dnd:economics
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Table of Contents
Economics in D&D
Travel expenses
See also travel
Inns and taverns pop up along the road, with
- meals costing d20 copper pieces
- lodging costing d20 silver pieces.
Ship Leases
Chartering a ship can cost between 10 and 50 gp. DM could roll:
- d6 x10 gp to account for “markup”, or
- (d4 + Capt CHA) x10 gp
An NPC (such as Renaer) might hire the party and provide the ship themselves, most likely paying the party for their time
General Store
| Item | Price |
|---|---|
| Abacus | 2 gp |
| Acid (vial) | 25 gp |
| Alchemist’s fire (flask) | 50 gp |
| Amulet | 5 gp |
| Antitoxin (vial) | 50 gp |
| Backpack | 2 gp |
| Bait | 5 cp |
| Barrel | 2 gp |
| Basket | 4 sp |
| Bedroll | 1 gp |
| Bell | 1 gp |
| Blanket | 5 sp |
| Block and tackle | 1 gp |
| Book | 25 gp |
| Bottle, glass | 2 gp |
| Bucket | 5 cp |
| Candle | 1 cp |
| Carpenter's Tools | 15 gp |
| Chain (10 feet) | 5 gp |
| Chalk (1 piece) | 1 cp |
| Chest | 5 gp |
| Clothes, Common | 5 sp |
| Clothes, costume | 5 gp |
| Clothes, Fine | 15 gp |
| Clothes, traveler’s | 2 gp |
| Cobbler's Tools | 25 gp |
| Crowbar | 2 gp |
| Crystal | 10 gp |
| Fishing Tackle | 1 gp |
| Fishnet | 1 gp |
| Flask or tankard | 2 cp |
| Grappling hook | 2 gp |
| Hammer | 1 gp |
| Hammer, sledge | 2 gp |
| Holy water (flask) | 25 gp |
| Hourglass | 25 gp |
| Hunting trap | 5 gp |
| Ink (1 ounce bottle) | 10 gp |
| Ink pen2 | cp |
| Jug or Pitcher | 2 cp |
| Kit, healer’s | 5 gp |
| Kit, herbalism | 5 gp |
| Kit, mess | 2 sp |
| Ladder (10-foot) | 1 sp |
| Lamp | 5 sp |
| Lantern, bullseye | 10 gp |
| Lantern, hooded | 5 gp |
| Leatherworker's Tools | 5 gp |
| Lock | 10 gp |
| Magnifying glass | 100 gp |
| Manacles | 2 gp |
| Mason's Tools | 10 gp |
| Mess Kit | 2 sp |
| Mirror, steel | 5 gp |
| Mirror, Silver | 25 gp |
| Oil (flask) | 1 sp |
| Paper (one sheet) | 2 sp |
| Parchment (one sheet) | 1 sp |
| Perfume (vial) | 5 gp |
| Pick, miner’s | 2 gp |
| Piton | 5 cp |
| Poison, basic (vial) | 100 gp |
| Pole (10-foot) | 5 cp |
| Pot, iron | 2 gp |
| Potion of healing | 50 gp |
| Potter's Tools | 10 gp |
| Pouch | 5 sp |
| Quiver | 1 gp |
| Ram, portable | 4 gp |
| Rations (1 day) | 5 sp |
| Robes | 1 gp |
| Rope, hempen (50 feet) | 1 gp |
| Rope, silk (50 feet) | 10 gp |
| Rowboat | 50 gp |
| Sack | 1 cp |
| Scale, merchant’s | 5 gp |
| Sealing wax | 5 sp |
| Shovel | 2 gp |
| Signal whistle | 5 cp |
| Signet ring | 100 gp |
| Smith's Tools | 20 gp |
| Soap | 2 cp |
| Spear | 1 gp |
| Spellbook | 50 gp |
| Spikes, iron (10) | 1 gp |
| Sprig of mistletoe | 1 gp |
| Spyglass | 500 gp |
| Staff | 5 gp |
| Tent, two-person | 2 gp |
| Tinderbox | 5 sp |
| Torch | 1 cp |
| Totem | 1 gp |
| Vial | 1 gp |
| Waterskin | 2 sp |
| Weaver's Tools | 1 gp |
| Whetstone | 1 cp |
| Woodcarver's Tools | 1 gp |
| Wooden staff | 5 gp |
| Yew wand | 10 gp |
Weapons
| Weapon | Cost | Damage |
|---|---|---|
| Battleaxe | 10 gp | 1d8 |
| Blowgun | 10 gp | 1 |
| Club | 1 sp | 1d4 |
| Crossbow, Hand | 75 gp | 1d6 |
| Crossbow, Light | 25 gp | 1d8 |
| Crossbow, Heavy | 50 gp | 1d10 |
| Dagger | 2 gp | 1d4 |
| Flail | 10 gp | 1d8 |
| Glaive | 20 gp | 1d10 |
| Greataxe | 30 gp | 1d12 |
| Greatclub | 2 sp | 1d8 |
| Greatsword | 50 gp | 2d6 |
| Halberd | 20 gp | 1d10 |
| Handaxe | 5 gp | 1d6 |
| Javelin | 5 sp | 1d6 |
| Lance | 10 gp | 1d12 |
| Light Hammer | 2 sp | 1d4 |
| Longbow | 50 gp | 1d8 |
| Longsword | 15 gp | 1d8 |
| Mace | 5 gp | 1d6 |
| Maul | 10 gp | 2d6 |
| Morningstar | 15 gp | 1d8 |
| Net | 1 gp | (grappled, prone) |
| Pike | 5 gp | 1d10 |
| Quarterstaff | 2 sp | 1d6 |
| Rapier | 25 gp | 1d8 |
| Scimitar | 25 gp | 1d6 |
| Shortsword | 10 gp | 1d6 |
| Sickle | 1 gp | 1d4 |
| Spear | 1 gp | 1d6 |
| Shortbow | 25 gp | 1d6 |
| Sling | 1 sp | 1d4 |
| Trident | 5 gp | 1d6 |
| Warhammer | 15 gp | 1d8 |
| War Pick | 5 gp | 1d8 |
| Whip | 2 gp | 1d4 |
Ammo
| Arrows (20) | 1 gp | |
|---|---|---|
| Blowgun needles (50) | 1 gp | |
| Caltrops (bag of 20) | 1 gp | |
| Crossbow bolts (20) | 1 gp | |
| Dart | 5 cp | 1d4 |
| Sling stones (20) | 4 cp |
NPC Lifestyle
(For Players, refer to PHB pp 157 - 159 and DMG 127.)
NPCs get much better deals because they pay for long term sustainable arrangements and DIY
| Social status | Minimum income/month | Lifestyle/month | Upkeep/month | Taxes/month | Profit/month |
|---|---|---|---|---|---|
| Poor (unskilled worker, peddlers, thieves) | 6 gp | 3 gp | 2 gp | 6 sp | 4 sp |
| Modest (mercenaries, labourers, priests, hedge wizards) | 30 gp | 15 gp | 10 gp | 3 gp | 2 gp |
| Comfortable (merchants, skilled tradespeople, military officers) | 60 gp | 30 gp | 20 gp | 6 gp | 4 gp |
| Wealthy (shrewd businessmen, highly successful merchants, royal cabinet) | 120 gp | 60 gp | 40 gp | 12 gp | 8 gp |
| Aristocrat (politicians, guild leaders, high priests) | 300 gp | 150 gp | 100 gp | 30 gp | 20 gp |
Running A Business
Fixing up Trollskull Manor
see business
250 up front for guild licencing and 1000gp for renovations taking 12 days
Running A Business
(tavern, small inn, general store, busy local specialty)
Every tenday, roll percentile. For OPTIMAL results, run Advertising at 30gp/tenday to add 30 to roll. (WDH p41)
| 20 or less: | Loss of 90 gp. |
| 21-30: | Loss of 60 gp. |
| 31-40: | Loss of 30 gp. |
| 41-60: | Break even |
| 61-80: | Profits = 1d6 × 5 gp. |
| 81-90: | Profits = 2d8 × 5 gp. |
| 91 or more: | Profits = 3d10 × 5 gp. |
Real Estate
| Single story wooden house (~3 rooms) | 1,000gp |
| Two story wooden building (30×40 ft) | 1,500gp |
| Stone building (30×40 ft) | 3,000gp |
| Tower | 10,000gp |
| Mansion | 40,000gp |
| Keep | 75,000gp |
| Palace | 175,000gp |
| Small Castle | 250,000gp |
| Large Castle | 500,000gp |
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