Ship Repair

📖 SRD 5.2.1 (2024)

Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 Hit Point of damage requires 1 day and costs 20 GP for materials and labor. If the repairs are made in a location where supplies and skilled labor are abundant, such as a city shipyard, the repair time and cost are halved. Lifestyle Expenses Lifestyle expenses summarize the cost of living in a fantasy world. They cover lodging, food, equipment maintenance, and other necessities. At the start of each week or month (GM's choice), choose a lifestyle below—Wretched, Squalid, Poor, Modest, Comfortable, Wealthy, or Aristocratic—and pay the price to sustain that lifestyle. Lifestyles have no inherent consequences, but the GM might take them into account when determining risks or how others perceive your character. Wretched (Free) You survive via chance and charity. You're often exposed to natural dangers as a result of sleeping outside. Squalid (1 SP per Day) You spend the bare minimum for your necessities. You might be exposed to unhealthy conditions and opportunistic criminals. Poor (2 SP per Day) You spend frugally for your necessities. Modest (1 GP per Day) You support yourself at an average level. Comfortable (2 GP per Day) You spend modestly for your necessities and enjoy a few luxuries. Wealthy (4 GP per Day) You're accustomed to the finer things in life and might have servants. Aristocratic (10 GP per Day) You pay for the best and might have a staff that supports your lifestyle. Others notice your wealth and might encourage you to share it, either legally or otherwise. Food, Drink, and Lodging The Food, Drink, and Lodging table gives prices for food and a single night's lodging. Prices for daily lodging and meals are included in your lifestyle's expenses. Food, Drink, and Lodging Item Cost Item Cost Inn Stay per Day Meal Ale (mug) 4 CP Comfortable 8 SP Bread (loaf) 2 CP Wealthy 2 GP Cheese (wedge) 1 SP Aristocratic 4 GP Squalid 7 CP Squalid 1 CP Poor 1 SP Poor 2 CP Modest 5 SP Modest 1 SP Comfortable 2 SP Wine (bottle) Wealthy 3 SP Common 2 SP Aristocratic 6 SP Fine 10 GP Hirelings Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, an artisan, a scribe, or the like. The pay shown on the Hirelings table is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for work that requires no particular proficiencies; they include laborers and porters. Hirelings Service Cost Skilled hireling 2 GP per day Untrained hireling 2 SP per day Messenger 2 CP per mile Spellcasting Most settlements contain individuals who are willing to cast spells in exchange for payment. If a spell has expensive components, add the cost of those components to the cost listed in the Spellcasting Services table. The higher the level of a desired spell, the harder it is to find someone to cast it. Spellcasting Services Spell Level Availability Cost Cantrip Village, town, or city 30 GP 1 Village, town, or city 50 GP 2 Village, town, or city 200 GP 3 Town or city only 300 GP 4–5 Town or city only 2,000 GP 6–8 City only 20,000 GP 9 City only 100,000 GP Magic Items Adventures hold the promise—but not a guarantee—of finding magic items. Hundreds of magic items are detailed in "Magic Items" later in this document. Here's what you need to know about using magic items. Identifying a Magic Item Some magic items are indistinguishable from their nonmagical counterparts, while others are conspicuously magical. Handling a magic item is enough to give you a sense that it is extraordinary, but learning a magic item's properties isn't automatic. The Identify spell is the fastest way to reveal an item's properties. Alternatively, you can focus on one magic item during a Short Rest while being in physical contact with the item. At the end of the rest, you learn its properties and how to use them (but not any curse the item might bear). Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched inside the band, or a feathered design might hint that it's a Ring of Feather Falling. Wearing or experimenting with an item can also offer hints about its properties. In the specific case of Potions, a little taste is enough to tell the taster what a potion does. Other items might require more experimentation. For example, if your character puts on a Ring of Swimming, the GM might say, "Your movement feels strangely fluid." Perhaps you then dive into a river to see what happens. The GM would then say you swim unexpectedly well. Attunement Some magic items require a creature to form a bond—called Attunement—with them before the creature can use an item's magical properties. Without becoming attuned to an item that requires Attunement, you gain only its nonmagical benefits unless its description states otherwise. For example, a magic Shield that requires Attunement provides the benefits of a normal Shield if you aren't attuned to it, but none of its magical properties.

Attribution

This page includes material from the System Reference Document 5.2.1(“SRD 5.2.1”) by Wizards of the Coast LLC, available at dnd.wizards.com. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. QuestMaster is unofficial Fan Content not affiliated with Wizards of the Coast.