Gear & Money

Prices are usually based on those given in the Player's Handbook, but divided by 5 (20%). Same goes for the cost of spells, such as Find Familiar costing 2gp (¢20) instead of 10gp (¢100).

In terms of $USD, one Silver (¢) is worth between $4-18.

Class Starting Currency
The table below is only relevant if you opted to not take your class's starting equipment.

Weapons
Net: A Large or smaller creature hit by a net is Restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to Attack with a net, you can make only one Attack regardless of the number of attacks you can normally make.

Heavy: Can't be wielded by Small creatures, and can't be dual-wielded, even with the Dual Wielder feat.

Light: Small and easy to handle, allowing for two-weapon fighting.

Finesse: When Making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Reach: This weapon adds 5 feet to your reach when you Attack with it, as well as when determining your reach for opportunity attacks with it.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Two-Handed: This weapon requires two hands when you attack with it.

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property, which is the damage when the weapon is used with two hands to make a melee attack.

Holy Water: A small vial of anointed water. Can be splashed on the ground in a 10-foot line horizontally in front of you, or thrown at a point within 20 feet of you, shattering in a 5 foot radius. On touching unholy solid material, the water erupts into a column of luminous blue fire. '''Only deals damage to "dark creatures". '''If drank by a non-evil Humanoid, restores hit points equal to their Constitution modifier (minimum of 1).

Whip Sword: Also referred to by its Khyberi creators as a "Wyvern Tail," this sword is created using a specialized form of clockwork. This careful mechanism allows thrusting attacks to retain its blade form, whereas slashing motions cause the blade to split along a whip-like cord. While attacking as a blade, deals 1d8 Piercing damage. While attacking as a whip, deals 1d6 Slashing damage and gains the Reach property.

Improvised Weapons: Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus. An object that bears no resemblance to a weapon deals 1d1 damage (the DM assigns a damage type appropriate to the object). An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.

Silvered Weapons: You can silver a single weapon or ten pieces of Ammunition for ¢200. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it too much less effective. Silvered weapons count as magical for the purposes of overcoming damage resistances.

Costs of Goods
''**Alkahestial Salts are used in most (if not all) potion brewing recipes. It is regarded as a universal solvent, and is used to combine ingredients that typically would have no effect together, such as the majority of the strange ingredients used in magic elixirs.''

Kits
These kits are only available on character creation, and cannot typically be bought for this price out in the world.

Trade Goods
Prices tend to double per 50 land miles traveled.

Example Wages in Central Lethelin
The average yearly wage tends to hover around ¢300 for most commonfolk. These wages are examples and as thus vary heavily, especially when it comes to royalty by region and the value of labor.

Cost of Living in Central Lethelin
This includes taxes, basic food, work expenses, and single housing.

Magic Stuff
Note: Magic items are not typically for sale, and this is a vague estimate chart. Magic item value also requires the base cost of the mundane item.