Expenses and Services
- Lifestyle
- Travel: Pace, Activities, Services, Mounts, Tack, Land Vehicles, Waterborne Vehicles
- Spellcasting Services: Wellness, Healing, Resurrection, Security, Communication, Transportation, Surveillance
- Hirelings
Lifestyle
Lifestyle | Lodging | Meals | Other Expenses | Total |
---|---|---|---|---|
Wretched | – | – | – | – |
Squalid | 7 cp per day | 3 cp per day | – | 1 sp per day |
Poor | 1 sp per day | 6 cp per day | 4 cp per day | 2 sp per day |
Modest | 5 sp per day | 3 sp per day | 2 sp per day | 1 gp per day |
Comfortable | 1 gp per day | 5 sp per day | 5 sp per day | 2 gp per day |
Wealthy | 2 gp per day | 8 sp per day | 12 sp per day | 4 gp per day |
Aristocratic | 4 gp per day | 2 gp per day | 4 gp per day | 10 gp per day |
Travel
Travel: Pace
Characters traveling on foot, on a mount, or aboard a land vehicle move at the same travel pace, choosing between a slow, normal, or fast pace:
Type | Travel Pace | Effect |
---|---|---|
Slow | 200 ft/min, 2 mi/hr, 18 mi/day | Able to use stealth |
Normal | 300 ft/min, 3 mi/hr, 24 mi/day | – |
Fast | 400 ft/min, 4 mi/hr, 30 mi/day | −5 penalty to passive Wisdom (Perception) |
Terrain affects your travel pace:
- Paved road: normal travel pace.
- Unpaved path: reduces your travel pace to three quarters of its normal value.
- Cross-country through normal terrain such as grass, soil, or rock: reduces your travel pace to half of its normal value.
- Cross-country through difficult terrain such as sand, mud, forests, swamps, hills, mountains, ice, or snow: reduces your travel pace to one quarter of its normal value.
Bad weather such as heavy rains, blizzards, or hurricane winds can slow your travel pace even further.
For each additional hour of travel beyond 8 hours, a character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, the character suffers one level of exhaustion
A mounted character can ride at a gallop for up to one hour, covering 8 miles.
Characters traveling in waterborne vehicles travel at the pace of that vehicle. Depending on the vehicle and its crew, it may be possible to travel for 24 hours a day.
Characters traveling using motorized vehicles, magic, or flying mounts travel at a pace that depends on the speed of the motorized vehicle, magical effect, or flying mount:
Speed | Slow Travel Pace | Normal Travel Pace | Fast Travel Pace |
---|---|---|---|
30 ft | 200 ft/min, 2 mi/hr, 16 mi/day | 300 ft/min, 3 mi/hr, 24 mi/day | 400 ft/min, 4 mi/hr, 32 mi/day |
40 ft | 250 ft/min, 2½ mi/hr, 20 mi/day | 400 ft/min, 4 mi/hr, 32 mi/day | 550 ft/min, 5½ mi/hr, 40 mi/day |
50 ft | 350 ft/min, 3½ mi/hr, 28 mi/day | 500 ft/min, 5 mi/hr, 40 mi/day | 650 ft/min, 6½ mi/hr, 52 mi/day |
60 ft | 400 ft/min, 4 mi/hr, 32 mi/day | 600 ft/min, 6 mi/hr, 48 mi/day | 800 ft/min, 8 mi/hr, 64 mi/day |
70 ft | 450 ft/min, 4½ mi/hr, 36 mi/day | 700 ft/min, 7 mi/hr, 56 mi/day | 950 ft/min, 9½ mi/hr, 76 mi/day |
80 ft | 550 ft/min, 5½ mi/hr, 44 mi/day | 800 ft/min, 8 mi/hr, 64 mi/day | 1,100 ft/min, 11 mi/hr, 88 mi/day |
90 ft | 600 ft/min, 6 mi/hr, 48 mi/day | 900 ft/min, 9 mi/hr, 72 mi/day | 1,200 ft/min, 12 mi/hr, 96 mi/day |
100 ft | 650 ft/min, 6½ mi/hr, 52 mi/day | 1,000 ft/min, 10 mi/hr, 80 mi/day | 1,300 ft/min, 13 mi/hr, 104 mi/day |
110 ft | 750 ft/min, 7½ mi/hr, 60 mi/day | 1,100 ft/min, 11 mi/hr, 88 mi/day | 1,500 ft/min, 15 mi/hr, 120 mi/day |
120 ft | 800 ft/min, 8 mi/hr, 64 mi/day | 1,200 ft/min, 12 mi/hr, 96 mi/day | 1,600 ft/min, 16 mi/hr, 128 mi/day |
Travel: Activities
While traveling, characters can perform the following activities:
- Watch for Danger: Contribute your passive Wisdom (Perception) score to the group’s chance of noticing hidden threats.
- Navigate or Track: Navigate the wilderness or follow tracks to avoid getting lost.
- Draw a Map: Chart the group’s progress. Helps the group get back on track if it gets lost.
- Forage: Keep an eye out for ready sources of food and water.
Travel: Services
Travel Service | Cost |
---|---|
Messenger | 2 cp per mile |
Coach cab: within a city | 1 cp |
Coach cab: between towns | 3 cp per mile |
Road or gate toll: pedestrian | 1 cp |
Road or gate toll: rider | 5 cp |
Road or gate toll: cart, chariot, or sled | 2 sp |
Road or gate toll: carriage or wagon | 1 gp |
Ship’s passage: berth deck hammock | 1 sp per mile |
Ship’s passage: lower class dormitory | 5 sp per mile |
Ship’s passage: upper class cabin | 2 gp per mile |
Travel: Mounts
Abbreviations:
- MM: Monster Manual
- Volo: Volo’s Guide to Monsters
Mount | Size | Cost | Feed per Day | Stabling per Day | Source |
---|---|---|---|---|---|
Mule | Medium | 8 gp | 1 cp, 2 lb | 2 sp | MM 333 |
Ox | Large | 15 gp | 5 cp, 10 lb | 5 sp | Volo 207 |
Mastiff | Medium | 25 gp | 1 cp, 2 lb | 2 sp | MM 332 |
Pony | Medium | 30 gp | 1 cp, 2 lb | 2 sp | MM 335 |
Camel | Large | 50 gp | 5 cp, 10 lb | 5 sp | MM 320 |
Draft horse | Large | 50 gp | 5 cp, 10 lb | 5 sp | MM 321 |
Riding horse | Large | 75 gp | 5 cp, 10 lb | 5 sp | MM 336 |
Elephant | Huge | 200 gp | 1 gp, 100 lb | 5 gp | MM 322 |
Warhorse | Large | 400 gp | 5 cp, 10 lb | 5 sp | MM 340 |
Travel: Tack
Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor can be made as barding, but it costs and weighs more. A military saddle gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount.
Tack | Cost | Weight |
---|---|---|
Bit and bridle | 2 gp | 1 lb |
Saddlebags | 4 gp | 8 lb |
Pack saddle | 5 gp | 15 lb |
Riding saddle | 10 gp | 25 lb |
Military saddle | 20 gp | 30 lb |
Exotic saddle | 60 gp | 40 lb |
Barding | ×4 | ×2 |
Travel: Land Vehicles
Land vehicles must be drawn by a mount. Generally, a mount can draw a land vehicle one size larger than itself, and multiple mounts can be used to draw a land vehicle faster.
Land Vehicle | Size | Cost | Weight |
---|---|---|---|
Cart | Large | 15 gp | 200 lb |
Sled | Large | 20 gp | 300 lb |
Wagon | Huge | 35 gp | 400 lb |
Carriage | Huge | 100 gp | 600 lb |
Chariot | Large | 250 gp | 100 lb |
Travel: Waterborne Vehicles
The speed of a waterborne vehicle depends on the speed and direction of the water current. A typical water current speed is about 3 mph. Add the speed of the water current to the vehicle’s speed while taking the directions into account to determine the vehicle’s net speed. If a vehicle is using sails, its listed speed assumes there is a decent breeze and that the vehicle is sailing with the wind; sailing into the wind is much slower.
Waterborne Vehicle | Capacity | Propulsion | Speed | Cost |
---|---|---|---|---|
Canoe | 2 crew, 200 lb cargo | Paddles | 1½ mph | 30 gp |
Rowboat | 2 crew, 2 passengers, 400 lb cargo | Oars | 1½ mph | 50 gp |
Keelboat | 3 crew, 4 passengers, 1,000 lb cargo | Oars or sails | 1 mph | 3,000 gp |
Longship | 40 crew, 100 passengers, 20,000 lb cargo | Oars or sails | 3 mph | 10,000 gp |
Sailing ship | 30 crew, 20 passengers, 200,000 lb cargo | Sails | 2 mph | 10,000 gp |
Warship | 40 crew, 60 passengers, 400,000 lb cargo | Oars or sails | 2½ mph | 25,000 gp |
Galley | 80 crew, 40 passengers, 300,000 lb cargo | Oars or sails | 4 mph | 30,000 gp |
Spellcasting Services
Spellcasters may offer spellcasting services. The cost of spellcasting services in gold pieces is calculated as follows: 10 × (spell level)^2 + 2 × (consumed materials) + (non-consumed materials) / 10.
Spellcasting Services: Wellness
Spell | Spell Slot | Spellcaster | Cost |
---|---|---|---|
Create or destroy water | 1st | 1st-level cleric or druid | 10 gp |
Detect poison and disease | 1st (ritual) | 1st-level cleric or druid; or 2nd-level paladin or ranger | 10 gp |
Goodberry | 1st | 1st-level druid; or 2nd-level ranger | 10 gp |
Lesser restoration | 2nd | 3rd-level bard, cleric, or druid; or 5th-level artificer, paladin, or ranger | 40 gp |
Create food and water | 3rd | 5th-level cleric; or 9th-level artificer or paladin | 90 gp |
Dispel magic | 3rd | 5th-level bard, cleric, druid, sorcerer, warlock, wizard; or 9th-level artificer or paladin | 90 gp |
Remove curse | 3rd | 5th-level cleric, warlock, or wizard; or 9th-level paladin | 90 gp |
Dispel evil and good | 5th | 9th-level cleric; or 17th-level paladin | 250 gp |
Greater restoration | 5th | 9th-level bard, cleric, or druid; or 17th-level artificer or ranger | 450 gp |
(Back to Spellcasting Services)
Spellcasting Services: Healing
Spell | Spell Slot | Spellcaster | Cost |
---|---|---|---|
Cure wounds | 1st | 1st-level artificer, bard, cleric, or druid; or 2nd-level paladin or ranger | 10 gp |
Prayer of healing | 2nd | 3rd-level cleric; or 5th-level paladin | 40 gp |
Mass healing word | 3rd | 5th-level bard, cleric | 90 gp |
Mass cure wounds | 5th | 9th-level bard, cleric, or druid | 250 gp |
Heal | 6th | 11th-level cleric or druid | 360 gp |
Mass heal | 9th | 17th-level cleric | 810 gp |
(Back to Spellcasting Services)
Spellcasting Services: Resurrection
Spell | Spell Slot | Spellcaster | Cost |
---|---|---|---|
Revivify | 3rd | 5th-level cleric or druid; or 9th-level artificer, paladin, or ranger | 690 gp |
Raise dead | 5th | 9th-level bard or cleric; or 17th-level paladin | 1,300 gp |
Reincarnate | 5th | 9th-level druid | 2,300 gp |
Resurrection | 7th | 13th-level bard or cleric | 2,500 gp |
Clone | 8th | 15th-level wizard | 2,800 gp |
True resurrection | 9th | 17th-level cleric or druid | 51,000 gp |
(Back to Spellcasting Services)
Spellcasting Services: Security
Spell | Spell Slot | Spellcaster | Cost |
---|---|---|---|
Alarm | 1st (ritual) | 1st-level artificer or wizard; or 2nd-level ranger | 10 gp |
Arcane lock | 2nd | 3rd-level wizard; or 5th-level artificer | 40 gp |
Continual flame | 2nd | 3rd-level cleric, druid, or wizard; or 9th-level artificer | 40 gp |
Knock | 2nd | 3rd-level bard, sorcerer, or wizard | 40 gp |
Nystul’s magic aura | 2nd | 3rd-level wizard | 40 gp |
Animate dead | 3rd | 5th-level cleric or wizard | 100 gp |
Hallow | 5th | 9th-level cleric | 2,300 gp |
Forbiddance | 6th (ritual) | 11th-level cleric | 460 gp |
Guards and wards | 6th | 11th-level bard or wizard | 360 gp |
(Back to Spellcasting Services)
Spellcasting Services: Communication
Spell | Spell Slot | Spellcaster | Cost |
---|---|---|---|
Message | Cantrip | 1st-level artificer, bard, sorcerer, or wizard | 5 gp |
Detect thoughts | 2nd | 3rd-level bard, sorcerer, or wizard | 40 gp |
Zone of truth | 2nd | 3rd-level bard or cleric; or 5th-level paladin | 40 gp |
Sending | 3rd | 5th-level bard, cleric, or wizard | 90 gp |
Speak with dead | 3rd | 5th-level bard, cleric, or wizard | 90 gp |
Speak with plants | 3rd | 5th-level bard or druid; or 9th-level ranger | 90 gp |
Dream | 5th | 9th-level bard, warlock, or wizard | 260 gp |
(Back to Spellcasting Services)
Spellcasting Services: Transportation
Spell | Spell Slot | Spellcaster | Cost |
---|---|---|---|
Teleportation circle | 5th | 9th-level bard, sorcerer, warlock, or wizard | 350 gp |
Teleportation circle (permanent) | 5th | 9th-level bard, sorcerer, warlock, or wizard | 130,000 gp |
Transport via plants | 6th | 11th-level druid | 360 gp |
Teleport | 7th | 13th-level bard, sorcerer, or wizard | 490 gp |
Plane shift | 7th | 13th-level cleric, druid, sorcerer, warlock, or wizard | 520 gp |
Gate | 9th | 17th-level cleric, sorcerer, warlock, or wizard | 1,300 gp |
(Back to Spellcasting Services)
Spellcasting Services: Surveillance
Spell | Spell Slot | Spellcaster | Cost |
---|---|---|---|
Detect magic | 1st (ritual) | 1st-level artificer, bard, cleric, druid, sorcerer, or wizard; or 2nd-level paladin or ranger | 10 gp |
Identify | 1st (ritual) | 1st-level artificer, bard, or wizard | 20 gp |
Locate animals or plants | 2nd (ritual) | 3rd-level bard or druid; or 9th-level ranger | 40 gp |
Locate object | 2nd | 3rd-level bard, cleric, druid, or wizard; or 9th-level paladin or ranger | 40 gp |
Clairvoyance | 3rd | 5th-level bard, cleric, sorcerer, or wizard | 100 gp |
Locate creature | 4th | 7th-level bard, cleric, druid, or wizard; or 13th-level paladin or ranger | 170 gp |
Divination | 4th (ritual) | 7th-level cleric, druid, or wizard | 210 gp |
Commune | 5th (ritual) | 9th-level cleric | 260 gp |
Commune with nature | 5th (ritual) | 9th-level druid; or 17th-level ranger | 250 gp |
Scrying | 5th | 9th-level bard, cleric, druid, warlock, or wizard | 350 gp |
(Back to Spellcasting Services)
Hirelings
Some hirelings might require a minimum of several days or even weeks of pay for a given job, and might ask for some or all of their pay up front. Furthermore, danger implies higher pay: if there is a possibility of combat or similar hazard, hirelings generally require double pay, and hirelings outright refuse to go on suicide missions.
Abbreviations:
- MM: Monster Manual
- Volo: Volo’s Guide to Monsters
Hireling | Cost |
---|---|
Unskilled laborer, costermonger, peddler | 2 sp per day |
Burglar, pickpocket, bandit (MM 343), tribal warrior (MM 350) | 1 gp per day |
Soldier, skilled laborer, student, guard (MM 347) | 2 gp per day |
Artisan, merchant, military officer, acolyte (MM 342), apprentice wizard (Volo 209), thug (MM 350) | 4 gp per day |
Courtier, business owner, scout (MM 349) | 8 gp per day |
Politician, guild leader, noble, bandit captain (MM 344), berserker (MM 344), druid (MM 346), spy (MM 349) | 16 gp per day |
Aristocrat, bard (Volo 211), priest (MM 348), swashbuckler (Volo 217) | 32 gp per day |
Archer (Volo 210), knight (MM 347), martial arts adept (Volo 216), veteran (MM 350) | 48 gp per day |
Gladiator (MM 346), master thief (Volo 216) | 110 gp per day |
Mage (MM 347) | 160 gp per day |
Assassin (MM 343) | 360 gp per day |
Champion (Volo 212), war priest (Volo 218) | 600 gp per day |
Archdruid (Volo 210) | 1,200 gp per day |
Archmage (MM 342), warlord (Volo 220) | 1,800 gp per day |