Page 145 - Dungeons and Dragons - Players Handbook
P. 145
SELLING TREASURE The Armar table shows the cost, weight, and other
properties of the common lypes of armor worn in the
Opportunities abound to find treasure, equipment, worlds of D&D.
weapons, armar, and more in the dungeons you explore. Armor Proficiency. Anyone can put on a suit of armar
Normally, you can sell your treasures and trinkets when ar strap a shield to an armo Only those praficient in the
you return to a town ar other setllement, provided that you armor's use know how to wear it effectively, however.
can find buyers and merchants interested in your 1001. Your class gives you praficiency with certain types of
Arms, Armor, and Other Equipment. As a general armor.lfyou wear armor that you lack proficiency with,
rule, undamaged weapons, armar, and other equipment you have disadvantage on any ability check, saving
fetch half their cost when sold in a market. Weapons thraw, ar atlack roll that involves Strength or Dexterity,
and armor used by monsters are rarely in good enough and you can't cast spells.
condition to sell. Armor Class (AC).Armar protects its wearer fram
Magic Items. Selling magic items is prablematic. atlacks. The armar (and shield) you wear determines
Finding someone to buy a potion or a scroll isn't toa your base Armar Class.
hard, but other ilems are out of the realm of most but the Heavy Armor. Heavier armor interferes with the
wealthiest nobles. Likewise, aside fram a few common wearer's ability to move quickly, stealthily, and freely.
magic items, you won't normally come across magic lf the Armor table shows "Str 13" ar "Str 15" in the
items ar spells to purchase. The value of magic is far Strength column for an armar type, the armar reduces
beyond simple gold and should always be treated as such. the wearer's speed by 10 feet unless the wearer has a
Gems,jewe1ry, 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. lf the Armar table shows "Disadvanlage" in
trade them in for coin ar use them as currency for other the Stealth column, the wearer has disadvantage on
lransactions. For exceptionally valuable treasures, the Dexterity (Stealth) checks.
DM might require you to find a buyer in a large town ar Shields. A shield is made fram wood ar metal and
larger community first. is carried in one hand. Wielding a shield increases
Trade Goods. On the borderlands, many people your Armar Class by 2. Vou can benefit from only one
conduct transactions through barter. Like gems and art shield at a time.
objects, trade goods-bars of iran, bags of salt, Iivestock,
and so on-relain lheir full value in the market and can LIGHTARMOR
be used as currency.
Made fram supple and thin materiais, light armor favors
ARMOR AND SHIELDS agile adventurers since it offers some pratection without
sacrificing mobility. If you wear light armar, you add
D&D worlds are a vast tapestry made up of many your Dexterity modifier to the base number from your
different cultures, each with its own technology leveI. armar type to determine your Armar Class.
For this reason, adventurers have access to a variety Padded. Padded armar consists of quilted layers of
of armor types, ranging from leather armor to chain cloth and batting.
mail to costly plate armar, with several other kinds of Leather. The breastplate and shoulder protectors of
armor in between. The Armor table collects the most this armor are made of leather that has been stiffened
commonly available types of armar found in the game by being boiled in oil. The rest of the armar is made of
and separates them into three calegories: light armor, softer and more flexible materiaIs.
medium armar, and heavy armar. Many warriors Studded Leather. Made from tough but flexible
supplement their armar with a shield. leather, studded leather is reinforced with close-set
rivets ar spikes .
•• ••
VARIANT: EQUIPMENT SIZES MEDIUM ARMOR
In most campaigns, you can use ar wear any equipment that
you find on your adventures, within the bounds of common Medium armar offers more pratection than light armar,
sense. For example, a burly haif.orc won't fit in a halfling's but il also impairs movement more.lfyou wear medium
leather armar, and a gnome would be swallowed up in a armor, you add your Dexlerity modifier, to a maximum
c10ud giant's elegant robe. of +2, to the base number fram your armor type to
The DM can impose more realism. For example, a suit of determine your Armar Class.
plate armar made for one human might not fit another one Hide. This crude armor consists of thick furs and
without significant alterations, and a guard's uniform mighl pelts. lt is commonly 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 materiaIs needed lOcreate betler armor.
Using this variant, when adventurers find armar, c1othing.
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, ar similar exper! shirl is worn belween layers of clothing ar leather. This
to make the item wearable. The cost for such work varies armor offers modest protection to the wearer's upper
from 10 to 40 percent ofthe market price ofthe item. The body and allows lhe sound of the rings rubbing against
DM can either rollld4 x 10 ar determine the increase in cost one another to be muffled by outer layers.
based on the extent of the alterations required. ScaleMail.This armar consists of a coat and leggings
--------------------- r •. (and perhaps a separate skirt) of leather covered with
••••
PART 1 I EQUIPMENT

