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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.

 

Pike

Weapon

Common

20 Gold, 8 lbs

Damage: 1d10 + Strength Type: Piercing Properties: Heavy, Reach (15 ft.), Two-Handed, Unwieldy

Pistol

Weapon

Common

60 Gold, 3 lbs

Damage: 1d8 + Dexterity Type: Bludgeoning/Piercing Properties: Ammunition, Concussive, Loading Range: 30/90

Quarterstaff

Weapon

Common

5 Gold, 4 lbs

Damage: 1d8 + Strength Type: Bludgeoning Properties: Reach (10 ft.), Two-Handed

Rapier

Weapon

Common

25 Gold, 2 lbs

Damage: 1d8 + Strength/Dexterity Type: Piercing Properties: Finesse

Scimitar

Weapon

Common

15 Gold, 3 lbs

Damage: 1d6 + Strength/Dexterity Type: Slashing Properties: Finesse, Light

Shortbow

Weapon

Common

25 Gold, 2 lbs

Damage: 1d6 + Dexterity Type: Piercing Properties: Ammunition, Two-Handed Range: 80/320

Shortsword

Weapon

Common

10 Gold, 2 lbs

Damage: 1d6 + Strength/Dexterity Type: Piercing Properties: Finesse, Light

Sickle

Weapon

Common

1 Gold, 2 lbs

Damage: 1d4 + Strength Type: Slashing Properties: Finesse, Light

Silver Weapon

Weapon

Common

27 - 190 Gold, 1 - 10 lbs

Silver weapons are crafted by bonding a layer of pure silver to a weapon's striking surface. Silver can harm and burn many supernatural creatures where conventional weapons do not. Many celestials, fiends, lycanthropes, and some undead (including vampires) are resistant to non-silver weapons, making silvered arms essential for hunters of the unnatural.

Sling

Weapon

Common

5 Gold, 1 lb

Damage: 1d4 + Dexterity Type: Bludgeoning Properties: Ammunition Range: 30/120

Spear

Weapon

Common

5 Gold, 3 lbs

Damage: 1d6 + Strength Type: Piercing Properties: Reach (10 ft.), Thrown, Versatile (1d8) Range: 20/60

Warhammer

Weapon

Common

15 Gold, 4 lbs

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

Adamantine Weapon +1

Weapon

Uncommon

570 - 1950 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 +1

Weapon

Uncommon

450 Gold, 4 lbs

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

Blowgun +1

Weapon

Uncommon

450 Gold, 1 lb

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

Breastplate +1

Armor

Uncommon

400 Gold, 20 lbs

Armor Class: 15 + Dexterity (max 17)

Chain Mail +1

Armor

Uncommon

1100 Gold, 55 lbs

Armor Class: 17

Club +1

Weapon

Uncommon

360 Gold, 2 lbs

Damage: 1d4 + Strength +1 Bludgeoning Properties: Magic, Light

Cold Iron Weapon +1

Weapon

Uncommon

460 - 1950 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 +1

Weapon

Uncommon

370 Gold, 1 lb

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

Darts +1 (Set of 20)

Weapon

Uncommon

400 Gold, 5 lbs

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

Glaive +1

Weapon

Uncommon

550 Gold, 6 lbs

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

Greataxe +1

Weapon

Uncommon

750 Gold, 7 lbs

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

Greatclub +1

Weapon

Uncommon

450 Gold, 10 lbs

Damage: 1d10 + Strength +1 Bludgeoning Properties: Magic, Two-Handed

Greatsword +1

Weapon

Uncommon

850 Gold, 6 lbs

Damage: 2d6 + Strength +1 Slashing Properties: Magic, Heavy, Two-Handed

Halberd +1

Weapon

Uncommon

650 Gold, 6 lbs

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

Half Plate +1

Armor

Uncommon

1500 Gold, 40 lbs

Armor Class: 16 + Dexterity (max 18)

Hand Crossbow +1

Weapon

Uncommon

750 Gold, 3 lbs

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

Handaxe +1

Weapon

Uncommon

400 Gold, 2 lbs

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

Heavy Crossbow +1

Weapon

Uncommon

850 Gold, 18 lbs

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

Javelin +1

Weapon

Uncommon

400 Gold, 2 lbs

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

Lance +1

Weapon

Uncommon

550 Gold, 6 lbs

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

Large Shield +1

Armor

Rare

20 Gold, 6 lbs

Armor Class: +3

Leather +1

Armor

Uncommon

540 Gold, 10 lbs

Armor Class: 13 + Dexterity

Light Crossbow +1

Weapon

Uncommon

600 Gold, 5 lbs

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

Light Hammer +1

Weapon

Uncommon

370 Gold, 2 lbs

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

Longbow +1

Weapon

Uncommon

850 Gold, 2 lbs

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

Longsword +1

Weapon

Uncommon

500 Gold, 3 lbs

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

Mace +1

Weapon

Uncommon

400 Gold, 4 lbs

Damage: 1d6 + Strength +1 Bludgeoning Properties: Magic

Maul +1

Weapon

Uncommon

750 Gold, 10 lbs

Damage: 2d6 + Strength +1 Bludgeoning Properties: Magic, Heavy, Two-Handed

Morningstar +1

Weapon

Uncommon

500 Gold, 4 lbs

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

Musket +1

Weapon

Uncommon

1100 Gold, 10 lbs

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

Pike +1

Weapon

Uncommon

550 Gold, 8 lbs

Damage: 1d10 + Strength +1 Piercing Properties: Magic, Heavy, Reach (15 ft.), Two-Handed, Unwieldy

Pistol +1

Weapon

Uncommon

950 Gold, 3 lbs

Damage: 1d8 + Dexterity +1 Type: Bludgeoning/Piercing Properties: Magic, Ammunition, Concussive, Loading Range: 30/90

Plate +1

Armor

Uncommon

2200 Gold, 65 lbs

Armor Class: 19

Quarterstaff +1

Weapon

Uncommon

400 Gold, 4 lbs

Damage: 1d8 + Strength +1 Bludgeoning Properties: Magic, Reach (10 ft.), Two-Handed

Rapier +1

Weapon

Uncommon

600 Gold, 2 lbs

Damage: 1d8 + Strength/Dexterity +1 Piercing Properties: Magic, Finesse

Scimitar +1

Weapon

Uncommon

500 Gold, 3 lbs

Damage: 1d6 + Strength/Dexterity +1 Slashing Properties: Magic, Finesse, Light

Shortbow +1

Weapon

Uncommon

600 Gold, 2 lbs

Damage: 1d6 + Dexterity +1 Type: Piercing Properties: Magic, Ammunition, Two-Handed Range: 80/320

Shortsword +1

Weapon

Uncommon

450 Gold, 2 lbs

Damage: 1d6 + Strength/Dexterity +1 Piercing Properties: Magic, Finesse, Light

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