Traders and Merchants
Traders and Merchants
Designer: Tyler ‘Walrock’ Reed Special Thanks: The Discord of Many Things, /r/unearthedar-
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ON THE COVER
V ersion 1.2
Disclaimer: When making a purchase, always read the fine print. Like you’re doing now! Good on you. Since you took the time to look, you should be aware that all sales are final, and any curses that may or may not
accompany certain magic items are considered a complimentary addition to your purchase. After buying an ominous magical item, fully expect the merchant to have vanished on second glance, taking their stall and wares
along with them to some uncertain outer plane. Feel free to interpret such occurrences as dire portents; or don’t! It’s your money, after all, and the customer is always right.
Contents
Traders & Merchants...................... 4 High Fashion........................................22
Merchant Characteristics...................5 Jewelry and Gems...............................24
Gimmick.............................................5 Knick-Knacks.......................................26
Merchants & Merchandise............ 6 Leatherworking...................................28
Legendary Merchants......................6 Mechanical Contraptions..................30
Merchant Quality..............................6 Medium and Heavy Armor................32
Buying and Selling...............................7 Potions, Poisons, and Herbs............34
Selling to Merchants........................7 Religious Idols and Blessings...........36
Bartering............................................7 Songs and Instruments.....................38
Haggling.............................................7 Spell Scrolls and Tomes....................40
Magic Items.......................................7 Tattoos...................................................42
Goods and Services.............................7 Thieving Supplies...............................44
Availability..........................................7 Tools.......................................................46
Quantities...........................................8 Vehicles and Transportation.............48
Merchants and Spells......................8 Weapons................................................50
Variant Merchants................................8 Witchcraft.............................................52
Reoccurring Merchants......................8 Legendary Merchants................... 54
Items and Sources...............................8 Astral Traveler......................................54
Merchant Inventories.................... 10 Enchantments......................................56
D ean S pencer
W
ith a filled keg over each arm, a male holes. No buyers today - but tomorrow, who knows?
dwarf trudges away from the snowy peaks of Though few of their ilk consider it, adventurers are
his homeland, a similarly-laden mule follow- far from being the only individuals enterprising and
ing in his footsteps. Though the dwarf knows foolhardy enough to journey the wider world in search
the closest town is weeks away, he has full of fortune and glory. Merchants travel far and wide,
confidence in the quality of his wares. Smelling profits often finding themselves at bustling hubs of business,
on the wind, he ventures ever forward, seeking riches such as port towns, trade hubs, and the more mercantile
and glory for his clan. strongholds that pepper the disparate reaches of the
In the midst of a bustling market, a mousy female world. Each merchant has their own motivations for
halfling with round, thick glasses scribbles away and methods of pursuing free enterprise, and for every
within a tome. Beside her lies a pile of her completed merchant just trying to get by, there’s at least one more
works, finely bound, proclaiming their titles in bold with fervent dreams of someday, somehow, making it big
lettering. Concerned only with her writing, the halfling and retiring to comfort and fortune.
pays no heed to attracting customers, trusting that Included here are sample merchant inventories for
her books and reputation will be more than enough to the merchants that traverse the worlds of Dungeons &
entice passersby. Dragons. This supplement is designed to work with the
Set against the edge of an alleyway, a male kobold clad Fortresses, Temples, & Strongholds option available
M att M orrow
only in a burlap sack waves his arms and chitters franti- from Walrock Homebrew on the DM’s Guild, though
cally, attempting to attract buyers. The kobold eventually these merchants can function equally well when found
gives up, sighing, glancing over towards his nearby pile throughout the wider world.
of identical burlap sacks, complete with arm and head
4
Merchant Characteristics d6 Bond
Much like adventurers themselves, merchants often 1 I have a sick relative that my business supports.
have hopes, dreams, and fatal flaws of their own. If you 2 I owe a lot of money to organized crime, and they’re
wish to characterize a merchant for roleplaying purpos- threatening to collect. Violently.
es, roll on or choose from the following tables.
3 I’m counting down the days to a peaceful retirement with
d8 Personality Trait my spouse or loved ones.
1 I greet absolutely everyone with a warm hug. 4 I hope to earn enough money to be able to pursue my true
2 I have a much better head for numbers than people. love, who is well above my station.
3 I’m sometimes willing to barter in favors than coin. 5 I’m on the run from the law, and plan to leave town before
4 I don’t trust adventurers, not even a little bit. they finally recognize me.
5 It’s all business with me, no need to be personable. 6 A large portion of my money is spent atoning for my
6 Repeat customers are my best friends. shameful past.
d10 Gimmick
1 Every purchase comes with a complementary mug of ale!
Drunk customers are good customers!
2 I AM ALWAYS VERY EXCITED ABOUT MY PRODUCTS,
AND SHOUT TO CONVEY MY ENTHUSIASM!
3 I talk so fast, you’ll never have time to think.
4 Banners! Bright colors! A local bard! My shop has it all.
5 I’ve designed and assembled a mascot costume to attract
business, or to scare children. Could be both.
6 I perform (mundane) magic tricks to keep my customers
interested.
G ary D upuis
5
Merchants & Merchandise Legendary Merchants
If a Legendary Merchant is rolled on the Merchants
Merchants sometimes come from distant lands bearing table, roll once on the following table to determine
exotic wares, and have wildly different specialties. Even which Legendary Merchant your players encounter:
within a specialty, merchants are of dramatically differ-
ent quality depending on the materials they can acquire, d20 Legendary Merchants
and their skill at the art of commerce.
1-2 Astral traveler
When you require a merchant, you can create one
by rolling on the tables in the Merchants and Traders 3-6 Enchantments
section of Fortresses, Temples, and Strongholds, or by 7 Fey bargains
rolling on the table presented here: 8-11 Magic items
B oris K ustodiev
93-96 Witchcraft
97-100 Legendary merchant (roll once on the Legendary
T he I nvisible H and at W ork
Some areas are exceptionally good (or poor) locations in which
Merchants table)
to find merchants. The intersection of two major trade routes
can yield merchants of a much higher quality than a forgotten
S ubject to A vailability outpost deep in the borderlands.
Many different types of merchants are listed here, and not all If an area is exceptionally good for trade, your DM may
merchants are appropriate to every setting. A magic items choose to roll twice on the Quality table, and use the best result.
merchant might be illogical for a setting where magic items are If an area is ill-suited to commerce, however, the DM may like-
too rare to be sold, or a mechanical contraptions merchant may wise decide to roll twice and use the worst result, i nstead.
be at odds with a setting that has yet to d
iscover clockwork.
If a thematically inappropriate merchant is rolled (or chosen)
on these tables, simply reroll (or choose again) until a more
appropriate merchant is selected. In the case of
legendary merchants, roll again on the legendary merchants
table, unless none of the available legendary merchants would
be thematically acceptable.
6
Buying and Selling check is necessary for all items a character is purchas-
ing from a merchant, or may require a haggling check
Whether scrupulous or unscrupulous, merchants tend
for each type of item a character buys. In this latter case,
to obey certain rules when trading. Below are general
as an example, a character buying one candle and two
rules that merchants follow, though your DM may alter
sheets of paper would make two haggling checks (one
these rules to suit their campaign or the predilections of
for the candle and one for both sheets of paper) rath-
an individual merchant.
er than three.
Selling to Merchants
Magic Items
Merchants may be willing to buy items the players
Many of the listed merchants, especially legendary
wish to sell, usually those that are of and good make
merchants or those of good or excellent quality, have
and similar enough to the items the merchant already
magic items in their inventories.
carries. Merchants often are willing to pay half the
Buying Magic Items from Merchants. Depending
ordinary price for wares the players are selling, except-
on how common magic is in your world, your DM may
ing magic items, which obey their own special rules
decide that merchants do not or cannot sell magic items.
(see below). Currency carried by merchants for such
If magic items are not sold in your world, ignore the
purposes is typically is kept in a secure location, such as
presence of magic items in merchant inventories.
a trapped lockbox.
Your DM might also decide that magic items are
available for purchase, but are rare enough that they
Bartering
must be located from an interested seller first. In this
Some merchants, particularly those in remote areas or
case, remove magic items from merchant inventories
belonging to societies without an emphasis on coin-
and instead use the rules in the Buying a Magic Item
age or currency, may be willing to partake of barter for
section on page 125 of Xanathar’s Guide to Everything
items in their inventories, exchanging items for items
to determine whether or not you are able to find the
rather than coin.
item you want.
In this case, a merchant will usually attempt to
Selling Magic Items to Merchants. Your DM may
trade as evenly as possible, but will never accept items
allow you to sell magic items directly to merchants,
worth less than what the purchaser is receiving. A
using the listed prices on page 130 of the Dungeon
merchant may append a 10% convenience fee onto the
Master’s Guide. It should be noted that no merchant will
sale when bartering, or 25% in areas where bartering
ever have enough currency on-hand to buy a magic item
is less common.
above rare quality, though a savvy merchant may have
reserves or be willing to barter in such a deal.
Haggling Alternatively, your DM might rule that merchants
Depending on the individual merchant, a customer cannot or will not buy magic items in this fashion. If
haggling and attempting to get the merchant to lower this is the case, your DM may decide to use the rules
prices may be fully expected, allowed as an occasional for selling magic items present on pages 129-130 of the
indulgence, or seen as a grave insult. Dungeon Master’s Guide, requiring a greater investment
Your DM might decide that some merchants are in time and money to find an interested buyer.
willing to haggle. If so, your DM can roll 1d100 to
determine a merchant’s willingness to haggle on Goods and Services
the table below.
Being able and willing to provide goods and services is
d100 Willingness to Haggle DC Discount what makes a merchant a merchant. The rules in this
1-25 My prices are set in stone. — — section help determine what a merchant has on-hand,
and what they are willing to part with.
26-50 Only if I really, really like you. 25 10%
51-75 I’m reasonably flexible with prices. 18 15% Availability
76-85 I’m known for cutting good deals! 15 20% Most merchants have incredibly robust lists of goods
86-95 Deals so good, it’s suspicious. 13 25% that may be available to them, but not every item on a
96-100 Everything must go! No questions! 11 30% merchant’s list is in their inventory.
To determine how many types of items a merchant
has available in a given quality category, roll 1d8 + 4 one
If a merchant is willing to haggle on a result of 26 or
time for each quality category the merchant has access
higher, a character buying an item can attempt a check
to. For example, a medium quality merchant would have
to haggle with Charisma (Persuasion) against the listed
access to items in the atrocious, poor, and good quality
DC associated with the merchant’s level of willingness.
categories, and thus should roll 1d8 + 4 three sepa-
On a success, the merchant offers their listed discount
rate times. If any of the merchant’s quality categories
on the item the character is buying. If a character
have five or fewer items, do not roll for that category,
attempts this check on a merchant unwilling to haggle,
and instead include all items that category has to offer
the check fails, regardless of result.
(unless otherwise specified).
Your DM may decide that only one single haggling
7
The result of these rolls determine how many types between two different merchant specialties. If a variant
of item a merchant has in each quality category. The merchant’s rules instruct you to do so, combine these
DM then selects which types of items the merchant has inventories before determining availability.
available, until the available types of items for each qual-
ity category equals the result of that category’s roll, or Reoccurring Merchants
there are no more items of the given quality to select. Twists of fate and circumstance, as well as convenient
Usually, a merchant’s stock changes after 30 days. trade routes, can bring certain specific merchants into
When this happens, your DM should reroll for item repeated contact with a party of adventurers.
availability, and select which type of items the merchant Over time, reoccurring merchants might become
now has in stock. more (or less) willing to haggle, as they become closer
friends (or more contentious enemies) with the player
Quantities characters. Consider how the party’s relationship with a
Each item in a merchant’s inventory has a quantity asso- reoccurring merchant evolves, and what the merchant
ciated with it. If an item is available, this is the quantity might ask of repeat customers and potential allies.
of that item the merchant has to sell. In most cases,
these quantities are rerolled and replenished every 30 Items and Sources
days, representing sales and changes in stock. If an item
has a minus in its quantity (for example, 1d4 – 2), there Most items in merchant inventories have a listed source,
may be none of that item present, and the minimum denoting the book and page number in which they are
quantity for such items is 0. found. Sources have varying levels of information on
There are also special listings for quantity, as follows: their associated items, ranging from mere citations to
Made to Order. Some items are not physically avail- broad descriptions of an item’s abilities and powers. If
able in a merchant’s shop at all, except perhaps as an an item is listed without an associated source, it is an
example for demonstration purposes. An item listed entirely new creation for this supplement.
as Made to Order is purchased before it is made, and Sources are abbreviated, and the full name of any
once purchased takes a number of days to be completed particular source can be found on the following table:
equal to its gold cost divided by 10 (round up). Details S ource I ndex
specific to the item can be decided upon between the Abbreviation Source
purchaser and merchant at the time of the item’s sale.
BGDIA Baldur’s Gate: Descent Into Avernus
Once completed, the purchaser usually must retrieve
CS Curse of Strahd
the item from the merchant. Larger items are usually
assembled on-site and do not need to be retrieved, and DMG Dungeon Master’s Guide
most Good or Excellent merchants are willing to deliver ERLW Eberron: Rising from the Last War
smaller items directly to their clientele. GGR Guildmaster’s Guide to Ravnica
Only 1, Ever. Unlike other items on a merchant’s GS Ghosts of Saltmarsh
table, items with this quantity do not restock after 30 HDQ Hoard of the Dragon Queen
days. Once an item listed as such is purchased (whether IDRF Icewind Dale: Rime of the Frostmaiden
by a player character or an NPC), it is gone from the
LMP Lost Mine of Phandelver
merchant’s inventory permanently.
MM Monster Manual
Merchants and Spells MOT Mythic Odysseys of Theros
Some merchants are able to cast spells for your benefit, OA Out of the Abyss
in return for currency. Any specific merchant can only PA Princes of the Apocalypse
cast 3 spells per day, regardless of their spell level. A PHB Player’s Handbook
merchant is considered to have a spell attack modifier of RT The Rise of Tiamat
+5, and a spell save DC of 13.
SCAG Sword Coast Adventurer’s Guide
For the purposes of availability (and rolling to deter-
SKT Storm King’s Thunder
mine if types of items are available), spells are treated as
if they were items. As such, certain merchants may not TA Tomb of Annihilation
know some spells in their listed inventory, or simply may TCE Tasha’s Cauldron of Everything
not have them prepared on a given day. TT Teas and Tisanes (DM’s Guild)
TYP Tales from the Yawning Portal
Variant Merchants VGM Volo’s Guide to Monsters
No two merchants are ever exactly alike, and variant WDH Waterdeep: Dragon Heist
merchants epitomize this. Certain merchant specialties WDMM Waterdeep: Dungeon of the Mad Mage
include a sidebar with special rules for retrofitting them XGE Xanathar’s Guide to Everything
into a different type of merchant as a variant, which your
DM may choose to do if that merchant is rolled.
Often, variant merchants combine inventories Your DM may choose to omit items from certain
sources, selecting other items in their stead.
8
D ean S pencer
9
Merchant Inventories
Included in this section are the inventories of various
types of merchant, divided by a merchant’s specialty.
Tea, gaeth’ad 5 sp / cup 1d4 × 5 cups TT Thick and brackish, can be mildly psychoactive
Tea, vauge 5 cp / cup 1d4 × 10 cups TT Grassy and slightly salty, a mellow-tasting tisane
Tea, yellowleaf 1 sp / cup 1d4 × 10 cups TT Robust and pale yellow, can remove clothing stains
Wine, Blood Wine 1 gp / bottle 1d4 × 3 bottles — Red; lush, full taste with bite; favored by necromancers
Wine, common 5 sp / bottle 1d4 × 5 bottles PHB 158 One of many other varieties of simple, cheap wine
Wine, Fire Wine 7 sp / bottle 1d4 × 3 bottles — Red; very strong and spicy, popular with commoners
10
Quality Items Price Quantity Source Notes
Yeast 4 cp / lb. 1d4 × 2 lbs. — —
Good Ale, Dragon’s Breath 2 sp / mug 1d4 × 25 mugs — Imperial ale; powerfully alcoholic, strong hoppy flavor
Ale, Luiren’s Best 3 sp / mug 1d4 × 25 mugs — Imperial stout; black, thick, and sweet halfling brew
Ale, Old One’s Eye 2 sp / mug 1d4 × 25 mugs — Red ale; pepper and spices give it a prickly aftertaste
Ale, Shadowdark 8 cp / mug 1d4 × 50 mugs — Brown ale; a full malty taste; popular in many taverns
Bead of refreshment 50 gp 1d4 × 2 XGE 136 —
Brandy 5 gp / bottle 1d4 × 2 bottles — —
Brew, desmodu 1 sp / mug 1d4 × 25 mugs — An Underdark favorite; served with a live nightcrawler
Cider, Purple Hill 2 sp / mug 1d4 × 50 mugs — Hard apple, cherry, plum, and gooseberry blend
Cider, Vilhon 2 sp / mug 1d4 × 50 mugs — Hot hard apple, cherry, and pear; with cinnamon
Cocoa, hot 5 gp / cup 1d4 × 10 cups TT —
Mead, tej 3 sp / mug 1d4 × 50 mugs TA 32 An imported mead made with jungle spices
Rum 8 gp / bottle 1d4 × 2 bottles — —
Tankard of sobriety 100 gp Only 1, ever XGE 139 —
Tea, blackroot tal 1 sp / cup 1d4 × 10 cups TT Bitter cinnamon taste, served hot with honey
Tea, chalthorn 2 sp / cup 1d4 × 10 cups TT Dry and chalky, makes you unable to taste spicy food
Tea, earth dragon’s eye 6 cp / cup 1d4 × 5 cups TT Black tea; increases movement speed by 5 ft. for 1 hr.
Tea, jethur 3 gp / cup 1d4 × 2 cups TT Purple and savory, cures drunkeness for 2 hrs.
Tea, long jing 5 gp / cup 1d4 × 5 cups TT Green tea; grants resistance to poison dmg. for 1 hr.
Tea, meiriath 7 gp / cup 1d4 × 5 cups TT Mango and citrus taste; popular with the wealthy
Tea, milian tal 1 sp / cup 1d4 × 10 cups TT A purple licorice-tasting tea, served chilled
Tea, pale jade 1 gp / cup 1d4 × 5 cups TT White tea; light, airy, and easy drinking
Tea, kaeth 2 gp / cup 1d4 × 10 cups — Brewed ground caffeinated beans; also called “coffee”
Tea, wild ginger 5 sp / cup 1d4 × 5 cups TT Spicy and sweet; settles the stomach
Tea set 50 gp 1d4 TT Perfect for traditional tea ceremonies
Tequila 8 gp / bottle 1d4 × 2 bottles — —
Vodka 8 gp / bottle 1d4 × 3 bottles — —
Whiskey 5 sp / bottle 1d4 × 4 bottles — —
Wine, Arabellan Dry 8 gp / bottle 1d4 × 3 bottles — Red; very dry, with berry and woodsy undernotes
Wine, Berduskan Dark 15 gp / bottle 1d4 × 2 bottles — Red; nearly black; sweet, heavy, and highly alcoholic
Wine, fine 10 gp / bottle 1d4 × 4 bottles PHB 158 One of many other varieties of fine wine
Wine, Glowfire 13 gp / bottle 1d4 × 2 bottles — Chartreuse; glows slightly and tastes of summer pears
Wine, Saerloonian Special 16 gp / bottle 1d4 bottles — Red; quite complex, full of raspberry and strawberry
Wine, Saerloonian Topaz 12 gp / bottle 1d4 × 2 bottles — White; dry and surprisingly nutty, with fruit tones
Wine, Winter Wine 11 gp / bottle 1d4 × 2 bottles — Red; blue-purple, a sweet and spicy dessert wine
Excellent Ale, Purple Dragon 5 gp / mug 1d4 × 10 mugs — Cream ale; with a rich nutty flavor the nobility love
Ale, Tanagyr’s Stout 4 gp / mug 1d4 × 10 mugs — Imperial Stout; decadently full, complex, and smooth
Ale, Thane’s Choice 25 gp / mug 1d4 × 10 mugs — Drink a mug: facial hair grows perceptibly
Decanter of endless water 500 gp Only 1, ever DMG 161 —
Drinking horn, ivory 7,500 gp Only 1, ever DMG 135 Bejeweled with gold filigree; for a dwarven thane
Green copper ewer 5,000 gp Only 1, ever CS 188 Conjures 1 gal. of wine / day; turns poison into wine
Mead, Evermead 25 gp / mug 1d4 × 10 mugs — An extremely rare elven mead that tastes like pure bliss
Mug, brass masterwork 250 gp 1d4 DMG 135 Holds 1 pint; has jade inset in a beautiful pattern
Tankard of plenty 5,000 gp Only 1, ever HDQ 74 Magically fills with 3 pints of dwarven ale, 3x / day
Tea, dwarven kaeth 10 gp / cup 1d4 × 2 cups TT Drink a cup: immune to sleep for 8 hours
Tea, portentous 20 gp / cup 1d4 × 2 cups TT The leaves in the cup’s bottom hint at the future
Wine, Alurlyath 20 gp / bottle 1d4 – 1 bottles — White; very rare, glows silver and tastes of romance
Wine, elven 25 gp / cup 1d4 × 2 cups — Drink a cup: cures the poisoned condition
11
Animals
Sweeping up straw and other leavings, a male forest
gnome tends to the cleanliness of a musty stable.
Though a casual onlooker would never guess, the
gnome holds a calm confidence that his horses are of
the highest caliber.
Cages and crates punctured with small holes line a
wood elf’s stand on a busy market street. An impos-
ing hawk on his arm, passers-by can barely hear the
soft cheeping of hawk chicks over the roar of the
marketplace.
Animal merchants specialize in selling mounts and
companions from near and far. Merchants of this
specialty often stick within a theme with the animals
they sell, such as: tiny pets, livestock, wild beasts, avians,
mounts, or similar. No merchants aside from those of
atrocious quality are willing to sell a dead animal.
Untamed Animals. Sold animals are usually tame,
but may not be, if marked otherwise. Untamed animals
may require Animal Handling checks to interact with
them favorably, usually with a DC of 10 or 15 depending
on the task demanded of them.
A nimals M erchant
Quality Items Price Quantity Source Notes
Atrocious Dog, wild 25 gp 1d4 – 1 TA 96 Untamed, somehow
Parrot, dead 1 cp Only 1, ever — Deceased
Poor Bat 2 cp 1d4 – 1 MM 318 —
Cat 2 sp 1d4 – 1 MM 320 —
Chicken 2 cp 1d4 × 2 PHB 157 May instead be a rooster
Feed, animal 5 cp / day 1d4 × 30 days PHB 157 —
Frog 1 cp 1d4 – 1 MM 322 May instead be a toad
Goat 2 gp 1d4 × 2 MM 330 May instead be a sheep (SKT 142) or mountain goat
(IDRF 304)
Lizard 1 cp 1d4 – 1 MM 332 —
Pig 3 gp 1d4 × 2 PHB 157 —
Rat 1 cp 1d4 MM 335 —
Misc. CR 0 beasts 2 cp - 1 gp 1d4 — May be untamed
Medium Badger 5 sp 1d4 – 1 MM 318 Untamed
Cow 10 gp 1d4 × 2 VGM 207 May be a bull or steer
Draft horse 50 gp 1d4 MM 321 —
Fastieth 75 gp 1d4 – 1 ERLW 289 —
Hare 2 gp 1d4 IDRF 294 May instead be a rabbit
Mule 8 gp 1d4 MM 333 May instead be a donkey
Ox 15 gp 1d4 VGM 208 —
Pony 30 gp 1d4 MM 335 —
M ichael D utton
12
Quality Items Price Quantity Source Notes
Boar 50 gp 1d4 – 2 MM 319 Untamed
Camel 50 gp 1d4 MM 320 —
Deer 50 gp 1d4 – 2 MM 322 —
Eagle 20 gp 1d4 – 2 MM 322 May be untamed
Elk 100 gp 1d4 – 2 MM 322 May instead be a moose
Hawk 15 gp 1d4 – 2 MM 330 May instead be a falcon (WDH 53)
Hyena 125 gp 1d4 – 2 MM 331 May be untamed; may instead be a jackal (MM 331)
Mastiff 50 gp 1d4 MM 332 May instead be a sled dog (RT 27); full-grown or pups
Owl 20 gp 1d4 – 1 MM 333 —
Riding horse 75 gp 1d4 MM 336 —
Lantern of tracking 100 gp Only 1, ever IDRF 314 Lights up when near a random specific creature type
Parrot, live 20 gp 1d4 – 1 — May instead be a peacock (BGDIA 195)
Panther 150 gp 1d4 – 2 MM 333 Untamed
Staff of Birdcalls 100 gp Only 1, ever XGE 139 —
Tiger 200 gp 1d4 – 2 MM 339 Untamed; may instead be a crag cat (SKT 240), lion
(MM 131), or snow leopard (TYP 183)
Warhorse 400 gp 1d4 MM 340 —
Wolf 50 gp 1d4 – 1 MM 341 May be untamed
Misc. CR 1/2 beasts 20 gp - 50 gp 1d4 – 1 — May be untamed
Excellent Ape 500 gp 1d4 – 2 MM 317 May be untamed
Black bear 500 gp 1d4 – 1 MM 319 Untamed; full-grown or cubs
Brown bear 800 gp 1d4 – 1 MM 319 Untamed; full-grown or cubs
Crocodile 500 gp 1d4 – 1 MM 320 Untamed; may instead be an alligator
Dire wolf 800 gp 1d4 – 1 MM 321 Untamed
Elephant 1,200 gp 1d4 – 2 MM 322 —
Mammoth 2,500 gp 1d4 – 2 MM 332 —
Z henliu
13
Books and Maps
Shelves upon shelves of tomes line the walls of an old
wooden scriptorium, and in the center of it all sits an
improbably calm half-orc. As the aged scriptorium door
creaks open, the half-orc adjusts his spectacles, staring
into the bright daylight at those entering his shop.
With maps rolled and scrolled bristling from her
backpack, a half-elf smiles cheerfully as she waves
down travelers. One of the best cartographers in
the land, she strides forward full of confidence,
knowing that no matter where they are headed, anyone
passing this busy crossroad could use one of her maps.
Not all books are magical, and indeed most are
not. Books are always valuable, however, signifying a
substantial amount of effort on the part of authors and
transcribers across multiple ages. The same holds
true for maps, and both are effective tools to ensure
that the vital knowledge and stories of the past are
never forgotten.
Some merchants with this specialty distribute maps
or books exclusively, though many dabble in both. Often,
these merchants are authors, cartographers, scribes or
transcribers themselves, and turn to selling their wares
personally as a method of building reputation and fame
within their craft.
The prices listed here assume the merchant exists in
a world where wide-spread use of such technologies as
the printing press and movable type do not exist. Should
the merchant and others have access to a printing press,
your DM may decide to reduce the prices of applicable
items (such as books or maps) by 25%, signifying the
relative ease of use of these technologies, and their
impact on production and distribution. Your DM may
also decide that newspapers cannot exist in settings
without a printing press or equivalent technology, and
thus cannot be for sale.
Books. Some books pertain to specific topics, such as minute to flip through the book for pertinent informa-
herbalism, heraldry, theology, or armor making. When tion. If you do, you gain advantage on the check. You
making a check to recount knowledge on a topic a book can only gain advantage in this way once, and you must
in your possession holds, you can choose to take one finish a short or long rest before you can do so again.
14
Quality Items Price Quantity Source Notes
Book, brewing 25 gp 1d4 – 1 DMG 301 Explains the basics of creating your own alcohol
Book, cookbook 25 gp 1d4 DMG 301 Packed with delicious-sounding recipes
Book, dictionary 25 gp 1d4 DMG 301 Defines every word known to its author
Book, history 50 gp 1d4 DMG 301 Details the commonly-known history of a region
Book, legal code 50 gp 1d4 DMG 301 A comprehensive collection of the laws of a region
Book, local flora 50 gp 1d4 – 1 DMG 301 Pictures and descriptions of common local plants
Book, masonry 25 gp 1d4 – 1 DMG 301 Simple writings on sound construction techniques
Book, poetry 25 gp 1d4 DMG 301 Thought-provoking and full of complex emotion
Book, tawdry 25 gp 1d4 — A gripping and bawdy story of steamy romance
Book, theological 25 gp 1d4 DMG 301 A common holy text for a popular god or faith
Book, thesaurus 25 gp 1d4 — Indicate your intellect with this folio of synonyms
Case, map or scroll 1 gp 1d4 × 5 PHB 150 —
Map, accurate 25 gp 1d4 – 1 DMG 301 Portrays an important area within 7 days’ travel
Navigational chart 50 gp 1d4 DMG 301 A star chart showing how to navigate by the night sky
Newspaper 2 sp 1d4 × 3 — Printed with the weekly news from a nearby city
Good Atlas, known world 500 gp 1d4 – 2 DMG 301 Very accurate, but not overly detailed
Book, alchemy 75 gp 1d4 – 1 DMG 301 Contains alchemical scribblings; some in code
Book, armor making 75 gp 1d4 – 1 DMG 301 Teaches the basics of armor construction
Book, astrology 50 gp 1d4 – 1 DMG 301 A complete collection of star signs and their meanings
Book, bestiary 125 gp 1d4 – 1 DMG 301 Pertains to a specific type of creature found nearby
Book, biography 50 gp 1d4 – 1 DMG 301 Details the life of an important historical figure
Book, classic 100 gp 1d4 — A book everyone wants to have read, but no one has
Book, exotic travelogue 100 gp 1d4 – 1 DMG 301 Tells of real journeys to a far-off land, with many details
Book, heraldry 50 gp 1d4 – 1 DMG 301 Describes several prominent family lines, with symbols
Book, herbalism 75 gp 1d4 – 1 DMG 301 Depicts the practice of collecting and processing herbs
Book, heretical 50 gp 1d4 – 1 DMG 301 An unholy text that disavows a major theology
Book, magic tricks 50 gp 1d4 – 1 DMG 301 Teaches non-arcane tricks of sleight of hand
Book, medicine 100 gp 1d4 – 1 DMG 301 Contains mundane cures for many common ailments
Book, memoir 50 gp 1d4 DMG 301 A historical figure reflects on their life and trials
Book, mythology 50 gp 1d4 DMG 301 Tells tales of gods, heroes, and other mythic figures
Book, novel 50 gp 1d4 DMG 301 One of several in a series of acclaimed genre fiction
Book, prayer book 50 gp 1d4 DMG 301 Full of ritual chants and liturgical prayers
Book, sheet music 50 gp 1d4 DMG 301 Holds several popular songs, on multiple instruments
Calligrapher’s supplies 10 gp 1d4 PHB 154 —
Cartographer’s tools 15 gp 1d4 PHB 154 —
Excellent Book, exotic fauna 150 gp 1d4 – 1 DMG 301 Has pictures and descriptions of many strange animals
Book, exotic flora 150 gp 1d4 – 1 DMG 301 Details many rare and mysterious herbs and plants
Book, forbidden lore 500 gp Only 1, ever DMG 301 Contains mysterious texts that cultists would kill for
Book, planar travelogue 1,000 gp Only 1, ever DMG 301 Intimate details of a planar locale, by Beatrix Trifling
Duplicitous manuscript 5,000 gp Only 1, ever TCE 126 Wizard only; holds spells, appears as a romance novel
Map, automatic 500 gp Only 1, ever — Magically constantly maps everything in a 5 mile radius
Map, planar 1,000 gp Only 1, ever — Accurately depicts a significant planar location
Treasure map, real 1,000 gp Only 1, ever — Treasure is within 7 days’ travel; worth 1d10 × 500 gp
V iktoriia M anuilova
15
Flowers and Seeds
Footsteps clattering against cobbled stone, a female
human wearing an airy pink dress walks slowly through
the dingy city streets, attempting to be seen. In the crook
of her arm lies a basket of fresh-picked wildflowers, a
small taste of country living that she sells for but a few
pieces of copper.
A male dragonborn, dark in scale and countenance,
levels his draconic glare at those avoiding his flower
shop. Surrounded by bushels of colorful flowers
arranged in hanging woven baskets, the dragonborn
scowls, wondering why sales have been so surpris-
ingly abysmal.
Flowers represent light, life, and love in a variety of
cultures, and merchants across many lands sell beau-
tiful floral arrangements symbolizing anything from
a new, springtime romance to a loss most solemn
and tragic. Many of these merchants dabble (or fully
specialize) in other botanicals, such as trees or crops,
and carry with them precious seeds used to grow all
manner of plants.
Dragon Lily. These beautiful lilies grow in the slow
moving water found in shallow ponds and streams, and
consume the impurities found in their natural environ-
ment. Though they naturally go through this process
gradually, once picked a dragon lily goes into a shock of
Seeds. Found in various shapes and sizes, these
sorts, seeking additional nutrition to heal. Placed in up
seeds require fertile land to grow, and your DM is the
to 10 gallons of water, a picked dragon lily will instantly
ultimate source on whether or not a plot of land can
consume any impurities within once before fully dying,
sustain plant life. Crop and flower seeds require 100
rendering the water safe to drink.
consecutive days of maintenance to mature fully, while
Phoenixbloom. Burning softly and emitting a gentle
trees require 1,800 days to begin producing seeds and
fragrance like incense, phoenixbloom flowers burn
fruit. A handful of crop or flower seeds can fill four 5-foot
eternally, giving off bright light in a radius of 20 feet,
by 5-foot squares with their associated plant. The space
and dim light for 20 feet after that. Any creature that
a tree takes up varies greatly, depending on the type of
comes into contact with the flaming blossoms, either
tree and its age.
through an attack or by failing a Dexterity saving throw
Powderpuff. These highly-poisonous, small white
when walking through a grove of phoenixbloom, takes
blooms grow wild in polar regions. Simply touching one
1d4 fire damage.
of these flowers against bare skin imparts a powerful
16
Quality Items Price Quantity Source Notes
Seeds, snowflower 2 sp / handful 1d4 × 10 handfuls — Grows up to 60 snowflowers in arctic conditions
Seeds, tree 5 cp / handful 1d4 × 10 handfuls — Grows up to 25 trees; oak, birch, pine, or similar
Snowflower 1 sp / dozen 1d4 × 3 dozen — Vibrant purple, pink, or yellow, grow in snow
Good Dathlil 10 gp / each 1d4 — Eat (or drink tea): cures the poisoned condition
Feather skin 50 gp / each 1d4 – 2 — Eat (or drink tea): cures one disease
Firethorn 1 gp / dozen 1d4 dozen — Touch: Succeed a DC 10 Dexterity (Sleight of
Hand) check or be poisoned for 1 min.
Glowblossom 1 sp / dozen 1d4 × 3 dozen — Emits dim light in a 10 foot radius
Phoenixbloom 1 gp / dozen 1d4 × 3 dozen — Burns as a torch, can set objects on fire
Seeds, dathlil 20 gp / handful 1d4 handfuls — Grows up to 10 dathlil flowers
Seeds, feather skin 100 gp / handful 1d4 – 2 handfuls — Grows up to 10 feather skin flowers
Seeds, fruit tree 3 sp / handful 1d4 × 10 handfuls — Grows up to 25 fruit trees; apple, pear, or similar
Seeds, firethorn 2 gp / handful 1d4 handfuls — Grows up to 60 firethorn flowers
Seeds, glowblossom 2 sp / handful 1d4 × 2 handfuls — Grows up to 60 glowblossom flowers
Seeds, phoenixbloom 2 gp / handful 1d4 × 2 handfuls — Grows up to 60 phoenixbloom flowers
Seeds, terazul 50 gp / handful 1d4 handfuls — Grows up to 10 terazul flowers
Seeds, whistleweed 2 sp / handful 1d4 × 5 handfuls — Grows up to 60 whistleweed stalks
Staff of flowers 100 gp Only 1, ever XGE 139 Can cause a specific nonmagical flower to grow
Terazul 25 gp / each 1d4 — Eat (or drink tea): immune to sleep for 1d4 days,
50% chance to see disturbing visions
Whistleweed 1 sp / dozen 1d4 × 4 dozen — Whistles loudly when brushed against
Excellent Bloodrose 500 gp / each 1d4 – 2 — Worn as a status symbol of extreme wealth
Charm of Plant 5,000 gp Only 1, ever GS 229 Casts speak with plants 3x / day; grants adv. on
Command Charisma checks to talk with plants
Dragon lilly 5 gp / dozen 1d4 dozen — Contact purifies up to 10 gal. of water, once
Powderpuff 250 gp / each 1d4 – 2 — Can render a creature unconscious
Quaal’s feather token, 2,500 gp Only 1, ever DMG 188 Conjures a 60-ft. tall nonmagical tree
tree
Redflower 150 gp / each 1d4 – 1 — Eat: Adv. on Dex (Sleight of Hand) for 10 mins.
Seeds, bloodrose 1,000 gp / handful 1d4 – 2 handfuls — Grows up to 10 bloodrose flowers
Seeds, dragon lilly 10 gp / handful 1d4 handfuls — Grows up to 60 dragon lillies in a shallow pond
Seeds, powderpuff 500 gp / handful 1d4 – 2 handfuls — Grows up to 10 powderpuffs in arctic conditions
Seeds, redflower 300 gp / handful 1d4 – 1 handfuls — Grows up to 10 redflowers
so with disadvantage.
17
Food and Animal Products
Sharpening a large and rather imposing cleaver, a
human adorned with a white, puffy hat turns toward a
hunk of beastflesh resting on a wooden board. With a
series of repetitive strikes, he brings the cleaver down,
slicing the meat with an exquisite thinness, beginning to
prepare a meal.
Warming herself near a roadside campfire, a halfling
clad in leathers carefully lowers a pot onto the flame. As
it rises to a rolling boil, she adds a handful of foraged
spices before tossing in a chunk of venison, caught by
one of her traps. As the meat stews, she keeps a wary
eye for travelers, especially those willing to exchange
coin for food.
eat at least 1 lb. of food or suffer a level of exhaustion.
Merchants of this specialty often either make their
Eating only 1/2 lb. of food in a day counts as half a day
food themselves, or sell food prepared by another
without food for this purpose.
chef in their employ. Highly likely to further special-
Each food item on this merchant’s table is noted
ize in making specific types or cultures of food, these
with the amount of days a single unit of it can sustain
merchants, when good quality or higher, tend to perceive
a creature for. Eating 1 day’s worth of food is the same
their craft as an art form. As such, if the merchant is of a
as eating 1 lb. for the purpose of staving off exhaustion,
high enough quality, they are reticent to sell meals infe-
just as eating a 1/2 day of food by itself is the same as
rior to the best that they can make, and typically refuse
eating only 1/2 lb. of food. Eating only 1/4 day of food
to sell all but the rarest animal byproducts.
does nothing to stop from gaining exhaustion, though
Meals and Days. As outlined on page 185 of the
fractional days of food are cumulative on the same day.
Player’s Handbook, each day an adventurer needs to
Hunting trap 5 gp 1d4 × 2 PHB 150 DC 13 Dex check vs. 1d4 piercing and getting stuck
Meal, modest 3 sp / day 1d4 × 20 days PHB 158 A hearty broth with real vegetables; 1 day
Meat 3 sp / chunk 1d4 × 15 chunks PHB 158 Beef, chicken, venison, or similar; 1/2 day
Mess kit 2 sp 1d4 × 2 PHB 150 —
Pot, iron 2 gp 1d4 PHB 150 Holds 1 gal.
18
Quality Items Price Quantity Source Notes
Rations 5 sp / day 1d4 × 15 days PHB 150 Dried meat, hardtack, and similar; 1 day
Salt 5 cp / lb. 1d4 × 10 lbs. PHB 157 —
Soap 2 cp 1d4 × 5 PHB 150 —
Seasonings, anise 5 sp / lb. 1d4 × 10 lbs. — Sweet and fragrant with a strong licorice-like taste
Seasonings, basil 2 gp / lb. 1d4 × 10 lbs. — Pungent and sweet, goes well with savory flavors
Seasonings, bergamot 5 sp / lb. 1d4 × 5 lbs. — Tart and acidic, with a distinctive bite
Seasonings, dill 5 sp / lb. 1d4 × 5 lbs. — Fresh and grassy, with cirtus notes; good with fish
Seasonings, garlic 2 sp / lb. 1d4 × 10 lbs. — Powerfully pungent, pairs well with savory foods
Seasonings, mint 5 sp / lb. 1d4 × 5 lbs. — Cool, crisp, and sweet, refreshes the palate
Seasonings, rosemary 8 sp / lb. 1d4 × 2 lbs. — —
Seasonings, sage 2 gp / lb. 1d4 × 2 lbs. — —
Seasonings, thyme 2 gp / lb. 1d4 × 2 lbs. — —
Spices, cloves 3 gp / lb. 1d4 × 2 lbs. PHB 157 —
Spices, cumin 3 gp / lb. 1d4 × 2 lbs. — —
Spices, ginger 1 gp / lb. 1d4 × 10 lbs. PHB 157 —
Spices, horseradish 2 sp / lb. 1d4 × 5 lbs. — —
Spices, mustard seed 8 sp / lb. 1d4 × 2 lbs. — —
Sugar 1 gp / lb. 1d4 × 5 lbs. — Many varieties and sources
Good Bead of nourishment 50 gp 1d4 × 2 XGE 136 —
Bread, elven 6 sp / loaf 1d4 × 2 loaves — Pleasant, light, and nutritious; 2 days
Cake 5 gp 1d4 × 2 — Sumptuous and moist; 4 days
Candy 1 sp / piece 1d4 × 20 pieces — Sweet and delicious, no nutritional value
Cook’s utensils 1 gp 1d4 × 2 PHB 154 —
Fishing tackle 1 gp 1d4 × 2 PHB 150 —
Hat, chef 3 gp 1d4 – 1 — —
Heward’s handy spice pouch 100 gp Only 1, ever XGE 137 —
Meal, comfortable 5 sp / day 1d4 × 20 days PHB 158 Lightly spiced meat with a side dish; 1 day
Meal, wealthy 8 sp / day 1d4 × 20 days PHB 158 A prime cut of meat with dessert; 1 day
Pancakes 5 sp / stack 1d4 × 3 stacks — Covered in syrup and fruit; 1 day
Pie, large 3 gp 1d4 × 2 — Sweet or savory; 4 days
Pie, personal 1 gp 1d4 × 4 — Sweet or savory; 1 day
Spices, other 2 gp / lb. 1d4 × 5 lbs. PHB 157 Pepper, cinnamon, or similar
Spices, saffron 15 gp / lb. 1d4 lbs. PHB 157 —
G ekata 1989
19
Furniture and Interior Decor
A high elf sits in front of a canvas, pondering, paint
brush resting on her lower lip. Inspiration strikes and
she raises the brush, applying paint to canvas, sculpting
a pastoral scene in the Feywild to add to the staggering
collection of art adorning the walls of her shop.
In a black, tight-fitted tunic and wearing eccentric
angular glasses, a mustachioed gnome observes
the space before him. It takes him but a moment to
conclude as to what this area needs to make it whole
and vibrant. Now, he thinks, to sell its owners on the
idea of an indoor fountain.
Artists, designers, and art-sellers, these merchants
are often artisans of their given trade. Each work that
passes through their hands is personal, in a way, and
these merchants would be more than happy to inform
buyers of the history and work that goes into what
they’re buying.
Merchants in this specialty often (but not always) sell
one particular type of item, such as paintings, wood
furniture, or similar.
Workbench 7 gp 1d4 – 1 DMG 299 3 ft. × 6 ft., 3 ft. tall; includes brackets to hang tools
Medium Armoire or wardrobe 10 gp 1d4 DMG 299 4 ft. × 1.5 ft., 6 ft. tall; holds 900 lbs. or 36 cubic ft.
Armor stand 5 gp 1d4 — Made for hanging a suit of armor
Bed, double 10 gp 1d4 DMG 299 6 ft. × 5 ft., 2.5 ft. tall; sleeps 2 Medium creatures
Bed, bunks 8 gp 1d4 DMG 299 6 ft. × 3 ft., 6 ft. tall; sleeps 2 Medium creatures
20
Quality Items Price Quantity Source Notes
Brazier, metal 3 gp 1d4 × 2 DMG 299 1.5 ft. wide; burns wood, charcoal, oil, or incense
Bench, wood 2 gp 1d4 × 2 DMG 299 10 ft. × 1 ft., 1.5 ft. tall; seats 5 Medium creatures
Cabinet or cupboard 1 gp 1d4 × 2 DMG 299 2 ft. × 1 ft., 3 ft. tall; holds 150 lbs. or 6 cubic ft.
Cask, hogshead 4 gp 1d4 × 2 DMG 299 1.5 ft. wide × 3 ft. tall; holds 65 gal. or 6 cubic ft.
Cask, tierce 2 gp 1d4 × 3 DMG 299 1.25 ft. wide × 2.5 ft. tall; holds 40 gal. or 4 cubic ft.
Chair, padded 1 gp 1d4 × 3 DMG 299 Somewhat comfortable, seats 1 Medium creature
Chest, large 10 gp 1d4 × 2 DMG 299 6 ft. × 3 ft., 2 ft. tall; holds 900 lbs. or 36 cubic ft.
Jug or pitcher 2 cp 1d4 × 4 PHB 150 Holds 1 gal.
Painting, medium 10 gp Made to order DMG 299 Example: Depicts a gnome & her pet giant bee
Quilt 8 gp Made to order DMG 299 8 ft. × 6 ft.; cozy and colorful
Rug, medium 6 gp 1d4 × 2 DMG 299 5 ft. × 10 ft.; feels warm, comfortable, and inviting
Screen 5 gp 1d4 – 1 DMG 299 Made of paper and wood; gives privacy, but not much
Shrine, small 8 gp 1d4 – 2 DMG 299 A tiny space to leave offerings or make quick prayers
Statuette, metal or stone 500 gp 1d4 – 1 — A small figure of a god or person in beautiful detail
Table, large 6 gp 1d4 DMG 299 4 ft. × 10 ft., 2.5 ft. tall
Table, round 5 gp 1d4 DMG 299 15 ft. wide × 2.5 ft. tall
Weapon hanger 4 gp 1d4 — Displays one or two weapons and/or a shield on a wall
Weapon rack 3 gp 1d4 × 2 — Functional, not beautiful; holds up to 5 weapons
Good Altar, large 20 gp Made to order DMG 299 Contains holy symbols and space for rituals
Banner or flag 30 gp Made to order — 3 ft. × 10 ft.; comes with custom design
Bathtub, ornate 25 gp 1d4 – 1 DMG 299 Example: Worked steel with dragon-headed taps
Bed, four poster 75 gp 1d4 – 1 DMG 299 8 ft. × 6 ft.; filled with owlbear down
Candelabrum 5 gp 1d4 × 2 DMG 299 1 ft. tall; holds 3-5 candles
Cask, butt 8 gp 1d4 – 1 DMG 299 2 ft. wide × 4 ft. tall; holds 125 gal. or 12 cubic ft.
Cask, pipe 6 gp 1d4 – 1 DMG 299 1.75 ft. wide × 3.5 ft. tall; holds 105 gal. or 10 cubic ft.
Chair, armchair 12 gp 1d4 – 1 DMG 299 Leather, well stuffed, highly comfortable
Couch, divan 10 gp 1d4 – 1 DMG 299 8 ft. × 2.5 ft., 1.5 ft. tall; seats 1-3 Medium creatures
Couch, sofa 18 gp 1d4 – 2 DMG 299 8 ft. × 3 ft., 3.5 ft. tall; seats 3 Medium creatures
Desk, ornate 15 gp 1d4 – 2 DMG 299 Example: Intricate vines carved in smooth wood
Fountain 750 gp Made to order DMG 299 6 ft. × 6 ft., 4 ft. tall; marble or similar
Fresco, large 500 gp Made to order DMG 299 Example: The City of Brass, set against the fire sea
Hassock 5 gp 1d4 DMG 299 1 ft. × 1 ft., 1.5 ft. tall; helps a creature sit in comfort
Lamp, magic 100 gp 1d4 – 1 — Turns off and on, triggered by a two claps
Mirror 75 gp 1d4 – 1 — 3 ft. wide × 8 ft. tall; despite everything, it’s still you
Mosaic, large 600 gp Made to order — Example: Water elementals crashing on a coast
Painting, huge 550 gp Made to order DMG 299 Example: The artist’s depiction of the Blood War
Painting, large 50 gp Made to order DMG 299 Example: A courtly dragonborn and her consort
Pedestal, stone 15 gp 1d4 DMG 299 3 ft. tall; helps display an item, plant, or art object
Rug, large 12 gp 1d4 DMG 299 10 ft. × 50 ft.; really ties a room together
Statue, metal or stone 1,000 gp Made to order DMG 299 Example: A brass statue of the goddess Selune
Table, long 14 gp 1d4 – 1 DMG 299 6 ft. × 25 ft., 2.5 ft. tall
Tapestry 250 gp Made to order DMG 135 Example: Adventurers thwarting an ancient evil
Excellent Cask, tun 16 gp 1d4 – 1 DMG 299 3 ft. wide × 6 ft. tall; holds 250 gal. or 25 cubic ft.
Chair, throne 750 gp 1d4 – 2 DMG 299 Magnificent; sculpted or carved; luxurious cushions
Chandelier, huge 1,500 gp Made to order DMG 299 Example: Astral crystal interlaced with mithral
Music box, gold 2,500 gp 1d4 – 2 DMG 135 Plays 10 songs; a masterwork of art and artisanry
Mirror of life trapping 50,000 gp Only 1, ever DMG 181 —
Painting, old masterpiece 2,500 gp 1d4 – 2 DMG 135 A legendary and historical work of art
Statue, precious 2,000 gp Made to order DMG 299 Example: An enormous adamantine dragon
21
High Fashion
Engrossed in her work, a stern halfling wearing half-
moon spectacles carefully sews two pieces of a dress
form together, her eyes squinting in the low light of her
dress shop. Around her are mannequins clothed in all
manner of finery, domestic and exotic, showing visitors
the range and scope of the halfling’s talents.
Pulling a soft rabbit-hide off the drying rack, a male
wood elf selects a shining pair of silver shears and
begins to cut the pelt down to size. As he works with
scissor, fur, needle and thread, his deft fingers gradually
form a warm winter hat, suitable for the most refined of
lords seeking to hunt or journey in the snow.
Creating and selling clothes fit for all levels of soci-
ety, merchants with this specialty usually sell most of
the items available to their quality. Merchants in this
specialty often consider themselves artisans (regard-
less of their actual skill level), however, and may
decline selling articles that they think are below them,
or that do not go along with their cultural perspective.
A haughty tiefling socialite, for example, would consid-
er the selling of commoner’s clothes to depreciate her
esteemed reputation, while a down-to-earth dwarven
hatmaker might see aristocratic finery as frivolous and
functionless.
H igh F ashion M erchant
Quality Items Price Quantity Source Notes
Atrocious Sack, wearable 1 cp 1d4 × 5 PHB 150 Almost waterproof
Poor Cap, leather 5 sp 1d4 × 2 — A sturdy, if ugly, way to keep your head dry
Cap, bonnet 5 sp 1d4 × 2 — A feminine working hat
Cap, stocking 4 sp 1d4 × 2 — A long, conical cap for a cold winter’s night
Cloth, canvas 1 sp / sq. yd. 1d4 × 5 sq. yds. PHB 157 Rough; of several colors
Clothes, common 5 sp 1d4 × 5 PHB 150 Worn and patched, made of rough materials
Clothes, robes 1 gp 1d4 × 2 PHB 150 Simple, smooth, and clean, with many pockets
Clothes, traveler’s 2 gp 1d4 × 5 PHB 150 Durable and well-made, but not exactly fancy
Medium Bracelet, small gold 25 gp 1d4 DMG 134 Glitters beautifully in the sunlight
Cloak, cold weather 8 gp 1d4 × 2 — Lined with soft furs, ideal for freezing conditions
Cloak, costume 2 gp 1d4 × 2 — Perfect for dramatic flourishes
Cloth, cotton 5 sp / sq. yd. 1d4 × 4 sq. yds. PHB 157 Sturdy, but breathes easily; of several colors
Clothes, cold weather 10 gp 1d4 × 2 IDRF 20 Layered to keep in heat, ideal for freezing conditions
Clothes, costume 5 gp 1d4 × 2 PHB 150 A finely made costume for a jester, dancer, or actor
Clothes, vestments 8 gp 1d4 × 2 PHB 151 A ceremonial outfit for a member of a specific clergy
Cobbler’s tools 5 gp 1d4 PHB 154 —
Eyeglasses 3 gp 1d4 × 2 — For less-than-perfect vision
Eyepatch, leather 2 gp 1d4 × 2 — Suitable for a pirate, rogue, or mysterious huckster
Hat, bowler 2 gp 1d4 × 2 — A rounded hat with a short brim
Handkerchief, silk 25 gp 1d4 × 2 DMG 134 Soft and with personalized embroidery
Hood 5 sp 1d4 × 2 — —
F red H ooper
Mask, bandana 5 sp 1d4 × 2 — Good for hiding your identity, for all sorts of reasons
Mask, carved wood 5 gp 1d4 × 2 — Shaped like an animal or archetype, great for parties
Perfume 5 gp / vial 1d4 × 2 vials PHB 150 A faint floral aroma for the discerning nose
Weaver’s tools 1 gp 1d4 PHB 154 —
Wig 2 gp 1d4 × 2 — Beautiful or austere, good at hiding baldness
22
Quality Items Price Quantity Source Notes
Good Boots of false tracks 100 gp Only 1 set, ever XGE 136 Makes your tracks appear as another humanoid’s
Bow or bowtie 12 gp 1d4 × 3 — Soft silken cloth, plain or with festive pattern
Bracelet, large gold 250 gp 1d4 – 1 DMG 135 Detailed with incredibly elaborate patterns
Cloak, fine 10 gp 1d4 × 2 — Expertly cut and fashioned with nobility in mind
Cloak of billowing 100 gp Only 1, ever XGE 136 Bonus action: cloak billows dramatically
Cloak of many fashions 100 gp Only 1, ever XGE 136 Can be made to appear how you wish
Cloth, linen 5 gp / sq. yd. 1d4 × 3 sq. yds. PHB 157 Suitable for clothes of all kinds; of many colors
Cloth, silk 10 gp / sq. yd. 1d4 × 2 sq. yds. PHB 157 Silky smooth; of many colors
Clothes, cloth-of-gold 25 gp 1d4 – 1 DMG 134 Suitable for a high priest of distinguished position
vestments
Clothes, fashionista 50 gp 1d4 × 5 — Impractical, but the bleeding edge of modern fashion
Clothes, fine 15 gp 1d4 × 5 PHB 150 Refined noble clothes, very fashionable
Clothes, silk robes 250 gp 1d4 – 1 DMG 135 Embroidered with gold; suitable for an archmage
Clothes of mending 100 gp 1d4 – 1 XGE 137 —
Cowl 2 gp 1d4 × 2 — A face-wrap favored by vigilantes and assassins
Glamerweave, common 100 gp 1d4 – 1 ERLW 277 —
Goggles 10 gp 1d4 — Leather and glass, perfect for keeping eyes safe
Hat, adventurer’s 15 gp 1d4 — A wide-brimmed leather hat favored by explorers
Hat, beret 3 gp 1d4 × 2 — A simple circular hat, a staple of artists
Hat, fez 5 gp 1d4 × 2 — Worn by distinguished individuals in arid lands
Hat of wizardry 100 gp Only 1, ever XGE 137 Wizard only; attempt to cast extra cantrips
Hat, sea captain 20 gp 1d4 — A nautical cap that demands a crew’s respect
Hat, top hat 25 gp 1d4 × 2 — An iconic symbol of modern refinement
Hat, ushanka 3 gp 1d4 × 2 — A soft, warm hat, ideal for freezing conditions
Mask, black velvet 25 gp 1d4 – 1 DMG 134 Stitched with sliver thread, ideal for a ball
Mask, domino 15 gp 1d4 — Dashing and mysterious, but still quite handsome
Perfume of bewitching 50 gp 1d4 – 2 XGE 138 Adv. on Cha. checks vs. humanoids ≤ CR 1 for 1 hr.
Rope, silk 10 gp / 50 ft. 1d4 × 50 ft. PHB 150 Lightweight and easy to climb
Shaded glasses 350 gp 1d4 — Negates disadv. from the Sunlight Sensitivity trait
Shiftweave 100 gp 1d4 – 1 ERLW 279 —
Excellent Anklet, jeweled 2,500 gp Only 1, ever DMG 135 Glitters and shines like a thousand tiny stars
Boots of the winterlands 500 gp Only 1 set, ever DMG 156 —
Bracelet, large platinum 2,500 gp Only 1, ever DMG 135 Inset with an immense, sparkling sapphire
Brooch, silver and gold 750 gp Only 1, ever DMG 135 Patterened as a rose with incredibly delicate petals
Cloak, superior 1,000 gp Only 1, ever — Enchanted: always the finest cloak in the room
Clothes, superior 1,500 gp Only 1, ever — Enchanted: always the finest clothes in the room
Comb set, gold dragon 750 gp Only 1, ever DMG 135 Two combs, with blood-red garnets for dragon eyes
Glamerweave, uncommon 500 gp 1d4 – 2 ERLW 277 —
Hat, superior 1,000 gp Only 1, ever — Enchanted: always the finest hat in the room
Robe of scintillating colors 50,000 gp Only 1, ever DMG 192 Sheds blinding, colorful lights that stun creatures
Slippers of spider climbing 500 gp Only 1 set, ever DMG 200 —
23
Jewelry and Gems
A shining glass jeweler’s loupe set against his eye, a
male rock gnome wearing shoddy overalls inspects the
quality of a gemstone held in one of his leather-gloved
hands. Though large, the gem is nevertheless found to
be of inferior quality. Sighing and setting it aside, the
gnome continues to inventory his gemstones, which
cover every available surface in his shop.
Her pock-marked stone tabletop cluttered with grind-
stones, small hammers, and even a tiny anvil, a female
dwarf covered in dust and grime casts a small melting
pot of steel into a circular mold, setting it shut. As the
ring she is molding begins to cool, she hums an old
drinking song, ignoring the cluster of children around
her stall, watching her work, as she looks for properly
interested adults to buy her wares.
Merchants with this specialty craft and sell orna-
mental pieces of metalwork, as well as the gems such
jewelry often includes. These merchants most often
sell all items available to their quality or below, but may
occasionally further specialize into selling either only
gems and raw materials, or only crafted jewelry.
These merchants may also custom-make jewelry for
your character, built to your specifications. Such jewelry
takes a number of days equal to its cost in gp divided by have it ready for your character to pick up, or, if they are
5 to be fully crafted, whereupon the merchant will either good quality or above, be willing to deliver it to a nearby
location of your character’s choosing.
Locket, gold 25 gp 1d4 × 2 DMG 134 Opens to hold a portrait or tiny keepsake
Necklace, simple 50 gp 1d4 × 3 — Braided semi-precious metal
Ring, signet 5 gp 1d4 PHB 150 —
Spell gem, obsidian 500 gp 1d4 – 1 OA 223 —
24
Quality Items Price Quantity Source Notes
Good Bar, gold 50 gp / lb. 1d4 lbs. PHB 157 —
Bar, platinum 500 gp / lb. 1d4 lbs. PHB 157 —
Bead, gemstone 50 gp / each 1d4 — Carved jade, amethyst, or amber; for hair or beards
Birdcage, gold 250 gp 1d4 – 1 DMG 135 Can hold up to 5 Tiny birds; electrum filigree
Bracelet, large gold 250 gp 1d4 – 1 DMG 135 Detailed with incredibly elaborate patterns
Brooch of shielding 500 gp Only 1, ever DMG 156 —
Brooch, silver and gold 750 gp Only 1, ever DMG 135 Patterened as a rose with incredibly delicate petals
Chalice, silver 750 gp 1d4 – 1 DMG 135 Engraved with lunar symbols, set with moonstones
Comb set, gold dragon 750 gp Only 1, ever DMG 135 Two combs, with blood-red garnets for dragon eyes
Crown, precious 750 gp 1d4 – 2 — Elegant metal circlet inset with a few gemstones
Earring, precious 200 gp 1d4 × 2 — Ostentatiously gemmed stud or metal ring
Elemental gem, any 250 gp Only 1, ever DMG 167 —
Gem of brightness 500 gp Only 1, ever DMG 171 —
Gem of seeing 500 gp Only 1, ever DMG 172 —
Gems, rare 500 gp / each 1d4 × 3 DMG 134 Examples: alexandrite, peridot, topaz
Gems, very rare 1,000 gp / each 1d4 × 2 DMG 134 Examples: emerald, opal, sapphire, ruby
Medallion of thoughts 500 gp Only 1, ever DMG 181 —
Mug, brass masterwork 250 gp 1d4 DMG 135 Holds 1 pint; has jade inset in a beautiful pattern
Necklace, silver 250 gp 1d4 × 2 DMG 135 Includes pendant with a gem
Psi crystal 500 gp Only 1, ever IDRF 315 Grants telepathy; radiates light based on INT
Ring, gold 250 gp 1d4 × 2 DMG 135 Resembles woven vines, inset with a bloodstone
Ruby of the war mage 100 gp 1d4 – 1 XGE 138 Attaches to a weapon; used as a focus for spells
Spell gem, lapis lazuli 500 gp 1d4 – 1 OA 223 —
Spell gem, quartz 5,000 gp 1d4 – 2 OA 223 —
Excellent Anklet, jeweled 2,500 gp Only 1, ever DMG 135 Glitters and shines like a thousand tiny stars
Bracelet, large platinum 2,500 gp Only 1, ever DMG 135 Inset with an immense, sparkling sapphire
Chain, fine gold 2,500 gp Only 1, ever DMG 135 Affixed with a luminous, shining fire opal
Chalice, jeweled gold 7,500 gp Only 1, ever DMG 135
Circlet, gold 2,500 gp Only 1, ever DMG 135 Set with a string of glittering, tiny sapphires
Crown, jeweled gold 7,500 gp Only 1, ever DMG 135 A masterwork crown fit only for an emperor
Crystalline chronicle 50,000 gp Only 1, ever TCE 124 Wizard only; holds spells, ignores M components
Drinking horn, ivory 7,500 gp Only 1, ever DMG 135 Bejeweled with gold filigree; for a dwarven thane
Eye patch, bejeweled 2,500 gp Only 1, ever DMG 135 Has sapphires and moonstones that mimic an eye
Gems, legendary 5,000 gp / each 1d4 DMG 134 Examples: black sapphire, diamond, jacinth
Necklace, pink pearl 2,500 gp Only 1, ever DMG 135 A strand of immaculate, incredibly rare pearls
Ring, jeweled platinum 7,500 gp Only 1, ever DMG 135 In the shape of a circular dragon with ruby eyes
Ring of protection 5,000 gp Only 1, ever DMG 191 —
Ring of telekinesis 50,000 gp Only 1, ever DMG 193 —
Spell gem, amber 50,000 gp Only 1, ever OA 223 —
Spell gem, bloodstone 5,000 gp Only 1, ever OA 223 —
M arina
25
Knick-Knacks
Toting an overstuffed backpack, a goblin walks down a
major trade route, waving down travellers, adventurers,
and other merchants. Like others of her kin, the goblin
scrounges for whatever she needs to survive. Unlike
the others, however, she often finds it preferable to use
passers-by to turn a tidy profit through honest trade,
rather than using them as a target for banditry.
Sitting on a stool amidst the heaps of junk clutter-
ing his shop, a half-orc clad in slacks and a vest waits
patiently. He never knows just exactly what he’ll sell
to those who walk through his door, but he greats any
opportunity to part with a piece of the detritus with an
almost disarming enthusiasm.
Merchants dealing in knick-knacks sell odd collec-
tions of goods not available elsewhere. A knick-knack
merchant can truly have anything, and might even have
several items not listed here.
26
Quality Items Price Quantity Source Notes
Rope, hempen 1 gp / 50 ft. 1d4 × 50 ft. PHB 150 —
Scale, merchant’s 5 gp 1d4 PHB 150 —
Snowshoes 2 gp 1d4 + 1 pairs IDRF 20 Keeps their wearer from sinking in deep snow
Good Artisan’s tools Varies 1d4 + 2 sets PHB 154 Randomly selected; prices as listed in the PHB
Backpack parachute 100 gp 1d4 – 1 WDH 47 Wearer can fall safely after 60 ft.; 10 mins. to repack
Bell 1 gp 1d4 + 1 PHB 150 —
Book, blank 25 gp 1d4 × 3 PHB 150 Suitable for writing or drawing; won’t hold spells
Caltrops, bag of 20 1 gp / 20 1d4 × 40 PHB 150 —
Candle of the deep 100 gp 1d4 – 2 XGE 136 Able to burn underwater
Chest of preserving 100 gp Only 1, ever WDMM 139 Items inside don’t age or decay; holds 3.75 cubic ft.
Cleansing stone 100 gp Only 1, ever ERLW 276 —
Dice, engraved bone 25 gp 1d4 – 1 DMG 134 A set of dice with many different amounts of sides
Dragonchess set 1 gp 1d4 PHB 154 —
Ear horn of hearing 100 gp 1d4 – 2 XGE 137 Held to ear: suppresses the deafened condition
Grappling hook 2 gp 1d4 PHB 150 —
Hat of vermin 100 gp Only 1, ever XGE 137 —
Hook of fisher’s delight 5,000 gp Only 1, ever IDRF 314 Catches one of four varieties of semi-magical fish
Horn of silent alarm 100 gp Only 1, ever XGE 137 —
Lantern of revealing 500 gp Only 1, ever DMG 179 Reveals invisible creatures and objects
Immovable rod 500 gp 1d4 DMG 175 When activated, stays in place and holds 8,000 lbs.
Magnifying glass 100 gp 1d4 – 1 PHB 150 —
Manacles 2 gp 1d4 – 1 PHB 150 Key included
Mystery key 50 gp 1d4 – 2 XGE 138 Has a 5% chance to unlock any door, then disappear
Orb of direction 100 gp Only 1, ever XGE 138 Action: learn which direction is north
Pipe of smoke monsters 100 gp Only 1, ever XGE 138 —
Pole of collapsing 100 gp 1d4 – 2 XGE 138 Can collapse to 1 ft., or expand to 10 ft.
Rowboat 50 gp 1d4 – 1 DMG 119 —
Stone of good luck 500 gp Only 1, ever DMG 205 —
Talking doll 100 gp Only 1, ever XGE 139 Can be instructed to say up to 6 short phrases
Tarokka deck 10 gp 1d4 – 1 CS 243 Used to read fortunes; only a Vistani can read true
Three-Dragon Ante set 1 gp 1d4 PHB 154 —
Rain catcher, tarp 1 gp 1d4 – 1 TA 32 Catches 2 gal. of water per inch of rain; holds 8 gal.
Spyglass 1,000 gp 1d4 – 1 PHB 150 —
Stilts, adjustable 50 gp 1d4 – 2 WDH 47 1 min. to put on or take off; increases height 2-5 ft.
Excellent Board game, jade 7,500 gp Only 1, ever DMG 135 An ancient game with solid gold pieces; rules included
Bottle stopper. bejeweled 750 gp Only 1, ever DMG 135 Decorated with gold leaf and amethysts; for a noble
Sovereign glue 50,000 gp Only 1, ever DMG 200 —
Universal solvent 50,000 gp Only 1, ever DMG 200 —
D ean S pencer
27
Leatherworking
Pulling a smooth, wood-tipped arrow from the hide
of a fallen elk, a wood elf slicks back her hair in the
same practiced motion as she unsheathes a curved
obsidian knife. Taking great care to properly skin the
beast, she then hauls the large, steaming hide back to
her village. Travelers always appreciate the craftsman-
ship of her goods, and the gold this hide will provide,
once cured and crafted, should feed her family all
through the winter.
His hands threading a needle with expert precision,
a tiefling begins to sew ornamental strips of cut leather
onto an unfinished saddle. His shop smelling of deep,
comfortable musk from the assembled rows of finished
leather goods, the tiefling has no doubt that his current
work should be done before the end of the week.
Leatherworkers sell leather armor, bags, saddles,
and other goods to those that require them. Merchants
with this specialty sometimes only sell either clothing
and armor or containers, but most dabble in all kinds of
leathercraft.
L eatherworking M erchant
Quality Items Price Quantity Source Notes
Atrocious Leather, cured 5 gp / sq. yd. 1d4 × 4 sq. yds. — —
Sack 1 cp 1d4 × 3 PHB 150 Holds up to 1 cu. ft., or 30 lbs.
Tankard 1 cp 1d4 × 2 PHB 150 Made entirely of leather
Poor Bit and bridle 2 gp 1d4 × 2 PHB 157 —
Cap, leather 5 sp 1d4 × 2 — A sturdy way to keep your head dry
Meat 3 sp / chunk 1d4 × 5 chunks PHB 158 Beef, chicken, venison, or similar; 1/2 day of food
Padded armor 5 gp 1d4 × 2 PHB 145 Light armor; AC: 11 + Dex mod; stealth disadv.
Pouch 5 sp 1d4 × 4 PHB 150 Holds up to 1/5 cu. ft., or 6 lbs.
Saddle, pack 5 gp 1d4 PHB 157 —
Waterskin 2 sp 1d4 × 3 PHB 150 —
Medium Backpack 2 gp 1d4 × 3 PHB 150 —
Bolt case, crossbow 1 gp 1d4 PHB 150 Holds up to 20 bolts
Cloak, cold weather 8 gp 1d4 × 2 — Lined with soft furs, ideal for freezing conditions
Clothes, cold weather 10 gp 1d4 × 2 IDRF 20 Layered to keep in heat, ideal for freezing conditions
Clothes, traveler’s 2 gp 1d4 PHB 150 Durable and well-made, stands punishment
Hood 5 sp 1d4 × 2 — —
Hunting trap 5 gp 1d4 PHB 150 DC 13 Dex check vs. 1d4 piercing and getting stuck
Leather armor 10 gp 1d4 × 2 PHB 145 Light armor; AC: 11 + Dex mod
Leatherworker’s tools 25 gp 1d4 PHB 154 —
Oil 1 sp / flask 1d4 × 2 flasks PHB 150 —
Quiver 1 gp 1d4 PHB 150 Holds up to 20 arrows
Rain catcher, tarp 1 gp 1d4 – 1 TA 32 Catches 2 gal. of water per inch of rain; holds 8 gal.
Saddle, riding 10 gp 1d4 – 1 PHB 157 —
Shield 10 gp 1d4 × 2 PHB 145 A hide or leather targe; +2 to AC
D aniele A riuolo
28
Quality Items Price Quantity Source Notes
Bagpipes 30 gp 1d4 – 1 PHB 154 —
Barding, light armor or Varies 1d4 – 1 PHB 157 Price is 4 times the cost of a set of similar armor for
hide armor humanoids
Bag of holding 500 gp 1d4 – 2 DMG 153 Holds 64 cu. ft., or 500 lbs; always weighs 15 lbs.
Boots of elvenkind 500 gp Only 1 set, ever DMG 155 —
Boots of false tracks 100 gp Only 1 set, ever XGE 136 Makes your tracks appear as another humanoid’s
Boots of striding and 500 gp Only 1 set, ever DMG 156 —
springing
Boots of the winterlands 500 gp Only 1 set, ever DMG 156 —
Cast-off armor, light armor 100 gp* 1d4 – 1 XGE 136 Add base cost of the nonmagical armor to item’s
or hide armor price
Cowl 2 gp 1d4 × 2 — A face-wrap favored by vigilantes and assassins
Dragon scale bracers, red 500 gp Only 1, ever — Attune: Melee attacks can deal fire damage instead
Drum or hand drum 6 gp 1d4 × 2 PHB 154 Instrument; leather hide over a wooden frame
Hat, adventurer’s 15 gp 1d4 — A wide-brimmed leather hat favored by explorers
Hide armor 10 gp 1d4 PHB 145 Medium armor; AC: 12 + Dex mod (max 2)
Mariner’s armor, light 500 gp* 1d4 – 2 DMG 181 Add base cost of the nonmagical armor to item’s
armor or hide armor price
Quiver of Ehlonna 500 gp Only 1, ever DMG 189 Holds much ammunition, and many ranged weapons
Saddlebags 4 gp 1d4 × 2 PHB 157 —
Saddle, exotic 60 gp 1d4 – 1 PHB 157 —
Saddle, military 20 gp 1d4 PHB 157 —
Scale mail 50 gp 1d4 – 1 PHB 145 Made using the scales of a once-living creature
Studded leather armor 45 gp 1d4 PHB 145 Light armor; AC: 12 + Dex mod
Excellent Armor +2, light armor or 50,000 gp* 1d4 – 2 DMG 152 Add base cost of the nonmagical armor to item’s
hide armor price
Armor of resistance, light 5,000 gp* Only 1, ever DMG 152 Of a random variety; add base cost of the nonmagical
armor or hide armor armor to item’s price
Arrow-catching shield 5,000 gp Only 1, ever DMG 152 —
Belt of dwarvenkind 5,000 gp Only 1, ever DMG 155 —
Dragon scale mail, red 50,000 gp Only 1, ever DMG 165 —
Glamoured studded leather 5,000 gp Only 1, ever DMG 172 —
Heward’s handy haversack 5,000 gp Only 1, ever DMG 174 Holds 12 cu. ft., or 120 lbs; always weighs 5 lbs.
Saddle of the cavalier 500 gp Only 1, ever DMG 199 —
Shield +1 500 gp 1d4 – 2 DMG 200 A magical hide or leather targe; +3 to AC
Wingwear 500 gp 1d4 – 2 PA 223 Instead recharges with a long rest
D avid M artin
29
Mechanical Contraptions
Up to her elbows in cogs and covered in grease, a rock
gnome tirelessly fiddles with the intricate metal creation
in front of her. Pulling out a key from one of her apron’s
many pockets, she winds the contraption up, before
setting it upright on the table. The hand-sized mechani-
cal dragon at once whirs, roars, and belches a gout of
flame that sets the gnome’s wooden tabletop alight. The
gnome cheers gleefully, and applauds her latest work.
Trudging along a dusty forest trail, a kobold weighed
down by several heavy hunting traps on his belt drags an
equally-heavy satchel over his back. Every step causes
clanks and clatters, but the kobold pays them no mind.
He finds a simple satisfaction in selling his work, as, in
his opinion, the world could always use more traps.
Merchants that sell mechanical contraptions are
tinkers, dabbling in the bleeding edge of clockwork
technology. These merchants are more than happy to
give (overly) detailed instructions on the proper use of
their wares.
Hunting trap 5 gp 1d4 × 3 PHB 150 DC 13 Dex check vs. 1d4 piercing and getting stuck
Lock 10 gp 1d4 × 5 PHB 150 Key included
Manacles 2 gp 1d4 × 2 PHB 150 Key included
Matchless pipe 50 gp 1d4 – 1 WDH 47 Mechanically lights itself, when used
Merry-go-round, toy 9 sp 1d4 CS 118 Held in two hands, winds up and plays music
Prosthetic limb 100 gp 1d4 ERLW 278 Replaces a missing arm
30
Quality Items Price Quantity Source Notes
Good All-purpose tool, +1 500 gp Only 1, ever TCE 119 Artificer only; changes into any tools, casts cantrips
Backpack parachute 100 gp 1d4 – 1 WDH 47 Wearer can fall safely after 60 ft.; 10 mins. to repack
Clockwork amulet 100 gp Only 1, ever XGE 137 —
Clockwork dragon 75 gp 1d4 — Wind up: roars and breathes fire for 1 min.
Clockwork orrery 100 gp 1d4 – 1 — A complex and abstract model of the multiverse
Clockwork mount 250 gp 1d4 – 2 MM 336 Same stats as riding horse; does not need to eat,
sleep, or breathe, immune to poison
Clockwork songbird 50 gp 1d4 — Wind up: sings 1 of 3 songs; does not move
Crossbow, heavy 50 gp 1d4 PHB 149 1d10 piercing; heavy, loading, two-handed, ranged
(100/400)
Crossbow, light 150 gp 1d4 – 1 OA 224 1d8 piercing; two-handed, ranged (40/160); has 6
repeating shots, can be reloaded with an action
Dynamite 200 gp / stick 1d4 × 4 sticks DMG 267 May not exist in settings without gunpowder
Goggles of night 500 gp Only 1, ever DMG 172 —
Gunpowder, keg 250 gp 1d4 – 1 DMG 267 May not exist in settings without gunpowder
Helm of underwater 500 gp 1d4 – 1 GS 229 Allows you to breathe underwater, grants darkvision
action to 60 ft., and grants a swimming speed of 30 ft.
Lock of trickery 100 gp 1d4 – 2 XGE 138 Dex checks made to pick lock have disadv.
Oil of slipperiness 250 gp / flask 1d4 – 1 flasks DMG 184 —
Orb of gonging 100 gp Only 1, ever WDMM 174 Action: make orb start/stop gonging indefinitely
Pocketwatch 10 gp 1d4 × 2 — Wind up: reliably tells time of day for 24 hrs.
Propeller helm 250 gp Only 1, ever WDMM 251 Action: Cast levitate, but 50% chance to break after
Pyroconverger 500 gp Only 1, ever GGR 180 —
Tangler grenade 250 gp 1d4 – 2 WDMM 244 Throw up to 60 ft.: grenade explodes, creatures
within 10 ft. make a DC 15 Dex save. Creatures that
fail are restrained for up to 1 hr., as with the web
spell. The DC to escape is 20.
Thermal cube 100 gp 1d4 – 1 IDRF 316 Radiates dry heat in a 15 foot radius
Thieves’ tools 25 gp 1d4 PHB 154 —
Tinker’s tools 50 gp 1d4 + 1 PHB 154 —
Walloping crossbow bolt 10 gp / ea. 1d4 × 10 XGE 139 A creature hit must succeed a DC 10 Str save or be
prone
Wand of pyrotechnics 100 gp Only 1, ever XGE 140 Shoots off fireworks
Excellent Arcane propulsion arm 50,000 gp Only 1, ever ERLW 276 Can be used to make a ranged rocket punch attack
Blast scepter 5,000 gp Only 1, ever WDMM 310 Casts 4th-level thunderwave at-will
Celestial orrery 1,000 gp Only 1, ever — An intricate, accurate clockwork model of the multi-
verse; small enough to be held in two hands
Clockwork rocket sled 2,500 gp 1d4 – 1 — Wind up: travels 60 ft. / round in direction it faces
for 1 min.; cannot be steered; holds 2 creatures
Dodecahedron of doom 5,000 gp Only 1, ever WDMM 284 —
Iron bands of Bilarro 5,000 gp Only 1, ever DMG 177 —
Manual of golems, iron 25,000 gp Only 1, ever DMG 180 —
Mizzium mortar 5,000 gp Only 1, ever GGR 179 Made of mithral, in settings other than Ravnica
Music box, gold 2,500 gp 1d4 – 2 DMG 135 Plays 10 songs; a masterwork of art and artisanry
Professor orb 5,000 gp Only 1, ever WDMM 284 Is sentient; has 18 Int, a scholar’s personality, and
knows 4 esoteric subjects (+9 bonus to checks)
Spell: Summon construct 200 gp 3 spells / day TCE 111 Cast at 4th-level; choose the construct’s type
Wand of lightning bolts 5,000 gp Only 1, ever DMG 211 —
Wingwear 500 gp 1d4 – 2 PA 223 Instead recharges with a long rest
31
Medium and Heavy Armor
Holding a hammer as large and heavy as his fist, a dwarf
pounds sheets of metal into protective shapes against
a pitch-black anvil. His shop only lit by the dim light of
molten slag from his forge, he nevertheless looks over
his work with a keen eye, studying it closely for any
weaknesses or imperfections.
Riding an enormous warhorse laden with heavy
saddlebags, an armored half-orc rides the trade routes
with an eye out for customers. All must learn of her
mastery of armorcraft, she thinks, and she will travel the
world until her name is held in great renown.
Merchants that deal in armor are typically blacksmiths
themselves, forging their wares and selling them off to
those that need them.
These merchants may have a specific predilection
that prohibits them from selling certain items, however.
A dwarven armor merchant, for example, would be
unlikely to sell elven chain, while an elf would be just
as unlikely to craft or sell a set of dwarven plate, each
considering the other’s craft to be the height of distaste.
Similarly, some merchants may trend more towards sell-
ing heavy armor, medium armor, or shields, but all tend
to have at least a few token offerings of goods outside
their particular focus.
Splint 200 gp 1d4 + 4 PHB 145 Heavy armor; AC: 17; req. Str 15; stealth disadv.
Good Adamantine armor, any 500 gp* 1d4 – 2 DMG 150 Add base cost of the nonmagical armor to item’s
price
Armor +1, medium or 5,000 gp* 1d4 – 2 DMG 152 Add base cost of the nonmagical armor to item’s
heavy armor price
32
Quality Items Price Quantity Source Notes
Armor of gleaming, 100 gp* 1d4 – 1 XGE 136 Add base cost of the nonmagical armor to item’s
medium or heavy armor price
Bar, silver 5 gp / lb. 1d4 lbs. PHB 157 —
Cast-off armor, medium 100 gp* 1d4 – 1 XGE 136 Add base cost of the nonmagical armor to item’s
or heavy armor price
Dragonguard 900 gp Only 1, ever LMP 48 Medium armor; AC: 14 + Dex mod (max 2); adv. on
saves against breath weapons from dragons
Dread helm 100 gp Only 1, ever XGE 137 When you wear it, your eyes glow red
Half plate 750 gp 1d4 + 3 PHB 145 Medium armor; AC: 15 + Dex mod (max 2); stealth
disadv.
Helm, winged 50 gp 1d4 — Gallant and flamboyant
Mariner’s armor, medi- 500 gp* 1d4 – 2 DMG 181 Add base cost of the nonmagical armor to item’s
um or heavy armor price
Mithral armor, any 500 gp* 1d4 – 2 DMG 182 Add base cost of the nonmagical armor to item’s
price
Plate 1,500 gp 1d4 + 2 PHB 145 Heavy armor; AC: 18; req. Str 15; stealth disadv.
Shield +1 500 gp 1d4 – 2 DMG 200 Made of enchanted metal; +3 to AC
Shield of expression 100 gp Only 1, ever XGE 139 —
Smoldering armor, 100 gp* 1d4 – 1 XGE 139 Add base cost of the nonmagical armor to item’s
medium or heavy armor price
Excellent Arrow-catching shield 5,000 gp Only 1, ever DMG 152 —
Armor +2, medium or 50,000 gp* 1d4 – 2 DMG 152 Add base cost of the nonmagical armor to item’s
heavy armor price
Armor of resistance, 5,000 gp* Only 1, ever DMG 152 Of a random variety; add base cost of the nonmagi-
medium or heavy armor cal armor to item’s price
Bar, gold 50 gp / lb. 1d4 lbs. PHB 157 —
Bar, platinum 500 gp / lb. 1d4 lbs. PHB 157 —
Dwarven plate 50,000 gp Only 1, ever DMG 167 —
Elven chain 5,000 gp Only 1, ever DMG 168 —
Gauntlets of flaming fury 5,000 gp Only 1 set, ever BGDIA 223 —
Helm of teleportation 5,000 gp Only 1, ever DMG 174 —
Molten bronze skin, any 5,000 gp* Only 1, ever MOT 197 Add base cost of the nonmagical armor to item’s
price
Shield +2 5,000 gp 1d4 – 2 DMG 200 Made of enchanted metal; +4 to AC
33
Potions, Poisons, and Herbs
Grinding together her mortar and pestle, a halfling
reduces a handful of herbs to powder. As her cauldron
begins to boil, smoke pours out the smokestack of her
underhill shop, a sign to her loyal customers that new
potions are brewing.
Dressed in a grey cloak with a bandolier of potions
about his waist, a half-elf occupies a corner at a roadside
inn, fiddling with an alembic set up on a stone table. The
townsfolk know to find him here, and direct adventurous
travelers to seek his services.
Naturalists or alchemists, these merchants sell
potions, poisons, and the supplies to brew them.
Merchants of this trade are likely to further specialize,
as many are especially adept at brewing poisons, while
others have ethical qualms about creating them.
Potion of fire breath 250 gp 1d4 + 2 DMG 187 Allows you to exhale fire, dealing 4d6 fire damage
Potion of greater healing 250 gp 1d4 × 2 DMG 187 Replenishes 4d4 + 4 hit points
Potion of growth 250 gp 1d4 – 1 DMG 187 Grow (as with the enlarge/reduce spell) for 1d4 hrs.
Potion of resistance 250 gp 1d4 × 3 DMG 188 Of a random type; gives a damage resistance for 1 hr.
Potion of water breathing 250 gp 1d4 × 2 DMG 188 Allows you to breathe water for up to 1 hour
Ryath root 50 gp 1d4 × 2 TA 205 Grants 2d4 temp. hit points; if you eat >1, poisoned
34
Quality Items Price Quantity Source Notes
Tea, blueleaf 5 cp / cup 1d4 × 10 cups TT Sweet and minty, suppresses nausea and dysentery
Tea, chalthorn 2 sp / cup 1d4 × 10 cups TT Dry and chalky, makes you unable to taste spicy food
Tea, elkammat 1 sp / cup 1d4 × 5 cups TT Woody, bitter, and nutty; drinking fosters positivity
Tea, gaeth’ad 5 sp / cup 1d4 × 5 cups TT Thick and brackish, can be mildly psychoactive
Tea, mourningberry 5 gp / cup 1d4 × 5 cups TT A mild depressant; relaxing and soothing
Tea, nararoot 2 gp / cup 1d4 × 2 cups TT Licorice taste; prevents becoming pregnant for 2 weeks
Tea, vauge 5 cp / cup 1d4 × 10 cups TT Grassy and slightly salty, a mellow-tasting tisane
Truth serum 150 gp / dose 1d4 + 1 doses DMG 258 Injested; target cannot knowingly speak a lie
Wildroot 25 gp 1d4 × 2 TA 205 Cures the poisoned condition
Good Alchemy jug 500 gp Only 1, ever DMG 150 —
Brewer’s supplies 20 gp 1d4 PHB 154 —
Drow poison 200 gp / dose 1d4 doses DMG 258 Injury; can render target unconscious
Elixir of health 2,500 gp 1d4 DMG 168 Cures disease, blindness, deafness, paralyzed, poison
Glassblower’s tools 30 gp 1d4 PHB 154 —
Herbs, rare 50 gp / lb. 1d4 × 2 lbs. — Ex: devilroot, embertear; for rare potions
Perfume of bewitching 50 gp 1d4 – 2 XGE 138 Adv. on Cha. checks vs. humanoids ≤ CR 1 for 1 hr.
Potion of clairvoyance 2,500 gp 1d4 DMG 187 Grants the effect of the clairvoyance spell
Potion of diminution 2,500 gp 1d4 DMG 187 Drink to be shrunk as if by enlarge/reduce
Potion of heroism 2,500 gp 1d4 DMG 188 Grants bless and 10 temporary hit points
Potion of mind reading 2,500 gp 1d4 DMG 188 Grants the effects of the detect thoughts spell
Potion of stone giant 2,500 gp 1d4 – 1 DMG 187 Strength score becomes 23 for 1 hr.
strength
Potion of superior healing 2,500 gp 1d4 + 1 DMG 187 Replenishes 8d4 + 8 hit points
Serpent venom 200 gp / dose 1d4 doses DMG 258 Injury; can inflict 3d6 poison damage
Tea, Beorunna’s cure-all 10 gp / cup 1d4 cups TT First time you regain hp in 1 hr.: gain extra 2d4 hp
Tea, cassil 10 gp / cup 1d4 cups TT Prevents making another creature pregnant for 2 weeks
Tea, earth dragon’s eye 6 cp / cup 1d4 × 5 cups TT Black tea; increases movement speed by 5 ft. for 1 hr.
Tea, feverbalm 7 gp / cup 1d4 cups TT Numbing taste; suppresses madness effects for 1 hr.
Tea, long jing 5 gp / cup 1d4 × 5 cups TT Green tea; grants resistance to poison dmg. for 1 hr.
Tea, meiriath 7 gp / cup 1d4 × 5 cups TT Mango and citrus taste; popular with the wealthy
Tea, mother’s leaf 10 gp / cup 1d4 cups TT Tastes of grass and sage, helps recover from disease
Tea, pale jade 1 gp / cup 1d4 × 5 cups TT White tea; light, airy, and easy drinking
Tea, wild ginger 5 sp / cup 1d4 × 5 cups TT Spicy and sweet; settles the stomach
Excellent Alchemical compendium 5,000 gp Only 1, ever TCE 119 Wizard only; holds spells, transforms objects
Burnt othur fumes 500 gp / dose 1d4 – 1 doses DMG 258 Inhailed; can inflict persistent poison damage
Herbs, very rare 500 gp / lb. 1d4 lbs. — Ex: starspine, voidweave; for very rare potions
Kyrzin’s ooze 50,000 gp Only 1, ever ERLW 278 Grants acid breath, amorphous form, etc.
Malice 250 gp / dose 1d4 – 1 doses DMG 258 Inhailed; can blind affected creatures
Oil of sharpness 25,000 gp 1d4 – 1 DMG 184 Grants a weapon +3 to attack and damage
Potion of cloud giant 25,000 gp 1d4 – 1 DMG 187 Strength score becomes 27 for 1 hr.
strength
Potion of invisibility 25,000 gp 1d4 – 1 DMG 188 Grants invisibility for up to 1 hour
Potion of invulnerability 2,500 gp 1d4 – 1 DMG 188 Grants resistance to all damage
Potion of longevity 25,000 gp 1d4 – 1 DMG 188 Reduces your age by 1d6 + 6 (usually)
Potion of supreme healing 25,000 gp 1d4 DMG 187 Regains 10d4 + 20 hit points
Potion of vitality 25,000 gp 1d4 – 1 DMG 188 Cures exhaustion, disease, and poison
Tea, mallow 7 gp / cup 1d4 × 2 cups TT Semi-sweet; a sleep aid, renders dream ineffective
35
Religious Idols and Blessings
A tiefling with short horns and a modest robe lights a
handful of incense in a ceremonial brazier. As she tends
to her ritual duties in service to her god, she routinely
checks on visiting parishioners, making sure their needs
are met. The acolytes of her temple are more than
happy to share what they have with pilgrims, asking only
a modest donation in return.
Rapier slung at her side, a cheerful gnome paladin
travels between distant cities, dispensing justice and
doing good deeds all along the way. Always overjoyed to
meet fellow travelers, she sells supplies sacred to her
goddess of journeys, making sure no wanderer goes
unprotected.
Almost always practicing clergy members (or huck-
sters pretending at being such), these merchants bolster
their respective faiths by dispensing holy wares to those
in need. Most items listed here are sold by all merchants
with this specialty and the appropriate quality, though
merchants of different faiths offer markedly different-
looking wares. For example, a candle sold by a priest of
Pelor would look different in obvious ways from a candle
sold by an (undoubtedly secret) adherent of Vecna.
36
Quality Items Price Quantity Source Notes
Spell: Prayer of healing 40 gp 3 spells / day PHB 267 Cast at 2nd-level; heals up to 6 creatures for 2d8 + 3
hit points
Totem 1 gp 1d4 × 2 PHB 150 Druidic focus; carved in the image of a god or spirit
Yew wand 10 gp 1d4 PHB 150 Druidic focus; associated with natural, eternal life
Good Amulet of the devout, +1 500 gp Only 1, ever TCE 119 Cleric/paladin only; use Channel Divinity w/o a charge
Balance of harmony 500 gp Only 1, ever TYP 228 Scales that can cast detect evil and good as a ritual
Cleansing stone 100 gp 1d4 – 1 ERLW 276 —
Clothes, cloth-of-gold 25 gp 1d4 – 1 DMG 134 Suitable for a high priest of distinguished position
vestments
Everbright lantern 100 gp 1d4 – 1 ERLW 277 Instead holds a continual flame, outside of Eberron
Guardian emblem 500 gp Only 1, ever TCE 128 Cleric/paladin only; negates critical hits
Keoghtom’s ointment 250 gp 1d4 – 2 DMG 179 —
Lantern of revealing 500 gp Only 1, ever DMG 179 Reveals invisible creatures and objects
Periapt of health 500 gp Only 1, ever DMG 184 Grants immunity to disease
Periapt of wound closure 500 gp Only 1, ever DMG 184 Stabilize when dying, double healing from hit dice
Shrine, small 8 gp 1d4 – 2 DMG 299 A tiny space to leave offerings or make quick prayers
Spell: Death ward 160 gp 3 spells / day PHB 230 If you drop to 0 hit points, you drop to 1 instead
Spell: Divination 210 gp 3 spells / day PHB 234 Grants guidance on a course of action
Spell: Remove curse 90 gp 3 spells / day PHB 271 Lifts a curse, or attunement to a cursed item
Spell: Speak with dead 90 gp 3 spells / day PHB 277 Allows you to speak to one non-undead corpse
Staff of the python 500 gp Only 1, ever DMG 204 —
Statuette, metal or stone 500 gp 1d4 – 1 — A small figure of a god or person in beautiful detail
Tankard of sobriety 100 gp Only 1, ever XGE 139 —
Excellent Candle of invocation 50,000 gp Only 1, ever DMG 157 —
Devotee’s censer 5,000 gp Only 1, ever TCE 126 Cleric/paladin only; flail, bonus damage and healing
Mace of disruption 5,000 gp Only 1, ever DMG 179 —
Necklace of prayer beads 5,000 gp Only 1, ever DMG 182 Has 1d4 + 2 random beads that each cast a spell
Periapt of proof against 5,000 gp Only 1, ever DMG 184 Grants immunity to poisons, poison damage, and the
poison poisoned condition
Protective verses 5,000 gp Only 1, ever TCE 134 Wizard only; holds spells, adds temporary hit points
Spell: Greater restoration 450 gp 3 spells / day PHB 246 Reduces exhaustion, removes charmed, petrified, a
curse, or ability/hit point maximum reduction
Spell: Hallow 2,250 gp 3 spells / day PHB 249 Sanctifies an area, with additional effects
Spell: Raise dead 1,250 gp 3 spells / day PHB 270 Returns a dead corpse to life
37
Songs and Instruments
Boxes of whittled wooden instruments at his feet, a
brightly-clothed half-orc plays proudly on his bagpipes
in the center of a crowded market. Though he knows
his business isn’t presently booming, he takes comfort
that, at the very least, none in the market can possi-
bly ignore him.
Sitting in a surprisingly cheerful store, a graceful drow
carefully strings a lyre with treated spider silk. Though
the silk no longer adheres forcefully to what it touches,
it is no less durable, making it ideal for its p
urpose. The
drow slowly plucks the lyre’s new strings, filling her
shop with a beautiful, mournful tune.
Whether they are bards or craftspersons, merchants
of this specialty deal in musical instruments and written
songs for musicians. Some of these merchants special-
ize in selling one particular type of family of instruments
or genre of written song, usually one of cultural signifi-
cance to the merchant and their people.
38
Quality Items Price Quantity Source Notes
Horn of silent alarm 100 gp Only 1, ever XGE 137 —
Instrument of illusions 100 gp Only 1, ever XGE 137 Can be any kind of instrument
Instrument of scribing 100 gp Only 1, ever XGE 138 Can be any kind of instrument
Instrument of the bards, 500 gp Only 1, ever DMG 176 —
Doss lute
Instrument of the bards, 500 gp Only 1, ever DMG 176 —
Fochlucan bandore
Instrument of the bards, 500 gp Only 1, ever DMG 176 —
Mac-Fuirmidh cittern
Lute or yarting 35 gp 1d4 × 3 PHB 154 Instrument; with plucked strings and a long neck
Pipes of haunting 500 gp Only 1, ever DMG 185 —
Pipes of the sewers 500 gp Only 1, ever DMG 185 —
Rebab 32 gp 1d4 × 2 — Instrument; very long and narrow, with bowed strings
Rhythm-maker’s drum, 500 gp Only 1, ever TCE 134 Bard only; regain Bardic Inspiration with an action
+1
Sheet music, classic 5 gp 1d4 copies DMG 301 A song everyone knows, and many sing along with
Sheet music, inspired 50 gp 1d4 copies DMG 301 A new song, exciting and destined for greatness
Viol 30 gp 1d4 × 3 PHB 154 Instrument; bowed, fretted, with a hollow body
Wand of conducting 100 gp Only 1, ever XGE 140 —
Zulkoon 50 gp 1d4 × 2 SCAG 124 Instrument; a complex and sinister-sounding organ
Excellent Bell branch 5,000 gp Only 1, ever TCE 122 Druid/warlock only; detects the presence of creatures
Chime of opening 2,500 gp Only 1, ever DMG 158 —
Eagle whistle 5,000 gp Only 1, ever TYP 228 Gain flying speed of 2 × move speed, only when blowing
Gnomish saxophone 250 gp 1d4 – 1 — Instrument; a reeded brass woodwind, covered in keys
Instrument of the bards, 5,000 gp Only 1, ever DMG 176 —
Canaith mandolin
Instrument of the bards, 5,000 gp Only 1, ever DMG 176 —
Cli lyre
Lyre of building 5,000 gp Only 1, ever TCE 131 Bard only; has spells, protects structures
Sheet music, epic 500 gp Only 1 copy, ever DMG 301 A truly revolutionary piece, will change everything
Siren song lyre 5,000 gp Only 1, ever MOT 198 —
R ebecca G uay
39
Spell Scrolls and Tomes
Seated adjacent to a near-perfect pyramid of stacked
scrolls, a high elf dips his quill in ink and begins to write
a new scroll in fluid elvish script. His shop utterly quiet
save for the scratching of his pen on parchment, the
florid script begins to glow ever so slightly in the dim
afternoon light.
A male tiefling clad in a large coat and a dusty wizard’s
hat stands in a busy marketplace next to a pile of books
nearly as tall as he is. The tiefling yells out attempting
to attract buyers, but a closer inspection reveals many
of the tomes to be chained shut, murmuring worryingly
to each other.
Selling magical spells is not for the faint of heart,
but merchants with this specialty make it a way of life.
The tomes and scrolls sold by these merchants each
contain certain spells, and a merchant with this special-
ty rarely has more than one tome or scroll that casts
the same spell.
When determining this merchant’s item availability,
this merchant can have multiple spells or scrolls of the
same level or type.
Spell Scrolls. Each of these scrolls contains a
specific spell. If that spell is on your class’s spell list,
you can use an action to attempt to cast the spell. This
requires a check if the spell is of a greater level than
you can normally cast. Succeed or fail, the scroll is
then destroyed.
Wizard spells on spell scrolls can also be copied
into spellbooks by characters capable of doing so, but
require a check to be copied successfully after the
normal expenditure of time and materials. Same as cast-
ing a spell with the scroll, succeed or fail, the spell scroll
The character must still meet all other level, class, or
is then destroyed.
spell level requirements for doing so, as normal.
The DCs for these checks, as well as complete rules
Unlike a spell scroll, the spell in a ritual scroll cannot
for spell scrolls, can be found on page 200 of the
be cast without first copying it down, but a ritual scroll
Dungeon Master’s Guide.
does not require a check for its spell to be successfully
Ritual Scrolls. These scrolls contain only spells with
copied, nor is a ritual scroll limited to being a wizard
the ritual tag, and are able to be used by any character
spell if it is to be copied. As with a spell scroll, copying a
that is able to transcribe spells into a spellbook, such as
ritual scroll carries the same cost in time and gp, and a
a wizard, a warlock with the Book of Ancient Secrets
ritual scroll is destroyed after it is copied.
invocation, or a character with the Ritual Caster feat.
40
Quality Items Price Quantity Source Notes
Paper, enduring 2 gp / sheet 1d4 × 5 sheets — Not damaged by fire, water, or age
Ritual scroll, 1st-level 50 gp 1d4 — Contains a random 1st-level ritual spell, can be copied
Ritual scroll, 2nd-level 250 gp 1d4 — Contains a random 2nd-level ritual spell, can be copied
Ritual scroll, 3rd-level 250 gp 1d4 — Contains a random 3rd-level ritual spell, can be copied
Scroll satchel 100 gp 1d4 – 1 — Holds up to 30 scrolls in an extra-dimensional space;
can draw or stow a scroll using a bonus action
Spell scroll, cantrip 50 gp 1d4 × 5 DMG 200 Contains a random cantrip, can be copied
Spell scroll, 1st-level 50 gp 1d4 × 4 DMG 200 Contains a random 1st-level spell, can be copied
Spell scroll, 2nd-level 250 gp 1d4 × 4 DMG 200 Contains a random 2nd-level spell, can be copied
Spell scroll, 3rd-level 250 gp 1d4 × 3 DMG 200 Contains a random 3rd-level spell, can be copied
Spell: Identify 20 gp 3 spells / day PHB 252 Reveals the properties of a magic item
Spell: Illusory script 30 gp 3 spells / day PHB 252 Writes a magically-coded message
Spell: Knock 40 gp 3 spells / day PHB 254 Opens a locked object
Spell: Mage armor 10 gp 3 spells / day PHB 256 Target’s base AC becomes 13 + its Dex modifier
Good Arcane grimoire, +1 500 gp Only 1, ever TCE 120 Wizard only; improves Arcane Recovery
Copypaper 50 gp / sheet 1d4 sheets — Press to a piece of non-magical paper: permanently
becomes a copy of that paper and is no longer magical
Hat of wizardry 100 gp Only 1, ever XGE 137 Wizard only; attempt to cast extra cantrips
Paper bird 250 gp 1d4 × 2 WDH 191 Carries a message of up to 50 words to a recipient
Paper of folding 100 gp 1d4 – 1 — Action: Can be folded into (or unfolded from) a working
replica of any non-magical item that costs 5 gp or less
and is held in one hand
Quill of scribing 100 gp 1d4 – 1 — Action: Writes (or stops writing) what you say for up to 1
hr. collectively per day
Ritual scroll, 4th-level 2,500 gp 1d4 – 1 — Contains a random 1st-level ritual spell, can be copied
Ritual scroll, 5th-level 2,500 gp 1d4 – 1 — Contains a random 2nd-level ritual spell, can be copied
Ritual scroll, 6th-level 25,000 gp 1d4 – 2 — Contains a random 3rd-level ritual spell, can be copied
Scroll of protection, any 2,500 gp 1d4 × 3 DMG 199 Can be used by anyone; protects against a creature type
Spell scroll, 4th-level 2,500 gp 1d4 × 3 DMG 200 Contains a random 4th-level spell, can be copied
Spell scroll, 5th-level 2,500 gp 1d4 × 2 DMG 200 Contains a random 5th-level spell, can be copied
Spell scroll, 6th-level 25,000 gp 1d4 × 2 DMG 200 Contains a random 6th-level spell, can be copied
Spell: Legend lore 770 gp 3 spells / day PHB 254 Reveals details about important person, place, or thing
Spell: Skywrite 40 gp 3 spells / day XGE 165 Up to 10 words appear in the sky
Spell: Tongues 90 gp 3 spells / day PHB 283 Target understands all languages
Excellent Backup spellbook 500 gp 1d4 – 1 — Press to a spellbook: permanently becomes a copy of
that spellbook and is no longer magical
Fulminating treatise 5,000 gp Only 1, ever TCE 128 Wizard only; holds spells, deals more spell damage
Heart-weaver’s primer 5,000 gp Only 1, ever TCE 128 Wizard only; holds spells, empowers enchantment
Manual of golems, clay 25,000 gp Only 1, ever DMG 280 —
Spell scroll, 7th-level 25,000 gp 1d4 – 1 DMG 200 Contains a random 7th-level spell, can be copied
Spell scroll, 8th-level 25,000 gp 1d4 – 2 DMG 200 Contains a random 8th-level spell, can be copied
M ollicart
41
Tattoos
With deftness in every inch of her gnarled, stubby
fingers, a dwarf with one eye and a scar running down
her cheek carefully heats a sharp iron needle in a candle
flame. Before her are waiting wells of ink, and a fresh-
faced male human lying face down, shirtless, expectant,
and nervous, upon a weathered wooden table.
Scrawling a simple floral design in a sketchbook, a
young elf takes time to emphasize its long, stylized, flow-
ing lines. Gently closing the book, the elf shelves it in an
outer pocket of a pack they are wearing, causing a slight
rattle of metal and glass from within. The elf wonders if
any will partake of their artistic services in the next town
they venture to, and what canvases will await their craft.
Often a practice of great cultural or religious signifi-
cance, tattooing is also an art form and a method of self
expression. Those that take on tattoos wear their art
proudly, likely for their entire lives, a testament to their
individuality and their artist’s skill.
Most tattoo merchants have one or several styles
that they can create art in, many of which have roots
in cultures or subcultures important to your setting.
Consider who an artist is, where they come from, and
how these things might influence their style.
Magical Tattoos and Removal. Some tattoos created
by this merchant are magical, and are applied directly
to a recipient rather than sold as an item, contrary
to some of their descriptions. Similar to merchants
that cast spells, a tattoo merchant can use magic up
to three times each day to remove a tattoo or create a
magical tattoo.
T attoos M erchant
Quality Items Price Quantity Source Notes
Atrocious Ink 10 gp / bottle 1d4 bottles PHB 150 Suitable for writing or applying tattoos
Ink pen 2 cp 1d4 PHB 150 —
Needle 2 cp 1d4 × 50 — Suitable for applying tattoos
Tattoo, simple mundane 5 sp Unlimited — Basic shapes and forms; no larger than 1/4 sq. ft.
Tattoo, temporary 5 cp Unlimited — Drawn on; lasts 24 hrs. or until it touches water
Poor Healer’s kit 5 gp 1d4 PHB 150 —
Oil 1 sp / flask 1d4 × 2 flasks PHB 150 Suitable for both muscles and lanterns
Soap 2 cp 1d4 × 2 PHB 150 —
Tattoo, regular mundane 5 gp Unlimited — Semi-complex figures; no larger than 1/2 sq. ft.
Tattooing supplies 10 gp 1d4 × 2 sets — Artisan’s tools for tattoo artists; inks, needles, cloth, etc.
Medium Barrier tattoo, small 500 gp 3 / day TCE 122 Grants an AC equal to 12 + your Dexterity modifier
Calligrapher’s supplies 10 gp 1d4 PHB 154 —
Cleansing stone 100 gp Only 1, ever ERLW 276 Use an action while touching: cleanses grime on you
Glow ink 50 gp / bottle 1d4 – 1 bottles — Glows faintly, indefinitely; can be seen in darkness
Illuminator’s tattoo 100 gp 3 / day TCE 129 Can write with your finger, make writing invisible
D ean S pencer
Masquerade tattoo 100 gp 3 / day TCE 131 Changes shape, casts disguise self 1/day
Moodmark paint 100 gp 1d4 – 1 GGR 180 When dabbed on face, changes color with mood
Spellwrought tattoo, 50 gp 3 / day TCE 135 Casts a specific cantrip once, then vanishes
cantrip
Spellwrought tattoo, 50 gp 3 / day TCE 135 Casts a specific 1st-level spell once, then vanishes
1st-level
42
Quality Items Price Quantity Source Notes
Tattoo, complex 25 gp Unlimited — Scenes with multiple colors, figures, and designs; no
mundane larger than 1 sq. ft.
Tattoo, magical focus 100 gp 3 / day — Counts as an arcane focus, druidic focus, or holy symbol
Tattoo removal, 50 gp 3 / day — Magically removes up to 1 sq ft. of mundane tattoo
mundane
Good Barrier tattoo, medium 5,000 gp 3 / day TCE 122 Grants an AC equal to 15 + your Dex. modifier (max +2)
Cloth, linen 5 gp / sq. yd. 1d4 sq. yds. PHB 157 White or beige cloth suitable for bandages
Coiling grasp tattoo 500 gp 3 / day TCE 123 Conjures tendrils that grapple a creature
Eldritch claw tattoo 500 gp 3 / day TCE 126 Empowers unarmed strikes and weapon attacks
Ethereal wave tattoo 500 gp 3 / day — Action: casts invisibility on self 1/day
Ghost step tattoo 500 gp 3 / day TCE 128 Allows you to become incorporeal 3/day
Mermaid’s tale tattoo 500 gp 3 / day — Grants a swim speed of 60 ft., and can speak Aquan
Spellwrought tattoo, 250 gp 3 / day TCE 135 Casts a specific 2nd-level spell once, then vanishes
2nd-level
Spellwrought tattoo, 250 gp 3 / day TCE 135 Casts a specific 3rd-level spell once, then vanishes
3rd-level
Tattoo, animated 100 gp 3 / day — Images move by themselves; no larger than 1 sq. ft.
Tattoo, artistic mundane 125 gp Unlimited — Gorgeous, a true work of art; no larger than 2 sq. ft.
Tattoo removal, magical 250 gp 3 / day — Magically removes a single magical tattoo
Excellent Absorbing tattoo, any 50,000 gp 3 / day TCE 119 Absorbs damage of a chosen type 1/day
Barrier tattoo, large 50,000 gp 3 / day TCE 122 Grants an AC of 18
Blood fury tattoo 500,000 gp Only 1, ever TCE 122 Grants crit on 19-20, extra damage, and react. attacks
Eternal mountain tattoo 5,000 gp 3 / day — Action: casts stoneskin on self 1/day
Infernal brand tattoo 5,000 gp 3 / day — 1 hr. ritual: summon imp that obeys you; only 1 at a time
Lifewell tattoo 5,000 gp 3 / day TCE 129 Resist necrotic; grants benefits of death ward 1/day
Molten bronze skin, any 5,000 gp* Only 1, ever MOT 197 Add base cost of the nonmagical armor to item’s price
Nolzur’s marvelous 25,000 gp Only 1 set, DMG 183 Creates paintings that become reality
pigments ever
Oil of etherealness 2,500 gp 1d4 – 1 DMG 183 Confers the effects of the etherealness spell
Shadowfell brand tattoo 50,000 gp 3 / day TCE 134 Adv. on Stealth; reduce damage by half 1/day
Spellwrought tattoo, 2,500 gp 3 / day TCE 135 Casts a specific 4th-level spell once, then vanishes
4th-level
Spellwrought tattoo, 2,500 gp 3 / day TCE 135 Casts a specific 5th-level spell once, then vanishes
5th-level
Tattoo, masterwork 600 gp Unlimited — Utterly unique with impossible detail and precision; can
mundane cover entire body
B ernardojbp
43
Thieving Supplies
Standing grey as dusk against the dim light at the end
of a back alley, a cloaked human awaits approaching
buyers. She trusts her contacts on the street to bring
those interested to her, and, so far, that trust has yet to
fail her. Hearing a knocking in thieves’ cant reverberate
from the mouth of the alley, she knocks out the counter-
sign, and unrolls her bundle of wares onto the ground.
A halfling with an eyepatch hums to himself as he
sets up his wares on the walls of the inside of an open
wine barrel in the back of a bar. Satisfied at the items’
arrangement, he takes a seat nearby, pulling a hidden
lever. Groaning, the wine barrel mechanically closes its
front, appearing whole to the untrained eye. The halfling
sips a cup of tea, and awaits customers.
Though their business may not (necessarily) be
illegal, these merchants work tirelessly to enable
criminals, spies, and assassins. Merchants with this
specialty (most often) do not attempt to directly swindle
customers unless the merchant is of atrocious quality.
All merchants value repeat buyers, thieving supplies
merchants being no exception, and any merchant knows
the surest way to make enemies and lose business is to
cheat those who will likely have even more coin for you
to earn in the future.
44
Quality Items Price Quantity Source Notes
Playing card set 5 sp 1d4 × 3 PHB 154 Also available marked, for 2 gp
Poison, basic 100 gp / vial 1d4 × 2 vials PHB 150 Injury; can inflict 1d4 poison damage
Poisoner’s kit 50 gp 1d4 PHB 154 —
Portable ram 4 gp 1d4 PHB 150 —
Rapier 25 gp 1d4 PHB 149 1d8 piercing; finesse
Shortbow 25 gp 1d4 × 2 PHB 149 1d6 piercing; ranged (80/320), two-handed
Shortsword 10 gp 1d4 PHB 149 1d6 piercing; finesse, light
Signal whistle 5 cp 1d4 × 2 PHB 150 —
Good Bag of holding 500 gp Only 1, ever DMG 153 Holds 64 cu. ft., or 500 lbs; always weighs 15 lbs.
Boots of false tracks 100 gp Only 1 set, ever XGE 136 Makes your tracks appear as another humanoid’s
Charlatan’s die 100 gp 1d4 – 1 XGE 136 You control what number it rolls
Cloak of many fashions 100 gp Only 1, ever XGE 136 Can be made to appear how you wish
Deck of illusions 500 gp Only 1, ever DMG 161 Conjures a random illusion at a point you choose
Drow poison 200 gp / dose 1d4 – 1 doses DMG 258 Injury; can render target unconscious
Essence of ether 300 gp / dose 1d4 – 1 doses DMG 258 Inhailed; can render affected creatures unconscious
Eversmoking bottle 500 gp Only 1, ever DMG 168 —
Feather token 50 gp 1d4 ERLW 277 Allows you to fall safely once, then loses its magic
Hat of disguise 500 gp Only 1, ever DMG 173 Allows you to cast disguise self at will
Junk dagger 100 gp Only 1, ever TYP 77 Adds +1 to attack/damage, but breaks on a nat 1
Mystery key 50 gp 1d4 – 2 XGE 138 Has a 5% chance to unlock any door, then disappear
Pole of collapsing 100 gp 1d4 – 2 XGE 138 Can collapse to 1 ft., or expand to 10 ft.
Potion of climbing 50 gp 1d4 DMG 187 Grants a climbing speed for 1 hour
Serpent venom 200 gp / dose 1d4 – 1 doses DMG 258 Injury; can inflict 3d6 poison damage
Spyglass 1,000 gp 1d4 PHB 150 —
Truth serum 150 gp / dose 1d4 – 1 doses DMG 258 Injested; target cannot knowingly speak a lie
Excellent Amulet of proof against 500 gp Only 1, ever DMG 150 Grants immunity to divination and scrying
detection and location
Boots of striding and 500 gp Only 1 set, ever DMG 156 —
springing
Bracer of flying daggers 5,000 gp Only 1, ever WDH 190 Conjures an infinite amount of magical daggers
Bracers of archery 500 gp Only 1 set, ever DMG 156 Grants prof. and +2 to damage with bows
Cloak of elvenkind 500 gp Only 1, ever DMG 158 —
D avid R evoy
Dagger of blindsight 5,000 gp Only 1, ever WDMM 86 Grants blindsight out to 30 ft.
Dagger of venom 5,000 gp Only 1, ever DMG 161 +1 to attk./dmg.; can make an injury poison
Gloves of thievery 500 gp Only 1, ever DMG 172 —
Rope of climbing 500 gp Only 1, ever DMG 197 Can animate to help you climb automatically
Spies’ murmur 500 gp 1d4 + 1 GGR 181 Allows silent communication, and to share hearing
Wyvern poison 1,200 gp / dose 1d4 – 2 doses DMG 258 Injury; can inflict 7d6 poison damage
45
Tools
Slouched over a wooden countertop, a lanky wood elf
stands in front of rows upon rows of tools, each hanging
from a special set of pegs on the wall behind him. The
shop smells comfortably of fresh cut lumber. The wood
elf yawns, waiting for customers to arrive.
A female dwarf, pack mule and wagon in tow, strides
casually into town, a pickaxe and shovel over each shoul-
der, a lit lantern resting near the head of the pick. The
laborers of this hamlet sent out a request for more tools
a week back, and the dwarf responded, always ready
to earn coin.
Craftspeople or mere traders, merchants of this
specialty sell tools for all professions along their trade
routes. Merchants that sell tools may choose to deal in
exclusively tools appropriate for their environment, but
many are generalists, crafting tools of every type for
any occasion.
T ools M erchant
Quality Items Price Quantity Source Notes
Atrocious Bucket 5 cp 1d4 × 2 PHB 150 Holds 3 gal. or ½ cu. ft.
Shovel 2 gp 1d4 × 2 PHB 150 —
Poor Basket 4 sp 1d4 × 5 PHB 150 1 ft. wide × 1 ft. tall; holds 40 lbs. or 2 cubic ft.
Block and tackle 1 gp 1d4 × 2 PHB 150 —
Candle 1 cp 1d4 × 10 PHB 150 Comes in a variety of colors
Chalk 1 cp / piece 1d4 × 5 pieces PHB 150 Comes in a variety of colors
Dagger 2 gp 1d4 PHB 149 1d4 piercing; finesse, light, thrown (20/60)
Fishing tackle 1 gp 1d4 × 2 PHB 150 —
Hammer 1 gp 1d4 × 2 PHB 150 —
Hammer, light 2 gp 1d4 × 2 PHB 149 1d4 bludgeoning; light, thrown (20/60)
Ladder, 10-foot 1 sp 1d4 × 2 PHB 150 —
Lamp 1 cp 1d4 × 2 PHB 150 —
Pick, miner’s 2 gp 1d4 × 2 PHB 150 —
Plank, wood 1 cp / plank 1d4 × 15 planks — Measure 2 in. × 4 in. × 5 ft. each
Piton 5 cp 1d4 × 10 PHB 150 —
Pole, 10-foot 5 cp 1d4 × 2 PHB 150 —
Pot, iron 2 gp 1d4 × 2 PHB 150 Holds 1 gal.
Rope, hempen 1 gp / 50 ft. 1d4 × 50 ft. PHB 150 —
Sickle 1 gp 1d4 × 2 PHB 149 1d4 slashing; light
Spikes, iron 1 gp / 10 1d4 × 40 PHB 150 —
Torch 5 sp 1d4 × 4 PHB 150 —
Medium Abacus 2 gp 1d4 × 2 PHB 150 —
Ball bearings 1 gp / 1,000 1d4 × 2,000 PHB 150 —
Carpenter’s tools 8 gp 1d4 × 2 PHB 154 —
Chain 5 gp / 10 ft. 1d4 × 20 ft. PHB 150 —
G ary D upuis
46
Quality Items Price Quantity Source Notes
Hunting trap 5 gp 1d4 PHB 150 DC 13 Dex check vs. 1d4 piercing and getting stuck
Lantern, bullseye 10 gp 1d4 PHB 150 —
Lantern, hooded 5 gp 1d4 PHB 150 —
Lock 10 gp 1d4 PHB 150 Key included
Mason’s tools 10 gp 1d4 × 2 PHB 154 —
Mirror, steel 5 gp 1d4 PHB 150 —
Net 1 gp 1d4 × 2 PHB 149 Special, thrown (5/15)
Oil 1 sp / flask 1d4 × 2 flasks PHB 150 —
Potter’s tools 10 gp 1d4 × 2 PHB 154 —
Scale, merchant’s 5 gp 1d4 PHB 150 —
Smith’s tools 20 gp 1d4 × 2 PHB 154 —
Tinderbox 5 sp 1d4 × 2 PHB 150 —
Wax, sealing 5 sp 1d4 × 5 PHB 150 —
Weaver’s tools 1 gp 1d4 × 2 PHB 154 —
Woodcarver’s tools 1 gp 1d4 × 2 PHB 154 —
Good Alchemist’s supplies 50 gp 1d4 PHB 154 —
Candle of the deep 100 gp 1d4 – 2 XGE 136 Able to burn underwater
Chest of preserving 100 gp Only 1, ever WDMM 139 Items inside don’t age or decay; holds 3.75 cubic ft.
Ear horn of hearing 100 gp 1d4 – 2 XGE 137 Held to ear: suppresses the deafened condition
Everbright lantern 100 gp 1d4 – 1 ERLW 277 Instead holds a continual flame, outside of Eberron
Glassblower’s tools 30 gp 1d4 PHB 154 —
Herbalism kit 5 gp 1d4 × 2 PHB 154 —
Jeweler’s tools 25 gp 1d4 PHB 154 —
Lantern of revealing 500 gp Only 1, ever DMG 179 Reveals invisible creatures and objects
Lock of trickery 100 gp 1d4 – 2 XGE 138 Dex checks made to pick lock have disadv.
Magnifying glass 100 gp 1d4 – 1 PHB 150 —
Navigator’s tools 25 gp 1d4 PHB 154 —
Painter’s supplies 10 gp 1d4 × 2 PHB 154 —
Pole of angling 100 gp 1d4 – 2 XGE 138 Transforms between a 10 ft. pole and a fishing pole
Pole of collapsing 100 gp 1d4 – 2 XGE 138 Can collapse to 1 ft., or expand to 10 ft.
Rain catcher, tarp 1 gp 1d4 – 1 TA 32 Catches 2 gal. of water per inch of rain; holds 8 gal.
Rope of mending 100 gp 1d4 – 1 XGE 138 If cut, can be magically mended with a word
Tinker’s tools 50 gp 1d4 PHB 154 —
Spyglass 1,000 gp 1d4 – 1 PHB 150 —
Excellent All-purpose tool, +1 500 gp Only 1, ever TCE 119 Artificer only; Changes into any tools, casts cantrips
Broom of flying 500 gp Only 1, ever DMG 156 Fly speed of 50 ft., or 30 ft. if carrying over 200 lbs.
Gnomish tinderbox 50 gp 1d4 — Can instantly set alight small flammable objects
Rope of climbing 500 gp Only 1, ever DMG 197 Can animate to help you climb automatically
Rope of entanglement 5,000 gp Only 1, ever DMG 197 Can animate to entangle a creature
47
Vehicles and Transportation
Sitting at a table in a dimly-lit wagonhouse, a dwarf with
a beard full of sawdust waits patiently for customers to
trail in. The smells of horses, hay, and fresh-cut wood
waft through his shop, full of carriages and carts, both
humble and ornately gilded.
The crashing of waves and the squawking of gulls
periodically interrupted by the percussive strikes of his
hammer, a half-elf in an airy, billowing shirt pounds nails
through planks, securing together the hull of a mighty
ship. When completed, this vessel will be one of the
fleetest to ever sail the seas, a fact the half-elf relent-
lessly informs any that will listen.
Craftspersons who specialize in transportation, these
merchants churn out boats and wheeled vehicles to keep
the world in motion. Many of these merchants also offer
courier services and transportation for hire, and keep a
small staff of hirelings to aid with these endeavors. Vehi-
cle and transportation merchants are also very likely to
further specialize, and may eschew selling wagons and
horses entirely in favor of shipcraft, or dedicate them-
selves entirely to land or even air transportation, espe-
cially if there are no large bodies of water nearby.
V ehicles and T ransportation M erchant
Quality Items Price Quantity Source Notes
Atrocious Bit and bridle 2 gp 1d4 × 2 PHB 157 —
Nag horse 5 cp 1d4 — Has 8 Str, 1 hp, and a movement speed of 20 ft.
Poor Cart 15 gp 1d4 PHB 157 —
Coach cab, rural ride 3 cp / mile — PHB 159 A land-bound ride between towns or cities
Coach cab, urban ride 1 cp — PHB 159 A land-bound ride within a large city
Feed, animal 5 cp / day 1d4 × 30 days PHB 157 —
Messenger service 2 cp / mile — PHB 159 Carries a letter, or a package not exceeding 10 lbs.
Mule 8 gp 1d4 × 2 MM 333 May instead be a donkey
Ox 15 gp 1d4 × 2 PHB 157 —
Pony 30 gp 1d4 × 2 MM 335 —
Rowboat 50 gp 1d4 DMG 119 Only if near a body of water
Saddle, pack 5 gp 1d4 PHB 157 —
Sled 20 gp 1d4 PHB 157 —
Medium Camel 50 gp 1d4 MM 320 —
Canoe 50 gp 1d4 TA 31 Only if near a body of water
Carpenter’s tools 8 gp 1d4 PHB 154 —
Cartographer’s tools 15 gp 1d4 PHB 154 —
Case, map or scroll 1 gp 1d4 × 5 PHB 150 —
Chariot 250 gp 1d4 PHB 157 —
Dogsled 20 gp 2d4 IDRF 20 Moves across snow if pulled by one or more dogs
Draft horse 50 gp 1d4 MM 321 —
Feather token 50 gp 1d4 × 2 ERLW 277 Allows you to fall safely once, then loses its magic
E va W idermann
48
Quality Items Price Quantity Source Notes
Sled dog 50 gp 1d4 × 2 IDRF 20 Can pull 360 lbs. on a dogsled for 1 hr., before SR
Wagon 35 gp 1d4 PHB 157 —
Woodcarver’s tools 1 gp 1d4 PHB 154 —
Good Backpack parachute 100 gp 1d4 × 2 WDH 47 Wearer can fall safely after 60 ft.; 10 mins. to repack
Carriage 100 gp 1d4 PHB 157 —
Flying chariot 5,000 gp Only 1, ever MOT 196 Flies when pulled by a flying creature
Folding boat 5,000 gp Only 1, ever DMG 170 —
Horseshoes of speed 5,000 gp Only 1 set, ever DMG 175 Increases a horse’s movement speed by 30 ft.
Longship 10,000 gp 1d4 – 1 DMG 119 Only if near a body of water
Orb of direction 100 gp Only 1, ever XGE 138 Action: learn which direction is north
Quaal’s feather token, 2,500 gp Only 1, ever DMG 188 Freezes a boat or vessel in place for 24 hrs.
anchor
Quaal’s feather token, 2,500 gp Only 1, ever DMG 188 Conjures a self-propelled swan boat that holds 32
swan boat medium creatures for 24 hrs.
Sailing ship 10,000 gp 1d4 – 1 DMG 119 Only if near a body of water
Saddle, military 20 gp 1d4 PHB 157 —
Ship’s passage, air 5 sp / mile — — Passage on an airship; only if air travel is common
Ship upgrade, figurehead 15,000 gp — GS 197 Takes 1d4 weeks; requires ship worth ≥ 10,000 gp
Ship upgrade, misc. 15,000 gp — GS 198 Takes 1d4 weeks; requires ship worth ≥ 10,000 gp
Ship upgrade, movement 15,000 gp — GS 197 Takes 1d4 weeks; requires ship worth ≥ 10,000 gp
Spyglass 1,000 gp 1d4 PHB 150 —
Warhorse 400 gp 1d4 MM 340 —
Wheel of wind and water 500 gp Only 1, ever ERLW 280 If not in Eberron, does not require Mark of Storm
Excellent Airship 20,000 gp 1d4 – 2 DMG 119 Only if air travel is common
S teve P rescott
Carpet of flying 50,000 gp Only 1, ever PHB 157 Size of the carpet is determined by the DM
Galley 30,000 gp 1d4 – 2 DMG 119 Only if near a body of water
Horseshoes of a zephyr 50,000 gp Only 1 set, ever DMG 175 Allows a horse to float, and ride across water or lava
Ship upgrade, hull 15,000 gp — GS 196 Takes 1d4 weeks; requires ship worth ≥ 10,000 gp
Ship upgrade, weapons 15,000 gp — GS 197 Takes 1d4 weeks; requires ship worth ≥ 10,000 gp
Warship 25,000 gp 1d4 – 2 DMG 119 Only if near a body of water
49
Weapons
An impossibly burly, scarred halfling presides over a
remarkably odd shop. Weapon racks line the periphery,
circling entirely around a large ring of honor carved into
the center of the floor. The halfling proprietor encour-
ages customers to test the products first-hand, sparring
or squaring off against wooden training dummies.
Two long steel swords slung across her back, a
red-scaled dragonborn boldly challenges all comers to
combat in her corner of the marketplace. Exhibiting
the prowess and power of her weapons, she earns both
customers and a fan following through her practical
demonstrations.
Fighters or forgemasters, merchants of this specialty
sell weapons of great offensive power. Some of these
merchants seek to profit from the necessities of war,
while others are idealists, promoting peace through
protection. Still others are retired adventurers, knowing V ariant M erchant : B lacksmith
the hardships and threats that exist in the wider world This merchant forges many kinds of weapons, but you can
all too well, and providing reliable protection against choose to have it be a more generalized merchant, instead.
the dangers other adventurers may encounter. Some To make this merchant a general Blacksmith, combine the
weapon merchants further specialize, focusing on a inventory of this merchant with that of both the Medium and
particular type of weaponry such as bows or axes. Heavy Armor merchant and the Tools merchant, but remove
all magic items and crafting materials from this merchant’s
combined inventory. The blacksmith is similarly unable to
feature tools, weapons, or armor in its inventory that are not
W eapons M erchant made of metal.
50
Quality Items Price Quantity Source Notes
Halberd 20 gp 1d4 × 2 PHB 149 1d10 slashing; heavy, reach, two-handed
Lance 10 gp 1d4 × 2 PHB 149 1d12 piercing; reach, special
Longbow 50 gp 1d4 × 2 PHB 149 1d8 piercing; ranged (150/600), heavy, two-handed
Longsword 15 gp 1d4 × 3 PHB 149 1d8 slashing; versatile (1d10)
Maul 10 gp 1d4 × 2 PHB 149 2d6 bludgeoning; heavy, two-handed
Morningstar 15 gp 1d4 × 3 PHB 149 1d8 piercing
Net 1 gp 1d4 PHB 149 Special, thrown (5/15)
Pike 5 gp 1d4 × 3 PHB 149 1d10 piercing; heavy, reach, two-handed
Quiver 1 gp 1d4 PHB 150 Holds up to 20 arrows
Rapier 25 gp 1d4 × 3 PHB 149 1d8 piercing; finesse
Scimitar 25 gp 1d4 × 3 PHB 149 1d6 slashing; finesse, light
Sheath 3 gp 1d4 × 2 — Tooled leather holster for a dagger or sword
Shortsword 10 gp 1d4 × 4 PHB 149 1d6 piercing; finesse, light
Smith’s tools 20 gp 1d4 PHB 154 —
Trident 5 gp 1d4 PHB 149 1d6 piercing; thrown (20/60), versatile (1d8)
War pick 5 gp 1d4 PHB 149 1d8 piercing
Warhammer 15 gp 1d4 × 2 PHB 149 1d8 bludgeoning; versatile (1d10)
Whip 2 gp 1d4 × 2 PHB 149 1d4 slashing; finesse, reach
Yklwa 1 gp 1d4 TA 32 1d8 piercing; thrown (10/30)
Good Ammunition, +1 50 gp / ea. 1d4 × 10 DMG 150 Can be any piece of ammunition
Chatkcha 2 gp 1d4 MM 288 1d6 slashing; finesse, light, ranged/thrown (30/120)
Crossbow, hand 75 gp 1d4 × 2 PHB 149 1d6 piercing; light, loading, ranged (30/120)
Crossbow, heavy 50 gp 1d4 PHB 149 1d10 piercing; heavy, loading, two-handed, ranged (100/400)
Crossbow, light 150 gp 1d4 – 2 OA 224 1d8 piercing; two-handed, ranged (40/160); has 6 shots, can
repeating be reloaded with an action
Gythka 40 gp 1d4 – 1 MM 288 1d8 slashing; reach, two-handed
Javelin of lightning 500 gp Only 1, ever DMG 178 —
Longbow, oversized 150 gp 1d4 – 1 WDH 201 2d6 piercing; heavy, ranged (150/600), two-handed; requires
18 Str, attacks and deals damage with Str in place of Dex
Moon-touched sword, 100 gp* 1d4 – 1 XGE 138 Sheds bright light for 15 feet, dim light 15 feet beyond that;
any add base cost of the nonmagical weapon to item’s price
Scimitar, double-bladed 100 gp 1d4 – 1 ERLW 21 2d4 slashing; special, two-handed
Shortspear, hooked 125 gp 1d4 – 1 OA 224 1d4 piercing; light; on hit, can choose not to do damage,
instead having target make a Str save (DC 8 + your Str +
prof. bonus) or become prone
Storm boomerang 500 gp Only 1, ever PA 223 Instead recharges with a short rest
Veteran’s cane 100 gp Only 1, ever XGE 139 Bonus action: Transforms into a mundane longsword
Walloping ammunition, 10 gp / ea. 1d4 × 10 XGE 139 A creature hit must succeed a DC 10 Str save or be prone;
any can be any piece of ammunition
Weapon, +1 500 gp* 1d4 – 1 DMG 213 Add base cost of the nonmagical weapon to item’s price
Weapon of warning, any 500 gp* 1d4 – 2 DMG 213 Add base cost of the nonmagical weapon to item’s price
Excellent Ammunition, +2 500 gp / ea. 1d4 × 10 DMG 150 Can be any piece of ammunition
Flame tongue, any 5,000 gp* Only 1, ever DMG 170 Add base cost of the nonmagical weapon to item’s price
Frost brand, any 50,000 gp* Only 1, ever DMG 171 Add base cost of the nonmagical weapon to item’s price
Oathbow 50,000 gp Only 1, ever DMG 183 —
Sword of sharpness, any 50,000 gp* Only 1, ever DMG 206 Add base cost of the nonmagical weapon to item’s price
Two-birds sling 5,000 gp Only 1, ever MOT 198 Shots can ricochet between targets
Vicious weapon, any 5,000 gp* Only 1, ever DMG 209 Add base cost of the nonmagical weapon to item’s price
Weapon, +2 5,000 gp* 1d4 – 2 DMG 213 Add base cost of the nonmagical weapon to item’s price
51
Witchcraft
An old woman with silvered hair hums quietly to herself,
wielding a mortar and pestle with weathered hands. As
she grinds an admixture of herbs into a fine powder, a
black iron cauldron behind her begins to boil, waiting to
receive the contents of her mortar.
Leather-bound book in hand, a male gnome with half-
moon spectacles and ebony hair reads on, idly stroking a
black cat resting in his lap with his other hand. A cup of
tea sits beside him on a small table, its steam and floral
scent seemingly filling his shop.
A staple both in the small towns of the hinterlands
and in forgotten alcoves of large cities, practitioners of
witchcraft often have wares to sell, to those interested
in their arts. Though not as focused on one field as
purveyors of drinks, foodstuffs, potions, or other magical
wares, merchants in the field of witchcraft dabble wher-
ever their interests lie, and as such have a much more
generalized selection of wares.
W itchcraft M erchant
Quality Items Price Quantity Source Notes
Atrocious Bones 5 gp / set 1d4 sets — Good for soup, and maybe even necromancy
Broom, mundane 5 cp 1d4 — Smells strongly of straw
Candle 1 cp 1d4 × 10 PHB 150 Comes in a variety of colors
Dagger, ritual 2 gp 1d4 × 2 PHB 149 Simple design, strange sigils engraved on the blade
Pot, iron 2 gp 1d4 PHB 150 Holds 1 gal.
Mistletoe 1 gp / sprig 1d4 × 5 sprigs PHB 150 Druidic focus; fresh and poisonous
Poor Book, cookbook 25 gp 1d4 DMG 301 Packed with delicious-sounding recipes
Candy 1 sp / piece 1d4 × 20 pieces — Sweet and delicious, no nutritional value
Component pouch 25 gp 1d4 × 2 PHB 150 Has tiny inner pockets for various components
Cook’s utensils 1 gp 1d4 × 2 PHB 154 —
Crystal 10 gp 1d4 × 2 PHB 150 Arcane focus; a shining bit of quartz or similar
Fungi 3 cp / lb. 1d4 × 10 lbs. — Oysters, chanterelles, or similar; 1/4 day of food
Healer’s kit 5 gp 1d4 × 2 PHB 150 —
Herbalism kit 5 gp 1d4 PHB 154 —
Herbs, common 5 sp / lb. 1d4 × 10 lbs. — Ex: mint, sage; often used in common potions
Meal, modest 3 sp / day 1d4 × 20 days PHB 158 A hearty broth with real vegetables; 1 day of food
Meat 3 sp / chunk 1d4 × 15 chunks PHB 158 Beef, chicken, venison, or similar; 1/2 day of food
Merchant’s scale 5 gp 1d4 × 2 PHB 150 —
Pie, large 3 gp 1d4 × 2 — Sweet or savory; 4 days of food
Pie, personal 1 gp 1d4 × 4 — Sweet or savory; 1 day of food
Spell: Cure wounds 10 gp 3 spells / day PHB 230 Cast at 1st-level; heals 1 creature for 1d8 + 3 hit points
Tea, blackroot tal 1 sp / cup 1d4 × 10 cups TT Bitter cinnamon taste, served hot with honey
Tea, blackthorn 1 sp / cup 1d4 × 10 cups TT A savory, earthy tisane that calms an upset stomach
Tea, yellowleaf 1 sp / cup 1d4 × 10 cups TT Robust and pale yellow, can remove clothing stains
Medium Alchemist’s supplies 50 gp 1d4 PHB 154 —
A nna N enasheva
52
Quality Items Price Quantity Source Notes
Book, herbalism 75 gp 1d4 – 1 DMG 301 Depicts the practice of collecting and processing herbs
Book, local flora 50 gp 1d4 – 1 DMG 301 Pictures and descriptions of common local plants
Book, medicine 100 gp 1d4 – 1 DMG 301 Contains mundane cures for many common ailments
Herbs, uncommon 5 gp / lb. 1d4 × 5 lbs. — Ex: horsetail, comfrey; for uncommon potions
Perfume of bewitching 50 gp 1d4 – 2 XGE 138 Adv. on Cha. checks vs. humanoids ≤ CR 1 for 1 hr.
Poison, basic 100 gp / vial 1d4 × 2 vials PHB 150 Injury; can inflict 1d4 poison damage
Poisoner’s kit 50 gp 1d4 PHB 154 —
Potion of growth 250 gp 1d4 – 1 DMG 187 Grow (as with the enlarge/reduce spell) for 1d4 hrs.
Potion of healing 50 gp 1d4 × 3 PHB 150 Replenishes 2d4 + 2 hit points
Ryath root 50 gp 1d4 × 2 TA 205 Grants 2d4 temp. hit points; if you eat >1, poisoned
Spell: Lesser restoration 40 gp 3 spells / day PHB 255 Cures blindness, deafness, paralyzed, or poisoned
Spellbook 50 gp 1d4 PHB 150 Empty; suitable for holding spells
Talking doll 100 gp Only 1, ever XGE 139 Can be instructed to say up to 6 short phrases
Tarokka deck 10 gp 1d4 – 1 CS 243 Used to read fortunes; only a Vistani can read true
Tea, gaeth’ad 5 sp / cup 1d4 × 5 cups TT Thick and brackish, can be mildly psychoactive
Tea, jethur 3 gp / cup 1d4 × 2 cups TT Purple and savory, cures drunkeness for 2 hrs.
Tea, milian tal 1 sp / cup 1d4 × 10 cups TT A purple licorice-tasting tea, served chilled
Tea, nararoot 2 gp / cup 1d4 × 2 cups TT Licorice taste; prevents becoming pregnant for 2 weeks
Tea, wild ginger 5 sp / cup 1d4 × 5 cups TT Spicy and sweet; settles the stomach
Tea set 50 gp 1d4 TT Perfect for traditional tea ceremonies
Wand 10 gp 1d4 × 3 PHB 150 Arcane focus; made of a single winding branch
Wildroot 25 gp 1d4 × 2 TA 205 Cures the poisoned condition
Good Bell branch 5,000 gp Only 1, ever TCE 122 Druid/warlock only; detects the presence of creatures
Book, exotic fauna 150 gp 1d4 – 1 DMG 301 Has pictures and descriptions of many strange animals
Book, exotic flora 150 gp 1d4 – 1 DMG 301 Details many rare and mysterious herbs and plants
Broom of flying 500 gp Only 1, ever DMG 156 Fly speed of 50 ft., or 30 ft. if carrying over 200 lbs.
Cauldron of plenty 5,000 gp Only 1, ever IDRF 314 —
Drow poison 200 gp / dose 1d4 doses DMG 258 Injury; can render target unconscious
Elixir of health 2,500 gp 1d4 DMG 168 Cures disease, blindness, deafness, paralyzed, poison
Figurine of wondrous 500 gp Only 1, ever DMG 170 —
power, silver raven
Herbs, rare 50 gp / lb. 1d4 × 2 lbs. — Ex: devilroot, embertear; for rare potions
Malice 250 gp / dose 1d4 – 1 doses DMG 258 Inhailed; can blind affected creatures
Nature’s mantle 500 gp Only 1, ever TCE 133 Druid/ranger only; can hide as a bonus action easily
Potion of greater healing 250 gp 1d4 × 2 DMG 187 Replenishes 4d4 + 4 hit points
Spell: Greater restoration 450 gp 3 spells / day PHB 246 Reduces exhaustion, removes charmed, petrified, a
curse, or ability/hit point maximum reduction
Spell: Reincarnate 2,250 gp 3 spells / day PHB 271 Returns a creature to life as a random character race
Tea, Beorunna’s cure-all 10 gp / cup 1d4 cups TT First time you regain hp in 1 hr.: gain extra 2d4 hp
Tea, cassil 10 gp / cup 1d4 cups TT Prevents making another creature pregnant for 2 weeks
Tea, feverbalm 7 gp / cup 1d4 cups TT Numbing taste; suppresses madness effects for 1 hr.
Tea, mallow 7 gp / cup 1d4 × 2 cups TT Semi-sweet; a sleep aid, renders dream ineffective
Tea, portentous 20 gp / cup 1d4 × 2 cups TT The leaves in the cup’s bottom hint at the future
Excellent Cauldron of rebirth 50,000 gp Only 1, ever TCE 122 Druid/warlock only; scrys, raises dead, makes potions
Crystal ball 50,000 gp Only 1, ever DMG 159 Casts the scrying spell
Herbs, very rare 500 gp / lb. 1d4 lbs. — Ex: starspine, voidweave; for very rare potions
Potion of longevity 25,000 gp 1d4 – 1 DMG 188 Reduces your age by 1d6 + 6 (usually)
Potion of supreme healing 25,000 gp 1d4 DMG 187 Regains 10d4 + 20 hit points
Spell: Awaken 2,250 gp 3 spells / day PHB 216 Makes a beast or plant intelligent and able to speak
53
Legendary Merchants
The following merchants are found on the Legendary
Merchants table. Any Stronghold ability that would
allow you to select a merchant cannot be used to select
a legendary merchant. Your DM may also decide for you
to encounter a legendary merchant under other circum-
stances, at their discretion.
Astral Traveler
An old magus with a trailing grey beard sits at a cross-
roads, smoke curling from a long-stemmed pipe. He
watches passers-by with eyes bluer than blue, sparkling
with a deep, inner magic. Those that look closely with
the right kind of sight can see subtle tears in reality
around him, a distortion of light and being marking him
as here, yet not. The magus ignores questions about
his presence, answering them only by blowing a perfect
cube of pipe-smoke.
A gnome with hair like iron, held in a tight bun by two
sharp hairpins, distractedly scrawls in a tome. Most
avoid her corner table at the local tavern, though none
say why. She periodically checks an odd compass-like
device, making appreciative noises and scribbling furi-
ously when its needle points in certain directions.
An astral traveler has seen more than most beings will
in several lifetimes. They have tasted pains and delights
belonging to realities far removed from the Prime Mate-
rial, and have set foot where both celestials and fiends
fear to find themselves. Naturally, an astral traveler has
come across plenty of souvenirs in their journeying,
and are willing to part with a few of them for the right
amount of coin.
A stral T raveler L egendary M erchant
Quality Items Price Quantity Source Notes
Medium Astral diamond 10,000 gp 1d4 × 10 — Used as a form of currency in many planar locales
Bag of holding 500 gp 1d4 × 2 DMG 153 Holds 64 cu. ft., or 500 lbs; always weighs 15 lbs.
Bead of force 2,500 gp 1d4 + 4 DMG 154 Deals force damage in a radius, and traps creatures
Book, planar travelogue 1,000 gp 1d4 DMG 301 Intimate details of a planar locale, by Beatrix Trifling
Chest of preserving 100 gp 1d4 WDMM 139 Items inside don’t age or decay; holds 3.75 cubic ft.
Elemental compass 500 gp Only 1, ever — Points towards the nearest portal to an Elemental Plane
Everbountiful soup kettle 500 gp 1d4 — Action: turns 2 gal. of water into enough soup to feed 6
people; recharges every day at dawn
Flame of translation 100 gp Only 1, ever — A tiny fire elemental bound in a lantern; sheds bright light
out to 15 ft., dim light 15 ft. beyond that; will translate any
Primordial (or dialects) it hears into Common, but will
complain if asked to translate anything other than Ignan
Glasses of astral names 100 gp 1d4 — When looking at the night sky, charts constellations and
tells you the name of any star you focus on
T ithi L uadthong
Helm of underwater action 500 gp 1d4 – 1 GS 229 Allows you to breathe underwater, grants darkvision to 60
ft., and grants a swimming speed of 30 ft.
Hourglass 25 gp 1d4 × 2 PHB 150 —
Map, automatic 500 gp 1d4 — Magically constantly maps everything in a 5 mile radius
Map, planar 1,000 gp 1d4 — Accurately depicts a significant planar location
Mirror, steel 5 gp 1d4 PHB 150 —
54
Quality Items Price Quantity Source Notes
Immovable rod 500 gp 1d4 DMG 175 When activated, stays in place and holds 8,000 lbs.
Obsidian mortar and pestle 100 gp 1d4 — Can grind any non-magical item to powder in 1d4 rounds
Oil of etherealness 2,500 gp 1d4 DMG 183 Confers the effects of the etherealness spell
Potion of gaseous form 2,500 gp 1d4 DMG 187 Confers the effects of the gaseous form spell
Potion of water breathing 250 gp 1d4 × 2 DMG 188 Allows you to breathe water for up to 1 hr.
Psi crystal 500 gp Only 1, ever IDRF 315 Grants telepathy; radiates light based on INT
Scroll of protection, any 2,500 gp 1d4 × 3 DMG 199 Can be used by anyone; protects against a creature type
Sending stones 500 gp / 2 1d4 sets of 2 DMG 199 Can cast sending between two creatures with a stone
Spell: Teleport 490 gp 3 spells / day PHB 281 Teleports up to 8 creatures to a place on the same plane
Spell: Teleportation circle 350 gp 3 spells / day PHB 282 Paying 20 × cost creates a permanent teleportation circle
Starsphere 100 gp 1d4 — A tiny crystal inside a quartz orb; shines brightly when an
aberrant creature is within 5,000 ft.
Survival mantle 500 gp 1d4 VGM 81 Half-plate armor; wearer can breathe normally anywhere
Tuning fork 250 gp 1d4 × 5 — Each tuned to a specific plane; used by the plane shift spell
Vial of stardust 250 gp 1d4 vials WDMM 251 Use: can cast dream spell once w/o components (DC 15)
Wingwear 500 gp 1d4 PA 223 Instead recharges with a long rest
Good Amulet of the planes 50,000 gp Only 1, ever DMG 150 Can use to travel between planes somewhat reliably
Astral shard 5,000 gp Only 1, ever TCE 120 Sorcerer only; teleport when you use metamagic
Astromancy archive 5,000 gp Only 1, ever TCE 120 Wizard only; holds spells and affects attack bonuses
Atlas of endless horizons 5,000 gp Only 1, ever TCE 120 Wizard only; holds spells and can teleport if attacked
Celestial orrery 1,000 gp Only 1, ever — An intricate, accurate clockwork model of the multiverse;
small enough to be held in two hands
Cube of force 5,000 gp Only 1, ever DMG 159 Creates a customizable force barrier
Disintegration chamber 5,000 gp Only 1, ever — Anything fully in this 1 ft. cube is affected by disintegrate
Elemental essence shard, 5,000 gp Only 1, ever TCE 127 Sorcerer only; adds an effect to metamagic based on its
random elemental type
Far Realm shard 5,000 gp Only 1, ever TCE 127 Sorcerer only; metamagic summons a tentacle
Gem of seeing 5,000 gp Only 1, ever DMG 172 Can grant truesight out to 120 ft. for 10 mins.
Helm of teleportation 5,000 gp Only 1, ever DMG 174 Can cast the teleport spell
Magnifying glass of spying 500 gp 1d4 — Can see through 5 ft. of walls; blocked by 1 in. of lead
Outer essence shard, 5,000 gp Only 1, ever TCE 133 Sorcerer only; adds an effect to metamagic based on the
random alignment of its associated Outer Plane
Peregrine mask 50,000 gp Only 1, ever GGR 180 Grants a flying speed of 60 ft., and adv. on initiative rolls
Planecaller’s codex 5,000 gp Only 1, ever TCE 134 Wizard only; holds spells, empowers conjured creatures
Portable hole 5,000 gp 1d4 DMG 185 Holds 280 cu. ft. or 7,000 lbs.; weights nearly nothing
Spell: Dream of the blue 490 gp 3 spells / day TCE 106 Transitions to a different world on the Material Plane; you
veil provide the item/creature in the M components
Spell: Planar ally 360 gp 3 spells / day PHB 265 Summons a planar creature that behaves as it wants
Spell: Plane shift 515 gp 3 spells / day PHB 266 Teleports up to 8 creatures to a different plane
Excellent Black crystal tablet 500,000 gp Only 1, ever WDMM 284 Can cast eyebite or open a gate to the Far Realms
Cubic gate 500,000 gp Only 1, ever DMG 160 Can cast gate or plane shift to specific locations
Iron flask 500,000 gp Only 1, ever DMG 178 A powerful planar creature is inside, and wants out
Key of demesne 50,000 gp Only 1, ever — Action: casts Mordenkainen’s magnificent mansion 1 / day
Scroll of the comet 250,000 gp Only 1, ever IDRF 315 Summons an immense crashing comet exactly once
Spell: Astral projection 3,010 gp* 3 spells / day PHB 215 Add 2,200 gp to the cost for each creature this spell
affects after the first, besides the caster
Spell: Gate 1,310 gp 3 spells / day PHB 244 Opens a stable portal to another plane
Voyager staff 50,000 gp Only 1, ever GGR 181 Casts banishment, blink, passwall, misty step, or teleport
Well of many worlds 500,000 gp Only 1, ever DMG 213 An unfoldable cloth that opens a portal to many places
55
Enchantments
Clothed in a cowl and long, flowing robes, a
female human focuses her will, bending innate
magic around her and focusing it into a single,
cohesive thought-form. Glowing placidly, the
thought-form floats before her, ready to be
bound into a weapon, empowering it perma-
nently with a figment of her magical will. As she
works, a cluster of astounded village children
and skeptical elders crowd around her roadside stall,
but the human is either deep in thought or pretending
not to notice.
A scruffy male gnome, beard and hair frizzed out in
every direction, attends with his set of tinker’s tools to
a battle axe laid out before him. His immense scientific
mind calculates the energy flow intrinsic to the power-
ful weapon, and devises the particular method required
for generating a self-sustaining magical current within
it. Wiring up the axe to an etheric battery of his own
design, the gnome activates it, and the axe begins to
hum with a distinctly magical vibration.
Legendary merchants that deal in enchantments are
by definition a rarity, but a welcome sight in any town
they visit. Each merchant has a different method of
imbuing the mundane with the magical, but the end
result is the same: enhanced weapons, armor, or other
items that grant specialized magical abilities.
Magical Enchantment. Any nonmagical or already-
magical item can be enchanted by this merchant, provid-
ed that it is small enough to be easily carried or used by
a Medium or smaller creature. Enchanting an item with
this merchant requires selecting an existing item a char-
acter has on their person, paying the cost associated on
the merchant’s inventory table, and either rolling for or
selecting the proper enchantment, as the case may be.
Any specific item can only be the subject of one
enchantment of each quality (minor, major, legendary)
from this merchant, and an item with an enchantment
applied becomes magical (if it was not so already). considered a common magic item. If affected by a major
Enchanting a single item with an enchantment of the enchantment it is considered an uncommon magic
same quality twice causes the first enchantment to be item, or a rare magic item if it is affected by a legendary
overwritten by the second. enchantment.
Enchantments marked with an (a) cause the enchant- The rarity of an already-magical item is unaffected
ed item to require attunement before its properties can by a minor enchantment, but improves by one level (i.e.
be used. If a previously-magical item already requiring from common to uncommon) when affected by a major
attunement receives one of these marked enchantments, enchantment, or by two levels (uncommon to very rare)
it is still only necessary to attune to it once. if the subject of a legendary enchantment. An item’s
A mundane item affected by a minor enchantment is rarity cannot exceed legendary in this way.
Random major enchantment 500 gp 3 enchants / day — Rolled on the Major Enchantments table
Good Chosen minor enchantment 200 gp 3 enchants / day — Chosen from the Minor Enchantments table
Chosen major enchantment 1,000 gp 3 enchants / day — Chosen from the Major Enchantments table
Random legendary enchantment 5,000 gp 3 enchants / day — Rolled on the Legendary Enchantments table
Excellent Chosen legendary enchantment 10,000 gp 3 enchants / day — Chosen from the Legendary Enchantments table
56
M inor E nchantments
d10 Name Effect
1 Beacon Bonus action: Item begins (or ceases) shedding bright light in a 15-foot radius, and dim light for an additional
15 feet beyond that
2 Calling Bonus action: The item emits a non-verbal sound of your choice, heard out to 300 ft.
3 Compass Bonus action: The item indicates (in some fashion) which way is north. Only functions on the Material Plane.
4 Gleaming The item never gets dirty.
5 Guardian (a) The attuned creature gains a +2 bonus to initiative.
6 Language (a) The attuned creature gains knowledge of one additional language, of the DM’s choosing.
7 Returning (a) Bonus action: The item returns to the person of an attuned creature, equipping itself (if applicable).
8 Sentinel Item glows when within 300 ft. of a creature of a specific type, chosen by the DM.
9 Unbreakable This item can only be broken by special means.
10 Waterborne (a) Item naturally floats in liquid. An attuned creature gains a swimming speed of 30 ft.
M ajor E nchantments
d10 Name Effect
1 Enduring (a) Attuned creature gains a +1 bonus to AC while this item is on its person; can only gain this bonus once.
2 Fleet (a) Attuned creature gains a +10 bonus to movement speed.
3 Glibness (a) Bonus action: Attuned creature makes all Charisma checks with advantage for the next 1 minute. Recharg-
es after completing a short or long rest.
4 Night-Eye (a) Attuned creature gains darkvision out to 60 ft., or increases the distance of existing darkvision by 60 ft.
5 Spider-Touched (a) Attuned creature gains a climbing speed equal to its movement speed.
6 Temperate (a) Attuned creature gains resistance to fire damage and cold damage.
7 Transforming Action: Item changes into another item of the same general type, of your choice. For example, a rapier
could turn into a greatsword, or boots could turn into sandals.
8 Unlocking Action: The item magically unlocks one nonmagical lock of your choice within 30 ft. Recharges after
completing a short or long rest.
9 Unseen The item is permanently invisible.
10 Warding (a) Reaction (when making a saving throw): Attuned creature gains adv. on the saving throw. Recharges after
completing a short or long rest.
L egendary E nchantments
d10 Name Effect
1 Equilibrium (a) Attacks cannot have adv. or disadv. when made against the attuned creature.
2 Fearful (a) Bonus action: The attuned creature targets another creature within 5 feet. The target must succeed on a
DC 15 Wisdom saving throw or be frightened of the attuned creature until the end of the attuned crea-
ture’s next turn. Recharges after completing a short or long rest.
3 Flight (a) Bonus action: Attuned creature gains a flying speed equal to twice its movement speed until the end of its
next turn. Recharges after completing a short or long rest.
4 Fortitude (a) The attuned creature’s hit point maximum increases by 15 + its proficiency bonus.
5 Lucky (a) The attuned creature can add 1d10 to any check, save, or attack (after the roll, but before the result is
announced). Recharges after completing a short or long rest.
6 Phasing (a) Bonus action: The attuned creature can pass through solid objects of its choice, such as walls or floors, as
if they were difficult terrain, until the end of its current turn. Ending a turn inside an object ejects the crea-
ture to the nearest open space, dealing 4d8 force damage that cannot be resisted or ignored. Recharges
after completing a short or long rest.
7 Silent (a) The attuned creature gains a +10 bonus to Dexterity (Stealth) checks.
8 Teleport (a) Bonus action: The attuned creature teleports up to 15 feet to a location it can see.
9 True-Seeing (a) Attuned creature gains truesight out to 60 ft., or increases the distance of existing truesight by 60 ft.
10 Vitality (a) Attuned creature has immunity to disease, the poisoned condition, and poison damage.
57
Fey Bargains
Sitting on a worn stump in a clear grove, a faun with
large, pronounced, pronged horns plays an ephemeral
tune on a hollow wooden pipe. In this place, sacred to
the fey, the faun waits for the occasional adventurous
wanderer, hunter, or forager delving too deep into the
woods. The faun has wares he would trade, and many
simple favors he would ask.
Wearing a cloak of leaves that sweeps the ground as
she walks, a female eladrin has a motley collection of
wares spread wide across her wooden tabletop at a local
market. She smiles at all who approach, and is quick
to inform those who visit of her no-currency policy. It is
only when her customers are deep into negotiations that
her eyes sparkle with a hidden malice, and those barter-
ing may begin to suspect she is more than she seems.
The fey are widely known for their interest in bargain-
ing with mortals, but are not necessarily inclined to
reveal themselves as denizens of the Feywild unless
such suits their purpose.
Geas. Holding little interest in coin, the fey prefer to
trade in favors, sealed by a variation of the geas spell, to
compel their customers to act in certain ways. As such,
fey bargains have no currency cost, but have an associ-
ated price in a minor, major, or legendary geas, rolled
randomly on the following Geas tables. If a geas would
not apply for whatever reason, reroll until you receive a
geas that does. A geas must be known by the customer
before it is agreed upon and, though the fey do not lie,
they may attempt to egregiously mislead those with
whom they deal. Fey merchants will only sell one item
to each of their customers, considering overburdening
their customers with geases to be impractical.
Mystery key Minor geas Only 1, ever XGE 138 Has a 5% chance to unlock any door, then disappear
Perfume of bewitching Minor geas Only 1, ever XGE 138 Adv. on Cha. checks vs. humanoids ≤ CR 1 for 1 hr.
Pot of awakening Minor geas Only 1, ever XGE 138 Grows a friendly awakened shrub over 30 days
Quiver of Ehlonna Minor geas Only 1, ever DMG 189 —
Staff of flowers Minor geas Only 1, ever XGE 139 Can cause a specific nonmagical flower to grow
Talking doll Minor geas Only 1, ever XGE 139 Can be instructed to say up to 6 short phrases
58
Quality Items Price Quantity Source Notes
Good Bag of beans Major geas Only 1, ever DMG 152 —
Cloak of displacement Major geas Only 1, ever DMG 158 —
Elven chain Major geas Only 1, ever DMG 168 —
Glamoured studded leather Major geas Only 1, ever DMG 172 —
Horn of blasting Major geas Only 1, ever DMG 174 —
Ring of animal influence Major geas Only 1, ever DMG 189 —
Robe of summer Major geas Only 1, ever TYP 229 Grants resist. to cold damage and extreme weather
Rod of the pact keeper +2 Major geas Only 1, ever DMG 197 —
Sentinel shield Minor geas Only 1, ever DMG 199 —
Staff of charming Major geas Only 1, ever DMG 201 —
Warlock pact, Archfey Legendary geas Unlimited PHB 108 Next level taken will be in warlock, with the Archfey
patron Otherworldly Patron; patron is the merchant
Excellent Dancing sword, any Legendary geas Only 1, ever DMG 161 —
Instrument of the bards, Legendary geas Only 1, ever DMG 176 —
Anstruth harp
Mirror of life trapping Legendary geas Only 1, ever DMG 181 —
Oathbow Legendary geas Only 1, ever DMG 183 —
Ring of invisibility Legendary geas Only 1, ever DMG 191 —
Scimitar of speed Legendary geas Only 1, ever DMG 199 —
Staff of the woodlands Legendary geas Only 1, ever DMG 204 —
Vorpal sword, any Legendary geas Only 1, ever DMG 209 —
59
Magic Items
Stroking the end of his long, white, curled beard, a
gnome wearing a pointy hat sits at the open back end of
his covered cart. Painted above him is a rough wooden
sign advertising his wheeled shop. Behind him pulses
the telltale thrum of magic, cascading gently off of the
items behind him in the wagon.
Placing a gentle hand upon a silver ring, a high elf
concentrates her magical energies on the runed circle
in which the ring resides. Sprinkling residuum around
the edges, the circle suddenly ignites in a bright flash
of arcane power, leaving her shop smelling faintly of
ozone. Removing her hand, she smiles as she observes
the ring, now shimmering and twinkling with a subtle
eldritch resonance.
A rarity in many worlds, merchants with this specialty
are often highly sought after. Magic items are always
hard to make, and few know the arcane secrets behind
their creation. Those who craft magic items often find
their arrival in a town to be a momentous occasion, that
can change the shape of the town and its people for
lifetimes to come.
Sending stones 500 gp / 2 1d4 sets of 2 DMG 199 Can cast sending between two creatures with a stone
Staff of adornment 100 gp Only 1, ever XGE 139 Can be decorated with up to 3 mundane floating objects
Wand 10 gp 1d4 × 3 PHB 150 Arcane focus; useful for channelling spells
Wand of magic missiles 500 gp Only 1, ever DMG 211 Casts the magic missile spell
Wand of scowls 100 gp Only 1, ever XGE 140 Can force a creature to scowl for 1 min.
60
Quality Items Price Quantity Source Notes
Wand of smiles 100 gp Only 1, ever XGE 140 Can force a creature to smile for 1 min.
Wind fan 500 gp Only 1, ever DMG 213 —
Additional items 100 - 500 gp 1 - 5 — Common or uncommon quality magic items
Good Abracadabrus 50,000 gp Only 1, ever IDRF 314 Creates anything mundane, under 1 gp in worth
Bag of beans 5,000 gp Only 1, ever DMG 152 —
Broom of flying 500 gp Only 1, ever DMG 156 Fly speed of 50 ft., or 30 ft. if carrying over 200 lbs.
Cauldron of plenty 5,000 gp Only 1, ever IDRF 314 —
Crystal ball 50,000 gp Only 1, ever DMG 159 Casts the scrying spell
Deck of illusions 500 gp Only 1, ever DMG 161 Conjures a random illusion at a point you choose
Duplicitous manuscript 5,000 gp Only 1, ever TCE 126 Wizard only; holds spells, appears as a romance novel
Figurine of wondrous 5,000 gp Only 1 set, ever DMG 170 —
power, ivory goats
Figurine of wondrous 5,000 gp Only 1, ever DMG 170 —
power, onyx dog
Portable hole 5,000 gp 1d4 DMG 185 Holds 280 cu. ft. or 7,000 lbs.; weights nearly nothing
Ring of feather falling 5,000 gp Only 1, ever DMG 191 You descend at 60 ft. / round, and take no fall damage
Ring of free action 5,000 gp Only 1, ever DMG 191 Ignore diff. terrain, paralyzed, restrained, and speed red.
Ring of resistance, any 5,000 gp 1d4 DMG 192 Grants resistance to a specific type of damage
Ring of the ram 5,000 gp Only 1, ever DMG 193 Makes a special melee spell attack, knocking foes back
Staff of charming 5,000 gp Only 1, ever DMG 201 Casts charm person, command, or comprehend languages
Wand of winter 5,000 gp Only 1, ever HDQ 94 Casts ray of frost, sleet storm, or ice storm
Wand of wonder 5,000 gp Only 1, ever DMG 212 Casts powerful, but entirely random, spells
Additional items 5,000 gp 1-5 — Rare quality magic items
Excellent Animated shield 50,000 gp Only 1, ever DMG 151 —
Cloak of arachnida 50,000 gp Only 1, ever DMG 158 —
Cloak of the bat 5,000 gp Only 1, ever DMG 159 Adv. on stealth checks; can turn into a bat
Dancing sword, any 50,000 gp Only 1, ever DMG 161 —
Illusionist’s bracers 50,000 gp Only 1, ever GGR 178 Bonus action: Cast a previously-cast cantrip a 2nd time
Ioun stone, absorption 50,000 gp Only 1, ever DMG 176 Can absorb a limited number of spells
Mantle of spell resistance 5,000 gp Only 1, ever DMG 180 Grants adv. on saving throws vs. spells
Nolzur’s marvelous 25,000 gp Only 1 set, ever DMG 183 Creates paintings that become reality
pigments
Ring of shooting stars 50,000 gp Only 1, ever DMG 192 Casts several spells; can conjure stars and ball lightning
Staff of fire 50,000 gp Only 1, ever DMG 201 Casts burning hands, fireball, or wall of fire
Staff of frost 50,000 gp Only 1, ever DMG 202 Casts cone of cold, fog cloud, ice storm, or wall of ice
Wand of polymorph 50,000 gp Only 1, ever DMG 211 Casts the polymorph spell
Wand of the war mage +3 50,000 gp Only 1, ever DMG 212 +3 bonus to spell attacks, spell attacks ignore half cover
Additional items 50,000 gp 1-5 — Very rare quality magic items
info @ nextmars . com
61
Magical Creatures
A jovial male human, old and wizened, wears a roped
turban and pipes a jaunty tune in the far corner of an
open marketplace. Before him dances a lithe, golden
flying serpent, which twists and coils in response to the
man’s music.
Sitting at the open end of her wagon, a female copper-
scaled dragonborn watches the crowds pass her by. She
waits patiently, attempting not to attract too much or too
little notice, as her cargo of vibrantly-glimmering dragon
eggs shimmers gently in the covered wagon’s soft light.
Magical beasts are, by their nature, hard to control or
tame, and only a select few individuals have the ability to
coax such creatures into following and listening to them.
Of these, fewer still have the predilection to sell such
creatures, but merchants of magical creatures are highly
sought-after wherever they may find themselves.
Sold creatures are usually tame, but may not be, if
marked otherwise. Untamed magical creatures use the
rules presented with the Animals merchant on page 12,
and in the “Taming the Untamed” sidebar on page 13 of
this supplement.
62
Quality Items Price Quantity Source Notes
Hippocamp 800 gp 1d4 – 1 MOT 227 Only if near a body of water
Ice toad 700 gp 1d4 – 1 RT 90 Untamed; somewhat intelligent, speak their own language
Owlbear 1,000 gp 1d4 – 1 MM 249 Untamed
Pegasus 1,250 gp 1d4 – 1 MM 250 —
Pot of awakening 100 gp Only 1, ever XGE 138 Grows a friendly awakened shrub over 30 days
Pseudodragon 250 gp 1d4 – 1 MM 254 —
Worg 800 gp 1d4 – 1 MM 341 Untamed
Excellent Basilisk 1,500 gp 1d4 – 1 MM 24 Untamed
Bulette 2,500 gp 1d4 – 1 MM 34 Untamed
Carrion crawler 1,250 gp 1d4 – 1 MM 37 Untamed
Death dog 1,000 gp 1d4 – 1 MM 321 Untamed
Displacer beast 2,500 gp 1d4 – 1 MM 81 Untamed
Flail snail 1,500 gp 1d4 – 1 VGM 144 Untamed
Gorgon 2,500 gp 1d4 – 2 MM 171 Untamed
Manticore 2,500 gp 1d4 – 2 MM 213 Untamed
Mimic 1,000 gp 1d4 – 1 MM 220 Untamed
Otyugh 1,500 gp 1d4 – 2 MM 248 Untamed
Rust monster 1,000 gp 1d4 – 1 MM 262 Untamed
Scroll of the tarrasque 250,000 gp Only 1, ever IDRF 315 Summons a tarrasque exactly once
S tephen C rowe
63
Necromancy
Seated atop a large burial mound, a young male human
wears a skeletal mask with his hair tied back. Every
night finds him here, waiting for either the call of the
spirits, or for interested customers to seek his wares.
After slumbering in near-death for centuries, a lich
awoke to find a city had been built on top of her ancient
dungeon. Rather than vow revenge against the living,
however, the lich was of a more practical mind, building
her dungeon into a shop for all comers, to finance the
dread experiments that are no doubt taking place below.
The relationship between necromancers and wider
society is often troubled, at best, but that doesn’t stop
an enterprising few from building a niche market
among the grave-minded. Both the dead and the living
have needs, after all, and the exchange of coin facili-
tates everyone’s needs being met. Depending on loca-
tion and the area’s dominant moral set, the exchange
of necromantic goods and services may be illegal,
merely frowned upon, or a normal and accepted part of
everyday life.
Poison, basic 100 gp / vial 1d4 vials PHB 150 Injury; can inflict 1d4 poison damage
Poisoner’s kit 50 gp 1d4 PHB 154 —
Salt 5 cp / lb. 1d4 × 10 lbs. PHB 157 —
Shovel 2 gp 1d4 × 2 PHB 150 —
Spell: Animate dead 90 gp 3 spells / day PHB 212 3rd-level; the undead follows your commands for 1 day
Spell: Gentle repose 40 gp 3 spells / day PHB 245 Stops decay in a corpse, prevents undeath
64
Quality Items Price Quantity Source Notes
Spell: Raise dead 1,250 gp 3 spells / day PHB 270 Returns a dead corpse to life
Spell: Speak with dead 90 gp 3 spells / day PHB 277 Allows you to speak to one non-undead corpse
Spellbook 50 gp 1d4 PHB 150 Empty; suitable for holding spells
Statuette, carved bone 25 gp 1d4 DMG 134 Depicts a stylized lich
Wand 10 gp 1d4 × 3 PHB 150 Arcane focus; made of carved, runed bone
Weaver’s tools 1 gp 1d4 PHB 154 —
Good Amulet of health 5,000 gp Only 1, ever DMG 150 Raises your Con. score to 19
Amulet of protection from 5,000 gp 1d4 TYP 228 Grants adv. on saves against effects that would turn
turning undead, and allows you to succeed 3 such saves / day
Bottomless bag of bones 500 gp Only 1, ever — Produces up to 10 corpses or piles of bones each day,
only for use as raised minions in necromancy spells
Cloak of the bat 5,000 gp Only 1, ever DMG 159 Adv. on stealth checks; can turn into a bat
Ghost lantern 5,000 gp Only 1, ever TA 206 Sheds light, casts mage hand, and stabilizes you
Libram of souls and flesh 5,000 gp Only 1, ever TCE 129 Wizard only; holds spells, you can appear undead
Mask, plague doctor 50 gp 1d4 — Durable leather, with a long beak
Mask, skull 45 gp 1d4 — Made of actual bone
Pipes of haunting 500 gp Only 1, ever DMG 185 —
Shadowfell shard 5,000 gp Only 1, ever TCE 135 Sorcerer only; metamagic also curses creatures
Spell: Create undead 1,260 gp 3 spells / day PHB 229 6th-level; creatures follow your commands for 1 day
Spell: Hallow 2,250 gp 3 spells / day PHB 249 Desecrates an area, with additional effects
Spell: Resurrection 2,490 gp 3 spells / day PHB 272 A more potent way of restoring the dead to life
Sword of life stealing, any 5,000 gp* Only 1, ever DMG 206 Add base cost of the nonmagical weapon to item’s price
Wand of fear 5,000 gp Only 1, ever DMG 210 Casts the command spell; can frighten creatures
Excellent Kyrzin’s ooze 50,000 gp Only 1, ever ERLW 278 Grants acid breath, amorphous form, etc.
Living armor, any 50,000 gp* Only 1, ever ERLW 278 Made of living skin or chitin; add base cost of the
nonmagical armor to item’s price
Manual of golems, flesh 50,000 gp Only 1, ever DMG 180 —
Potion of longevity 25,000 gp 1d4 DMG 188 Reduces your age by 1d6 + 6 (usually)
Ring of regeneration 50,000 gp Only 1, ever DMG 191 Regains 1d6 hit points every 10 mins.; regrows limbs
Spell: Clone 2,840 gp 3 spells / day PHB 222 Safeguards against death after 120 days
M ats M innigan
65
Needful Things
A handsome young high elf stands amongst his wares
in a brand-new stall, recently opened within the market-
place. Though new to town, he has already acquired a
reputation for outlandish deals, coupled with strange
requests, and only the most perceptive among the locals
have noticed a hint of brimstone to the incense that
burns within his shop.
Seated on a stool at a crossroads, an impeccably
dressed gentleman holds a wooden case in his lap.
Surprisingly, its contents always seem to be exactly what
his customers desire, and he’s more than willing to part
with it for a fair price, and the smallest of favors.
The fiends of the Nine Hells are no strangers to
business, and occasionally take part in the financial
dealings of the mortal world to spread discord and
their own influence. Money, however, is not an object
to these disguised m erchants from down below,
and they will gladly offer a discount if the purchaser
agrees to perform a favor or two that will further their
many agendas.
Dragon’s blood (drug) 1 gp / dose 1d4 × 2 doses ERLW 244 Highly addictive, enhances magical ability
Dread helm 100 gp Only 1, ever XGE 137 When you wear it, your eyes glow red
Dreamlily (drug) 1 gp / dose 1d4 × 2 doses ERLW 244 Highly addictive, significantly reduces pain
Eversmoking bottle 500 gp Only 1, ever DMG 168 —
Hellfire weapon, any 500 gp* Only 1, ever BGDIA 223 Add base cost of the nonmagical weapon to item’s price
66
Quality Items Price Quantity Source Notes
Infernal puzzle box 500 gp 1d4 BGDIA 224 Your DM decides what is within the puzzle box
Iron bands of Bilarro 5,000 gp Only 1, ever DMG 177 —
Mace of terror 5,000 gp Only 1, ever DMG 180 —
Rod of rulership 5,000 gp Only 1, ever DMG 197 —
Soul coin 500 gp 1d4 × 10 BGDIA 225 Contains one humanoid soul, used as currency
Statuette, carved bone 25 gp 1d4 DMG 134 Portrays an archdevil
Statuette, obsidian and 750 gp 1d4 DMG 135 Portrays a duke of the Nine Hells
gold
Sword of life stealing, any 5,000 gp* Only 1, ever DMG 206 Add base cost of the nonmagical weapon to item’s price
Thermal cube 100 gp 1d4 IDRF 316 Radiates dry heat in a 15 foot radius
Wand of fireballs 5,000 gp Only 1, ever DMG 210 —
Any desired item *varies 1d4 items — Item quality no greater than uncommon
Good Battle standard of infernal 50,000 gp Only 1, ever BGDIA 223 Makes the weapon attacks of all friendly creatures
power within 300 feet magical
Berserker axe, any 5,000 gp* Only 1, ever DMG 155 Add base cost of the nonmagical weapon to item’s price
Devil’s ride 30,000 gp 1d4 – 1 BGDIA 218 War machine, similar to a motorcycle
Dimensional shackles 5,000 gp Only 1 set, ever DMG 165 Prevents extradimensional movement and teleportation
Demon armor 50,000 gp Only 1, ever DMG 167 —
Figurine of wondrous 50,000 gp Only 1, ever DMG 170 —
power, obsidian steed
Gauntlets of flaming fury 5,000 gp Only 1 set, ever BGDIA 223 Causes weapons to deal an extra 1d6 fire damage
Hell hound cloak 5,000 gp Only 1, ever TYP 228 Allows you to transform into a hell hound for 1 hour
Ioun stone, intellect 50,000 gp Only 1, ever DMG 176 Increases your Intelligence score by 2
Rod of the pact keeper +2 5,000 gp Only 1, ever DMG 197 —
Staff of fire 50,000 gp Only 1, ever DMG 201 —
Any desired item *varies 1d4 items — Item quality no greater than rare
Warlock pact 5,000 gp Unlimited PHB 109 Next level taken will be in warlock, with the Fiend Other-
worldly Patron; patron is the merchant
Excellent Belt of giant strength, fire 50,000 gp Only 1, ever DMG 155 Increases your Strength score to 25
Infernal tack 500,000 gp Only 1, ever MTF 167 Comes with a bound nightmare
Instrument of the bards, 500,000 gp Only 1, ever DMG 176 —
ollamh harp
Iron flask 500,000 gp Only 1, ever DMG 178 Your DM decides what is within the flask
Rakdos riteknife 500,000 gp Only 1, ever GGR 180 Stores up to 5 souls, deals extra damage for each soul
Talisman of ultimate evil 500,000 gp Only 1, ever DMG 207 —
Tormentor 60,000 gp 1d4 – 2 BGDIA 218 War machine, similar to a dune buggy
Any desired item *varies 1d4 items — Item quality no greater than rare
67
Time-Lost
Wandering a long, winding road, an armored human
male with a tiny dragonling upon his shoulder clutches
a small, colored rectangle of strange material, staring
at it intently. Briefly he holds it aloft, waves it slowly
around, and then shakes it violently before sighing and
placing it in a pouch at his side. As he opens the pouch,
a careful onlooker could spot a wealth of similar strange
creations and contraptions, before the human quickly
and carefully ties his pouch shut.
Set up adjacent to an inn, a man with tossled hair and
a surprisingly vivid bow-tie has a collection of odd wares
spread across a ramshackle wooden table that appears
inexpertly cobbled together. Behind the man lies, on its
side, an oblong and smoldering blue box, into which he
reaches periodically to retrieve new goods, appraising
each in turn before shrugging and placing them upon
his slapshod table.
As some arcanists and scholars of the immaterial
know, planar travel is not the only method for explor-
ing the multiverse. Through either a quirk of reality or
their own design, few denizens of a future time may
stumble into the past. These individuals almost always
have returning to their native time as their driving
goal, and may be willing to trade away some of their
foreign resources to gain the currency they need to
achieve this end.
Electric Torch. When activated, casts bright light
in a 120-foot cone, and dim light 120 feet after that.
Comes with an energy cell, and can run for 12 hours
continuously before requiring the cell replaced
to function.
Entertainment Pad. This small, smooth rect-
angle has a panel that lights up and responds to touch. A M edieval U nderstanding
When activated, it can play one of 5d10 outlandish
While undoubtedly players will grasp the general idea behind
songs and contains 1d10 different types of games the items listed here, their characters are a different story.
or distractions. Comes with an energy cell, and can It’s thus highly recommended that you use the Figuring Out
run for 6 hours continuously before requiring the cell Alien Technology table and associated rules on page 268 of the
replaced to function. Dungeon Master’s Guide to illustrate this disconnect for any item
Jetpack. When activated as a bonus action, you fly labeled as “tech.” The number rating associated with tech repre-
a distance equal to 2d10 x 5 feet in a direction you sents the successes needed to figure out an item, and more
choose. Unless you have a fly speed or this item is difficult technology requires more successes.
activated again immediately, you will begin to fall at Understanding how an item works is the first step to gaining
the start of your next turn. Comes with an energy cell, proficiency with it. To acquire proficiency, you must train with
and can be used 10 times before requiring the cell the item for 250 days, spending 1 gp on training costs per
replaced to function. day. Refer to the Training downtime activity on page 187 of the
Player’s Handbook for any further specifics.
T ime -L ost L egendary M erchant
Quality Items Price Quantity Source Notes
Medium Calculator 60 gp 1d4 – 1 — Tech (2); performs mathematical functions
Electric torch 50 gp 1d4 – 1 — Tech (1)
Entertainment pad 150 gp 1d4 – 1 — Tech (3)
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Quality Items Price Quantity Source Notes
Tangler grenade 250 gp 1d4 WDMM 244 Throw up to 60 ft.: grenade explodes, creatures
within 10 ft. make a DC 15 Dex save. Creatures that
fail are restrained for up to 1 hr., as with the web
spell. The DC to escape is 20.
Sending stones 500 gp / 2 1d4 sets of 2 DMG 199 Can cast sending between two creatures with a stone
Wand of pyrotechnics 100 gp Only 1, ever XGE 140 Labelled with the words “Roman Candle”
Wristwatch 55 gp Only 1, ever — Reliably tells the time of day, runs on motion
Good Bead of force 5,000 gp / 6 Only 6, ever DMG 154 —
Boots of levitation 5,000 gp Only 1 set, ever DMG 155 —
Cube of force 5,000 gp Only 1 set, ever DMG 159 —
Goggles of night 5,000 gp Only 1, ever DMG 172 —
Grenade, fragmentation 300 gp / each 1d4 × 2 DMG 268 Tech (2)
Grenade, smoke 250 gp / each 1d4 × 2 DMG 268 Tech (2)
Helm of teleportation 5,000 gp Only 1, ever DMG 174 Casts the teleport spell
Jetpack 3,500 gp Only 1, ever — Tech (4)
Laser pistol 3,000 gp Only 1, ever DMG 268 Tech (4)
Laser rifle 4,500 gp Only 1, ever DMG 268 Tech (4)
Motorcycle 40,000 gp 1d4 – 1 BGDIA 218 Same as devil’s ride, but runs on energy cells
Professor orb 5,000 gp Only 1, ever WDMM 284 Is sentient; has 18 Int, a scholar’s personality, and
knows 4 esoteric subjects (+9 bonus to checks)
Ventilating lungs 5,000 gp Only 1, ever ERLW 279 —
Excellent Antimatter rifle 6,500 gp Only 1, ever DMG 268 Tech (4)
Apparatus of Kwalish 500,000 gp Only 1, ever DMG 151 —
Arcane propulsion arm 50,000 gp Only 1, ever ERLW 276 Can be used to make a ranged rocket punch attack
Cloak of invisibility 500,000 gp Only 1, ever DMG 158 —
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