Complete D&D 5e Price Guide: Equipment, Services & Magic Items

Complete D&D 5e Price Guide: Equipment, Services & Magic Items

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!

πŸ”₯ Upgrade Your Campaign's Economy Today! Want to go beyond standard static price lists? Check out our 5-star rated sourcebook: Fantasy Economics: Beyond Gold Pieces. Packed with dynamic trade systems, merchant generation tables, supply & demand rules, and immersive campaign mechanics, it is the ultimate tool for Game Masters building a living, breathing world!

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) 1–2 gp Per day
Unskilled Hireling (Laborer, Messenger) 2 sp Per day
Ship Passage 1 sp – 5 gp Per mile
Road / Gate Toll 1 cp – 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 10–50 gp
1st Level 10–100 gp (+ materials)
2nd Level 50–250 gp (+ materials)
3rd Level 150–500 gp (+ materials)
4th Level 500–1,000 gp (+ materials)
5th Level 1,000–5,000 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+ 50–100 gp
Uncommon (e.g., +1 Weapon, Bag of Holding) 1st level+ 101–500 gp
Rare (e.g., +2 Armor, Flame Tongue) 5th level+ 501–5,000 gp
Very Rare (e.g., +3 Weapon, Staff of Power) 11th level+ 5,001–50,000 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
Ready to transform gold into a meaningful campaign resource? If you want to run realistic trading, manage guild inflation, or let your players build profitable businesses, check out our full sourcebook: Fantasy Economics: Beyond Gold Pieces!

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!



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