Be sure to get your DM's approval on this beforehand: So, what you do is you buy up all of one resource in the town. Make sure it's something that the town needs (food, clothes, etc.), and that it's an isolated town. Then, go to a larger city that has more of that resource and buy as much of it as you can. Then, sell the resource to the most wealthy shop in town for slightly over the base price. Be sure to sell them the resources that you bought from them and from the city. There should be a huge overflow in the shop, with way too much of the resource. Offer to take some of it off their hands for slightly less than the price that you sold it to them for. Be sure to buy any new resources of that kind that are being made or brought to the town. Then, when there's almost none left, sell way too much to the shop. Continue and repeat until the town is broke. Then, move on.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Step 1: befriend a wereboar in a blossoming frontier town.
Step 2: use all the raw materials around you (I.E., stone, lumber ), and a friendly wereboar willing to help with construction as an excuse to construct it in only 20 days and for a fraction of the cost.
Step 3: Business is booming, as you are the only immediate source of supplies.
Step 4: Kick back and relax as your hireling do all the work and you are making a lot of money.
be a moon druid, turn into a snake, sell poison for 200gp each, re-wildshape, short rest, repeat.
If you're by yourself, you're better off doing this with a Familiar, an easy spell to cast - the rules on milking for venom don't allow for milking yourself. If you have a team mate to milk you, this can be a very credible source of income, but you will generally want a Rogue to do the milking, and the druid's going to be incredibly bored. Rules you need are on DMG p258 for milking, and p257 for guessing prices of poisons not in the table, like from a poisonous snake.
3. Use Modify Memory on whoever you're "training" to make them think you trained them. First knock them unconscious.
4. Use Greater Invisibility on yourself and rob the noble family of all of one resource.
5. Go back and tell your student they did great.
6. The next day, say you noticed that the family was out of something. Offer to sell some to them for a copper piece under the price of the cheapest store selling it. DO NOT give any indication that you stole it in the first place.
7. They pay you for the resource, they pay you for the lessons. The student won't actually be able to do magic, so no chance of See Invisibility. Keep doing that with different resources until they get suspicious.
8. Move on to the next family.
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I am a Sauce Acolyte, Sauce Knight, Sauce Defender, Sauce Monk, Sauce Brewer, and Sauce Priest of the Supreme Court of Sauce because of my homebrew Rogue subclass, the Hot One, as well as my homebrew spell,Saucy Creation. Oh, I'm also a Sauce Serenader for the College of Sauce.
3. Use Modify Memory on whoever you're "training" to make them think you trained them. First knock them unconscious.
4. Use Greater Invisibility on yourself and rob the noble family of all of one resource.
5. Go back and tell your student they did great.
6. The next day, say you noticed that the family was out of something. Offer to sell some to them for a copper piece under the price of the cheapest store selling it. DO NOT give any indication that you stole it in the first place.
7. They pay you for the resource, they pay you for the lessons. The student won't actually be able to do magic, so no chance of See Invisibility. Keep doing that with different resources until they get suspicious.
8. Move on to the next family.
Modify Memory only affects a 10-minute span of memory and nobody is going to pay you for only 10 minutes worth of lessons and you can't knock them unconscious first because they need to hear you as you speak aloud the memory alteration. You could cast multiple times, but frankly that's a lot of spell resources. Your gain is only the cost of the lesson and 1 copper per item of resource you sell back.
Seems like disguise self and some charm/dominate spells would be better : rob them blind, shove it into a demiplane and skippedy-doo away, with them never knowing who you really were.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
As a DM my players are free to go out and make as much money as they want through magical or other means, but if they can do it so can others and inflation is a thing :) make 10,000 good in a few weeks great but don’t expect things to stay the same low price :).
Of course the most famous case of this, the player who found a portal to the salt plane which was simply a side quest the dm liked. A few months later, well read for yourself :).
My latest char is prof in cartography and I use that skill to map out ereas that no one really goes to, then I sell those maps to people. I made a map of a maze we were in last, the guy that was lost in the maze who we had to rescue ran a ruins and relics shop. His brother offered us a hefty discount for bringing his brother back.
Being stuck in that maze for 2 months the shop owner was very willing to pay for a completed map of the maze as it is known th hold valuables. Made some really good cash this way before.
Using tools is the best way to earn easy money in my opinion.
Be a patron. Hire people to help you run your guild. Rake in the profit.
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Pronouns: he/him/his.
My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may also respond to quick questions, but ignore harder responses in favor of time.
My location is where my character for my home game is (we're doing the wild beyond the witchlight).
"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote
well one way to make cold hard chash in a orthodox way is will saveing it try to use your "SKILLS" that are not combat related to lower the amount you spend like say your party have something one that as proficient in Woodcarver’s tools they can offer to inspect, repair, replace any thing wooded if they lower the price tag for rooms and the more things the party can do for the inn the lower the price tag become to the point they might be paying you for all the help.
At level 1, having woodcarver's tools proficiency and making arrows is a pretty good way to rake in some extra spending cash, depending on how many arrows your DM will let you get away with making per hour, materials resource availability, and downtime availability. Say you can make 5 arrows an hour, that's 20 in 4 hours, or 40 in 8 hours, which = 2g/day if you're getting your party members to source the materials themselves. Not gonna get rich doing it, but more than enough to pay for the party's tavern fees.
In one of my current campaigns I run, one of my players just invented a language-learning device via a modified sending stone and some very good checks. (Artificer.) He's choosing to sell them for really cheap compared to what I thought he would.
As a DM, I let one of my other campaigns' party get shareholds in a mine they helped open up via helping the miner clear it out and make a deal with the local peoples. The metal was a previously-unfound one, so it's quite rare and valuable. They've already seen great dividends from it. Nothing like what they make adventuring, but they were pretty shocked at their first early paycheck.
Again, completely dependent on the DM and group in general. Our group get much more "realistic" rewards and have to figure the rest out on our own. After all, where is a town going really get thousands of gold to pay a group of adventures for clearing out goblins that have been ribbing them blind?
This thread is for posting strategies for making loads of coin
Here is mine:
Suggestion - Corner a rich person and use the suggestion spell on them and say, “give me 100 platinum in exchange for this rare coin” show them a copper coin. If it is successful you will pay a copper for 100 plat. They will either forget the incident or think it was a perfectly reasonable deal, as the spell does not specify that they realize they were being influenced with magic.
(Some of the strategies in this thread may be bending the rules. Make sure your DM allows them before attempting)
You say the spell doesn't specify that they realize they were influenced by magic... but the spell doesn't need to specify that. Casting spells with verbal components is not subtle. Unless they have never before heard of magic, they will probably be tipped off by you chanting mystical words to create the spell. They may not know exactly what had happened to them, but after the deal has been made and the spell ends, they will remember you casting a spell in front of them.
Your DM might even decide that you casting Suggestion on them initiates combat. If they roll a higher initiative than you, they could decide to scream for help and run away before you get a chance to cast your spell.
Be sure to get your DM's approval on this beforehand:
So, what you do is you buy up all of one resource in the town. Make sure it's something that the town needs (food, clothes, etc.), and that it's an isolated town. Then, go to a larger city that has more of that resource and buy as much of it as you can. Then, sell the resource to the most wealthy shop in town for slightly over the base price. Be sure to sell them the resources that you bought from them and from the city. There should be a huge overflow in the shop, with way too much of the resource. Offer to take some of it off their hands for slightly less than the price that you sold it to them for. Be sure to buy any new resources of that kind that are being made or brought to the town. Then, when there's almost none left, sell way too much to the shop. Continue and repeat until the town is broke. Then, move on.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
I did this once:
Step 1: befriend a wereboar in a blossoming frontier town.
Step 2: use all the raw materials around you (I.E., stone, lumber ), and a friendly wereboar willing to help with construction as an excuse to construct it in only 20 days and for a fraction of the cost.
Step 3: Business is booming, as you are the only immediate source of supplies.
Step 4: Kick back and relax as your hireling do all the work and you are making a lot of money.
I made a couple thousand GP after a few weeks.
Mystic v3 should be official, nuff said.
be a moon druid, turn into a snake, sell poison for 200gp each, re-wildshape, short rest, repeat.
If you're by yourself, you're better off doing this with a Familiar, an easy spell to cast - the rules on milking for venom don't allow for milking yourself. If you have a team mate to milk you, this can be a very credible source of income, but you will generally want a Rogue to do the milking, and the druid's going to be incredibly bored. Rules you need are on DMG p258 for milking, and p257 for guessing prices of poisons not in the table, like from a poisonous snake.
So who exactly has the money to keep buying these poisons from you?
"The city" obviously
1. Be a spellcaster.
2. Offer spell training to noble families.
3. Use Modify Memory on whoever you're "training" to make them think you trained them. First knock them unconscious.
4. Use Greater Invisibility on yourself and rob the noble family of all of one resource.
5. Go back and tell your student they did great.
6. The next day, say you noticed that the family was out of something. Offer to sell some to them for a copper piece under the price of the cheapest store selling it. DO NOT give any indication that you stole it in the first place.
7. They pay you for the resource, they pay you for the lessons. The student won't actually be able to do magic, so no chance of See Invisibility. Keep doing that with different resources until they get suspicious.
8. Move on to the next family.
I am a Sauce Acolyte, Sauce Knight, Sauce Defender, Sauce Monk, Sauce Brewer, and Sauce Priest of the Supreme Court of Sauce because of my homebrew Rogue subclass, the Hot One, as well as my homebrew spell, Saucy Creation. Oh, I'm also a Sauce Serenader for the College of Sauce.
Join the Supreme Court of Sauce!
Also, the What Cult!
I'm What Founder?
Sell dead bodies to a necromancer. Be warned, though, they prefer to use cryptocurrency.
Modify Memory only affects a 10-minute span of memory and nobody is going to pay you for only 10 minutes worth of lessons and you can't knock them unconscious first because they need to hear you as you speak aloud the memory alteration. You could cast multiple times, but frankly that's a lot of spell resources. Your gain is only the cost of the lesson and 1 copper per item of resource you sell back.
Seems like disguise self and some charm/dominate spells would be better : rob them blind, shove it into a demiplane and skippedy-doo away, with them never knowing who you really were.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
As a DM my players are free to go out and make as much money as they want through magical or other means, but if they can do it so can others and inflation is a thing :) make 10,000 good in a few weeks great but don’t expect things to stay the same low price :).
exactly.
I am an average mathematics enjoyer.
>Extended Signature<
Of course the most famous case of this, the player who found a portal to the salt plane which was simply a side quest the dm liked. A few months later, well read for yourself :).
https://www.enworld.org/threads/the-tale-of-an-industrious-rogue-updated-3-12-2014.350158/
My latest char is prof in cartography and I use that skill to map out ereas that no one really goes to, then I sell those maps to people. I made a map of a maze we were in last, the guy that was lost in the maze who we had to rescue ran a ruins and relics shop. His brother offered us a hefty discount for bringing his brother back.
Being stuck in that maze for 2 months the shop owner was very willing to pay for a completed map of the maze as it is known th hold valuables. Made some really good cash this way before.
Using tools is the best way to earn easy money in my opinion.
Be a patron. Hire people to help you run your guild. Rake in the profit.
Pronouns: he/him/his.
My posting scheduled is irregular: sometimes I can post twice a week, sometimes twice a day. I may also respond to quick questions, but ignore harder responses in favor of time.
My location is where my character for my home game is (we're doing the wild beyond the witchlight).
"The Doomvault... Probably full of unicorns and rainbows." -An imaginary quote
well one way to make cold hard chash in a orthodox way is will saveing it try to use your "SKILLS" that are not combat related to lower the amount you spend like say your party have something one that as proficient in Woodcarver’s tools they can offer to inspect, repair, replace any thing wooded if they lower the price tag for rooms and the more things the party can do for the inn the lower the price tag become to the point they might be paying you for all the help.
At level 1, having woodcarver's tools proficiency and making arrows is a pretty good way to rake in some extra spending cash, depending on how many arrows your DM will let you get away with making per hour, materials resource availability, and downtime availability. Say you can make 5 arrows an hour, that's 20 in 4 hours, or 40 in 8 hours, which = 2g/day if you're getting your party members to source the materials themselves. Not gonna get rich doing it, but more than enough to pay for the party's tavern fees.
In one of my current campaigns I run, one of my players just invented a language-learning device via a modified sending stone and some very good checks. (Artificer.) He's choosing to sell them for really cheap compared to what I thought he would.
As a DM, I let one of my other campaigns' party get shareholds in a mine they helped open up via helping the miner clear it out and make a deal with the local peoples. The metal was a previously-unfound one, so it's quite rare and valuable. They've already seen great dividends from it. Nothing like what they make adventuring, but they were pretty shocked at their first early paycheck.
Again, completely dependent on the DM and group in general. Our group get much more "realistic" rewards and have to figure the rest out on our own. After all, where is a town going really get thousands of gold to pay a group of adventures for clearing out goblins that have been ribbing them blind?
You say the spell doesn't specify that they realize they were influenced by magic... but the spell doesn't need to specify that. Casting spells with verbal components is not subtle. Unless they have never before heard of magic, they will probably be tipped off by you chanting mystical words to create the spell. They may not know exactly what had happened to them, but after the deal has been made and the spell ends, they will remember you casting a spell in front of them.
Your DM might even decide that you casting Suggestion on them initiates combat. If they roll a higher initiative than you, they could decide to scream for help and run away before you get a chance to cast your spell.
Get painters supplies and paint during your rests. Have the bard sell the paintings to rich nobles.
Only spilt the party if you see something shiny.
Ariendela Sneakerson, Half-elf Rogue (8); Harmony Wolfsbane, Tiefling Bard (10); Agnomally, Gnomish Sorcerer (3); Breeze, Tabaxi Monk (8); Grace, Dragonborn Barbarian (7); DM, Homebrew- The Sequestered Lands/Underwater Explorers; Candlekeep