| Category | Rarity | Cost | ||
|---|---|---|---|---|
Strong rope made from hemp fibers, essential for climbing and securing items | Adventuring Gear | Common | 2 Gold | |
A brand that burns for 1 hour, providing bright light in a 20-foot radius | Adventuring Gear | Common | 0.01 Gold | |
Dry foods suitable for extended travel, including jerky, dried fruit, hardtack | Adventuring Gear | Common | 2 Gold | |
A warm blanket and padding for sleeping outdoors | Adventuring Gear | Common | 1 Gold | |
A leather pack with one large compartment that holds roughly 1 cubic foot | Adventuring Gear | Common | 2 Gold | |
A lantern with shuttered sides that burns oil for 6 hours on 1 pint of oil | Adventuring Gear | Common | 5 Gold | |
Oil usually comes in a clay flask that holds 1 pint, can be used as fuel or thrown as a weapon | Adventuring Gear | Common | 0.1 Gold | |
A four-pronged hook designed for climbing and securing ropes | Adventuring Gear | Common | 2 Gold | |
A set of tools including lockpicks, small files, and other implements for bypassing locks | Tools | Common | 25 Gold | |
A leather pouch containing bandages, salves, and splints for treating wounds | Tools | Common | 5 Gold | |
An iron bar used for prying open doors, chests, and other objects | Tools | Common | 2 Gold | |
A small, watertight leather belt pouch that holds spell components | Spellcasting Focus | Common | 25 Gold | |
A specially prepared crystal that can be used as a spellcasting focus | Spellcasting Focus | Common | 10 Gold | |
A holy symbol worn as an amulet, used as a spellcasting focus for clerics and paladins | Spellcasting Focus | Common | 5 Gold | |
A wand made from a special wood that can be used as a druidcraft focus | Spellcasting Focus | Common | 10 Gold | |
Ingested poison. DC 10 Constitution save or take 1d12 poison damage and be poisoned for 24 hours | Poison | Rare | 150 Gold | |
Ingested poison. DC 11 Constitution save or be poisoned for 1 hour and unable to knowingly speak lies | Poison | Rare | 150 Gold | |
Injury poison. DC 13 Constitution save or be poisoned for 1 hour, unconscious if failed by 5+ | Poison | Rare | 200 Gold | |
Injury poison. DC 11 Constitution save or take 3d6 poison damage, half on success | Poison | Rare | 200 Gold | |
Contact poison. DC 13 Constitution save or be poisoned and paralyzed for 1 minute | Poison | Rare | 200 Gold | |
Ingested poison. DC 16 Constitution save or take 1d6 poison damage and be poisoned, damage cannot be healed | Poison | Rare | 250 Gold | |
Inhaled poison. DC 15 Constitution save or be poisoned and blinded for 1 hour | Poison | Rare | 250 Gold | |
Inhaled poison. DC 15 Constitution save or be poisoned and unconscious for 8 hours | Poison | Very Rare | 300 Gold | |
Contact poison. DC 13 Constitution save or be poisoned and unconscious for 24 hours | Poison | Very Rare | 400 Gold | |
Inhaled poison. DC 13 Constitution save or take 3d6 poison damage, repeat save each turn | Poison | Very Rare | 500 Gold | |
Ingested poison. DC 15 Constitution save or be poisoned and incapacitated for 4d6 hours | Poison | Very Rare | 600 Gold | |
Injury poison. DC 15 Constitution save or take 7d6 poison damage, half on success | Poison | Very Rare | 1200 Gold | |
Ingested poison. No effect until midnight, then DC 17 Constitution save or take 9d6 poison damage | Poison | Legendary | 1500 Gold | |
Injury poison. DC 19 Constitution save or take 12d6 poison damage, half on success | Poison | Legendary | 2000 Gold | |
Required for Chromatic Orb spell. Not consumed when used | Spell Component | Uncommon | 50 Gold | |
Required for Identify spell and other divination magic. Not consumed when used | Spell Component | Uncommon | 100 Gold | |
Required for Revivify spell. Consumed when used to bring back the dead | Spell Component | Rare | 300 Gold | |
Required for Raise Dead spell. Consumed when used to restore life | Spell Component | Very Rare | 500 Gold | |
Required for Resurrection spell. Consumed when used to restore life | Spell Component | Very Rare | 1000 Gold | |
Required for Gate spell. Not consumed when used to create planar portals | Spell Component | Legendary | 5000 Gold | |
Required for True Resurrection spell. Consumed when used for ultimate revival magic | Spell Component | Legendary | 25000 Gold | |
Required for Continual Flame spell. Consumed when used to create permanent magical light | Spell Component | Uncommon | 50 Gold | |
Required for Arcane Lock spell. Consumed when used to magically seal doors and containers | Spell Component | Uncommon | 25 Gold | |
Required for Ceremony spell. Consumed when used for religious rituals | Spell Component | Uncommon | 25 Gold | |
Required for Find Familiar spell. Consumed when used to summon a magical companion | Spell Component | Common | 10 Gold | |
Required for Astral Projection spell. Consumed when used for planar travel | Spell Component | Uncommon | 100 Gold | |
Required for Drawmij's Instant Summons spell. Consumed when used to create magical recall | Spell Component | Very Rare | 1000 Gold | |
Required for Awaken spell. Consumed when used to grant sentience to plants or animals | Spell Component | Very Rare | 1000 Gold | |
Required for Astral Projection spell. Consumed when used for planar travel | Spell Component | Very Rare | 1000 Gold |
| Category | Rarity | Carrying Capacity | Cost | ||
|---|---|---|---|---|---|
A hardy desert mount with excellent endurance. | Mount | Common | 450 lb. | 150 Gold | |
A massive and powerful mount used in exotic locations. | Mount | Uncommon | 1,320 lb. | 1200 Gold | |
A strong work horse bred for pulling heavy loads and farm work. | Mount | Common | 540 lb. | 150 Gold | |
A swift and agile horse bred for riding and travel. | Mount | Common | 480 lb. | 175 Gold | |
A large, loyal dog that can serve as a guard or companion. | Animal | Common | 195 lb. | 125 Gold | |
A hardy pack animal known for its sure footing and stubbornness. | Mount | Common | 420 lb. | 70 Gold | |
A small horse suitable for smaller riders or pack animal duties. | Mount | Common | 225 lb. | 130 Gold | |
A trained battle mount, fearless in combat and highly valued. | Mount | Rare | 540 lb. | 1400 Gold | |
An enclosed passenger vehicle drawn by horses. | Vehicle | Common | 600 lb. | 100 Gold | |
A simple two-wheeled vehicle for transporting goods. | Vehicle | Common | 200 lb. | 15 Gold | |
A fast, lightweight vehicle used for racing or warfare. | Vehicle | Uncommon | 100 lb. | 250 Gold | |
A vehicle designed for travel over snow and ice. | Vehicle | Common | 300 lb. | 20 Gold | |
A four-wheeled vehicle for transporting people and cargo. | Vehicle | Common | 400 lb. | 35 Gold | |
A specialized saddle designed for unusual mounts like griffons or dragons. Weight: 40 lb. | Tack | Uncommon | — | 60 Gold | |
A reinforced saddle designed for combat, providing extra security. Weight: 30 lb. | Tack | Common | — | 20 Gold | |
A standard saddle for everyday riding and travel. Weight: 25 lb. | Tack | Common | — | 10 Gold | |
Dinghy A small rowboat. Can carry a max of 4 riders. Unable to be used on open ocean. | Vehicle | Common | 500 lb. | 100 Gold | |
Small Sailboat A sailboat capable of navigating large waves of the open ocean. Can carry 8 riders. Needs 2 operants. | Vehicle | Uncommon | 1400 lb. | 850 Gold | |
Galleon A large galleon with 2 cannons and a dinghy. Cannot navigate shallows, and needs a dock or a dinghy to disembark or board. Can carry 40 riders. Needs 4 operants. | Vehicle | Rare | 4500.00 lb. | 4000 Gold |
| Category | Damage | Mastery | Cost | ||
|---|---|---|---|---|---|
Light | Simple Melee | 1d4 Bludgeoning | Slow | 0.1 Gold | |
Finesse, Light, Thrown (Range 20/60) | Simple Melee | 1d4 Piercing | Nick | 2 Gold | |
Two-Handed | Simple Melee | 1d8 Bludgeoning | Push | 0.2 Gold | |
Light, Thrown (Range 20/60) | Simple Melee | 1d6 Slashing | Vex | 5 Gold | |
Thrown (Range 30/120) | Simple Melee | 1d6 Piercing | Slow | 0.5 Gold | |
Light, Thrown (Range 20/60) | Simple Melee | 1d4 Bludgeoning | Nick | 2 Gold | |
— | Simple Melee | 1d6 Bludgeoning | Sap | 5 Gold | |
Versatile (1d8) | Simple Melee | 1d6 Bludgeoning | Topple | 0.2 Gold | |
Light | Simple Melee | 1d4 Slashing | Nick | 1 Gold | |
Thrown (Range 20/60), Versatile (1d8) | Simple Melee | 1d6 Piercing | Sap | 1 Gold | |
Finesse, Thrown (Range 20/60) | Simple Ranged | 1d4 Piercing | Vex | 0.05 Gold | |
Ammunition (Range 80/320; Bolt), Loading, Two-Handed | Simple Ranged | 1d8 Piercing | Slow | 25 Gold | |
Ammunition (Range 80/320; Arrow), Two-Handed | Simple Ranged | 1d6 Piercing | Vex | 25 Gold | |
Ammunition (Range 30/120; Bullet) | Simple Ranged | 1d4 Bludgeoning | Slow | 0.1 Gold | |
Versatile (1d10) | Martial Melee | 1d8 Slashing | Topple | 10 Gold | |
| Martial Melee | 1d8 Bludgeoning | Sap | 10 Gold | ||
Heavy, Reach, Two-Handed | Martial Melee | 1d10 Slashing | Graze | 20 Gold | |
Heavy, Two-Handed | Martial Melee | 1d12 Slashing | Cleave | 30 Gold | |
Heavy, Two-Handed | Martial Melee | 2d6 Slashing | Graze | 50 Gold | |
Heavy, Reach, Two-Handed | Martial Melee | 1d10 Slashing | Cleave | 20 Gold | |
Heavy, Reach, Two-Handed (unless mounted) | Martial Melee | 1d10 Piercing | Topple | 10 Gold | |
Versatile (1d10) | Martial Melee | 1d8 Slashing | Sap | 15 Gold | |
Heavy, Two-Handed | Martial Melee | 2d6 Bludgeoning | Topple | 10 Gold | |
| Martial Melee | 1d8 Piercing | Sap | 15 Gold | ||
Heavy, Reach, Two-Handed | Martial Melee | 1d10 Piercing | Push | 5 Gold | |
Finesse | Martial Melee | 1d8 Piercing | Vex | 25 Gold | |
Finesse, Light | Martial Melee | 1d6 Slashing | Nick | 25 Gold | |
Finesse, Light | Martial Melee | 1d6 Piercing | Vex | 10 Gold | |
Thrown (Range 20/60), Versatile (1d10) | Martial Melee | 1d8 Piercing | Topple | 5 Gold | |
Versatile (1d10) | Martial Melee | 1d8 Bludgeoning | Push | 15 Gold | |
Versatile (1d10) | Martial Melee | 1d8 Piercing | Sap | 5 Gold | |
Finesse, Reach | Martial Melee | 1d4 Slashing | Slow | 2 Gold | |
Ammunition (Range 25/100; Needle), Loading | Martial Ranged | 1 Piercing | Vex | 10 Gold | |
Ammunition (Range 30/120; Bolt), Light, Loading | Martial Ranged | 1d6 Piercing | Vex | 75 Gold | |
Ammunition (Range 100/400; Bolt), Heavy, Loading, Two-Handed | Martial Ranged | 1d10 Piercing | Push | 50 Gold | |
Ammunition (Range 150/600; Arrow), Heavy, Two-Handed | Martial Ranged | 1d8 Piercing | Slow | 50 Gold | |
Ammunition (Range 40/120; Bullet), Loading, Two-Handed | Martial Ranged | 1d12 Piercing | Slow | 500 Gold | |
Ammunition (Range 30/90; Bullet), Loading | Martial Ranged | 1d10 Piercing | Vex | 250 Gold |
| req. lvl | Cost | ||
|---|---|---|---|
Rotten Mackerel in a Jar It doesn't smell very nice | Level 1 | 1 Gold | |
A Mysterious Stone It's warm and smells a bit like bread | Level 1 | 100 Gold | |
Red Pigment It looks like clay, but it stains absolutely everything | Level 1 | 5 Gold | |
A Large, Dried Bean It's definitely not food. | Level 1 | 250 Gold | |
Vial of Burgundy Syrup The shopkeeper won't tell you what it is. | Level 5 | 500 Gold | |
Skeletal Hand You aren't allowed to touch this until you buy it. "You'll ruin it" | Level 5 | 1000 Gold | |
Curved Tooth It's over 4 feet long, bone dry, and stinks. | Level 5 | 1000 Gold |
| req. lvl | Cost | ||
|---|---|---|---|
Translator - 1 Day Daily rate | Level 1 | 2 Gold | |
Translator - 1 Week Weekly rate | Level 1 | 10 Gold | |
Translator - 1 Month Monthly rate | Level 1 | 35 Gold |
| Cost | ||
|---|---|---|
Cure Wounds Per Level | 10 Gold | |
Identify Per Tier | 20 Gold | |
Lesser Restoration | 40 Gold | |
Prayer of Healing Per Level | 40 Gold | |
Remove Curse Per Level | 90 Gold | |
Speak with Dead Per Tier | 90 Gold | |
Divination | 210 Gold | |
Greater Restoration Per Level | 450 Gold | |
Raise Dead Per Tier | 1250 Gold |