Dungeon Crawl Classics
Compendium
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Equipment

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 | 1d6 | 10/20/30** | 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 | 20 | 5 |
Arrow, silver-tipped | 1 | 5 |
Quarrels | 30 | 10 |
Sling stones | 30 | 1 |
Table 3-3: Equipment
Roll* | Item | Cost |
---|---|---|
1 | Backpack | 2 gp |
2 | Candle | 1 cp |
3 | Chain, 10’ | 30 gp |
4 | Chalk, 1 piece | 1 cp |
5 | Chest, empty | 2 gp |
6 | Crowbar | 2 gp |
7 | Flask, empty | 3 cp |
8 | Flint & steel | 15 cp |
9 | Grappling hook | 1 gp |
10 | Hammer, small | 5 sp |
11 | Holy symbol | 25 gp |
12 | Holy water, 1 vial** | 25 gp |
13 | Iron spikes, each | 1 sp |
14 | Lantern | 10 gp |
15 | Mirror, hand-sized | 10 gp |
16 | Oil, 1 flask*** | 2 sp |
17 | Pole, 10-foot | 15 cp |
18 | Rations, per day | 5 cp |
19 | Rope, 50’ | 25 cp |
20 | Sack, large | 12 cp |
21 | Sack, small | 8 cp |
22 | Thieves’ tools | 25 gp |
23 | Torch, each | 1 cp |
24 | Waterskin | 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 | - | - | d4 | Free |
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’.