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, rope, and similar goods is of paramount importance, since proper equipment can mean the difference between life and death in a dungeon or the untamed wilds.
This chapter details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the worlds of D&D present.
When you create your character, you receive equipment based on a combination of your class and background.
Alternatively, you can start with a number of gold pieces based on your class and spend them on items from the lists in this chapter.
See the Starting Wealth by Class table to determine how much gold you have to spend.
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 took up the mantle and followed in an ancestor’s adventurous footsteps.
Starting Wealth By Class
|Barbarian||2d4 x 10 gp|
|Bard||5d4 x 10 gp|
|Cleric||5d4 x 10 gp|
|Druid||2d4 x 10 gp|
|Fighter||5d4 x 10 gp|
|Paladin||5d4 x 10 gp|
|Ranger||5d4 x 10 gp|
|Rogue||4d4 x 10 gp|
|Sorcerer||3d4 x 10 gp|
|Warlock||4d4 x 10 gp|
|Wizard||4d4 x 10 gp|
Wealth appears in many forms in a D&D world.
Coins, gemstones, trade goods, art objects, animals, and property can reflect your character’s financial well-being.
Members of the peasantry trade in goods, bartering for what they need and paying taxes in grain and cheese.
Members of the nobility trade either in legal rights, such as the rights to a mine, a port, or farmland, or in gold bars, measuring gold by the pound rather than by the coin.
Only merchants, adventurers, and those offering professional services for hire commonly deal in coins.
Common coins come in several different denominations based on the relative worth of the metal from which they are made.
The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).
With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat.
A skilled (but not exceptional) artisan can earn one gold piece a day.
The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used.
When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don’t usually involve the exchange of individual coins.
Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.
One gold piece is worth ten silver pieces, the most prevalent coin among commoners.
A silver piece buys a laborer’s w ork for a day, a flask of lamp oil, or a night’s rest in a poor inn.
One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.
In addition, unusual coins made of other precious metals sometimes appear in treasure hoards.
The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions.
An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.
A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.
Standard Exchange Rates
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 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 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.