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The Thieves Guild > Tables > Blacksmith Shop
Dungeons & Dragons 5e Tables

Blacksmith Shop



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Hard Sell (daily) at 1000 gp (Cheap: 750 gp, Expensive: 1500)
Selling Cap (daily) at 2000 gp (Cheap: 1500 gp, Expensive: 3000 gp)
Low Cost Multiplier:
High Cost Multiplier:
Item Cost
(Normal)
Cost
(Cheap)
Cost
(High)
Weight Limited
Stock
Rural
Locale
Urban
Locale
Premium
Locale
Armor
Light Armor
Studded Leather Cost: 45 gp Cheap: 36 gp Expensive: 90 gp Premium Locale: 13 lb.
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Medium Armor
Chain Shirt Cost: 50 gp Cheap: 40 gp Expensive: 100 gp Premium Locale: 20 lb.
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
Scale Mail Cost: 50 gp Cheap: 40 gp Expensive: 100 gp Premium Locale: 45 lb.
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Breastplate Cost: 400 gp Cheap: 320 gp Expensive: 800 gp Premium Locale: 20 lb.
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
Half Plate Cost: 750 gp Cheap: 600 gp Expensive: 1,500 gp Premium Locale: 40 lb.
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.

Heavy Armor
Ring Mail Cost: 30 gp Cheap: 24 gp Expensive: 60 gp Premium Locale: 40 lb.
This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
Chain Mail Cost: 75 gp Cheap: 60 gp Expensive: 150 gp Premium Locale: 55 lb.
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
Splint Cost: 200 gp Cheap: 160 gp Expensive: 400 gp Premium Locale: 60 lb.
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
Plate Cost: 1500 gp Cheap: 1,200 gp Expensive: 3,000 gp Premium Locale: 65 lb.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Shield
Shield Cost: 10 gp Cheap: 8 gp Expensive: 20 gp Premium Locale: 6 lb.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Weapons
Simple Melee Weapons
Dagger Cost: 2 gp Cheap: 16 sp Expensive: 4 gp Premium Locale: 1 lb.
Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Handaxe Cost: 5 gp Cheap: 4 gp Expensive: 10 gp Premium Locale: 2 lb.
Proficiency with a handaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Javelin Cost: 5 sp Cheap: 4 sp Expensive: 1 gp Premium Locale: 2 lb.
Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Light Hammer Cost: 2 gp Cheap: 16 sp Expensive: 4 gp Premium Locale: 2 lb.
Proficiency with a light hammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Mace Cost: 5 gp Cheap: 4 gp Expensive: 10 gp Premium Locale: 4 lb.
Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Sickle Cost: 1 gp Cheap: 8 sp Expensive: 2 gp Premium Locale: 2 lb.
Proficiency with a sickle allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Spear Cost: 1 gp Cheap: 8 sp Expensive: 2 gp Premium Locale: 3 lb.
Proficiency with a spear allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Martial Melee Weapons
Battleaxe Cost: 10 gp Cheap: 8 gp Expensive: 20 gp Premium Locale: 4 lb.
Proficiency with a battleaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Flail Cost: 10 gp Cheap: 8 gp Expensive: 20 gp Premium Locale: 2 lb.
Proficiency with a flail allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Glaive Cost: 20 gp Cheap: 16 gp Expensive: 40 gp Premium Locale: 6 lb.
Proficiency with a glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Greataxe Cost: 30 gp Cheap: 24 gp Expensive: 60 gp Premium Locale: 7 lb.
Proficiency with a greataxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Greatsword Cost: 50 gp Cheap: 40 gp Expensive: 100 gp Premium Locale: 6 lb.
Proficiency with a greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Halberd Cost: 20 gp Cheap: 16 gp Expensive: 40 gp Premium Locale: 6 lb.
Proficiency with a halberd allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Lance Cost: 10 gp Cheap: 8 gp Expensive: 20 gp Premium Locale: 6 lb.
Proficiency with a lance allows you to add your proficiency bonus to the attack roll for any attack you make with it. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
Longsword Cost: 15 gp Cheap: 12 gp Expensive: 30 gp Premium Locale: 3 lb.
Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Maul Cost: 10 gp Cheap: 8 gp Expensive: 20 gp Premium Locale: 10 lb.
Proficiency with a maul allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Morningstar Cost: 15 gp Cheap: 12 gp Expensive: 30 gp Premium Locale: 4 lb.
Proficiency with a morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Pike Cost: 5 gp Cheap: 4 gp Expensive: 10 gp Premium Locale: 18 lb.
Proficiency with a pike allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Rapier Cost: 25 gp Cheap: 20 gp Expensive: 50 gp Premium Locale: 2 lb.
Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Scimitar Cost: 25 gp Cheap: 20 gp Expensive: 50 gp Premium Locale: 3 lb.
Proficiency with a scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Shortsword Cost: 10 gp Cheap: 8 gp Expensive: 20 gp Premium Locale: 2 lb.
Proficiency with a shortsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Trident Cost: 5 gp Cheap: 4 gp Expensive: 10 gp Premium Locale: 4 lb.
Proficiency with a trident allows you to add your proficiency bonus to the attack roll for any attack you make with it.
War Pick Cost: 5 gp Cheap: 4 gp Expensive: 10 gp Premium Locale: 2 lb.
Proficiency with a war pick allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Warhammer Cost: 15 gp Cheap: 12 gp Expensive: 30 gp Premium Locale: 2 lb.
Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Adventuring Gear
Ball Bearings (bag of 1,000) Cost: 1 gp Cheap: 8 sp Expensive: 2 gp Premium Locale: 2 lb.
As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save.
Block and Tackle Cost: 1 gp Cheap: 8 sp Expensive: 2 gp Premium Locale: 5 lb.
A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.
Chain (10 feet) Cost: 5 gp Cheap: 4 gp Expensive: 10 gp Premium Locale: 10 lb.
A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.
Crowbar Cost: 2 gp Cheap: 16 sp Expensive: 4 gp Premium Locale: 5 lb.
Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.
Grappling Hook Cost: 2 gp Cheap: 16 sp Expensive: 4 gp Premium Locale: 4 lb.
When tied to the end of a rope, a grappling hook can secure the rope to a battlement, window ledge, tree limb, or other protrusion.
Hammer Cost: 1 gp Cheap: 8 sp Expensive: 2 gp Premium Locale: 3 lb.
This one-handed hammer with an iron head is useful for pounding pitons into a wall.
Hammer, Sledge Cost: 2 gp Cheap: 16 sp Expensive: 4 gp Premium Locale: 10 lb.
This two-handed, iron-headed hammer is good for smashing open treasure chests.
Hunting Trap Cost: 5 gp Cheap: 4 gp Expensive: 10 gp Premium Locale: 25 lb.
When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Lamp Cost: 5 sp Cheap: 4 sp Expensive: 1 gp Premium Locale: 1 lb.
A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Lantern, Bullseye Cost: 10 gp Cheap: 8 gp Expensive: 20 gp Premium Locale: 2 lb.
A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Lantern, Hooded Cost: 5 gp Cheap: 4 gp Expensive: 10 gp Premium Locale: 2 lb.
A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.
Lock Cost: 10 gp Cheap: 8 gp Expensive: 20 gp Premium Locale: 1 lb.
A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices.
Manacles Cost: 2 gp Cheap: 16 sp Expensive: 4 gp Premium Locale: 6 lb.
These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.
Mirror, Steel Cost: 5 gp Cheap: 4 gp Expensive: 10 gp Premium Locale: ½ lb.
A steel mirror is handy when you want to look around corners, signal friends with reflected sunlight, keep an eye on a medusa, make sure that you look good enough to present yourself to the queen, or examine wounds that you’ve received on hard-to-see parts of your body.
Pick, Miner's Cost: 2 gp Cheap: 16 sp Expensive: 4 gp Premium Locale: 10 lb.
A miner's pick is designed to concentrate the force of its blow on a small area.
Piton Cost: 5 cp Cheap: 4 cp Expensive: 1 sp Premium Locale: ¼ lb.
When a wall doesn’t offer handholds and footholds, you can make your own. A piton is a steel spike with an eye through which you can loop a rope.
Pot, Iron Cost: 2 gp Cheap: 16 sp Expensive: 4 gp Premium Locale: 10 lb.
An iron pot can hold 1 gallon of liquid.
Spikes, Iron (10) Cost: 1 gp Cheap: 8 sp Expensive: 2 gp Premium Locale: 5 lb.
Standard iron spikes typically used with a hammer.
Whetstone Cost: 1 cp Cheap: 1 cp Expensive: 2 cp Premium Locale: 1 lb.
A standard whetstone used to sharpen blades.
Tools and Kits
Artisan's Tools
Carpenter's Tools Cost: 8 gp Cheap: 6 gp Expensive: 16 gp Premium Locale: 6 lb.
Skill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items.

Carpenter's tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel.

History: This tool proficiency aids you in identifying the use and the origin of wooden buildings and other large wooden objects.

Investigation: You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can conceal areas from discovery.

Perception: You can spot irregularities in wooden walls or floors, making it easier to find trap doors and secret passages.

Stealth: You can quickly assess the weak spots in a wooden floor, making it easier to avoid the places that creak and groan when they're stepped on.

Fortify: With 1 minute of work and raw materials, you can make a door or window harder to force open. Increase the DC needed to open it by 5.

Temporary Shelter: As part of a long rest, you can construct a lean-to or a similar shelter to keep your group dry and in the shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available , the shelter collapses 1d3 days after being assembled.
Mason's Tools Cost: 10 gp Cheap: 8 gp Expensive: 20 gp Premium Locale: 8 lb.
Mason's tools allow you to craft stone structures, including walls and buildings crafted from brick.

Mason's tools consist of a trowel, a hammer, a chisel, brushes, and a square.

History: Your expertise aids you in identifying a stone building's date of construction and purpose, a long with insight into who might have built it.

Investigation: You gain additional insight when inspecting areas within stone structures.

Perception: You can spot irregularities in stone walls or floors, making it easier to find trap doors and secret passages.

Demolition: Your knowledge of masonry allows you to spot weak points in brick walls. You deal double damage to such structures with your weapon attacks.
Smith's Tools Cost: 20 gp Cheap: 16 gp Expensive: 40 gp Premium Locale: 8 lb.
Smith's tools allow you to work metal, beating it to alter its shape, repair damage, or work raw ingots into useful items.

Smith's tools include hammers, tongs, charcoal, rags, and a whetstone.

Arcana and History: Your expertise lends you additional insight when examining metal objects, such as weapons.

Investigation: You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork.

Repair: With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work.
Musical Instruments
Horn Cost: 3 gp Cheap: 2 gp Expensive: 6 gp Premium Locale: 2 lb.
A musical instruments made of a tube, usually made of metal and often curved in various ways, with one narrow end into which the musician blows, and a wide end from which sound emerges.
Adapted from tables created by jrobharing for reddit.com/r/DnD users