Not every settlement boasts specialized craftsmen or alchemical workshops. Use the following guide to determine which shops exist and what inventory is stocked based on settlement size.
| Settlement Type | Population | Inventory & Rarity Cap |
|---|---|---|
| Village | < 1,000 | Basic common items only; items > 20 gp rare (1d3 stock). |
| Town | 1,000 – 5,000 | Standard stock up to 100 gp; 1d4 Uncommon items. |
| City | 5,000 – 25,000 | Full inventory up to 500 gp; custom commissions available. |
| Metropolis | 25,000+ | Unlimited stock; masterwork tools, exotic imports, and rare items. |
1 Slot: Weight up to 10 lbs. (Small tools, ropes, lanterns, individual compounds, bundled kits).
2 Slots: Weight 11 lbs. to 40 lbs. (Heavy camping gear, small tents, portable rams, casks).
3 Slots: Weight 41 lbs. to 100 lbs. (Large pavilion tents, heavy ladders, rolling mantlets).
The backbone of frontier settlements and urban markets alike, providing essential survival gear, climbing tackle, and heavy exploration tools.
| Item Name | Cost | Item Slots | Mechanics | Physical Description |
|---|---|---|---|---|
| Torch (Stack of 4) | 1 gp | 1 Slot | Burn 1 hour each. Sheds light up to 6 spaces (30 ft). Fighting in dark = Blinded. Deals 1 fire damage in melee. | Resinous pine-wood shafts tightly wrapped at the tip with bitumen-soaked pitch rags. |
| Lantern & Oil | 10 gp | 1 Slot | Burns 1 full outing (until next Safe Rest). Sheds light up to 6 spaces (30 ft). Refill oil costs 1 gp. | Sturdy brass-framed hooded lantern with adjustable mica glass shutters and top handle. |
| Hempen Rope (50 ft.) | 10 gp | 1 Slot | Crucial climbing/binding tool. Can be knotted at 1-ft intervals for easier climbing. Holds up to 300 lbs. | Thick, three-strand twisted natural hemp fiber rope coiled and bound with twine. |
| Silk Rope (50 ft.) | 25 gp | 1 Slot | Lightweight rope. Extremely strong (holds 500 lbs) and smooth for knotting. | Supple, tightly braided golden-white silk rope, exceptionally smooth and compact. |
| Grappling Hook | 4 gp | 1 Slot | Anchors rope to ledges or battlements when thrown. | Four-pronged forged iron hook with a sturdy welded eyelet ring at the base. |
| Crowbar | 2 gp | 1 Slot | Grants advantage on Might/STR checks to pry open doors, crates, or locked chests. | Heavy, L-shaped forged iron bar with a flattened chisel tip and split claw end. |
| Shovel | 3 gp | 1 Slot | Digs 5-foot trench or pit in earth in 10 minutes. Can be used as improvised club (1d4 damage). | Broad, spade-shaped iron blade hafted onto a sturdy ash-wood handle with a T-grip. |
| Iron Spikes (Bag of 10) | 5 gp | 1 Slot | Hammered under doors or into wall cracks to wedge doors shut or anchor pitons. | Heavy, square-cut iron wedges with broad flat heads and eyelet loops for cordage. |
| Block & Tackle | 3 gp | 1 Slot | Set of pulleys allowing a wielder to lift 4x their normal lifting capacity. | Pair of brass pulley wheels set in iron housings with a braided cord runner. |
| Camping Supplies | 5 gp | 1 Slot | Includes bedroll and simple 2-person canvas shelter. Needed in order to get the benefit of 8 hours sleep in adverse conditions. | Compact oilskin roll containing a wool blanket, tin mess gear, flint striker, and rolled canvas. |
| Explorer's Pack (Kit) | 40 gp | 1 Slot | Bundled Kit: Combines bedroll, mess kit, tinderbox, torches, 50ft rope 1 slot. Has "enough" torches and rope. |
Heavy canvas backpack with leather side-straps holding a rolled bedroll and coiled rope. |
| Delver's Heavy Kit (Kit) | 20 gp | 1 Slot | Bundled Kit: Combines shovel, crowbar, iron spikes, hammer, block & tackle, and grappling hook into 1 slot. | Reinforced leather harness satchel fitted with brass buckles and exterior tool loops. |
| Item Name | Cost | Item Slots | Mechanics | Physical Description |
|---|---|---|---|---|
| Healing Potion | 50 gp | 1 Slot | Action to drink or administer. Restores 2d4+4 HP. Effervescent red elixir. | Simple glass vial with gilded stopper containing a glowing, ruby-red viscous liquid. |
| Greater Healing Potion | 150 gp | 1 Slot | Action to drink or administer. Restores 3d6+6 HP. Concentrated crimson elixir. | Ornate glass vial with gilded stopper containing a glowing, ruby-red viscous liquid. |
| Supreme Healing Potion | 450 gp | 1 Slot | Action to drink or administer. Restores 4d8+8 HP. Radiant crimson elixir. | Crystal flask etched with gold runes, holding a shimmering, radiant crimson potion. |
| Healer's Kit | 10 gp | 1 Slot | Can be used to stabilize dying people and treat minor illnesses. | A package of various dried herbs, medical tools and common linens. |
| Antitoxin Vial | 10 gp | 1 Slot | Drinking grants immunity to the effects of poison for one hour. | Small amber glass vial containing a thick, chalky charcoal-grey liquid with a bitter smell. |
| Plague Mask | 8 gp | 1 Slot | Grants advantage on saves vs. inhaled gas, spores, dust, and airborne toxins. | Beaked leather mask fitted with glass eye-lenses and a nose chamber filled with dried lavender. |
| Physician's Field Bag (Kit) | 75 gp | 1 Slot | Bundled Kit: Combines Plague Mask, Healer's Kit, Antitoxin into 1 slot. Has "enough" (no need to track individual uses). | Sturdy black leather doctor's satchel with internal glass-vial racks and brass clasps. |
| Item Name | Cost | Item Slots | Mechanics | Physical Description |
|---|---|---|---|---|
| Alchemist's Fire | 50 gp | 1 Slot | Thrown (Range 8). Target takes 1d4 fire damage at start of each turn until extinguishing it (Action). | Flask of sticky, amber-colored fluid that spontaneously ignites upon contact with air. |
| Vial of Acid | 25 gp | 1 Slot | Thrown (Range 8). Deals 2d6 acid damage to target creature or corrodes small lock/latch. | Heavy green-tinted glass vial reinforced with lead wire, holding a bubbling clear acid. |
| Vial of Pitch | 2 gp | 1 Slot | Highly flammable sticky goo. Covers 1 space. Ignites when struck by fire, burning for 1d6 fire damage. | Thick clay crock sealed with pitch-cork, containing black tarry pine resin. |
| Tanglefoot Bag | 50 gp | 1 Slot | Thrown (Range 4). Engulfs target in sticky foam, imposing the Restrained condition (Escape DC 12). | Tough leather pouch laced with drawstring cord, bulging with expanding resin foam. |
| Smokestick / Smoke Bomb | 15 gp | 1 Slot | Creates 3x3 area of thick smoke for 2 turns (Range 6). Grants Cover to all within. | Short cardboard cylinder wrapped in wax-paper with a pull-string igniter at one end. |
| Flash Pellet / Flash Powder | 25 gp | 1 Slot | Thrown against hard surface. Blinds all looking at it within 10 ft until end of next turn (DC 12 CON save). | Small, brittle clay sphere packed with gray alchemical flash powder and crushed flint. |
| Lock Picks / Thieves' Tools | 5 gp | 1 Slot | Essential for picking locks and disarming mechanical traps (Might/Finesse check vs. DC). | Leather roll housing precision steel tension wrenches, picks, rake wires, and small file. |
| Caltrops (Bag of 100) | 5 gp | 1 Slot | Covers 1 space. Creatures entering take 1 damage and stop moving (half speed avoids). | Canvas pouch filled with four-pointed forged steel jacks designed to land with one point up. |
| Ball Bearings (Bag of 1,000) | 2 gp | 1 Slot | Covers 2x2 area. Creatures crossing must make DC 10 DEX save or fall Prone. | Leather drawstring sack filled with polished 1/4-inch steel spheres. |
| Hunting Trap | 10 gp | 1 Slot | Snaps shut when stepped on. Deals 1d4 damage and Restrains target (Escape DC 13 STR). | Saw-toothed steel jaw trap with a central pressure plate and heavy anchor chain. |
| Trickster's Kit | 50 gp | 1 Slot | Combines Ball Bearings, Caltrops, Smokestick, Flash pellets, Tanglefoot bag. Contains "enough" to use one each per encounter. |
Flame-retardant treated leather pouch with compartmentalized felt dividers. |
| Burglar's Satchel (Kit) | 50 gp | 1 Slot | Bundled Kit: Combines Lock Picks, Ball Bearings, Caltrops, Glass Cutter, and Bell Kit into 1 slot. Has "enough" to use once per encounter. |
Dark velvet-lined leather satchel with silent wooden toggles and padded pockets. |
| Alchemist's Demolition Pouch (Kit) | 85 gp | 1 Slot | Bundled Kit: Combines Alchemist's Fire, Acid Vial, Smokestick into 1 slot. Has "enough" to use once per encounter. |
Flame-retardant treated leather pouch with compartmentalized felt dividers. |
A repository for ritual supplies, spellcasting components, sacred relics, scholarly texts, and rare inks.
| Item Name | Cost | Item Slots | Mechanics | Physical Description |
|---|---|---|---|---|
| Arcane Focus | 50 gp | 1 Slot | Required for the casting of spells. | A staff, wand, orb or similar. |
| Holy Water (Flask) | 25 gp | 1 Slot | Thrown (Range 4). Deals 2d6 radiant damage to Fiends and Undead. | Silver-embossed glass flask with a holy symbol seal, containing sparkling consecrated water. |
| Component Pouch | 25 gp | 1 Slot | Holds all standard non-costly material spell components for spellcasters. | Sturdy belt pouch with dozens of small pockets holding dried herbs, crystals, and powders. |
| Scholar's Arcane Satchel (Kit) | 40 gp | 1 Slot | Bundled Kit: Combines Lore Book, Ink Pen, 1-oz Rare Ink, 10 Parchment Sheets, and Magnifying Glass into 1 slot. | Sturdy leather satchel with buckle straps, quill sleeves, and inkwell holsters. |
| Ritualist's Pouch (Kit) | 35 gp | 1 Slot | Bundled Kit: Combines Component Pouch, Incense Blocks, Holy Water, and Chalk into 1 slot. | Embroidered velvet pouch cinched with silk cord and silver bells. |
Blacksmiths are common even in villages, but other types of smithies are less rare. Stores will tend to focus on just one type of good, but might contain a few special items of different types.