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The Thieves Guild > Tables > Tailor / Textiles Shop
Dungeons & Dragons 5e Tables

Tailor / Textiles Shop



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Hard Sell (daily) at 375 gp (Cheap: 281 gp, Expensive: 500)
Selling Cap (daily) at 750 gp (Cheap: 562 gp, Expensive: 1000 gp)

unofficial submissionDenotes unofficial or user created items. Check with your DM first.
Low Cost Multiplier:
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Item Cost
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Weight Limited
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Rural
Locale
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Adventuring Gear
Backpack Cost: 2 gp Cheap: 16 sp Expensive: 4 gp Premium Locale: 5 lb.
A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
Basket Cost: 4 sp Cheap: 3 sp Expensive: 8 sp Premium Locale: 2 lb.
A basket can hold 2 cubic feet/40 pounds of gear.
Bedroll Cost: 1 gp Cheap: 8 sp Expensive: 2 gp Premium Locale: 7 lb.
You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.
Blanket Cost: 5 sp Cheap: 4 sp Expensive: 1 gp Premium Locale: 3 lb.
A thick, quilted, blanket made to keep you warm in cold weather.
Cloak, Canvas Cost: 7 sp Cheap: 6 sp Expensive: 14 sp Premium Locale: 3 lb.
A unlined travelers cloak made of canvas or light cotton fabric. Common colors are black, brown or grey, but other colors are also available. It covers your entire torso and ends at the knee. This can be worn over clothes and armor.
Cloak, Leather Cost: 2 gp Cheap: 16 sp Expensive: 4 gp Premium Locale: 5 lb.
A unlined travelers cloak made of leather. Common colors are black, brown or grey, but other colors are also available. It covers your entire torso and ends at the knee. This can be worn over clothes and armor.
Cloak, Leather, Lined Cost: 4 gp Cheap: 3 gp Expensive: 8 gp Premium Locale: 7 lb.
A travelers cloak made of leather and lined with fur. At the DMs discretion, you don't have to make saving throws against the effects of Extreme Cold, as described in the DMG (p. 109). Common colors are black, brown or grey, but other colors are also available. It covers your entire torso and ends at the knee. This can be worn over clothes and armor.
Clothes, Common Cost: 5 sp Cheap: 4 sp Expensive: 1 gp Premium Locale: 3 lb.
This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.
Clothes, Cold Weather Cost: 10 gp Cheap: 8 gp Expensive: 20 gp Premium Locale: 5 lb.
This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, and fur-lined leather boots and gloves.

As long as cold weather clothing remains dry, its wearer automatically succeeds on saving throws against the effects of extreme cold (see "Extreme Cold").
Clothes, Costume Cost: 5 gp Cheap: 4 gp Expensive: 10 gp Premium Locale: 4 lb.
This set of clothes is fashioned after a particular costume, typically meant for entertaining.
Clothes, Fine Cost: 15 gp Cheap: 12 gp Expensive: 30 gp Premium Locale: 6 lb.
This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals and gems could be worked into the clothing.
Clothes, Traveler's Cost: 2 gp Cheap: 16 sp Expensive: 4 gp Premium Locale: 4 lb.
This set of clothes could consist of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.
Component Pouch Cost: 25 gp Cheap: 20 gp Expensive: 50 gp Premium Locale: 2 lb.
A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).
Pouch Cost: 5 sp Cheap: 4 sp Expensive: 1 gp Premium Locale: 1 lb.
A cloth or leather pouch can hold 1/5 cubic foot/ 6 pounds of gear - or up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch.

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Robes Cost: 1 gp Cheap: 8 sp Expensive: 2 gp Premium Locale: 4 lb.
A standard set of robes.
Sack Cost: 1 cp Cheap: 1 cp Expensive: 2 cp Premium Locale: ½ lb.
A sack can hold 1 cubic foot/ 30 pounds of gear.
Snowshoes Cost: 2 gp Cheap: 16 sp Expensive: 4 gp Premium Locale: 4 lb.
Snowshoes reduce the likelihood of their wearer getting stuck in the deep snow.

Traveling across snowy tundra takes more time than other regions. In the snow, without snowshoes, adventurer's and move a 1/4 mile per hour. With snowshoes, they can travel 1/2 mile per hour. In snowy mountains, that travel time is cut in half.

Optional (unofficial): While wearing these you ignore difficult terrain caused by non-magical deep snow but reduce your total walking speed by 5 feet at all times.
Tent, Two-Person Cost: 2 gp Cheap: 16 sp Expensive: 4 gp Premium Locale: 20 lb.
A simple and portable canvas shelter, a tent sleeps two.
Miscellaneous
Bone Needle (5) Cost: 3 cp Cheap: 2 cp Expensive: 6 cp Premium Locale:
A standard knitting needle made from bone, about an inch or two in length.
Steel Needle (1) Cost: 1 sp Cheap: 8 cp Expensive: 2 sp Premium Locale:
A standard knitting needle made from steel, about an inch or two in length.
Cotton Thread (30 feet) Cost: 5 sp Cheap: 4 sp Expensive: 1 gp Premium Locale: 2 lb.
30 feet of cotton thread used for sewing / knitting.
Leather Cord (15 feet) Cost: 1 gp Cheap: 8 sp Expensive: 2 gp Premium Locale: 4 lb.
15 feet of leather cord used by leather workers and tailors.
Tools and Kits
Artisan's Tools
Weaver's Tools Cost: 1 gp Cheap: 8 sp Expensive: 2 gp Premium Locale: 5 lb.
Weaver's tools allow you to create cloth and tailor it into articles of clothing.

Weaver's tools include thread, needles, and scraps of cloth. You know how to work a loom, but such equipment is too large to transport.

Arcana, History: Your expertise lends you additional insight when examining cloth objects, including cloaks and robes.

Investigation: Using your knowledge of the process of creating cloth objects, you can spot clues and make deductions that others would overlook when you examine tapestries, upholstery, clothing, and other woven items.

Repair: As part of a short rest, you can repair a single damaged cloth object.

Craft Clothing: Assuming you have access to sufficient cloth and thread, you can create an outfit for a creature as part of a long rest.
Adapted from tables created by jrobharing for reddit.com/r/DnD users