Living Expenses in DnD 5e | How Rich is the Average Adventuer?

Living Expenses in DnD 5e | How Rich is the Average Adventuer?

Zabrynn Lander · · 1 comment

How much does that sword really cost? 

Let's talk money, lifestyle expenses, and more in DnD 5e. 

You might be familiar with the standard Lifestyle Expenses Table:

dnd 5e lifestyle expenses table

But what does that really mean for the NPCs and Players of your world?

Well - that's exactly what I wanted to know! 

So I decided to look into how much people in the medieval world earned. This took a little bit of math (which I will save you from) and in the end, I had to adjust the expenses chart a little. 

Some of the professions, it should be noted, come with the benefit of wealthy individuals (or groups) providing housing or other resources. For example, an acolyte will live within a temple. Their earnings make them 'poor' but generally they won't struggle for shelter or food. 

* Professions in Italics are where I could place DnD Backgrounds 

 Lifestyle Daily Earnings & Profession What does that mean?
Wretched

3 cp (~10gp a year)

Maidservant, 

Swineherd

Urchin

Any money made goes to food and accommodation. Accommodation is likely a patch of floor-space in a small, cramped room shared by others. A servant might reside in the house of their lord, often on the floor of the Great Hall. 

Those of a wretched lifestyle NEVER eat meat, and almost never fruit and vegetables except when it is offered out of charity. They live off grains and soups.

Squalid

1 sp (~35 gp a year)

Manservant

2 sp (~70 gp a year)

Labourer,

Apprentice Carpenter

Hermit

These people often live in a boarding house or a room of a tenement block in the worst part of town. But they not on the edge starvation most of the time.

They never had the luxury of meat outside of charity, but on occasion can source an egg, vegetables, or fruit.

At the edge of civilisation, these folk might find it easier to access day-to-day necessities, but the luxuries of the world are far out of reach.

Poor

3 sp (~105 gp)

Carpenter,

Cooper

Folk Hero

Outlander

4 sp:

Priest (Common)

Thatcher,

Weaver,

Archer,

Common Infantry (Soldier)

Guild Artisan

Acolyte

Pirate / Sailor

These people live off simple foods and lodging. They typically own a few sets of clothes. They benefit from semi-secure housing, where they can store their possessions. 

On special occasions they might have funds to purchase meat and other luxuries. Cheap drink is something those of this category can regularly afford, and they may even splurge on a nice wine from time to time. 

Modest

5 sp

Mason,

Master Carpenter

Charlatan (varies)

Entertainer,

Gladiator

6 sp (~210 gp)

Light Cavalry

Infantry (Upper)

Priest (Upper)

Sage

8 sp

Armourer

* small modificiation here* 

These people are the middle class of the world. They can afford to live in a nice (but not luxurious) area. They likely have a couple fine sets of outfits to go out in.

Entertainment might involve going to see a show, eating out, or hosting a party. 

They are often well educated, either in their trade or in scholarship.

Comfortable

1gp

Squire

2gp

Elite Cavalry Member

Those who live in this bracket as the upper middle class. Often they are still considered 'commoners' though they can afford many small luxurious. 

 

Wealthy

4gp

Baronet, 

Highly Successful Merchants, 

Knight

This lifestyle is a kin to the lowest rank of nobility or extremely well-off merchants. These peole can afford a small staff of servants (cost to maintain 8sp – 17sp a day). They might live in a spacious home in a well to do area or in a fine terrace within the finer parts of town. 

Aristocratic

10gp – 30 gp

Baron

Cleric (High Ranking Priests)

Noble

20gp – 600 gp

Earl

(or Noble)

1650gp

Monarch

Wages of the aristocracy vary wildly. One thing is for sure, they live a life of plenty and comfort. These circles hold the most powerful people in the community. They often own multiple houses, including a townhouse in the nicest part of town or a country estate.

They dine at the best restaurants, retain the most skilled and fashionable tailors, and have a small battlation of servants. 

 

As you can see the way of life for people can vary dramatically depending on their wealth. It would take several years for a maidservant to earn the amount of money an earl makes in a day! 

But this can all be a little hard to keep in mind while playing. Considering that - there's an easy why to quickly convert prices into $$. 

1 cp = $1

1 sp = $10

1 gp = $100 (and so on!)

That means that a swineherd makes about $3 a day, while a knight makes $400 - that's a huge difference. 

What Does This Mean for Your Character?

Depending on a character's background, they might have become accustomed to a variety of different lifestyles. I think it can really help get into the head of the character, especially when it comes to adventuring jobs and how they deal with different classes of people. 

An urchin for example has probably spent most of their life dealing in copper pieces (or even parts of copper pieces). A loaf of fine, white bread might be enough to convince them a job is worth taking - simply because they've never had any. 

Of course, that's a bit extreme, but consider the difference between a Folk Hero. A person likely from a rural region, familiar with community and the ways of the world. Versus, a sage, someone who afforded a long term and comprehensive education. A Folk Hero might be accustomed to making about 3 sp a day, while a Sage around 6sp. That doesn't seem like a lot, day to day, but that's twice as much!

A Folk Hero might feel the need to save any excess money for a rainy day, to be frugal with every gold piece they recieve, while a Sage will be willing to drop money on a nicely bound book. 

How Much Does it Cost to be an Adventurer?

In terms of starting items, let's look at the overall "yearly wage" of various background and what they start with. Remember, this is your character earthly possessions (excluding any family or community funds). 

Let's use the two examples from earlier: the Sage and the Folk Hero, and see how long it might take them to earn the money to become a "Wizard" (in terms of coin). 

Wizards can learn in many ways but it they go via an institution they might have expected to pay 1sp – 3sp a day for tuition + living expenses (that's about 73 gp a year) . For a Folk Hero, they would have struggled to maintain this for a long period of time without the aid of a patron. Though it should be noted attending the prestigious Strixhaven, the cost is 800 gp a year! Only a Wealthy or richer person could afford that school.

(Of course, scholarships exist)

The Wizard starts with:

  • a quarterstaff, 2sp or dagger, 2gp
  • a component pouch, 25gp (or arcane focus)
  • a scholar’s pack, 40 gp or an explorer’s pack, 10 gp
  • a spellbook, 50 gp

Therefore, most Wizard's starting out in the "adventuring trade" has 85 gp - 117 gp of sunken costs. That's more than a year's wages for someone like our Folk Hero. Such an investment would take a long time which a patron. But a frugal Sage could probably come up with the money within a couple years. 

 

Magical Items and Magical Healing

Cost of a Magic Item

A Bag of Holding 

As an uncommon magic item, it's price can be anywhere between 100 and 500 gp, depending on the seller. I would expect a 100 gp Bag of Holding to be pretty old and dodgy! Regardless, while a wealthy noble would find such an item reasonably priced - a requirement even. Even middle class people could find such an item very expensive, costing several months wages. 

A Healing Potion

Even to first level adventurers, healing potions are outside their usually ability to pay for. This is even more true for the average person! 

Health Care By Magic

Hiring someone to cast a relatively common spell of 1st or 2nd level, such as cure wounds or identify, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). [From PHB 159]

Once again, the cost of spells is high. And it should be noted, since few people can pay spell-services at these prices, it prohibits Players from selling their spells to NPCs. They might low the cost - but they would probably be working for only a few gold, enough to get them by if adventuring jobs are slow.

Still, having a healer or skilled mage on staff is not out of the question for a wealthy individual.  

Considering all of this, in a High Magic setting where magic is ubiquitious, I would argue the cost of these things could be significantly less. Instead of 50 gp it's 25 gp, or even 5 gp, and so on. 

 

Summary

It can be useful to understand what the average person in your world makes, and what that can afford them relatively.

How much would convince them to look the other way? What access to magic and magical items does the average person have? 

Of course, all of this varies from community to community - not to mention that magic would inevitably change the economy! 

 

Planning on making some money in your game? Here is a handy equipment tracker!

Equipment Tracker for D&D 5e

1 comment

  • As my World Of MIDORIS prices are based on 1950 USA with the value of the single “Gold Crown” Coinage equal to effectively $50.00, A far more realistic and reasonable amount than the utterly shattered concept of an economy in D&D currently. One Copper Penny or “Cob” equals .125 cents or Twelve and One Half Cents; “1”-One Silver Noble equals $2.50 , the equivalent of “20” Copper Pennies per single Silver. “4” Silver Nobles equal One Electrum Plate or $10.00. “20” Silver Nobles or “5” Electrum Plates equal “1”-One Gold Crown, or $50.00. “20” Gold Crowns equal “1”- One Platinum Throne Coin or $1,000. “20” – Twenty Platinum Thrones Coins equal 400 Gold Nobles or “1” – One King’s Bar or $20,000. “5” Kings Bars equal “1” – One Emperor’s Brick equals 100 Platinum Thrones, or 2000 Gold Crowns or 40,000 Silver Nobles or 800,000 Copper Pennies or “Cobs”. After all the charges and expenses they faced, on My World, the Roman Legionnaire equivalent with 5-7 years experience would have earned about $200 monthly after expenses would have made about about $2400 yearly. No taxes though and this coin would be free and clear as well as Bonuses of up to One-Half again what they earned.

    Thomas

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The region known as Cormanthor lies south of the Moonsea and north of the Dalelands.

Depending on pronunciation, Cormanthor can mean "The King's Vow Forest", "Ruler of the Forest True" or "Place of Great Promise" in Elvish. It is also known as the Elven Woods or the Northern Forest.

Retreat of the Elves

Myth Drannor’s heyday is a millennium passed. The elves lost control of the city and it languished in ruins for six centuries, hidden by magic to keep it from being despoiled. Only with the instruction of Lathander was Myth Drannor once more opened up and a temple founded.

Meanwhile, the Elves were undergoing a great Retreat, leaving their homes for Evermeet. By 1344 DR (some 150 years before 5th edition) many of the old elven settlements had been abandoned. By the end, nine in ten elves had left their homes.

With Myth Drannor opened up and few left to defend it, monsters overran the city. Wave after wave of groups took over the city and came to dwell in its ruins: nagas, phaerimm, alhoons and baatezu, Banites, knights of various orders, cultists, daemonfey.

Arrival of the Drow

Meanwhile, the drow saw a chance to lay claim to vast swaths of the surface. They moved into the forests of Cormanthor, both to raid and to seize the mythals in Myth Drannor. They were never able to control the city, though they became a major presence elsewhere.

Finally, an Elven Crusade returned to Faerûn from Evermeet to reclaim Myth Drannor. In their success, Ilsevele became the new coronal and began to restore the city. Over the next century, Myth Drannor became a flourishing city once more, with many of its ancient artefacts recovered. The Crusade also fought off the drow, defeating their primary leader: House Dlardrageth.

The Drow that stayed in Cormanthor lost much of their direction at the death of their god, Vhaeraun, died in the 1370s DR.

Destruction of Myth Drannor

However, the success of the Crusade was not to last. Only a few years ago, in 1487 DR, the flying Netherese city of Thultanthar crashed into Myth Drannor, killing forty thousand people. Those elves that survived fled to Semberholme.

Furthermore, the drow god Vhaeraun has since come back to life and without resistance from the Army of Myth Drannor, the Drow of Cormanthor has renewed their attacks on the surrounding regions.

  

Explore this region with your own printable map!

Explore Cormanthor

The Forests of Cormanthor

The woodlands that stretch from the Moonsea to the Desertmouth Mountains vary in their make up. Upon the edges of the forest, you will find the Rimwood, known as Srinār in Elvish. Blueridge and needleleaf pines scatter across the outer reaches of Cormanthor. In the sandy soil of the Rimwood, these only grow about twenty feet tall. The pines drop needles on the forest floor, where only softwood ferms peak through.

Deeper into the forests, you will find the Midwood, known as Aegār in Elvish. In the region that is called "Shadowdale" is part of the Midwood, though on maps it will be marked as part of the Dalelands. Along the Tarkhen Hills and into the forest proper, you will find chestnuts and red maples. Some of the weirder vegetation you will come across include: beetle plam, foxberry and roseneedle pine.

At the heart of these woods, grows the Starwood, also known as Neiār. Giant oaks and maples loom large in these woods. Some oaks grow as large as 400 feet tall. The soil is rich and dark, with wildfire growing thick and prosperous. It isn't easy to trek through these woods, nor to keep your way without a guide. It should not be underestimated, either, the variety of wood you will find across the vast forests. In the woodlands that stretch into Mistledale, you will find spruce and hemlock trees, but other places with the Starwood are home to cedars, maples, and firs.

Beware, as you travel through the Starwood, of the various animals you might come across. Not all are friendly.

Manticore, dire wolves, and emerald constrictors stalk these woods. You are also likely to find an abundance of animals to hunt: deer, elk, finches and wood rats are all found here. Interesting flore such as medquat, chime oak, hinnies, and zebra grass also grow in the Starwood.

Eastern Fringe

Biome: Rimwood

Elvish: Lam Ain

The wide River Lys, known as Nautha Lis in Elvish, borders these woods. As its name implies, the Eastern Fringe is the further east Cormanthor stretches. The woodslands on the far side of the river belong to other folk.

The dangerous rapids of the River Lys have no encouraged much settlement in this region. Drow have been known to move through this place, but there are no notable locations

Halvan's Wood

Biome: Rimwood

Elvish: Mista Halvanni

The River Duathamper flows along the western side of Halvan's Wood.

In the 1100s DR, a human by the name of Halvan became lord of Harrowdale. The Harrans live around Velarswood, but this was not enough for Halvan. He pushed his control into the woodlands to the north, into Cormanthor.

As part of this expansion, he established a road up to the Moonsea. Despite resistence from the elves, he had workers chop down large swathes of woodland to make way from the road. Since then, the forest has reclaimed most of the land, leaving only the small Halfaxe Trail.

While long dead, Halvane's legacy remains in the name of this section of Cormanthor.

Halvan's Keep can be found within these woods. As can the village of Blessus.

Tangled Vale

Biome: Midwood

Elvish: Sérāgh

These woods were once home to one of the four major elven communities in Cormanthor. Long ago, the city of Faelorin held a large population of elves. Upon its ruins, the village of Tangled Trees was founded.

Exploring the Tangled Vale you will find meadows covered with honeysuckle and snapdragons. Groves of beautiful cherry trees and blue cedars grow here. Due to its proximity to the Dun Hills (simply Tath Duna in Elvish, "the Hills") the Tangle Vale sits on a higher elevation than its surrounds. It has many gullys and rock formations where creatures make their home.

The few elves that still live in the Tangled Vale range through networks of twisted paths and webbed throughways. Keep watch for ancient tree forts, built on high platforms in the canopy. The elves of the Tangled Vale are not welcoming to outsiders.

The Darkwoods

Biome: Rimwood

Elvish: Oumrae Mista

The Darkwoods rim the coast of the Moonsea. However with little in the way of protected bays or coves, few ships lands on its beaches.

Drow are known to inhabit the Darkwoods.

It is also the location of the Darkwoods Massacre, where Elves fought against Orcs, in 335 DR.

To the north-west lays Elventree, a small village of around 1000 people. Elventree is surrounded on three sides by low hills dotted with caves. The wooden buildings of Elventree are built atop stone ruins from a previous settlement. Like many Elven settlements to the south, its residents made their homes above ground, connecting each building through a network of bridges, walkways, and ropes.

Emerald Vale

Biome: Starwood

Elvish: Mìragh

Firs and elms grow tall in this deep forest. Within the Emerald Vale, you will come across many elven towns such as Duathamper, Dysrisa and Eerienne.

Ruins of places long lost are plenty among these trees. Near the River Duathamper, you will find the Old Elven Court, the ancient capitol of Cormanthor. It is covered with shadowtop trees, with long abandoned arboreal dwellings high in the branches.

Drow once made their home in the ruins of the Old Elven Court, but were eventually driven out. They now seek to return to their old haunts.

The Emerald Vale and the Tangled Vale are often considered to be the same place, and indeed they have much shared history, though their ecology is very different.

Vale of Lost Voices

Biome: Starwood

Elvish: Agh i Que Drana

These trees hide the burial places of ancient elves. Rauthauvyr's Road passes through these woods, but be warned against straying. Interferring with the tombs and mausoleums found off this path will not end well for you.

You will find no Drow in these woods, however; not even on the road itself.

Beast Marches

Biome: Midwood

Elvish: Rah Aine

This region is named for its large population of monsters. Beasts of all kinds occupy these woods and often spill out into the open plains to the north or into the rest of Cormanthor.

A hundred years ago, this forest was full of conflict as Isvele Miritar, leading the Army of Myth Dranor, faced off against the Drow in the region.

Little much else has been recorded about this region. All that was known was lost in the destruction of Myth Dranor.

Heartwood

Biome: Starwood

Elvish: Nesór

The Heartwood is eerie in its emptiness.

Myth Drannor (Elvish for "City of Song") could once be found within the Heartwood. Much as it name implies, this was the heart of Cormanthor. For a century, Elves saw to restore it to this former glory but it was all for naught. In 1487 DR, the floating city of Thultanthar crashed into it.

The remains of both cities lay scattered through these woods between crushed trunks of grand cedars and wild magic of ancient mages past.

Greentree

Biome: Rimwood

Elvish: Ēlshantal (and Kerymmīr)

Greentree, while technically part of the Rimwood, has its own unique features by virtue of the Dagger Hills to the west. Upon the hillsides willow, spruce, and wiregrass grow. Insects are in abundance here.

Mosstrunks

Biome: Starwood

This particular section of Cormanthor is known for its high humanity. Lichen and moss grows in abundance here, which is where the region gets its name.

Semberholme

Biome: Starwood

Located around Lake Sember, Semberholme is nestled between the foothills of the Thunder Peaks. It cuts the Dalelands in half, with Mistledale to its north and Deepingdale to its south and east.

The woods here are some of the thickest in all of Cormanthor, intersperces with massive poplars and gumtrees. Walking along the ground will keep you in near darkness, ideal for a Drow perhaps but even the elves build their homes in the canopy for light.

A thick grey fog rolls of Lake Sember when its raining - and it is nearly always raining - which does not make finding your way through this region any easier.

Unlike many of the other Elven community in Cormanthor, Semberholme has continued to thrive, though many of its settlements were abandoned in the Retreat. It has a large mix of human and half-elven residents due to its close promixity to major trade routes. For this reason, many elves choose to stay, some becoming citizens of Deepingdale.

A network of limestone caves connect the forest, forming secret passages and hideaways. These caves are used to store supplies and travel without discovery when Semberholme is threatened. Aquatic elves dwell within these caves and the Sember Lake to which they are connected.

Adventure through Cormanthor with your own printable map!

Explore Cormanthor

Other Nearby Woodlands

While Cormanthor compases much of the forests in this area, there are plenty of smaller woods nearby.

These are: Border Forest, Dagger Wood, Spiderhaunt Woods, Archwood, Yevenwood, and Velarswood.

Border Forest

To the north of the Desertmount Mountains, on the far side of the River Tesh, lays the Border Forest. A mixture of oak and pines grow in this area. Its abundant undergrowth makes travel difficult. It is inhabited by wolves, orcs, trolls, and fey. Members of the Eldreth Veluuthra have been known to reside here.

Dagger Wood

A land of wild ridges. Steep cart tracks link overgrown farms. It lies northwest of Shadowdale, along the River Ashaba,. Even further northwest, you will find Daggerdale proper.

Spiderhaunt Woods

Found to the west of the Tethyamar Trail. These woods have earned their name. A large population of spiders dwells within its trees. Many spellcasters and cunning traders travel to this place to collect supplies. Only one settlement can be found here: Stormpenhauder, a village of forest gnomes. Lake Melishar, at the heart of the forest, provides fresh water to the region.

Archwood

This is a dense forest will a thick canopy casting the undergrowth in entire gloom. Oak, ash, elm, shadowtop and duskwoods all grow here. Long ago, elves has a school of wizardry here, though it has long since fallen into ruin.

Yevenwood

Also known as Battlewood, Satyr's Run, Forester's Freehold, and Wood of Many Names. It has an abundance of relshar mushrooms.

Velarswood

Located with Harrowdale, these woods may be claimed by the Harrans but they are not solely ruled by them. To the north of the forest rises the Shadetop Glade, a temple to Eilistraee. Drow and elves alike worhsip here. They were not aligned with the drow who revere Vhaeraun.