WebCost (Low) Cost (High) Speed Main Uses Rowboat (10-15 ft) 50 gp 40 gp 100 gp 1.5 mph Raft (25 ft) 3,000 gp 2,400 gp 6,000 gp 1 mph Keelboat (50 ft) 5,000 gp 4,000 gp 10,000 … WebThe appendices also cover mechanics for ship-to-ship combat, new magic items, monsters, and more! Product Information. ... D&D 5E Starting Level: 1 Length: Long Campaign Installation: 1 module, 7 addons, 1 compendium, 1 art pack. ... D&D, Ghosts of Saltmarsh, Dungeons & Dragons, their respective logos, and Wizards of the Coast are property of ...
Expenses D&D 5th Edition on Roll20 Compendium
WebJan 28, 2016 · Hero. Jan 27, 2016. #1. The spell teleportation circle lets you teleport between a chalk circle you create to a permanent circle you are aware of. Creating the chalk circle costs 50 gp. This is high from a commoner perspective, but affordable for the 9th level wizards that will be teleporting. However, creating a permanent circle requires "you ... WebSailing Ship. Type: Vehicle (Water) Cost: 10000 gp Weight: --. If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. Tags: Movement. debilitating hot flashes
Captains and Cannons: A Ship Combat Guide in D&D 5e
WebNov 27, 2015 · The easy way. Unless the DM wants to make this more complicated, the Player's Handbook on Spellcasting and Services (PH 129) prices this spellcasting as follows:. Either a level 9 wizard or a level 9 cleric with access to the domain Travel casts the 5th-level spell teleport [conj] (PH 292-3) for 450 gp (i.e. caster level × 50 gp). Similarly, a … WebAirship, Gasbag and Sail (5e Equipment) Cost: 41,200 gp. Speed: Fly 50 feet (5 mph); ascend/descend 50 feet per round. Carrying Capacity: Cargo 12 ½ tons. This ship uses a gasbag of hydrogen and a set of sails to travel through the air. It has cabins for 10 passengers to travel for long voyages in comfort. It has an AC of 13 across the hull ... WebAdding an upgrade costs 15,000 gp and requires 1d4 weeks of work. During that time, the ship must remain in port. If the ship leaves, the work must start over, but you don't need … debilitating headaches every day