Mundane Item Prices

by AlexisNugs

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Mundane Equipment Prices

Not all equipment an adventurer might use needs to be infused with some sort of magic. In fact a vast majority of adventurers would find a practice like that completely unsustainable. Whether it's day to day resources or investments meant to secure a safe position, mundane items make up perhaps not specifically the bulk of an adventurers expenses, but certainly a bulk of what they carry.

Wealth

Adventurers border the lines between exceptionally rich and perpetually broke, they might find a few thousand gold worth of treasure somewhere, then spend it all on special equipment that they hope will stop them from dying on their next adventure. To a commoner 10 gold could see them through a year if they already have good work, it might even save a family when it has a failed crop. Most peasants are in exceptional debt and a couple hundred gold could see them pay that off, however not in the form of trade, as they usually don't own what they sell. The crown and guilds only generally think in the value of large scale and rare resources, strategic positions, and reputation. Wealthy merchants and lower royals think only in terms of large scale gold. Most standard artisans do not own their equipment or materials, but instead have special deals with a noble or guild to utilize it, in return for free or highly discounted work.

Rest and Relaxation

After an adventure many an adventurer will find themselves at the nearest inn, the most common likely costing mere copper a night, while those that house merchants often cost silver or even gold. Rarely an adventurer will find themselves in an exceptionally luxurious inn meant to house traveling dignitaries and royals, these places often only accept 2 things, gold and royal favor. Often times, however, small towns are all pitching in to relieve themselves of their problems and provide free stays and food for adventurers that take up their jobs.

Armors and Shields

Light Armor

Light armor is made of thin light materials, perfect for offering some minor protection without sacrificing mobility. Add your dexterity modifier to the base armor class to determine your armor class.

Armour Cost Armor Class Strength Stealth Weight
Padded 5 gp 11 - Disadvantage 8 lb
Leather 10 gp 11 - - 10 lb
Studded Leather 45 gp 12 - - 13 lb

Medium Armor

Medium armor offers more protection than light armor, but also impairs movement more. Add your dexterity modifier (maximum of 2) to the base armor class to determine your armor class.

Armour Cost Armor Class Strength Stealth Weight
Hide 10 gp 12 - - 12 lb
Chain Shirt 50 gp 13 - - 20 lb
Scale Mail 50 gp 14 - Disadvantage 45 lb
Breastplate 400 gp 14 - - 20 lb
Half Plate 750 gp 15 - Disadvantage 40 lb

Heavy Armor

Of all the armor categories heavy armor provides the best protection. Heavy armor does not allow you to add your dexterity modifier to your armor class, but also doesn't penalize a negative dexterity.

Armour Cost Armor Class Strength Stealth Weight
Ring Mail 30 gp 14 - Disadvantage 40 lb
Chain Mail 75 gp 16 Strength 13 Disadvantage 55 lb
Splint 200 gp 17 Strength 15 Disadvantage 60 lb
Full Plate 1500 gp 18 Strength 15 Disadvantage 65 lb

Shields

Armour Cost Armor Class Strength Stealth Weight
Shield 10 gp +2 - - 6 lb

Weapons

Simple Melee Weapons

Weapon Cost Damage Weight Properties
Club 1 sp 1d4 Bludgeoning 2 lb Light
Dagger 2 gp 1d4 Piercing 1 lb Finesse, Light, Thrown (Range 20/60)
Greatclub 2 sp 1d8 Bludgeoning 10 lb Two-Handed
Handaxe 5 gp 1d6 Slashing 2 lb Light, Thrown (Range 20/60)
Javelin 5 sp 1d6 Piercing 2 lb Thrown (Range 30/120)
Light Hammer 2 gp 1d4 Bludgeoning 2 lb Light, Thrown (Range 20/60)
Mace 5 gp 1d6 Bludgeoning 4 lb -
Quarterstaff 2 sp 1d6 Bludgeoning 4 lb Versatile (1d8)
Sickle 1 gp 1d6 Piercing 3 lb Thrown (Range 20/60), Versatile (1d8)
Spear 1 gp 1d6 piercing 3 lb Thrown (Range 20/60), Versatile (1d8)

Simple Ranged Weapons

Weapon Cost Damage Weight Properties
Crossbow, light 25 gp 1d8 Piercing 5 lb Ammunition (Range 80/320), Loading, Two-Handed
Dart 5 cp 1d4 Piercing 1/4 lb Finesse, Thrown (Range 20/60)
Shortbow 25 gp 1d6 Piercing 2 lb Ammunition (Range 80/320), Two Handed
Sling 1 sp 1d4 Bludgeoning - Ammunition (Range 30/120)

Martial Melee Weapons

Weapon Cost Damage Weight Properties
Battleaxe 10 gp 1d8 Slashing 4 lb Versatile (1d10)
Flail 10 gp 1d8 Bludgeoning 2 lb -
Glaive 20 gp 1d10 Slashing 6 lb Heavy, Reach, Two-Handed
Greataxe 30 gp 1d12 Slashing 7 lb Heavy, Two-Handed
Greatsword 50 gp 2d6 Slashing 6 lb Heavy, Two-Handed
Halberd 20 gp 1d10 Slashing 6 lb Heavy, Reach, Two-Handed
Lance 10 gp 1d12 Piercing 6 lb Reach, Special
Longsword 15 gp 1d8 Slashing 3 lb Versatile (1d10)
Maul 10 gp 2d6 Bludgeoning 10 lb Heavy, Two-Handed
Morningstar 15 gp 1d8 Piercing 4 lb -
Pike 5 gp 1d10 Piercing 18 lb Heavy, Reach, Two-Handed
Rapier 25 gp 1d8 Piercing 2 lb Finesse
Scimitar 25 gp 1d6 Slashing 3 lb Finesse, Light
Shortsword 10 gp 1d6 Piercing 2 lb Finesse, Light
Trident 5 gp 1d6 Piercing 4 lb Thrown (Range 20/60), Versatile (1d8)
War Pick 5 gp 1d8 Piercing 2 lb -
Warhammer 15 gp 1d8 Bludgeoning 2 lb Versatile (1d10)
Whip 2 gp 1d4 Slashing 3 lb Finesse, Reach

Martial Ranged Weapons

Weapon Cost Damage Weight Properties
Blowgun 10 gp 1 Piercing 1 lb Ammunition (Range 25/100), Loading
Crossbow, Hand 75 gp 1d6 Piercing 3 lb Ammunition (Range 30/120), Light, Loading
Crossbow, Heavy 50 gp 1d10 Piercing 18 lb Ammuniton (Range 100/400), Heavy, Loading, Two-Handed
Longbow 50 gp 1d8 Piercing 2 lb Ammunition (Range 150/600), Heavy, Two-Handed
Net 1 gp - 3 lb Special, Thrown (Range 5/15)

Ammunition

Ammo Cost Weight
Arrows (20) 1 gp 1 lb
Blowgun Needles (50) 1 gp 1 lb
Crossbow Bolts (20) 1 gp 1 1/2 lb
Sling Bullets (20) 4 cp 1 1/2 lb

Silvered Weapons

Many more powerful monsters possess enhanced healing abilities and physical resistances that render mundane weaponry less effective, some of these monsters' resistances are negated by silvering the weapon in question, while this doesn't work against all enemies it is far easier to silver a weapon than to acquire a magical one. The cost of silvering a weapon, or 10 pieces of ammunition, is 100 gold, not just representing the cost of the silver but also the expertise and time needed to add silver to the weapon without making it less effective.

Mithral Armor, Weapons, and Ammunition

While technically not magical, mithral is still exceptionally useful. any item made of mithral has half its normal weight and is nearly unbreakable by mundane means. Armor made of mithral has no strength requirement and does not impose disadvantage on stealth. One handed weapons made of mithral gain the light property, while two handed weapons lose the heavy property (if they have it) and become versatile, thrown weapons and ammunition (made in batches of 10) gain double their short and long range distances, all weapons and ammunition made of mithral count as being silvered. Any competent craftsman can produce equipment out of mithral, however it costs 1000 gold to do so, not counting the cost of the base equipment.

Adamantine Armor, Weapons, and Ammunition

While technically not magical, adamantine is still exceptionally useful. Any item made out of adamantine is nearly unbreakable by any means. Adamantine armor turns any critical hit against you into a normal hit. Adamantine weapons and ammunition (made in batches of 10) automatically crit with max damage against inanimate objects, and count as being silvered. Any competent craftsman can produce equipment out of adamantine, however it costs 1000 gold to do so, not counting the cost of the base equipment.

Arcane Focus

Used by arcane magic users to focus their magic. While they are not completely necessary for a spellcaster to cast spells they are exceptionally useful. While casting a spell a spellcaster can perform the somatic components for a spell with the same hand that holds the focus, as well as this a spell focus negates the need for material components that do not have a written cost. Spellcasters that cannot use a spell focus can use a component pouch instead.

Focus Cost Weight
Crystal 25 gp 1 lb
Orb 25 gp 3 lb
Rod 25 gp 2 lb
Staff 25 gp 4 lb
Wand 25 gp 1 lb
Component Pouch 25 gp 2 lb

Druidic Focus

A druidic focus must be found in nature by the druid in question, Generally this takes about 1 hour of time and can coincide with a short rest, while many druids will seek out their preferred environment to find this focus, they may do so in any natural environment.

Holy Symbol

A holy symbol meant to actually call upon the power of a god must be produced by a believer of the faith it represents, you cannot simply purchase it from random merchants or such. A Cleric or Paladin may receive any viable holy symbol from members of their order or religion for free, or can produce the symbol in question over a short rest with materials worth 25 gp.

Adventuring Gear

Item Cost Weight
Abacus 2 gp 2 lb
Acid (Vial) 25 gp 1 lb
Alchemists Fire (Flask) 50 gp 1 lb
Antitoxin (Vial) 50 gp -
Backpack 2 gp 5 lb
Ball Bearings (Bag of 1000) 1 gp 2 lb
Barrel 2 gp 70 lb
Basket 4 sp 2 lb
Bedroll 1 gp 7 lb
Bell 1 gp -
Blanket 5 sp 3 lb
Block and Tackle 1 gp 5 lb
Book 25 gp 5 lb
Bottle, Glass 2 gp 2 lb
Bucket 5 cp 2 lb
Caltrops (Bag of 20) 5 gp 2 lb
Candle 1 cp -
Case, Crossbow Bolt 1 gp 1 lb
Case, Map or Scroll 1 gp 1 lb
Chain (10 feet) 25 gp 10 lb
Chalk (1 Piece) 1 cp -
Chest 10 gp 25 lb
Climber's Kit 50 gp 12 lb
Clothes, Common 5 sp 3 lb
Clothes, Costume 5 gp 4 lb
Clothes, Fine 25 gp 6 lb
Clothes, Travelers 2 gp 4 lb
Crowbar 10 gp 5 lb
Fishing Tackle 1 gp 4 lb
Flask or Tankard 2 cp 1 lb
Grappling Hook 25 gp 4 lb
Hammer 5 gp 3 lb
Hammer, Sledge 10 gp 10 lb
Healer's Kit 10 gp 3 lb
Item Cost Weight
Holy Water (Vial) 50 gp 0.1 lb
Hourglass 25 gp 1 lb
Hunting Trap 5 gp 25 lb
Ink (1 ounce bottle) 10 gp -
Ink Pen 2 cp -
Jug or Pitcher 2 cp 4 lb
Ladder (10 foot) 1 sp 25 lb
Lamp 5 sp 1 lb
Lantern, Bullseye 10 gp 2 lb
Lantern, Hooded 5 gp 2 lb
Lock 10 gp 1 lb
Magnifying Glass 100 gp -
Manacles 10 gp 6 lb
Mess Kit 5 sp 1 lb
Mirror, Steel 5 gp 1/2 lb
Oil (Flask) 1 gp 1 lb
Paper (50 sheets) 10 gp -
Parchment (50 sheets) 20 gp -
Perfume (Vial) 10 gp -
Pick, Miner's 5 gp 10 lb
Piton 5 sp 1/4 lb
Poison, Basic (Vial) 100 gp -
Pole (10-foot) 5 gp 7 lb
Pot, Iron 2 gp 10 lb
Pouch 5 sp 1 lb
Quiver 1 gp 1 lb
Ram, Portable 25 gp 35 lb
Rations (1 day) 5 sp 2 lb
Robes 5 gp 4 lb
Rope, Hempen (50 Feet) 1 gp 10 lb
Rope, Silken (50 Feet) 10 gp 5 lb
Sack 1 cp 1/2 lb
Scale, Merchant's 5 gp 3 lb
Sealing Wax 5 sp -
Shovel 10 gp 5 lb
Signal Whistle 1 gp -
Item Cost Weight
Soap 5 cp -
Spellbook 50 gp 3 lb
Spikes, iron (10) 10 gp 5 lb
Spyglass 1000 gp 1 lb
Tent, Two-Person 10 gp 20 lb
Tinderbox 5 sp 1 lb
Torch 1 cp 1 lb
Vial 1 gp -
Waterskin 2 sp 5 lb (full)
Whetstone 1 cp 1 lb

Tools

These kits possess all of the required supplies necessary to perform certain crafts, or feats, while on the road, be it the thieves tools that possess things such as lock picks, practice bells for learning to pickpocket, and the materials required to make a mold of a key, or an alchemist's supplies, which contain the simple reagents, containers, and tools for performing activities such as identifying potions, creating small amounts of acid, and testing alchemical materials. It may also represent the equipment needed to play a game, or may simply be an instrument. Most of the time proficiency is required to effectively use these tools, however someone with general knowledge may still be able to attempt their more basic uses.

Tool Cost Weight
Alchemist's Supplies 50 gp 8 lb
Brewer's Supplies 20 gp 9 lb
Caligrapher's Supplies 10 gp 5 lb
Carpenter's Tools 8 gp 6 lb
Cartographer's Tools 15 gp 6 lb
Cobbler's Tools 5 gp 5 lb
Cook's Utensils 1 gp 8 lb
Glassblower's Tools 30 gp 5 lb
Jeweler's Tools 25 gp 2 lb
Leatherworker's Tools 5 gp 5 lb
Mason's Tools 10 gp 8 lb
Painter's Supplies 10 gp 5 lb
Potter's Tools 10 gp 3 lb
Smith's Tools 20 gp 8 lb
Tinker's Tools 50 gp 10 lb
Weaver's Tools 1 gp 5 lb
Woodcarver's Tools 1 gp 5 lb
Disguise Kit 25 gp 3 lb
Forgery Kit 15 gp 5 lb
Dice Set 1 sp -
Dragonchess Set 1 gp 1/2 lb
Playing Card Set 5 sp -
Three-Dragon Ante Set 1 gp -
Herbalism Kit 5 gp 3 lb
Instrument 50 gp Variable
Navigator's Tools 25 gp 2 lb
Poisoner's Kit 50 gp 2 lb
Thieves' Tools 25 gp 1 lb

Travel and Mounts

There may come times where adventurers have long or difficult journeys ahead of them, or when the environment provides a unique challenge that only certain vehicles could overcome, in this case with the right money and contacts one such adventurer can acquire mounts, vehicles, and the supplies and crew necessary to use them.

Mounts

While many mounts can move faster than an adventurer for a period of time they are mostly used to carry the equipment an adventuring group cannot. Or in the case of a drawn vehicle, to draw a vehicle allowing the party a respite while traveling. While many mounts are faster than or as fast as the average humanoid at a normal pace, they are not built for endurance. While traveling at a normal pace most mounts will require 1 day of rest per 2 days of travel with rest times during those travel days, while traveling at a fast pace a mount will require 4 days of rest per day of travel, with no rest time during that travel. At a slow pace a mount will require 1 day of rest per 4 days of travel, with rest time during that travel. Some mounts have different levels of endurance.

Mount Cost Speed Carrying Capacity
Camel 100 gp 50 ft. 480 lb.
Donkey 25 gp 40 ft. 420 lb.
Draft Horse 100 gp 40 ft. 540 lb.
Elephant - 40 ft. 5400 lb.
Pony 50 gp 40 ft. 225 lb.
Riding Horse 250 gp 60 ft. 480 lb.
Warhorse 1000 gp 60 ft. 540 lb.

Drawn Vehicles

Mounts can pull five times their carry weight including the weight of the vehicle, and multiple mounts can pull the same vehicle. This is the most common use of mounts, to allow an adventuring group the ability to rest while traveling. While just riding a mount a traveler will be capable of performing a short rest, however while in a vehicle a traveler can perform a long rest, however comfort does matter for this to some extent. A traveler must make a constitution saving throw to take a long rest while riding a vehicle, different for each vehicle and the terrain it is traveling, an extra 100 gold in the purchase of the vehicle, for the purpose of making it more comfortable with materials like velvet and leather. For each 100 extra gold spent you can reduce the dc for taking a long rest by 5.

Vehicle Cost Weight DC
Carriage 100 gp 600 lb. 5
Cart 15 gp 200 lb. 15
Chariot 250 gp. 100 lb. -
Sled 20 gp 300 lb. 15
Wagon 35 gp 400 lb. 10

Saddle, Tack, and Harness

Exotic saddles are mainly used for riding abnormal animals and are commissioned from a craftsman, magical mounts may not need a saddle at all or may need a very specific or magical saddle. Military saddles give the rider advantage against being dismounted against their will. Otherwise a saddle is necessary to simply ride a mount comfortably. For every hour of travel without a saddle the rider must make a constitution saving throw or receive a level of exhaustion, riders wearing medium armor have disadvantage on this save, and riders wearing heavy armor fail automatically.

Item Cost Weight
Exotic Variable Variable
Military 50 gp 30 lb.
Normal 25 gp 25 lb.
Stabling (Per day) 5 sp -
Feed (per day) 5 cp 10 lb.
Saddlebags 4 gp 8 lb.
Item Cost Weight
Barding x4 x2
Bit and Bridle 2 gp 1 lb.

Waterborne Vehicles

Occasionally an adventurer might be forced to take to the water, be it a river, ocean, or lake, they will find need of a waterborne vehicle, certain bodies of water may not be able to support certain sizes or types of water faring vehicles. A waterborne vessel does not have benefits nor penalties for moving at a slow or fast pace, unlike land vehicles, and requires a certain amount of crew to function correctly. If less than half the number of crew specified for the vehicle is present, then the ship cannot be controlled if the anchor or mooring is raised, and it becomes at the whims of the water. If at least half of the necessary crew is present then the ship can be controlled and directed, however the ship will have no combat or evasive capabilities if it usually has such. Any more than the specified crew has no benefits, however they may take up slack if members of the crew revolt or die. The passengers count is separate from the crew count, and is 1/5 the value present if instead of cramped hammocks, private quarters are provided. A ship is guided by the captain, if the captain does not have proficiency in waterborne vehicles or navigation they will have to make a check (depending on the type of vessel) to successfully guide it, a crew is much more likely to mutiny against a captain that does not know what they are doing.

Item Cost Speed (mph) Crew Passengers Cargo (Tons)
Galley 30,000 gp 8 10 20 1
Keelboat 3,000 gp 1 1 6 1/2
Longship 10,000 gp 3 40 150 10
Rowboat 50 gp 1 1/2 1 3 -
Sailing Ship 10,000 gp 2 20 20 100
Warship 25,000 gp 2 1/2 60 60 200

Crewing a Waterborne Vessel

A crew can be put together in a motley manner if necessary, simply paying any willing soul to join up, and in most small cities there tend to be plenty of those lying around. However the chance that such a crew remains on the ship for multiple voyages lowers greatly in this situation, and it is nearly impossible to higher an experienced or effective captain this way, as most captains' crew come as a package deal with them. If the adventurer does not have an experienced or at least a somewhat competent captain, then the chance of mutiny rises greatly. In the case that an adventurer does find a captain with a crew willing to crew their ship they will find that the crew functions far more effectively, however if the adventurer puts them in more danger than they had agreed to, it is almost impossible to avoid a mutiny. A captain and their crew come at variable prices, but a single random crew member is worth the same as a skilled hireling, 2gp per day.

 

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