Oracle
Oracle
Aspirant || Anointer || Exorcist
Healer || Hecatomb || Labyrinth Priest
Oracle || Preserver || Sun Priest || Warpriest
Many higher powers and great entities can see where mortal eyes cannot, whether that be beyond barriers between planes, into the vast knowledge wells of the multiverse, or how the threads of fate will weave. Oracles are gifted with insights into this knowledge.
Some oracles delve into the wealth of knowledge already amassed by great minds. For others this is not enough—they long to explore new knowledge, or even see that which has not yet occurred. Whatever their focus, discovery clerics are gifted with the means to follow these desires, and the choice between sharing or sequestering the knowledge lies to them.
Whether they gain their knowledge from prophetic dreams, visits and whispers from long-dead all-knowing ancestors, or simply an uncanny knack to interpret the signs that abound for those who care to look, for good or for ill these clerics see where others cannot.
Oracle Spells
1 comprehend languages , identify
7 divination , locate creature
9 commune with nature , contact other plane
Unfickle Fate
Starting at 1st level when you choose this archetype, you can use an action to touch a willing creature and grant them a single premonition that they will remember for 1 hour. While they remember the premonition, the creature can choose to reroll an ability check, attack roll , or saving throw , after which the premonition is gone from its mind. Once you use this feature, you cannot do so again until you finish a long rest .
Channel Divinity: All Seeing Oracle
Beginning at 2nd level, you may use your Channel Divinity to briefly look through the eyes of another. While doing so, you are blind to your own surroundings and see through the eyes of a creature you name. As long as the creature is alive and on the same plane of existence, you recall a still image of its surroundings exactly as it saw them in a single moment. If the creature is dead, blinded, unconscious , or protected from divination magic this feature has no effect.
Channel Divinity: Aural Oracle
At 6th level, you are able to use your Channel Divinity to see and hear through the eyes of another for 1 minute. When using this feature, you become blinded and deafened to your surroundings and sense through a creature you name. As long as the creature is alive and on the same plane of existence, it makes a Wisdom saving throw . On a failure, you can see what it sees and hear what it hears. An unconscious creature automatically fails its save, but only hears (it sees nothing). You cannot see through the eyes of a blinded creature, or hear through the ears of a deafened creature. If the creature is dead or protected from divination magic this feature has no effect. On a successful save, a creature is immune to this feature for 24 hours.
Potent Premonitions
Starting at 8th level, your premonitions are more powerful. Your Unfickle Fate feature now lasts up to 8 hours. In addition you gain one premonition per long rest . Roll a d20. You may apply its number to the ability check, attack roll , or saving throw of a creature you can see within 30 feet. Once you use this feature, you cannot do so again until you finish a long rest.
Channel Divinity: All Powerful Oracle
Beginning at 17th level, your ability to see from the perspective of another using Channel Divinity reaches its ultimate form. When using this feature, you become blinded and deafened to your surroundings for up to a number of minutes equal to your Wisdom modifier, sensing instead through a creature you name. As long as the creature is alive and on the same plane of existence, it makes a Wisdom saving throw . On a failure, you can see and hear everything the creature sees and hears.
In addition, you are also able to access all of the creature’s memories and knowledge related to a single object, place, person, or subject. The subject and place must be somewhat specific (you may not simply access their knowledge of “history” for example, but you may access their knowledge on “the history of dragons’ uses in warfare”.) Similarly, you may gain their knowledge of a single city, building, or 5-mile-square patch of wilderness, but not an entire continent or region.
You cannot see through the eyes of a blinded creature, or hear through the ears of a deafened creature. If the creature is dead or protected from divination magic this feature has no effect. An unconscious creature automatically fails its saving throw and you may hear what it hears and access its knowledge. On a successful save, a creature is immune to this feature for 24 hours.
Maintenance
Maintenance
Like all gear, mundane weapons and armor wear out over time, and keeping them in good working order requires maintenance and repair. Regular day-to-day maintenance is assumed—your bowstring is oiled, your blade is sharpened, and your armor is polished.
However adventurers frequently encounter unusual events that are exceptionally hard on gear. In that case, the Narrator can call for a DC 10 maintenance check (or DC 15 if the stress was particularly severe). If you are proficient with the tools required to repair your gear, as listed in Materials , add your proficiency bonus to the check. On a success, the gear is restored to full working order. On a failure or until the roll is made successfully, gear is damaged.
Damaged
An action is required to draw a damaged weapon or prepare a damaged spellcasting focus. Travel pace is halved for a damaged vehicle.
Some examples of when the Narrator may call for a maintenance check include:
- After the party traverses difficult terrain, such as mud or water.
- After the party has a particularly messy combat encounter.
- After a party member fails a check that could result in damage to gear (like failing an Athletics check while climbing and taking faling damage).
- After a party member drops to 0 hit points (with one roll per time rendered unconscious, if applicable).
- After a party member is swallowed by a creature.
When you fail a maintenance check and your gear is already damaged, it becomes broken and cannot be used with its full effectiveness until repaired.
Broken
A broken item is also damaged. In addition, the bonus to Armor Class granted from broken armor and broken shields is halved (minimum 1), and a broken weapon deals half damage. The bonus to Armor Class granted by armor equals its AC – 10.
Repairs
Repairing damaged or broken gear requires a tool check against the DC listed for the gear’s material . You can make one check to repair gear per short or long rest, or hire someone to repair the gear for you (which is an automatic success). The typical cost for hiring out the repair of broken or damaged gear is equal to 1/5th the item’s cost.
Common Repair DCs
Also see materials .
- Cloth (DC 5 sewing kit)
- Hide (DC 10 sewing kit)
- Iron (DC 15 smith's tools)
- Leather (DC 10 sewing kit)
- Steel (DC 15 smith's tools, access to a forge)
Customizing Armaments
Customizing Armaments
Many weapons and pieces of armor have slight differences across cultures and are referred to with different names (see Cultural Weapons ). If you wish to use a weapon that is functionally similar to one on this table, work with the Narrator to determine how it changes visually. You may also use a combination of the weapon or armor properties and the additional properties listed here to create functionally distinct gear.
As a general rule of thumb, weapons should have no more than three properties unless one of those properties is a restriction. Shields and armor should have no more than two properties.
Particularly skilled craftspeople may be able to include the following properties when crafting standard gear, as well. Typically, such an addition costs a minimum of 50 gold or the full cost of the base item, whichever is higher.
Camouflaged (Armor Only). The terrain type for camouflaged armor is chosen when it is crafted. You gain an expertise die on Stealth checks while wearing camouflaged armor crafted for the terrain you are in.
Flamboyant (Weapons Only). Creatures have disadvantage on saving throws made to resist being distracted by this weapon, and you have advantage on Intimidation or Performance checks made with the use of it.
Quickdraw (Weapons Only). If you would normally only be able to draw one of these weapons on a turn, you may instead draw a number equal to the number of attacks you make.
Rebounding (Thrown Weapons and Shields Only). When you make a ranged attack with this weapon or shield, you may make the attack with disadvantage . If you hit, the weapon returns to your hand. Piercing weapons cannot have this trait.
Spiked (Armor Only). A creature that begins its turn grappling you takes 1 piercing damage while you are wearing spiked armor.
Stealthy. This armor or weapon has been disguised to look like a piece of clothing or other normal item. A creature observing the item only realizes that it is armor or a weapon with a DC 15 Investigation check (made with disadvantage if the armor is being worn at the time or the weapon is sheathed).
Storage. This piece contains a hidden compartment the size of a small vial. On weapons, this compartment may have a release that allows liquid placed in the compartment, such as poison, to flow out and coat the blade or head. You can use a bonus action to release the liquid stored in a weapon.
Customizing Shields
Some shields have special properties to respond to specific situations.
Hands-Free (25 gold). This shield mounts to your arm, leaving your hand free. You cannot wield a weapon with this hand unless it has the hand-mounted property. Only light shields may be hands-free. Hands-free shields cannot be thrown.
Mirrored (50 gold). Only shields of fine or masterwork quality can be mirrored. This shield has been polished to a mirror-like finish capable of showing a reflection. When you would be targeted or affected by a gaze effect, you can use your reaction to cause the effect to instead target either the source of the effect or a creature of your choice within 30 feet of you. While wearing this shield you have disadvantage on Stealth checks.
Spikes (75 gold). Some shields are equipped with spikes. When you use your shield to make an attack, you deal 1d4 piercing damage instead of 1d4 bludgeoning damage. When you use your shield to shove or knock someone prone , but would not normally deal damage, you instead deal 1d4 piercing damage on a success. Only light or medium shields may be spiked in this way.
Fine and Masterwork
Fine and Masterwork
Some weapons and armor are crafted with extreme skill, often as the crowning accomplishment of a craftsperson’s life. These pieces are visually distinctive and cost more than similar items of lower quality.
Typically, only masterwork items are enchanted, as flimsier pieces tend to not be able to withstand the magical forces—a fine item can become a magic item of up to uncommon rarity, and a masterwork item can become a magic item of up to any rarity.
When purchasing or commissioning a masterwork item, work with the Narrator to determine what it looks like, who made it, and how it could be enchanted in future.
- A fine item always costs at least full price plus either 50% of the full price or 25 gold, whichever is greater.
- A masterwork item costs at least full price plus either 100% of the full price or 125 gold, whichever is greater.
An item must be originally created as a fine or masterwork item; it cannot be upgraded to a higher quality level.
Weapons
Weapons
Your class grants proficiency with certain weapons, representing the weapons you have been trained to use. Different weapons deal different amounts of damage, have different properties, and can be used to attack from different ranges. Melee weapons are held or thrown, while ranged weapons propel ammunition great distances. When making an attack with a weapon, you add either your Strength or Dexterity modifier to the roll, depending on the weapon’s type, as well as your proficiency bonus, if applicable.
Simple Weapons. All NPC humanoids are proficient with simple weapons, and adventurers are able to wield most of them (if not all). The list of simple melee weapons include the club, dagger, handaxe, greatclub, mace, quarterstaff, sickle, and spear, and simple ranged weapons include the blowgun, heavy crossbow, light crossbow, and sling.In addition to being noted in its properties, a simple weapon is also marked with S.
Martial Weapons. Martial weapons are more complicated to use and require training to be proficient with. You must be proficient with a weapon to gain your proficiency bonus on attack rolls made with it. Unless noted otherwise, the weapons in this chapter are considered martial weapons.
Rare Weapons. Unless a trait or feature grants it, you can only gain proficiency with a rare weapon by training during downtime. Depending on the campaign setting and at the Narrator’s discretion, some rare weapons may be considered martial weapons or they may not exist at all.
Weapon Attacks
All creatures are proficient with their natural weapons and unarmed strikes. Unless otherwise noted, an unarmed strike deals bludgeoning damage equal to 1 + Strength modifier. Attacks made with natural weapons and unarmed strikes are considered to be melee weapon attacks, and a thrown weapon is considered to be a ranged weapon attack. Creatures have a reach of 5 feet with their melee weapon attacks, though larger creatures may have greater reach.
Melee Weapons
Adventurers use a wide variety of weapons in hand-to-hand combat. The table below indicates some of the most common melee weaponry, though different cultures name weapons differently, and some weapons are completely unique (see Cultural Weapons). If you want to use a weapon not listed here, see the Customizing Armaments section later in this chapter. A melee weapon uses your Strength modifier for attack and damage rolls. Unless otherwise noted, melee weapon attacks have a reach of 5 feet. Creatures larger than Medium size may have greater reach.
Table: Melee Weapon
Damage Die |
Cost |
Weight |
Properties |
Damage Type |
1d4 |
||||
Brass knuckles |
4 gp |
½ lb. |
Dual-wielding, hand-mounted |
Bludgeoning |
ClubS |
1 sp |
2 lbs. |
Simple |
Bludgeoning |
DaggerS |
2 gp |
1 lb. |
Dual-wielding, finesse, simple |
Piercing |
Dueling dagger |
6 gp |
1 lb. |
Dual-wielding, finesse, parrying |
Piercing |
Light hammer |
2 gp |
2 lbs. |
Dual-wielding, thrown (20/60) |
|
Punching dagger |
4 gp |
1 lb. |
Dual-wielding, hand-mounted |
Piercing |
SickleS |
1 gp |
2 lbs. |
Dual-wielding, simple |
Slashing |
Throwing dagger |
3 gp |
½ lb. |
Dual-wielding, finesse, thrown (30/80) |
Piercing |
Whip |
2 gp |
3 lbs. |
Finesse, parrying immunity, reach (15), trip |
Slashing |
1d6 |
||||
HandaxeS |
5 gp |
2 lbs. |
Breaker (wood), defensive (light), dual-wielding, simple, thrown (20/60) |
Slashing |
Javelin |
5 sp |
2 lbs. |
Thrown (30/120) |
Piercing |
MaceS |
5 gp |
4 lbs. |
Defensive (medium), simple |
Bludgeoning |
QuarterstaffS |
2 sp |
4 lbs. |
Parrying, simple, two-handed |
Bludgeoning |
Scimitar |
20 gp |
3 lbs. |
Defensive (light), dual-wielding, finesse |
Slashing |
Shortsword |
10 gp |
2 lbs. |
Defensive (medium), finesse, parrying |
Slashing |
SpearS |
1 gp |
3 lbs. |
Defensive (heavy), simple, thrown (20/60), versatile (1d8) |
Piercing |
Trident |
10 gp |
3 lbs. |
Thrown (20/60), versatile (1d8), mounted |
Piercing |
1d8 |
||||
Bastard sword |
35 gp |
5 lbs. |
Parrying, versatile (1d10) |
Slashing |
Battleaxe |
10 gp |
6 lbs. |
Breaker (wood), versatile (1d10) |
Slashing |
Flail |
20 gp |
3 lbs. |
Parrying immunity, trip |
Bludgeoning |
GreatclubS |
5 sp |
10 lbs. |
Simple, versatile (1d10) |
Bludgeoning |
Longsword |
20 gp |
3 lbs. |
Defensive (medium) |
Slashing |
Morningstar |
15 gp |
4 lbs. |
Defensive (medium) |
Bludgeoning |
Rapier |
25 gp |
2 lbs. |
Defensive (light), finesse |
Piercing |
Saber |
30 gp |
3 lbs. |
Defensive (light), finesse, mounted (1d10) |
Slashing |
Warhammer |
15 gp |
3 lbs. |
Breaker, versatile (1d10) |
Bludgeoning |
Warpick |
5 gp |
2 lbs. |
Breaker (stone) |
Piercing |
1d10 |
||||
Glaive |
12 gp |
5 lbs. |
Reach, two-handed |
Slashing |
Halberd |
25 gp |
7 lbs. |
Heavy, reach, trip, two-handed |
Piercing or slashing |
Pike |
5 gp |
13 lbs. |
Defensive (heavy), heavy, reach* |
Piercing |
Scythe |
1 gp |
12 lbs. |
Heavy, parrying, two-handed |
Slashing |
1d12 |
||||
Greataxe |
30 gp |
9 lbs. |
Breaker (wood), heavy, two-handed |
Slashing |
2d6 |
||||
Greatsword |
50 gp |
7 lbs. |
Heavy, parrying, two-handed |
Slashing |
Maul |
20 gp |
11 lbs. |
Breaker, heavy, two-handed |
Bludgeoning |
* You have disadvantage when you use a pike to attack a target within 5 feet of you.
Ranged Weapons
Ranged weapons require ammunition to use. If you use a ranged weapon to make a melee attack, it is treated as an improvised weapon. A sling must be loaded to be used in this way. A ranged weapon uses your Dexterity modifier for attack and damage rolls.
Table: Ranged Weapons
Damage Die |
Cost |
Weight |
Properties |
Damage Type |
1d4 |
||||
BlowgunS |
1 gp |
½ lb. |
Loading, range (25/100), simple |
Piercing |
Dart |
5 sp |
¼ lb. |
Range (20/60) |
Piercing |
SlingS |
2 sp |
— |
Range (30/120), simple |
Bludgeoning |
1d6 |
||||
Hand crossbow |
60 gp |
3 lbs. |
Dual-wielding, loading, range (30/120) |
Piercing |
Shortbow |
25 gp |
2 lbs. |
Range (80/320), two-handed |
Piercing |
1d8 |
||||
Composite bow | 200 gp | 2 lbs. | Compounding, heavy, range (150/600), two-handed | Piercing |
Light crossbowS |
45 gp |
5 lbs. |
Loading, range (80/320), simple, two-handed |
Piercing |
Longbow |
50 gp |
2 lbs. |
Heavy, range (150/600), two-handed |
Piercing |
1d10 |
||||
Heavy crossbowS |
100 gp |
15 lbs. |
Heavy, loading, range (100/400), simple, two-handed |
Piercing |
Miscellaneous Weapons and Accessories
Some weapons have special properties unique to them.
Table: Miscellaneous Weapons and Accessories
Weapon |
Cost |
Weight |
Properties |
Damage |
Special Properties |
Garrotte |
3 sp |
— |
Two-handed |
None (see description) |
When wielding a garrotte, you may make a melee weapon attack at disadvantage against a Large or smaller creature that requires air to breathe. On a hit, the creature is grappled and begins to suffocate . |
Lance |
10 gp |
6 lbs. |
Defensive (medium), reach |
Piercing (1d12) |
You have disadvantage when you use a lance to attack a target within 5 feet of you. If you are not mounted, you must use two hands to wield the lance. |
Net |
1 gp |
2 lbs. |
Thrown (5/15) |
None (see description) |
A corporeal Large or smaller creature that cannot move through a space one inch or smaller who is hit by a net is restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. A net has AC 10, 5 hit points, and is immune to bludgeoning damage. |
Spear-thrower |
10 gp |
4 lbs. |
Loading, range (80/320) |
Piercing (see description) |
A spear-thrower can be used to increase the effectiveness of a javelin, spear, or trident. A weapon thrown in this manner deals an additional 1d6 damage when the target is within its normal range. |
Weapon Properties
- See Weapon Properties .
Improvised Weapons
Sometimes you won’t have your weapons ready at hand. An improvised weapon includes a tankard, a wagon tongue, or a dead (or alive!) creature that you can lift and wield as a weapon. At the Narrator’s discretion, an improvised weapon that is similar to a weapon with the simple property may be treated as a simple weapon. For example, the leg of a table might be used as a club. An object that bears no resemblance to a weapon deals 1d4 damage of a type determined by the Narrator. Improvised thrown weapons have a normal range of 20 feet and a maximum range of 60 feet.
Ammunition
Ranged weapons require ammunition to fire. Typically that ammunition is made from bone, bronze, iron, steel, or wood; sling pellets are usually stone or metal. However at the Narrator’s discretion, special ammunition may be available.
Explosive. An attack made with explosive ammunition cannot benefit from expertise dice and can only hit targets within its normal range, but on a hit it deals an extra 1d6 thunder damage.
Flaming. This ammunition can be lit as a bonus action. A weapon firing this ammunition can only hit targets within its normal range, but on a hit it deals an extra 1d4 fire damage.
Punching. On a critical hit, this ammunition decreases an armored target’s Armor Class by 1. This cannot reduce the target’s Armor Class to less than 10 + its Dexterity modifier.
Table: Ammunition
Ammunition |
Cost |
Weight |
Arrows (20) |
1 gp |
1 lb. |
Blowgun needles (50) |
1 gp |
1 lb. |
Crossbow bolts (20) |
1 gp |
1 ½ lbs. |
Firearm bullets (10) |
10 gp |
1 ½ lbs. |
Sling bullets (20) |
4 cp |
1 ½ lbs. |
Explosive arrows (4) |
80 gp |
½ lb. |
Flaming arrows (4) |
60 gp |
½ lb. |
Punching arrows (4) |
100 gp |
1 lb. |
Cultural Weapons
Many weapons have equivalents in various cultures, both in the real world and in fantasy campaign settings. Below is a selection of weapons from different cultures which you may choose to include in your game, along with notes on how they are represented in Level Up. Availability of these weapons is at the discretion of the Narrator.
Boomerang (Aboriginal, 5 silver). There are many forms of boomerang. This club has the thrown property (range 100/300), and cannot be used as a melee weapon. A boomerang designed to flush out or distract prey goes a shorter distance (range 50/150), but on a miss it returns to the location it was thrown from at the end of the turn.
Butterfly Sword (Chinese, 20 gold). These use the statistics of shortswords, and are usually wielded in pairs. They have the dual-wielding property.
Chakram (Indian, 2 gold). This circular, bladed throwing weapon uses the statistics of a ring blade.
Claymore (Scottish, 50 gold). This cross-hilted weapon uses the statistics of a greatsword.
Dao (Chinese, 20 gold). A curved broadsword that uses the statistics of a scimitar.
Hooked Hammer (Gnomish, 15 gold). This uses the statistics of a small warhammer which does 1d6 bludgeoning or piercing damage and has the trip property.
Katana (Japanese, 60 gold). This weapon uses the statistics of a fine bastard sword.
Khopesh (Egyptian, 1 gold). This sickle-shaped sword uses the statistics of a scimitar.
Kusarigama (Japanese, 10 gold). This is a sickle on a chain. It uses the statistics of a sickle that weighs 5 pounds and has the dual-wielding, parrying immunity, reach (10 ft.), and two-handed properties.
Labrys (Greek, 10 gold). This ornate weapon uses the statistics of a battleaxe. It has two blades, one on each side of the haft.
Machahuitl (Aztec, 30 gold). This club with embedded obsidian blades functions as a fine longsword.
Main-Gauche (European, 4 gold). This parrying dagger may be used as a dagger or as a light shield.
Nine-Section Whip (Chinese, 15 gold). This whip deals 1d6 slashing damage.
Ninjatō (Japanese, 20 gold). This uses the statistics of a straight-bladed shortsword with the storage property (often used to contain poison).
Nunchaku (Okinawan, 1 gold). This weapon uses the statistics of a club, but is considered a double weapon.
Rungu (Zambian, 3 silver). This club has the thrown property (range 30/150).
Shuriken (Japanese, 3 silver). This weapon uses the statistics of a throwing dagger. It can only do 1 damage in melee. It has the quickdraw property.
Slingstaff (Halfling, 1 gold). This weapon can be used as a quarterstaff or as a sling.
Spiked Gauntlets (Any, 8 gold). Spiked gauntlets function as brass knuckles, but do piercing damage.
Stonebow (Dwarven, 25 gold). This weapon functions as a shortbow, but fires sling bullets which inflict bludgeoning damage.
Tessen (Japanese, 5 gold). This war fan can be used as a light shield and as a dagger, and has the flamboyant property.
Thinblade (Elven, 50 gold). This weapon uses the statistics of a rapier but is so sharp that it has the vicious property.
Tomahawk (Native American, 5 gold). A tomahawk uses the statistics of a handaxe.
Urgosh (Dwarven, 20 gold). This spear and axe double weapon can be used as either.
Wakizashi (Japanese, 15 gold). This blade uses the statistics of a shortsword.
Wooden Stake (Any, 0 gold). This simple weapon uses the statistics of a dagger, but any vampire reduced to 0 hit points with it is permanently destroyed. It is made of wood.
Rare Melee Weapons
Most rare melee weapons are secretive, meant to be concealed or utilize a hidden advantage to take foes by surprise.
Assassin’s Gauntlet and Boot Dagger. At a glance this item seems to be perfectly typical, but it conceals a spring-loaded blade deployed by pressing a switch when it is used to make an attack. A creature observing it only realizes that the item is a weapon with a DC 15 Investigation check (made with disadvantage if the weapon is being worn at the time and not deployed). Once deployed, a bonus action is required to resheathe the blade. You gain an expertise die on your attack roll when you deploy this weapon as part of an attack against a target that is unaware you have it.
Double Weapon. Wielded not unlike a quarterstaff, each side of this weapon has a blade, weighted head, or other injurious implement. Most double weapons are two-bladed swords or double-axes, but there have been gnome warriors known to wield hooked hammers and elvish clades specialized in swordspears. Double weapons use the statistics for whichever weapon is used to attack and are considered to have the dual-wielding and parrying properties.
Mercurial Maul. The liquid metal inside of the shaft and head of this weapon makes it difficult to wield but all the deadlier in expert hands. The minimum result on a damage die rolled with this weapon is a 2.
Ring Blade. This metal hoop has sharpened edges that make it deadly whether thrown or used in hand. It costs only 1 exertion point to use the Ricochet combat maneuver with this weapon. In addition, when you throw this weapon, you may make the attack with disadvantage , and on a hit it returns to your hand.
Shields. At the Narrator’s discretion, shields may be treated as rare weapons to gain proficiency with them for attack rolls.
Sword Pistol. When this weapon is used to hit a target with a melee weapon attack, you can use your reaction to fire the gun in the handle, gaining a 1d6 expertise die on an immediate ranged weapon attack against the same target.
Rare Ranged Weapons
Ranged rare weapons require ammunition to use, although some firearms can hold multiple bullets at a time.
Geared Slingshot. Constructed much like a crossbow, this shoulder-mounted weapon bears a striking resemblance to a miniature catapult. It is typically used to fire hand-sized rocks but any Tiny object can be used as ammunition instead.
Ratcheting Crossbow. This crossbow has a large winding wheel affixed to its drawstring which feeds into extra machinery along the stock that catches and pulls the string back again after it is fired. Winding a ratcheting crossbow for a single bolt requires a bonus action or action, and it can be wound to prepare two bolts. Masterwork ratcheting crossbows can be prepared to fire up to four bolts or be constructed smaller (with statistics like a hand crossbow).
Revolver. A revolver can be used to make one ranged attack per bullet loaded into it and requires an action to reload.
Shotgun. When this weapon is used to make an attack roll with advantage , the attack becomes a critical hit if both d20 rolls would result in a hit. When this weapon is used to make an attack roll with disadvantage and only one attack roll would result in a hit, you instead deal 1d4 piercing damage (adding no bonuses to damage from ability score modifiers or enchantments)
Table: Rare Melee Weapons
Damage Die |
Cost |
Weight |
Properties |
Damage Type |
1d4 |
||||
Assassin’s gauntlet |
50 gp |
8 lbs. |
Finesse, stealthy |
Piercing |
Boot dagger |
75 gp |
4 lbs. |
Finesse, stealthy |
Piercing |
1d6 |
||||
Ring blade |
10 gp |
6 lbs. |
Thrown (30/90) |
Slashing |
1d8 |
||||
Double weapon |
150 gp |
varies |
Dual-wielding, parrying, two-handed |
Two from bludgeoning, piercing, or slashing |
Sword pistol |
200 gp |
5 lbs. |
Finesse, loading, range (10/30) |
Piercing |
2d4 |
||||
Spiked chain |
35 gp |
20 lbs. |
Heavy, parrying immunity, reach (10 ft.), two-handed |
Bludgeoning and slashing |
2d6 |
||||
Mercurial maul |
150 gp |
15 lbs. |
Breaker, heavy, two-handed |
Bludgeoning |
Table: Rare Ranged Weapons
Damage Die |
Cost |
Weight |
Properties |
Damage Type |
d6 |
||||
Geared slingshot |
110 gp |
25 lbs. |
Bulky, heavy, loading, range (60/180), two-handed |
Bludgeoning |
d10 |
||||
Pistol |
120 gp |
3 lbs. |
Loading, range (20/60) |
Piercing |
Shotgun |
150 gp |
6 lbs. |
Loading, range (30/90) |
Piercing |
d12 |
||||
Carbine |
150 gp |
5 lbs. |
Loading, two-handed, range (50/150) |
Piercing |
Ratcheting crossbow |
125 gp |
20 lbs. |
Heavy, loading, range (150/600), two-handed |
Piercing |
2d6 |
||||
Revolver |
300 gp |
3 lbs. |
Loading*, range (60/180) |
Piercing |
2d8 |
||||
Musket |
350 gp |
10 lbs. |
Heavy, loading, range (60/180), two-handed |
Piercing |
*Loading a revolver (which holds 6 bullets) requires an action. A revolver can be used to make one ranged attack per bullet loaded into it.
Materials
Materials
The materials your gear is made from determine its effectiveness, durability, ease of repair, and aesthetic. The following are some of the materials that your gear may be made from.
Material |
Description |
Weight |
Cost |
Properties |
Repairability |
Adamantine |
As weighty as iron, as flexible as steel, and harder than both, adamantine is the most durable material for weapons and armor, as well as the most expensive. |
×1.5 |
×4 |
Hardy, low-maintenance (advantage), weighty (+2) |
DC 25 smith’s tools, access to a forge |
Bone |
Bones can be shaped into points for arrows and spears or tied together, along with shells and scales, to form a durable but high-maintenance armor. Due to its brittleness, bone requires constant repairs and has a short lifespan. |
×1/2 |
×1/4 |
Flaw, lightweight |
DC 10 sewing kit Weapons are not repairable |
Bronze |
Bronze is durable but weighty, and tends to be weaker than steel. |
×1.5 |
×3/4 |
Weighty (+1) |
DC 12 smith’s tools |
Cloth |
Cloth is the flimsiest of materials but also the lightest. Padded layers can be worn as independent armor, or underneath metal armors to increase comfort. |
— |
— |
Comfortable, flaw (piercing), underarmor |
DC 5 sewing kit |
Cold iron |
Alloys of iron and phosphorus are called cold iron. Cold iron is a semi-magical material which many fey creatures are vulnerable to. |
— |
×2 |
Feybane |
DC 20 smith’s tools |
Hide |
Tanned animal hides provide more protection than cloth, but are still easily punctured by blades and arrows. Leather that is left untreated or with the fur or scales still on is known as hide. |
— |
— |
Comfortable, wild |
DC 10 sewing kit |
Iron |
Iron is weighty and fragile, typically alloyed with carbon (to form steel). |
×1.5 |
×1/2 |
Rust, weighty (+2) |
DC 15 smith’s tools |
Leather |
Tanned animal hides provide more protection than cloth, but are still easily punctured by blades and arrows.. |
— |
— |
Flaw (piercing) |
DC 10 sewing kit |
Mithral |
Lighter than steel, mithral is a prized material for its ability to be worked into light, comfortable, and beautiful armor or weapons. |
×1/2 |
×3 |
High-quality, lightweight, low-maintenance (advantage) |
DC 25 smith’s tools, access to a forge |
Silver |
Usually an iron-silver alloy rather than pure silver. |
— |
×2 |
Silvered |
DC 20 smith’s tools |
Steel |
Steel is an alloy of iron and carbon that is lighter and sturdier than its counterparts, but requires skill and great heat to make. Steel is the basis of many sets of armor, including chain, plate, and the metalwork inside brigandine. |
— |
— |
Low-maintenance (expertise die) |
DC 15 smith’s tools, access to a forge |
Stone |
Hard and heavy. Stone can be challenging to shape beyond a knapped short blade and quite brittle. |
×2 |
Weapons ×1/2 Armor ×3 |
Fortified, weighty (+2) |
Not repairable |
Wood |
Wood is widely accessible and typically used for weapons. Weapons made of wood tend to be fire-hardened with special oils to increase their durability. |
— |
— |
Flaw (armor only) |
DC 15 woodworker’s tools |
Material Properties
The materials a weapon or suit of armor is made from determines how best it protects the adventurer using it, as well as how it needs to be maintained.
Comfortable. Armor with this property is comfortable enough to sleep in without penalty.
Feybane. When using a feybane weapon you have advantage on attacks made against fey. While you are wearing feybane armor fey have disadvantage on attacks made against you.
Flaw. A weapon with the flaw property breaks when you roll a natural 1 on an attack roll made with it. Armors break when you take a critical hit or roll a natural 1 on a Dexterity saving throw . If a damage type is noted in parentheses, the armor only breaks on a critical hit from that damage type, or the weapon only breaks if it does damage of that damage type.
Fortified. Fortified armor increases the Armor Class it grants by 1.
Hardy. While wearing hardy armor, the first critical hit against you since your last short or long rest becomes a normal hit. You cannot use this feature again until you make adjustments to the armor during a short or long rest.
High-Quality. These weapons and armor are considered one quality level higher (standard becomes fine, and fine becomes masterwork).
Lightweight. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the lightweight version of the armor doesn’t.
Low-Maintenance. You gain advantage or an expertise die on maintenance checks made on low-maintenance gear.
Rust. When exposed to water and not maintained, this gear cannot be repaired.
Silvered. Weapons made from an alloy of silver are considered silvered for the purposes of damage resistances .
Underarmor. This armor can be worn under medium and heavy armors.
Weighty. The heaviness of some materials results in an increase to the armor’s Strength requirement, if the armor has one. The increase is noted in parentheses.
Wild. While wearing hide armor you cannot gain expertise dice on Deception and Persuasion checks made in urban environments.
Shields
Shields
Shields can range from a dueler’s fencing buckler to the tower shields of mercenary armies. You may wield two shields, but only gain the defensive benefits of one shield at a time. When it is used to attack, a shield is treated as an improvised weapon that deals 1d4 bludgeoning damage.
Table: Shields
Shield |
Cost |
Weight |
AC Bonus |
Light |
10 gp |
4 lbs. |
+1 |
Medium |
20 gp |
8 lbs. |
+2 |
Heavy |
35 gp |
20 lbs. |
+2 |
Tower |
75 gp |
25 lbs |
+2 |
Donning a shield grants no benefit to Armor Class if you are not proficient with shields, and you are unable to take cover behind it, plant it on the ground, or sacrifice it.
A creature one size category larger than the shield was designed for treats it as a shield that is one degree lighter, while a creature one size category smaller treats it as a shield that is one degree heavier. If that would make a light shield lighter or a heavy shield heavier, the shield cannot be used by that creature.
The costs and weights in Table: Shields are for shields made from steel.
Light. Light shields increase your Armor Class by 1. You may throw this shield, treating it as an improvised weapon that deals 1d6 bludgeoning damage.
Medium. Medium shields increase your Armor Class by 2.
Heavy. Heavy shields increase your Armor Class by 2 and you gain an expertise die on Dexterity saving throws . When you take the Dodge action while wielding a heavy shield, you may instead take cover behind your shield, gaining an expertise die to your Armor Class until the start of your turn. You have disadvantage on Dexterity (Acrobatics) and Dexterity (Stealth) checks while wielding a heavy shield, and you cannot squeeze through spaces smaller than your size category.
Tower. Tower shields share the properties of a heavy shield. These shields cover the entire body and reduce your Speed by 10 feet. On your turn, you may use an object interaction to plant it in the ground, gaining half cover (+2 bonus to AC, Dexterity saving throws , and ability checks made to hide) and advantage on saving throws made to resist being shoved or knocked prone and while you remain behind it. Unplanting a tower shield requires a bonus action.
Tower shields are bulky items, and count as such even when donned.
Improvised Shields
If you are proficient with shields, you can use an action to pick up a nearby object of your size category or larger to use as a shield. The size of the object determines the degree of shield it becomes: an object your size can be used as a light shield, or an object of one size category larger can be used as a medium shield.
An improvised shield is destroyed when you take a critical hit (it cannot be sacrificed), it cannot be repaired or customized, and it becomes useless after 10 rounds of combat.
Sacrifice Shield
When you take a critical hit, you can use your reaction to block it and sacrifice your shield, turning the critical hit into a regular hit. Afterwards your shield is broken, or if your shield is magical it instead becomes mundane for 1 hour.
Armor
Armor
The durability of your armor is a combination of the style of armor and its materials . Less durable materials, such as cloth and leather, are comfortable, lightweight, and inexpensive but struggle to turn a hit. Metals may turn a hit more easily, but require more physical strength to wear and cost more coin. The different styles of armor are outlined below.
When you are wearing armor that you aren’t proficient with, you have disadvantage on ability checks, attack rolls , and saving throws using Strength or Dexterity, and you are unable to cast spells.
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* Material modifiers already included.
† For metal armor the default is considered to be steel.
Armor Types
Padded. Layers of cloth or supple leather are quilted together to create a lightweight tunic and pair of trousers. Padded cloth tunics are worn under breastplates and suits of mail for comfort, and are already counted in their AC.
Brigandine. A tunic made of cloth, leather, or hide which has small panels of metal, scale, or bone stitched to the interior for extra protection. When the panels are external and overlap closely, the brigandine is termed scale mail.
Breastplate. A fitted bone, leather, or metal plate that covers the chest, stomach, and vital organs.
Mail. A suit made entirely of metal, though styles can differ greatly. A chain shirt is a shirt woven from small metal rings, while a full set of chain mail (a hauberk) is longer and includes a coiff. Half plate covers most of the body in shaped metal plates, but offers minimal leg protection, while full plate covers the entire body and includes gauntlets, boots, and a helm. Splint mail is similar to half plate but covers the limbs in strips of mail bolted to leather, rather than shaped metal plates.
Other Notes
Bulky Armor. Half plate and full plate are bulky, but while worn they do not count against the number of bulky items you can carry at once.
Strength Requirement. While wearing armor for which you do not have the minimum Strength score, your Speed is reduced by 10 feet.
Helms
Helms fit over your head to protect your skull, though in exchange they limit your vision and hearing. No proficiency is required to wear a helm.
Helm (12g, 4lbs). This hard leather or metal covering protects the head but not the face, with the exception of a strip over the nose. While wearing this helm you gain an expertise die on saving throws made to resist being stunned or rattled , and your passive Perception score is reduced by 2.
Visored Helm (25gp, 8 lbs). This helm covers the entirety of the head, including the face; the visor may be moved out of the way of the face as an object interaction, in which case the visored helm functions as a standard helm. While wearing a visored helm you gain an expertise die on saving throws made to resist being charmed , stunned , or rattled , and your passive Perception score is reduced by 5. Additionally, whenever you take damage from falling, you reduce that damage by 5.
Donning, Doffing, Sizing, and Sleeping in Armor
Armor is typically fitted to its wearer. When you first acquire a set of armor, if it is nonmagical you must make or pay for alterations. Making the alterations yourself requires tool proficiencies as if you were repairing the armor. If the armor is not appropriately sized to you but is of your size category, you must make a DC 12 Constitution saving throw at the end of each day, acquiring a level of fatigue on a failure. You may alter armor that is a size category larger than you are, but you cannot fit into armor that is too small—a Medium human could trim down an ogre’s breastplate, but could not resize a halfling’s full plate to fit their larger form.
It is assumed that cloth armor is worn under breastplates and suits of mail. Aside from cloth, leather, and hide, armor is too rigid and uncomfortable for a restful night’s sleep. If you sleep in medium or heavy armor other than hide, you are roughing it, you regain half the usual number of Hit Dice, and if you have any levels of fatigue or strife neither is reduced upon finishing the long rest (see Chapter 7: Adventuring).
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. Your Armor Class is only increased by armor that you have fully donned.
Doff. This is the time it takes to take off armor. If you have help, reduce this time by half.
Donning and Doffing Armor
Light Armor 1 minute/1 minute
Medium Armor 5 minutes/1 minute
Heavy Armor 10 minutes/5 minutes
Shield 1 action/1 action
Followers
Followers
As adventurers gain fame and experience they start to attract followers. Followers come from all walks of life, from minstrels and cooks to soldiers and sages.
The maximum number of followers you may have is equal to your Prestige rating, increased by any bonuses you might have from owning a stronghold, or as a reward by the Narrator for accomplishing great deeds.
Followers aren’t the same as the general staff which maintains your stronghold. Followers are loyal, dedicated to you and your cause, can accompany you on adventures, and provide benefits while out in the field. A cook can keep you well-nourished and healthy, and a sage can provide knowledge and advice.
Followers never participate directly in encounters. They fade into the background and come to the fore occasionally when their particular skill is needed. Each follower grants a specific ability or benefit.
Adventurers should take care to protect their followers. While they do not feature directly in combat encounters, they can be killed—indeed, a follower is usually killed by a single attack.
Recruiting Followers
When you recruit a follower, you need to spend gold. In exchange, you get the follower for life. 500 gold recruits an inexperienced follower, 2,000 gold recruits a seasoned follower, and 5,000 gold recruits an expert follower. You only need to pay this once per follower; it is assumed that the amount paid is enough to accommodate the follower for the duration of the campaign. If you dismiss the follower, the Narrator may permit you to reclaim some of that money. If the follower dies, you do not get any money back. Note that not all followers have seasoned or expert versions—carrying a torch isn’t the purview of only experts.
Inexperienced (500 gold). Inexperienced followers are little more than commoners foolish enough to follow adventurers into a dungeon.
Seasoned (2,000 gold). Seasoned followers have either prior employment with adventurers or other experience that prepared them for adventuring.
Expert (5,000 gold). Expert followers are consummate professionals, rare individuals who have had their share of adventures but are comfortable in their role as assistant.
Apothecary
Known for assorted tonics and serums, apothecaries are sometimes mistaken for alchemists but their services are purely medicinal.
Inexperienced. Once per day, an ally treated by the apothecary can make a new saving throw against a poison or disease.
Seasoned. Once per day, the apothecary can use an antidote to automatically end the poisoned condition on an ally.
Expert. Once per week, the apothecary provides one medicinal of your choosing worth no more than 100 gold. The medicinal must be used within 24 hours or it loses potency.
Bodyguard
A bodyguard is tasked with keeping you alive.
Inexperienced. Once only, when you would be reduced to 0 hit points, the bodyguard takes the damage instead. The bodyguard is killed in the process.
Seasoned. Once per day, when you would take damage from an attack the bodyguard takes the damage instead.
Expert. Once per day, the bodyguard leaps in front of you to take all damage that would be dealt to you that round.
Cook
Preparing meals over a campfire is an entirely different skill set than cooking in a kitchen. Warm meals are a luxury many adventurers forgo, but consuming only preserved rations can lead to ill health.
Inexperienced. Once per day, when you take a short rest and expend Hit Dice, you heal 1 additional Hit Die.
Seasoned. Once per day, when you and up to 4 allies take a short rest and expend Hit Dice, you heal 1 additional Hit Die.
Diviner
Whether drawn to adventurers by fate and prophecy, unusual circumstance, or coin for promoting their faith a diviner brings a touch of the beyond with them.
Inexperienced. Once per day, the diviner casts a cantrip or 1st-level spell from the cleric spell list on you or an ally of your choosing.
Seasoned. Once per day, the diviner receives a helpful vision and you gain an expertise die on your next ability check.
Expert. Once per week, the diviner channels a supernatural voice that reveals an event in the near future that grants you advantage on one ability check, attack roll , or saving throw .
Footpad
A footpad is a low-level thief.
Inexperienced. Once per day, when in a crowded area, you are able to gain 5 gold per footpad as they mingle with the crowd.
Seasoned. Your footpad can search a town or other settlement in order to gain valuable information or to locate people or objects.
Expert. Once per week, you can direct your footpad to shadow a person. They report back to you after 7 days with detailed notes on every location the person visited, the people the person interacted with, and any purchases the person made.
Healer
A healer is able to tend wounds.
Inexperienced. Once per day, the healer restores 1d8+2 hit points.
Seasoned. As inexperienced. In addition, once per day, the healer restores 2d8+4 hit points.
Expert. As seasoned. In addition, once per day, the healer restores 4d8+8 hit points.
Interpreter
Occasionally called translators, interpreters are polyglots who are not only able to speak multiple languages but also quick to learn new tongues.
All. Once per day, when encountering an unknown language, you have advantage on Intelligence checks to comprehend that language.
Inexperienced. Choose two languages. Your interpreter is proficient in these languages.
Seasoned. Your interpreter can translate all languages currently spoken on the Material Plane.
Expert. Your interpreter can translate all languages whether alien, current, or dead.
Minstrel
Equally adept at performing songs and telling tales, minstrels entertain during long travels and recount adventurers’ heroic deeds.
Inexperienced. Once per day, you gain advantage on a Charisma check.
Seasoned. Once per day, you gain an expertise die on an attack roll using a weapon you are proficient with, saving throw that you are proficient in, or ability check using a skill you are proficient with.
Expert. The ballads, poems, songs, and tales that your minstrel has composed about your deeds spread far and wide.You gain a bonus to your Prestige rating equal to half your proficiency bonus.
Porter
Alternatively known as bearers, adventurers employ porters to carry supplies . Porters are used by most expeditions to transport gear over terrain that pack animals can’t easily traverse, such as across mountains or into dungeons.
Inexperienced. Your porter can carry 10 Supply.
Seasoned. Your porter can carry 20 Supply.
Expert. Your porter can carry 30 Supply.
Sage
Sages are specialists frequently consulted by those in search of obscure information. They rarely leave civilization, but sometimes accompany adventures who need their expertise to examine ruins or immovable relics. A sage is very knowledgeable about a single skill. For each sage, choose a skill.
Inexperienced. Once per day, the sage may make a skill check for you as though you were proficient in that skill. In addition, you gain an expertise die on the check.
Seasoned. As inexperienced. In addition, once per day you have advantage on an Intelligence check made to learn or recall a piece of knowledge.
Expert. As seasoned, except that expert sages only grant the following ability when they are proficient in Arcana, Engineering, Nature, or Religion: once per week when the sage is able to see a creature they can learn information about from a Legends and Lore check using a skill they are proficient with, you gain advantage on your first attack roll against it.
Smith
A smith keeps your weapons and armor in top condition.
Inexperienced. While you have a smith in your employ, any weapon you wield does +1 damage after your smith has fine-tuned it over the course of a short rest .
Experienced. As inexperienced, and your smith takes particularly good care of some of your equipment. At the end of each week choose a number of items equal to your proficiency bonus. The chosen items do not require any maintenance checks as your smith makes sure to keep them in excellent condition.
Seasoned. As experienced, and any armor you wear gains a +1 AC bonus after your smith has fine-tuned it over the course of a long rest. In addition, any armor or weapons you have that are normal quality are treated as fine quality instead, and any fine quality armor or weapons are treated as masterwork quality instead.
Squire
Trained to assist warriors with their gear, squires are typically youths of noble blood apprenticing to be knights. However, lowborn adventurers occasionally feign nobility and employ squires of their own. Squires remain close to their master, holding extra weapons and equipment, picking up dropped gear, or carrying their liege’s banner.
Inexperienced. A squire hastens donning and doffing armor, reducing the required time to 1 round for light armor, 1d4 rounds for medium armor, or 2d4 rounds for heavy armor. A squire can also assist in equipping a shield or other weapon, reducing the time required to a bonus action.
Seasoned. As inexperienced. In addition, your squire can identify other warriors and their squires, as well as where they are from and if they are knighted.
Expert. As seasoned. In addition, your squire can announce you in royal courts. You gain advantage and a +5 bonus to your first Charisma check made in a royal court after your squire has introduced you.
Teamster
Sometimes called “pack handlers,” teamsters load and unload beasts of burden, drive wagons, and manage the feeding and grooming of pack animals.
Inexperienced. Up to 4 mounts and other animals require half the normal Supply.
Seasoned. Up to 4 mounts or animals can carry twice the normal amount of Supply.
Expert. Up to 4 mounts can gallop for 2 hours a day instead of 1.
Torchbearer
Also known as a lantern bearer or linkboy, torchbearers provide light during expeditions to dark places, freeing their employers’ hands for other purposes.
Inexperienced. The torchbearer provides bright light in a 40-foot radius and dim light for an additional 20 feet.
Follower Personalities and Backgrounds
Followers should be memorable and have personality, but should also have some reason for agreeing to such dangerous work. You should name and describe each of your followers. The following tables are provided for inspiration to aid in the quick creation of a follower, but you should not feel restricted by them.
Personality (d8)
1 Eager. Always strives to please their employer.
2 Fatalistic. Believes they are helpless to enact real change.
3 Stoic. Impassive and difficult to provoke.
4 Sarcastic. Prone to wisecracks and mocking criticism.
5 Excitable. Thrilled by new sights and experiences.
6 Optimistic. Possesses a happy-go-lucky attitude regardless of the situation.
7 Dull-witted. Slow to react or process new information.
8 Aggressive. Always first to act or suggest a response.
Quirk (d20)
1 Constantly fiddles with a brass coin.
2 Whittles during free moments.
3 Clumsily fumbles fragile objects.
4 Speaks in a higher pitch when excited.
5 Constantly reads small chapbooks.
6 Stutters during periods of stress.
7 Loves to recite folksy sayings and proverbs.
8 Whistles when nervous.
9 Drinks heavily when stressed.
10 Has terrible eyesight.
11 Loves to taste new foods.
12 Taps their fingers on walls and furniture.
13 Superstitiously avoids things that cause bad luck.
14 Possesses an inexplicable knowledge of fine wine.
15 Collects commonly found items (rocks, feathers, bones, and so on).
16 Plays dangerous games with a small knife when bored.
17 Hums random songs without realizing.
18 Loves gazing at the stars.
19 Doodles with charcoal on spare parchment.
20 Has a lucky charm they kiss for good fortune.
Background Motivation (d8)
1 Owes money to the wrong people.
2 Has always wanted to be a real adventurer.
3 A loved family member died and now they have nothing to live for.
4 Loves gold and sees adventuring as a quick way to make money.
5 Angered a local authority figure and fears they might seek revenge.
6 A relationship ended spectacularly and now they want to leave town.
7 Is a massive fan of yours.
8 Firmly believes that a folktale or other myth demands that they venture across the world.
Spending Gold
Spending Gold
There are many motivations for beginning an adventuring career. Fame, glory, a dark and twisted backstory, to name a few. There are also those who are in it for the money. Even if payment is not an adventurer’s primary goal, it can be an extremely lucrative way of life. Now the question is, what are you going to do with all that extra coin?
The following sections provide three distinct ways to spend gold: shopping for material items, seeking out NPC services, and donating funds for city projects or factions an adventurer may be involved with.
Downtime or Shopping Sequence?
The biggest decision a Narrator needs to make is whether gold will be spent during a session or during downtime. Both options have advantages and drawbacks, and ultimately it comes down to the Narrator’s preference and the tone of the campaign. In episodic campaigns where there’s a clear beginning and end to a quest before the story returns to a sort of status quo between adventures, Narrators may decide that coin will be spent between adventures. This might be over a conversation immediately at the end of a session or between games by reaching out between sessions instead. For more on downtime see Between Adventures .
In a more cinematic campaign where the emphasis is more on character development and story progression, downtime might be rare. In this case, it may be best to run a scene for adventurers that wish to spend their coin in town.
In either case it is imperative that the players know what the standard is for spending their coin. Discussing this in session zero, when the Narrator starts to see how the campaign is coming together, is a good time to get everyone on the same page. More information on session zero see Safety Tools .
Shopping
When you have a heavy purse and want to lighten the load your first instinct will likely be to hit the shops. Just what kind of suppliers and the breadth of their selection will depend on the size of the settlement.
There are three primary types of establishments where an adventurer may purchase goods: adventuring outfitters, magic item suppliers, and smithies.
Adventuring Outfitters
In every village, town, or city you are bound to find a storefront claiming to be your number one source for adventuring gear. While in smaller settlements these may be simple general stores with a limited stock, in larger settlements you are likely to find one or more well stocked adventuring outfitters.
You can find a detailed list of adventuring gear elsewhere in Chapter 4: Equipment .
Magic Item Suppliers
At a certain point in an adventurer’s career they might find challenges that seem insurmountable without the aid of magic. Magic items are typically found as loot in complex dungeons or are given as rewards for completing dangerous quests. If you are in a large city or metropolis—or you find yourself in a world where magic is the norm—you may just be able to go shopping for magic items.
Most magic item shops have a limited supply of uncommon and common magic items of significant power. Utility magic items are far more common in shops such as these. You can use the Magic Items For Sale table to give you an idea of the typical stock of magic item suppliers, and find more magic items and their prices in Chapter 13: Enchanted Gear .
Magic item suppliers are also useful locations narratively, as they may be frequented by notable adventurers, politicians, healers, and villains. Additionally, these shops sometimes have spellcasters on their staff that can perform spellcasting services for a fee as described in the next section.
Table: Magic Items For Sale
Bag of holding 500 gp
Bracers of archery 500 gp
Cloak of protection 500 gp
Eversmoking bottle 250 gp
Eyes of the eagle 250 gp
Gem of brightness 900 gp
Goggles of night 500 gp
Helm of comprehending languages 250 gp
Basic healing potion 50 gp
Greater healing potion 150 gp
Superior healing potion 550 gp
Spell scroll (cantrip) 10 gp
Smithies
Smithies are found in more developed settlements of at least a few dozen people, with more and more experienced smiths living in more highly populated areas. Here, adventurers can purchase any simple weapons. At the Narrator’s discretion you might find martial weapons and regionally specific weapons when applicable. Smithies also have a selection of medium and heavy armors. Light armor can be found at a leatherworker's shop.
Smithies can also take custom orders. See the pricing guide for crafting items below for more details.
NPC Services
There comes a point in every adventuring party’s life cycle where there is not enough time or resources to do everything on their own. Thanks to kind Narrators, this time is usually when said adventurers have become flush with coin. You know what they say: “If you can’t afford the time to do it, at least you can afford to pay someone else.”
Listed below are descriptions of various services NPCs can provide throughout your adventures as well as their associated fees.
Ordering Crafted Items
Adventurers can be a picky sort and sometimes it is harder to find the exact item they need on the rack of a smithy or the shelf of a magic item supplier. When this happens crafting the desired items from scratch is the solution—and why craft something yourself if you have the money to pay an expert?
To determine the cost of having an item crafted, you must add the cost of materials and the crafter’s fee to the standard price for the item, although when rare materials are involved you may have to provide them instead of just pay for them. At the Narrator’s discretion the crafter’s fee may vary slightly based upon the crafter’s experience, settlement population, or some other variable. Refer to the Crafting Prices table to find the standard prices for crafter’s and material’s fees. Use the storefront column to determine what kind of storefront said crafter is usually found in.
For more on the item crafting process refer to Between Adventures .
Table: Crafting Prices
Item Type |
Crafter’s Fee |
Storefront |
||
Common or uncommon potion |
5% |
Apothecary, magic item supplier |
||
Rare potion |
10% |
Apothecary, magic item supplier |
||
Wondrous item |
10% |
Magic item supplier |
||
Ammunition |
5% |
Smithy |
||
Simple weapon |
5% |
Smithy |
||
Martial weapon |
10% |
Smithy |
||
Light armor |
5% |
Leatherworker |
||
Medium armor |
5% |
Smithy |
||
Heavy armor |
10% |
Smithy |
Enchanting Gear
You can also pay someone to enchant your weapons, armor, clothing, or jewelry. The price for an enchanted item such as this is the combined total of the crafter’s fee for a wondrous item and the cost of the mundane item without enchantment.
Additionally, for a fee of a third of a magic item’s cost, you can have an enchanter transfer the enchantment from one magic item to a mundane item.
Spellcasting
The further you adventure the more you’ll need certain spells cast—but you may not yet be powerful enough to cast them. The first time this is likely to come up is after the untimely death of a party member. When this happens, to return them to life allies must seek out a spellcaster of some renown to hire for the task.
Powerful mages who advertise their services are only likely to be found in a magical metropolis.
Refer to the Spellcasting Services table for a list of commonly performed spells and associated prices.
Table: Spellcasting Services
Spell |
Material Fee |
Casting Fee |
Class |
|
25 gp |
50 gp |
Wizard |
||
25 gp |
50 gp |
Cleric |
||
1,000 gp |
1,000 gp |
Bard, druid |
||
3,000 gp |
1,500 gp |
Wizard |
||
1,500 gp |
1,000 gp |
Wizard |
||
25 gp |
200 gp |
Cleric |
||
1,000 gp |
2,000 gp |
Cleric |
||
— |
2,000 gp |
Bard, druid, warlock, wizard |
||
5,000 gp |
2,000 gp |
Cleric, sorcerer, wizard |
||
100 gp |
1,000 gp |
Bard, cleric, druid |
||
10 gp |
1,000 gp |
Bard, wizard |
||
100 gp |
200 gp |
Bard, wizard |
||
500 gp+ |
2,000 gp |
Warlock, wizard |
||
1,000 gp |
1,000 gp |
Wizard |
||
450 gp |
1,000 gp |
Bard, cleric, wizard |
||
25 gp |
1,000 gp |
Bard, wizard |
||
500 gp |
1,000 gp |
Bard, cleric, herald |
||
— |
1,000 gp |
Bard, cleric, druid |
||
1,000 gp |
1,000 gp |
Druid |
||
— |
500 gp |
Cleric, herald, warlock, wizard |
||
2,500 gp |
1,000 gp |
Bard, cleric |
||
1,000 gp |
1,000 gp |
Bard, cleric, druid, warlock, wizard |
||
— |
500 gp |
Bard, sorcerer, wizard |
||
5,000 gp |
1,000 gp |
Wizard |
||
— |
300 gp |
Bard, cleric |
||
25,000 gp |
5,000 gp |
Cleric, druid |
Renting a Demiplane
Occasionally you might find an eccentric wizard advertising the rental of a demiplane. These pocket dimensions are incredibly customizable and highly sought after.
Most starting rates for such spaces are 1,200 gold a tenday or 3,000 gold a month. However it may not be all it is cracked up to be—you’ll be hard pressed to find a wizard who is a reasonable landlord or obeys rent-control laws.
Donations
For one reason or another an adventurer may be moved to donate to charity or invest to the betterment of a settlement. There are boons and rewards available to sponsoring a city project or helping develop a charitable organization. In order to benefit from a donation, you must contribute at least 1,000 gold.
Infrastructure Rewards
Stone Bridge (1,500 gold)
Donating the money for the bridge gives you the privilege of naming it. If it is a toll bridge, you never have to pay toll at this bridge or any other toll collector in the settlement. Additionally, you gain advantage on Charisma checks when interacting with common citizens of the settlement.
Improved Sewer System (4,000 gold)
When you donate money for a new or improved sewer system you gain exclusive access to the sewer blueprints, and you can order secret tunnels to be made between the sewers and any 3 buildings in the city of your choosing. Additionally, for an extra 3,000 gold, a small underground facility can be built inside the sewers. This facility does not count towards the other 3 buildings that have tunnel access.
City Buildings (2,500 gold)
When you fund the building of a city institution, such as a town hall or police facility, you never have to make an appointment to see a city official. Additionally, you gain advantage on Insight and Intimidation checks when interacting with city officials.
Philanthropic Rewards
Public Library (3,000 gold)
When you fund the building of a public library you gain advantage on Investigation checks made to research using the library so long as relevant information can be found there. Additionally, you may ask the scholar in residence to perform a research project over the course of one week on a specific topic. How useful the information provided after this research is complete is left to the Narrator’s discretion.
Hospital (4,000 gold)
When you contribute to the building of a hospital you gain free treatment by the medical staff. Medical staff immediately work to stabilize any dying character, regardless of whether they donated to the hospital. Common diseases can be treated in a week’s time. Treatment of rarer diseases and ailments are left to the Narrator’s discretion, and hospitals cannot treat magical ailments.
Orphanage (2,500 gold)
Characters who contribute to the building of an orphanage gain the trust of the youngsters of the street. You have advantage on Charisma checks made against orphans from this settlement. Additionally, at the Narrator’s discretion the staff of the orphanage are willing to provide useful information to you. Such information could include local gangs recruiting orphans or the identity of an orphan’s parents.
School (3,000 gold)
If a school is built there is a higher chance of literacy amongst children, teenagers, and young adults in the town. Additionally, characters can recruit recent graduates of the settlement’s school as hirelings.
Community Botanical Garden (3,000 gold)
A community garden gives the settlement access to plants used for medicinal and magical purposes—as well as good old-fashioned cooking. After you build a botanical garden you have access to herbs and plants required for spell components, the brewing of potions, and the crafting of magical items. Additionally, you receive a 10% discount on all potions and food sold in this settlement.
Animal Sanctuary (10,000 gold)
An animal sanctuary is a great investment for any adventuring party, especially rangers and druids. Animal sanctuaries provide a location to learn about more animals that you may not interact with every day. These institutions sell their creatures only to those they know who will care for them, and when you invest in the building of such a property you receive a 50% discount on the animals found there.
Pets
While most pets are likely to be acquired over the course of an adventure there is always the possibility of finding places with animals and magical beasts for sale. Use the price guide below for finding your party’s new furry (or scaly) friend.
Table: Common Pets
Bat 5 gp
Boar 5 gp
Camel 50 gp
Cat 5 sp
Crab 5 gp
Draft horse 50 gp
Eagle 50 gp
Frog 2 gp
Goat 3 gp
Hawk 25 gp
Lizard 1 gp
Mastiff 25 gp
Mule 8 gp
Owl 10 gp
Pony 30 gp
Rat 1 sp
Raven 30 gp
Riding horse 75 gp
Scorpion 1 gp
Spider 1 gp
Weasel 2 gp
Table: Uncommon Pets
Pet Price
Axe beak 75 gp
Black bear 250 gp
Brown bear 300 gp
Constrictor snake 75 gp
Crocodile 50 gp
Elephant 200 gp
Flying snake 150 gp
Giant bat 50 gp
Giant boar 200 gp
Giant crab 50 gp
Giant crocodile 300 gp
Giant eagle 200 gp
Giant frog 25 gp
Giant goat 75 gp
Giant lizard 30 gp
Giant owl 50 gp
Giant rat 25 gp
Giant scorpion 400 gp
Giant spider 300 gp
Giant toad 150 gp
Giant weasel 30 gp
Lion 300 gp
Owlbear 500 gp
Panther 100 gp
Tiger 300 gp
Warhorse 400 gp
Wolf 50 gp
Table: Rare Pets
Pet Price
Blink dog 2,500 gp
Cockatrice 1,000 gp
Griffon 10,000 gp
Hippogriff 7,000 gp
Mammoth 40,000 gp
Pegasus 25,000 gp
Pseudodragon 6,000 gp
Triceratops 30,000 gp
Tyrannosaurus rex 65,000 gp
Unicorn 15,000 gp
Eggs
There are some creatures that are easier to train from birth and some that must be trained from birth, such as dragons. Refer to this list of egg pricing when you are looking to raise dragons and similarly difficult to domesticate creatures. Note that none of these creatures can be acquired in a common market and are almost always handled by auctioneers and auction houses, or the occasional private collector of eccentricities.
Table: Egg Prices
Black dragon 25,000 gp
Blue dragon 35,000 gp
Brass dragon 10,000 gp
Bronze dragon 20,000 gp
Copper dragon 10,000 gp
Couatl 20,000 gp
Gold dragon 30,000 gp
Griffon 3,000 gp
Green dragon 25,000 gp
Hippogriff 2,000 gp
Pseudodragon 5,000 gp
Red dragon 45,000 gp
Salamander 50,000 gp
Silver dragon 20,000 gp
Triceratops 5,000 gp
Tyrannosaurus rex 10,000 gp
White dragon 25,000 gp
Wyvern 7,000 gp