Holocron

Equipment

Player's Handbook · chapter

The marketplace of a large city teems with buyers and sellers of many sorts: Jawas peddling refurbished wares (or trying to steal from careless travelers), Ugnauts selling various technology scrap, Twi'lek armstechs and Mirialan synthweavers. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to speeders and spaceships.

For an adventurer, the availability of armor, weapons, backpacks, rope, and similar goods is of paramount importance, since proper equipment can mean the difference between life and death in a stronghold or the untamed wilds. This chapter details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the worlds of D&D present.

Variant: Starting Wealth by Class
Class Funds
Berserker 5d4 x 100 cr
Consular 5d4 x 100 cr
Engineer 6d4 x 100 cr
Fighter 8d4 x 100 cr
Guardian 8d4 x 100 cr
Class Funds
Monk 4d4 x 100 cr
Operative 7d4 x 100 cr
Scholar 6d4 x 100 cr
Scout 8d4 x 100 cr
Sentinel 6d4 x 100 cr
In this chapter1Wealth2Armor and Shields3Weapons4Weapon Proficiency5Improvised Weapons6Weapon Properties7Special Weapons8Adventuring Gear9Equipment Packs10Ammunition11Communications12Data Recording and Storage13Explosives14Life Support15Medical Supplies16Storage17Utilities18Weapon and Armor Accessories19Tools20Expenses