Prices
Food, Drink, and Lodging
Item | Cost |
---|---|
Ale | |
Gallon | 2 sp |
Mug | 4 sp |
Banquet (per person) | 10gp |
Bread, loaf | 2 cp |
Cheese, hunk | 1 sp |
Inn stay (per day) | |
Squalid | 7 cp |
Poor | 1 sp |
Modest | 5 sp |
Comfortable | 8 sp |
Wealthy | 2 gp |
Aristocratic | 4 gp |
Meals (per day) | |
Squalid | 3 cp |
Poor | 6 cp |
Modest | 3 sp |
Comfortable | 5 sp |
Wealthy | 8 sp |
Aristocratic | 2 gp |
Meat, chunk | 3 sp |
Wine | |
Common (pitcher) | 2 sp |
Fine (bottle) | 10 gp |
Services
Service | Pay |
---|---|
Coach cab | |
Between towns | 3 cp per mile |
Within a city | 1 cp |
Hireling | |
Skilled | 2 gp per day |
Untrained | 2 sp per day |
Messenger | 2 cp per mile |
Road or gate toll | 1 cp |
Ship's passage | 1 sp per mile |
Trade Goods
Cost | Goods |
---|---|
1 cp | 1 lb. of wheat |
2 cp | 1 lb. of flour or one chicken |
5 cp | 1 lb. of salt |
1 sp | 1 lb. of iron or 1 sq yd. of canvas |
5 sp | 1 lb. of copper or 1 sq. yd. of cotton cloth |
1 gp | 1 lb. of ginger or one goat |
2 gp | 1 lb. of cinnamon or pepper, or one sheep |
3 gp | 1 lb. of clovers or one pig |
5 gp | 1 lb. of silver or i sq. yd. of linen |
10 gp | 1 sq. yd. of silk or one cow |
15 gp | 1 lb. of saffron or one ox |
50 gp | 1 lb. of gold |
500 gp | 1 lb. of platinum |
Magic Item Prices
Rarity | Value |
---|---|
Common | 50-100 gp |
Uncommon | 101-500 gp |
Rare | 501-5,000 gp |
Very rare | 5,001-50,000 gp |
Legendary | 50,001+ gp |
Potion of Healing Creation*
Type | Time | Cost |
---|---|---|
Healing | 1 day | 25 gp |
Greater healing | 1 workweek | 100 gp |
Superior healing | 3 workweeks | 1,000 gp |
Supreme healing | 4 workweeks | 10,000 gp |
*requires proficiency with herbalism kit
Armor
Donning and Doffing Armor
Category | Don | Doff |
---|---|---|
Light Armor | 1 minute | 1 minute |
Medium Armor | 5 minutes | 1 minute |
Heavy Armor | 10 minutes | 5 minutes |
Shield | 1 action | 1 action |
Armor That Give Stealth Disadvantage
Padded, Scale mail, Half plate, Ring mail, Chain mail, Splint, Plate.
Spells
Perceiving a Caster at Work
To be perceptible, the casting of a spell must involve a verbal, somatic, or material component. The form of a material component doesn't matter for the purposes of perception, whether it's and object specified in the spell's description, a component pouch, or a spellcasting focus.
If a creature's spellcasting is innate then the casting of the spell is unperceivable.
Homebrew Rule: Contest a Dexterity (Sleight of Hand) check with a Wisdom (Perception) check to perceive a spell being cast.
Identifying a Spell
If the casting or effect of a spell is seen, an Intelligence (Arcana) check can be made by a character using its reaction (as the spell is being cast) or action on its turn to identify the spell. The DC is 15 + the spells level and if the spell is cast as a class spell and the character is part of that class the check is made with advantage.
Invalid Spell Targets
If a character casts a spell on someone or something that can't be affected by the spell, nothing happens to that target, but if they used a spell slot to cast the spell, the slot is still expended. If the spell normally has no effect on a target that succeeds on a saving throw, the invalid target appears to have succeeded on its saving throw, even though it didn't attempt one (giving no hint that the creature is in fact an invalid target). Otherwise, the character perceives that the spell did nothing to the target.
Size
Size Categories
Size | Space |
---|---|
Tiny | 2.5 by 2.5 ft. |
Small | 5 by 5 ft. |
Medium | 5 by 5 ft. |
Large | 10 by 10 ft. |
Huge | 15 by 15 ft. |
Gargantuan | 20 by 20 ft. or larger |