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
Padded / Leather Armor: 5 gold crowns / 10 gold crowns
Hide Armor: 10 gold crowns
Chain Shirt / Scale Mail: 50 gold crowns
Breastplate: 400 gold crowns
Plate Armor: 1,500 gold crowns
Shield: 10 gold crowns
Spell Scroll (Cantrip): 50 gold crowns
Common Magic Item (Base range): 50–100 gold crowns
Dagger: 2 gold crowns
Quarterstaff: 2 silver signets
Handaxe: 5 gold crowns
Shortbow: 25 gold crowns
Shortsword: 10 gold crowns
Longsword: 15 gold crowns
Rapier: 25 gold crowns
Greatsword: 50 gold crowns
Longbow: 50 gold crowns
Hand Crossbow: 75 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 or Mule: 8 gold crowns
Draft Horse: 50 gold crowns
Pony: 30 gold crowns
Riding Horse: 75 gold crowns
Fine Horse: 200 gold crowns
Warhorse: 400 gold crowns
Mastiff (Mount for small creatures): 25 gold crowns
Carriage: 100 gold crowns
Fine Carriage: 300 gold crowns
Cart or Wagon: 15 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.
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.