![]() ![]() Whatever your business does, you’re probably going to have to set up a physical location from which to conduct your affairs. Other times, the DM might present you with a specific opportunity in the form of a contract or type of building. Maybe your town is already overburdened with taverns, or it’s illegal to sell magic items, or there just aren’t premises available that are big enough for what you want to do. Sometimes, the decision over what kind of business you want to run gets decided for you. Do any of you know the first thing about milling? Nope. Maybe you’re the only group of people in town with enough money to restore the local mill. After all, adventuring is still going to be your day job this is undeniably a side hustle.Īlternately, you could look around the local area for opportunities that have nothing to do with your adventuring career. Think about what your characters are good at and interested in doing, and then figure out how to make it pay. You could start a business that’s tied to your character’s own skills.įor example, a wizard might open a shop selling spellbooks, scrolls, potions, and components.Ī ranger might open a stable, or a guild offering safe passage through nearby areas of wilderness, or perhaps even a courier service.Ī fighter might train and hire out security to local nobles or even run expensive “boot camps” for the children of the local bourgeoisie whose children “need toughening up.”īusinesses don’t have to be totally out in the open or even have to be directly geared toward commerce.Ĭlerics can open temples, paladins can found their own order of questing knights, and rogues can start clandestine smuggling operations. While the most common choice is probably a tavern, there are virtually unlimited options as long as you have the necessary location, resources, and skills. ![]() The first step is figuring out what kind of business you want to run. ![]() Let’s take a look at how it works, step by step. Lastly, we’re going to explore some more unconventional business models compared to just opening up another tavern.ĭetails on how your players can go about starting and running businesses are scattered throughout Chapter 6 of the Dungeon Master’s Guide. Then, because the rules as written kind of blow, we’re going to suggest some improvements. In this guide, we’re going to be covering the rules for setting up and running a business in D&D 5e. Similarly, a business (much like a treasured NPC, a unique magic item or a pet) gives your players something to be invested in beyond the scope of their own character. In addition to the obvious financial benefits, having a successful business can have all sorts of narrative boons (and strings) attached as your players become more and more entangled in the local economy and social strata. ![]() Whether your players want a self-sustaining hideout, a place where everyone knows their name, a veneer of legitimacy for their legally (don’t even get me started on morally) questionable antics, a retirement plan, a way to spread their political influence, an extra revenue stream, or just a big old money pit in which to throw all their hard earned loot, a business is a great place to start – at least, until they have enough money to build their own castle, that is. Starting and running a business in Dungeons & Dragons 5e can be a great way to generate some additional revenue, give your party a home base, and get your players more deeply invested in a campaign. ![]()
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