Homebrew Rules

by Vin

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Jacobs D&D 5e Compendium

Contents

Classes

The class titles below link to various documents regarding the content I allow in my games. The first class title links to my personal version which may contain various homebrew changes. The "Alt." title links to an alternative version from u/LaserLLama that I approve for use. Finally the "Official" title links to an official version hosted on the 5eTools website. Any one of the three versions above are available for use. Any homebrew changes to official material will be noted at the end of the document.

Artificer - Alt. Artificer - Official

Artificers are those who spend most of their free time creating all sorts of artifacts, weapons and more. This class shines when played by imaginative players, as it requires you to describe your spells as being “cast” or applied by tiny tools or creations. Playing this makes you the brain of the group, the problem solver, as well as the weird strategist that infuses recordings in mundane objects and creates magical ones.

Barbarian - Alt. Barbarian - Official

Filled with their destructive rage and primal instincts, the barbarian is the class you choose if you want to be the meat shield in the front line dealing great amounts of damage. Who needs a shield when you can stand your foes’ puny attacks with your hardened skin and/or high evasiveness?

Bard - Alt. Bard - Official

A true jack of all trades; a bard can cover great amounts of ground when speaking about what they are able to do. A performer at heart, an inspiration to its allies, but above all a foul-mouth to its foes. With its great charisma, a bard's voice becomes their greatest weapon.

Bloodhunter - Alt. Bloodhunter - Official

Curses and hemocraft, monster hunters and blood mages, ghost slayers, mutants, lycans, and the profaned. Bloodhunters have dedicated their life to combating creatures of evil, often trading some part of themselves in the process, permanently altering their appearance or countenance.

Cleric - Official

As well as with bards, clerics cover a wide amount of possibilities depending on the god you choose to follow. They are high spirited servants of their deities and follow their domains to choose a way of life. Both a warrior and spellcaster, they are able to cover practically any role in a party. Depending on their subclass, their Channel Divinity ability acts in different ways, granting direct powers from their gods.

Druid - Official

Preservers of balance and nature’s warriors, the druids aid their party members by using great support spells, as well as heavy damage dealing ones. They speak the language of the flora and fauna, as well as they can shapeshift into a wide amount of beasts for combat or situational purposes.

Fighter - Alt. Fighter - Official

What does a fighter do best? Well, fight of course. A really versatile class, as it can work in numerous ways. Add the fighting style and you can choose to have a one handed weapon accompanied by a shield, have a two handed weapon, two one handed ones (dual wielding), a ranged weapon and more! Once you've got that decided, ready yourself to start demolishing your foes, be it with your mighty strength or dexterous precision!

Monk - Alt. Monk - Official

Martial artists who can channel their Ki to do impressive feats as if they were magic users. No armor is necessary, just dexterity and the power of your mind. Deflect missiles thrown at you, changing the target to your enemies, move at the speed of the wind and fill your foes’ faces with a flurry blows.

Paladin - Official

A paladin is a person guided by an oath, their force of will and devotion so strong they are granted the ability to cast spells to smite their foes. They fight for justice and righteousness, with the drive to follow their oath and ideals to the very end. For this, they use heavy armor to stand on the front liners and protect their allies while decimating their foes.

Ranger - Alt. Ranger - Official

A natural explorer seeking adventures, who on their way found a special hatred towards a certain beast or monster. Able to master any fighting style as long as they don't involve heavy weapons or armor. Spellcasters by default, due to their connection with nature and/or the Feywild, they are excellent scouts and allies to have by your side.

Rogue - Alt. Rogue - Official

Let’s get shady, grab a dagger and start stabbing. Rogues excel at sneaking around, scouting ahead, being dexterous and about everything you would expect a thief to be good at. In dungeons, they can help their party by deactivating traps or opening locked doors. Don't expect them to wear much armor, nor be able to carry heavy stuff; but were your task to need some delicacy or swashbuckling, you've found the right person.

Sorcerer - Alt. Sorcerer - Official

Due to some random or pre-established occurrence, magic runs through you. This means you can “cheat” in a certain way to be able to use magic at will, instead of having to learn how to cast it. Sorcerers are also equipped with a pool of magic they get their sorcery points from, letting them twist spells to their will in different ways.

Warlock - Official

Warlocks make pacts with extremely powerful beings, entities who don't mind lending some power as they have so much they don't even notice. However, it all comes with a price: There’s a reason this entity decided to accept the pact, and you might need to do some stuff to maintain the accord. Decide whether you want to have a big spellbook full of incantations, a strange summonable weapon or weird servants. Will you perish in the way to becoming an eldritch master?

Warlord - Official

Battlefield leaders and champions compose the ranks of Warlords; individuals so inspirational to their fellow soldiers that they can turn the tide of battle on their own. Lacking magical means, Warlords are all the more impressive and heartening for their allies as they uplift and embolden their fellows with mere words and belief.

Wizard - Official

Wizards decide to go in adventures to further their knowledge. The great world in front of them has thousands of spells for you to learn and master. With a spellbook at hand, they will look for or buy them to become a greater spellcaster. Just transcribe them to the book and you’ll understand why wizards are such a versatile class. The amount of spells they can learn greatly surpasses all other classes’ lists.

Species

The races listed below link to a compilation of all official and homebrew races and any subraces that I allow in my games. Any homebrew changes to official material will be noted at the end of each document.

Aasimar

Dragonborn

Dwarf

Elf

Firbolg

Genasi

Gnome

Goliath

Half-Elf

Half-Orc

Halfling

Human

Kenku

Lizardfolk

Tabaxi

Tiefling

Tortle

Triton

Warforged

Bug-bear

Goblin

Hobgoblin

Kobold

Orc

Yuan-ti Pureblood

Mechanics

Advantage/Disadvantage and Lucky

Whenever a character makes a roll with disadvantage or with advantage and chooses to use the Lucky feat, the player will roll two dice and from those two dice the player will select one die to keep. Once a die has been selected a third die will be rolled and the advantage/disadvantage roll will function as normal between the die chosen and the third die.

Conditions

  • Becoming paralyzed does not end concentration on a spell as part of the attached incapacitated effect.
  • Paralyzed creatures fall prone.

Curated Feats

A list of official, homebrew, UA, and modified official Feat's that I allow in my games.

Additionally, each player character knows one feat at level 1. Human and Variant Human have been changed to compensate for this.

Drinking a Potion

When you use an action to drink a potion you gain the full effects of the potion with maximized die rolls wherever applicable, alternatively you can use a bonus action to drink the potion and roll the appropriate dice where applicable or do not gain the full effect or duration, depending on the potion in question.

For example, a regular healing potion heals 2d4+2 hit points; as an action that would be a total of 10 hit points recovered, as a bonus action you would roll to determine. For non-healing potions, such as a Potion of Fire Breathing, you would roll two dice associated with the duration of the effect, for example you would roll 2d10 for a 1 minute (or 10 round) duration, and take the higher number of the two to determine how long the effect lasts.

Holding Your Breath

When not performing strenuous activity (such as combat), a creature can hold their breath for a number of minutes equal to their Constitution modifier (minimum of 1).

When performing strenuous activity (such as combat), a creature can hold their breath for a number of rounds equal to 2 x their Constitution modifier (minimum of 1).

If a creature that is holding its breath takes damage, they must make a Constitution saving throw as if they were maintaining concentration on a spell (the DM can decide if another set of circumstances would require the same saving throw). If the creature fails the saving throw they can no longer holding their breath and begin suffocating.

Homebrew and Modified Spell Compendium

A collection of any homebrew spells and any modified official spells that I allow in my games.

Identifying a Spell

If a character perceives a spell being cast, the spell's effect, or both, the character can make an Intelligence (Arcana) check using their reaction or action. The DC equals 15 + the spell's level. If the spell is being cast as a class spell and the character is a member of that class, they make the check with advantage. Spells cast using Innate Spellcasting, a racial ability, or a magic item are not considered to be cast as a class spell.

If a character knows the spell Counterspell and uses their reaction to identify the spell, whether or not they correctly identify the spell, they can still attempt to Counterspell it as part of the same reaction if they so choose.

Intelligence

In addition to any languages or tool proficiencies a character learns from their background and class, they also learn additional languages, tool proficiencies, or skill proficiencies depending on their Intelligence score based on the provided table.

If the characters Intelligence score ever permanently changes, the character learns or forgets the additional proficiency(s) based on the provided table.

Intelligence Proficiencies
Intelligence Score Proficiency
11 Skill Proficiency
13 Tool Proficiency
15 Language
17 Tool Proficiency
19 Skill Proficiency

Jumping

You can jump up to your maximum jump distance or height, so long as you have at least 5 feet of movement remaining. If you jump a distance greater than your remaining movement, you can't move again during that turn, and you must make a DC 10 Dexterity (Acrobatics) check to land on your feet. On a failed check you fall prone.

Knocked Down

Being reduced to 0 HP places you in a "Knocked Down" state, which is mechanically identical to the "unconscious" state. However it has the following changes:

  • You have a maximum crawl speed of 5 ft., allowing you to crawl one square at a time. This can still invoke an Attack of Opportunity.
  • You can speak, albeit falteringly on your turn.
  • You cannot take an action, bonus action, item interaction, or reaction. Additionally you cannot cast a spell or concentrate on a spell while "knocked down".

Being knocked down in a fight imparts a level of exhaustion after the encounter has ended (does not stack for multiple drops in the same encounter).

Long Rest

A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity — at least 1 hour of walking, fighting, casting spells, or similar adventuring activity — the characters must begin the rest again to gain any benefit from it.

At the end of a long rest, a character regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them. For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest. Additionally, a creature can expend one or more hit dice available to regain hit points as with a short rest.

A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.

Mounted Combat

A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.

  • You and the mount occupy the same space
  • While mounted, you have the same speed as your mount.
  • You can use your bonus action to cause your mount to make a single attack with a natural weapon possessed by the mount or to take the dash action.
  • If you are reduced to 0 hit points, or dismount the mount, the mount acts normally for it's temperament.

Racial Ability Scores

Racial ability scores make sense for races as a whole, but they don't have to carry to the individual.

When creating a character, a player can choose to assign the ability scores as they wish rather than needing to use the default ability score increases. The bonuses cannot be combined to reach a +3 and +4 bonus, but can be otherwise assigned as desired.

Stealth

Make a Stealth check to conceal yourself from enemies, slink past guards, slip away without being noticed, and sneak up on people without being seen or heard. This skill is used against another creature's passive Perception check or against a DC set by the DM

Stealth: The check can be made at any point during a creatures turn, however this check will be modified if the creature moves more than a certain amount as detailed below.

  • Opposed Check: Stealth vs. passive Perception. If multiple enemies are present, your Stealth check is opposed by each enemy's passive Perception check. If you move more than half your movement in a single round you must make another Stealth check. If you move your full movement you must make the Stealth check with disadvantage.

  • Becoming Hidden: You can make a Stealth check against an enemy only if you have full cover or total concealment against the enemy or if you're outside the enemy's line of sight, unless a specific feature grants you the ability to hide under different circumstances. Outside combat, the DM can allow you to make a Stealth check against a distracted enemy, even if you don't have full cover or total concealment and aren't outside the enemy's line of sight. The distracted enemy might be focused on something in a different direction, allowing you to sneak up.

  • Remaining Hidden: You remain hidden as long as you meet these requirements.

    • Keep out of Sight: If you no longer have any cover or concealment against an enemy, you don't remain hidden from that enemy. You don't need full cover, total concealment, or to stay outside line of sight, but you do need some degree of cover or concealment to remain hidden. You can't use another creature as cover to remain hidden unless a specific feature allows you to do so.
    • Keep Quiet: If you speak louder than a whisper or otherwise draw attention to yourself, you don't remain hidden from any enemy that can hear you.
    • Keep Still: If you move more than half your movement in a round you must make another Stealth check. If you move your full movement you must make the Stealth check with disadvantage. If any enemy's passive Perception check beats your check result, you don't remain hidden from that enemy. You can use the Dash action to double the distance you can move before needing to make a Stealth check.
    • Don't Attack: If you attack, you don't remain hidden, unless a specific feature allows you to do so.
  • Not Remaining Hidden: If you take an action that causes you not to remain hidden, you retain the benefits of being hidden until you resolve the action. You can't become hidden again as part of that same action.

  • Enemy Activity: An enemy can try to find you on its turn. If an enemy makes an active Perception check and beats your Stealth check result (don't make a new check), you don't remain hidden from that enemy. Also, if an enemy tries to enter your space, you don't remain hidden from that enemy.

  • Invisible: If you are invisible creatures have disadvantage to their Perception check to locate you (passive and active).

Suffocating

If a creature is suffocating, they must make a Constitution saving throw at the beginning of each round or drop to 0 HP and begin making death saving throws.

The DC for the Constitution saving throw equals 10 on the first round, and increases by 1 each round that the creature is unable to breath.

Thrown Weapon

When you take the Attack action or make an attack as a Bonus Action, you can draw a weapon with the thrown property as part of the attack.

Weapons with the thrown property count as ranged weapons for the purposes of features such as the Sharpshooter feat and the Archery Fighting Style

Homebrew Equipment

Items, Armor, and Weapons

Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
     Armored Robe 15 gp 11 + Dex modifier Str 11 5 lb.
Simple Weapons
Weapon Cost Damage Weight Properties
Simple Melee Weapons
    Caestus 2 gp 1d4 bludgeoning or piercing 1 lb. Special
    Dagger 2 gp 1d4 piercing 1 lb. Finesse, Special, Thrown (20/60)
    Sap 2 sp 1d4 bludgeoning 1 lb. Finesse, Light
    Sickle 1 gp 1d4 slashing 2 lb. Finesse, Special
Martial Weapons
Weapon Cost Damage Weight Properties
Martial Melee Weapons
    Flail 10 gp 2d4 bludgeoning 2 lb. ---
    Halberd 20 gp 1d10 slashing or piercing 6 lb. Heavy, Polearm, Reach, Two-Handed
    Lance 10 gp 1d12 piercing 6 lb. Reach, Special
    Lucerne 20 gp 1d10 bludgeoning or piercing 6 lb. Heavy, Polearm, Reach, Two-Handed
    Morningstar 15 gp 2d4 piercing 4 lb. ---
    Pike 5 gp 1d10 piercing 18 lb. Heavy, Special, Two-Handed
    Trident 5 gp 1d8 piercing 4 lb. Polearm, Thrown (20/60)
    War pick 5 gp 1d8 piercing 2 lb. Versatile (1d10)
Martial Ranged Weapons
    Reinforced Hand Crossbow 150 gp 1d8 piercing 5 lb. Ammunition (30/120), Light, Loading, Reinforced
    Reinforced Light Crossbow 50 gp 1d10 piercing 7 lb. Ammunition (80/320), Loading, Two-Handed, Reinforced
    Reinforced Heavy Crossbow 150 gp 1d12 piercing 25 lb. Ammunition (100/400), Heavy, Loading, Two-Handed, Reinforced
Adventuring Gear
Item Cost Weight
    Clothes, cold weather 10 gp 5 lb.
    Smoke pellet 15 gp ---
    Spear Thrower 2 gp 1 lb.

Special Properties

Many weapons and armor have special properties related to their use, listed below are those properties as found in the Homebrew Equipment table.

Armored Robe: If you have proficiency in light armor, you are proficient with armored robes. Additionally, the following classes gain proficiency in the Armored Robe; Sorcerer and Wizard.

Caestus: This weapon cannot be disarmed or dropped by an unwilling creature and is exceptionally light, as such it can be dual wielded with a weapon that lacks the Light property and does not have the Heavy or Two-Handed property.

Dagger: This weapon is exceptionally light, as such it can be dual wielded with a weapon that lacks the Light property and does not have the Heavy or Two-Handed property.

Lance: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. Additionally, the Lance cannot be duel wielded due to its unwieldy nature, even when mounted.

Pike: This weapon has a reach of 15 ft. Attacks made with this weapon against creatures within 10 ft. are made with disadvantage, and this weapon cannot be used to attack creatures within 5 ft.

Polearm: This weapon counts as a polearm for the purposes of features such as the Polearm Master feature.

Reinforced: Weapons with this property have been reinforced with rods and bands of mithril and adamantine, requiring a Strength score of 14 to use.

Sickle: This weapon is exceptionally light, as such it can be dual wielded with a weapon that lacks the Light property and does not have the Heavy or Two-Handed property.

Adventuring Gear

  • Basic poison does not require a Constitution saving throw to deal the damage. If the entire dose of the poison is ingested (as a poisoned meal/drink for example) the creature must make a DC 10 constitution saving throw or take 4d4 poison damage, or half as much on a successful save.

  • A creature restrained by manacles cannot perform the somatic component for spell casting.

  • As an action you can throw a smoke pellet at a point within 30 feet of you. The smoke pellet detonates, creating a 10-foot cube filled with smoke. This area is heavily obscured for 1 minute, or until a wind of light or greater speed (at least 1 miles per hour) disperses it..

  • A spear thrower is a device that can be used to extend the normal and long ranges of a spear or javelin. When used in a spear thrower a spear or javelin gains the loading and two-handed property and doubles their normal and long range values.

Variant: Silver Standard

An optional currency standard I may elect to use is the Silver Standard. This standard is meant to make gold feel more valuable as a reward. To calculate this standard I have modified the exchange rates as follows:

Original vs. Homebrew Exchange Rate
Coin Copper Value
Copper 1
Silver 10
Gold 100
Platinum 1,000
Coin Copper Value
Copper 1
Silver 100
Gold 10,000
Platinum 1,000,000

Additionally, currency is broken up into 2 different forms; coins and bars. Coins are valued as listed above while bars are equal to 10 coins. So a copper bar is worth 10 copper coins, a silver bar is worth 10 silver coins, and a gold bar is worth 10 gold coins.

The price of general goods, rewards, services, hirelings, and loot will be pre-converted to the silver standard, and the prices listed in the Player's Handbook have been modified to the tables on the following pages.

Silver Standard

.

Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
   Padded 5 sp 11 + Dex Modifier Disadvantage 8 lb.
   Leather 10 sp 11 + Dex Modifier 10 lb.
   Armored Robe 15 sp 11 + Dex modifier Str 11 8 lb.
   Studded Leather 45 sp 12 + Dex Modifier 13 lb.
Medium Armor
   Hide 10 sp 12 + Dex Modifier (max 2) 12 lb.
   Chain shirt 50 sp 13 + Dex Modifier (max 2) 20 lb.
   Scale mail 50 sp 14 + Dex Modifier (max 2) 45 lb.
   Breastplate 400 sp 14 + Dex Modifier (max 2) 20 lb.
   Half plate 750 sp 15 + Dex Modifier (max 2) 40 lb.
Heavy Armor
   Ring mail 30 sp 14 Disadvantage 40 lb.
   Chain mail 75 sp 16 Str 13 Disadvantage 55 lb.
   Splint 200 sp 17 Str 15 Disadvantage 60 lb.
   Plate 1,500 sp 18 Str 15 Disadvantage 65 lb.
Shield
   Shield 10 sp +2 6 lb.

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 100 sp. 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.

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 can be 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 gold 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. On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods —bars of iron, bags of salt, livestock, and so on— retain their full value in the market and can be used as currency.

Silver Standard Cont.

Melee Weapons
Armor Cost Damage Weight Properties
Simple Melee Weapons
   Club 10 cp 1d4 bludgeoning 2 lb. Light
   Caestus 2 sp 1d4 bludg. or piercing 1 lb. Special
   Sap 20 cp 1d4 bludgeoning 1 lb. Finesse, Light
   Dagger 2 sp 1d4 piercing 1 lb. Finesse, Light, Thrown (range 20/60)
   Greatclub 20 cp 1d8 bludgeoning 10 lb. Two-handed
   Handaxe 5 sp 1d6 slashing 2 lb. Light, Thrown (range (20/60)
   Javelin 50 cp 1d6 piercing 2 lb. Thrown (range 30/120)
   Light Hammer 2 sp 1d4 bludgeoning 2 lb. Light, Thrown (range 20/60)
   Mace 5 sp 1d6 bludgeoning 4 lb. --
   Quarterstaff 20 cp 1d6 bludgeoning 4 lb. Versatile (1d8)
   Sickle 1 sp 1d4 slashing 2 lb. Light
   Spear 1 sp 1d6 piercing 3 lb. Polearm, Thrown (range 20/60), Versatile (1d8)
Martial Melee Weapons
   Battleaxe 10 sp 1d8 slashing 4 lb. Versatile (1d10)
   Flail 10 sp 2d4 bludgeoning 2 lb. --
   Glaive 20 sp 1d10 slashing 6 lb. Heavy, Polearm, Reach, Two-handed
   Greataxe 30 sp 1d12 slashing 7 lb. Heavy, Two-handed
   Greatsword 50 sp 2d6 slashing 6 lb. Heavy, Two-handed
   Halberd 20 sp 1d10 piercing or slashing 6 lb. Heavy, Polearm, Reach, Two-handed
   Lance 10 sp 1d12 piercing 6 lb. Reach, Special
   Longsword 15 sp 1d8 slashing 3 lb. Versatile (1d10)
   Lucerne 15 sp 1d10 bludg. or piercing 6 lb. Heavy, Polearm, Reach, Two-handed
   Maul 10 sp 2d6 bludgeoning 10 lb. Heavy, Two-handed
   Morningstar 15 sp 2d4 piercing 4 lb. --
   Pike 5 sp 1d10 piercing 18 lb. Heavy, Special, Two-handed
   Rapier 25 sp 1d8 piercing 2 lb. Finesse
   Scimitar 25 sp 1d6 slashing 3 lb. Finesse, light
   Shortsword 10 sp 1d6 piercing 2 lb. Finesse, light
   Trident 5 sp 1d8 piercing 4 lb. Polearm, Special, Thrown (20/60), Versatile (1d10)
   Warpick 5 sp 1d8 piercing 2 lb. Versatile (1d10)
   Warhammer 15 sp 1d8 bludgeoning 2 lb. Versatile (1d10)
   Whip 2 sp 1d4 slashing 3 lb. Finesse, Reach

Silver Standard Cont.

Ranged Weapons
Armor Cost Damage Weight Properties
Simple Ranged Weapons
   Crossbow, light 25 sp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
   Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
   Shortbow 25 sp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
   Sling 10 cp 1d4 bludgeoning -- Ammunition (range 30/120)
Martial Ranged Weapons
   Blowgun 10 sp 1 piercing -- Ammunition (range 25/100), loading
   Crossbow, hand 75 sp 1d6 piercing 3 lb. Ammunition (30/120), light, loading
   Crossbow, heavy 50 sp 1d10 piercing 25 lb. Ammunition (100/400), heavy, loading, two-Handed
   Crossbow, reinforced-hand 150 sp 1d8 piercing 5 lb. Ammunition (30/120), light, loading, reinforced
   Crossbow, reinforced-light 50 sp 1d10 piercing 7 lb. Ammunition (80/320), loading, two-Handed, reinforced
   Crossbow, reinforced-heavy 150 sp 1d12 piercing 25 lb. Ammunition (100/400), Heavy, loading, two-Handed, reinforced
   Longbow 50 sp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
   Net 1 sp -- 3 lb. Special, thrown (5/15)
Food, Drink, Lodging, and Services
Item Cost
Ale
  Gallon 20 cp
  Mug 4 cp
Banquet (per person) 10 sp
Bread, loaf 2 cp
Cheese, hunk 10 cp
Meat, chunk 30 cp
Wine
  Common (pitcher) 20 cp
  Fine (bottle) 10 sp

  

  

Service Cost
Coach cab
  Between towns 3 cp per mile
  Within a city 1 cp
Hireling
  Skilled 2 sp per day
  Unskilled 20 cp per day
Messenger 2 cp per mile
Road or gate toll 1 cp
Ship's passage 10 cp per mile
Adventuring Gear
Item Cost Weight
Abacus 2 sp 2 lb.
Acid (vial) 25 sp 1 lb.
Alchemist's fire (flask) 50 sp 1 lb.
Ammunition
     Arrows (20) 1 sp 1 lb.
     Blowgun needles (50) 1 sp 1 lb.
     Crossbow bolts (20) 1 sp 1 1/2 lb.
     Sling bullets (20) 4 cp 1 1/2 lb.
Antitoxin (vial) 50 sp --
Arcane focus
     Crystal 10 sp 1 lb.
     Orb 20 sp 3 lb.
     Rod 10 sp 2 lb.
     Staff 5 sp 4 lb.
     Wand 10 sp 1 lb.
Backpack 2 sp 5 lb.
Ball bearings (bag of 1,000) 1 sp 2 lb.
Barrel 2 sp 70 lb.
Basket 40 cp 2 lb.
Bedroll 1 sp 7 lb.
Bell 1 sp --
Blanket 50 cp 3 lb.
Block and tackle 1 sp 5 lb.
Book 25 sp 5 lb.
Bottle, glass 2 sp 2 lb.
Bucket 5 cp 3 lb.
Caltrops (bag of 20) 1 sp 2 lb.
Candle 1 cp --
Case, crossbow bolt 1 sp 1 lb.
Case, map or scroll 1 sp 1 lb.
Chain (10 feet) 5 sp 10 lb.
Chalk (1 piece) 1 cp --
Chest 5 sp 25 lb.
Climber's kit 25 sp 12 lb.
Clothes, cold-weather 10 sp 5 lb.
Clothes, common 50 cp 3 lb.
Clothes, costume 5 sp 4 lb.
Clothes, fine 15 sp 6 lb.
Clothes, traveler's 2 sp 4 lb.

  

  

Item Cost Weight
Component pouch 25 sp 2 lb.
Crowbar 2 sp 5 lb.
Druidic focus
     Sprig of mistletoe 1 sp --
     Totem 1 sp --
     Wooden staff 5 sp 4 lb.
     Yew wand 10 sp 1 lb.
Fishing tackle 1 sp 4 lb.
Flask or tankard 2 cp 1 lb.
Grappling hook 2 sp 4 lb.
Hammer 1 sp 3 lb.
Hammer, sledge 2 sp 10 lb.
Healer's kit 5 sp 3 lb.
Holy symbol
     Amulet 5 sp 1 lb.
     Emblem 5 sp --
     Reliquary 5 sp 2 lb.
Holy water (flask) 25 sp 1 lb.
Hourglass 25 sp 1 lb.
Hunting trap 5 sp 25 lb.
Ink (1 ounce bottle) 10 sp --
Ink pen 2 cp --
Jug or pitcher 2 cp 4 lb.
Ladder (10-foot) 10 cp 25 lb.
Lamp 50 cp 1 lb.
Lantern, bullseye 10 sp 2 lb.
Lantern, hooded 5 sp 2 lb.
Lock 10 sp 1 lb.
Magnifying glass 100 sp --
Manacles 2 sp 6 lb.
Mess kit 20 cp 1 lb.
Mirror, steel 5 sp 1/2 lb.
Oil (flask) 10 cp 1 lb.
Paper (one sheet) 20 cp --
Parchment (one sheet) 10 cp --
Perfume (vial) 5 sp --
Pick, miner's 2 sp 10 lb.
Piton 5 cp 1/4 lb.
Poison, basic (vial) 100 sp --
Adventuring Gear Cont.
Item Cost Weight
Pole (10-foot) 5 cp 7 lb.
Pot, iron 2 sp 10 lb.
Potion of healing 50 sp 1/2 lb.
Pouch 50 cp 1 lb.
Quiver 1 sp 1 lb.
Ram, portable 5 sp 35 lb.
Rations (1 day) 50 cp 2 lb.
Robes 1 sp 4 lb.
Rope, hempen (50 feet) 1 sp 10 lb.
Rope, silk (50 feet) 10 sp 5 lb.
Sack 1 cp 1/2 lb.
Scale, merchant's 5 sp 3 lb.
Sealing wax 50 cp --

  

  

Item Cost Weight
Shovel 2 sp 5 lb.
Signal whistle 5 cp --
Signet ring 5 sp --
Soap 2 cp --
Spellbook 50 sp 3 lb.
Spikes, iron (10) 1 sp 5 lb.
Spyglass 10 gp 1 lb.
Tent, two-person 2 sp 20 lb.
Tinderbox 50 cp 1 lb.
Torch 1 cp 1 lb.
Vial 1 sp --
Waterskin 20 cp 5 lb. (full)
Whetstone 1 cp 1 lb.
Equipment Packs, Trade Goods, and Lifestyles
Item Cost
1 lb. of wheat 1 cp
1 lb. of flour or one chicken 2 cp
1 lb. of salt 5 cp
1 lb. of iron or 1 sq. yd. of canvas 10 cp
1 lb. of copper or 1 sq. yd. of cotton cloth 50 cp
1 lb. of ginger or one goat 1 sp
1 lb. of cinnamon or pepper, or one sheep 2 sp
1 lb. of cloves or one pig 3 sp
1 sq. yd. of linen 5 sp
1 sq. yd. of silk or one cow 10 sp
1 lb. of saffron or one ox 15 sp
1 lb. of silver 50 sp
1 lb. of gold 50 gp
1 lb. of platinum 50 pp

  

  

Item Cost
Burglars Pack 16 sp
Diplomat's Pack 39 sp
Dungeoneer's Pack 12 sp
Entertainer's Pack 40 sp
Explorer's Pack 10 sp
Priest's Pack 19 sp
Scholar's Pack 40 sp
Lifestyles
Wretched 0 cp
Squalid 10 cp
Poor 20 cp
Modest 1 sp
Comfortable 2 sp
Wealth 4 sp
Aristocratic 10 sp
Mounts and Vehicles
Item
Tack, Harness, and Drawn Vehicles Cost Weight
Barding x4 x2
Bit and bridle 2 sp 1 lb.
Carriage 1 gp 600 lb.
Cart 15 sp 200 lb.
Chariot 250 sp 100 lb.
Feed (per day) 5 cp 10 lb.
Saddle (exotic) 60 sp 40 lb.
Saddle (military) 20 sp 30 lb.
Saddle (pack) 5 sp 15 lb.
Saddle (riding) 10 sp 25 lb.
Saddlebags 4 sp 8 lb.
Sled 20 sp 300 lb.
Stabling 50 cp --
Wagon 35 sp 400 lb.
Waterborne Vehicles Cost Speed
Galley 300 gp 4 mph
Keelboat 30 gp 1 mph
Longship 100 gp 3 mph
Rowboat 50 sp 1.5 mph
Sailing Ship 100 gp 2 mph
Warship 250 gp 2.5 mph

  

  

Item
Mounts and Other Animals Cost Speed Carrying Capacity
Camel 50 sp 50 ft. 480 lb.
Donkey or mule 8 sp 40 ft. 420 lb.
Elephant 200 sp 40 ft. 1,320 lb.
Horse, draft 50 sp 40 ft. 540 lb.
Horse, riding 75 sp 60 ft. 480 lb.
Mastiff 25 sp 40 ft. 195 lb.
Pony 30 sp 40 ft. 225 lb.
Warhorse 400 sp 60 ft. 540 lb.
Tools
Item Cost Weight
Artisan's tools
  Alchemist's supplies 50 sp 8 lb.
  Brewer's supplies 20 sp 9 lb.
  Calligrapher's supplies 10 sp 5 lb.
  Carpenter's tools 8 sp 6 lb.
  Cartographer's tools 15 sp 6 lb.
  Cobbler's tools 5 sp 5 lb.
  Cook's utensils 1 sp 8 lb.
  Glassblower's tools 30 sp 5 lb.
  Jeweler's tools 25 sp 2 lb.
  Leatherworker's tools 5 sp 5 lb.
  Mason's tools 10 sp 8 lb.
  Painter's supplies 10 sp 5 lb.
  Potter's tools 10 sp 3 lb.
  Smith's tools 20 sp 8 lb.
  Tinker's tools 50 sp 10 lb.
  Weaver's tools 1 sp 5 lb.
  Woodcarver's tools 1 sp 5 lb.
Disguise kit 25 sp 3 lb.
Forgery kit 15 sp 5 lb.

  

  

Item Cost Weight
Gaming set
  Dice set 10 cp --
  Dragonchess set 1 sp 1/2 lb.
  Playing card set 50 cp --
  Three-Dragon Ante set 1 sp --
Herbalism kit 5 sp 3 lb.
Musical instrument
  Bagpipes 30 sp 6 lb.
  Drum 6 sp 3 lb.
  Dulcimer 25 sp 10 lb.
  Flute 2 sp 1 lb.
  Lute 35 sp 2 lb.
  Lyre 30 sp 2 lb.
  Horn 3 sp 2 lb.
  Pan flute 12 sp 2 lb.
  Shawm 2 sp 1 lb.
  Viol 30 sp 1 lb.
Navigator's tools 25 sp 2 lb.
Poisoner's kit 50 sp 2 lb.
Thieves' tools 25 sp 1 lb.
 

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