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Dungeon Crawl Classics

Compendium

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Equipment

The tables below show the costs of weapons, armor, and equipment. Starting characters are peasants and serfs who have never held a gold piece in their own hands. Their limited wealth is rarely maintained in coinage; usually it takes the form of hides, grains, implements, garments, meat, or other trade goods associated with their profession.

Starting gold: All 0-level characters start with 5d12 copper pieces (cp), a weapon from their 0-level occupations, and some form of trade goods. The plate mail and sword of a noble knight cost more gold than a 0-level character earns in a lifetime – the only hope of wealth is a life of adventure. Thus, a character’s spending is likely to be light until he advances in level or has sacked that first dungeon.

Tables

Table 3-1: Weapons

 Weapon  Damage  Range  Cost in gp
Battleaxe*1d10-7
Blackjack†
1d3/2d6*** 

-

3
Blowgun† 
1d3/1d5 
20/40/60 
6
Club
1d4
-
3
Crossbow*
1d6
80/160/240
30
Dagger†‡ 
1d4/1d10 
10/20/30**3
Dart 
1d4
20/40/60** 5 sp
Flail 
1d6
-
6
Garrote† 
1/3d4 
-
2
Handaxe 
1d610/20/30** 
4
Javelin
1d6
30/60/90** 
1
Lance# 
1d12
-
25
Longbow*
1d6
70/140/210 
40
Longsword 
1d8
-
10
Mace 
1d6
-
5
Polearm*
1d10
-
7
Shortbow* 
1d6
50/100/150 
25
Short sword 
1d6
-
7
Sling 
1d4
40/80/160** 
2
Spear# 
1d8
-
3
Staff 
1d4
-
5 sp
Two-handed sword*
1d10
-
15
Warhammer 
1d8
-
5

* Two-handed weapon. Characters using two-handed weapons use a d16 on initiative checks.

** Strength modifier applies to damage with this weapon at close range only.

*** Damage dealt is always subdual damage.

† These weapons are particularly effective when used with the element of surprise. A thief who succeeds in a backstab attempt with one of these weapons uses the second damage value listed. All other classes and all other thief attacks use the first value.

‡ Characters generally purchase normal straight-edged daggers, but cultists, cave-dwellers, evil priests, alien worshipers, and other menacing villains carry curvy or ceremonial daggers known as athame, kris, or tumi.

# These weapons inflict double damage on a mounted charge. A lance can only be used when mounted. 

Table 3-2: Ammunition

Ammunition  Quantity  Cost in gp
Arrows 
205
Arrow, silver-tipped
15
Quarrels 
3010
Sling stones 
301

Table 3-3: Equipment

Roll*  Item Cost
1Backpack 
2 gp
2Candle 
1 cp
3Chain, 10’ 
30 gp
4Chalk, 1 piece
1 cp
5Chest, empty
2 gp
6Crowbar 
2 gp
7Flask, empty
3 cp
8Flint & steel
15 cp
9Grappling hook
1 gp
10Hammer, small
5 sp
11Holy symbol
25 gp
12Holy water, 1 vial**
25 gp
13Iron spikes, each
1 sp
14Lantern 
10 gp
15Mirror, hand-sized
10 gp
16Oil, 1 flask***
2 sp
17Pole, 10-foot
15 cp
18Rations, per day
5 cp
19Rope, 50’ 
25 cp
20Sack, large 
12 cp
21Sack, small
8 cp
22Thieves’ tools
25 gp
23Torch, each
1 cp
24Waterskin 
5 sp

* Roll 1d24 to randomly determine equipment for 0-level characters. Characters who purchase their equipment at a later level ignore this column.

** A half-pint vial of holy water inflicts 1d4 damage to any un-dead creature, as well as to some demons and devils.

*** When ignited and thrown, oil causes 1d6 damage plus fire (DC 10 save vs. Reflex to put out or suffer additional 1d6 damage each round). One flask of oil burns for 6 hours in a lantern.

Table 3-4: Armor

 Armor  AC Bonus  Check Penalty  Speed**  Fumble die Cost in gp
(Unarmored)
+0--d4Free
Padded 
+1
--d8
5
Leather 
+2
-1-d8
20
Studded leather
+3
-2
-d8
45
Hide 
+3
-3
-d12
30
Scale mail
+4
-4
-5'd12
80
Chainmail
+5
-5
-5'
d12
150
Banded mail 
+6
-6
-5'
d16
250
Half-plate 
+7
-7
-10'
d16
550
Full plate
+8
-8
-10'
d16
1,200
Shield* 
+1
-1
-d4
10

* Shields cannot be used with two-handed weapons.

** Human and elf base speed is 30’. Dwarf and halfling base speed is 20’.