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Store

Use this page as a general store. Each tab groups together the buyable equipment from the main equipment pages so you can browse prices in one place.

Open the full Armor page

Armor

Armor Armor Class (AC) Strength Stealth Weight Cost
Light Armor (1 Minute to Don or Doff)
Padded Armor 11 + Dex modifier — Disadvantage 8 lb. 5 GP
Leather Armor 11 + Dex modifier — — 10 lb. 10 GP
Studded Leather Armor 12 + Dex modifier — — 13 lb. 45 GP
Medium Armor (5 Minutes to Don and 1 Minute to Doff)
Hide Armor 12 + Dex modifier (max 2) — — 12 lb. 10 GP
Chain Shirt 13 + Dex modifier (max 2) — — 20 lb. 50 GP
Scale Mail 14 + Dex modifier (max 2) — Disadvantage 45 lb. 50 GP
Breastplate 14 + Dex modifier (max 2) — — 20 lb. 400 GP
Half Plate Armor 15 + Dex modifier (max 2) — Disadvantage 40 lb. 750 GP
Heavy Armor (10 Minutes to Don and 5 Minutes to Doff)
Ring Mail 14 — Disadvantage 40 lb. 30 GP
Chain Mail 16 Str 13 Disadvantage 55 lb. 75 GP
Splint Armor 17 Str 15 Disadvantage 60 lb. 200 GP
Plate Armor 18 Str 15 Disadvantage 65 lb. 1,500 GP
Shield (Utilize Action to Don or Doff)
Shield +2 — — 6 lb. 10 GP

Open the full Weapons page

Weapons

Name Damage Properties Mastery Weight Cost
Simple Melee Weapons
Club 1d4 Bludgeoning Light Slow 2 lb. 1 SP
Dagger 1d4 Piercing Finesse, Light, Thrown (Range 20/60) Nick 1 lb. 2 GP
Greatclub 1d8 Bludgeoning Two-Handed Push 10 lb. 2 SP
Handaxe 1d6 Slashing Light, Thrown (Range 20/60) Vex 2 lb. 5 GP
Javelin 1d6 Piercing Thrown (Range 30/120) Slow 2 lb. 5 SP
Light Hammer 1d4 Bludgeoning Light, Thrown (Range 20/60) Nick 2 lb. 2 GP
Mace 1d6 Bludgeoning — Sap 4 lb. 5 GP
Quarterstaff 1d6 Bludgeoning Versatile (1d8) Topple 4 lb. 2 SP
Sickle 1d4 Slashing Light Nick 2 lb. 1 GP
Spear 1d6 Piercing Thrown (Range 20/60), Versatile (1d8) Sap 3 lb. 1 GP
Simple Ranged Weapons
Dart 1d4 Piercing Finesse, Thrown (Range 20/60) Vex 1/4 lb. 5 CP
Light Crossbow 1d8 Piercing Ammunition (Range 80/320; Bolt), Loading, Two-Handed Slow 5 lb. 25 GP
Shortbow 1d6 Piercing Ammunition (Range 80/320; Arrow), Two-Handed Vex 2 lb. 25 GP
Sling 1d4 Bludgeoning Ammunition (Range 30/120; Bullet) Slow — 1 SP
Martial Melee Weapons
Battleaxe 1d8 Slashing Versatile (1d10) Topple 4 lb. 10 GP
Flail 1d8 Bludgeoning — Sap 2 lb. 10 GP
Glaive 1d10 Slashing Heavy, Reach, Two-Handed Graze 6 lb. 20 GP
Greataxe 1d12 Slashing Heavy, Two-Handed Cleave 7 lb. 30 GP
Greatsword 2d6 Slashing Heavy, Two-Handed Graze 6 lb. 50 GP
Halberd 1d10 Slashing Heavy, Reach, Two-Handed Cleave 6 lb. 20 GP
Lance 1d10 Piercing Heavy, Reach, Two-Handed (unless mounted) Topple 6 lb. 10 GP
Longsword 1d8 Slashing Versatile (1d10) Sap 3 lb. 15 GP
Maul 2d6 Bludgeoning Heavy, Two-Handed Topple 10 lb. 10 GP
Morningstar 1d8 Piercing — Sap 4 lb. 15 GP
Pike 1d10 Piercing Heavy, Reach, Two-Handed Push 18 lb. 5 GP
Rapier 1d8 Piercing Finesse Vex 2 lb. 25 GP
Scimitar 1d6 Slashing Finesse, Light Nick 3 lb. 25 GP
Shortsword 1d6 Piercing Finesse, Light Vex 2 lb. 10 GP
Trident 1d8 Piercing Thrown (Range 20/60), Versatile (1d10) Topple 4 lb. 5 GP
Warhammer 1d8 Bludgeoning Versatile (1d10) Push 5 lb. 15 GP
War Pick 1d8 Piercing Versatile (1d10) Sap 2 lb. 5 GP
Whip 1d4 Slashing Finesse, Reach Slow 3 lb. 2 GP
Martial Ranged Weapons
Blowgun 1 Piercing Ammunition (Range 25/100; Needle), Loading Vex 1 lb. 10 GP
Hand Crossbow 1d6 Piercing Ammunition (Range 30/120; Bolt), Light, Loading Vex 3 lb. 75 GP
Heavy Crossbow 1d10 Piercing Ammunition (Range 100/400; Bolt), Heavy, Loading, Two-Handed Push 18 lb. 50 GP
Longbow 1d8 Piercing Ammunition (Range 150/600; Arrow), Heavy, Two-Handed Slow 2 lb. 50 GP
Musket 1d12 Piercing Ammunition (Range 40/120; Bullet), Loading, Two-Handed Slow 10 lb. 500 GP
Pistol 1d10 Piercing Ammunition (Range 30/90; Bullet), Loading Vex 3 lb. 250 GP

Open the full Adventuring Gear page

SRD 5.2.1 presents Adventuring Gear as individual item entries rather than a single shopping table. Use the full page for item prices and rules.

Open the full Tools page

SRD 5.2.1 presents Tools as individual entries with Ability, Weight, Utilize, Craft, and Variants details. Use the full page for tool prices and rules.

Open the full Mounts and Vehicles page

Barding. Barding costs four times the listed armor price and weighs twice as much.

Mounts and Other Animals

Item Carrying Capacity Cost
Camel 450 lb. 50 GP
Elephant 1,320 lb. 200 GP
Horse, Draft 540 lb. 50 GP
Horse, Riding 480 lb. 75 GP
Mastiff 195 lb. 25 GP
Mule 420 lb. 8 GP
Pony 225 lb. 30 GP
Warhorse 540 lb. 400 GP

Tack, Harness, and Drawn Vehicles

Item Weight Cost
Carriage 600 lb. 100 GP
Cart 200 lb. 15 GP
Chariot 100 lb. 250 GP
Feed per day 10 lb. 5 CP
Saddle
Exotic 40 lb. 60 GP
Military 30 lb. 20 GP
Riding 25 lb. 10 GP
Sled 300 lb. 20 GP
Stabling per day — 5 SP
Wagon 400 lb. 35 GP

Speed

A ship sailing against a strong wind moves at half speed. In a dead calm (no wind), waterborne ships can't move under sail and must be rowed. Keelboats and Rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A Rowboat can be carried and weighs 100 pounds.

Ship Speed Crew Passengers Cargo (Tons) AC HP Damage Threshold Cost
Airship 8 mph 10 20 1 13 300 — 40,000 GP
Galley 4 mph 80 — 150 15 500 20 30,000 GP
Keelboat 1 mph 1 6 1/2 15 100 10 3,000 GP
Longship 3 mph 40 150 10 15 300 15 10,000 GP
Rowboat 1½ mph 1 3 — 11 50 — 50 GP
Sailing Ship 2 mph 20 20 100 15 300 15 10,000 GP
Warship 2½ mph 60 60 200 15 500 20 25,000 GP

Open the full Trade Goods page

Table- Cost of Trade Goods

Cost Goods
1 cp 1 lb. of wheat
2 cp 1 lb. of flour or one chicken
5 cp 1 lb. of salt
1 sp 1 lb. of iron or 1 sq. yd. of canvas
5 sp 1 lb. of copper or 1 sq. yd. of cotton cloth
1 gp 1 lb. of ginger or one goat
2 gp 1 lb. of cinnamon or pepper, or one sheep
3 gp 1 lb. of cloves or one pig
5 gp 1 lb. of silver or 1 sq. yd. of linen
10 gp 1 sq. yd. of silk or one cow
15 gp 1 lb. of saffron or one ox
50 gp 1 lb. of gold
500 gp 1 lb. of platinum