Donations
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 their 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.
Spellcasting Services
Spellcasting Services
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 below for a list of commonly performed spells and associated prices.
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 |
Enchanting Gear
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.
Ordering Crafted Items
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.
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 |
NPC Services
NPC Services
Ordering Crafted Items | Enchanting Gear | Spellcasting | Donations | Pets | Eggs
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. For more permanent servants see followers .
Smithies
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.
See ordering crafted items for prices.
Magic Item Suppliers
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.
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.
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 potion of healing (50 gp)
- Greater potion of healing (150 gp)
- Superior potion of healing (550 gp)
- Spell scroll (cantrip) (10 gp)
Lifestyle Expenses
Lifestyle Expenses
Living costs money, and when not out delving dungeons or exploring adventurers still need to eat, drink, and sleep to stay alive. A hot meal can be a glorious sight compared to the endless trail rations, and a room with a warm bed is a welcome respite compared to the unknown dangers on the trail.
While all food and lodging provides the same mechanical benefits of rest and sustenance, a bowl of gruel and a roasted pheasant have quite different costs and are usually enjoyed by different social circles. Every cultural situation is different but there are three general categories of lifestyle: poor, moderate, and rich.
Poor. A poor lifestyle is usually the most common one, and the poor social circle is typically filled with folks barely making it day by day, as well as people willing to stab or smuggle their way towards better things. Dining and lodging in poor social circles is useful when seeking out underworld contacts, fences, and assassins. A poor lifestyle inflicts a -1 Prestige penalty (to a minimum of 0).
Moderate. A moderate lifestyle is most often enjoyed by craftsmen, tradesmen, merchants, and those working for a living but otherwise managing to live comfortably. Dining and lodging in moderate social circles is useful when seeking out professionals in legitimate services, guild members, and specialists.
Rich. A rich lifestyle is rarely achieved and most often inherited, and the luxuries it entails are enjoyed by the extremely lucky or the ruthlessly cunning. Dining and lodging in rich social circles is useful when seeking out nobility, heads of state, royalty, or any leader or high-ranking member of a major organization. A rich lifestyle grants a +1 Prestige bonus.
Table: Lifestyles
Lifestyle |
Meal Cost |
Example Meal |
Lodging Cost |
Daily Living Expenses |
Prestige |
Poor |
5 cp |
Mug of ale, hunk of bread, bowl of vegetable stew, and a small hunk of cheese. |
1 sp |
2 sp |
-1 |
Moderate |
4 sp |
Mug of ale, turkey leg, cheese wedge, and an apple. |
6 sp |
1 gp, 5 sp |
+0 |
Rich |
1 gp |
Roast pheasant, glass of wine, pork sausage links, and a fruit tartlet. |
3 gp |
5 gp |
+1 |
Trade Goods
Trade Goods
You can’t eat money, and all wealth is eventually measured in commodities, luxuries, and trade goods. Local shortages, surpluses, trade embargoes, and treaties may shift values, but the following trade goods table shows the value of many commonly exchanged goods.
Table: Trade Goods
Cost |
Goods |
1 cp |
1 lb. of wheat |
2 cp |
1 lb. of flour or one chicken |
5 cp |
1 lb. of salt |
1 sp |
1 lb. of iron |
1 sp |
1 square yard of canvas |
5 sp |
1 lb. of copper of 1 square yard of cotton cloth |
1 gp |
1 lb. of ginger or one goat |
2 gp |
1 lb. of cinnamon or pepper, or one sheep |
3 gp |
1 lb. of cloves or one pig |
5 gp |
1 lb. of silver or 1 square yard of linen |
10 gp |
1 square yard of silk or one cow |
15 gp |
1 lb. of saffron or one ox |
50 gp |
1 lb. of gold |
500 gp |
1 lb. of platinum |
100 gp |
1 lb. of cold iron |
1,000 gp |
1 lb. of adamantine |
1 gp |
1 lb. of bronze |
2 sp |
1 square yard of leather |
750 gp |
1 lb. of mithral |
50 gp |
1 gram of diamond dust |
Vehicles
Vehicles
From chariot races to pirate ship attacks to airship journeys, countless adventures take place atop speeding vehicles.
All vehicles have the following properties:
- Terrain: Vehicles fall into three terrain categories: land vehicles, water vehicles, and air vehicles. Vehicles travel in the terrain of their category. Proficiency with a category of vehicles allows a creature to add its proficiency bonus to any checks made regarding that type of vehicle.
- Size and Armor Class: Just like creatures, vehicles have size categories and each has an AC that determines how difficult it is to hit with attacks.
- Hit Points: When a vehicle is reduced to 0 or fewer hit points it is destroyed. In addition, when a vehicle is reduced to 50% of its total hit points, it suffers a malfunction and must roll on Table: Malfunction.
- Speed: Vehicles are listed with their movement speed, as well as their journey speed for traveling long distances.
- Crew: Many vehicles only require a single crewman as a driver, but larger vehicles may require even dozens of people to properly operate. Drivers cannot perform actions using a vehicle unless the minimum crew requirement is met.
- Immunities: As objects, vehicles are immune to poison and psychic damage. They are also immune to the blinded , charmed , confused , deafened , fatigued , frightened , incapacitated , paralyzed , petrified , poisoned , prone , slowed , strife , stunned , and unconscious conditions, as well as any other effect that would result from failing a Wisdom, Intelligence, or Charisma saving throw .
- Havens: A vehicle acts as a haven if it provides accommodation and shelter from the elements. At the Narrator’s discretion, the environment may not be suitable for it to act as a haven.
Unlike creatures, all vehicles have a “front”, in many situations this facing will dictate the way the vehicle moves.
In order to move, all vehicles require a driver. While at the steering (such as the reins of a wagon or the wheel of a ship) a creature can use a bonus action to make the vehicle perform one of the following actions:
- Drive: The vehicle moves half of its movement speed directly forward, then the driver may change the vehicle’s facing by up to 90 degrees (a full turn left or right) before moving up to the remaining movement speed. The vehicle gains momentum.
- Maneuver: The vehicle moves half of its movement speed forward, and the driver may change the vehicle’s facing by up to 90 degrees (a full turn left or right) up to 2 times during this movement. This action cannot be performed while the vehicle has momentum.
- Ahead Full: The vehicle moves one and a half times its movement speed directly forward. The vehicle gains momentum. If the vehicle would roll for a malfunction before it is used to take another action, it rolls twice on that table instead (reroll any duplicate results).
- Brake: The vehicle moves half of its movement speed directly forward, then it loses momentum.
- Stop: The vehicle comes to a complete stop. This action cannot be taken while the vehicle has momentum.
Momentum. At the initiative count of 20, all vehicles with momentum move half their movement speed directly forward. Momentum ends automatically after 1 minute if no actions with a vehicle are taken.
Saving Throws. Unlike most objects, vehicles must make Strength, Dexterity, and Constitution saving throws as if they were creatures against effects that would call for them. All vehicles have a Strength and Constitution score based on their size (see below). A driven vehicle has a Dexterity score equal to its driver’s Dexterity score (a vehicle without a driver has a Dexterity of 0).
Size
The size of a vehicle determines many of a vehicle’sproperties:
Strength, Constitution, and Carrying Capacity. A vehicle’s Strength, Constitution, and carrying capacity are determined by its size.
- Large: A Large vehicle has a Strength and Constitution score of 14 (+2), can carry up to 3 passengers along with the driver, up to 40 Supply, and up to 10 bulky items in addition to 2,000 lbs. of carrying capacity.
- Huge: A Huge vehicle has a Strength and Constitution score of 18 (+4), can carry up to 6 passengers along with the driver, up to 80 Supply, and up to 20 bulky items in addition to 4,000 lbs. of carrying capacity.
- Gargantuan: A Gargantuan vehicle has a Strength and Constitution score of 22 (+6), can carry a number of additional passengers equal to the minimum required crew, up to 800 Supply, and up to 200 bulky items in addition to 40,000 lbs. of carrying capacity.
Collisions. If a vehicle has momentum and enters the space occupied by a creature or another object, a collision occurs. Both the vehicle and whatever it impacts take damage according to the vehicle’s size: Large—4d6 bludgeoning damage, Huge—8d6 bludgeoning damage, Gargantuan— 12d6 bludgeoning damage.
If the object or creature impacted is the same size as the vehicle or larger, the vehicle immediately stops and loses momentum. If the object or creature impacted is smaller than the vehicle, it is shunted into the closest unoccupied space that allows the vehicle to complete its movement unimpeded.
Malfunctions
When a vehicle is reduced to half its total hit points or less, roll 1d6 on Table: Malfunctions to determine what aspect of the vehicle is breaking. Vehicle malfunctions are usually too extreme to repair quickly except by magical means, and remain until the vehicle’s hit points are restored to their maximum.
Special Features
There are any number of fantastical possibilities when it comes to vehicles but the following features are the most common:
Armed. Armed vehicles have one or more weapons in place on board (see Table: Siege Weaponry). A creature can use an action to fire a siege weapon, or use an action to reload it.
Drawn. A drawn vehicle is pulled by one or more beasts of burden and its movement and travel speeds are determined by the animal (or animals) pulling it.
Personal. Personal vehicles are designed for a single occupant and usually have far less space. Vehicles with this property can only ever carry a maximum of one person, and have 1/4th the carrying capacity of a normal vehicle of the same size.
Three-Dimensional. Usually found on airships, a three-dimensional vehicle may also turn up or down when making turns.
Transport. Transport vehicles are designed for cargo and crew, and have twice the carrying capacity and maximum number of passengers as normal for a vehicle of the same size.
Table: Land Vehicles
Vehicle |
Size |
AC |
Hit Points |
Speed |
Crew |
Cost |
Supply |
Weight |
Special |
Carriage |
Large | 15 | 120 | Drawn | 1 | 100 gp | 40 | 1,800 lbs. | Drawn |
Cart | Large | 11 | 30 | Drawn | 1 | 15 gp | 40 | 1,000 lbs. | Drawn |
Chariot | Large | 16 | 50 | Drawn | 1 | 250 gp | 40 | 60 lbs. | Drawn, personal |
Dog sled | Large | 12 | 40 | Drawn | 1 | 20 gp | 40 | 100 lbs. | Drawn, personal |
Wagon | Huge | 12 | 80 | Drawn | 1 | 35 gp | 80 | 1,300 lbs. | Drawn |
Table: Water Vehicles
Vehicle |
Size |
AC |
Hit Points |
Speed |
Crew |
Cost |
Supply |
Special |
Canoe | Large | 12 | 30 | 30 feet / 3 mph | 1 | 25 gp | 40 | Personal |
Galley | Gargantuan | 15 | 500 | 40 feet / 4 mph | 60 | 30,000 gp | 800 | Armed (Ballista x2), transport |
Rowboat | Large | 11 | 50 | 20 feet / 2 mph | 1 | 50 gp | 40 | - |
Sailing ship | Gargantuan | 15 | 300 | 50 feet / 5 mph | 30 | 10,000 gp | 800 | Armed (Ballista x2) |
Warship | Gargantuan | 16 | 600 | 40 feet / 4 mph | 50 | 25,000 gp | 800 | Armed (Cannon x4) |
Table: Air Vehicles
Vehicle |
Size |
AC |
Hit Points |
Speed |
Crew |
Cost |
Supply |
Special |
Cloud galleon | Gargantuan | 14 | 300 | 40 feet / 4 mph | 15 | 40,000 gp | 800 | Transport, Three-Dimensional |
Hot-air balloon | Large | 10 | 40 | 20 feet / 2 mph | 1 | 7,500 gp | 40 | Three-Dimensional |
Sky skiff | Huge | 12 | 60 | 50 feet / 5 mph | 2 | 12,000 gp | 80 | Three-Dimensional |
Wind raider | Gargantuan | 15 | 180 | 50 feet / 5 mph | 5 | 20,000 gp | 800 | Armed (Ballista x2), Three-Dimensional |
Table: Siege Weaponry
Weapon | Cost | Size | AC | Hit Points | Range | Target | Damage |
Ballista | 500 gp | Large | 15 | 50 | 140/480 ft. | One | 3d10 piercing damage |
Cannon | 3,000 gp | Large | 19 | 75 | 600/2,400 ft. | One | 8d10 bludgeoning damage |
Mangonel | 850 gp | Large | 15 | 100 | 200/800 ft.* | One | 5d10 bludgeoning damage |
Trebuchet | 2,500 gp | Huge | 15 | 150 | 300/1,200 ft. * | One | 8d10 bludgeoning damage |
* This siege weapon cannot attack targets within 60 feet.
Table: Malfunctions
D6 | Malfunction |
1 | Movement. Movement has been compromised, such as losing the sails, losing the animal team drawing the vehicle, or destroying an engine. The Drive, Maneuver, and Ahead Full actions cannot be taken until it is repaired. |
2 | Integrity. Some key component holding everything together has been lost and the vehicle immediately loses an additional 25% of its hit point maximum. |
3 | Brakes. The ability to stop has been lost. The Brake and Stop actions cannot be taken until repaired. |
4 | Steering. The driver’s ability to fully control the vehicle has been compromised. The Drive and Maneuver actions cannot be taken until repaired. |
5 | Cargo. Half of any Supply currently carried by the vehicle are destroyed. |
6 | Superficial. The damage looks bad but doesn’t cause any further issues. |
Creating Your Own Vehicles
Submarines, sky chariots drawn by drakes, steam-powered giant spiders—anything can exist in your fantasy world and Narrators shouldn’t feel constrained by the few vehicle options we’ve presented here. Think of these vehicles as simple templates ripe for reimagining and feel free to mix and match features to create something new.
Repairing Vehicles
Repairing damaged or malfunctioning vehicles requires a tool check against the DC listed for the vehicle’s primary material as shown on the Materials table. During a long rest you can make one check, ending any malfunctions it currently has on a success and restoring hit points equal to the result of your check. Alternatively you can hire someone to repair your vehicle for you (which is an automatic success and typically costs 1/5th of the vehicle’s total cost).