Player's Handbook · Chapter 6

Gear & Treasure

Everything you can buy, carry, wear, or covet exists as a record under Items/ — 633 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 — and the heaviest suits impose a Strength minimum and stealth disadvantage. A shield adds +2 on top. No armor at all is AC 10 + Dexterity; some classes bring their own unarmored math, which the sheet already knows. The full table is in @Missing file.

Weapons

A weapon is its damage die, its damage type, and its properties — Finesse (Strength or Dexterity, your pick), Light (two-weapon fighting), Heavy, Reach, Thrown, Versatile, Two-Handed. Martial weapons hit harder than simple ones but need class training. Equip a main hand and off hand on your sheet and your exact attack and damage numbers appear, feats and magic included. Tables and properties: @Missing file.

Coin and load

Prices run on the gold piece, with silver and copper beneath it; 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: 213 wondrous items, plus full racks of magic weapons, armor, and shields, graded by rarity from Common to Legendary (@Missing file). The potent ones require attunement — a short rest spent bonding, and a hard cap of three attuned items at once, enforced by the three attunement slots on your sheet. 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 in easy reach — the Gear folder is full of problems solved for silver. Veterans read it like a spellbook.

Manual updated Jul 29, 2026.