Ball bearings (bag of 1,000): 1 gold crown
Bedroll: 1 gold crown
Candle: 1 penny
Clothes (Common): 5 silver signets
Crowbar: 2 gold crowns
Hammer: 1 gold crown
Hempen rope (50 feet): 1 gold crown
10-foot Pole: 5 silver signets
Rations (1 day): 5 silver signets
Tinderbox: 5 silver signets
Torch: 1 penny
Waterskin: 2 silver signets
Spell Scroll (Cantrip): 50 gold crowns
Common Magic Item (Base range): 50–100 gold crowns
Simple Melee Weapons:
Club — 1 silver signet
Dagger — 2 gold crowns
Greatclub — 2 silver signets
Handaxe — 5 gold crowns
Javelin — 5 silver signets
Light Hammer — 2 gold crowns
Mace — 5 gold crowns
Quarterstaff — 2 silver signets
Sickle — 1 gold crowns
Spear — 1 gold crowns
Simple Ranged Weapons:
Light Crossbow — 25 gold crowns
Dart — 5 pennies
Shortbow — 25 gold crowns
Sling — 1 silver signet
Martial Melee Weapons:
Battleaxe — 10 gold crowns
Flail — 10 gold crowns
Glaive — 20 gold crowns
Greataxe — 30 gold crowns
Greatsword — 50 gold crowns
Halberd — 20 gold crowns
Lance — 10 gold crowns
Longsword — 15 gold crowns
Maul — 10 gold crowns
Morningstar — 15 gold crowns
Pike — 5 gold crowns
Rapier — 25 gold crowns
Scimitar — 25 gold crowns
Shortsword — 10 gold crowns
Trident — 5 gold crowns
War Pick — 5 gold crowns
Warhammer — 15 gold crowns
Whip — 2 gold crowns
Martial Ranged Weapons:
Blowgun — 10 gold crowns
Hand Crossbow — 75 gold crowns
Heavy Crossbow — 50 gold crowns
Longbow — 50 gold crowns
Net — 1 gold crowns
Light Armor:
Padded — 5 gold crowns
Leather — 10 gold crowns
Studded Leather — 45 gold crowns
Medium Armor:
Hide — 10 gold crowns
Chain Shirt — 50 gold crowns
Scale Mail — 50 gold crowns
Breastplate — 400 gold crowns
Half Plate — 750 gold crowns
Heavy Armor:
Ring Mail — 30 gold crowns
Chain Mail — 75 gold crowns
Splint — 200 gold crowns
Plate — 1,500 gold crowns
Shield:
Shield — 10 gold crowns
Gaming Set (Dice or Cards): 1 silver signet – 1 gold crown
Musical Instrument: 2 gold crowns – 35 gold crowns
Artisan's Tools (e.g., Smith's, Alchemist's): 5 gold crowns – 50 gold crowns
Herbalism Kit: 5 gold crowns (Required to brew healing potions)
Thieves’ Tools: 25 gold crowns
Disguise Kit: 25 gold crowns
Forgery Kit: 20 gold crowns
Poisoner's Kit: 50 gold crowns
Navigator's Tools: 25 gold crowns
Potion of Healing (Common): 50 gold crowns (Restores 2d4+2 HP)
Potion of Greater Healing (Uncommon): 100 gold crowns (Restores 4d4+4 HP)
Potion of Superior Healing (Rare): 500 gold crowns (Restores 8d4+8 HP)
Potion of Supreme Healing (Very Rare): 1,350 gold crowns (Restores 10d4+20 HP)
Potion of Climbing (Common): 50–75 gold crowns
Potion of Water Breathing (Uncommon): ~100–200 gold crowns
Potion of Growth (Uncommon): ~100–200 gold crowns
Donkey: 8 gold crowns
Mule: 8 gold crowns
Draft Horse: 50 gold crowns
Pony: 30 gold crowns
Riding Horse: 75 gold crowns
Fine Horse: 250 gold crowns
Warhorse: 400 gold crowns
Mastiff (Mount for small creatures): 25 gold crowns
Carriage: 100 gold crowns
Fine Carriage: 300 gold crowns
Cart: 15 gold crowns
Wagon: 15 gold crowns
Rowboat: 50 gold crowns
Keelboat: 1,500 gold crowns
Longboat: 3,000 gold crowns
Trade Cog: 4,000 gold crowns
Lateen Caravel: 6,000 gold crowns
Round Caravel: 8,000 gold crowns
Trade Carrack: 10,000 gold crowns
War Carrack: 20,000 gold crowns
Coach cab (per mile): 3 pence
Hireling, Untrained (per day): 2 silver signets
Hireling, Trained (per day): 2 gold crowns
Inn Stay, Modest (per day): 5 silver signets
Inn Stay, Comfortable (per day): 1 gold crown
Meal, Modest (per day): 3 silver signets
Meal, Comfortable (per day): 5 silver signets
Spellcasting (1st/2nd level spell like Cure Wounds or Lesser Restoration): 10–50 gold crowns plus component costs
Mundane Gear: You receive half the book value for standard, clean items (e.g., selling a 50 gp greatsword gets you 25 gp).
Monster Loot: Weapons and armor salvaged from monsters (like goblins or orcs) are usually too damaged, rusted, or poorly sized to be sold at all, or they only fetch a few copper coins for scrap metal.
Gems, Jewelry, and Art: These are considered direct currency substitutes and can be sold for 100% of their value.
Trade Goods: Materials like iron, wheat, and silk can also be sold for 100% of their value because they function like cash in the merchant world.
Non-magical +1 and +2 variants of standard weapons and armor are available at designated markets. See market description for the rarity of items available there.
+1 non-magical uncommon items are 4-6x their mundane counterpart’s cost and can only be found in certain markets (cheaper items are 6x mundane cost, big items like expensive armor sets are 4x)
+2 non-magical rare items are 30-50x their mundane counterpart’s cost and can only be found in certain markets (cheap items are 30x mundane cost, big items are 50x)
Magic items are harder to liquidate and require using downtime.
Base Value: Finding a buyer takes one workweek of downtime and 25 gold crowns.
The Offer: After making a Charisma (Persuasion) check, the offers you receive generally scale as 50%, 100%, or 150% of the item's base value, depending on how well you roll.