Equipment
Economy
Silver Standard
Gold piece values (prices for equipment, etc) are converted to Silver pieces.
Platinum piece values are Gold pieces, Silver piece values are Copper pieces, and Copper piece values are Copper bits. For example, instead of a dagger costing 2 gp, it costs 2 sp.
Armour
Light Armour
11 + Dexterity modifier, disadvantage: Padded
11 + Dexterity modifier: Gambeson
12 + Dexterity modifier: Leather
Medium Armour
12 + Dexterity modifier (max 2): Hide
13 + Dexterity modifier (max 2): Chain shirt
14 + Dexterity modifier (max 2), disadvantage: Scale
14 + Dexterity modifier (max 2): Breastplate
15 + Dexterity modifier (max 2), disadvantage: Brigandine
Heavy Armour
15, disadvantage: Mail
16, disadvantage: Splint
17, disadvantage: Half plate
18, disadvantage: Plate
Buckler. +1 (bonus action to don or doff). Weight. 3lb.
Tower Shield. +4 (action to don or doff), Dexterity modifier (max 2), disadvantage, Weight. 25lb.
As an action, you can use a tower shield to grant you total cover until the beginning of your next turn. When using a tower shield in this way, you must choose one side of your space. That side is treated as a solid wall for attacks targeting you only. You gain total cover for attacks that pass through that side and no cover for attacks that do not pass through that side.
Weapon Properties
Double. When taking the attack action with a double weapon, you can make an attack as a bonus action with the other end of the weapon, as for Two-Weapon Fighting. A damage value in parentheses appears with the property - the damage with the other end of the weapon when used to make an attack.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack roll.
Loading.When making an attack with a loading weapon, you do not use your Strength modifier for the damage roll.
Cold-Iron Weapons
Some monsters that have immunity or resistance to nonmagical weapons are susceptible to cold-iron weapons.
Bone/Ceramic/Coral/Obsidian/Stone/Wood WeaponsSome weapons made of these materials, such as a bone sword, coral dagger, or a stone-tipped spear, take a -1 penalty to damage rolls. If the d20 roll for an attack with such a weapon is a 1, there's a chance it's destroyed: Roll a d20. If the roll is 9 or lower, the weapon is destroyed.
Special Weapons
Bolas. A Large or smaller creature hit by a bolas is knocked prone. A bolas has no effect on creatures that are formless, or creatures that are Huge or larger.
When you use an action, bonus action, or reaction to attack with a bolas, you can make only one attack regardless of the number of attacks you can normally make.
Simple Melee Weapons
1d4, Finesse, light: Bludgeoning (sap), Piercing (foil), Slashing (kukri, razor, war fan)
1d4, Finesse, light, thrown: Piercing (dagger, tanto), Slashing (chakram, knife)
1d4, Light: Bludgeoning (cestus, club, escrima/jo-stick, knobkierie, nunchaku, tonfa)
1d4, Light, thrown:Bludgeoning (boomerang, light hammer), Piercing (wushu dart), Slashing (handaxe)
1d6, Light: Bludgeoning (light mace, sai), Piercing (ankus/elephant goad, light pick), Slashing (kama, long knife, panga, parang, sickle)
1d6, Thrown: Bludgeoning (hammer), Piercing (javelin), Slashing (axe)
1d6, Thrown, versatile (d8): Piercing (assegai, spear, tiger lance, trident, yari)
1d6, Versatile (d8): Bludgeoning (chain, kau sin ke, nine-section whip)
1d8, Two-handed: Bludgeoning (gada, quarterstaff, Sansetsukon/Three-section-staff), Piercing (tiger fork), Slashing (nagimaki)
1d10, Heavy, two-handed: Bludgeoning (greatclub, tetsubo), Slashing (scythe)
Martial Melee Weapons
1d4, Finesse, reach: Piercing (rope-dart, whip), Slashing (kyoketsu shoge)
1d6, Double (1d6), finesse, two-handed: Bludgeoning/Bludgeoning (bo-staff), Bludgeoning/Piercing (gnome hooked hammer), Piercing/Slashing (monks' spade), Slashing/Slashing (lajatang, two-bladed sword), Slashing/Piercing (dwarven urgrosh)
1d6, Finesse, light: Piercing (gladius, kris, shortsword), Slashing (butterfly sword, scimitar, wakizashi)
1d6, Finesse, reach, two-handed: Bludgeoning (meteor hammer), Piercing (spiked chain), Slashing (kusarigama)
1d8: Bludgeoning (flail, mace), Piercing (morningstar, war pick, zaghnal), Slashing (arming sword, khopesh, maca, spatha, urumi)
1d8, Finesse: Piercing (rapier), Slashing (broadsword, cutlass, dao, falcata, nine-ring sword, sabre, tulwar)
1d8, Versatile (1d10): Bludgeoning (warhammer), Piercing (estoc, Iklwa), Slashing (battleaxe, katana, khandar, longsword, terbutje, wodao)
1d10, Finesse, two-handed: Slashing (elven courtblade, falchion, tachi)
1d10, Heavy, reach, two-handed: Bludgeoning (pole-hammer), Piercing (bisento, long spear, pike, ranseur, tepoztopilli), Slashing (glaive, halberd, naginata, pole-axe)
1d12, Heavy, two-handed: Bludgeoning (heavy flail, war mace), Piercing (greatspear), Slashing (chandao, greataxe, macuahuitl)
1d12, Reach, special: Piercing (lance)
2d6, Heavy, two-handed: Bludgeoning (dai tsuchi, maul), Piercing (mattock), Slashing (greatsword, jian, nodachi, zweihänder)
Martial Ranged Weapons
---, Special, thrown (range 30/120): --- (bolas)
---, Special, thrown (range 10/20): --- (lasso, net)