Armor
Cloth Armor
Common armor
AC: 3 + Dex modifier
No strength requirement
Stealth: no disadvantage
Weight: 4 lb.
Cost: 2 gp
Wool Armor
Common armor
AC: 4 + Dex modifier
No strength requirement
Stealth: no disadvantage
Weight: 5 lb.
Cost: 3 gp
Felt Armor
Common armor
AC: 5 + Dex modifier
No strength requirement
Stealth: no disadvantage
Weight: 6 lb.
Cost: 4 gp
Splint Armor
Strength requirement is 14 instead of 15 for splint armors.
Shields
Small Shield
Light shield
AC: +1
No strength requirement
Stealth: no disadvantage
Weight: 4 lb.
Cost: 8 gp
Medium Shield
Light shield
AC: +2
No strength requirement
Stealth: no disadvantage
Weight: 6 lb.
Cost: 10 gp
Large Shield
Medium shield
AC: +3 (Dex modifier for armors is max 2)
Strength requirement: 12
Stealth: disadvantage
Weight: 15 lb.
Cost: 250 gp
Tower Shield
Heavy shield
AC: +4 (Dex modifier for armors is max 1)
Strength requirement: 13
Stealth: disadvantage
Weight: 20 lb.
Cost: 1000 gp
Weapons
Brass Knuckles
Common melee weapon
Damage: 1 (bludgeoning)
Weight: 1 lb.
Properties: Finesse
Cost: 1 sp
Cudgel
Common melee weapon
Damage: 1d4 / 2 (rounded up) (bludgeoning)
Weight: 2 lb.
Properties: –
Cost: 2 sp
Staff
Common melee weapon
Damage: 1d4 – 1 (bludgeoning)
Weight: 3 lb.
Properties: Versatile (1d4)
Cost: 5 sp
Slingshot
Common ranged weapon
Damage: 1 (piercing)
Weight: 1 lb.
Properties: Ammunition, Range (10/30), Loading
Cost: 5 sp
Lance
Lances get the Heavy property but don’t benefit from the Great Weapon Master feat.
Daggers
Daggers score a critical hit on a roll of 19 and 20.
Weapon Costs
Simple Melee Weapons
Club: 1 gp
Javelin: 5 gp
Greatclub: 10 gp
Quarterstaff: 10 gp
Spear: 10 gp
Simple Ranged Weapons
Dart: 1 sp
Sling: 1 gp
Martial Melee Weapons
Battleaxe: 20 gp
Greataxe: 50 gp
Lance: 50 gp
Longsword: 20 gp
Maul: 50 gp
Morningstar: 10 gp
Pike: 20 gp
Rapier: 30 gp
Shortsword: 25 gp
Trident: 10 gp
Warpick: 10 gp
Warhammer: 20 gp