Page 135 - DnD_5e_Players_Handbook_(BnW_OCR)
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S e l l i n g T r e a s u r e The Arm or table shows the cost, weight, and other
properties of the com m on types of armor worn in the
Opportunities abound to find treasure, equipment,
worlds of D&D.
weapons, armor, and m ore in the dungeons you explore.
Armor Proficiency. Anyone can put on a suit o f armor
Normally, you can sell your treasures and trinkets when
or strap a shield to an arm. Only those proficient in the
you return to a town or other settlement, provided that you
arm or’s use know how to w ear it effectively, however.
can find buyers and merchants interested in your loot.
Your class gives you proficiency with certain types of
Arms, Armor, and Other Equipment. As a general
armor. If you w ear armor that you lack proficiency with,
rule, undamaged weapons, armor, and other equipment
you have disadvantage on any ability check, saving
fetch half their cost when sold in a market. W eapons
throw, or attack roll that involves Strength or Dexterity,
and armor used by m onsters are rarely in good enough
and you can’t cast spells.
condition to sell.
Armor Class (AC). Arm or protects its w earer from
Magic Items. Selling m agic items is problematic.
attacks. The armor (and shield) you w ear determines
Finding som eone to buy a potion or a scroll isn’t too
your base Arm or Class.
hard, but other items are out of the realm of most but the
Heavy Armor. Heavier armor interferes with the
wealthiest nobles. Likewise, aside from a few com m on
w earer’s ability to move quickly, stealthily, and freely.
magic items, you w on’t normally com e across magic
If the Arm or table shows “Str 13” or “Str 15” in the
items or spells to purchase. The value of magic is far
Strength colum n for an armor type, the armor reduces
beyond simple gold and should always be treated as such.
the w earer’s speed by 10 feet unless the w earer has a
Gems, Jewelry, and Art Objects. These items retain
Strength score equal to or higher than the listed score.
their full value in the marketplace, and you can either
Stealth. If the Arm or table shows “Disadvantage” in
trade them in for coin or use them as currency for other
the Stealth column, the wearer has disadvantage on
transactions. For exceptionally valuable treasures, the
Dexterity (Stealth) checks.
DM might require you to find a buyer in a large town or
Shields. A shield is made from w ood or metal and
larger community first.
is carried in one hand. W ielding a shield increases
Trade Goods. On the borderlands, many people
your Arm or Class by 2. You can benefit from only one
conduct transactions through barter. Like gems and art
shield at a time.
objects, trade goods—bars of iron, bags of salt, livestock,
and so on—retain their full value in the market and can
L i g h t A r m o r
be used as currency.
Made from supple and thin materials, light arm or favors
agile adventurers since it offers som e protection without
A r m o r a n d Sh ie l d s
sacrificing mobility. If you w ear light armor, you add
D&D worlds are a vast tapestry made up of many your Dexterity m odifier to the base number from your
different cultures, each with its own technology level. armor type to determine your Arm or Class.
For this reason, adventurers have access to a variety Padded. Padded armor consists of quilted layers of
of armor types, ranging from leather armor to chain cloth and batting.
mail to costly plate armor, with several other kinds of Leather. The breastplate and shoulder protectors of
armor in between. The Arm or table collects the most this arm or are made of leather that has been stiffened
com m only available types of armor found in the game by being boiled in oil. The rest of the armor is made of
and separates them into three categories: light armor, softer and m ore flexible materials.
medium armor, and heavy armor. Many warriors Studded Leather. Made from tough but flexible
supplement their armor with a shield. leather, studded leather is reinforced with close-set
rivets or spikes.
V a r i a n t : E q u i p m e n t S i z e s
M e d i u m A r m o r
In most campaigns, you can use or wear any equipment that
you find on your adventures, within the bounds of common Medium armor offers m ore protection than light armor,
sense. For example, a burly half-orc won't fit in a halfling’s but it also impairs movement more. If you wear medium
leather armor, and a gnome would be swallowed up in a armor, you add your Dexterity modifier, to a maximum
cloud giant’s elegant robe. of +2, to the base number from your armor type to
The DM can impose more realism. For example, a suit of
determine your Arm or Class.
plate armor made for one human might not fit another one
Hide. This crude arm or consists o f thick furs and
without significant alterations, and a guard’s uniform might
pelts. It is com m only worn by barbarian tribes, evil
be visibly ill-fitting when an adventurer tries to wear it as a
humanoids, and other folk who lack access to the tools
disguise.
and materials needed to create better armor.
Using this variant, when adventurers find armor, clothing,
and similar items that are made to be worn, they might need Chain Shirt. Made of interlocking metal rings, a chain
to visit an armorsmith, tailor, leatherworker, or similar expert shirt is worn between layers o f clothing or leather. This
to make the item wearable. The cost for such work varies armor offers m odest protection to the wearer’s upper
from 10 to 40 percent of the market price of the item. The body and allows the sound of the rings rubbing against
DM can either roll 1d4 x 10 or determine the increase in cost one another to be muffled by outer layers.
based on the extent of the alterations required. Scale Mail. This armor consists of a coat and leggings
(and perhaps a separate skirt) o f leather covered with

