System Reference Document 5.2.1
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sEllinG EquipMEnt
Equipment fetches half its cost when sold. In con -
trast, trade goods and valuables—like gems and art 
objects—retain their full value in the marketplace. 
“Magic Items” has prices for magic items.
Equipment
Coins
Characters often find coins on their adventures 
and can spend those coins in shops, inns, and other 
businesses. Coins come in different denominations 
based on the relative worth of their material. The 
Coin Values table lists coins and how much they’re 
worth relative to the Gold Piece, which is the game’s 
main coin. For example, 100 Copper Pieces are 
worth 1 Gold Piece.
 A coin weighs about a third of an ounce, so fifty 
coins weigh a pound.
Coin Values
Coin Value in GP
Copper Piece (CP) 1/100
Silver Piece (SP) 1/10
Electrum Piece (EP) 1/2
Gold Piece (GP) 1
Platinum Piece (PP) 10
Weapons
The Weapons table in this section shows the game’s 
main weapons. The table lists the cost and weight of 
each weapon, as well as the following details:
Category. Every weapon falls into a category: Sim -
ple or Martial. Weapon proficiencies are usually 
tied to one of these categories. For example, you 
might have proficiency with Simple weapons.
Melee or Ranged. A weapon is classified as either 
Melee or Ranged. A Melee weapon is used to at -
tack a target within 5 feet, whereas a Ranged 
weapon is used to attack at a greater distance.
Damage. The table lists the amount of damage a 
weapon deals when an attacker hits with it as well 
as the type of that damage.
Properties.  Any properties a weapon has are listed 
in the Properties column. Each property is de -
fined in the “Properties” section.
Mastery. Each weapon has a mastery property, 
which is defined in the “Mastery Properties” sec -
tion. To use that property, you must have a feature 
that lets you use it.
Weapon Proficiency
Anyone can wield a weapon, but you must have 
proficiency with it to add your Proficiency Bonus to 
an attack roll you make with it. A player character’s 
features can provide weapon proficiencies. A mon -
ster is proficient with any weapon in its stat block.
Properties
Here are definitions of the properties in the Proper -
ties column of the Weapons table.
Ammunition
You can use a weapon that has the Ammunition 
property to make a ranged attack only if you have 
ammunition to fire from it. The type of ammunition 
required is specified with the weapon’s range. Each 
attack expends one piece of ammunition. Drawing 
the ammunition is part of the attack (you need a 
free hand to load a one-handed weapon). After a 
fight, you can spend 1 minute to recover half the 
ammunition (round down) you used in the fight; the 
rest is lost.
Finesse
When making an attack with a Finesse weapon, use 
your choice of your Strength or Dexterity modifier 
for the attack and damage rolls. You must use the 
same modifier for both rolls.
Heavy
You have Disadvantage on attack rolls with a Heavy 
weapon if it’s a Melee weapon and your Strength 
score isn’t at least 13 or if it’s a Ranged weapon and 
your Dexterity score isn’t at least 13.
Light
When you take the Attack action on your turn and 
attack with a Light weapon, you can make one extra 
attack as a Bonus Action later on the same turn. 
That extra attack must be made with a different 
Light weapon, and you don’t add your ability modi -
fier to the extra attack’s damage unless that modi -
fier is negative. For example, you can attack with a 
Shortsword in one hand and a Dagger in the other 
using the Attack action and a Bonus Action, but you 
don’t add your Strength or Dexterity modifier to the 
damage roll of the Bonus Action unless that modi -
fier is negative.