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Equipment
Equipment are important items for the player’s adventure. They can be weapons that deal damage to enemies, or armor for protection from them. They can also give interesting bonuses to the player’s characters such as extra spells, special enchantments, and so on.
You can find detailed description for each type of equipment below.
Sets
Weapons
Weapons serve the purpose of dealing damage to various things, ranging from doors and crates to monsters and NPCs.
There are a number of ways to categorize items:
- Melee or Ranged
- Martial or Simple
- One-handed, Two-handed, or Versatile
Each weapon deals a specific type of physical damage. The damage types are:
- Blunt
- Slashing
- Piercing
In addition, weapons can have various special properties, though not all are implemented in the game as of now:
Property | Description |
---|---|
Ammunition | (Not implemented.) You need ammunition to be able to attack. You can regain half of your spent ammunition after a battle by spending one minute to search the area. |
Finesse | When making an attack, you can choose between Strength and Dexterity for the attack and damage rolls (you must use the same choice for both). |
Heavy | (Not implemented.) Small creatures have Disadvantage on attack rolls. |
Light | Can be wielded in your off-hand as a secondary weapon. |
Loading | (Not implemented.) You can only make one attack per turn with this weapon, be it through an action, bonus action, or reaction. |
Range | Every ranged weapon has a normal range and a long range. Creatures that are beyond normal range but within long range can be attacked, albeit with Disadvantage. Creatures outside of long range cannot be attacked. |
Reach | A melee weapon with this property can be used to attack enemies up to 10ft away, instead of the regular 5ft. |
Special | Various special rules apply to the weapon, explained in its description. |
Thrown | A weapon with this property can be thrown for a ranged attack, even if it's normally melee. This combines with the Finesse property. For example, if you throw a Handaxe, you use Strength, but if you throw a Dagger, you can choose Dexterity instead. |
Two-handed | Indicates that this is a two-handed weapon. It can only be used with both hands. |
Versatile | Indicates that this is a versatile weapon. It can be used with one hand or both hands. Typically, using a versatile weapon with both hands offers a higher maximum damage. |
Improvised | Indicates that this is an object not designed to be a weapon, but can be used as such anyway. |
Silvered | (Not implemented.) Some monsters are immune or resistant to nonmagical weapons, but susceptible to silver weapons. |
Martial Weapons
Martial Weapons are weapons that require extensive training to effectively use in combat. Only martial classes such as Barbarian, Fighter, Paladin, Ranger, have proficiency with all martial weapons at level 1. You can obtain martial proficiency by taking the appropriate feat at level 4.
Melee Weapons | Ranged Weapons |
---|---|
Simple Weapons
Simple Weapons are easy to learn and use. Almost any commoner can wield simple weapons in combat. All classes except Druid, Wizard, and Sorcerer are proficient with all types of simple weapons at level 1. You can obtain simple weapon proficiency by taking the appropriate feat at level 4.
Melee Weapons | Ranged Weapons |
---|---|
Armor, Clothing and Shields
Armor
Armor offers the character an improved base armor Armor Class to decrease the chance of being hit. When wearing Armor, your Armor Class becomes that of the piece of Armor you're wearing. In other words, it overrides your base Armor Class, before bonuses from Dexterity, Shields, spell effects, etc. are applied.
There are three types of armor:
Clothing
Clothing provides no additional protection against damage. Caster classes that have no Armor Proficiency such as Sorcerer and Wizard will wear Clothings to be able of Spellcasting (in and out of combat).
You can obtain Light, Medium, or Heavy Armor Proficiency by taking the appropriate feat at level 4.
See also: All Clothing
Shields
Shields provide bonuses to characters' Armor Class and decreases the chance of being hit by enemies.
Taking the Feat “Moderately Armored” can grant you Proficiency with Medium Armor and Shields.
See also: All Shields
Accessories offer various enchantments that benefit the player’s gameplay.
Other gear
Helmets
Helmets are type of accessories that provide beneficial passives, allow characters to cast certain Spells or offer bonuses to Saving Throws.
See also: All Helmets
Gloves
Gloves are type of accessories that provide beneficial passives or offer bonuses to Saving Throws.
See also: All Gloves
Boots
Boots are type of accessories that provide beneficial passives or allow characters to cast certain Spells or offer bonuses to Saving Throws.
See also: All Boots
Amulets
Amulets are type of accessories that provide beneficial passives or allow characters to cast certain Spells.
See also: All Amulets
Rings
Rings are type of accessories that provide beneficial passives or allow characters to cast certain Spells.
See also: All Rings