTentA Tent can sleep up to 2 Small or Medium sized creatures.Gear—2 gp20 lbTessen (Iron Fan)Finesse, LightMartial Melee1D6 Bludgeoning25 gp2 lbThrowing AxeLight, Thrown (20/80), thrown damage 1D8 SlashingMartial Melee1D6 Slashing10 gp1 lbThrowing DaggerFinesse, Light, Thrown (range 30/90), thrown damage 1D6 PiercingMartial Melee1D4 Slashing4 gp1 lbThrustingSTR 15 · Stealth disadvantage · a -3 Martial Weapon that deals 1D6 Slashing damage.Shield+2 AC300 gp30 lbTinderboxA Tinderbox is a small container holding flint, fire steel, and tinder (Usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch—or anything else with exposed fuel—takes a Bonus Action. Lighting any other fire takes 1 minute.Gear—5 sp1 lbTonfaFinesseMartial Melee1D6 Bludgeoning8 gp2 lbTorchA Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage.Gear—1 cp1 lbTowerSTR 15 · Stealth disadvantage · gives you and those in a line behind you Half Cover (You do not benefit from the AC bonus of the Half Cover)Shield+3 AC300 gp30 lbTridentThrown (20/60), Versatile (1D8)Martial Melee1D6 Piercing5 gp4 lbTwinbladeFinesse, Versatile (1D8)Martial Melee1D6 Slashing25 gp4 lbVialA Vial holds up to 4-ozGear—1 gp—War pickMartial Melee1D8 Piercing5 gp2 lbWarhammerVersatile (1D8)Martial Melee1D8 Bludgeoning15 gp2 lbWaterskinA Waterskin holds up to 4 pints.Gear—2 sp5 lbWhipFinesse, ReachMartial Melee1D4 Slashing2 gp3 lb