The Ultimate D&D 5e Price Guide & TTRPG Fantasy Economics (Complete SRD)
Finding accurate pricing information for a 5e campaign can be challenging for both players and Game Masters. Whether your party is stocking up on adventuring gear, buying mounts, negotiating services, or trying to determine the exact value of a magical treasure, having a comprehensive price reference is essential for smooth gameplay.
This complete 5e price guide compiles every official item, service, gear, and vehicle cost from the 5e System Reference Document (SRD) into a single, one-stop reference page for all your fantasy shopping needs. Bookmark this page for quick access during your sessions!
1. 5e Weapons Pricing
Here are the complete costs, damage, and weapon properties for all standard simple and martial weapons in 5e.
Simple Weapons
| Weapon | Cost | Damage | Properties |
|---|---|---|---|
| Simple Melee Weapons | |||
| Club | 1 sp | 1d4 bludgeoning | Light |
| Dagger | 2 gp | 1d4 piercing | Finesse, light, thrown (range 20/60) |
| Greatclub | 2 sp | 1d8 bludgeoning | Two-handed |
| Handaxe | 5 gp | 1d6 slashing | Light, thrown (range 20/60) |
| Javelin | 5 sp | 1d6 piercing | Thrown (range 30/120) |
| Light hammer | 2 gp | 1d4 bludgeoning | Light, thrown (range 20/60) |
| Mace | 5 gp | 1d6 bludgeoning | β |
| Quarterstaff | 2 sp | 1d6 bludgeoning | Versatile (1d8) |
| Sickle | 1 gp | 1d4 slashing | Light |
| Spear | 1 gp | 1d6 piercing | Thrown (range 20/60), versatile (1d8) |
| Simple Ranged Weapons | |||
| Crossbow, light | 25 gp | 1d8 piercing | Ammunition (range 80/320), loading, two-handed |
| Dart | 5 cp | 1d4 piercing | Finesse, thrown (range 20/60) |
| Shortbow | 25 gp | 1d6 piercing | Ammunition (range 80/320), two-handed |
| Sling | 1 sp | 1d4 bludgeoning | Ammunition (range 30/120) |
Martial Weapons
| Weapon | Cost | Damage | Properties |
|---|---|---|---|
| Martial Melee Weapons | |||
| Battleaxe | 10 gp | 1d8 slashing | Versatile (1d10) |
| Flail | 10 gp | 1d8 bludgeoning | β |
| Glaive | 20 gp | 1d10 slashing | Heavy, reach, two-handed |
| Greataxe | 30 gp | 1d12 slashing | Heavy, two-handed |
| Greatsword | 50 gp | 2d6 slashing | Heavy, two-handed |
| Halberd | 20 gp | 1d10 slashing | Heavy, reach, two-handed |
| Lance | 10 gp | 1d12 piercing | Reach, special |
| Longsword | 15 gp | 1d8 slashing | Versatile (1d10) |
| Maul | 10 gp | 2d6 bludgeoning | Heavy, two-handed |
| Morningstar | 15 gp | 1d8 piercing | β |
| Pike | 5 gp | 1d10 piercing | Heavy, reach, two-handed |
| Rapier | 25 gp | 1d8 piercing | Finesse |
| Scimitar | 25 gp | 1d6 slashing | Finesse, light |
| Shortsword | 10 gp | 1d6 piercing | Finesse, light |
| Trident | 5 gp | 1d6 piercing | Thrown (range 20/60), versatile (1d8) |
| War pick | 5 gp | 1d8 piercing | β |
| Warhammer | 15 gp | 1d8 bludgeoning | Versatile (1d10) |
| Whip | 2 gp | 1d4 slashing | Finesse, reach |
| Martial Ranged Weapons | |||
| Blowgun | 10 gp | 1 piercing | Ammunition (range 25/100), loading |
| Crossbow, hand | 75 gp | 1d6 piercing | Ammunition (range 30/120), light, loading |
| Crossbow, heavy | 50 gp | 1d10 piercing | Ammunition (range 100/400), heavy, loading, two-handed |
| Longbow | 50 gp | 1d8 piercing | Ammunition (range 150/600), heavy, two-handed |
| Net | 1 gp | β | Special, thrown (range 5/15) |
2. 5e Armor & Shield Pricing
Staying alive on the frontline requires proper armor. Here is the full breakdown of standard 5e armor categories and shields.
| Armor | Cost | Armor Class (AC) | Strength Requirement | Stealth |
|---|---|---|---|---|
| Light Armor | ||||
| Padded | 5 gp | 11 + Dex modifier | β | Disadvantage |
| Leather | 10 gp | 11 + Dex modifier | β | β |
| Studded leather | 45 gp | 12 + Dex modifier | β | β |
| Medium Armor | ||||
| Hide | 10 gp | 12 + Dex modifier (max 2) | β | β |
| Chain shirt | 50 gp | 13 + Dex modifier (max 2) | β | β |
| Scale mail | 50 gp | 14 + Dex modifier (max 2) | β | Disadvantage |
| Breastplate | 400 gp | 14 + Dex modifier (max 2) | β | β |
| Half plate | 750 gp | 15 + Dex modifier (max 2) | β | Disadvantage |
| Heavy Armor | ||||
| Ring mail | 30 gp | 14 | β | Disadvantage |
| Chain mail | 75 gp | 16 | Str 13 | Disadvantage |
| Splint | 200 gp | 17 | Str 15 | Disadvantage |
| Plate | 1,500 gp | 18 | Str 15 | Disadvantage |
| Shield | ||||
| Shield | 10 gp | +2 AC | β | β |
3. Adventuring Gear & Supplies
From survival kits to light sources, having the right gear in your backpack determines whether your party survives the dungeon crawl.
Containers & Storage
| Item | Cost | Capacity |
|---|---|---|
| Backpack | 2 gp | 1 cubic foot / 30 lbs |
| Barrel | 2 gp | 40 gallons liquid / 4 cubic feet solid |
| Basket | 4 sp | 2 cubic feet / 40 lbs |
| Chest | 5 gp | 12 cubic feet / 300 lbs |
| Pouch | 5 sp | 1/5 cubic foot / 6 lbs |
| Sack | 1 cp | 1 cubic foot / 30 lbs |
Camping & Survival Supplies
| Item | Cost | Details |
|---|---|---|
| Bedroll | 1 gp | Standard sleeping gear |
| Blanket | 5 sp | Warmth in cold wilderness |
| Mess kit | 2 sp | Eating utensils and tin cup |
| Rations (1 day) | 5 sp | Compact dry food (1 day of sustenance) |
| Rope, hempen (50 feet) | 1 gp | Standard climbing rope |
| Rope, silk (50 feet) | 10 gp | Lightweight, high-strength rope |
| Tent, two-person | 2 gp | Basic shelter |
| Tinderbox | 5 sp | Flint, steel, and tinder for firemaking |
| Waterskin | 2 sp | Holds 4 pints of liquid |
Light Sources
| Item | Cost | Duration | Illumination Radius |
|---|---|---|---|
| Candle | 1 cp | 1 hour | 5 ft. dim light |
| Lamp | 5 sp | 6 hours (1 pt. oil) | 15 ft. bright light, 30 ft. dim |
| Lantern, bullseye | 10 gp | 6 hours (1 pt. oil) | 60 ft. cone bright light, 60 ft. dim |
| Lantern, hooded | 5 gp | 6 hours (1 pt. oil) | 30 ft. bright light, 30 ft. dim |
| Oil (flask) | 1 sp | 6 hours | Fuel for lamps and lanterns |
| Torch | 1 cp | 1 hour | 20 ft. bright light, 20 ft. dim |
Tools & Artisan Kits
| Item | Cost | Notes |
|---|---|---|
| Alchemist's supplies | 50 gp | Brewing potions & chemical crafting |
| Brewer's supplies | 20 gp | Fermentation & drinks |
| Disguise kit | 25 gp | Cosmetics, props, & costumes |
| Forgery kit | 15 gp | Inks, seals, & parchment for falsification |
| Healer's kit | 5 gp | 10 uses (stabilizes dying allies) |
| Herbalism kit | 5 gp | Required to craft Potions of Healing |
| Poisoner's kit | 50 gp | Creating and harvesting venoms |
| Smith's tools | 20 gp | Forging weapons and heavy armor |
| Thieves' tools | 25 gp | Lockpicks, file, small mirror, & pliers |
4. Food, Drink & Lodging Prices
Whether stopping at a roadside tavern or staying at an aristocratic estate, here are the lifestyle and sustenance costs for adventurers.
Tavern Food & Drink
| Item | Cost |
|---|---|
| Ale (mug) | 4 cp |
| Ale (gallon) | 2 sp |
| Banquet (per person) | 10 gp |
| Bread (loaf) | 2 cp |
| Cheese (hunk) | 1 sp |
| Meat (chunk) | 3 sp |
| Wine, common (pitcher) | 2 sp |
| Wine, fine (bottle) | 10 gp |
Daily Lodging & Meals by Quality
| Quality | Meals (per day) | Inn Lodging (per day) | Description |
|---|---|---|---|
| Squalid | 3 cp | 7 cp | Shared space on a dirt floor, spoiled food |
| Poor | 6 cp | 1 sp | Wooden floor space, simple gruel/bread |
| Modest | 3 sp | 5 sp | Private room, fresh stew & meat |
| Comfortable | 5 sp | 8 sp | Private bed & room, good quality food |
| Wealthy | 8 sp | 2 gp | Fine suite, multi-course dining |
| Aristocratic | 2 gp | 4 gp | Luxurious palace living, exotic delicacies |
5. Mounts, Vehicles & Transport
Traveling across vast fantasy continents requires reliable beasts of burden and vehicles.
Mounts & Animals
| Animal | Cost | Speed / Capacity Notes |
|---|---|---|
| Camel | 50 gp | Ideal for desert travel |
| Donkey or Mule | 8 gp | Carries heavy loads cheaply |
| Elephant | 200 gp | Huge mount / war beast |
| Horse, draft | 50 gp | Pulls heavy wagons & carts |
| Horse, riding | 75 gp | Standard travel speed mount |
| Horse, warhorse | 400 gp | Trained for armored combat |
| Mastiff | 25 gp | Guard dog or mount for Small creatures |
| Pony | 30 gp | Mount for Small creatures |
Land & Water Vehicles
| Vehicle | Cost | Type |
|---|---|---|
| Carriage | 100 gp | Land vehicle (passenger) |
| Cart | 15 gp | Land vehicle (cargo) |
| Wagon | 35 gp | Land vehicle (heavy cargo) |
| Galley | 30,000 gp | Waterborne (massive crewed vessel) |
| Keelboat | 3,000 gp | Waterborne (river & lake trade) |
| Rowboat | 50 gp | Waterborne (small 2-4 person) |
| Sailing Ship | 10,000 gp | Waterborne (ocean voyages) |
| Warship | 25,000 gp | Waterborne (naval warfare) |
6. Services & Hirelings
When adventurers need specialized work done, they hire professionals. Here are standard daily rates for services.
| Service / Hireling | Cost | Frequency |
|---|---|---|
| Skilled Hireling (Alchemist, Armorer, Blacksmith) | 1β2 gp | Per day |
| Unskilled Hireling (Laborer, Messenger) | 2 sp | Per day |
| Ship Passage | 1 sp β 5 gp | Per mile |
| Road / Gate Toll | 1 cp β 1 sp | Per entry |
Spellcasting Services
Hiring a local spellcaster in a town or temple follows these standard baseline prices (plus extra for consumed material components):
| Spell Level | Base Price |
|---|---|
| Cantrip | 10β50 gp |
| 1st Level | 10β100 gp (+ materials) |
| 2nd Level | 50β250 gp (+ materials) |
| 3rd Level | 150β500 gp (+ materials) |
| 4th Level | 500β1,000 gp (+ materials) |
| 5th Level | 1,000β5,000 gp (+ materials) |
| 6th+ Level | 5,000+ gp (rare / special quest reward) |
7. Magic Item Pricing Guidelines
While magic items are rarely sold in standard shops, these price ranges offer an official baseline for magic item trade and crafting values.
| Magic Item Rarity | Recommended Player Level | Value Range |
|---|---|---|
| Common (e.g., Potion of Healing) | 1st level+ | 50β100 gp |
| Uncommon (e.g., +1 Weapon, Bag of Holding) | 1st level+ | 101β500 gp |
| Rare (e.g., +2 Armor, Flame Tongue) | 5th level+ | 501β5,000 gp |
| Very Rare (e.g., +3 Weapon, Staff of Power) | 11th level+ | 5,001β50,000 gp |
| Legendary (e.g., Vorpal Sword, Holy Avenger) | 17th level+ | 50,001+ gp |
8. Special Materials & Upgrades
Upgrading mundane gear with legendary materials adds flat gold costs to base equipment:
- Adamantine (Weapons & Armor): Adds +500 gp (turns hits on armor into normal hits, weapon hits deal criticals to objects).
- Mithral (Armor): Adds +400 gp (removes Strength requirements & Stealth disadvantage).
- Silvered (Weapons): Adds +100 gp (bypasses non-magical weapon resistance on lycanthropes & devils).
- Cold Iron: Adds +200 gp (effective against fey creatures).
- Dragonhide (Armor): Adds +300 to +1,000 gp (crafted without metal, ideal for Druids).
9. Dynamic Price Modifiers for Game Masters
Prices should never remain static in a living campaign. Game Masters can apply these situational price multipliers based on the setting:
- Remote / Frontier Outposts: +20% to +100% price markup
- Severe Scarcity / Famine: +25% to +300% price markup
- Wartime Conditions: +50% to +200% price markup (weapons & armor)
- Guild Monopolies: +10% to +50% price markup
- Successful Charisma / Persuasion Haggling: -5% to -20% discount
- Bulk Purchases: -10% to -30% discount
Frequently Asked Questions
Q: Can players always find items at these exact prices?
A: These prices represent standard baseline costs in average settlements. Availability varies based on location β small hamlets will not stock plate armor or rare magic scrolls.
Q: How should DMs handle player haggling?
A: Allow Charisma (Persuasion) checks against a DC set by the merchant's disposition. Success can reduce prices by 5% to 20%.
Q: Are magic items freely sold in 5e?
A: Officially, magic items are rare. Buying them usually requires finding specialized brokers, auctions, or completing quests rather than visiting a general store.
Bring Your World to Life!
Accurate pricing keeps your TTRPG economy grounded and rewarding. Whether your party is buying their first riding horse or investing thousands of gold pieces into legendary plate armor, having this comprehensive 5e price guide on hand guarantees seamless shopping sessions.
Take your world-building even further with Fantasy Economics: Beyond Gold Pieces today!