The equipment lists below provide the usual price range for each type of item, with variance for availability, quality, and decoration. Class-based Gear Packs are also provided to help speed PC creation if desired. Note 1 gold piece (gp) equals 10 silver pieces (sp).

Gear Availability

At the GM’s option, buying uncommon or rare equipment might call for a Charisma or other check by the interested PC, requiring a great success for rare items. Modifiers may apply depending on the circumstances, for example, the particular city, supplier, legality, etc. Items from small outposts and villages are generally one rarity category higher than normal.

Suggested quantities and possible wait times (if the GM decides the items are not immediately available, or if the PC wishes to try again after a failed attempt) appear below. Fantastic items such as magic swords are unique and generally not for sale. As always, GM discretion applies.


Portable Light Sources

With respect to lighting, torches burn for a few hours and create a 30 ft radius of light. A pint of oil in a lantern burns for approximately eight hours, casting a 30 ft radius of light. A bullseye lantern creates a beam of light 60 ft long but only 10 ft wide.

Common Equipment
(1d3 gp)

Common equipment is available in most towns and some villages. Some examples are provided below. For smaller quantities use sp instead.

Arrows or Bolts (20), Bell (steel, 5), Block & Tackle, Candles (10), Canvas (large), Case (waterproof, map/scroll), Chain (10 ft), Chalk (10 sticks), Chest, Clothes (inc footwear, cloaks, etc), Crowbar, Camping Kit (Backpack, Bedroll, Belt pouch, Flint & Steel, Waterskin), Fishing Net (large), Flask (steel), Grappling Hook, Hammer, Ink (1 oz), Ladder (10 ft), Lamp, Lantern (bullseye or hooded), Mirror (small steel), Oil (2 pints), Parchment (5 sheets), Pickaxe, Pole (10 ft), Pot (iron), Sack (large, 5), Rations (1 week), Rope (60 ft), Sealing wax, Shovel, Signal Whistle (steel), Iron Spike (5), Tent (2 person), Tool, Torch (5).

Common equipment is largely self-explanatory. On occasion, the GM might allow a bonus on a task for using the right kind of tool (eg: a crowbar might grant a +2 bonus when breaking open a door).

Uncommon Equipment
(2d10+10 gp)

Examples of uncommon equipment that adventurers often find useful are included below. The GM determines any benefits provided, in consultation with the player.

Boot blade (concealed), Caltrops (bag of 50, action to throw in 5 ft radius, Dex check or half movement until spend turn tending to feet), Clothes with secret pockets, Disguise Kit (clothes, dye, powder, etc), Holy Symbol (wooden or silver), Holy Water (one vial – see Undead p.183), Hunting Trap, Lock (standard quality), Manacles, Musical Instrument, Parchment suitable for a spell scroll, Pommel Blade (spring-loaded), Secret Sheath, Signet Ring.

Rare Equipment
(5d10+50 gp, or more)

Examples of rare equipment are provided below. These items tend to require unusual components, long and difficult manufacturing processes, or rare specialized skills. They are typically found in cities or well-stocked towns, as opposed to villages or small outposts.

A vial of acid is useful for (slowly) melting through locks, hinges, chains, and other items. It can also be thrown (range 40 ft) at an enemy, causing 1d6 acid damage.

Anti-toxin (1 dose)
Anti-toxin administered within one minute of being poisoned grants the user a second Luck save to resist the poison or some other beneficial effect at the GM’s discretion. It does not undo any attribute drain or hit point damage already caused, but will stave off further loss, paralysis, or death. Anti-toxin may also be taken ahead of time, granting the same protection for 2d6 rounds.

Magnetic compasses may or may not be available depending on the game world. Historically speaking they appeared in China by about 200 BC, and made their way to Western Europe by the 13th Century. An explorer armed with a map and compass is unlikely to become lost and has advantage on navigation checks. Compasses can be misled however by natural anomalies in the earth, iron armor, and other gear.

Fire Pot
A favorite among alchemists everywhere, the fire pot is a thrown missile weapon (range 40 ft), which explodes in a 5 ft radius, causing 1d6 fire damage and creating a thick cloud of smoke (33% miss chance, disperses after 1 round). Unattended combustibles in the area tend to catch fire.

Forged Papers
From time to time, adventurers might find a use for forged party invitations, identity documents, maps, merchant charters, and other written works.

Healer’s Kit (10 uses) If a party member has the Apothecary skill and a healer’s kit, each character recovers a bonus 1d4 hit points after a long rest. Additionally, tending with the Apothecary skill allows a character to roll with advantage for injury recovery times. Finally, an apothecary might be able to delay the onset or reduce the severity of poison and disease, at the GM’s discretion. Each use of the Apothecary skill in this manner consumes one use of the kit’s supplies (bandages, healing herbs, poultices, and salves, etc).

Hook Hand
For those adventurers, thieves, pirates, or other unfortunates absent a hand or forearm, the practicalities of a hook hand or similar prosthesis cannot be understated. Hook hands cause 1d4 damage if used as a weapon and may be attached to customized shields. Advanced mechanical hand replacements are not unknown, with life-like shapes and colors, hidden compartments, swappable tools or weapon grafts, more complex movement range, etc.

Like today, jewelry is available in a wide range of styles, quality, and price, and may be demonstrative of wealth, artistry, or social status.

Magnifying Glass
A magnifying glass can assist in locating minuscule clues, starting fires (magnifying daylight), and appraising small objects such as gemstones.

Peg Leg
A lower leg prosthetic to replace lost limbs beneath the knee. With practice the subject will be able to walk at the same speed as a normal humanoid. The user suffers disadvantage on movement-based Dex checks, including Luck (Dex) saves. Advanced mechanical leg replacements are not unknown, with life-like shapes and colors, hidden compartments, more complex movement range, etc.

Poison (1 dose)
Poisons come in a wide variety of effects, but the most common types cause hit point loss and/or attribute loss. More potent poisons may cause paralysis, sleep, and even death. Some poisons take hold immediately whilst others require a number of rounds or hours before applying their effect. Different poisons are administered in different ways, by skin contact, blood injury, inhalation, and/or ingestion. Applying poison to a weapon takes an action, and remains on the weapon until a strike is delivered or 1-minute passes (at which time the poison has either run off the blade or become inert after exposure to air).

The GM decides which poisons (if any) are available for sale on a case-by-case basis. Some example poisons are provided below (see also Trap Poison p.235).

Giant Centipede poison: as the monster entry.

Elderberry Toxin: applied by injury or ingestion, causes 1d4 Dex loss. Luck (Con) save resists.

Fireblood: applied by injury, causes 2d6 damage plus 1d3 Str loss. Luck (Con) save for half.

Choking Spore: distributed in a 5 ft radius, must be inhaled, causes 1d3 Con loss for the next 1d4 rounds. Luck (Con) save resists.

Ghoulsheen Admixture: applied by injury, immediate paralysis for 1d4 rounds. Luck (Con) save resists.

Whisperfog: Applied by contact (not injury; does not work on an injured target). Fall asleep for 1d4 minutes, plus loss of short-term memory for the prior 1d6 x 10 minutes. Luck (Con) save resists.

Poisoner’s Ring
This special ring includes a small secret compartment to store one dose of poison or some other tiny object. Some variants include a pop-out needle.

Thieves Tools
A mix of skeleton keys, picks, files, saws, clamps, and pliers, this tool kit allows a character to pick locks or disarm traps. Without such a kit, improvised tools will generally be required.

Sextant and Nautical Almanac
Armed with a sextant and nautical almanac, an explorer might be able to determine the correct course using celestial navigation. The process is not easy and requires accurate measurement of the angle between the moon and sun, and a series of difficult computations. The process takes about half an hour, at which point an Int check is required. If successful, the explorer deduces her current longitude and latitude.

A portable telescope allows the user to see up three times as far as normal. Also a fashion item among pirates.

Commonly a spool of thin fishing line strung between ankle height weights topped with bells or connected to a trap of some kind (such as a brace of rigged crossbows on a wooden frame).

Gear Packs

For convenience, class-based Gear Packs are provided below to speed starting equipment choice. Each PC also receives (i) one melee weapon, (ii) one armor, (iii) one shield (if available to that class), and (iv) 1d6 gp left over.

Note that Gear Packs are more generous than standard starting gold. Gear packs might also be useful for improvised NPC adventurers or loot (choose the appropriate class pack, or roll 1d10, if 10 GM’s choice or Carry Loot instead).




Animal barding, if available, is more expensive than human armor (up to ten times as much).

Vehicles and Ships


Lifestyle Expenses

Lifestyle costs cover food, drink, shelter, clothing, and utilities. Rich and Filthy Rich lifestyles might also involve servants, livestock, land, special functions, and so on. The modified Lifestyle Expenses Table may be found HERE.

Food & Services


Buildings & Construction





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