Player's Handbook · Chapter 4

Gear and Equipment

Your character wears one thing per body slot.

SlotHolds
HeadHelmets, hoods, caps, circlets
FaceMasks, visors, goggles, optics
NeckAmulets, collars, gorgets, scarves
BackCloaks, mantles, jackets, packs
TorsoBody armour and worn upper-body pieces
HandsGloves, gauntlets, bracers, rings
BeltBelts, harnesses, holsters
LegsTrousers, greaves, leggings, knee guards
FeetBoots and shoes

Alongside those, Main Hand and Off Hand hold weapons, shields and tools, the Pack holds everything you own but are not wearing, and Also Carried is a text box for oddments too small to be worth a file.

Each slot only offers Gear that belongs in it, so the Head slot will never show you a pair of boots.

Gear has no damage, no armour value, no weight and no cost. What it has is a description and, sometimes, a Notable Trait saying the one thing that makes it worth having. Most Gear has no trait at all, which is correct. An ordinary sword is an ordinary sword.

Rarity describes how hard something is to find, not how strong it is. A Legendary item is one there are a handful of in the world.

Gear matters because it gives you a reason to succeed. A rope means the cliff is passable. A cutting torch means the locked shutter is a delay rather than a wall. Carry what your character would actually carry, and the Game Master will let it count.

Manual updated Jul 31, 2026.