This section covers the rules for item statistics. See the Character Options section for a list of items.
Every item has a level that ranges from 0 to 20. Mundane items are always level 0, while artifacts always have a level of 1 or higher. The level also places an item within a tier of rarity that represents how attainable it is: common, uncommon, rare, very rare, and legendary.
The level of an item places it within a range of rarity that represents how likely it is attainable or even properly used. Mundane items are level 0 items, while artifacts have a level of 1 or higher. Otherwise, rarity doesn't have rules of its own but other effects might refer to them. The Item Statistics table shows at which tier of rarity the level of an item places it.
The Strength of an item expresses its size and weight, the Dexterity represents an item's ease of handling, and the Constitution covers its durability and the quality of its construction. An item, by default, has a Strength, Dexterity, and Constitution score of 10, while its Intelligence, Wisdom, and Charisma scores are 0. Different items might have a set of specific Strength, Dexterity, and Constitution scores.
An item made from a soft or fragile material, such as cloth or paper, might have an AC of 11, while items made from stronger materials, such as iron or steel, might have an AC of 19, with everything else with an AC that ranges between those two. Adamantine is a special material that certain items can be made of, which grants it an AC of 20.
An item automatically fails Strength and Dexterity saves, and they are immune to effects that require other saves.
A minuscule or tiny item has a d4 hit die, increasing the hit die size for larger items by one for each size above tiny. When an item drops to 0 hit points, it becomes broken.
All items are immune to poison and psychic damage, while wooden items are vulnerable to fire damage. Other items might have different immunities, resistances, and vulnerabilities, typically depending on its material. Artifacts have resistance to all damage. Items of level 16 and higher have immunity to all damage, instead.
Items have immunity to all damage from an attack or effect equal to or lower than its Hit Die size.
If the damage to the item is equal to or exceeds its hit point maximum, it is destroyed instead.
It takes 1 hour to repair 1 hit point for each 5-foot square of a Medium item. Halve the time and cost for Small or smaller items, or double it for Large or larger items. You must provide the material.
Item types are categorized into objects, vehicles, and structures, each with their own sub-categories. Consumables are destroyed once used.
Objects are categorized into animals, armor, clothing, coinage, concoctions, containers, extractions, foci, food, gaming sets, gear, illumination, instruments, materials, tools, trappings, and weapons.
Armor are categorized into light, medium, and heavy armor, and shields. Shields can be equipped with any armor, but you only gain the effects of one equipped shield.
Clothing are categorized into attires, bedding, and tacks, and can be worn over or under armor.
Concoctions are consumables categorized into mixtures and poisons, and can be poured into a container or over a surface, or coated onto a weapon.
Extractions are consumables categorized into vanilla and exotic, and are consumed once crafted.
Foci are categorized into arcane, holy, and primal foci.
Food are consumables categorized into edible and potable.
Materials are consumables categorized into adhesive, liquids, minerals, metals, textile, wooden, writings, and others.
Weapons are categorized into simple weapons, martial weapons, firearms, and siege engines, and can be be further sub-categorized as either melee or ranged. A melee weapon is used to attack a target using your reach, whereas a ranged weapon is used to attack a target at a distance using the weapon's range.
Vehicles are categorized into air, land, space, and water vehicles, and have the following statistics:
A vehicle's stat block indicates how many creatures and how much cargo it can carry. Creatures include both the crew of the vessel and any passengers who might ride along. Passengers don't generally engage in running a vehicle, but they also don't need to be mere bystanders. Seasick merchants and marines thoroughly capable of facing menaces from the deep both count as passengers. Cargo capacity notes the maximum amount of cargo a vehicle can carry. A vehicle can't move if its cargo exceeds this capacity.
A vehicle is typically made to carry multiple items a creature couldn't normally carry. Just like creatures, the Strength score of the vehicle determines how much it carry, but unlike typical creatures, a vehicle can carry twice as much weight using the same formula.
The crew includes any creature that can operate the vehicle, including its direction, how fast it goes, what it can and is carrying, and other special features it might have. A hireling costs 2 gp each day and covers the basics of handling any vehicle, with more specialized crewmen required to operate a complex vehicles.
Unlike the crew, a passenger has no special roles in operating a vehicle. A passenger can also benefit from resting while traveling in a vehicle. A passenger is usually expected to pay 5 sp per day for a hammock, or 2 gp per day or 3 sp per hour for a small private cabin, but prices can vary from vehicle to vehicle.
A vehicle is composed of different components, each of which comprises multiple objects:
Hull A vehicle's hull is its basic frame, on which the other components are mounted.
Control A control component is used to steer a vehicle.
Movement A movement component is the element of the vehicle that enables it to move, such as a set of sails or oars, and has a specific speed.
Weapon A vehicle capable of being used in combat has one or more weapon components, each of which is operated separately.
A vehicle doesn't have a square space unless its stat block specifies otherwise. A vehicle can't move into a space that is too small to accommodate it. If it tries to do so, the associated part of the vehicle is broken.
A vehicle's travel pace determines how far the it can move per hour and per day. A vehicle's movement-related components determine how far the vessel can move each round.
Rules for item features.
Armor, foci, and weapons have special features that are described in their own section: Armor, Foci, and Weapons. They also grant special features based on your character level and type of training, as seen in the Training section.
You can take the Attune action and use one attunement slot to attune to an artifact that requires attunement. You can't use an item feature that requires attunement without attuning to the artifact. The attunement ends if you take the Attune action to end it, if you die, or if another creature attunes to it. If an artifact is cursed, you also become cursed, and you must end the curse on you before you can end the attunement to the artifact.
When you equip an artifact, such as armor, clothing, or weapons, it magically resizes to fit you. You can have one ring artifact on each hand, and you must equip the entire clothing artifact (such as two boots of the same pair) to gain its effects. You can equip a helmet artifact on top of a circlet artifact, a ring artifact over a glove artifact, or layer one mantle artifact over a cloak artifact.
You must identify the features of an artifact before you can use them, either by casting the identify spell on it, or by spending 1 hour for each level of the artifact. Potions are an exception: you can take the Perceive action to taste or sniff it to identify its features.
An artifact with a spellcasting feature always grants a spell at its lowest level using a DC and attack bonus based on its level, as shown in the Item Statistics table.
Most items have a usage within their description, typically made as part of the Use action that a character can take with that item. For example, a lever can be pulled up or down, and a sword can be used to attack. The description also specifies how many action points are needed for that usage to take place. Some items, such as vehicles and structures, require multiple characters to be properly used.
Items are immune to all conditions except for the broken, burning, cursed, degraded (armor and weapons only), destroyed, encumbered, falling, flying, grappled, gripped, hidden, immaterial, incorporeal, invisible, restrained, submerged, unseen, and wet conditions.
When an object reaches 0 hit points, it becomes broken, or destroyed if the damage dealt to it exceeded its hit point maximum. The Handle action automatically fails when used on a broken object.
When an attack roll critically hits an armor, or a weapon critically misses, it becomes degraded, and then broken at a certain levels of degradation.
An artifact that has the cursed condition can't be identified, and the attunement to a cursed item can't be ended willingly. The greater restoration or remove curse spells can end the attunement, but don't remove the cursed condition from the artifact.
Artifacts are immune to the transformed (material) condition.