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Pets

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.

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

Uncommon Pets

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
 

Rare Pets

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

T-rex                65,000 gp

Unicorn            15,000 gp

     

 

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

Arcane lock

25 gp

50 gp

Wizard

Augury

25 gp

50 gp

Cleric

Awaken

1,000 gp

1,000 gp

Bard, druid

Clone

3,000 gp

1,500 gp

Wizard

Contingency

1,500 gp

1,000 gp

Wizard

Divination

25 gp

200 gp

Cleric

Forbiddance

1,000 gp

2,000 gp

Cleric

Foresight

2,000 gp

Bard, druid, warlock, wizard

Gate

5,000 gp

2,000 gp

Cleric, sorcerer, wizard

Greater restoration

100 gp

1,000 gp

Bard, cleric, druid

Guards and wards

10 gp

1,000 gp

Bard, wizard

Identify

100 gp

200 gp

Bard, wizard

Imprisonment

500 gp+

2,000 gp

Warlock, wizard

Instant summons

1,000 gp

1,000 gp

Wizard

Legend lore

450 gp

1,000 gp

Bard, cleric, wizard

Programmed illusion

25 gp

1,000 gp

Bard, wizard

Raise dead

500 gp

1,000 gp

Bard, cleric, herald

Regenerate

1,000 gp

Bard, cleric, druid

Reincarnate

1,000 gp

1,000 gp

Druid

Remove curse

500 gp

Cleric, herald, warlock, wizard

Resurrection

2,500 gp

1,000 gp

Bard, cleric

Scrying

1,000 gp

1,000 gp

Bard, cleric, druid, warlock, wizard

Seeming

500 gp

Bard, sorcerer, wizard

Sequester

5,000 gp

1,000 gp

Wizard

Speak with dead

300 gp

Bard, cleric

True resurrection

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

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