I was wondering if there are any crazy methods of gaining money (besides adventuring) that any of you know of.
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Hollow unbreakable arrows are the most OP common magic item, and my current method of coming up with insane combat shenanigans.
if you make a steel pipe with one end closed and a nozzle on the other, you can enlarge it, fill with any liquid, and then drop concentration, creating a high pressure squirt gun. (or a pipe bomb, depending if it holds)
There’s nothing in the rules that really lends itself to making much money besides adventuring. The idea is to encourage people to adventure, not let them sit home and collect cash. There’s rules for working during downtime, but it’s not as profitable as raiding a dungeon. So, anything out there is basically going to come down to a DM allowing it to happen. There’s people who try to use exploits, like spells and magic items to produce items to sell, but they still require a DM to agree there is a market for those items. And then that same DM would need to decide that even though you are flooding the market with your widgets, the price doesn’t drop, as we would typically expect.
I'm sure you can find some crazy exploits through Google/YouTube, but the DM is fully in their rights to put a stop to anything too crazy.
If you just want a few extra GP per town or between missions, smithing plate armor or brewing healing potions is probably the best. At higher level, the fabricate Spell can cut out crafting time entirely.
Your best option is to take the money you make adventuring and invest it into a business. Maybe 1000 gold buys you a 10% stake in a successful blacksmithing business, which makes 500gp per month. You then take 50gp per month.
Then you reinvest the money into other businesses, shut down rivals by driving them out of business, put more money into the blacksmiths so it increases output to 1000gp per month and so on and so on.
Eventually you own towns, guilds, and have a constant rolling income coming in each month.
I'm not sure that this is terribly interesting to play, though.
Option 2 - Villainy!
Become a powerful adventurer and... just do the villain stuff! Polymorph someone into a T-Rex and hold a town to ransom.
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I was wondering if there are any crazy methods of gaining money (besides adventuring) that any of you know of.
Hollow unbreakable arrows are the most OP common magic item, and my current method of coming up with insane combat shenanigans.
if you make a steel pipe with one end closed and a nozzle on the other, you can enlarge it, fill with any liquid, and then drop concentration, creating a high pressure squirt gun. (or a pipe bomb, depending if it holds)
There’s nothing in the rules that really lends itself to making much money besides adventuring. The idea is to encourage people to adventure, not let them sit home and collect cash.
There’s rules for working during downtime, but it’s not as profitable as raiding a dungeon. So, anything out there is basically going to come down to a DM allowing it to happen.
There’s people who try to use exploits, like spells and magic items to produce items to sell, but they still require a DM to agree there is a market for those items. And then that same DM would need to decide that even though you are flooding the market with your widgets, the price doesn’t drop, as we would typically expect.
I'm sure you can find some crazy exploits through Google/YouTube, but the DM is fully in their rights to put a stop to anything too crazy.
If you just want a few extra GP per town or between missions, smithing plate armor or brewing healing potions is probably the best. At higher level, the fabricate Spell can cut out crafting time entirely.
Option 1 - Business
Your best option is to take the money you make adventuring and invest it into a business. Maybe 1000 gold buys you a 10% stake in a successful blacksmithing business, which makes 500gp per month. You then take 50gp per month.
Then you reinvest the money into other businesses, shut down rivals by driving them out of business, put more money into the blacksmiths so it increases output to 1000gp per month and so on and so on.
Eventually you own towns, guilds, and have a constant rolling income coming in each month.
I'm not sure that this is terribly interesting to play, though.
Option 2 - Villainy!
Become a powerful adventurer and... just do the villain stuff! Polymorph someone into a T-Rex and hold a town to ransom.