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.