Equipment Δ
The right equipment can make the difference between success and failure for adventurers. This chapter provides rules and prices for weapons, armor, and other kinds of equipment that characters might purchase or find. The GM lets you know if a shop has an item for sale and whether it's available at the listed price.
Weapons
The Weapons table in the SRD 5.2 shows the game's main weapons. You can directly consult that documentation to learn details about cost and weight of each weapon, as well as:
- Category. Every weapon falls into a category: Simple or Martial. Weapon proficiencies are usually tied to one of these categories. For example, you might have proficiency with Simple weapons.
- Melee or Ranged. A weapon is classified as either Melee or Ranged. A Melee weapon is used to attack a target within 5 feet, whereas a Ranged weapon is used to attack at a greater distance.
- Damage. The table lists the amount of damage a weapon deals when an attacker hits with it as well as the type of that damage.
- Properties. Any properties a weapon has are listed in the Properties column. Each property is defined in the Properties section.
- Mastery. Each weapon has a mastery property, which is defined in the Mastery Properties section later in this chapter. To use that property, you must have a feature that lets you use it.
Simple Melee Weapons (Additional) Σ
Name | Damage | Properties | Mastery | Weight | Cost |
---|---|---|---|---|---|
Utility Knife | 1d4 Slashing | Finesse, Light | Nick | 1 lb. | 2 GP |
Martial Melee Weapons (Additional) Σ
Name | Damage | Properties | Mastery | Weight | Cost |
---|---|---|---|---|---|
Katana | 1d12 Slashing | Heavy, Two-Handed | Vex | 6 lb. | 100 GP |
Tanto | 1d6 Slashing | Finesse, Light | Slow | 2 lb. | 50 GP |
Wakizashi | 1d8 Slashing | Finesse, Versatile (1d10) | Sap | 4 lb. | 75 GP |
Weapon Proficiency
Anyone can wield a weapon, but you must have proficiency with it to add your Proficiency Bonus to an attack roll you make with it. A player character's background traits and talents can provide weapon proficiencies. A monster is proficient with any weapon in its stat block.
Improvised Weapons
An improvised weapon is an object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon if it's wielded in a way contrary to its design; for example, if you use a Ranged weapon to make a melee attack or throw a Melee weapon that lacks the Thrown property, the weapon counts as an improvised weapon. An improvised weapon follows the rules below.
- Proficiency. Don't add your Proficiency Bonus to attack rolls with an improvised weapon.
- Damage. On a hit, the weapon deals 1d4 damage of a type the GM thinks is appropriate for the object.
- Range. If you throw the weapon, it has a normal range of 20 feet and a long range of 60 feet.
- Weapon Equivalents. If an improvised weapon resembles a Simple or Martial weapon, the GM may say it functions as that weapon and uses that weapon's rules. For example, the GM could treat a table leg as a Club.
Properties
Here are definitions of the properties in the Properties column of the Weapons table of the SRD 5.2 documentation.
Ammunition
You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Finesse
When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Heavy
You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength modifier isn't at least +1 or if it's a Ranged weapon and your Dexterity modifier isn't at least +1.
Light
When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Loading
You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.
Range
A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Reach
A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
Thrown
If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
Two-Handed
A Two-Handed weapon requires two hands when you attack with it.
Versatile
A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery Properties
Each weapon has a mastery property, which is usable only by a character who has a feature, such as the Weapon Mastery talent, that unlocks the property for the character. The properties are defined below.
Cleave
If you hit an entity with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second entity within 5 feet of the first that is also within your reach. On a hit, the second entity takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Graze
If your attack roll with this weapon misses an entity, you can deal damage to that entity equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Nick
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Push
If you hit an entity with this weapon, you can push the entity up to 10 feet straight away from yourself if it is Large or smaller.
Sap
If you hit an entity with this weapon, that entity has Disadvantage on their next attack roll before the start of your next turn.
Slow
If you hit an entity with this weapon and deal damage to it, you can reduce their Speed by 10 feet until the start of your next turn. If the entity is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Topple
If you hit an entity with this weapon, you can force the entity to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the entity has the Prone condition.
Vex
If you hit an entity with this weapon and deal damage to the entity, you have Advantage on your next attack roll against that entity before the end of your next turn.
Armor Δ
The Armor tables in this section list the game's main armor. The tables include the cost and weight of armor, as well as the following details:
- Category. Every type of armor falls into a category: Light, Medium, or Heavy. The category determines how long it takes to don or doff the armor (as shown in the tables).
- Armor Class (AC). The tables' Armor Class column tells you what your base AC is when you wear a type of armor. For example, if you wear Leather Armor, your base AC is 11 plus your Dexterity modifier, whereas your AC is 16 in Chain Mail.
- Strength. If the tables show a Strength score in the Strength column for an armor type, that armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.
- Stealth. If the tables show "Disadvantage" in the Stealth column for an armor type, the wearer has Disadvantage on Stealth DEX checks.
Light Armor
1 Minute to Don or Doff
Armor | Armor Class (AC) | Strenght | Stealth | Weight | Cost |
---|---|---|---|---|---|
Padded Armor | 11 + DEX | — | Disadvantage | 8 lb. | 5 GP |
Leather Armor | 11 + DEX | — | — | 10 lb. | 10 GP |
Studded Leather Armor | 12 + DEX | — | — | 13 lb. | 45 GP |
Medium Armor Δ
5 Minutes to Don and 1 Minute to Doff
Armor | Armor Class (AC) | Strenght | Stealth | Weight | Cost |
---|---|---|---|---|---|
Hide Armor | 12 + DEX (max 2) | — | — | 12 lb. | 10 GP |
Chain Shirt | 13 + DEX (max 2) | — | — | 20 lb. | 50 GP |
Scale Mail | 14 + DEX (max 2) | STR 0 | Disadvantage | 45 lb. | 50 GP |
Breastplate | 14 + DEX (max 2) | — | — | 20 lb. | 400 GP |
Half Plate Armor | 15 + DEX (max 2) | STR 0 | Disadvantage | 40 lb. | 750 GP |
Heavy Armor Δ
10 Minutes to Don and 5 Minute to Doff
Armor | Armor Class (AC) | Strenght | Stealth | Weight | Cost |
---|---|---|---|---|---|
Ring Mail | 14 | STR 0 | Disadvantage | 40 lb. | 30 GP |
Chain Mail | 16 | STR +1 | Disadvantage | 55 lb. | 75 GP |
Splint Armor | 17 | STR +2 | Disadvantage | 60 lb. | 200 GP |
Plate Armor | 18 | STR +2 | Disadvantage | 65 lb. | 1500 GP |
Shield Δ
Utilize action to Don or Doff
Shield | Armor Class (AC) | Strenght | Stealth | Weight | Cost |
---|---|---|---|---|---|
Light Shield | +1 | — | — | 2 lb. | 5 GP |
Heavy Shield | +2 | — | — | 8 lb. | 15 GP |
Armor Training Δ
Anyone can don armor or hold a Shield, but only those with training can use them effectively, as explained below. A character's background traits determine the character's armor training. A monster has training with any armor in its stat block.
Light, Medium, or Heavy Armor If you wear Light, Medium, or Heavy armor and lack training with it, you have Disadvantage on any D20 Test that involves Strength or Dexterity, and you cannot cast spells.
Shield Δ If you hold a Shield and lack training with it, you do not gain the Armor Class benefit and you cannot cast spells.
One at a Time
A creature can wear only one suit of armor at a time and wield only one Shield at a time.
Tools Θ
Note: Echoes for 5E provides a list of tools that have been meaningfully modified from their SRD 5.2 counterparts or added anew. You can directly consult the SRD 5.2 documentation for those not listed.
As of version Alpha 0.8, very few tools have been reviewed.
A tool helps you make specialized ability checks, craft certain items, or both. A tool's description includes the tool's cost and weight, as well as the following entries:
- Ability. This entry lists the ability to use when making an ability check with the tool.
- Utilize. This entry lists things you can do with the tool when you take the Utilize action. You can do one of those things each time you take the action. This entry also provides the DC for the action.
- Craft. This entry lists what, if anything, you can craft with the tool. For crafting rules, see “Crafting Equipment” later in the chapter.
- Variants. This entry appears if the tool has variants, which are listed. Each requires a separate proficiency.
Tool Proficiency
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you have Advantage on the check too.
Background traits and Talents might give you proficiency with a tool. A monster has proficiency with any tool in its stat block.
Healer's Kit Δ
Type: Adventuring Gear | Weigh: 4 lb. (2 Kg) | Cost: 5 GP
Crafting Requirements: 1 hour, 2 GP of Raw Materials, DC 10 Herbalism Kit (INT) roll
A Healer's Kit has ten uses.
As a Utilize action, you can expend one of its uses to stabilize an Unconscious entity that has 0 Hit Points without needing to make a Medicine (DEX) check.
You can also use a Healer's Kit to patch wounds on yourself or another entity when you finish a Short or Long Rest. Doing so requires expending one of its uses and Medicine (DEX) check. If you are trying to heal yourself, you must first succeed on a DC 10 Wisdom saving throw or roll the Medicine (DEX) check with Disadvantage. Consult the following table to determine the outcome of the roll.
Medicine (DEX) | Recovered HP |
---|---|
Natural 1 | -1d6 HP |
< 10 | 0 HP |
DC 10 | +1d6 HP |
DC 15 | +2d6 HP |
DC 20 | +3d6 HP |
DC 25 | +4d6 HP |
DC 30 | +5d6 HP |
Natural 20 | +6d6 HP |
Note: Echoes' Medic Talent further enhances the usage of an Healer's Kit.
Mounts and Vehicles
A mount can help you move more quickly through the wilderness, but its primary purpose is to carry gear that would otherwise slow you down. The Mounts and Other Animals table in the SRD 5.2 documentation shows each animal's carrying capacity.
Mounts and Cargo
An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, add their carrying capacities together.
Barding
Barding is armor designed for a mount. Any type of armor on the Armor tables can be purchased as barding. The cost is four times the normal cost, and it weighs twice as much.
Saddles
A saddle comes with a bit, a bridle, reins, and any other equipment needed to use the saddle. A Military Saddle gives Advantage on any ability check you make to remain mounted. An Exotic Saddle is required for riding an aquatic or a flying mount.
Magic Items
Adventures hold the promise—but not a guarantee—of finding magic items. Hundreds of magic items are detailed in "Magic Items A-Z" of the SRD 5.2, since the GM decides when you find such an item. Here's what you need to know about using magic items.
Note: For the time being, Echoes for 5E does not provide a dedicated list or revised versions of Magic Items. It is up to the GM to adapt these, when needed.
Identifying a Magic Item
Some magic items are indistinguishable from their nonmagical counterparts, while others are conspicuously magical. Handling a magic item is enough to give you a sense that it is extraordinary, but learning a magic item's properties isn't automatic.
The Identify spell is the fastest way to reveal an item's properties. Alternatively, you can focus on one magic item during a Short Rest while being in physical contact with the item. At the end of the rest, you learn its properties and how to use them (but not any curse the item might bear).
Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched inside the band, or a feathered design might hint that it's a Ring of Feather Falling.
Wearing or experimenting with an item can also offer hints about its properties. In the specific case of Potions, a little taste is enough to tell the taster what a potion does. Other items might require more experimentation. For example, if your character puts on a Ring of Swimming, the GM might say, "Your movement feels strangely fluid." Perhaps you then dive into a river to see what happens. The GM would then say you swim unexpectedly well.
Attunement
Some magic items require a creature to form a bond—called Attunement—with them before the creature can use an item's magical properties. Without becoming attuned to an item that requires Attunement, you gain only its nonmagical benefits unless its description states otherwise. For example, a magic Shield that requires Attunement provides the benefits of a normal Shield if you aren't attuned to it, but none of its magical properties.
Attune during a Short Rest
Attuning to an item requires you to spend a Short Rest focused on only that item while being in physical contact with it (this can't be the same Short Rest used to learn the item's properties). This focus can take the form of weapon practice (for a Weapon), meditation (for a Wand), or some other appropriate activity. If the Short Rest is interrupted, the Attunement attempt fails. Otherwise, at the end of the Short Rest, you're attuned to the magic item and can access its full magical capabilities.
No More Than Three Items
You can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; you must end your Attunement to an item first. Additionally, you can't attune to more than one copy of an item. For example, you can't attune to more than one Ring of Protection at a time.
Ending Attunement
Your Attunement to an item ends if you no longer satisfy the prerequisites for Attunement, if the item has been more than 100 feet away for at least 24 hours, if you die, or if another creature attunes to the item. You can also voluntarily end Attunement by spending another Short Rest focused on the item unless the item is cursed.
Wearing and Wielding Items
Using a magic item's properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on feet, gloves on hands, hats and helmets on a head, and rings on a finger. Magic armor must be donned, a Shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held.
In most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer.
Multiple Items of the Same Kind
You can't wear more than one of certain magic items. You can't normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, or one cloak. The GM might make exceptions.
Paired Items
Items that come in pairs—such as boots, bracers, gauntlets, and gloves—impart their benefits only if both items of the pair are worn. For example, a character wearing a Boot of Striding and Springing on one foot and a Boot of Elvenkind on the other foot gains no benefit from either.