Equipment Rules — page 89
Equipment Rules rules and reference.
sEllin G Equip MEnt Equipment fetches half its cost when sold. In contrast, trade goods and valuables—like gems and art objects—retain their full value in the marketplace. "Magic Items" has prices for magic items. Equipment Coins Characters often find coins on their adventures and can spend those coins in shops, inns, and other businesses. Coins come in different denominations based on the relative worth of their material. The Coin Values table lists coins and how much they're worth relative to the Gold Piece, which is the game's main coin. For example, 100 Copper Pieces are worth 1 Gold Piece.
A coin weighs about a third of an ounce, so fifty coins weigh a pound. Coin Values Coin Value in GP Copper Piece (CP) 1/100 Silver Piece (SP) 1/10 Electrum Piece (EP) 1/2 Gold Piece (GP) 1 Platinum Piece (PP) 10 Weapons The Weapons table in this section shows the game's main weapons. The table lists the cost and weight of each weapon, as well as the following details: 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. To use that property, you must have a feature that lets you use it.
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 features can provide weapon proficiencies. A monster is proficient with any weapon in its stat block. Properties Here are definitions of the properties in the Properties column of the Weapons table. 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 score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
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.