When you create your character, you receive equipment and starting money based on a combination of your class and background. All equipment can be found on the Equipment page.
Ammunition has a modified usage die.
d20 → d12 → d10 → d8 → d6 → d4 → 1
If you’re down to one piece of ammunition and you use it, that’s it — you’ve used the last piece, so remove the ammunition completely from your inventory.
Most ammunition types will usually start with (and have a maximum size of) a d12 ammunition die — this represents a full stack of arrows/bolts/bullets/etc.
If you’re carrying multiple stacks of any one type of ammunition, prioritize the smallest stack first — always roll the smallest ammunition die per ammo type.
If your ammunition is rare or has limited uses — fire arrows, magic bolts, lighting bullets, etc — don’t use an ammunition die. Track each shot as you use them.
Potions are an adventurer’s best friend, but it’s not always sensible – or realistic – to carry a few dozen potions at once. When you need to carry a lot of potion in a little container, use a flask. A flask is a small, magically-infused bottle (or other container) that can safely hold a large – but uncertain – amount of consumable potion (or other liquid). Unlike potions, which typically come in single-use vials and it’s always hard to tell exactly how much liquid remains inside a flask; you never quite know exactly how many uses you’ll get before it’s all gone.
Uses & Costs: Any liquid alchemical or herbal item can be filled in a flask. This is noted in the description of the item. Calculate the cost the following way:
Flask | (Average) Uses | Cost |
---|---|---|
d12 | 20 | 15 x [base potion cost] |
d10 | 14 | 10 x [base potion cost] |
d8 | 9 | 6 x [base potion cost] |
d6 | 3 | 3 x [base potion cost] |
d4 | 1 | 1.5 x [base potion cost] |
The Flask Die: Instead of tracking individual drinks, flask quantity is measured with a die—d8, d10, d12, etc. This is your Flask die—roll it whenever you take a drink from the flask: if you roll a 1 or 2, the die gets one size smaller:
d12 → d10 → d8 → d6 → d4 → 0
Once you roll a 1 or 2 on a d4, that’s it—the flask is now completely empty. This roll is at disadvantage if the flask is used to heal an unconscious character.
Splitting Flasks: Magic fades quickly from any liquid leaving the flask. If you pour the contents of a flask into another container— such as a potion vial, a cup, or a different flask—the magic fades within one round, becoming useless if not consumed during that time.
When you drink a healing potion, instead of rolling d4s to find how much hit points you regain, roll your hit die. If you don’t have a hit die value for any reason, roll a d4. Use this for all items that heals a number of d4s.
If you are multiclassed and have hit dice of varying sizes, use the hit die value of whichever class you have the most levels in. On a tie, use the highest.
The most common poisons can be found in the poison document.
Whenever you use a limited consumable (such as ammunition), you roll a usage die — if the roll is a 1 or 2 then the usage die shrinks one step. When you roll a 1 or 2 on a d4, the item is all used up.
d20 → d12 → d10 → d8 → d6 → d4 → 0
The larger the starting usage die, the more uses you’ll get out of an item before it expires. The Usage Dice table shows the average number of times you can expect to roll a usage die before it’s down to the very last use.
Starting Size | Average Uses | Starting Size | Average Uses |
---|---|---|---|
d20 | 30 | d8 | 9 |
d12 | 20 | d6 | 5 |
d10 | 14 | d4 | 2 |
Every weapon belongs to a category, which decides its statistics. More information can be found on the Weapon page.