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Equipment

The marketplace of a large city teems with buyers and sellers of many sorts: hearty smiths and woodcarvers, farmers and jewelers, not to mention humans of every shape, size, and color drawn from a spectrum of nations and cultures. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to wicker baskets and practical swords.

For an adventurer, the availability of armor, weapons, backpacks, rope, and similar goods is of paramount importance, since proper equipment can mean the difference between life and death in a dungeon or the untamed wilds. This chapter details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that Adrovia presents.

Starting Equipment

When you create your character, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of wealth points based on your class and spend them on items from the lists in this chapter. See the Starting Wealth by Class table to determine how much wealth you have to spend.

You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor's adventurous footsteps.

Starting Wealth by Class
Class Funds
Barbarian 20d4 × 10 wealth
Bard 50d4 × 10 wealth
Cleric 50d4 × 10 wealth
Druid 20d4 × 10 wealth
Fighter 50d4 × 10 wealth
Monk 50d4 wealth
Paladin 50d4 × 10 wealth
Ranger 50d4 × 10 wealth
Rogue 40d4 × 10 wealth
Sorcerer 30d4 × 10 wealth
Warlock 40d4 × 10 wealth
Wizard 40d4 × 10 wealth

Wealth

Wealth appears in many forms in Adrovia. Coins, gemstones, trade goods, art objects, animals, and property can reflect your character's financial well-being. Members of the peasantry trade in goods, bartering for what they need and paying taxes in grain and cheese. Members of the nobility trade in legal rights, such as the rights to mine, a port, or farmland, or in gold bars, measuring gold by the pound rather than by the coin. Only merchants, adventurers, and those offering professional services for hire deal in coins. We abstract the value of a given amount of goods or service through wealth points.

A single wealth point has enough buying power to secure a candle, piece of chalk, or torch.

Ten wealth points has enough buying power to secure a night's rest in a poor inn, a set of dice, or a flask of lamp oil.

One hundred wealth points has enough buying power to buy a quiver, 20 meters of good rope, or a goat. A skilled (but not exceptional) artisan can earn one hundred wealth points a day worth of wealth.

One thousand wealth points has enough buying power to buy a good shield, a battleaxe, or 20 meters of silk rope. An aristocrat spends this much wealth per day on their daily routine.

Anything more than ten thousand wealth points is in the realms of noblemen and only the wealthiest of merchants and adventurers.

Desol Midlands

In the Desol Midlands, there are three denominations of currency: the Haler, Basker, and Palus. Their conversions are in the table below.

Coin # Cast # Haler # Basker # Palus
1 Cast
1 1/10 1/100 1/1500
1 Haler 10 1 1/10 1/150
1 Basker 100 10 1 1/15
1 Palus 1500 150 15 1

Cast

Size:

Front:

Back:

Haler

Size:

Front:

Back:

Basker

Size: 25mmx25mm

Front:

Back:

Palus

Desol Midlands

Wealth Points Currency
1 1 Cast Piece
2 2 Cast Pieces
3 3 Cast Pieces
...
10 1 Haler Piece
20 2 Haler Pieces
21 2 Haler Pieces + 1 Cast Piece
...
100 1 Basker Piece
200 2 Basker Pieces
310 3 Basker Pieces + 1 Haler Piece
311 3 Basker Pieces + 1 Haler Piece + 1 Cast Piece
...
1500 1 Palus
3000 2 Palus
+1 +1 Cast Piece

Selling Treasure

Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.

Arms, Armor, and Other Equipment: As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell.

Magic Items: Selling magic items is problematic. Finding someone to buy a potion or a scroll isn't too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won't normally come across magic items or spells to purchase. The value of magic is far beyond simple coin and should always be treated as such.

Gems, Jewelry, and Art Objects: These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a large town or larger community first.

Trade Goods: Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).

Durability

Items do not possess hit points; instead, they have something known as durability. It works almost identically to hit points, but with a few key exceptions. First, you cannot heal durability by using healing spells. A spell like Cure Wounds cannot repair durability. Secondly, some items possess "threshold" durability. This means that an item does not lose durability unless it is dealt a sufficient amount of damage. Any excess damage past the threshold is dealt to the item. Lastly, if any item reaches 0 durability, it is destroyed.

You can repair an item which has lost its durability at a rate equal to your appropriate craft skill modifier per hour.

Armor and Shields

Adrovia a tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.

The Armor table shows the cost, weight, and other properties of the common types of armor worn in Adrovia.

Armor Cost Armor Class (AC) Required Stealth Weight Speed Threshold Durability
Light Armor
 
Padded
500 wealth 11 + Dex modifier - Disadvantage 4 kg. - -
 
Leather
1000 wealth 11 + Dex modifier - - 5 kg. - -
 
Brigandine
4500 wealth 12 + Dex modifier - - 8 kg. - -
Medium Armor
 
Hide
1000 wealth 12 + Dex modifier (max 2) - - 8 kg. -1m -
 
Chain shirt
5000 wealth 13 + Dex modifier (max 2) - - 10 kg. - -
 
Scale mail
5000 wealth 14 + Dex modifier (max 2) - Disadvantage 12 kg. - -
 
Breastplate
40000 wealth 14 + Dex modifier (max 2) Str 10 - 15 kg. - -
 
Half plate
75000 wealth 15 + Dex modifier (max 2) Str 10 Disadvantage 18 kg. - -
Heavy Armor
 
Ring mail
3000 wealth 14 Str 10 Disadvantage 18 kg. - -
 
Chain mail
7500 wealth 16 Str 13 Disadvantage 20 kg. - -
 
Splint
20000 wealth 17 Str 15 Disadvantage 24 kg. -2m -
 
Plate
150000 wealth 18 Str 15 Disadvantage 30 kg. -3m -
Shields
Buckler 400 wealth +1 - - 1 kg. - -
Wooden Shield 400 wealth +2 - - 4 kg. - 10, 10
 
Steel Shield
1000 wealth +2 - - 6 kg. - 15, 20
Tower Shield 2500 wealth +3 Tower Shield Training Disadvantage 10 kg. Half 15, 30
 

Armor Proficiency: Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however.

Boons give you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells.

Armor Class (AC): Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.

Heavy Armor: Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table shows "Str 13" or "Str 15" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.

Stealth: If the Armor table shows "Disadvantage" in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.

Shields: A shield is carried in one hand. You can benefit from only one shield at a time.

Light Armor

Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.

Padded: Padded armor consists of quilted layers of cloth and batting.

Leather: The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Brigandine: Made from tough but flexible leather and strips of vertical meta.

Medium Armor

Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.

Hide: This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

Chain Shirt: Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Scale Mail: This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Breastplate: This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

Half Plate: Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.

Heavy Armor

Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative.

Ring Mail: This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.

Chain Mail: Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Splint: This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

Plate: Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Getting Into and Out of Armor

The time it takes to don or doff armor depends on the armor's category.

Don: This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor.

Doff: This is the time it takes to take off armor. If you have help, reduce this time by half.

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

Weapons

Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.

The Weapons table shows the most common weapons used in Adrovia, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within reach of you, whereas a ranged weapon is used to attack a target at a distance.

Name Cost Damage Weight Range Properties
Simple Melee Weapons
Club 10 wealth 1d4 bludgeoning 2 kg. 1 m. Light
Dagger 200 wealth 1d4 piercing 500 g. 1 m., 6m./20m. Finesse, light, thrown (range 6/20)
Greatclub 20 wealth 1d8 bludgeoning 5 kg. 2 m. Two-handed
Handaxe 500 wealth 1d6 slashing 1 kg. 1 m. Light, thrown (range 6/20)
Javelin 50 wealth 1d6 piercing 1 kg. 1 m., 10m./40m. Thrown (range 10/40)
Light hammer 200 wealth 1d4 bludgeoning 1 kg. 1 m., 6m./20m. Light, thrown (range 6/20)
Mace 500 wealth 1d6 bludgeoning 2 kg. 1 m.
Quarterstaff 20 wealth 1d6 bludgeoning (1d8) 2 kg. 2 m. Versatile (1d8)
Sickle 50 wealth 1d4 slashing 1 kg. 1 m. Light
Spear 100 wealth 1d6 piercing 1.5 kg. 3 m., 6m./20m. Thrown (range 6/20), versatile (1d8)
Staff 50 wealth 1d4 bludgeoning (1d6) 1 kg. 1 m. Spellcasting Focus, Versatile (1d6)
Simple Ranged Weapons
Blowgun 1000 wealth 1 piercing 500 g. 8m./30m. Ammunition (range 8/30), loading
Crossbow, light 2500 wealth 1d8 piercing 3 kg. 20m./80m. Ammunition (range 20/80), loading, two-handed
Dart 5 wealth 1d4 piercing 80 g. 1m., 6m./16m. Finesse, thrown (range 6/20)
Shortbow 2500 wealth 1d6 piercing 1 kg. 25m./100m. Ammunition (range 25/100), two-handed
Sling 10 wealth 1d4 bludgeoning 10m./40m. Ammunition (range 10/40)
Martial Melee Weapons
Battleaxe 1000 wealth 1d8 slashing 2 kg. 2m. Versatile (1d10)
Flail 1000 wealth 1d8 bludgeoning 1 kg. 2m.
Glaive 2000 wealth 1d10 slashing 3 kg. 3m. Heavy, two-handed
Greataxe 3000 wealth 1d12 slashing 4 kg. 2m. Heavy, two-handed
Greatsword 5000 wealth 2d6 slashing 3 kg. 2m. Heavy, two-handed
Halberd 2000 wealth 1d10 slashing 3 kg. 3m. Heavy, two-handed
Lance 1000 wealth 1d12 piercing 3 kg. 3m. Reach, special
Longsword 1500 wealth 1d8 slashing 2 kg. 2m. Versatile (1d10)
Maul 1000 wealth 2d6 bludgeoning 5 kg. 2m. Heavy, two-handed
Morningstar 1500 wealth 1d8 piercing 2 kg. 2m.
Pike 500 wealth 1d10 piercing 9 kg. 4m. Heavy, two-handed
Rapier 2500 wealth 1d8 piercing 1 kg. 2m. Finesse
Scimitar 2500 wealth 1d6 slashing 1 kg. 2m. Finesse, light
Shortsword 1000 wealth 1d6 piercing 1 kg. 2m. Finesse, light
Trident 500 wealth 1d6 piercing 2 kg. 2m., 6m./20m. Thrown (range 6/20), versatile (1d8)
War pick 500 wealth 1d8 piercing 1 kg. 2m.
Warhammer 1500 wealth 1d8 bludgeoning 1 kg. 2m. Versatile (1d10)
Whip 200 wealth 1d4 slashing 2 kg. 4m. Finesse
Martial Ranged Weapons
Crossbow, hand 7500 wealth 1d6 piercing 1 kg. 10m./40m. Ammunition (range 10/40), light, loading
Crossbow, heavy 5000 wealth 1d10 piercing 8 kg. 30m./100m. Ammunition (range 30/100), heavy, loading, two-handed
Longbow 5000 wealth 1d8 piercing 1 kg. 50m./200m. Ammunition (range 50/200), heavy, two-handed
Net 100 wealth 2 kg. 3m./6m. Special, thrown (range 3/6)

Weapon Proficiency

Your class and boons can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.

Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.

Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons table.

Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons" late in the section). A sling must be loaded to deal any damage when used in this way.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Heavy: Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting here.

Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Special: A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see "Special Weapons" later in this section).

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Two-Handed: This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack.

Improvised Weapons

Sometimes characters don't have their weapons and have to attack with whatever is close at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.

In many cases, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.

An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 6 meters and a long range of 20 meters.

Silvered Weapons

Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 10000 wealth. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.

Special Weapons

Weapons with special rules are described here.

Lance: You have disadvantage when you use a lance to attack a target within 1 meter of you. Also, a lance requires two hands to wield when you aren't mounted.

Net: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

Adventuring Gear

This section describes items that have special rules or require further explanation.

Item Cost Weight
Abacus 200 wealth 1 kg.
Acid (vial) 2500 wealth 500 g.
Alchemist's fire (flask) 5000 wealth 700 g.
Ammunition
 
Arrows (20)
100 wealth 500 g.
 
Blowgun needles (50)
100 wealth 500 g.
 
Crossbow bolts (20)
100 wealth 750 g.
 
Sling bullets (20)
4 wealth 1 kg.
Antitoxin (vial) 5000 wealth
Arcane focus
Crystal 1000 wealth 500 g.
Orb 2000 wealth 1 kg.
Rod 1000 wealth 1 kg.
Staff 500 wealth 2 kg.
Wand 1000 wealth 1 lb.
Backpack 200 wealth 5 lb.
Ball bearings (bag of 1,000) 100 wealth 1 kg.
Barrel 200 wealth 30 kg.
Basket 40 wealth 1 kg.
Bedroll 100 wealth 3 kg.
Bell 100 wealth
Blanket 50 wealth 1 kg.
Block and tackle 100 wealth 3 kg.
Book 2500 wealth 2 kg.
Bottle, glass 200 wealth 1 kg.
Bucket 5 wealth 1 kg.
Caltrops (bag of 20) 100 wealth 1 kg.
Candle 1 wealth
Case, crossbow bolt 100 wealth 500 g.
Case, map or scroll 100 wealth 700 g.
Chain (3 meters) 500 wealth 5 kg.
Chalk (1 piece) 1 wealth
Chest 500 wealth 12 kg.
Clothes, common 50 wealth 2 kg.
Clothes, costume 500 wealth 1 kg.
Clothes, fine 1500 wealth 3 kg.
Clothes, traveler's 200 wealth 2 kg.
Component pouch 2500 wealth 1 kg.
Crowbar 200 wealth 2 kg.
Druidic focus
Sprig of mistletoe 100 wealth
Totem 100 wealth
Wooden staff 500 wealth 1 kg.
Yew wand 1000 wealth 500 g.
Fishing tackle 100 wealth 2 kg.
Flask or tankard 2 wealth 500 g.
Grappling hook 200 wealth 2 kg.
Hammer 100 wealth 1 kg.
Hammer, sledge 200 wealth 5 kg.
Healer's Kit 500 wealth 2 kg.
Holy symbol
Amulet 5 wealth 500 g.
Emblem 5 wealth
Reliquary 500 wealth 1 kg.
Holy water (flask) 2500 wealth 700g.
Hourglass 2500 wealth 700g.
Hunting trap 500 wealth 12 kg.
Ink (30 ml. bottle) 1000 wealth
Ink pen 2 wealth
Jug or pitcher 2 wealth 2 kg.
Kit, climber's 2500 wealth 6 kg.
Kit, disguise 2500 wealth 2 kg.
Kit, forgery 1500 wealth 2 kg.
Kit, herbalism 500 wealth 2 kg.
Kit, healer's 500 wealth 2 kg.
Kit, mess 20 wealth 700 g.
Kit, poisoner's 5000 wealth 1 kg.
Ladder (4-meter) 10 wealth 14 kg.
Lamp 50 wealth 500 g.
Lantern, bullseye 1000 wealth 1 kg.
Lantern, hooded 500 wealth 1 kg.
Lock 1000 wealth 500 g.
Magnifying glass 5000 wealth
Manacles 200 wealth 3 kg.
Mirror, steel 500 wealth 250 g.
Oil (flask) 10 wealth 500 g.
Paper (one sheet) 20 wealth
Parchment (one sheet) 10 wealth
Perfume (vial) 500 wealth
Pick, miner's 200 wealth 5 kg.
Piton 5 wealth 100 g.
Poison, basic (vial) 10000 wealth
Pole (3-meter) 5 wealth 3 kg.
Pot, iron 200 wealth 5 kg.
Potion of healing 5000 wealth 250 g.
Pouch 50 wealth 500 g.
Quiver 100 wealth 700 g.
Ram, portable 400 wealth 18 kg.
Rations (1 day) 50 wealth 1 kg.
Robes 100 wealth 2 kg.
Rope, hempen (20 meters) 100 wealth 5 kg.
Rope, silk (20 meters) 1000 wealth 2 kg.
Sack 1 wealth 500 g.
Scale, merchant's 500 wealth 2 kg.
Sealing wax 50 wealth
Shovel 200 wealth 3 kg.
Signal whistle 5 wealth
Signet ring 500 wealth
Soap 2 wealth
Spellbook 5000 wealth 3 kg.
Spikes, iron (10) 100 wealth 2 kg.
Spyglass 30000 wealth 1 lb.
Tent, two-person 200 wealth 10 kg.
Tinderbox 50 wealth 700 g.
Torch 1 wealth 700 g.
Vial 100 wealth
Waterskin 20 wealth 2 kg. (full)
Whetstone 1 wealth 1 kg.

Acid: As an action, you can splash the contents of this vial onto a creature within 1 meter of you or throw the vial up to 6 meters, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

Alchemist's Fire: This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 6 meters, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire 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.

Antitoxin: A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.

Arcane Focus: An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item—designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, as described here.

Ball Bearings: As an action, you can spill 100 tiny metal balls from their pouch to cover a level, square area that is 1 meter on a side. For every 100 balls you spill, you can cover an additional 1 meter square. If you spill more than 200 tiny balls, each square must be adjacent to each other. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make this save.

Block and Tackle: A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.

Book: A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on interesting contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section).

Caltrops: As an action, you can spend a bag of caltrops to cover a square area that is 1 meter on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 4 meters until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.

Candle: For 1 hour, a candle sheds bright light in a 2-meter radius and dim light for an additional 2 meters.

Case, Crossbow Bolt: This wooden case can hold up to twenty crossbow bolts.

Case, Map or Scroll: This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.

Chain: A chain has 10 durability. It can be burst with a successful DC 20 Strength check.

Climber's Kit: A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 10 meters from the point where you anchored yourself, and you can't climb more than 10 meters away from that point without undoing the anchor.

Component Pouch: A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).

Crowbar: Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

Druidic Focus: A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus, as described here.

Fishing Tackle: This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

Healer's Kit: This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

Holy Symbol: A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred rite. Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spell casing focus, as described here. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

Holy Water: As an action, you can splash the contents of this flask onto a creature within 1 meter of you or throw it up to 6 meters, shattering it on impact.

In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 200 grams worth of powdered silver, and requires the caster to expend a 1st-level spell slot.

Hunting Trap: When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 1 meter long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

Lamp: A lamp casts bright light in a 5-meter radius and dim light for an additional 10 meters. Once lit, it burns for 6 hours on a flask (500 ml) of oil.

Lantern, Bullseye: A bullseye lantern casts bright light in a 20-meter cone and dim light for an additional 20 meters. Once lit, it burns for 4 hours on a flask (500 ml) of oil.

Lantern, Hooded: A hooded lantern casts bright light in a 10-meter radius and dim light for an additional 10 meters. Once lit, it burns for 4 hours on a flask (500 ml) of oil. As an action, you can lower the hood, reducing the light to dim light in a 1-meter radius.

Lock: A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices.

Magnifying Glass: This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.

Manacles: These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 durability.

Mess Kit: This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

Oil: Oil usually comes in a clay flask that holds 500 ml. As an action, you can splash the oil in this flask onto a creature within 1 meter of you or throw it up to 6 meters, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 1-meter-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

Poison, Basic: You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

Potion of Healing: A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.

Pouch: A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).

Quiver: A quiver can hold up to 20 arrows.

Ram, Portable: You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.

Rations: Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Rope, Hempen (20 meters): Rope, made of hemp, has 2 durability and can be burst with a DC 17 Strength check.

Rope, Silk (20 meters): Rope, made of silk, has 2 durability and can be burst with a DC 17 Strength check.

Scale, Merchant's: A scale includes a small balance, pans, and a suitable assortment of weights up to 1 kilogram. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.

Spellbook: Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

Spyglass: Objects viewed through a spyglass are magnified to twice their size.

Tent: A simple and portable canvas shelter, a tent sleeps two.

Tinderbox: This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.

Torch: A torch burns for 1 hour, providing bright light in a 6-meter radius and dim light for an additional 6 meters. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. A torch is snuffed out after being exposed to rain for 1d4 rounds.

Container Capacity
Backpack* 30 liters/15 kilograms of gear
Barrel 40 gallons liquid, 4 cubic feet solid
Basket 60 liters/20 kilograms of gear
Bottle 750 milliliters liquid
Bucket 15 liters
Chest 360 liters/150 kilograms of gear
Flask or tankard 500 milliliters liquid
Jug or pitcher 4 liters liquid
Pot, iron 4 liters liquid
Pouch 6 liters/3 kilograms of gear
Sack 30 liters/15 kilograms of gear
Vial 30 milliliters liquid
Waterskin 4 pints liquid

* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

Equipment Packs

The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.

Burglar's Pack (1600 wealth).

Includes a backpack, a bag of 1,000 ball bearings, 3 meters of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days of rations, a tinderbox, and a waterskin. The pack also has 20 meters of hempen rope strapped to the side of it.

 
Diplomat's Pack (3900 wealth).

Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.

 
Dungeoneer's Pack (1200 wealth).

Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 20 meters of hempen rope strapped to the side of it.

 
Entertainer's Pack (4000 wealth).

Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.

 
Explorer's Pack (1000 wealth).

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 20 meters of hempen rope strapped to the side of it.

 
Priest's Pack (1900 wealth).

Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.

 
Scholar's Pack (4000 wealth).

Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.

Tools

A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your class, culture, or boons give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of particularly hard wood.

Artisan's Tools:

Disguise Kit:

Forgery Kit:

Gaming Set:

Herbalism Kit:

Musical Instrument:

Navigator's Tools:

Poisoner's Kit:

Thieve's Tools:

Item Cost Weight
Artisan's tools
Alchemist's supplies 5000 wealth 4 kg.
Brewer's supplies 2000 wealth 4 kg.
Calligrapher's supplies 1000 wealth 3 kg.
Carpenter's tools 800 wealth 3 kg.
Cartographer's tools 1500 wealth 3 kg.
Cobbler's tools 500 wealth 2 kg.
Cook's utensils 100 wealth 4 kg.
Glassblower's tools 3000 wealth 3 kg.
Jeweler's tools 2500 wealth 1 kg.
Leatherworker's tools 500 wealth 3 kg.
Mason's tools 1000 wealth 4 kg.
Painter's supplies 1000 wealth 2 kg.
Potter's tools 1000 wealth 1 kg.
Smith's tools 2000 wealth 5 kg.
Tinker's tools 5000 wealth 5 kg.
Weaver's tools 100 wealth 2 kg.
Woodcarver's tools 100 wealth 2 kg.
Disguise Kit 2500 wealth 1 kg.
Forgery kit 1500 wealth 3 kg.
Gaming sets
 
Dice set
10 wealth
 
Dragonchess set
100 wealth 300 g.
 
Playing card set
50 wealth
 
Three-Gorgon Ante set
100 wealth
Herbalism kit 500 wealth 3 kg.
Musical instruments
Bagpipes 3000 wealth 3 kg.
Drum 600 wealth 2 kg.
Dulcimer 2500 wealth 5 kg.
Flute 200 wealth 500 g.
Lute 3500 wealth 1 kg.
Lyre 3000 wealth 1 kg.
Harp
10000 wealth 15 kg.
Horn 300 wealth 1 kg.
Pan flute 1200 wealth 500 g.
Shawm 200 wealth 500 g.
Viol 3000 wealth 500 g.
Navigator's tools 2500 wealth 1 kg.
Poisoner's kit 5000 wealth 1 kg.
Thieves' tools 2500 wealth 700 g.

Mounts and Vehicles

A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's speed and base carrying capacity.

An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.

Mounts other than those listed here are available in Adrovia, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.

Barding

Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

Saddles

A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount.

Vehicle Proficiency

If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

Rowed Vessels

Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 2 kilometers per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 50 kilograms, in case adventurers carry it over land.

Item Cost Speed Carrying Capacity
Camel 5000 wealth 16 m. 240 kg.
Donkey or mule 800 wealth 13 m. 210 kg.
Elephant 200000 wealth 13 m. 650 kg.
Horse, draft 5000 wealth 13 m. 270 kg.
Horse, riding 7500 wealth 20 m. 240 kg.
Mastiff 2500 wealth 13 m. 100 kg.
Pony 3000 wealth 13 m. 110 kg.
Warhorse 40000 wealth 20 m. 270 kg.
Item Cost Weight
Barding ×4 ×2
Bit and bridle 200 wealth 1 kg.
Carriage 10000 wealth 200 kg.
Cart 1500 wealth 100 kg.
Chariot 25000 wealth 50 kg.
Animal Feed (per day) 5 wealth 5 kg.
Saddle
Exotic 6000 wealth 20 kg.
Military 2000 wealth 15 kg.
Pack 500 wealth 8 kg.
Riding 1000 wealth 12 kg.
Saddlebags 400 wealth 4 kg.
Sled 2000 wealth 150 kg.
Stabling (per day) 50 wealth
Wagon 3500 wealth 200 kg.
Item Cost Speed
Galley 3000000 kg 2 kph
Keelboat 300000 kg .5 kph
Longship 1000000 kg 1.5 kph
Rowboat 5000 kg 1 kph
Sailing ship 1000000 kg 1 kph
Warship 2500000 kg 1.5 kph

Trade Goods

Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).

Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods.

Cost Goods
2 wealth 1 kg. of wheat
4 wealth 1 kg. of flour or one chicken
10 wealth 1 kg. of salt or 1 sq. m. of canvas
10 wealth 1 kg. of iron or 1 sq. m. of cotton cloth
100 wealth 1 kg. of copper or one goat
200 wealth 1 kg. of ginger or one sheep
400 wealth 1 kg. of cinnamon or pepper, or one pig
600 wealth 1 kg. of cloves or 1 sq. m. of linen
1000 wealth 1 kg. of silver
1000 wealth 1 sq. m. of silk or one cow
1500 wealth 1 kg. of boundary salt or one oxe
3000 wealth 1 kg. of saffron
10000 wealth 1 kg. of gold
100000 wealth 1 kg. of platinum

Expenses

When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others.

Lifestyle Expenses

Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.

At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.

Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.

Lifestyle Price/Day
Wretched
Squalid 10 wealth
Poor 20 wealth
Modest 100 wealth
Comfortable 200 wealth
Wealthy 400 wealth
Aristocratic 1000 wealth minimum

Wretched: You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people

Squalid: You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.

Poor: A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.

Modest: A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.

Comfortable: Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers.

Wealthy: Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants.

Aristocratic: You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery.

The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant.

Food, Drink, and Lodging

The Food, Drink, and Lodging table gives prices for individual food items and a single night's lodging. These prices are included in your total lifestyle expenses.

Item Cost
Ale
Liter 10 wealth
Mug 4 wealth
Banquet (per person) 800 wealth
Bread, loaf 2 wealth
Cheese, hunk 10 wealth
Inn stay (per day)
Squalid 7 wealth
Poor 10 wealth
Modest 50 wealth
Comfortable 80 wealth
Wealthy 200 wealth
Aristocratic 400 wealth
Meals (per day)
Squalid 3 wealth
Poor 6 wealth
Modest 30 wealth
Comfortable 50 wealth
Wealthy 80 wealth
Aristocratic 200 wealth
Meat, chunk 30 wealth
Wine
 
Common (pitcher)
20 wealth
 
Fine (bottle)
1000 wealth

Services

Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.

Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.

Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a small militia are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.

Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.

Service Pay
Coach cab
Between towns 2 wealth per kilometer
Coach cab, Within a city 2 wealth
Hireling
Skilled 200 wealth per day
Untrained 20 wealth per day
Messenger 4 wealth per kilometer
Road or gate toll 1 wealth
Ship's passage 15 wealth per kilometer

Spellcasting Services

People who are able to cast spells don't fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs.

Hiring someone to cast a relatively common spell of 1st or 2nd level, such as cure wounds or identify, is easy enough in a city or town, and might cost 1000 to 5000 wealth (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment—the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster infested wilderness to deliver something important to a distant settlement.