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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.
Weapons
Main article: Weapons
Weapons serve the purpose of dealing damage to various things, ranging from doors and crates to monsters and NPCs. Your weapon of choice determines your base Damage Roll before bonuses. For example, a dagger may do 1d4 damage (one four-sided dice), meaning 1 to 4 points of damage before bonuses are applied. On the other hand, a two-handed greatsword may do 2d6 damage (two six-sided dice), for a minimum of 2 and a maximum of 12 before bonuses.
There are a number of ways to categorize weapons:
- 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 properties such as Heavy, Finesse, Light, and so on. See the main Weapons page linked above for details.
Clothing, Armor, and Shields
Clothing
Main article: Clothing
Clothing normally provides no protection, though magical pieces of Clothing may provide many benefits.
Classes without any Armor Proficiency such as Sorcerer and Wizard wear Clothing instead of Armor so they can cast Spells in and out of combat. Wearing Armor without the corresponding Proficiency also imposes a number of other penalties.
One can gain additional Armor Proficiency by taking appropriate Feats at Level 4, such as Lightly Armored, Moderately Armored and Heavily Armored. However, each level of heaviness has the previous level as a prerequisite. For example, in order to be able to pick the Heavily Armored Feat, your character must already have Medium Armor Proficiency from some source.
Armor
Main article: Armor
Armor offers the character an improved base 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 worn armor: Light, Medium, and Heavy. Shields are also treated as armor, although they do not split into any sub-types. You need the corresponding Armor Proficiency to be able to use a specific type of Armor without penalties.
Shields
Main article: Shields
Shields provide a bonus to Armor Class to decrease the chance of being hit by enemies. A creature doesn't need to be actively holding the equipped shield to get the AC bonus; it's enough that the shield is equipped in their melee off-hand slot. I.e., a fighter with a sword and shield in its melee weapon slots and a longbow in its ranged weapon slots will benefit from the shield's AC bonus even while using the bow.
Taking the Feat “Moderately Armored” can grant you Proficiency with Shields in addition to Medium Armor, as long as you already had Light armor proficiency beforehand.
Other gear
Headwear
Main article: Headwear
Headwear includes helmets, circlets, Ioun stones, and so on. They can provide bonuses to saving throws, or grant item-specific actions such as the ability to cast a certain spell.
Handwear
Main article: Handwear
Handwear includes gloves, gauntlets, bracers, and so on. They can provide bonuses to saving throws, or grant item-specific actions such as the ability to cast a certain spell.
Footwear
Main article: Footwear
Footwear includes boots of various types. They can provide bonuses to saving throws, or grant item-specific actions such as the ability to cast a certain spell.
Jewelry
Amulets
Main article: Amulets
Amulets are a type of accessory that may provide beneficial passives or allow characters to cast certain Spells. Most amulets are merely non-magical jewelry whose sole purpose is to be sold for gold.
Rings
Main article: Rings
Rings are a type of accessory that may provide beneficial passives or allow characters to cast certain Spells. Most rings are merely non-magical jewelry whose sole purpose is to be sold for gold. Uniquely, a character can have two different rings equipped at once.