|Barbarian||3d6 × 10 gp||105 gp|
|Bard||3d6 × 10 gp||105 gp|
|Cleric||4d6 × 10 gp||140 gp|
|Druid||2d6 × 10 gp||70 gp|
|Fighter||5d6 x 10 gp||175 gp|
|Monk||1d6 × 10 gp||35 gp|
|Paladin||5d6 × 10 gp||175 gp|
|Ranger||5d6 × 10 gp||175 gp|
|Rogue||4d6 × 10 gp||140 gp|
|Sorcerer||2d6 × 10 gp||70 gp|
|Wizard||2d6 × 10 gp||70 gp|
Each character begins play with a number of gold pieces that he can spend on weapons, armor, and other equipment. As a character adventures, he accumulates more wealth that can be spent on better gear and magic items. The Starting Character Wealth table lists the starting gold piece values by class. In addition, each character begins play with an outfit worth 10 gp or less. For characters above 1st level, see the table Character Wealth by Level.
|Copper piece (cp)||1||1/10||1/100||1/1,000|
|Silver piece (sp)||10||1||1/10||1/100|
|Gold piece (gp)||100||10||1||1/10|
|Platinum piece (pp)||1,000||100||10||1|
The most common coin is the gold piece (gp). A gold piece is worth 10 silver pieces (sp). Each silver piece is worth 10 copper pieces (cp). In addition to copper, silver, and gold coins, there are also platinum pieces (pp), which are each worth 10 gp.
The standard coin weighs about a third of an ounce (50 to the pound).
Merchants commonly exchange trade goods without using currency. As a means of comparison, some trade goods are detailed on the Trade Goods table.
In general, a character can sell something for half its listed price, including weapons, armor, gear, and magic items. This also includes character-created items.
Trade goods, gems, and jewelry are the exception to the half-price rule. A trade good, in this sense, is a valuable good that can be easily exchanged almost as if it were cash itself.
An adventurer's primary source of income is treasure, and his primary purchases are tools and items he needs to continue adventuring—spell components, weapons, magic items, potions, and the like. Yet what about things like food? Rent? Taxes? Bribes? Idle purchases?
You can certainly handle these minor expenditures in detail during play, but tracking every time a PC pays for a room, buys water, or pays a gate tax can swiftly become obnoxious and tiresome. If you're not really into tracking these minor costs of living, you can choose to simply ignore these small payments. A more realistic and easier- to-use method is to have PCs pay a recurring cost of living tax. At the start of every game month, a PC must pay an amount of gold equal to the lifestyle bracket he wishes to live in—if he can't afford his desired bracket, he drops down to the first one he can afford.
Destitute (0 gp/month): The PC is homeless and lives in the wilderness or on the streets. A destitute character must track every purchase, and may need to resort to Survival checks or theft to feed himself.
Poor (3 gp/month): The PC lives in common rooms of taverns, with his parents, or in some other communal situation—this is the lifestyle of most untrained laborers and commoners. He need not track purchases of meals or taxes that cost 1 sp or less.
Average (10 gp/month): The PC lives in his own apartment, small house, or similar location—this is the lifestyle of most trained or skilled experts or warriors. He can secure any nonmagical item worth 1 gp or less from his home in 1d10 minutes, and need not track purchases of common meals or taxes that cost 1 gp or less.
Wealthy (100 gp/month): The PC has a sizable home or a nice suite of rooms in a fine inn. He can secure any nonmagical item worth 5 gp or less from his belongings in his home in 1d10 minutes, and need only track purchases of meals or taxes in excess of 10 gp.
Extravagant (1,000 gp/month): The PC lives in a mansion, castle, or other extravagant home—he might even own the building in question. This is the lifestyle of most aristocrats. He can secure any nonmagical item worth 25 gp or less from his belongings in his home in 1d10 minutes. He need only track purchases of meals or taxes in excess of 100 gp. 669246 384062