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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.

 

Sickle +1

Weapon

Uncommon

360 Gold, 2 lbs

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

Silver Weapon +1

Weapon

Uncommon

460 - 1350 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 +1

Weapon

Uncommon

400 Gold, 1 lb

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

Small Shield +1

Armor

Rare

505 Gold, 2 lbs

Armor Class: +2

Spear +1

Weapon

Uncommon

400 Gold, 3 lbs

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

Warhammer +1

Weapon

Uncommon

500 Gold, 4 lbs

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

Whip +1

Weapon

Uncommon

400 Gold, 3 lbs

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

Adamantine Weapon +2

Weapon

Rare

1440 - 4200 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 +2

Weapon

Rare

1800 Gold, 4 lbs

Damage: 1d8 + Strength +2 Slashing Properties: Magic, Versatile (1d10)

Blowgun +2

Weapon

Rare

1800 Gold, 1 lb

Damage: 1d4 + Dexterity +2 Type: Piercing Properties: Magic, Ammunition, Loading Range: 25/100

Breastplate +2

Armor

Rare

400 Gold, 20 lbs

Armor Class: 16 + Dexterity (max 18)

Chain Mail +2

Armor

Rare

4400 Gold, 55 lbs

Armor Class: 18

Club +2

Weapon

Rare

1440 Gold, 2 lbs

Damage: 1d4 + Strength +2 Bludgeoning Properties: Magic, Light

Cold Iron Weapon +2

Weapon

Rare

1440 - 3610 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 +2

Weapon

Rare

1480 Gold, 1 lb

Damage: 1d4 + Strength/Dexterity +2 Piercing Properties: Magic, Finesse, Light, Thrown Range: 20/60

Darts +2 (Set of 20)

Weapon

Rare

1600 Gold, 5 lbs

Damage: 1d4 + Strength/Dexterity +2 Piercing Properties: Magic, Finesse, Thrown, Unwieldy Range: 30/90

Glaive +2

Weapon

Rare

2200 Gold, 6 lbs

Damage: 1d10 + Strength +2 Slashing Properties: Magic, Heavy, Reach (10 ft.), Two-Handed

Greataxe +2

Weapon

Rare

3000 Gold, 7 lbs

Damage: 1d12 + Strength +2 Slashing Properties: Magic, Heavy, Two-Handed

Greatclub +2

Weapon

Rare

1800 Gold, 10 lbs

Damage: 1d10 + Strength +2 Bludgeoning Properties: Magic, Two-Handed

Greatsword +2

Weapon

Rare

3400 Gold, 6 lbs

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

Halberd +2

Weapon

Rare

2600 Gold, 6 lbs

Damage: 1d10 + Strength +2 Piercing/Slashing Properties: Magic, Heavy, Reach (10 ft.), Two-Handed

Half Plate +2

Armor

Rare

6000 Gold, 40 lbs

Armor Class: 17 + Dexterity (max 19)

Hand Crossbow +2

Weapon

Rare

3000 Gold, 3 lbs

Damage: 1d6 + Dexterity +2 Type: Piercing Properties: Magic, Ammunition, Light, Loading Range: 30/120

Handaxe +2

Weapon

Rare

1600 Gold, 2 lbs

Damage: 1d6 + Strength +2 Slashing Properties: Magic, Light, Thrown Range: 20/60

Heavy Crossbow +2

Weapon

Rare

3400 Gold, 18 lbs

Damage: 1d10 + Dexterity +2 Type: Piercing Properties: Magic, Ammunition, Heavy, Loading, Two-Handed Range: 100/400

Javelin +2

Weapon

Rare

1600 Gold, 2 lbs

Damage: 1d6 + Strength +2 Piercing Properties: Magic, Thrown Range: 30/120

Lance +2

Weapon

Rare

2200 Gold, 6 lbs

Damage: 1d12 + Strength +2 Piercing Properties: Magic, Mounted, Reach (10 ft.), Unwieldy

Large Shield +2

Armor

Very Rare

20 Gold, 6 lbs

Armor Class: +4

Leather +2

Weapon

Rare

2160 Gold, 10 lbs

Armor Class: 14 + Dexterity

Light Crossbow +2

Weapon

Rare

2400 Gold, 5 lbs

Damage: 1d8 + Dexterity +2 Type: Piercing Properties: Magic, Ammunition, Loading, Two-Handed Range: 80/320

Light Hammer +2

Weapon

Rare

1480 Gold, 2 lbs

Damage: 1d4 + Strength +2 Bludgeoning Properties: Magic, Light, Thrown Range: 20/60

Longbow +2

Weapon

Rare

3400 Gold, 2 lbs

Damage: 1d8 + Dexterity +2 Type: Piercing Properties: Magic, Ammunition, Heavy, Two-Handed Range: 150/600

Longsword +2

Weapon

Rare

2000 Gold, 3 lbs

Damage: 1d8 + Strength +2 Slashing Properties: Magic, Versatile (1d10)

Mace +2

Weapon

Rare

1600 Gold, 4 lbs

Damage: 1d6 + Strength +2 Bludgeoning Properties: Magic

Maul +2

Weapon

Rare

3000 Gold, 10 lbs

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

Morningstar +2

Weapon

Rare

2000 Gold, 4 lbs

Damage: 1d8 + Strength +2 Piercing Properties: Magic, Versatile (1d10)

Musket +2

Weapon

Rare

4400 Gold, 10 lbs

Damage: 1d10 + Dexterity +2 Type: Bludgeoning/Piercing Properties: Magic, Ammunition, Concussive, Loading, Two-Handed Range: 40/120

Pike +2

Weapon

Rare

2200 Gold, 8 lbs

Damage: 1d10 + Strength +2 Piercing Properties: Magic, Heavy, Reach (15 ft.), Two-Handed, Unwieldy

Pistol +2

Weapon

Rare

3800 Gold, 3 lbs

Damage: 1d8 + Dexterity +2 Type: Bludgeoning/Piercing Properties: Magic, Ammunition, Concussive, Loading Range: 30/90

Plate +2

Armor

Rare

8800 Gold, 65 lbs

Armor Class: 20

Quarterstaff +2

Weapon

Rare

1600 Gold, 4 lbs

Damage: 1d8 + Strength +2 Bludgeoning Properties: Magic, Reach (10 ft.), Two-Handed

Rapier +2

Weapon

Rare

2400 Gold, 2 lbs

Damage: 1d8 + Strength/Dexterity +2 Piercing Properties: Magic, Finesse

Scimitar +2

Weapon

Rare

2000 Gold, 3 lbs

Damage: 1d6 + Strength/Dexterity +2 Slashing Properties: Magic, Finesse, Light

Shortbow +2

Weapon

Rare

2400 Gold, 2 lbs

Damage: 1d6 + Dexterity +2 Type: Piercing Properties: Magic, Ammunition, Two-Handed Range: 80/320

Shortsword +2

Weapon

Rare

1800 Gold, 2 lbs

Damage: 1d6 + Strength/Dexterity +2 Piercing Properties: Magic, Finesse, Light

Sickle +2

Weapon

Rare

1440 Gold, 2 lbs

Damage: 1d4 + Strength +2 Slashing Properties: Magic, Finesse, Light

Silver Weapon +2

Weapon

Rare

1440 - 3800 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 +2

Weapon

Rare

1600 Gold, 1 lb

Damage: 1d4 + Dexterity +2 Type: Bludgeoning Properties: Magic, Ammunition Range: 30/120

Small Shield +2

Armor

Very Rare

2020 Gold, 2 lbs

Armor Class: +3

Spear +2

Weapon

Rare

1600 Gold, 3 lbs

Damage: 1d6 + Strength +2 Piercing Properties: Magic, Reach (10 ft.), Thrown, Versatile (1d8) Range: 20/60

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