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Item List

On this page, we list every item that is currently on the Elkan Website in full detail. You can filter these items by type, rarity, and more.​

You might instead want to see the pages on nonmagical weapons or nonmagical armor, which includes starting equipment and rules for weapons and armor.

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Each item has its own page with a full description.

To refine your results, you can add the following filters. Any selected filters will appear at the bottom, and can be deactivated by clicking them there. Items will only display if they match at least one selected option in each category.

 

Rope

Exploration Supplies

Common

5 Gold, 5 lbs

1 Minute - 1 Creature or Object (Touch)

Sack

Containers, Sunderies

Common

0.1 Gold, 0.5 lbs

A Sack holds up to 30 pounds within 1 cubic foot.

Scale Mail

Armor

Common

50 Gold, 45 lbs

Armor Class: 14 + Dexterity (max 16)

Shadow Essence

Spell Component

Common

10 Gold, 0.1 lbs

This is used as the material component for the Well of Corruption spell, which cannot be cast unless this component is carried by the caster.

Shovel

Exploration Supplies

Common

2 Gold, 5 lbs

1 Hour

Silver Ammunition

Ammunition

Common

14 - 45 Gold, 0.5 - 2 lbs

Silver Bar

Spell Component

Uncommon

100 Gold, 7 lbs

This is used as the material component for the Astral Projection spell, which cannot be cast unless this component is carried by the caster. This spell also requires a Large Jacinth.

Sling Bullets (Set of 20)

Ammunition

Uncommon

1 Gold, 2 lbs

Bullets are used as ammunition for slings.

Small Diamond

Spell Component

Rare

500 Gold, 0.5 lbs

This is used as the material component for the Raise Dead spell, which cannot be cast unless this component is carried by the caster. Alternatively, it might be part of the material component of a True Resurrection spell.

Small Shield

Armor

Common

5 Gold, 2 lbs

Armor Class: +1

Small Yellow Diamond

Spell Component

Rare

500 Gold, 0.1 lbs

This is used as the material component for the Raise Dead spell, though it costs more than most diamonds which would be eligible for the spell. Raise Dead cannot be cast unless a small diamond is carried by the caster. Alternatively, it might be part of the material component of a True Resurrection spell.

Snare Trap

Hunting Gear and Traps

Common

15 Gold, 40 lbs

1 Minute - 1 Space (5 ft.)

Spellbook

Spellcasting Focuses

Common

10 Gold, 1 lbs

A Wizard can use a spellbook as a Spellcasting Focus.

Splint Armor

Armor

Common

200 Gold, 60 lbs

Armor Class: 17

Spyglass

Exploration Supplies

Common

50 Gold, 0.5 lbs

Utility

String

Sunderies

Common

0.1 Gold, 0.1 lbs

String, used to secure small objects or to sew, is typically sold in spools holding 100 ft. of string.

Tent

Exploration Supplies

Common

2 Gold, 20 lbs

A Tent sleeps up to two Small or Medium creatures.

Tinderbox

Lights, Exploration Supplies

Common

0.5 Gold, 1 lbs

Action

Torch

Lights, Exploration Supplies, Weapon

Common

0.01 Gold, 1 lbs

Action - 1 Hour

Traveler's Clothes

Clothing, Sunderies

Common

5 Gold, 5 lbs

Traveler's Clothes are resilient garments designed for travel in various environments. They are on the nicer side, but look out of place indoors.

Uniform

Clothing, Sunderies

Common

5 Gold, 3 lbs

While wearing a uniform, you appear like a member of the organization that normally wears it, and you have advantage on deception checks to pass yourself off as a member.

Wardstone

Spell Component

Rare

500 Gold, 10 lbs

When activated, a wardstone is used project a Forbiddance spell over an area. It is not consumed by the spell, but it becomes immobile and cannot be used again until the spell is ended.

Waterskin

Containers, Sunderies

Common

0.5 Gold, 1 lb

A Waterskin holds up to 4 pints. If you don't drink sufficient water, you risk dehydration.

Whip

Weapon

Common

5 Gold, 3 lbs

Damage: 1d4 + Strength/Dexterity Type: Slashing Properties: Finesse, Reach (10 ft.)

Whistle

Sunderies

Common

0.05 Gold, 0.1 lbs

A whistle can produce a sound that can be heard up to 600 feet away.

Adamantine Weapon

Weapon

Uncommon

52 - 340 Gold, 1 - 10 lbs

Adamantine weapons are forged from a magical metal renowned for its hardness and resilience. These weapons can cut through materials like steel and stone without suffering a scratch. Most golems and similar creatures are resistant or immune to non-adamantine weapons; while magic weapons can harm them, adamantine weapons are especially effective.

Battleaxe

Weapon

Common

10 Gold, 4 lbs

Damage: 1d8 + Strength Type: Slashing Properties: Versatile (1d10)

Blowgun

Weapon

Common

10 Gold, 1 lbs

Damage: 1d4 + Dexterity Type: Piercing Properties: Ammunition, Loading Range: 25/100

Club

Weapon

Common

1 Gold, 2 lbs

Damage: 1d4 + Strength Type: Bludgeoning Properties: Light

Cold Iron Weapon

Weapon

Uncommon

62 - 150 Gold, 1 - 10 lbs

Cold iron is not a magical material itself, but its creation typically involves the use of magic to ensure purity. Unlike steel or ordinary iron, cold iron is free from both chemical and magical impurities, requiring specialized equipment and training to produce. Most fey are resistant or immune to non-cold iron weapons, and cold iron weapons are also effective against incorporeal undead (though magic weapons also work).

Dagger

Weapon

Common

2 Gold, 1 lb

Damage: 1d4 + Strength/Dexterity Type: Piercing Properties: Finesse, Light, Thrown Range: 20/60

Darts (Set of 20)

Weapon

Common

1 Gold, 5 lbs

Damage: 1d4 + Strength/Dexterity Type: Piercing Properties: Finesse, Thrown, Unwieldy Range: 30/90

Glaive

Weapon

Common

20 Gold, 6 lbs

Damage: 1d10 + Strength Type: Slashing Properties: Heavy, Reach (10 ft.), Two-Handed

Greataxe

Weapon

Common

40 Gold, 7 lbs

Damage: 1d12 + Strength Type: Slashing Properties: Heavy, Two-Handed

Greatclub

Weapon

Common

10 Gold, 10 lbs

Damage: 1d10 + Strength Type: Bludgeoning Properties: Two-Handed

Greatsword

Weapon

Common

50 Gold, 6 lbs

Damage: 2d6 + Strength Type: Slashing Properties: Heavy, Two-Handed

Halberd

Weapon

Common

30 Gold, 6 lbs

Damage: 1d10 + Strength Type: Piercing/Slashing Properties: Heavy, Reach (10 ft.), Two-Handed

Hand Crossbow

Weapon

Common

40 Gold, 3 lbs

Damage: 1d6 + Dexterity Type: Piercing Properties: Ammunition, Light, Loading Range: 30/120

Handaxe

Weapon

Common

5 Gold, 2 lbs

Damage: 1d6 + Strength Type: Slashing Properties: Light, Thrown Range: 20/60

Heavy Crossbow

Weapon

Common

50 Gold, 18 lbs

Damage: 1d10 + Dexterity Type: Piercing Properties: Ammunition, Heavy, Loading, Two-Handed Range: 100/400

Javelin

Weapon

Common

5 Gold, 2 lbs

Damage: 1d6 + Strength Type: Piercing Properties: Thrown Range: 30/120

Lance

Weapon

Common

20 Gold, 6 lbs

Damage: 1d12 + Strength Type: Piercing Properties: Mounted, Reach (10 ft.), Unwieldy

Light Crossbow

Weapon

Common

25 Gold, 5 lbs

Damage: 1d8 + Dexterity Type: Piercing Properties: Ammunition, Loading, Two-Handed Range: 80/320

Light Hammer

Weapon

Common

2 Gold, 2 lbs

Damage: 1d4 + Strength Type: Bludgeoning Properties: Light, Thrown Range: 20/60

Longbow

Weapon

Common

50 Gold, 2 lbs

Damage: 1d8 + Dexterity Type: Piercing Properties: Ammunition, Heavy, Two-Handed Range: 150/600

Longsword

Weapon

Common

15 Gold, 3 lbs

Damage: 1d8 + Strength Type: Slashing Properties: Versatile (1d10)

Mace

Weapon

Common

5 Gold, 4 lbs

Damage: 1d6 + Strength Type: Bludgeoning

Maul

Weapon

Common

40 Gold, 10 lbs

Damage: 2d6 + Strength Type: Bludgeoning Properties: Heavy, Two-Handed

Morningstar

Weapon

Common

15 Gold, 4 lbs

Damage: 1d8 + Strength Type: Piercing Properties: Versatile (1d10)

Musket

Weapon

Common

75 Gold, 10 lbs

Damage: 1d10 + Dexterity Type: Bludgeoning/Piercing Properties: Ammunition, Concussive, Loading, Two-Handed Range: 40/120

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