## Fantasy Equipment & Gear
The following items build on those found in [[Fantasy Rules|Fantasy Rules]], and include the new dimension of **cost** to assist game masters in the wealth management aspect of gameplay. Additionally, guidance on creating and pricing your own equipment & gear can be found [[Equipment#Notes on Currency|below]].
### Armor
| **Armor** | **Class** | **Effect** | **Cost** |
| --------------- | --------- | ------------------------------------------------ | -------- |
| Chainmail | MW | +1 hit point, +1 toughness | 20 gp |
| Leather, heavy | MW | +2 hit points | 15 gp |
| Leather, light | LW | +1 hit point | 10 gp |
| Mithril | FW | +2 hit points, +1 toughness | 150 gp |
| Platemail | HW | +3 hit points, +1 toughness; slow movement speed | 50 gp |
| Padded Armor | LW | +1 hit point, resistant to cold damage | 8 gp |
| Scale Mail | MW | +2 hit points, +1 toughness | 25 gp |
| Studded Leather | LW | +1 hit point, +1 toughness | 12 gp |
| Enchanted Cloak | FW | +1 toughness against magical attacks | 50 gp |
### Melee Weapons
| **Weapon** | **Class** | **Effect** | **Cost** |
| --------------- | --------- | ----------------------------------------------- | -------- |
| Flail | MW | +1 damage | 10 gp |
| Greatsword | HW | +1 attack, +1 damage | 25 gp |
| Polearm | HW | +2 attack | 20 gp |
| Shield | MW | +1 attack, +1 toughness | 15 gp |
| Shortsword | LW | Standard | 7 gp |
| Warhammer | HW | +1 damage, ignores Toughness bonuses from armor | 15 gp |
| Dagger | LW | Can be thrown (range 20 ft.) | 5 gp |
| Battleaxe | HW | +1 attack, +2 damage | 30 gp |
| Enchanted Blade | MW | +1 damage vs. magical creatures | 50 gp |
### Ranged Weapons
| **Weapon** | **Class** | **Effect** | **Cost** |
|----------------------|-----------|---------------------------------------|-----------|
| Blowgun | LW | Range 40 ft. | 5 gp |
| Crossbow, heavy | MW | +1 damage, range 150 ft. | 25 gp |
| Hand-axe | LW | Range 30 ft. | 3 gp |
| Longbow | MW | Range 200 ft. | 20 gp |
| Shortbow | LW | Range 100 ft. | 10 gp |
| Throwing Spear | LW | +1 damage, range 30 ft. | 6 gp |
| Sling | LW | Range 50 ft., +1 damage vs. unarmored targets | 3 gp |
| Javelin | LW | +1 attack, range 40 ft. | 4 gp |
| Enchanted Longbow | MW | Range 250 ft., +1 damage | 60 gp |
### Items
| **Item** | **Effect** | **Cost** |
| --------------------- | ---------------------------------------------- | -------- |
| Healing potion | Restores 1d5 hit points | 5 gp |
| Spell scroll | Contains one spell; single-use | 5-10 gp |
| Strength potion | Grants +1 power for 1d10 rounds | 8 gp |
| Ten-foot pole | +2 to perception checks to detect traps | 5 sp |
| Thieves’ kit | Contains lock-picking tools | 10 gp |
| Rope (50 ft.) | Essential for climbing and traversal | 7 sp |
| Lantern | Illuminates 30 ft., burns for 6 hours | 2 gp |
| Firestarter Kit | Essential for lighting fires in all conditions | 5 sp |
| Anti-toxin Vial | Grants advantage vs. poison effects for 1 hour | 15 gp |
| Grappling Hook | Can be used to scale vertical surfaces | 2 gp |
| Water Flask | Essential for long journeys; holds 1 gallon | 1 sp |
| Basic Rations (1 day) | Sustains one person for a day | 5 cp |
### Magical & Rare Gear
| **Item** | **Effect** | **Cost** |
| ------------------------- | --------------------------------------------- | -------- |
| Ring of Lesser Protection | +1 defense vs. magical and physical attacks | 100 gp |
| Boots of Speed | Doubles movement speed for 1d10 rounds | 150 gp |
| Amulet of Vitality | Grants +2 hit points | 200 gp |
| Bag of Holding | Can store up to 500 lbs. of items, weightless | 250 gp |
| Cloak of Shadows | Grants +2 to stealth checks | 120 gp |
### Notes on Currency
On the "gold standard" in TTRPGs, there has been decades of spirited discussion surrounding game economies and currency value. In an attempt to sidestep this, Tiny d10 dedicates only a few sentences to currency. In the spirit of OD&D, it is not necessarily meant to reflect real-world economics—instead, TD10 uses real-world economics to establish an anchor point for the value of in-game currency: the gp to USD conversion table.
>1**gp** = $50 | 1**sp** = $10 | 1**cp** = $1
While not perfect, it serves as a clear and intuitive frame of reference for what is—in Gary Gygax's own words—an abstraction designed to facilitate fun and progression rather than simulate reality. Value equivalency helps game masters to better conceptualize wealth and so make on-the-fly decisions about equipment cost that are more or less agreeable to everyone at the table, without requiring prior knowledge of the actual cost of plate armor in medieval Europe (about which concrete historical details are scant and—due to this being a *fantasy* setting—of little value anyway). Rather, the cost of equipment can be more or less derived from their modern equivalent. For example, the following table:
| **Armor** | **Modern Equivalent (USD)** | **Base Cost (gp)** | Rarity | **Final Cost (gp)** |
| --------- | -------------------------------- | ------------------ | ------------ | ------------------- |
| Leather | Tactical vest (~$300 USD) | 6 gp | Common | 6-8 gp |
| Chainmail | Light armor (~$800 USD) | 16 gp | Common | 16-20 gp |
| Plate | Level 4 body armor (~$1,500 USD) | 30 gp | Uncommon | 30-40 gp |
| Mithril | High-end custom armor | 120 gp | Rare/magical | 120-150 gp |
When creating your own items (which you are strongly encouraged to do), consider using this table to align item costs to those established in the previous tables.