Table of Contents
Equipment
The Marketplace of a large city teems with buyers and sellers of many sorts: dwarf smiths and elf woodcarvers, halfling farmers and gnome jewelers, not to mention humans of every shape, size, and color drawn from a spectrum of nations and cultures. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to wicker baskets and practical swords.
For an adventurer, the availability of armor, weapons, backpacks, rape, and similar goods is of paramount importance since proper equipment can mean the difference between life and death in a dungeon or the unclaimed wilds. This chapter details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the world of Dungeons and Dragons present.
Starting Equipment
When you create your character, you receive equipment based on a combination of your class and background. In this campaign your character will always start with the given set of equipment that your background and class might give you.
You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally look up the mantle and followed in an ancestor’s adventurous footsteps.
In the Campaign we will be using the Equipment option instead of gold. If there is something additional you believe that your character would have then bring that to the DM. Swapping some of the packs or kits is also an option if it makes sense for your character.
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 if you can find buyers and merchants interested in your loot.
Arms, Armor, and Other Equipment. As a 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 is 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 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.
Monster Part Harvesting. Harvesting is the act of salvaging useful parts of a dead creature for personal use and profit. It can be time consuming, dirty, messy, and weigh a lot depending on the creature. But it can also be as lucrative as pillaging a small ruin. See the section under Adventuring for more details.
Armor and Shields
In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense.
For example:
A burly half-orc won’t fit in a halfling’s leather armor, and a gnome would be swallowed up in a cloud giant’s elegant robe.
Using this variant, when adventurers find armor, clothing. and similar items that are made to be worn, they might need to visit an armor smith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll d4 x 10 or determine the increase in cost based on the extent of the alterations required.

Common Material Components Costs
Casting some spells requires objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in “Equipment” in the Player’s Handbook) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.
If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. A spellcaster must have a hand free to access a spell’s material components — or to hold a spellcasting focus — but it can be the same hand that he or she uses to perform somatic components.
The Campaign rule is that the component pouch or arcane focus will only replace components up to a 10gp value. Any exotic material will have to always be purchased or manually collected.

An example of an exotic material would be Dragon Scales, or Umber Hulk blood.
When the spell gives the specific cost, then that is the cost that will be used, otherwise the characters will need to collect the proper components.
Component Cost Table
Component | Cost |
Adamantine, small piece | 500 gp |
Adder’s stomach | 8 gp |
Agate | 10 gp to 1,000 gp |
Alum soaked in vinegar | 5 cp |
Amber, Glass, or Crystal Rod | 20 gp |
Artistic Representation of Caster | 5 gp |
Artistic Representation of Target | 100 gp per hit die |
Ash | 5 cp |
Ashes of Mistletoe and Spruce | 5 sp |
Bell (tiny) | 1 gp |
Bitumen (a drop) | 5 cp |
Black Onyx Stone | 150 gp |
Black Pearl (as crushed powder) | 500 gp |
Black Silk Square | 2 gp |
Brimstone | 1 sp per arrow or bolt |
Bull Hairs | 5 sp |
Butter | 2 sp |
Caterpillar Cocoon | 5 gp |
Chalks and Inks infused with precious gems | 50 gp |
Charcoal, Incense, and Herb mixture | 10 gp |
Chrysolite powder | 50 gp |
Clay | 1 sp |
Clay Model of a Ziggurat | 5 gp |
Clay Pot of Brackish Water | 1 gp |
Clay Pot of Grave Dirt | 4 gp |
Cloak, miniature | 1 gp |
Cloth wad | 2 cp |
Cloth, Tiny white strip | 2 cp |
Club | 5 sp |
Coal | 1 gp |
Colored Sand (red, yellow, and blue) | 10 gp |
Copper Wire | 1 sp per foot |
Cork | 2 cp |
Corn, powdered | 5 cp |
Cricket | 5 cp |
Crystal Bead | 5 sp |
Crystal Hemisphere | 120 gp |
Crystal or Glass Cone | 25 gp |
Crystal Sphere, small | 20 gp |
Crystal Vial of phosphorescent material | 20 gp |
Cured Leather | 1 sp |
Distilled Spirits | 5 cp |
Divinatory Tools | 100 gp |
Dried Carrot | 5 cp |
Engraving of Symbol of the Outer Planes | 500 gp |
Exquisite Chest, 3′ x 2′ x 2′, made of rare materials | 5,000 gp |
Exquisite Chest, tiny replica | 50 gp |
Eyelash in gum Arabic | 5 gp |
Fan, tiny | 5 sp |
Feather | 1 sp |
Feather of hummingbird | 2 gp |
Feather of owl | 5 sp |
Feather, exotic | 3 gp |
Feather, white | 1 sp |
Feldspar | 1 sp |
Firefly | 1 sp |
Fish Tail | 5 cp |
Fleece | 5 cp |
Focus | 1,000 gp |
Food morsel | 1 cp |
Forked Metal Rod | 250 gp |
Forked Twig | 1 sp |
Fur | 3 sp |
Fur of Bat | 2 gp |
Fur of Bloodhound | 1 gp |
Fur, Wrapped in Cloth | 5 sp |
Gauze | 1 sp |
Gem or another ornamental container | 500 gp |
Gem-Encrusted Bowl | 1,000 gp |
Giant Slug Bile | 250 gp |
Gilded Acorn | 200 gp |
Gilded Flower | 300 gp |
Gilded Skull | 300 gp |
Glass Eye | 100 gp |
Glass or Crystal Bead | 1 sp |
Glowworm | 1 gp |
Gold-Inlaid Vial | 400 gp |
Golden Reliquary | 500 gp |
Golden Wire | 2 gp per foot |
Granite | 5 sp |
Grasshopper’s Hind Leg | 1 sp |
Graveyard Dirt (just a pinch) | 3 gp |
Guano | 1 sp per ounce |
Gum Arabic | 5 sp |
Gum Arabic Hemisphere | 1 gp |
Hand Mirror | 15 gp |
Hen’s Heart | 1 gp |
Herbs, Oils, and Incense mixture | 1,000 gp |
Holly Berry | 1 sp |
Honey drop | 1 sp per ounce |
Honeycomb | 1 gp |
Hot Pepper | 1 sp |
Ink | 5 gp |
Ink, Lead-based | 10 gp |
Iron | 2 cp |
Iron Blade | 2 gp |
Iron filings or powder | 2 cp |
Ivory Portal (miniature) | 5 gp |
Ivory Strips | 50 gp |
Jacinth | 1,000 gp |
Jade Circlet | 1,500 gp |
Jewel-Encrusted Dagger | 1,000 gp |
Jeweled Horn | 100 gp |
Kernels of Grain | 2 cp |
Lead, a thin sheet | 6 cp |
Leather Loop | 5 sp |
Leather strap, bound around arm or similar appendage | 5 sp |
Legume Seed | 1 sp |
Licorice Root Shaving | 1 sp |
Lime | 1 sp per pound |
Lockbox of Ornate Stone and Metal | 400 gp |
Lodestone | 10 gp |
Magnifying Glass | 100 gp |
Makeup | 1 gp |
Mandrake Root | 1 gp |
Marked Sticks or Bones | 25 gp |
Mercury | 5 gp per ounce |
Mistletoe | 1 sp |
Mistletoe sprig | 1 sp |
Molasses (a drop) | 1 sp |
Moonseeds | 20 gp |
Oil | 1 sp per ounce |
Oils and Unguents | 1,000 gp |
Ointment for the Eyes | 25 gp |
Opaque Glass | 5 sp |
Pearl | 100 gp |
Petrified Eye of Newt | 15 gp |
Phosphorescent Moss | 1 gp |
Phosphorus | 1 gp |
Pickled Octopus Tentacle | 8 gp |
Pitch, a drop | 5 cp |
Platinum Rings, two | 50 gp each |
Platinum Sword, miniature, with grip and pommel of copper and zinc | 250 gp |
Platinum-Inlaid Vial | 400 gp |
Polished Marble Stone | 5 gp |
Pork Rind or other fat | 2 cp |
Prayer Wheel | 10 gp |
Quartz | 1 sp |
Quill plucked from a sleeping bird | 50 gp |
Quiver, with at least one piece of ammunition | 1 gp |
Red Dragon’s Scale | 200 gp |
Reliquary containing a Sacred Relic | 1,000 gp |
Rhubarb Leaf, powdered | 1 gp |
Rock Chip, white | 1 sp |
Rose petals | 1 sp per ounce |
Ruby Vial | 600 gp |
Sacrificial Offering appropriate to deity | 25 gp |
Salt | 1 sp per ounce |
Sand | 5 cp per pound |
Sapphire | 1,000 gp |
Sesame Seeds | 1 gp per ounce |
Silk Square | 2 gp |
Silver Bar, ornately carved | 100 gp |
Silver Cage, Tiny | 100 gp |
Silver Mirror, small | 5 gp |
Silver Rod | 10 gp |
Silver Spoon, tiny | 5 gp |
Silver Whistle | 5 gp |
Skunk Cabbage Leaves | 1 sp |
Snakeskin glove | 5 gp |
Soil mixture in a small bag | 5 cp |
Spheres of glass, crystal, or mineral | 2 gp |
Sponge | 2 sp |
Statue of the caster, carved from ivory and decorated with gems | 1,500 gp |
Stem of a Thorny Plant | 5 gp |
Sugar | 3 sp per ounce |
Sulfur | 1 sp |
Sumac Leaf | 1 gp |
Sunburst Pendant | 100 gp |
Sunstone | 20 gp |
Sweet Oil, a drop | 1 gp per ounce |
Talcum powder | 5 sp per pound |
Tallow | 3 sp per pound |
Tarts | 15 cp |
Thorns | 1 sp per dozen |
Thread | 1 sp per spool |
Tuft of Fur | 1 sp |
Twig | 5cp |
Twig from a tree that has been struck by lightning | 25 gp |
Umber Hulk Blood | 80 gp |
Undead Eyeball, Encased in Gem | 150 gp |
Vessel to contain a Medium-sized creature | 2,000 gp |
Wire of fine silver | 1 gp per foot |
Wychwood | 5 gp |
Yew Leaf | 1 gp |
Poor Quality of Equipment
When equipment is found either lying in a dusty tomb or off the warm body of a dead bandit, there is also an assumed condition, but there can be variances. If not magical, that sword in the tomb will probably not last long unless store properly, and that leather armor that the bandit wore is most likely ratty. Most of the time, we do not care the actual condition unless it is in a less than good shape.
Armor: When armor is in poor condition, its usability is limited, and will not usually survive the next combat. The armor will start off with a lower AC than it would have if in good shape. That AC will be one or more less than normal. The exact amount will be determined by the DM based off the condition. Any hit on the armor that is a natural 20 causes the armor to have a complete failure. The wearer of that armor still is burdened by the weight and disadvantages, but it no longer provided any defense.
Missiles: Arrows and bolts get shared around regularly, but not all are made equal. The limitations of a poorly made missile is that it only can be fired in the normal range and automatically misses at long range. Missiles also critical miss on a one or two and are in capable of critical hits.
Weapons: Handling a poor weapon against a competent opponent is a recipe for disaster. Any roll of a natural one two, or 20 causes the weapon to break and be useless. On a 20, the critical hit is still valid, but it breaks immediately on impact.
Homebrew Equipment
While the Player’s Handbook is complete in what it makes available, there is always the need for a few other things that would be good to have.
Enchanted Vial
Some creature parts have powerful, yet fleeting, magical energies within them. The motes from elementals for example hold traces of their former essences in them but disperse rapidly upon the destruction of their original form.
An enchanted vial is inlaid with several runes designed to keep any magical resource within from dissipating while the lid is closed and is often the only way of transporting certain parts back to a workshop for crafting.
Items that require an enchanted vial to be harvested are fragile by nature and must be stored inside an enchanted vial quickly to prevent degradation. Any attempt to harvest a material that has an enchanted vial as a requirement must be initiated within one minute of the death of its creature.
This tool can be used a maximum of five times afterwards it disintegrates into powder. At each attempted use, roll a d20 and if a 1 is rolled, the vial is immediately destroyed.
Harvesting Kit
This kit contains everything the average harvester needs to prepare and harvest a carcass for usable parts including a skinning knife, a bone saw, two glass vials, punches of salt, and tweezers. Proficiency with this kit allows you to add your proficiency bonus to nay check made to harvest a creature.
Healing Pill
You regain 1d4 hit points when you swallow this pill. If more than one is swallowed, then all after the first do 1d4 damage instead.
Spirit Paper
Spirit paper is a versatile tool that resembles a square of bleached papyrus. The secrets of its production were only recently discovered, and reverse engineered from secrets brought back from distant necromantic cults. By performing a small ritual with the spirit paper shortly after slaying certain creatures, a copy of that creature’s soul is bound to the spirit paper for later use. These copies are not a true soul and are more akin to an echo. These echoes do retain all the memories from its original body, and a few crafting techniques utilize these echoes to grant an item a low level of sentience or to mimic the abilities of their incorporeal reflections.
Using spirit paper is often the only way to harvest anything useful from creatures with incorporeal forms. Any harvesting attempt made for a creature part that has spirit paper as a requirement is done
using a Wisdom (Religion) check rather than the usual check and is rolled separately for each item. Once a sheet of spirit paper has been used successfully to harvest an item, it cannot be reused, even if the item it contained is released.
Unlike most harvestable materials, materials that require spirit paper to be harvested dissipate very quickly after the death of its creature. Any attempt to harvest a material that has spirit paper as a requirement must be initiated within 1 minute of the death of the creature and takes 10 minutes to successfully complete.
Each Spirit paper can only be used once.
Special Tools Price Table
Item | Cost | Weight |
Enchanted Vial | 3gp | – |
Harvesting Kit | 30gp | 7lbs |
Healing Pill | 10gp | – |
Spirit Paper | 10gp | – |