Shop Catalog DND

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The documents provide information on various shops and goods available in a fantasy marketplace, including alchemical items, potions, curatives, vehicles, mounts, and other supplies.

Some of the potions and items sold at the Alchemy Shop include Potions of Resistance, Climbing, and Water Breathing. Items include oils, blight stones, and silver sheen. They have various effects like granting resistances, enabling climbing or underwater breathing, or dealing damage.

The Apothecary sells various healing potions like common, greater, superior, and supreme potions of healing. Other items include anti-toxins, aqua vitae, elixirs of tranquility, and senzu beans. They restore health or provide benefits against poison and stress.

Alchemy Shop (Potions and Alchemic Items)

Item Cost Item Cost


50 gp Blight StoneHB 300 gp
Acid (vial)* 25 gp Potion of Resistance M (fire, cold, or lightning) 300 gp
50 gp Dust of Dryness (1 use)M 250 gp
HB 50 gp Oil of SlipperinessM 400 gp
(flask) HB 50 gp Silver SheenHB 50 gp
Oil (flask)* 1 sp Potion of ClimbingM 50 gp
Flash PaperHB 5 sp Potion of Water BreathingM 100 gp

Acid Vial: As an action, you can splash the contents on a creature within 5 foot of you or throw the vial up to 20 feet, shattering on
impact. In either case, make a ranged attack against the target, treating the acid as an improvised weapon. On a hit, the target takes
2d6 acid damage.

: This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it
on impact. Make a ranged attack against a creature or object, treating the flask as an improvised weapon. On a hit, the target takes 1d4
fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to
extinguish the flames.

t deals cold damage instead.

Blight Stone
or make a ranged attack against the target.
radius burst of noxious vapors. This cloud of gas deals 5d6 damage to all plants and plant creatures in the area.

Silver Sheen: This small metal flask contains a viscous, silver fluid. As an action, it can be applied to a single melee weapon or 5 pieces
of ammunition. The weapon or ammunition then counts as silver for 1 hour.

Oil (flask) flask


as an improvised weapon. On a hit, the target is covered in oil. If the target takes fire damage before the oil dries (after 1 minute), the
target takes an additional 5 fire damage from the burning oil. Alternatively, as an action you can pour the oil into a 5 foot square of level
ground. If lit, the oil burns for rounds and deals 5 damage to any creature that enters or ends their turn in the area. A creature can take
this damage only once per turn.

Oil of Slipperiness: Can be applied to PC over 10 minutes to mimic Freedom of Movement spell for 8 hours (Immune to paralyzed and
restrained conditions, unaffected by difficult terrain or fighting underwater, automatically escape nonmagical restraints or grapple with
5ft of movement). Alternatively, the oil can be applied to a 10 foot square as an action to mimic the Grease spell for 8 hours (Dex save
to resist falling prone if enter or end turn in space). If used as the Grease spell, DC to resist falling prone is 13.

Dust of Dryness
smash the pellet, releasing the water the dust absorbed.

Potion of Resistance: Grants resistance to the damage type for 1 hour.

Potion of Climbing: When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you
have advantage on STR (athletics) checks you make to climb.

Potion of Waterbreathing: When you drink this potion, you can breathe underwater for 1 hour.

Flash Paper: A common parlor trick and theatrical prop, these sheets of paper are specially treated to flare up when subjected to
rigorous friction or open sources of heat. The paper is burned away harmlessly, creating light as a candle for 1 round.

2 Market v1.1
Apothecary (Curatives and Remedies)
Item Cost Item Cost
5 gp Herbalism Kit* 5 gp
Common Potion of Healing (2d4+2)* 50 gp 20 gp
Aqua Vitae (flask) 25 gp Senzu BeanHB 250 gp
Greater Potion of Healing (4d4+4)M 150 gp Anti-Toxin (vial)* 50 gp
Superior Potion of Healing (8d4+8) M 500 gp Elixir of TranquilityHB 50 gp
Supreme Potion of Healing (10d4+20) M 5000 gp Lembas BreadHB 10 gp/loaf (5 slices)

Anti-Toxin: Grants advantage on saving throws against poison for 1 hour.

Aqua Vitae: This stout brew of ethanol is infused with various herbs. Drinking the flask counts as an action. Doing so grants 5
temporary hit points for 1 hour, but imposes disadvantage on WIS (perception) checks and Initiative for 1 hour.

Elixir of Tranquility: If ingested at the start of a long rest, the user regains all HD at the end of the rest (normally recovers HD up to half
est,
the user must sleep uninterrupted for 6 of the 8 hours. Ability checks to awaken the sleeping character are at disadvantage, and any
ability checks made by the sleeping character to awaken or perceive the world are at disadvantage. If a magical effect is in use such as
the Alarm spell or a Weapon of Warning, the disadvantage is negated but the character must make a DC 13 wisdom check (Insight or
Perception) to respond to the alarm.

Lembas Bread: Originally a prized elvish recipe, a few herbalists have reverse engineered this useful ration. This special bread
functions similar to a GoodberryS that has been preserved so as to retain its potency over time. Requires an action to eat. Ingesting a
slice of Lembas Bread heals 1 HP and provides 24 hours of nourishment (food only).

Senzu Bean
2d8+2 HP, removes the poisoned condition, and removes all diseases.

Arcana Shop (Spellcasting Paraphernalia, Curios)


Item Cost Item Cost
Arcane Focus* --- Druidic Focus* ---
Crystal 10 gp Sprig of Mistletoe 1 gp
Orb 20 gp Totem 1 gp
Rod 10 gp Wooden Staff 5 gp
Staff 5 gp Yew Wand 10 gp
Wand 10 gp Spell ScrollsM ---
Spell Component Pouch* 10 gp 1st level 100 gp
Spellbook (100 pages)* 50 gp 2nd level 175 gp
Holy Water* 25 gp 3rd level 300 gp
Identify ItemS 20 gp DivinationS 210 gp
Curios (DMG p.150-214)
D20 Item Cost D20 Item Cost
1 Figurine (Silver Raven) M 125 gp 7 Saddle of the CavalierM 450 gp
2 Cloak of ElvenkindM 350 gp 8 Ornate Magnifying LensHB 500 gp
3 Cloak of ProtectionM 500 gp 9 Ornate TelescopeHB 500 gp
4 DriftglobeM 250 gp 10 Rope of ClimbingM 100 gp
5 Bag of HoldingM 250 gp 11 Ring of JumpingM 250 gp
6 Staff of the PythonM 300 gp 12 Quiver of EhlonnaM 250 gp

strewn about arcana shops. This may involve various skill checks such as Perception, Investigation, or Persuasion. The
DM may roll on the table above, or implement other items.
Magnifying Lens: Functions as Eyes of Minute Seeing (DMG p.168), but must be held. Using the item limits your field of sight to what is
being viewed through the lens (i.e. you can only see your immediate surroundings).

Telescope: Functions as Eyes of the Eagle (DMG p.168), but must be held. Using the item limits your field of sight to what is being
viewed through the telescope (i.e. you cannot see your immediate surroundings).

3 Market v1.1
Armorer / Blacksmith / Bowyer (Weapons, Armor, and Ammunition)
Item Cost Item Cost
Ammunition* --- Mirthal ArmorM Base Price +500 gp
Arrows/Bolts (20) 1 gp Darkleaf ArmorHB Base Price +250 gp
Blowgun needles (50) 1 gp Magecraft WeaponHB Base Price +500 gp
Sling bullets (20) 4 cp Armor, Customized (PHB p.145)HB Base Price +10%
Silvered Weapon* 100 gp Weapon, Customized (PHB p.149) HB Base Price +10%
(10 arrows/bolts or 1 weapon)
Quiver (20) 1 gp
Enchantments (Minor Properties DMG p.143)
D20 Property Effect
1 Beacon

2 Compass The wielder can use an action to learn which way is north.
3 Conscientious When the bearer of this item ponders or undertakes a malevolent act, the item enhances pangs of
conscience.
4 Delver low the surface, and the direction to the
nearest staircase, ramp, or path leading up.
5 Gleaming The item never gets dirty.
6 Guardian The item whispers warnings to its bearer, granting +2 to initiative if conscious.
7 Harmonious Attuning to this item takes only 1 minute.
8 Hidden Message A message that can only be revealed in specific conditions is hidden on the item.
9 Key The item serves as a key to unlock a container, chamber, vault, or other entryway.
10 Language The bearer can speak a new language while item is on his person.
11 Sentinel
12 Song Craft Whenever the item is used, the bearer hears a fragment of an ancient song.
13 Strange Material The item is created from a bizarre material (no affect to durability).
14 Temperate The bearer suffers no penalties in temperatures between -20° and 120° Fahrenheit.
15 Unbreakable The item
16 War Leader
17 Waterborne The item floats on water and other liquids. Grants advantage on STR (athletics) checks made to swim.
18 Wicked Whenever the bearer is presented with an opportunity to act in a selfish or malevolent way, the
temptation to do so is intensified.
19 Illusion The item can undergo a specific, minor alteration to its appearance. Such alterations
way the item is wielded.
20 --- Roll twice, rerolling any d20s.

Magecraft Weapon: (Requires Attunement) A magecraft weapon is usually of exquisite quality. It is forged with magical techniques that
leave an imprint on the weapon in the form of a minor property. The DM may roll on the above table to randomly determine the
property, or allow the player to choose from available options. A magecraft weapon counts as magical for the purpose of overcoming
the resistances of some creatures. Weapons manufactured by disreputable sources may also possess or develop a Quirk (DMG
p.143).

Silvered Weapons: Against specific monsters, silvered weapons count as magical. Price given is for the service of silvering the weapon
or ammunition (i.e. it assumes you already own the item being silvered). Craft time is 1 day, and the effect is permanent.

Darkleaf Armor: Made from the broad leaves of exotic plants that have been alchemically treated for toughness. Dark leaf can replace
the leather in a suit of armor. If used to make a suit of Leather (but not studded leather) or Hide armor it acts as camouflage, granting
the wearer advantage of Stealth checks made to hide in foliage

Mithral Armor: Mithral is a rare, light, flexible metal. It can be used to make any type of metal armor (chain shirt, scale mail, breastplate,
half plate, ring mail, chain mail, splint, plate, and shield). A mithral Chain Shirt or Breastplate can be worn under normal clothes. If the
armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor

Customized Weapons and Armor: You can commission the production of an aesthetically unique piece of equipment. Specify the
luding color scheme, motif, and other unusual features. Any changes to the base weapon/armor that
provide a mechanical benefit pend DM approval.
4 Market v1.1
Commercial Services
Item Cost Item Cost
Coach Cab (Peasant) --- Road or gate toll 1 cp
Between Towns 3 cp / mile Messenger 2 cp / mile
Within a City 1 cp Sivis Messaging Station 5 gp/ page
10 gp/ day Orien Mail Route 1 cp/ mile

Messaging Station: The gnomes of House Sivis have a number of message stations throughout Khorvaire that can instantly transmit
messages between them. As part of their confidentiality, gnomes of House Sivis also undergo rigorous mental training to be able to
forget the messages that they transmit.

Magic Vault: House Kundarak offers the popular service of a safe-deposit vault. The client and any delegated companions receive an
access word and can deposit an item no heavier than 10 lbs. Through arcane means, the vault can be accessed from any Kundarak
banking system, regardless of where the vault was originally accessed.

Black Market (Rogue Equipment, Illicit Trade and Services)


Item Cost Item Cost
50 gp Forgery Kit* 15 gp
Disguise Kit* 25 gp 25 gp
16 gp 10 gp
Ball Bearings* 1 gp Dust of Sneezing and ChokingM 150 gp
Caltrops* 1 gp BombT (limit 1d4) 150 gp
25 gp Smoke BombT 100 gp
Crowbar* 2 gp Hunting Trap* 5 gp
CadaverHB 25 gp SpyGlass* 1000 gp
Poisons (DMG p.257)
(Ingested) 150 gp Oil of Taggit (Contact) 400 gp
Burnt Othur Fumes (Inhaled) 500 gp Pale Tincture (Ingested) 250 gp
Carrion Crawler Mucus (Contact) 200 gp Purple Worm Poison (Injury) 2000 gp
Drow Poison (Injury) 200 gp Serpent Venom (Injury) 200 gp
Essesnce of Ether (Inhaled) 300 gp Torpor (Ingested) 600 gp
Malice (Inhaled) 250 gp Truth Serum (Ingested) 150 gp
Midnight Tears (Ingested) 1500 gp Wyvern Poison (Injury) 1200 gp
Cadaver: Remains preserved for 1d10 days via Gentle Repose S.

Bomb: As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point
must succeed on a DC 12 DEX saving throw or take 3d6 fire damage.

Smoke Bomb: As an action, a character can light this bomb and throw it at a point up to 60 feet away. One round after a smoke bomb
lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour)
disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.

Fashion and Apparel


Item Cost
Clothes, Commoner 5 sp
Clothes, Costume 5 gp
Clothes, Fine 15 gp
Glamerweave Clothing: Popular amongst nobility,
2 gp
rich, and the elite, Glamerweave clothing has illusions
Robes 1 gp sewn into the cloth used to make it. The effects can
Signet Ring 5 gp vary. For example, the cloth can have scintillating
Glamerweave ClothingHB Base Price +100 gp colors, contain moving imagery, create an illusory
Pouch 5 sp effect of burning or dripping, or always appear
unsoiled and pressed.
Perfume (vial) 5 gp

5 Market v1.1
Hirelings/Workforce Labor (PHB p. 159, MM p.342-350)
Item Cost Item Cost
Hireling, Untrained 2 sp/ day Thug 8 gp/ day
Hireling, Trained 2 gp/ day Scout 8 gp/ day
Construction UnitHB 10 gp/ day Spy 15 gp/ day
Bandit 2 gp/ day Veteran 60 gp/ day
Guard 2 gp/ day Knight 60 gp/ day

Spellcasters (MM p.342-350)


Acolyte 30 gp/ day Mage 1150 gp/ day
Priest 350 gp/ day Archmage 4000 gp/ day

Hirelings generally
y are
assisting in combat as an active member of the party, then they accrue an equal cut of the XP. They also demand full hazard pay on
top of an equal share in the loot.
Double the price for hazard pay. For non-combatants this may mean having to perform their duty during a fight or at risk of
danger to themselves. For combatants, this may mean facing overwhelming odds, supernatural creatures, or fighting in dangerous
locales.
Half pay as retainer for light/inactive duty, as a bribe, or to temporarily ensure their loyalty.
-

Construction Unit: Each crew consists of 4-5 laborers, 1 of whom is a foreman who specializes in the task at hand (carpenter, mason,
tinkerer, etc.). Price includes basic rations for the workers and building supplies for simple constructs or repair jobs. If the crew is
building something substantial (such as a fortress or castle), then use the cost of building that structure instead.

Building a Stronghold (DMG p. 128)


Stronghold Construction Cost Construction Time
Abbey 50,000 gp 400 days
Guildhall, town or city 5,000 gp 60 days
Keep or small castle 50, 000 400 days
Noble estate with manor 25,000 gp 150 days
Outpost or fort 15,000 gp 100 days
Palace or large castle 500,000 gp 1,200 days
Temple 50,000 400 days
Tower, fortified 15,000 gp 100 days
Trading Post 5,000 gp 60 days

Hospital / Temple (Healing Services and Religious Paraphernalia)


Item Cost Spellcasting ServicesS Cost
19 gp Cure Wounds (1st level) 10 gp
Holy Water (flask)* 25 gp Prayer of Healing (2nd level) 40 gp
Holy Items* --- Lesser Restoration 40 gp
Amulet 5 gp Greater Restoration 450 gp
Emblem 5 gp Remove Curse 90 gp
Reliquary 5 gp Gentle Repose 40 gp
Short-Term Care 1 sp/day Reattach Severed Limb 150 gp
Long-Term Care 1 gp/week Speak with Dead 90 gp
Raise Dead 1250 gp

Cure Wounds: Heals 1d8+2 HP.


Prayer of healing: Up to 6 creatures heal 2d8+2 HP.
Lesser Restoration: Remove 1 disease or condition: blinded, deafened, paralyzed, poisoned.
Greater Restoration: Remove 1 level of exhaustion or end 1 effect: 1 effect that charmed or petrified, 1 curse (including attunement to
cursed item), any reduction to 1 ability score, 1 effect reducing maximum HP.
Remove Curse: Remove all curses affecting 1 creature or object. If used on an object, the curse remains but the attunement is broken.
6 Market v1.1
Gentle Repose: Corpse will not decay or become undead for 10 days. Effectively extends the time limit imposed by spells such as
Raise Dead S and Revivify S.
Speak with Dead: Ask a corpse up to 5 questions over 10 minutes. It only knows the facts and languages it did in life and is under no
compulsion to be truthful. Can only be used on a corpse once every 10 days.
Reattach Severed Limb: Functions as a lesser RegenerateS spell using a combination of magical healing and surgical techniques. You
must possess the limb to be reattached and it must be the original limb that was lost. It takes 2d4x10 minutes to reattach the body part,
and a day of short-term care (included in the cost) to ensure the procedure works.
Raise Dead e
for a raise
dead spell.
Hard mode: Only RevivifyS is available from NPC casting, at the same price. Thus, the dead character must receive a
Gentle Repose spell within 1 minute of dying (duration 10 days), and be kept under its influence continuously until
returned from the dead.

Spell Components
Component (Spell) Cost Component (Spell) Cost
Gold Dust (Arcane Lock) 25 gp Jacinth & Silver (Astral Projection) 1100 gp
Runic Tokens (Augury) 25 gp Agate (Awaken) 1000 gp
Diamond 50 gp Powdered Black Pearl 500 gp
(Chromatic Orb) (Circle of Death)
Jeweled Horn (Clairvoyance: Hearing) 100 gp Glass Eye (Clairvoyance: Seeing) 100 gp
Diamond & Vessel (Clone) 3000 gp Ruby Dust (Continual Flame) 50 gp
Black Onyx (Create Undead) 150 gp Incense & Sacrificial Offering (Divination) 25 gp
1000 gp Charcoal, Incense, & Herbs 10 gp
(Find Familiar)
Divinatory Tools (Find the Path) 100 gp Holy Water, Incense, & Powdered Ruby 1000 gp
(Forbiddance)
Ruby Dust (Force Cage) 1500 gp Diamond (Gate) 5000 gp
Incense & Powdered Diamond 200 gp Diamond Dust 100 gp
(Glyph of Warding) (Greater Restoration, Stoneskin)
Silver Rod (Guards and Wards) 10 gp Herbs, Oil, & Incense (Hallow) 1000 gp
Gem Encrusted Bowl (Heroes Feast) 1000 gp Reliquary (Holy Aura) 1000 gp
Pearl (Identify) 100 gp Varies (Imprisonment) 500 gp
Per HD
Incense and Ivory Strips (Legend Lore) 450 gp 5050 gp
Holy Water or Powdered Silver/Iron 100 gp Ornamental Container (Magic Jar) 500 gp
(Magic Circle)
Honeycomb & Jade Dust (Magic Mouth) 10 gp 15 gp
Mansion)
250 gp Diamond Dust (Nondetection) 25 gp
Sword)
Jewel (Planar Binding) 1000 gp Forked Metal Rob (Plane Shift) 250 gp
Fleece & Jade Dust 25 gp Small Replica of You 5 gp
(Programmed Illusion) (Project Image)
Diamond (Raise Dead) 500 gp Rare Oils & Unguents (Reincarnate) 1000 gp
Diamond Dust (Resurrection) 1000 gp Diamonds (Revivify) 300 gp
Focus (Scrying) 1000 gp Powdered Gems (Sequester) 5000 gp
Jade Circlet (Shapechange) 1500 gp Powdered Diamond/Opal & Minerals (Symbol) 1000 gp
Rare Chalks/Inks Infused w Gems 50 gp Diamonds (True Resurrection) 25000 gp
(Teleportation Circle)
Ointment (True Seeing) 25 gp 2 Platinum Rings (Warding Bond) 100 gp

7 Market v1.1
Workshop: Tinkerer/Magewright (Gadgets and Tech)
Item Cost Item Cost
Circle of
SoundHB 2000 gp (per Ring) Magic BedrollHB 500 gp
Everbright LanternHB 50 gp Sun RodHB 5 gp
Cold StoneHB 150 gp Sending Stones (set of 2)M 350 gp
Retractable poleHB 5 gp Hunting Trap* 5 gp
Music BoxHB 10 gp Clockwork ToyHB 10 gp
Fire StarterHB 10 gp Wayfinder CompassHB 500 gp
ThunderstoneHB 10 gp Portable Ram* 5 gp
Folding BoatM 5000 gp Block and Tackle* 1 gp
Magnifying lens 100 gp

Everbright Lantern: Functions as a hooded lantern, but requires no oil. The flame is an illusory effect that does not emit heat and cannot
burn anything. When activated as an action, it casts bright light for 30 feet and dim light for an addition 30 feet. As an action, you can
lower/raise the hood, reducing the light to dim light in a 5 foot radius when lowered.

Sun Rod: Also known as a glow stick, this gold-tipped 1-foot long iron rod glows brightly when struck. It can be activated as part of the
same Interaction to withdraw it. It then functions similar to a torch with a 6 hour burn time, casting bright light for 20 feet, and dim light
for an additional 20 feet. The light does not produce flame or heat.

Cold Stone: This smooth stone disk is approximately 3 inches wide and 1 inch thick. It feels heavy when held, always cold to touch, and
when activated it develops a thin layer of frost. To activate the stone, the command word inscribed upon it must be spoken. It will then
chill the air around it to approximately 40 F (5 C) within a few minutes, up to 5 cubic feet. The primary function of this is to preserve
food, though it is possible to adapt their use as an air conditioner by placing several in proximity.

Wayfinder Compass: (Requires attunement) Grants advantage on Survival checks to avoid getting lost.

Sending Stones: Same as DMG entry, except each stone can send a message to the other stone once per day.

Thunderstone: When thrown against a hard surface , the stone erupts with the noise of a thunderclap. The sound can be
heard 100 feet away.

Magic Bedroll: This woolen sleeping bag is embroidered with stars and moons in silver and blue thread, and it smells of lavender. It
grants comfortable rest even in extreme conditions. While resting in a magic bedroll, you are exempt from Constitution save throws due
to environmental factors such as extreme heat, extreme cold, or high altitude. If the magic bedroll is damaged in any way, the magic
dissipates and it becomes a mundane bedroll.

Retractable Pole: Similar to a standard 10 foot pole, this metal tube is made from a mithral alloy so as to be as light and durable as
possible. The design is slightly tapered and constructed of 2 foot segments with threaded ends. This enables it can be collapsed for
easy storage and secured when fully extended. Extending/retracting the pole requires an action.

Circle of Sound: These simple golden rings are usually made in sets of two to six rings and have no function unless more than one is
made as part of a matching set. Each ring is capable of sending and receiving messages spoken to the other rings in the same set, as
per the Message spell. The maximum range is 120' between two rings, but rings (with ring bearers) can be spaced 120' apart, making a
line from beginning to end that is much longer. Once a set of Circles of Sound have been crafted, there is no way to add additional rings
to the set without completely remaking the entire set.

Folding Boat: As per the entry (DMG p.170-171).

Music Box: As per the Rock Gnome racial feature (PHB p.37).

Clockwork Toy: As per the Rock Gnome racial feature (PHB p.37).

Firestarter: As per the Rock Gnome racial feature (PHB p.37).

8 Market v1.1
Cartwright / Shipwright (Vehicles) (PHB p.157, DMG p. 119)
Drawn Vehicles Weight Cost Waterborne Vehicles Speed Cost
Cart 200 lbs 15 gpGalley 4 mph 30,000 gp
Carriage 600 lbs 100 gpKeelboat 1 mph 3,000 gp
Chariot 100 lbs 250 gpLong Ship 3 mph 10,000 gp
Sled 300 lbs 20 gpRow Boat 1.5 mph 50 gp
Wagon 400 lbs 35 gpSailing Ship 2 mph 10,000 gp
War Ship 2.5 mph 25,000 gp
Note: An animal pulling a drawn vehicle can move weight up to 5x its base carrying capacity, including the weight of the vehicle. If multiple
animals pull the same vehicle, they can add their carrying capacity together.

Stable (Mounts and Accessories) (PHB p.157)


Creature Cost Speed Base Capacity Creature Cost Speed Base Capacity
Camel 50 gp 50 ft. 480 lbs Horse, Riding 75 gp 60 ft. 480 lbs
Donkey or Mule 8 gp 40 ft. 420 lbs Mastiff 25 gp 40 ft. 195 lbs
Elephant 200 gp 40 ft. 1320 lbs Pony 30 gp 40 ft. 225 lbs
Horse, Draft 50 gp 40 ft. 540 lbs Warhorse 400 gp 60 ft. 540 lbs
dium.
Item Cost Item Cost
Barding X4 (weight x2) Exotic Saddle 60 gp
Bit, Bridle 2 gp Military Saddle 20 gp
Feed (per day) 5 cp Pack Saddle 5 gp
Saddlebags 4 gp Riding Saddle 10 gp
Stabling (per day) 5 sp

Exotic Saddle: Required for riding aquatic or flying mounts.

Military Saddle: A military saddle braces the rider, helping you keep your seat on an active mount during combat. Grants advantage
on any check to remain mounted.

Marketplace (Trade Goods) (PHB p.157) Lifestyle Expenses (per day)


Item Cost Item Cost Lifestyle Cost
1 lb of Wheat 1 cp 1 lb of Cloves or 1 pig 3 gp Wretched ---
1 lb of Flour or 1 Chicken 2 cp 1 lb of Silver or 1 sq. yd. of Linen 5 gp Squalid 1 sp
1 lb of salt 5 cp 1 sq. yd. of Silk or 1 Cow 10 gp Poor 2 sp
1 lb of Iron or 1 sq. yd. of Canvas 1 sp 1 lb of Saffron or 1 Ox 15 gp Modest 1 gp
1 lb of Copper or 1 sq. yd. of Cotton 5 sp 1 lb of Gold 50 gp Comfortable 2 gp
1 lb of Ginger or 1 goat 1 gp 1 ln of Platinum 500 gp
Wealthy 4 gp
1 lb of Cinnamon/Pepper or 1 Sheep 2 gp
Aristocratic

Meals (per day) Tavern Inn Stay (per day)


Quality Cost Item Cost Quality Cost
Squalid 3 cp Gallon of Ale 2 sp Squalid 7 cp
Poor 6 cp Mug of Ale 4 cp Poor 1 sp
Banquet (per person) 10 gp Modest 5 sp
Modest 3 sp
Bread, loaf 2 cp Comfortable 8 sp
Comfortable 5 sp
Cheese, hunk 1 sp Wealthy 2 gp
Wealthy 8 sp
Meat, chunk 3 sp Aristocratic 4 gp
Aristocratic 2 gp
Common wine, pitcher 2 sp
Fine wine, bottle 10 gp

9 Market v1.1
General Store (Misc. Goods) (PHB p.xxx)
Item Cost Weight Item Cost Weight
Abacus 2 gp 2 lb Lamp, hooded 5 gp 2 lb
Backpack 2 gp 5 lb Lock 10 gp 1 lb
Barrel 2 gp 70 lb Manacles 2 gp 6 lb
Basket 4 sp 2 lb Mess kit 2 sp 1lb
Bedroll 1 gp 7 lb Mirror, steel 5 gp 0.5 lb
Bell 1 gp - Paper (1 sheet) 2 sp -
Blanket 5 sp 3 lb Parchment (1 sheet) 1 sp -
Book 25 gp 5 lb 2 gp 10 lb
Bottle, glass 2 gp 2 lb Piton 5 cp 0.25 lb
Bucket 5 cp 2 lb Pole (10 ft) 5 cp 7 lb
Candle 1 cp - Pot, iron 2 gp 10 lb
Case, map or scroll 1 gp 1 lb Rations (1 day) 2 sp 2 lb
Chain (10 ft) 5 gp 10 lb Rope, hempen (50 ft) 1 gp 10 lb
Chest 5 gp 25 lb Rope, silken (50 ft) 10 gp 5 sp
25 gp 12 lb Sack 1 cp 0.5 lb
Crowbar 2 gp 5 lb 5 gp 3 lb
Fishing Tackle 1 gp 4 lb Sealing wax 5 sp -
Flask or Tankard 2 cp 1 lb Shovel 2 gp 5 lb
Grappling Hook 2 gp 4 lb Signal whistle 5 cp -
Hammer 1 gp 3 lb Soap 2 cp -
Hammer, sledge 2 gp 10 lb Spikes, iron (10) 1 gp 5 lb
Hourglass 25 gp 1 lb Tent, 2 person 2 gp 20 lb
Ink (1 oz bottle) 10 gp - Tinder box 5 sp 1 lb
Ink pen 2 cp - Torch 1 cp 1 lb
Jug or Pitcher 2 cp 4 lb Vial (empty) 1 gp -
Ladder (10 ft) 1 sp 25 lb Waterskin 2 sp (full) 5 lb
Lamp 5 sp 1 lb Whetstone 1 cp 1 lb
Lamp, bullseye 10 gp 2 lb

Tool Kits
Alchemist 50 gp Forgery Kit 15 gp Poison kit 50 gp
Brewer 20 gp Glassblower 30 gp Potter 10 gp
Calligrapher 10 gp Herbalism Kit 5 gp Navigation 25 gp
Carpenter 8 gp Jeweler 25 gp Smith 20 gp
Cartographer 15 gp Leatherworker 5 gp Thief Tools 25 gp
Cobbler 5 gp Mason 10 gp Vehicles varies
Cook 1 gp Painter 10 gp Weaver 1 gp
Disguise Kit 25 gp Woodcarver 1 gp

10 Market v1.1

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