Equipment, Goods and Services
Starting Wealth and Gear
Background Wealth
Squalor- 1d4 x 10 sp
Poor- 3d4 x 10 sp
Modest- 5d4 x 10 sp
Comfortable- 6d4 x 10 sp
Wealthy- 8d4 x 10 sp
Noble- 10d4 x 10 sp
Experience
Novice- 1d4 x 10 sp
Average- 2d4 x 10 sp
Experienced- 4d4 x 10 sp
Gear
Clothes- 1 Set
Bauble- 1, Less than 1 sp value
Magic Items- 1 Uncommon Wondrous item
Gear By Starting Tier
Hero (5-9)- 2 Uncommon Items, 1 Rare Item, Double Starting Wealth
Legend (10-14)- 3 Uncommon Items, 1 Rare Item, 1 Epic Item, Triple Starting Wealth
Paragon (15-20)- 3 Uncommon items, 2 Rare Items, 2 Epic Items, Quadruple Starting Wealth
Rejoining With a New PC
Magical Items- Current Player Average
Weapons/Armor- If Hero Tier or above, any non-magical.
Wealth- Follow Gear By Starting Tier table.
Wealth and Money
Money
Wyrms- Copper
Drakes- Silver
Dragons- Gold
Exchange Rate
100 Wyrms- 1 Drake
10 Drakes- 1 Dragon
100 Drakes- 1 Silver Bar
100 Dragons- 1 Gold Bar
Trade Goods
Animals
1 Chicken- 1 sp
1 Pig- 4 sp
1 Sheep- 5 sp
1 Goat- 8 sp
1 Cow- 12 sp
1 Ox- 15 sp
Food
1 lb of Wheat- 10 cp
1 lb of Corn- 20 cp
1 lb of Potatoes- 35 cp
1 lb of Barley- 50 cp
1 lb of Flour- 20 cp
Metals
1 lb of Adamantine- 500 sp
1 lb of Bronze- 35 cp
1 lb of Copper- 20 cp
1 lb of Cold Iron- 80 sp
1 lb of Gold- 200 sp
1 lb of Mithral- 300 sp
1 lb of Iron- 1 sp
1 lb of Mithril- 400 sp
1 lb of Silver- 20 sp
1 lb of Steel- 3 sp
Spices
1 lb of Pepper- 2 sp
1 lb of Salt- 5 sp
1 lb of Ginger- 10 sp
1 lb of Cinnamon- 20 sp
1 lb of Saffron- 50 sp
Trade Goods 1 lb of Wood- 10 cp
1 lb of Stone- 25 cp
1 sq. Yard of Linen- 50 cp
1 sq. Yard of Leather- 60 cp
1 lb of Tobacco- 2 sp
1 sq. Yard of Silk- 5 sp
Adventuring Gear
General
Abacus- 2 sp
Backpack- Leather/Cloth, 2 sp
Bar, Iron- 1 sp
Barrel (Empty)- 15 cp
Basket (Empty)- 7 cp
Bedroll- 30 cp
Bell- 3 sp
Blanket
Versions: Cotton- 40 cp Wool- 50 cp Fur- 50 cp plus crafting price Silk- 1-5 sp
Block and Tackle- 4 sp
Block, Wood- 4 cp
Bottle, Glass- 2 sp
Bucket- 8 cp
Caltrops- 1 sp
Description: Covers a 5 ft radius, reflex negates (Standard DC), halves movement, 1d6 damage
Candle- 3 cp
Canvas- 10 cp
Case- Map/Scroll, 1 sp
Chain (10 ft)- Iron, 25 sp
Chalk- 2 cp
Chest (Empty)- 2 sp
Compass- 5 sp
Cookware- 3 sp
Crowbar- 2 sp
Firewood (per day)- 1 cp
Fishhook- 4 cp
Fishing Net (25 sq ft)- 3 sp
Fishing Spear- 1 sp
Flask (Empty)
Version: Ceramic- 40 cp Glass- 75 cp Iron- 1 sp Others- See crafting price
Flint and Steel- 12 cp
Grappling Hook- 1 sp
Hammer- 75 cp
Hammock- 20 cp
Handkerchief
Versions: Simple- 3 cp Fine- 50 cp
Hoe- 1 sp
Holy Symbol
Versions: Wood- 1 sp Silver- 25 sp Gold- 1 gp
Hourglass- 70 sp
Ink (1 oz vial)- 8 sp
Inkpen- 50 cp
Jug, Clay- 3 cp
Knife, Folding- 5 sp
Ladder, 10 ft- 20 cp
Ladder, 20 ft- 50 cp
Ladder, 10 ft Rope- 10 cp
Ladder, 20 ft Rope- 25 cp
Lamp, Common- 18 cp
Lantern- Bullseye- 12 sp
Lantern- Hooded- 7 sp
Lanyard, Weapon- 2 sp
Lock
Simple (DC 10)- 8 sp
Standard (DC 15)- 15 sp
Novice (DC 20)- 30 sp
Apprentice (DC 25)- 60 sp
Journeyman (DC 30)- 100 sp
Master (DC 40)- 200 sp
Magnifying Glass- 100 sp
Manacles, Basic (DC 20)- 5 sp
Manacles, Superior (DC 25)- 15 sp
Manacles, Masterwork (DC 35)- 50 sp
Map
Local Survey- 25 sp
Local Detail- 50 sp
Regional Survey- 20 sp
Regional Detail- 40 sp
World Survey- 100 sp
World Detail- 200 sp
Marbles (10)- 5 cp
Marbles (1,000)- 1 sp
Description- 10 ft radius, reflex negates prone
Merchant’s Scale- 2 sp
Mirror, Small- 10 sp
Mirror, Large- 40 sp
Mug/Tankard
Versions: Clay- 3 cp Wood- 7 cp Metal- 20 cp
Musical Instrument- 5 sp
Musical Instrument, Masterwork- 100 sp
Description- Advantage on Perform checks
Oil (1 pint flask)- 50 cp
Parchment (Sheet)- 5 cp
Perfume- 5 sp
Pick, Miner’s- 3 sp
Pitcher
Versions: Clay- 5 cp Glass- 20 cp Metal- 30 cp
Pitchfork- 1 sp
Piton- 8 cp
Pole, 10 ft- 12 cp
Pot
Versions: Clay- 8 cp Glass- 35 cp Metal- 50 cp Pouch/Purse- 1 sp
Rake- 1 sp
Rations, Trail- 50 cp
Rope, Hemp (50 ft)- 1 sp
Rope, Silk (50 ft)- 10 sp
Sack (Empty)- 2 cp
Saw, Tree- 2 sp
Sealing Wax- 1 sp
Sewing Needle- 2 sp
Shears- 1 sp
Signal Whistle- 3 sp
Signet Ring- 20 sp
Soap (1 lb)- 40 cp
Shovel- 2 sp
Shovel, Planters- 1 sp
Tent
Single- 3 sp
4-Person- 10 sp
Pavilion- 40 sp
Tome (Blank, 100 pages)- 15 sp
Tome (Blank, 500 pages)- 50 sp
Tome (Blank, 1,000 pages)- 100 sp
Torch- 1 cp
Vial- 20 cp
Waterskin- 1 sp
Whetstone- 2 cp
Tools and Kits
Climber’s Kit- 25 sp
Description- Advantage on Athletics Checks to climb
Disguise Kit- 50 sp
Description- Advantage on Deception checks to disguise
Forgery Kit- 15 sp
Description- Advantage on Deception checks to create a forgery
Gaming Set
Aeil Suienn Board- 1 sp
Basic Aeil Suienn Set- 1 sp
Dice- 10 cp
Playing Cards- 40 cp
Healer’s Kit- 50 sp
Description- Instantly stabilize a target, 10 uses
Maintenance Kit- 5 sp
Description- Used for weapon maintenance
Mess Kit- 40 cp
Description- Allows basic field cooking for one
Navigator’s Tools- 25 sp
Description- Able to navigate by sea, advantage on checks
Shaving Kit- 10 sp
Description- Blade, mirror, bowl
Thieves’ Kit- 30 sp
Description- Required to pick locks and disable traps
Thieves’ Kit, Masterwork- 100 sp
Description- Advantage on Sleight of Hand checks to pick locks and disable traps
Alchemical Substances
Acid- 10 sp
Description- Range 20 ft, 2d6 damage, 10 ft radius, reflex halves
Alchemist’s Fire- 20 sp
Description- Range 20 ft, 2d6 damage, 10 ft radius, reflex halves
Antitoxin- 50 sp
Description- Advantage on saves against poisons and toxins
Gripweed- 50 sp
Description- Range 20 ft, restrained, reflex negates, str to move
Holy Water- 25 sp
Description- Range 20 ft, 2d6 damage, single target
Ink, Invisible (1 oz vial)- 80 sp
Books and Other Training Materials
Crafting Books
Equipment- 25 sp
Fields of Study- 100 sp
Ingredients- 1 - 1000 sp
Recipes- 50 sp - 1000 sp
Training- 400 sp
Learn New- 150 sp
Fiction Books
Fiction- 1 sp - 100 sp
Lore Books
History
Simple- 25 sp
Standard- 100 sp
Detailed- 500 sp
Epic- 1000+ sp
Magic and Arcana
Simple- 25 sp
Standard- 100 sp
Detailed- 500 sp
Epic- 1000+ sp
Nature
Simple- 10 sp
Standard- 50 sp
Detailed- 100 sp
Epic- 500+ sp
Outer Realms
Simple- 100 sp
Standard- 1000 sp
Detailed- 2000 sp
Epic- 5000+ sp
Religion
Simple- 10 sp
Standard- 50 sp
Detailed- 100 sp
Epic- 500+ sp
Training Books
Combat Feats- 400 sp
Non-Combat Feats- 200 sp
Skill Books- 250 sp
Spells and Abilities- Combined Cost of Spells/Abilities plus 50 sp
Crafting Equipment
Alchemy
Alchemist’s Kit- 20 sp
Alchemist’s Kit, Masterwork- 120 sp
Alchemist’s Table- 400 sp
Alembic- 30 sp
Alembic, Masterwork- 120 sp
Bag, Medicine- 5 sp
Bag, Alchemist- 50 sp
Bag- Herbalist- 500 sp
Beaker- 2 cp
Beaker Rack- 12 cp
Calcinator- 150 sp
Calcinator, Masterwork- 250 sp
Crucible- 250 sp
Crucible, Masterwork- 400 sp
Mortar and Pestle- 5 sp
Mortar and Pestle, Masterwork- 60 sp
Potion Belt- 30 sp
Potion Brace- 50 sp
Potion Cover- 1 sp
Potion Holder- 1 sp
Retort- 100 sp
Retort, Masterwork- 175 sp
Vial- 20 cp
Wrappings- 5 cp
Art
Blacksmithing
Bowyer
Brewing
Carpentry
Cooking
Enchanting
Jewelcrafting
Leatherworking
Locksmithing
Inscription
Stonemasonry
Tailoring
Tatoos
Trapmaking
Bear Trap- 5 sp Description- Reflex negates, strength to move, 1d6 damage,1d6 bleed
Weapons
(If it has a * in the name, look for that specific name on D&D Beyond)
Simple Weapons
Unarmed Attacks
*Gauntlet- 1d6 Bludgeoning- 1 sp
N/A
*Spiked Gauntlet- 1d8 Piercing- 4 sp
N/A
Unarmed Strike- 1d4 Bludgeoning
N/A
Melee Weapons
Broadaxe- 1d8 Slashing- 2 sp
Two-Handed
Club- 1d4 Bludgeoning- 40 cp
Light, Non-Lethal
Greatclub- 1d8 Bludgeoning- 80 cp
Two-Handed, Non-Lethal
*Dagger- 1d4 Piercing/Slashing- 2 sp
Thrown (range 20/60), Light, Finesse, Dangerous
Handaxe- 1d6 Slashing- 8 sp
Light, Thrown (1d6, range 20/600)
Javelin- 1d6 Piercing- 1 sp
Thrown (1d6, range 30/120)
Light Hammer- 1d4 Bludgeoning-2 sp
Light, Thrown (20/60)
Mace- 1d6 Bludgeoning- 3 sp
N/A
Pickaxe- 1d6 Bludgeoning- 1 sp
Versetaile (1d8)
Pitchfork- 1d4 Piercing- 50 cp
Thrown (20/60) Versatile (1d6)
Sap- 1d4 Bludgeoning- 1 sp
Non-Lethal, Light
Quarterstaff- 1d6 Bludgeoning- 1 sp
Versatile (1d8)
Scythe- 1d6 Slashing- 1 sp
Two-Handed
Sickle- 1d4 Slashing- 5 sp
Light
Sledgehammer- 1d8 Bludgeoning- 5 sp
Two-Handed
Spear- 1d6 Piercing- 7 sp
Brace, Thrown (range 20/60), Versatile (1d8)
Ranged Weapons
Atlatl- 1d6 Piercing- 12 sp
Ammunition (60/240), Loading
Dart- 1d4 Piercing- 50 cp
Finesse, Thrown (20/60)
Light Crossbow- 1d8 Piercing- 35 sp
Ammunition (range 80/320), Loading, Two-Handed
Heavy Crossbow- 1d10 Piercing- 50 sp
Ammunition (range 100/400), Loading, Two-Handed, Pull
Sling- 1d4 Bludgeoning- 70 cp
Ammunition (range 30/120)
Shortbow- 1d6 Piercing- 30 sp
Ammunition (range 80/320), Two-Handed
Martial Weapons
Melee Weapons
Battleaxe- 1d8 Slashing- 15 sp
Veratile (1d10)
Broadsword- 1d8 Slashing- 18 sp
Finesse, Disarm
Claymore- 1d12- 45 sp
Heavy, Reach, Two-Handed
Cutlass- 1d8 Slashing- 12 sp
Finesse
Estoc- 1d8 Piercing- 30 sp
Versatile (1d10), Armor Piercing
Falchion- 1d8 Slashing- 10 sp
Versatile (1d10), Special
Special: Gains Disarm when used with two hands.
*Flail- 1d8 Bludgeoning- 20 sp
Reach
Flax- 1d8 Slashing- 30 sp
Reach
Glaive- 1d10 Slashing- 35 sp
Heavy, Reach, Two-Handed, Trip
*Greataxe- 2d6 Slashing- 40 sp
Heavy, Two-Handed
Greatmace- 2d6 Bludgeoning- 40 sp
Heavy, Two-Handed
Greatspear- 2d6 Piercing- 40 sp
Heavy, Two-Handed, Brace
Greatsword- 2d6 Slashing- 50 sp
Heavy, Two-Handed
Halberd- 1d10 Slashing- 25 sp
Heavy, Reach, Two-Handed
Lance- 1d12 Piercing- 30 sp
Reach, Mounted Charge
Longspear- 1d8 Piercing- 12 sp
Reach, Brace, Versatile (1d10)
Longsword- 1d8 Slashing- 15 sp
Versatile (1d10)
Maul- 2d6 Bludgeoning- 40 sp
Heavy, Two-Handed
Morningstar- 1d8 Bludgeoning- 6 sp
N/A
Parrying Dagger- 1d4 Piercing/Slashing- 6 sp
Thrown (20/60), Light, Finesse, Defensive, Monk
Pike- 1d10 Piercing- 35 sp
Heavy, Reach, Two-Handed, Brace
Poleaxe- 1d12 Slashing- 35 sp
Heavy, Reach, Two-Handed
Polehammer- 1d12 Bludgeoning- 35 sp
Heavy, Reach, Two-Handed
Rapier- 1d8 Piercing- 12 sp
Finesse
Scimitar- 1d6 Slashing- 10 sp
Finesse, Light
Shortsword- 1d6 Piercing- 8 sp
Finesse, Light
Stiletto- 1d4 Piercing/Slashing- 4 sp
Thrown (20/60), Light, Finesse, Hidden
Sword Breaker- 1d4 Piercing/Slashing- 4 sp
Thrown (20/60), Light, Finesse, Disarm
Trident- 1d6 Piercing- 12 sp
Thrown (range 20/60), Versatile (1d8)
Warhammer- 1d8 Bludgeoning- 15 sp
Versatile (1d10)
War Pick- 1d8 Piercing- 6 sp
N/A
War Scythe- 1d10 Slashing- 25 sp
Heavy, Reach, Two-Handed
Whip- 1d4 Slashing- 1 sp
Finesse, Light, Reach, Trip
Ranged Weapons
Bolas- 1 sp
Special, Thrown (range 20/60), Monk
Special: Restrained
Boomerang- 1d4 Bludgeoning- 15 sp
Special, Thrown (1d6, range 30/120), Monk
Special: Returning
Blowgun- 1d4 Piercing- 5 sp
Ammunition (25/100)
Hand Crossbow- 1d6 Piercing- 50 sp
Ammunition (range 30/120), Light, Loading
Longbow- 1d8 Piercing- 75 sp
Ammunition (range 100/400), Two-Handed
Net- 1 sp
Special, Thrown (5/15)
Special: Restrains targets.
Recurve Bow- 1d8- 100 sp
Ammunition (range 150-600), Two-Handed, Pull
Throwing Axe- 1d6, Slashing- 8 sp
Light, Thrown (1d8, range 30/120)
Throwing Hammer- 1d6, Bludgeoning- 8 sp
Light, Thrown (1d8, range 30/120)
Regional Weapons
Bhuj- 1d10+2 Slashing- 60 sp
Large, Heavy, Reach, Two-Handed, Trip
Region: Xa’a/Elephantfolk
Chain Whip- 1d6 Slashing/Piercing- 7 sp
Finesse, Light, Reach, Trip
Region: Xa’a
Changdao- 1d10 Slashing- 65 sp
Heavy, Two-Handed, Reach
Region: Xa’a
Chakram- 1d6 Slashing- 10 sp
Light, Thrown (1d8, range 30/120), Monk
Region: Xa’a/Elephantfolk
Crescent Moon Knives- 1d4 Slashing- 8 sp
Hidden, Light, Thrown (20/60)
Region: Xa’a
Dao- 1d8 Slashing- 12 sp
Finesse, Versatile (1d10)
Region: Xa’a
Double-Bladed Scimitar- 2d4 Slashing- 100 sp
Two-Handed, Double
Region: Valenar
Dragon’s Fist- 1d8 Bludgeoning- 100 sp
Double, Reach
Region: Xa’a
Gada- 3d6 Bludgeoning- 75 sp
Large, Heavy, Two-Handed
Region: Xa’a/Elephantfolk
Guandao-1d10 Slashing- 50 sp
Heavy, Reach, Two-Handed, Disarm
Region: Xa’a
Hook Swords- 1d6 Slashing- 16 sp
Light, Disarm, Trip
Region: Xa’a
Jian- 1d8 Slashing- 15 sp
Versatile (1d10)
Region: Xa’a
Ji- 2d6 Piercing- 60 sp
Heavy, Two-Handed, Brace
Region: Xa’a
Kama- 1d4 Slashing- 5 sp
Light
Region: Fantasy Japan
Kanabo- 1d8 Bludgeoning- 8 sp
Non-Lethal, Versatile (1d10)
Region: Fantasy Japan
Katana- 1d8 Slashing- 30 sp
Versatile (1d10)
Region: Fantasy Japan
Katar- 1d8 Slashing- 12 sp
Light, Finesse, Monk
Region: Xa’a
Khanda- 3d6 Slashing- 80 sp
Large, Heavy, Two-Handed
Region: Xa/a/Elephantfolk
Khanjar- 1d4 Piercing/Slashing- 4 sp
Thrown (20/60), Light, Finesse, Occult
Region: Tel’Shadar Desert
Kukri- 1d6 Slashing- 10 sp
Thrown (20/60), Light, Finesse, Monk
Region: Razorwind Desert
Kunai- 1d6 Piercing- 5 sp
Thrown (1d8, range 30/120), Light, Finesse
Region: Fantasy Japan
Kusarigama- 1d6 Slashing- 25 sp
Reach, Trip, Disarm, Finesse, Light
Region: Fantasy Japan
Monk Spade- 1d10 Bludgeoning- 20 sp
Special: Monk, Reach, Non-Lethal
Special: Can use the push action as a bonus action.
Region: Xa’a
Naginata- 1d12- 50 sp
Heavy, Reach, Two-Handed
Region: Fantasy Japan
Ninjato- 1d6 Slashing- 10 sp
Finesse, Light, Defensive
Region: Fantasy Japan
Nunchaku- 1d6 Bludgeoning- 20 sp
Double, Light, Finesse, Disarm, Versatile (1d8)
Region: Fantasy Japan
Odachi- 2d6 Slashing- 55 sp
Heavy, Two-Handed
Region: Fantasy Japan
Repeating Crossbow- 1d8 Piercing, 150 sp
Ammunition (range 100/320), Repeating
Rope Dart- 1d4 Piercing- 18 sp
Reach, Trip, Disarm, Finesse, Light, Versatile (1d6)
Region: Xa’a
Sai- 1d4 Piercing- 5 sp
Thrown (1d6, range 30/120), Light, Finesse, Defensive
Region: Fantasy Japan
Seax- 1d6 Piercing/Slashing- 5 sp
Thrown (20/60), Light, Finesse
Region: The Frozen North
Shamshir- 1d8 Slashing- 15 sp
Versatile (1d10)
Region: Tel’Shadar Desert, Razorwind Deser
Sho’tel (Shotel)- 1d8 Slashing- 60 sp
Finesse, Disarm, Penetrating
Region: Southern Continent
Shuriken- 1d4 Piercing- 5 sp
Thrown (20/60), Light, Finesse, Dangerous
Region: Fantasy Japan
Tanto- 1d6 Piercing- 8 Sp
Light, Finesse, Defensive
Region: Fantasy Japan
Tekko Claws- 1d8 Slashing- 15 sp
Light, Finesse, Monk
Region: Fantasy Japan
Tiger Claws- 1d6 Slashing- 8 sp
Light, Finesse, Hidden, Monk
Region: Tel’Shadar Desert
Tonfa- 1d6 Bludgeoning- 12 sp
Light, Finesse, Defensive, Monk
Wakizashi- 1d6 Slashing- 12 sp
Light, Finesse
Region: Fantasy Japan
Yatagan- 1d6- Slashing- 9 sp
Light, Finesse
Region: Tel’Shadar Desert, Razorwind Desert
Ammunition
Arrows- (20) 1 sp
Blowgun Needles (20) 1 sp
Bolts- (10) 1 sp
Shield and Armor Damage
Shields
Armguard- 1
Shield- 1d4
Heavy Shield- 1d6
Armor
Spiked Armor- 1d6 Piercing- 10% of Armor Cost
Armor
Light Armor
Padded Armor- 5 sp
AC: 11 + Dexterity
Disadvantage on Stealth
Fur Armor- 10 sp
AC: 11 + Dexterity
Disadvantage on Stealth, Cold Resistance
*Leather-15 sp
AC: 12 + Dexterity
*Studded Leather- 25 sp
AC: 13 + Dexterity
Medium Armor
Hide Armor-20 sp
AC: 12 + Dexterity (max 2)
Chain Shirt- 50 sp
AC: 13 + Dexterity (max 2)
Scale Mail-80 sp
AC: 14 + Dexterity (max 2)
Disadvantage on Stealth
Breast Plate-300 sp
AC: 14 + Dexterity (max 2)
Half Plate- 700 sp
AC: 15 + Dexterity (max 2)
Disadvantage on Stealth Checks
Heavy Armor
Ring Mail-50 sp
AC: 14
Disadvantage on Stealth
Banded Mail-100 sp
AC: 15
Disadvantage on Stealth, Str 10
Chainmail-500 sp
AC: 16
Disadvantage on Stealth, Str 13
Splint Mail-800 sp
AC: 17
Disadvantage on Stealth, Str 15
Full Plate- 1,200 sp
AC: 18
Disadvantage on Stealth, Str 15
Shields
Guards
Armguard-10 sp
AC: +1
Fighter, Immune to Disarm
Light Shields
Shield-20 sp
AC: +2
Heavy Shields
Heavy Shield-50 sp
AC: +3
Disadvantage on Stealth Checks, Str 13
Gauntlets
Clamshell Gauntlets- Immune to Disarm, 8 sp
Goods
Starting Outfits
Artisan’s Clothes- This includes a tunic or a shirt with buttons, a skirt/pants with a belt, leather shoes and perhaps a hat. It may also include a leather or cloth apron for carrying tools.
Entertainer’s Outfit- This includes a set of gaudy clothes, fit for actors, singers and other performers. While the outfit may look ridiculous, it is optimal for tumbling, dancing, and other feats of acrobatics. This outfit grants advantage on acrobatics checks while performing when it is worn.
Fur Clothes- This includes a fur coat, a linen shirt, a wool cap, a heavy fur cloak, thick pants/skirt and thick fur boots. This outfit grants advantage on fortitude saves to resist cold weather exposure.
Merchant’s Clothes- This includes superior, tailored clothes in line with the current fashion.
Monk’s Regalia- This includes leather sandals or shoes, a loose shirt and breeches and either a belt or a sash. This is a simple outfit, designed for a simple person.
Noble’s Outfit- This includes fine, tailored clothes. Very expensive, those that look upon you while you wear this will know your wealth at first sight.
Peasant’s Rags- This includes an old, threadbare flaxen shirt, worn cotton pants/skirt and a pair of tattered sandals.
Priest’s Regalia- This includes a set of robes with a hood, a rope belt and leather sandals.
Scholar’s Robes- Perfect for a scholar or mage, this includes a rope, belt, cap, soft shoes and a cloak.
Traveler’s Clothes- Includes sturdy boots, leather breeches/skirt, a belt, a shirt (with perhaps a belt or jacket), gloves and a cloak.
Individual Clothes
Belts
Poor Quality: Price- 7 cp
Standard Quality: Price- 15 cp
Superior Quality: Price- 50 cp
Fine Quality: Price- 1 sp- 20 sp
Boots
Poor Quality: Price- 10 cp
Standard- 20 cp
Superior- 1 sp
Fine- 4 sp - 30 sp
Cloaks
Poor- 10 cp
Standard- 20 cp
Superior- 1 sp
Fine- 4 sp - 30 sp
Coats
Poor- 7 cp
Standard- 15 cp
Superior- 50 cp
Fine- 1 sp- 20 sp
Gloves
Poor- 4 cp
Standard- 7 cp
Superior- 20 cp
Fine- 50 cp - 10 sp
Hats
Poor- 4 cp
Standard- 7 cp
Superior- 20 cp
Fine- 50 cp - 10 sp
Pants
Poor- 15 cp
Standard- 30 cp
Superior- 2 sp
Fine- 5 sp- 50 sp
Shirts
Poor- 15 cp
Standard- 30 cp
Superior- 2 sp
Fine- 5 sp- 50 sp
Robes
Poor- 15 cp
Standard- 30 cp
Superior- 2 sp
Fine- 5 sp- 50 sp
Food and Drink
Beer (Tankard)
Poor- 3 cp
Standard- 5 cp
Superior- 25 cp
Fine- 50 cp to 2 sp
Drinks (Tankard)
Poor- 1 cp
Standard- 3 cp
Superior- 10 cp
Fine- 25 cp to 1 sp
Food
Poor- 3 cp
Standard- 8 cp
Superior- 30 cp
Fine- 1 sp to 5 sp
Liquor (Shot)
Poor- 6 cp
Standard- 12 cp
Superior- 50 cp
Fine- 2 sp to 10 sp
Meals
Poor- 5 cp
Standard- 10 cp
Superior- 50 cp
Fine- 1 sp to 10 sp
Wine (Bottle)
Poor- 10 cp
Standard- 30 cp
Superior- 1 sp
Fine- 5 sp - 50 sp
Mounts
Beasts
Brightwater Lizard- 100 gp
Dire Wolf- 800 sp
Drake- 200 gp
Giant Spider- 130 gp
Windrunner- 650 sp
Flying
Giant Eagle- 500 gp
Griffon- 1200 gp
Horses
Draft Horse- 50 sp
Riding Horse- 100 sp
War Horse- 400 sp
Equipment
Armor and Barding- x4-x6
Bit and Bridle- 1 sp
Feed- 5 cp/day
Saddle
Pack- 5 sp
Riding- 10 sp
Expert- 20 sp
Description- Advantage on Acrobatics checks to ride
Saddle, Exotic
Pack- 15 sp
Riding- 30 sp
Expert- 60 sp
Description- Advantage on Acrobatics checks to ride
Saddlebags- 4 sp
Other
Camel- 80 sp
Elephant- 500 sp
Elk- 70 sp
Giant Turtle- 30 sp
Mule- 8 sp
Ox- 15 sp
Pony- 25 sp
Ram- 30 sp
Pets
Combat
Bear- 10 gp
Boar- 500 sp
Snakes
Adder- 400 sp
Constrictor- 300 sp
Poisonous- 300 sp
War Dog- 50 sp
Wolf- 200 sp
Non-Combat
Bat- 65 cp
Bird- 1 sp
Cat- 1 sp
Duck- 80 cp
Dog- 1 sp
Ferret- 50 cp
Frog- 60 cp
Hamster- 40 cp
Lizard- 60 cp
Rabbit- 75 cp
Rat/Mouse- 30 cp
Snake- 1 sp
Spider- 1 sp
Turtle- 45 cp
Weasel- 50 cp
Services
Hirelings
Unskilled Labor
Standard- 50 cp/day
Skilled Labor
Animal Master- 2 sp/day
Artisan- 3 sp/day
Artist- 2 sp/day
Attorney- 4 sp/day
Bard- 3 sp/day
Cook- 1 sp/day
Doctor- 4 sp/day
Hunter- 2 sp/day
Master-At-Arms- 4 sp/day
Scholar- 5 sp/day
Scribe- 4 sp/day
Squire- 1 sp/day
Steward- 3 sp/day
Mercenary
Basic- 8 sp
Superior- 15 sp
Non-Magical Class- 30 sp
Magical Class- 50 sp
Lodging
Room
Poor- 10 cp
Standard- 25 cp
Superior- 1 sp
Fine- 5 sp - 25 sp
Apartment
Poor- 25 cp
Standard- 1 sp
Superior- 5 sp
Fine- 10 sp - 50 sp
House
Poor- 1 sp
Standard- 3 sp
Superior- 10 sp
Fine- 25 sp - 10 gp
Stabling
Standard- 50 cp
Superior-1 sp
Messengers
Non-Magical
Messengers
Intercity- 10 cp
Ship- 30 cp/day
Rider- 20 cp/day
Magical
Affiliated
Sending- 25 sp
Converse- 50 sp
Project Self- 125 sp
Non-Affiliated
Sending- 50 sp
Converse- 100 sp
Project Self- 250 sp
Spellcasting
Spells
Cantrips- 1 sp
Level 1- 50 sp
Level 2- 80 sp
Level 3- 150 sp
Level 4- 300 sp
Level 5- 600 sp
Level 6- 1,200 sp
Level 7- 2,500 sp
Level 8- 5,000 sp
Level 9- 10,000 sp
Healing
Debilitating Injuries: 500 sp
Greater Injuries: 250 sp
Lesser Injuries: 50 sp
Training
Animals
Use the following formula: 25sp(x+y)=cost
x= Trainer’s Ability
y= Animal’s Attitude
Trainer’s Ability
5- Extremely Skilled
4- Skilled
3- Good
2- Poor
1- Awful
Animal’s Trainability
5- Violent
4- Volatile
3- Wild
2- Cooperative
1- Compliant
***Trainer Ability must be at greater than or equal to Animal’s Trainability
Feats and Skills
Combat Feats
Rules- Need 40 Ranks to Gain Feat
Self Trained From Tome- 1 Rank
Price- Tome
Mentor Trained- 2 Ranks
Price- Free
Professional Trainer- 4 Ranks
Price- 100 sp per session
Spellcasting Feats
Rules- Need 40 Ranks to Gain Feat
Self Trained From Tome- 1 Rank
Price- Tome
Mentor Trained- 2 Ranks
Price- Free
Professional Trainer- 4 Ranks
Price- 100 sp per session
Non-Combat Feats
Rules- Need 40 Ranks to Gain Feat
Self Trained From Tome- 1 Rank
Price- Tome
Mentor Trained- 2 Ranks
Price- Free
Professional Trainer- 4 Ranks
Price- 50 sp per session
Skills
Rules- Need 40 Ranks to Gain Feat
Self Trained From Tome- 1 Rank
Price- Tome
Mentor Trained- 2 Ranks
Price- Free
Professional Trainer- 4 Ranks
Price- 50 sp per session
Retraining
Feats
Rules- Need 40 Ranks to Gain Feat
Self Trained From Tome- 1 Rank
Price- Tome
Mentor Trained- 2 Ranks
Price- Free
Professional Trainer- 4 Ranks
Price- 20 sp per session
Skills
Rules- Need 40 Ranks to Gain Feat
Self Trained From Tome- 1 Rank
Price- Tome
Mentor Trained- 2 Ranks
Price- Free
Professional Trainer- 4 Ranks
Price- 10 sp per session
Spells/Abilities
Rules- Need 40 Ranks to Gain Feat
Self Trained From Tome- 1 Rank
Price- Tome
Mentor Trained- 2 Ranks
Price- Free
Professional Trainer- 4 Ranks
Price- 20 sp per session
Spells and Abilities
Spells
Cantrips- 5 sp
Level 1- 20 sp
Level 2- 40 sp
Level 3- 75 sp
Level 4- 150 sp
Level 5- 300 sp
Level 6- 600 sp
Level 7- 1250 sp
Level 8- 2500 sp
Level 9- 5000 sp
Abilities
Level 1- 20 sp
Level 2- 40 sp
Level 3- 75 sp
Level 4- 150 sp
Level 5- 300 sp
Level 6- 600 sp
Level 7- 1250 sp
Level 8- 2500 sp
Level 9- 5000 sp
Transportation
Land
Carriage- 5 cp/day
Rent Horse- 10 cp/day
Sea
Ferry Rates- 5 cp
Riverboat- 10 cp/day
Caravel/Galleon- 25 cp/day
Other
Air- 1 sp/day
Teleportation
Affiliated- 200 sp/person
Non-Affiliated- 400 sp/person
Vehicles and Buildings
Buildings
Castle
Fort
House
Poor- 400 sp
Standard-
Superior-
Fine-
Keep-
Store
Vehicles
Land
Carriage- 250 sp
Cart- 40 sp
Sled- 20 sp
Wagon- 100 sp
Water
Caravel- 100 gp
Galley- 300 gp
Keelboat- 40 gp
Longship- 70 gp
Rowboat- 50 sp
Warship- 200 gp
Air
N/A
Glossary
Armor Check- An armor with the Armor Check feature gives the wearer disadvantage on Acrobatics, Sleight of Hand and Stealth Checks as well as Athletics checks made to swim, climb or jump.
Armor Piercing- A weapon with the Armor Piercing feature gains advantage when striking enemies wearing heavy armor. Brace- A weapon with the Brace features does double damage when prepped against an incoming charge.
Cold Resistance- An armor with the Cold Resistance features grants the wearer resistance against cold environments. Dangerous- This weapon lands a critical hit on a 19 or 20.
Defensive- A weapon with this feature grants +1 AC when wielded in the off-hand. This bonus does not stack with any shield bonuses. Double- A weapon with this feature can make an additional attack as a bonus action after using the Attack action.
Fighter- An armor with the Fighter feature can be used while wielding a two-handed weapon with no negatives.
Finesse- A weapon with this feature can use Dexterity on attack and damage rolls instead of Strength.
Grapple- A weapon/armor with the Grapple feature does 1d6 extra damage upon a successful grapple.
Heat Resistance- An armor with the Heat Resistance feature grants the wearer resistance against hot environments.
Heavy- Small creatures have disadvantage on attack rolls with these weapons. A heavy weapon’s size and bulk make it too large for a small creature to use effectively.
Hidden- A weapon with the hidden feature grants disadvantage on Perception checks to detect it when it is being hidden.
Light- A weapon with the Light feature can easily be used when fighting with two weapons.
Monk- A weapon with the Monk feature is counted as a monk weapon for the purposes of that class.
Mounted Charge- A weapon with the Mounted Charge feature does double damage when used on a charging mount.
Non-Lethal- A weapon with the Non-Lethal feature does non-lethal damage to it’s target.
Penetrating- A weapon with the Penetrating feature ignores the shield bonus to armor class from shields and heavy shields. Pull- A bow with the Pull feature has a strength requirement in order to use. If you meet the strength requirement, you can add that damage onto the bow’s damage. For each modifier of the pull, add 100 sp to the cost of the bow.
Reach- A weapon with the Reach feature can strike a target in melee out to 10 ft.
Large- A weapon with the Large feature is considered large and can only be wielded by a Large creature or a creature with the Powerful Build feature.
Loading- Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Occult- A weapon with the Occult feature can be used as a arcane focus.
Strength- A thrown weapon with the Strength feature automatically adds strength to damage.
Trip- A weapon with the Trip feature gains advantage when using the Trip action.
Versatile- A weapon with the Versatile feature can be used to with two hands for additional damage.
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