Player's Handbook · Chapter 6

Gear & Treasure

Everything you can buy, carry, wear, or covet exists as a record under Items/ — 632 of them, from a @Missing file to a vorpal sword. Drop one onto your sheet and its numbers wire themselves in.

Armor and AC

Armor sets your base AC and decides how much Dexterity helps: light armor adds your full modifier, medium caps it at +2, heavy like @Missing file ignores it — with Strength minimums and stealth disadvantage on the heaviest suits. A shield adds +2. No armor is AC 10 + Dexterity; some classes bring their own unarmored math, which the sheet already knows. The table: @Missing file.

Weapons

A weapon is its damage die, damage type, properties (Finesse, Light, Heavy, Reach, Thrown, Versatile, Two-Handed…) — and now its mastery property, the 2024 revision's gift to martials: Sap, Vex, Topple, Cleave, Graze, Nick, Push, Slow, printed on every weapon file and unlocked by class training. Equip a main hand and off hand and your exact attack lines appear, feats and magic included. Tables and properties: @Missing file.

Coin and load

Prices run on the gold piece; your sheet tracks all five coinages and their total worth. Carrying capacity is Strength × 15 pounds — generous, until the statue turns out to be solid bronze.

Magic items

Treasure with rules text, graded Common to Legendary (@Missing file): a deep vault of wondrous items plus full racks of magic weapons, armor, and shields, each a real typed item the sheet computes from. The potent ones require attunement — a Short Rest spent bonding, hard cap three at once, enforced by the three attunement slots on your sheet (@Missing file). Attune @Missing file and your AC and every save quietly rise by one; the sheet does it, the ring file explains it.

The humble list

Rope, caltrops, ball bearings, a ten-foot pole, and a @Missing file within easy reach — the Gear folder is full of problems solved for silver. Veterans read it like a spellbook.

Manual updated Jul 29, 2026.