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Enchanted Marketplaces

Enchanted Marketplaces is a comprehensive guide to magical shops and merchants for Dungeons & Dragons, featuring unique shops, magical items, and character-driven narratives. The book includes detailed descriptions of eight distinct enchanted shops, guidance on creating your own, and over 150 new magical items, potions, and tattoos. It emphasizes the importance of player-Dungeon Master collaboration in integrating magical commerce into campaigns while providing quests and security measures for shopkeepers.

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100% found this document useful (1 vote)
507 views64 pages

Enchanted Marketplaces

Enchanted Marketplaces is a comprehensive guide to magical shops and merchants for Dungeons & Dragons, featuring unique shops, magical items, and character-driven narratives. The book includes detailed descriptions of eight distinct enchanted shops, guidance on creating your own, and over 150 new magical items, potions, and tattoos. It emphasizes the importance of player-Dungeon Master collaboration in integrating magical commerce into campaigns while providing quests and security measures for shopkeepers.

Uploaded by

sendhereplease7
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ENCHANTED

MARKETPLACES

Discover wonders and wares beyond imagination.


A treasure trove of Shops, Magic Items, Potions and Tattoos.
About this Book Magical Tattoos: Enchanted body art that bestows
special abilities upon the wearer.
Welcome to Enchanted Marketplaces, your Poisons: Deadly substances that can turn the tide of
comprehensive guide to the captivating world of magical battle or serve more nefarious purposes.
shops and merchants. Whether you’re a seasoned
Dungeon Master or a curious adventurer, this Differentiation of Scarcity
supplement will immerse you in the vibrant, mystical
The availability of magical items is ultimately at the
economies that flourish in fantasy realms. Within these
discretion of the Dungeon Master, but players are
pages, you’ll uncover a variety of unique shops, each
always encouraged to discuss their desires and ideas
teeming with their own stories, characters, and magical
with the DM. Different campaigns and settings will have
items.
varying levels of scarcity for magical items, so it’s
What You’ll Find Inside essential to plan accordingly when integrating magic
items and shops into your game.
Part 1 - Enchanted Shops While we provide detailed guidance on creating and
Discover eight distinct enchanted shops, each offering a managing magical shops, we have chosen not to include
unique experience and a wealth of magical goods. vendor lists with mundane items to avoid cluttering the
These shops can be placed in any official Dungeons & book with multiple pages of tables and lists. Instead, we
Dragons setting or seamlessly integrated into your recommend using online item generators or exploring
homebrew campaign. While we suggest possible the extensive collections available on platforms like
locations within the Forgotten Realms, you are free to DMsGuild. These resources can help you tailor your
adapt these magical marketplaces to fit your unique marketplace to fit the unique needs of your campaign,
world. Each shop is richly detailed with: whether you need common items, rare artifacts, or
Description and Story: Background lore and narrative anything in between.
elements that bring the shop to life.
Donjon shop generator.
Notable NPCs: Key characters who run or frequent
The Thieves Guild shop generator
the shop, each with their own personalities and secrets.
Traders & Merchants! on DMsGuild.
Security: Each shop has a detailed security system,
ensuring the safety of their goods and customers.
Wealth: Each shop comes with a detailed description Dive into the world of magical commerce and let your
of what they sell and what they buy. imagination soar as you explore the myriad possibilities
Quests: There are unique quests that players can within Enchanted Marketplaces. Happy adventuring!
undertake to gain favor with the shopkeepers.
Completing these quests might unlock special discounts Books Reference
and rare items. DMG = Dungeon Master’s Guide
Unique Items: Exclusive wares that can only be found PHB = Player’s Handbook
in these specific shops. XGE = Xanathar’s Guide to Everything
TCOE = Tasha’s Cauldron of Everything
Part 2 - Creating Shops and Merchants
The second part of this book is dedicated to guiding you
through the process of creating your own magical shops Credits
and merchants. This section includes:
Running a Shop: Tips on how to visually and Design and Development: Lorenzo Cortesi
functionally design your magical shops. Instagram: @loot_and_roll
Creating Merchants: Guidelines on developing YouTube: Loot and Roll
engaging and memorable shops and merchants. Twitter: @lootandroll
Buying and Selling: Strategies for setting prices and Newsletter: to get updates and new content!
incorporating haggling into your game.
Editing: Lorenzo Cortesi
Part 3 - New Items, Potions, Magical
Tattoos, and Poisons Art Direction: Lorenzo Cortesi

The third part of this book introduces over 150 new Art Editing: Simone Martina
magical items to enrich your campaigns. This section
includes: Illustrations: All illustrations are created using AI tools
Items: From weapons and armor to wondrous items and then carefully edited and refined.
that defy imagination.
Playtesting: Lorenzo Cortesi, Gabriele Giganti, Simone
Potions: A variety of concoctions that offer temporary
Martina, Manuela Damiani, Giulia Grigatti.
boosts and unique effects.

2
Contents Acknowledgement
Dungeons & Dragons, D&D, Wizards of the Coast,
About this Book 2 Forgotten Realms, Ravenloft, Eberron, the dragon
ampersand, Ravnica and all other Wizards of the Coast
Part 1 - Enchanted Shops product names, and their respective logos are
trademarks of Wizard of the Coast in the USA and other
Dragon’s Hoard Auction House 5 countries.
The Devil’s Bargain 9 This work contains material that is copyright Wizard
Poisoner’s Veil 11 of the Coast and/or other authors. Such material is used
The Wandering Ink 14 with permission under the Community Content
Skybound Emporium 17
Agreement for Dungeon Masters Guild.
Alchemist’s Haven 20
All other material in this work is copyright 2024 by
The Festival of Wonders 23
Loot and Roll and published under the Community
The Shadow Forge 25
Content Agreement for Dungeon Master Guild.
Part 2 - Create Shops and merchants
How to Run a Shop 29
Buying and Selling 30
Creating a Shop 33
Creating a Merchant 34

Part 3 - Magic Items


Common Magic Items 36
Uncommon Magic Items 37
Rare Magic Items 39
Very Rare Magic Items 41
Legendary Magic Items 44
Common Potions 47
Uncommon Potions 47
Rare Potions 49
Very Rare Potions 50
Legendary Potions 52
Poisons 52
Common Magic Tattoos 55
Uncommon Magic Tattoos 56
Rare Magic Tattoos 57
Very Rare Magic Tattoos 58
Legendary Magic Tattoos 59

Appendices
Appendix A - Magic Items 60
Appendix B - Potions and Poisons 63

3
PART 1
Enchanted Shops

4
Dragon’s Hoard Auction where the wealth and interest in rare magical items are
at their peak.
House Forgotten Realms Location: In the Forgotten Realms,
The Dragon’s Hoard is located in the heart of
The Dragon’s Hoard is a grand and opulent
Waterdeep, the City of Splendors, known for its rich
establishment where the rarest and most powerful
history and diverse population of adventurers and
magical items are put up for bid. This lavish auction
merchants.
house is adorned with glittering chandeliers, velvet
drapes, and intricate carvings that depict scenes of How the Auction House Works
ancient magical exploits. Wealthy patrons, adventurers,
and collectors from all corners of the realm gather here The Arcane Auctioneer operates in a structured and
in hopes of acquiring legendary artifacts, potent potions, secure manner to ensure fair bidding and the safety of
and mysterious relics. all items and participants. Here is an overview of how
Inside, the auction hall is a spectacle of luxury and the auction house works:
magic. The main auction floor is vast, with tiered Pre-Auction Viewing: Items up for auction are
seating arranged to give every bidder a clear view of the displayed in a secure viewing room prior to the event.
stage. Magical lighting illuminates the room, Potential buyers can inspect the items and ask
highlighting the exquisite details of the architecture. questions to Glimmer, the appraiser.
The air is filled with an aura of anticipation and the faint Bidding Process: The auction is conducted by Aldric
hum of protective wards. Private viewing rooms are Silvershard. He introduces each item and opens the
available for high-profile clients, ensuring comfort and floor for bids. Patrons can place their bids by raising a
discretion. The entire establishment exudes an air of numbered paddle.
sophistication and enchantment, making it the premier Security Measures: Security is enhanced based on
destination for those seeking the extraordinary. the rarity of the items being auctioned, attracting more
powerful and wealthy patrons. Any suspicious activity is
NPCs immediately addressed.
Starting Bids: The starting bid for each item is
Aldric Silvershard (Auctioneer): Aldric is a
typically set at half to 75% of its normal market price.
charismatic and shrewd elf with a sharp mind and an
Winning Bids: Once the highest bid is determined
even sharper tongue. His deep knowledge of magical
and accepted by Aldric, the winner is escorted to a
items and their histories makes him a formidable
secure area to complete the transaction. Payment is
auctioneer. Aldric’s bond is with the auction house
typically made in gold or verified bank notes. The final
itself, viewing it as a sanctuary of magic and history. His
price is determined by the highest bid, at the DM’s
flaw is his pride, often underestimating others’ abilities.
discretion or with a roll of 1d100 to add to the % of the
He always aims is excellence, striving to make every
price. (For example if a item start at 55% of its value
auction a grand success.
and you toll a 30 on the d100, the final price will be 85%
Elara Moonshadow (Security Chief): Elara is a stern
of its value).
and formidable elf warrior who ensures the safety and
Post-Auction Collection: After the auction, winners
security of the auction house. Her keen eyes and swift
can collect their items from a secure collection point,
reflexes make her an excellent guardian. Elara’s bond is
ensuring all transactions are handled smoothly and
with her duty, always putting the auction house’s safety
safely.
first. Maniac of vigilance and of maintaining order and
security at all costs. Auction Type Table
Glimmer (Appraiser): Glimmer is a meticulous gnome
with an uncanny ability to assess the value and Roll (1d20) Auction Type
authenticity of magical items. His expertise is 1-8 Common - Uncommon Items
unmatched, and his evaluations are trusted by all. 9-15 Uncommon - Rare Items
Glimmer’s bond is with his craft, dedicating his life to 16-19 Rare - Very Rare Items
the study of magical artifacts. His flaw is his obsession 20 Legendary Items
with detail, sometimes missing the bigger picture. His
ideal is knowledge, believing that understanding is the Note: If Legendary Items is rolled, it does not mean every
key to power. item will be of that rarity. There will be items of all rarities,
but the auction will feature one or a few key pieces of the
Various NPCs: In total, the auction house employs at highest rolled rarity.
least 20 staff members, ensuring smooth operations and
impeccable security. Selling Items: Players can put items up for auction. The
starting price will be 50 + 1d20% of the item’s value,
Location and the final price will be the starting price plus
General Location: This prestigious auction house is 1d100%. The auction house will keep 10% of the sale.
typically found in major cities or bustling trade hubs,

5
Shopkeeper’s Finances Quests
The auction house operates with a capital of 30,000 Helm of the Archangel: A priceless item, the Helm of
gold pieces for transactions, ensuring they can handle the Archangel, has been stolen from The Dragon’s
high-value sales and purchases. Hoard just before it was to be auctioned. Aldric
Silvershard hires the adventurers to recover the helm
Security and bring the thieves to justice. The investigation leads
the adventurers through Waterdeep’s underbelly, facing
The Dragon’s Hoard boasts very high security to protect off against a cunning thieves’ guild and uncovering a
its valuable inventory and ensure the safety of its plot that threatens the entire city. Along the way, the
patrons. Elara Moonshadow leads a team of elite adventurers must navigate dangerous encounters,
guards, each highly trained in combat and vigilant
decipher cryptic clues, and forge alliances with
against any threats. Magical wards and alarms are
unexpected allies. Successfully retrieving the helm not
woven into the fabric of the building, designed to detect
only rewards the adventurers with gold and magical
and deter any form of theft or sabotage. During
items but also earns them the favor of influential figures
auctions, additional measures include anti-magic fields
in Waterdeep.
around the auction floor and enchanted barriers that
Protect the Auction: An important auction featuring a
can be activated to contain disturbances. The items
legendary item has Aldric Silvershard and Elara
showcased during the auction are perfect illusions, with
Moonshadow extremely worried about possible thieves
the real items securely stored in an impenetrable vault and dangerous individuals. Elara hires the adventurers
beneath the auction house. High-profile auctions, to help bolster security and ensure the event goes
especially those featuring legendary items or artifacts, smoothly. The adventurers must identify potential
see the presence of powerful enforcers and magical threats, prevent sabotage, and protect the auction’s
constructs to provide an additional layer of security. The treasures. Success ensures the auction proceeds
auction house’s reputation for impeccable security without incident, earning the adventurers a hefty reward
attracts wealthy and powerful patrons, confident that and the gratitude of the auction house’s patrons.
their dealings will remain safe and discreet.

6
Items for Auction
Name Type Rarity Price
Ring of Freshness Ring Common 100 gp
Spectacles of Reading Wondrous Item Common 200 gp
Spoon of Flavor Wondrous Item Common 50 gp
Amulet of the Guardian Wondrous Item Uncommon 500 gp
Arcane Bow Weapon (longbow) Uncommon 800 gp
Immovable Rod (DMG) Rod Uncommon 1,500 gp
Javelin of Lightning (DMG) Weapon (Javelin) Uncommon 500 gp
Ring of Jumping (DMG) Ring Uncommon 300 gp
Ring of Mind Shielding (DMG) Ring Uncommon 500 gp
Trident of Fish Command (DMG) Weapon (Trident) Uncommon 400 gp
Wand of the War Mage +1 (DMG) Wand Uncommon 400 gp
Wand of Web (DMG) Wand Uncommon 1,000 gp
Bag of Tricks (DMG) Wondrous Item Uncommon 2,000 gp
Cap of Water Breathing (DMG) Wondrous Item Uncommon 300 gp
Driftglobe (DMG) Wondrous Item Uncommon 500 gp
Figurine of Wondrous Power (Silver Raven) (DMG) Wondrous Item Uncommon 500 gp
Gloves of Thievery (DMG) Wondrous Item Uncommon 300 gp
Bracelet of the Shifting Sands Wondrous Item Uncommon 700 gp
Cap of the Enchanted Performer Wondrous Item Uncommon 400 gp
Cape of the Phoenix Wondrous Item Uncommon 1,000 gp
Gauntlets of Thunder Wondrous Item Uncommon 600 gp
Gauntlets of the Stonecrusher Wondrous Item Uncommon 1,200 gp
Rod of the Pact Keeper +1 (DMG) Rod Uncommon 2,500 gp
Saddle of the Cavalier (DMG) Wondrous Item Uncommon 500 gp
Sending Stones (DMG) Wondrous Item Uncommon 500 gp
Sentinel Shield (DMG) Armor (Shield) Uncommon 4,000 gp
Staff of the Adder (DMG) Staff Uncommon 2,000 gp
Sword of Vengeance (DMG) Weapon (Any Sword) Uncommon 300 gp
Armor of Vulnerability (DMG) Armor (Plate) Rare 3,000 gp
Arrow-Catching Shield (DMG) Armor (Shield) Rare 3,000 gp
Bloodthirsty Axe Weapon (battleaxe) Rare 2,000 gp
Bracers of the Storm Wondrous Item Rare 2,500 gp
Cloak of the Shadow Walker Wondrous Item Rare 4,000 gp
Frostbite Hammer Weapon (warhammer) Rare 3,000 gp
Helm of the Celestial Guardian Wondrous Item Rare 5,000 gp
Dagger of Venom (DMG) Weapon (Dagger) Rare 1,000 gp
Dragon Slayer (DMG) Weapon (Any sword) Rare 3,000 gp
Elven Chain (DMG) Armor (Chain shirt) Rare 5,000 gp
Mace of Disruption (DMG) Weapon (Mace) Rare 2,000 gp
Mace of Smiting (DMG) Weapon (Mace) Rare 1,500 gp
Mace of Terror (DMG) Weapon (Mace) Rare 2,000 gp
Ring of Evasion (DMG) Ring Rare 2,500 gp
Ring of Free Action (DMG) Ring Rare 2,500 gp
Ring of Protection (DMG) Ring Rare 2,000 gp
Ring of Resistance (DMG) Ring Rare 1,000 gp
Ring of Spell Storing (DMG) Ring Rare 8,000 gp

7
Items for Auction
Name Type Rarity Price
Ring of the Ram (DMG) Ring Rare 1,000 gp
Shield of Missile Attraction (DMG) Armor (Shield) Rare 800 gp
Staff of the Woodlands (DMG) Staff Rare 10,000 gp
Staff of Withering (DMG) Staff Rare 1,500 gp
Sun Blade (DMG) Weapon (Longsword) Rare 10,000 gp
Sword of Life Stealing (DMG) Weapon (Any sword) Rare 600 gp
Wand of Binding (DMG) Wand Rare 5,000 gp
Wand of Paralysis (DMG) Wand Rare 8,000 gp
Figurine of Wondrous Power (Golden Lions) (DMG) Wondrous Item Rare 1,500 gp
Figurine of Wondrous Power (Ivory Goats) (DMG) Wondrous Item Rare 2,000 gp
Animated Shield (DMG) Armor (Shield) Very Rare 6,000 gp
Dancing Sword (DMG) Weapon (Any sword) Very Rare 3,000 gp
Demon Armor (DMG) Armor (Plate) Very Rare 4,000 gp
Bracers of the Archmage Wondrous Item Very Rare 10,000 gp
Armor of the Abyssal Embrace Armor (breastplate) Very Rare 12,000 gp
Aegis of the Eternal Guardian Armor (shield) Very Rare 10,000 gp
Amulet of the Celestial Guardian Wondrous Item Very Rare 8,000 gp
Cloak of the Archmage Wondrous Item Very Rare 10,000 gp
Cloak of the Nightstalker Wondrous Item Very Rare 9,000 gp
Flameheart Chainmail Armor (chainmail) Very Rare 7,000 gp
Helm of the Dragon King Wondrous Item Very Rare 15,000 gp
Scepter of the Storm King Rod Very Rare 20,000 gp
Rod of Temporal Shift Rod Very Rare 18,000 gp
Rod of Prismatic Power Rod Very Rare 10,000 gp
Shield of the Defender Armor (shield) Very Rare 12,000 gp
Thunderstrike Bow Weapon (longbow) Very Rare 10,000 gp
Ring of Regeneration (DMG) Ring Very Rare 10,000 gp
Ring of Shooting Stars (DMG) Ring Very Rare 8,000 gp
Rod of Absorption (DMG) Rod Very Rare 18,000 gp
Scimitar of Speed (DMG) Weapon (Scimitar) Very Rare 10,000 gp
Spellguard Shield (DMG) Armor (Shield) Very Rare 14,000 gp
Staff of the Python (DMG) Staff Very Rare 8,000 gp
Staff of Thunder and Lightning (DMG) Staff Very Rare 12,000 gp
Wand of Polymorph (DMG) Wand Very Rare 28,000 gp
Figurine of Wondrous Power (Obsidian Steed) (DMG) Wondrous Item Very Rare 14,000 gp
Instrument of the Bard (Anstruth harp) (DMG) Wondrous Item Very Rare 6,000 gp
Rod of the Pact Keeper +3 (DMG) Rod Very Rare 25,000 gp
Wyrmslayer Greatsword Weapon (greatsword) Very Rare 12,000 gp
Amulet of the Phoenix Wondrous Item Legendary 30,000 gp
Armor of the Celestial Champion Armor (plate) Legendary 50,000 gp
Blade of the Eternal Flame Weapon (longsword) Legendary 45,000 gp
Cloak of the Shadow Lord Wondrous Item Legendary 25,000 gp
Gauntlets of Titan’s Strength Wondrous Item Legendary 35,000 gp
Ring of Temporal Mastery Ring Legendary 40,000 gp
Staff of the Archdruid Staff Legendary 50,000 gp
Helm of the Archangel Wondrous Item Legendary 60,000 gp

8
The Devil’s Bargain Shade (Assistant): A shadowy figure who aids Malachai
in his dealings. Shade is a skilled spy and enforcer,
Malachai is a mysterious and powerful devil who travels ensuring that the terms of the deals are upheld. Shade’s
the multiverse, offering rare and potent magical items in bond is with Malachai, owing a debt that he can never
exchange for gold and favors. This enigmatic merchant fully repay. His flaw is his total lack of empathy, often
is known to appear suddenly, summoned by a special seeing others as mere tools.
trinket he bestows upon those he deems worthy. The
deals he offers can grant great power, but often come at Location
a steep price, sometimes requiring nefarious favors that
Malachai can appear anywhere in the multiverse, from
test the morality of those who accept them. His
bustling cities to remote wilderness, depending on
presence is both awe-inspiring and terrifying, a
where he is summoned by the trinket.
testament to his immense power and cunning.

NPCs How the Shop Works


Malachai specializes in rare and powerful magical items
Malachai the Bargainer (Devil Merchant): Malachai is a
that are difficult to find elsewhere. Each item is
charismatic and imposing devil who conducts the
carefully selected by Malachai and often comes with
trades. His true motives are always shrouded in
unique and potent abilities. Customers can request
mystery, and his deals often come with hidden strings
specific items, but these often come with significant
attached. Malachai’s bond is with his contracts, always
costs, both in gold and in favors.
ensuring that the terms benefit him more than his
Consultation and Custom Orders: Malachai provides
clients. His flaw is his insatiable greed, always seeking
personalized consultations to help customers find the
to increase his power and wealth. He strives for
perfect magical item. Players can request specific
dominance, aiming to control and manipulate those
enchantments or items. Malachai requires time and
around him.
often a significant favor in return. The higher quality is
the item the more difficult will be the favor. For a
legendary item it will be worse than a true pact with a
devil. The process for acquiring custom items includes:

Common: Malachai doesn’t work with these cheap


items
Uncommon: 1 week
Rare: 3 weeks
Very Rare: 2 months
Legendary: 4 months

Cursed Items: In addition to standard magical items,


Malachai offers unique and often cursed items that
grant great power at a cost.

Shopkeeper’s Finances
Malachai the Bargainer manages his finances
meticulously. He has a total of 10,000 gold pieces
available for transactions. Malachai will buy any item
from the party at 40% of their value. If the players
complete a significant favor for him, he will buy at 70%
of the value and offer a cursed item in the deal.

Security
Malachai is a powerful warlock, wielding dark
magic to deter and eliminate any threats. His
mastery of infernal spells and curses makes him
a fearsome adversary. Assisting him is Shade,
a lethal rogue who excels in stealth and
precision. Shade’s skills in espionage and
combat ensure that anyone who tries to
cross Malachai faces swift and deadly
consequences. Together, they form a
nearly unstoppable force.

9
town, using whatever means necessary to create chaos
Quests and distrust among the inhabitants.
The Devil’s Bargain: Malachai has been bound by a Release a Bound Fiend: The party must locate and
powerful mage who seeks to control his infernal free a powerful fiend bound by ancient magic. This task
powers. The adventurers are tasked with freeing could involve battling through guardians, solving
Malachai from his magical bindings, which are located intricate puzzles, and dealing with the consequences of
in a heavily guarded fortress. The party must navigate unleashing such a creature.
through numerous traps, defeat the mage’s loyal Devil’s Bargain Amulet
guardians, and dismantle the intricate spellwork that
Wondrous Item, Rare (requires attunement)
binds Malachai. In return for their aid, Malachai gifts
the adventurers the Devil’s Bargain Amulet, allowing This ornate amulet, crafted from dark metal and
them to summon him when needed. This quest not only featuring a glowing ruby at its center, allows the wearer
tests the adventurers’ combat prowess but also their to summon Malachai the Bargainer. To use this amulet,
ability to handle powerful and potentially dangerous
the wearer must perform a 10-minute ritual, speaking
allies. the infernal incantations inscribed upon it. Once the
The Holy Relic: Malachai the Bargainer has granted ritual is complete, Malachai will appear in a location of
the party a powerful item, but now he calls in his favor. the wearer’s choosing within 30 feet.
The adventurers are tasked with carrying out a dark Malachai offers to make a deal with the wearer,
deed—stealing a holy relic from a well-guarded temple. presenting rare and potent magical items in exchange
As they plan and execute the heist, they must contend for gold, services, or favors. The nature of these deals
with moral dilemmas, cunning traps, and vigilant often comes with hidden consequences that may test
guardians. Along the way, they uncover a deeper plot the morality and resolve of the wearer.
involving Malachai’s ambitions and the true nature of Once the amulet has been used to summon Malachai,
the relic. Completing the favor rewards the adventurers it cannot be used again until 7 days have passed.
with even greater power, but leaves them questioning While attuned to the amulet, the bearer can speak,
the cost of their actions and the extent of their read, and write Infernal. Additionally, once per day, the
involvement with the devil. bearer can cast Detect Thoughts (save DC 16) without
Examples of Favors using any components.

Sabotage a Political Figure: Malachai requests the


adventurers to undermine a prominent political figure in
a major city. This could involve planting false evidence,
spreading rumors, or even orchestrating an
assassination.
Corrupt a Sacred Site: The adventurers must defile a
sacred grove or temple, performing a dark ritual that
taints the area with infernal energy. This act of
desecration could have long-lasting consequences for
the local populace and the land itself.
Kidnap a Notable Person: Malachai demands the
capture of an influential cleric or noble. The adventurers
must plan and execute the kidnapping, ensuring the
individual is delivered unharmed to the devil’s minions.
Retrieve a Forbidden Tome: The adventurers are
tasked with stealing a forbidden tome from a heavily
guarded library or mage’s tower. This book contains
dark secrets that Malachai desires for his own
purposes.
Infiltrate and Destroy a Rival’s Operations:
Malachai’s rival, another powerful devil or a cult leader,
has set up operations in a nearby region. The
adventurers must infiltrate the rival’s base and sabotage
their efforts, possibly leading to a confrontation with the
rival’s minions.
Spread Discord and Fear: The adventurers are
instructed to incite riots or spread fear in a peaceful

10
Poisoner’s Veil
The Poisoner’s Veil is a unique and intriguing shop that
blends an air of mystery with a professional and
welcoming atmosphere. The exterior is adorned with
exotic plants and subtle, arcane symbols, hinting at the
potent wares within. The windows are shrouded with
delicate curtains, allowing a soft glow to emanate,
inviting curious visitors to step inside.
Upon entering, visitors are greeted by a fascinating
array of scents, from the sharp tang of toxic herbs to the
sweet aroma of rare blossoms. The interior is warmly lit
by flickering candles, casting playful shadows across
shelves that are meticulously arranged to showcase a
wide collection of vials, bottles of bubbling liquids, and
jars filled with rare poisons. Each item is carefully
labeled, making it easy for customers to find what they
need.
The atmosphere inside the shop is both mysterious
and inviting, with the ever-present sound of bubbling
brews and the occasional hissing of volatile potions
providing a captivating background noise.
The Poisoner’s Veil offers its services to a diverse
clientele, including adventurers seeking potent poisons,
alchemists in need of rare toxic ingredients, and those
looking for antidotes to protect against the very poisons
sold here. The shop’s professional and enigmatic
environment, combined with the poison master’s
extensive knowledge and skill, ensures that every visitor
leaves with items of unparalleled potency and precision.

11
Framed Poisoner: Zaelith Viperfang is troubled
NPCs because someone is poisoning the city’s water supply
Zaelith Viperfang (Poison Master): A cunning and and attempting to frame him for the crime. He hires the
skilled drow who runs the shop. Zaelith is an expert in adventurers to find the real culprit and clear his name.
toxicology and crafting deadly poisons. He values The investigation leads the adventurers through dark
secrecy and precision above all else and often loses alleys and underground tunnels, facing off against rival
himself in the art of creating the perfect poison. Zaelith alchemists and uncovering a plot to discredit Zaelith.
is fiercely protective of his shop and considers his Successfully exposing the true villain not only clears
creations his greatest masterpieces. Zaelith’s name but also rewards the adventurers with
Nix (Assistant): A mischievous and diligent imp who an unique poison and the Orb of Venom (p.15).
assists Zaelith with potion crafting and customer Unstable Experiment: A series of explosions have
service. Nix is known for his precision and quick hands, been rocking the local area, and Zaelith Viperfang
ensuring that each poison is perfectly brewed. Despite suspects that a rogue alchemist is conducting
his impish nature, Nix is deeply loyal to Zaelith. dangerous experiments with volatile substances. He
Tazla and Riala (Suppliers): Two deep gnome sisters hires the adventurers to find the alchemist and put an
who supply the shop with rare toxic materials and end to the reckless experimentation. The search leads
exotic herbs from the Underdark. They are seasoned the adventurers to an abandoned laboratory filled with
adventurers with an extensive knowledge of the traps and unstable potions. Successfully neutralizing
Underdark and its hidden treasures. the threat and securing the dangerous materials
rewards the adventurers the Venomous Dagger (p.15).
Location Rival Poisoner: Zaelith Viperfang has learned that a
rival poisoner is attempting to undercut his business by
General Location: This shop is commonly found in
selling inferior low quality poisons at a lower price,
secluded areas, hidden from plain sight, or in the
claiming they are of the same quality of Zaelith’s poison.
shadowy corners of bustling cities where there is a high
He hires the adventurers to sabotage the rival’s
demand for potent and dangerous substances.
operations and recover a stolen recipe that Zaelith
Forgotten Realms Location: In the Forgotten Realms,
claims as his own. The mission takes the adventurers
The Poisoner’s Veil is located in the city of Waterdeep,
into the heart of the rival’s territory, where they must
known for its labyrinthine alleys and the presence of
navigate hidden dangers and outwit the rival poisoner’s
many who seek power in the dark arts.
minions. Successfully completing the mission ensures
How the Shop Works Zaelith’s dominance in the poison trade and rewards
the adventurers with exclusive poisons and Zaelith’s
The Poisoner’s Veil operates with a focus on secrecy favor.
and precision, ensuring that every poison and antidote
meets the highest standards of deadly craftsmanship. Shopkeeper Finances
Here is an overview of how the shop works:
Gold on Hand: The shopkeeper has 2,000 gold pieces
Material Sourcing: Zaelith and Nix work with Tazla
available for transactions.
and Riala to source rare and toxic materials, sometimes
Purchasing Policy: Zaelith can buy potions and
requiring adventurers to gather specific items.
poisons from the party at 60% of their value, increasing
Poison Crafting: Zaelith can help players craft deadly
to 80% if they complete a quest for him. He will buy any
poisons and antidotes. This process requires time,
exotic plants and herbs from the Underdark at their full
money, and specific materials, which can be sourced by
price.
the players or purchased at the shop. Players can place
orders for poisons: Security
It will takes a day for every 100gp of value of the The Poisoner’s Veil employs minimal security measures
poison. For example to craft a Oil of Taggit (DMG, to safeguard its valuable inventory. The shop is
p.258) it will takes 4 days. enveloped in magical wards and alarms that detect and
deter potential thieves. However, it is well known that
Customer Service: Nix handles customer inquiries Zaelith is friends with a powerful drow, his mother, and
and assists with poison crafting, ensuring that each anyone who tries to rob or cause trouble in the shop will
customer receives personalized service. face the vengeance of an assassin drow squad. Zaelith
Quality Assurance: Every product is meticulously will attempt to handle any threats on his own first,
crafted and tested to guarantee its effectiveness and contacting his mother only as a last resort. This
potency. formidable reputation ensures that both the items and
Quests the staff are well-protected, maintaining the shop’s
reputation as a secure and trustworthy establishment
Completing a quest grants the adventurers a 10% for all its patrons.
discount on future purchases.

12
Orb of Venom
Wondrous Item, Rare (requires attunement)

This small, dark green orb is intricately carved with


serpentine designs and floats around your weapon
when activated.
While attuned to this item, you can use a bonus action
to apply a dose of poison to a weapon you are holding.
The orb consumes one dose of poison from your
inventory and applies it automatically.
The orb can store up to 3 doses of poison. As an
action, you can transfer poison into the orb from a vial
or other container. The stored poison remains potent
indefinitely while in the orb.
Venomous Dagger
Weapon (dagger), Rare (requires attunement)

This intricately designed dagger is adorned with


serpentine motifs and faintly glows with a dark green
hue. It comes with a matching sheath that enhances its
lethality with stored poison.
You gain a +1 bonus to attack and damage rolls made
with this magic weapon.
Venomous Sheath: As an action, you can place a dose
of poison into the sheath. The dagger will automatically
apply the poison to the next 2 attacks (with a single
dose). The poison retains its potency for these 2 attacks
or until 24 hours has passed, whichever comes first.

Items for Sale or Craft Items for Sale or Craft


Experience Points Level Proficiency Bonus Name Type Cost
Assassin’s Kiss Injury 3000 gp Venom of the Serpent’s Fang Injury 100 gp
Black Lotus Extract Injury 4000 gp Venom of the Shadow Viper Injury 600 gp
Breath of the Archdemon Inhaled 1800 gp Venom of Weakness Injury 500 gp
Breath of the Basilisk Inhaled 300 gp Widow’s Tear Contact 200 gp
Breath of the Dracolich Inhaled 800 gp Assassin’s Blood (DMG) Ingested 150 gp
Chicken Venom Ingested 1000 gp Burnt Othur Fumes (DMG) Inhaled 500 gp
Cursebinder’s Draught Ingested 1500 gp Crawler Mucus (DMG) Contact 200 gp
Draught of Eternal Slumber Ingested 1500 gp Drow Poison (DMG) Injury 200 gp
Draught of Madness Injury 400 gp Essence of Ether (DMG) Inhaled 300 gp
Elixir of Petrification Ingested 1000 gp Malice (DMG) Inhaled 250 gp
Elixir of Slumber Ingested 250 gp Midnight Tears (DMG) Ingested 1,500 gp
Heartstopper Injury 1200 gp Oil of Taggit (DMG) Contact 400 gp
Mindfire Inhaled 700 gp Pale Tincture (DMG) Ingested 250 gp
Necrotic Venom Injury 450 gp Purple Worm Poison (DMG) Injury 2,000 gp
Powder of Blinding Light Contact 200 gp Serpent Venom (DMG) Injury 200 gp
Powder of Delirium Contact 900 gp Torpor (DMG) Ingested 600 gp
Powder of Eternal Night Contact 2000 gp Truth Serum (DMG) Ingested 150 gp
Soulrot Injury 2400 gp Wyvern Poison (DMG) Injury 1,200 gp
Tortoise Toxin Injury 1400 gp Orb of Venom Rare 3000 gp
Undead’s Bane Injury 2000 gp Venomous Dagger Rare 4000 gp
Venom of the Death Widow Injury 350 gp

13
The Wandering Ink Custom Orders: For those looking for a Spellwrought
tattoo, players can request one by imbuing Marcus’s
The Wandering Ink is a colorful and eclectic wagon that instruments with a spell they know. This unique process
travels from town to town, offering magical tattoos to allows Marcus to capture the essence of the spell,
those daring enough to embrace the mystical art. The creating a tattoo that holds its magical power.
wagon is a marvel to behold, adorned with vibrant
paintings and intricate designs that captivate the Shopkeeper Finances
attention of adventurers and magic enthusiasts alike. It
Gold on Hand: Marcus typically has 300 gold pieces
stands out with its ornate wooden carvings and mystical
available for transactions.
symbols etched into its frame. The entrance features an
Purchasing Policy: He will buy special inks and spell
inviting set of steps leading to a small platform where
scrolls from the party at 50% of their value. If the
Marcus Greystone, the master tattoo artist, works
players complete a quest for him, he will buy at 90% of
diligently.
their value and offer a free uncommon tattoo.
Inside, the atmosphere is filled with the scent of
incense and the soft hum of magical energy. Shelves Security
lined with colorful vials, rare reagents, and mystical
ingredients create a vibrant and inviting environment. Marcus utilizes enchanted tattoos inscribed on thick
The walls are adorned with samples of various tattoos, parchment, which can be activated to cast spells like
each glowing softly with arcane energy, hinting at the Hold Person and other defensive spells. These magical
power they hold. tattoos serve as powerful deterrents, ready to be
triggered in times of need.
NPCs Adding to the robust security is Whiskers, Marcus’s
loyal companion. Whiskers, in his feline form or
Marcus Greystone (Tattoo Artist): A skilled and wise
transformed state as a Saber-Toothed Tiger, provides
human around 60 years old who runs the wagon.
constant protection, ensuring that any threat is swiftly
Marcus is renowned for his artistry and deep knowledge
dealt with.
of arcane symbols. His tattoos are celebrated for their
beauty and power. Marcus is deeply dedicated to his Quests
craft, but his obsession with achieving the perfect
design sometimes leads to neglect of his well-being. Successfully lifting the curse not only saves Marcus and
Whiskers (Bodyguard): An intelligent orange cat who his wagon but also grants the adventurers a unique and
can transform into a powerful creature to protect powerful (uncommon) tattoo as a reward.
Marcus and the wagon. Whiskers can transform into a Cursed Tattoo: Marcus Greystone has recently
Saber-Toothed Tiger (MM, CR 2, p.336), providing both acquired a rare and powerful tattoo design that is said
fierce protection and an element of surprise. to be cursed. Despite his precautions, the curse has
begun to manifest, causing strange and dangerous
Location occurrences around the wagon. Marcus hires the
adventurers to investigate the origins of the curse and
General Location: This mobile shop can be found
find a way to lift it. The journey takes the adventurers to
traveling along well-trodden trade routes, setting up in
an ancient ruin where the original design was created,
town squares, at festivals, or near popular adventuring
leading them through treacherous traps, fierce
sites.
guardians, and dark magic.
Forgotten Realms Location: In the Forgotten Realms,
The Rival’s Sabotage: A rival tattooist, jealous of
The Wandering Ink is known to frequent the roads
Marcus’s reputation, has been sabotaging his supply
between Neverwinter and Baldur’s Gate, often stopping
lines, causing the disappearance of crucial ingredients
in smaller towns and villages to offer their services.
for his magical inks. The adventurers are tasked with
How the Shop Works uncovering the rival’s plot and stopping further
disruptions. This mission takes them into the heart of
The Wandering Ink operates with a focus on quality and the rival’s operations, where they must gather evidence,
precision, ensuring that every tattoo meets the highest confront the saboteur, and secure the safe return of the
standards. Here is an overview of how the shop works: stolen supplies.
Design Consultation: Marcus consults with each
customer to design a tattoo that meets their needs and
desires. This process involves selecting the right
symbols and enchantments to create a unique and
powerful tattoo.
Tattooing Process: The tattooing process is
meticulous and infused with magic. Marcus uses
enchanted needles and inks, ensuring that each tattoo is
both beautiful and functional.

14
Items for Sale
Name Type Rarity Value
Illuminator’s Tattoo (TCOE) Wondrous Item Common 50 gp
Masquerade Tattoo (TCOE) Wondrous Item Common 100 gp
Spellwrought Tattoo (1st level) (TCOE) Wondrous Item Common 100 gp
Spellwrought Tattoo (cantrip) (TCOE) Wondrous Item Common 50 gp
Resilience Tattoo Wondrous Item Common 60 gp
Stamina Tattoo Wondrous Item Common 100 gp
Stealth Tattoo Wondrous Item Common 70 gp
Strength Tattoo Wondrous Item Common 90 gp
Healer Tattoo Wondrous Item Common 80 gp
Vigilance Tattoo Wondrous Item Common 60 gp
Barrier Tattoo, Uncommon (TCOE) Wondrous Item Uncommon 300 gp
Coiling Grasp Tattoo (TCOE) Wondrous Item Uncommon 500 gp
Eldritch Claw Tattoo (TCOE) Wondrous Item Uncommon 500 gp
Spellwrought Tattoo (2nd level) (TCOE) Wondrous Item Uncommon 200 gp
Spellwrought Tattoo (3rd level) (TCOE) Wondrous Item Uncommon 400 gp
Arcane Scribe Tattoo Wondrous Item Uncommon 200 gp
Beastmaster Tattoo Wondrous Item Uncommon 300 gp

15
Items for Sale
Name Type Rarity Value
Binding Chains Tattoo Wondrous Item Uncommon 500 gp
Camouflage Tattoo Wondrous Item Uncommon 300 gp
Iron Grip Tattoo Wondrous Item Uncommon 350 gp
Ironclad Tattoo Wondrous Item Uncommon 400 gp
Mind Shield Tattoo Wondrous Item Uncommon 450 gp
Nightwalker Tattoo Wondrous Item Uncommon 200 gp
Telepathic Message Tattoo Wondrous Item Uncommon 150 gp
Waterborne Tattoo Wondrous Item Uncommon 500 gp
Barrier Tattoo, Rare (TCOE) Wondrous Item Rare 2,500 gp
Shadowfell Brand Tattoo (TCOE) Wondrous Item Rare 1,500 gp
Spellwrought Tattoo (4th level) (TCOE) Wondrous Item Rare 1,000 gp
Spellwrought Tattoo (5th level) (TCOE) Wondrous Item Rare 2,000 gp
Dragon’s Might Tattoo Wondrous Item Rare 2,000 gp
Fey Step Tattoo Wondrous Item Rare 2,600 gp
Firebrand Tattoo Wondrous Item Rare 1,500 gp
Fleetfoot Tattoo Wondrous Item Rare 900 gp
Regenerating Body Tattoo Wondrous Item Rare 2,500 gp
Retaliating Strike Tattoo Wondrous Item Rare 1,500 gp
Shapeshifter Tattoo Wondrous Item Rare 2,000 gp
Third Eye Tattoo Wondrous Item Rare 4,500 gp
True Compass Tattoo Wondrous Item Rare 3,500 gp
Absorbing Tattoo (TCOE) Wondrous Item Very Rare 5,000 gp
Barrier Tattoo, Very Rare (TCOE) Wondrous Item Very Rare 6,000 gp
Ghost Step Tattoo (TCOE) Wondrous Item Very Rare 6,000 gp
Lifewell Tattoo (TCOE) Wondrous Item Very Rare 7,500 gp
Arcane Cipher Tattoo Wondrous Item Very Rare 3,500 gp
Arcane Mastery Tattoo Wondrous Item Very Rare 6,000 gp
Armor Breaker Tattoo Wondrous Item Very Rare 8,000 gp
Celestial Guardian Tattoo Wondrous Item Very Rare 23,500 gp
Eternal Warrior Tattoo Wondrous Item Very Rare 13,000 gp
Fey Charm Tattoo Wondrous Item Very Rare 18,500 gp
Ghostwalker Tattoo Wondrous Item Very Rare 5,000 gp
Infernal Pact Tattoo Wondrous Item Very Rare 8,500 gp
Shadow Veil Tattoo Wondrous Item Very Rare 32,500 gp
Unyielding Sentinel Tattoo Wondrous Item Very Rare 35,500 gp
War Champion Tattoo Wondrous Item Very Rare 40,000 gp
Divine Champion Tattoo Wondrous Item Legendary 65,000 gp
Storm Bringer Tattoo Wondrous Item Legendary 55,000 gp
Blood Fury Tattoo (TCOE) Wondrous Item Legendary 45,000 gp

16
Skybound Emporium the highest quality and most potent magical properties.
Customers can browse the shelves for a variety of
The Skybound Emporium is a magical shop that floats magical goods, and special requests can be made for
serenely in the sky, suspended by enchanted chains and unique items or custom enchantments.
glowing runes. The Emporium is a marvel of magical Consultation and Custom Orders: Grizzle provides
engineering, its structure held aloft by powerful personalized consultations to help customers find the
enchantments. This whimsical structure features ornate perfect magical item. For custom orders, players can
architecture with glowing windows and a variety of request specific enchantments or items. Grizzle
magical items on display. The shop is accessible by requires time and special materials, which players can
magical bridges. The air is filled with the hum of arcane either gather or purchase. The process for crafting
energy and the scent of exotic herbs. Adventurers, custom items includes:
wizards, and curious travelers are drawn to this
mystical place, eager to explore its wonders. Common: 3 days
Uncommon: 1 week
NPCs Rare: 1 month
Grizzle Gearspark (Bugbear Artificer): The master Very Rare: 3 months
shopkeeper of the Skybound Emporium. Grizzle is a Quality Assurance: Every item sold at the Skybound
burly bugbear with an unexpected knack for delicate Emporium is guaranteed to be of the highest quality.
and intricate magical craftsmanship. His gruff exterior
Grizzle uses only the finest materials and employs
hides a keen intellect and a deep passion for creating
rigorous testing to ensure each item’s functionality and
and collecting rare magical items. Grizzle’s bond is with
potency.
his craft, always striving to perfect his creations. His
flaw is his quick temper when his work is disrespected. Shopkeeper’s Finances
His ideal is innovation, always pushing the boundaries
of magical artifice. Gold on Hand: Grizzle Gearspark manages the shop’s
Thalor Stormcaller (Security): A formidable tiefling finances meticulously. He has a total of 5000 gold
sorcerer who ensures the safety of the shop and its pieces available for transactions.
patrons. Thalor is known for his quick reflexes and Purchasing Policy: Grizzle will buy any item from the
mastery of defensive magic. Thalor is deeply loyal to party at 50% of their value. If the players complete a
Grizzle, having been saved by him in the past. His flaw quest for him, he will buy at 80% of their value. Grizzle
is his suspicion of strangers, often expecting the worst. always buy at their full price any mechanical goods.
His ideal is protection, ensuring the safety of those he Security
cares about.
Mira Glitterwing (Assistant): A bubbly and The Skybound Emporium employs multiple layers of
enthusiastic fairy who helps with the daily operations. security to ensure the safety of its valuable inventory
Mira’s knowledge of rare and exotic items is and patrons. At the forefront is Thalor Stormcaller, the
unmatched, and her cheerful presence brightens the formidable tiefling sorcerer whose mastery of defensive
atmosphere. Mira is bonded to her sense of adventure, magic keeps the shop well-guarded. His quick reflexes
always eager to explore new things. She is occasionally and arcane expertise make him a formidable guardian
reckless, jumping into situations without thinking. She against any threat.
is very curious, believing that exploration leads to In addition to Thalor’s vigilant protection, the shop is
growth. surrounded by powerful magical wards that form an
invisible barrier, deterring intruders and alerting Thalor
Location and nearby guards of any disturbances. These wards
General Location: The Skybound Emporium can be are designed to immobilize potential thieves and dispel
found floating above major cities or near mystical any harmful spells cast upon the emporium.
landmarks, often hovering in areas with high magical To enhance aerial security, the Skybound Emporium
activity. employs a squadron of enchanted, flying constructs
Forgotten Realms Location: In the Forgotten Realms, resembling giant eagles. These constructs patrol the
The Skybound Emporium is known to drift above the skies around the shop, ensuring no airborne threats can
city of Silverymoon, a place renowned for its magical approach unnoticed. They are programmed to alert
heritage and scholarly pursuits. Thalor of any suspicious activity and can engage
intruders if necessary.
How the Shop Works
The Skybound Emporium specializes in magical wands,
rods, wondrous items, spell scrolls, feywild relics, and
mechanical contraptions. Each item is carefully selected
and curated or crafted by Grizzle Gearspark, ensuring

17
The Secret Engine Theft: Rumors have reached
Quests Grizzle Gearspark’s ears that a notorious group of
Completing a quest grants the adventurers a 20% thieves is plotting to steal the secrets behind the arcane
discount on future purchases. engine that keeps the Skybound Emporium afloat.
The Missing Runesmith: The enchanted chains and Grizzle hires the adventurers to safeguard the engine
runes that keep the Skybound Emporium afloat require and thwart the thieves. The adventurers must identify
regular maintenance by a specialized runesmith. the infiltrators, protect the engine, and uncover the
Recently, the runesmith has gone missing, and the mastermind behind the plot. Successfully defending the
stability of the emporium is at risk. Thalor Stormcaller engine will earn the adventurers a rare and mechanical
tasks the adventurers with finding the runesmith and eagle crafted by Grizzle himself. The party could use the
ensuring the safety of the emporium. The search leads eagle as a pet, familiar or mount.
the adventurers through treacherous paths and hidden The Skyward Creatures: Grizzle Gearspark has
lairs where they must rescue the runesmith from noticed a series of mysterious and dangerous floating
elemental creatures and cunning traps. Successfully creatures near the Skybound Emporium, causing fear
returning the runesmith ensures the emporium’s among the patrons and staff. He hires the adventurers
continued operation and earns the adventurers a to investigate the source of these creatures and protect
significant reward. the emporium. The adventurers must uncover clues and
face off against the creatures. Their journey leads them
to discover a wizard conducting forbidden experiments.
Mechanical Eagle Successfully stopping the wizard and his creations will
Large beast, neutral good reward the adventurers with unique magical items and
the gratitude of the Skybound Emporium’s staff and
Armor Class 14 patrons.
Hit Points 28 (4d10 + 6)
Speed 10 ft., fly 80 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 13 (+1) 8 (-1) 14 (+2) 8 (-1)

Skills Perception +4
Senses passive Perception 14
Languages understands Common and Auran but can’t speak
them
Challenge 1 (200 XP)

Keen Sight. The eagle has advantage on Wisdom (Perception)


checks that rely on sight.
Actions
Multiattack. The eagle makes two attacks: one with its beak
and one with its talons.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 7 (1d6 + 4) piercing damage.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 11 (2d6 + 4) slashing damage.

18
Items for Sale or Craft
Name Type Rarity Price
Coin of Luck Wondrous Item Common 100 gp
Feather of Falling Wondrous Item Common 50 gp
Mirror of Beauty Wondrous Item Common 150 gp
Pebble of Soothing Wondrous Item Common 50 gp
Spectacles of Reading Wondrous Item Common 200 gp
Spoon of Flavor Wondrous Item Common 50 gp
Immovable Rod (DMG) Rod Uncommon 2,500 gp
Ring of Jumping (DMG) Ring Uncommon 300 gp
Ring of Warmth (DMG) Ring Uncommon 1,000 gp
Wand of Magic Detection (DMG) Wand Uncommon 500 gp
Wand of Magic Missiles (DMG) Wand Uncommon 1,500 gp
Driftglobe (DMG) Wondrous Item Uncommon 500 gp
Gloves of Thievery (DMG) Wondrous Item Uncommon 300 gp
Instrument of the Bard (Mac-Fuirmidh Cittern) (DMG) Wondrous Item Uncommon 2,500 gp
Rod of the Pact Keeper +1 (DMG) Rod Uncommon 2,500 gp
Sending Stones (DMG) Wondrous Item Uncommon 500 gp
Amulet of the Guardian Wondrous Item Uncommon 300 gp
Cap of the Enchanted Performer Wondrous Item Uncommon 600 gp
Lantern of Guiding Light Wondrous Item Uncommon 800 gp
Whispering Stone Wondrous Item Uncommon 400 gp
Ring of the Swift Ring Uncommon 600 gp
Gauntlets of Thunder Wondrous Item Uncommon 600 gp
Gauntlets of the Stonecrusher Wondrous Item Uncommon 1,200 gp
Mask of the Wild Wondrous Item Uncommon 600 gp
Pendant of Elemental Affinity Wondrous Item Uncommon 300 gp
Ring of Animal Influence (DMG) Ring Rare 600 gp
Ring of Feather Falling (DMG) Ring Rare 400 gp
Ring of Protection (DMG) Ring Rare 2,000 gp
Rod of Rulership (DMG) Rod Rare 5,000 gp
Figurine of Wondrous Power (Ivory Goats) (DMG) Wondrous Item Rare 2,000 gp
Tentacle Rod (DMG) Rod Rare 1,500 gp
Helm of Mind Warding Wondrous Item Rare 1,800 gp
Helm of the Celestial Guardian Wondrous Item Rare 2,200 gp
Amulet of the Void Wondrous Item Rare 1,200 gp
Bracers of the Storm Wondrous Item Rare 2,500 gp
Boots of the Earth Strider Wondrous Item Rare 3,500 gp
Ring of Arcane Might Ring Rare 1,500 gp
Ring of Elemental Mastery Ring Rare 2,000 gp
Rod of Temporal Shift Rod Very Rare 8,000 gp
Wand of Polymorph (DMG) Wand Very Rare 8,000 gp
Scepter of the Storm King Rod Very Rare 10,000 gp
Helm of the Dragon King Wondrous Item Very Rare 10,000 gp
Bracers of the Archmage Wondrous Item Very Rare 15,000 gp
Cloak of the Archmage Wondrous Item Very Rare 17,000 gp
Ring of Regeneration (DMG) Ring Very Rare 10,000 gp
Wand of the War Mage +3 (DMG) Wand Very Rare 25,000 gp
Gauntlets of Titan’s Strength Wondrous Item Legendary 35,000 gp

19
Alchemist’s Haven Forgotten Realms Location: In the Forgotten Realms,
The Alchemist’s Haven is located in the city of Baldur’s
The Alchemist’s Haven is a quaint and aromatic shop Gate, known for its diverse population and active trade
that stands out even before you step inside. The exterior routes.
is adorned with vibrant, hanging plants and mystical
symbols etched into the wooden doorframe, hinting at How the Shop Works
the magical wonders within. The windows display an
The Alchemist’s Haven operates with a focus on quality
array of colorful vials and exotic herbs, inviting
and precision, ensuring that every potion and elixir
passersby to peer inside.
meets the highest standards. Here is an overview of
Upon entering, visitors are greeted by a delightful
how the shop works:
blend of scents, from fragrant flowers to the tang of rare
Ingredient Sourcing: Arieth and Liora work with
alchemical ingredients. The interior is a tapestry of
Ragnar Ironfist to source rare and exotic ingredients,
colors and textures, with shelves meticulously arranged
sometimes requiring adventurers to gather specific
to showcase a vast collection of vials, jars, and pouches.
items.
Each shelf holds a myriad of rare reagents, mystical
Potion Crafting: Arieth can help players craft potions.
ingredients, and alchemical tools, all carefully labeled
This process requires time, money, and specific
and organized.
ingredients, which can be sourced by the players or
The atmosphere inside the shop is both vibrant and
purchased at the shop. Players can place orders for
inviting, with the gentle hum of bubbling potions
potions:
providing a soothing background noise.
The Alchemist’s Haven offers its services to a diverse Common: 1 day
clientele, including adventurers seeking enhancement Uncommon: 3 days
potions, healers in need of rare ingredients, and those Rare: 1 week
looking for mystical remedies to cure various ailments. Very Rare: 3 weeks
The shop’s warm and welcoming environment,
combined with the alchemists’ extensive knowledge and Customer Service: Liora handles customer inquiries
skill, ensures that every visitor leaves with exactly what and assists with potion brewing, ensuring that each
they need, be it a powerful elixir or a simple healing customer receives personalized service.
salve. Quality Assurance: Every product is meticulously
crafted and tested to guarantee its effectiveness and
NPCs safety.
Arieth Moonwater (Master Alchemist): A
knowledgeable and serene winter eladrin with a deep
blue complexion who runs the shop. Arieth is
passionate about his craft and always eager to discuss
the properties of his latest concoctions. He values
knowledge and precision above all else and often losing
track of time in his experiments. Arieth is fiercely
protective of his shop and employees, considering them
his family.
Liora Holimion (Assistant): A diligent and skilled half-
elf who assists Arieth with potion brewing and customer
service. Liora is known for her precision and expertise
in creating powerful elixirs. She believes in helping
those in need and is always looking for ways to improve
her skills. Liora is deeply loyal to Arieth, who took her in
when she had nowhere else to go.
Ragnar Ironfist (Supplier): A burly dwarf who
supplies the shop with rare ingredients and exotic
herbs. Ragnar is a seasoned adventurer with many tales
to tell.

Location
General Location: This shop is commonly found in
bustling cities, thriving towns, or near academies of
magic, where there is a high demand for alchemical
supplies and potions.

20
Quests Shopkeeper Finances
Completing a quest grants the adventurers a 20% Gold on Hand: The shopkeeper has 3,000 gold pieces
discount on future purchases. available for transactions.
Lost Supplier: Arieth Moonwater is troubled because Purchasing Policy: Arieth can buy potions and
his regular supplier of rare herbs has gone missing. He alchemical ingredients from the party at 60% of their
hires the adventurers to investigate the disappearance value, increasing to 90% if they complete a quest for
and find the supplier. The search leads the adventurers him.
through dense forests and perilous mountains, facing Security
off against wild beasts and uncovering a plot by rival
alchemists to disrupt Arieth’s business. Successfully The Alchemist’s Haven employs robust security
finding and rescuing the supplier not only ensures a measures to safeguard its valuable inventory. The shop
steady supply of rare ingredients but also rewards the is enveloped in potent magical wards that detect and
adventurers with unique potions and the gratitude of deter potential thieves. These wards are intricately
Arieth. designed to react to unauthorized access attempts,
Poison in the Water: A series of mysterious creating a formidable barrier against intrusions.
poisonings have struck the local populace, and Arieth Additionally, the shop is enchanted with spells that alert
Moonwater suspects that someone is tampering with nearby guards in case of any disturbances or break-ins.
the city’s water supply. He hires the adventurers to This dual-layered protection ensures that both the items
investigate the source of the poison and put an end to and the staff are well-protected, maintaining the shop’s
the threat. The investigation leads the adventurers to an reputation as a secure and trustworthy establishment
underground network of tunnels where a rogue for all its patrons.
alchemist is conducting dangerous experiments. The
adventurers must navigate traps, face off against the
rogue’s minions, and ultimately confront the rogue
alchemist to stop the poisonings. Successfully resolving
the crisis rewards the adventurers with rare alchemical
items and the gratitude of the city’s inhabitants.

21
Potions for Sale or Craft
Name Type Rarity Price
Potion of Climbing (DMG) Potion Common 25 gp
Potion of Healing (DMG) Potion Common 50 gp
Potion of Clarity Potion Common 20 gp
Potion of Feather Step Potion Common 30 gp
Potion of Minor Fortitude Potion Common 25 gp
Potion of Swimming Potion Common 50 gp
Oil of Slipperiness (DMG) Potion Uncommon 200 gp
Philter of Love (DMG) Potion Uncommon 300 gp
Potion of Animal Friendship (DMG) Potion Uncommon 50 gp
Potion of Water Breathing (DMG) Potion Uncommon 50 gp
Potion of Fire Breath (DMG) Potion Uncommon 100 gp
Lesser Potion of Mana Potion Uncommon 120 gp
Liquid Shadow Potion Uncommon 150 gp
Pixie’s Dust Potion Uncommon 180 gp
Potion of Cat’s Grace Potion Uncommon 150 gp
Potion of Elemental Adaptation Potion Uncommon 120 gp
Potion of Keen Senses Potion Uncommon 130 gp
Potion of Lesser Regeneration Potion Uncommon 170 gp
Potion of Rooted Strength Potion Uncommon 140 gp
Potion of Diminution (DMG) Potion Rare 50 gp
Potion of Gaseous Form (DMG) Potion Rare 200 gp
Potion of Fire Giant Strength (DMG) Potion Rare 400 gp
Potion of Superior Healing (DMG) Potion Rare 300 gp
Potion of Heroism (DMG) Potion Rare 200 gp
Potion of Celestial Radiance Potion Rare 350 gp
Potion of Elemental Transformation Potion Rare 300 gp
Potion of Fey Step Potion Rare 300 gp
Potion of Mind Blank Potion Rare 500 gp
Potion of Prismatic Defense Potion Rare 450 gp
Potion of Shadow Form Potion Rare 400 gp
Potion of Undying Potion Rare 600 gp
Oil of Demon’s Bane Potion Rare 500 gp
Owlbear Essence Potion Rare 400 gp
Oil of Sharpness (DMG) Potion Very Rare 500 gp
Potion of Flying (DMG) Potion Very Rare 200 gp
Potion of Cloud Giant Strength (DMG) Potion Very Rare 600 gp
Potion of Supreme Healing (DMG) Potion Very Rare 600 gp
Potion of Invisibility (DMG) Potion Very Rare 200 gp
Potion of Arcane Overload Potion Very Rare 800 gp
Potion of Arcane Shielding Potion Very Rare 700 gp
Potion of Elemental Convergence Potion Very Rare 1,100 gp
Potion of Fiendish Resilience Potion Very Rare 1,200 gp
Potion of Phoenix Fire Potion Very Rare 1,300 gp
Potion of Primal Bond Potion Very Rare 1,200 gp
Potion of Primal Fury Potion Very Rare 1,300 gp
Potion of Superior Regeneration Potion Very Rare 1,500 gp
Potion of Temporal Displacement Potion Very Rare 1,800 gp
Potion of Timeless Body Potion Very Rare 1,700 gp
Potion of Cosmic Insight Potion Legendary 3,000 gp
Elixir of the Gods Potion Legendary 5,000 gp

22
The Festival of Wonders Opening Ceremony: The bazaar begins with an
opening ceremony, featuring performances by street
The Festival of Wonders is a grand and bustling magicians, bards, and dancers, setting the festive tone
marketplace that occurs once per year, drawing for the event.
merchants and traders from all corners of the world. Stalls and Booths: Merchants from all over the world
This vibrant event is filled with a dizzying array of stalls set up stalls and booths, offering a wide variety of goods,
and booths, each offering unique and rare items, exotic including magical items, exotic spices, enchanted
goods, and wondrous items. The air is filled with the weapons, and more.
sounds of haggling, the scents of exotic spices, and the Entertainment and Performances: Throughout the
hum of magical energy. Adventurers and collectors alike event, performers entertain the crowd with music,
flock to the bazaar, eager to find treasures and make magic shows, and contests of skill. These performances
deals. add to the vibrant atmosphere and draw more visitors.
Importance of the Annual Event Competitions and Contests: Various competitions
and contests are held, with valuable prizes for the
The Festival of Wonders is not only a place for trade but winners. These can include magical duels, archery
also a significant social and cultural event. It draws contests, and alchemical challenges.
participants from all walks of life, fostering connections Security Measures: Darius Ironclad and his team of
and alliances. It’s an opportunity for merchants to guards patrol the market continuously, ensuring order
showcase their best goods, for adventurers to find rare and safety. Magical wards and alarms are in place, and
items, and for everyone to enjoy the spectacle. The high-value items are protected by anti-magic fields and
bazaar boosts the local economy and adds to the city’s enchanted barriers.
reputation as a hub of commerce and magic. Its success
is crucial for maintaining the flow of rare goods and Shops Present in the Event
magical items in the region, and it plays a vital role in The Enchanted Market features a wide array of shops
the social and economic fabric of the area. and stalls, including:
NPCs Potion Brewers: Selling potions and poisons.
Weapon Smiths: Offering enchanted weapons and
Sirina Goldleaf (Organizer): Sirina is a shrewd and armor.
charismatic elf who coordinates the bazaar. She has Herbalists: Providing rare herbs, spices, and
long golden hair, piercing blue eyes, and an air of alchemical ingredients.
elegance. Sirina ensures that everything runs smoothly Jewelers: Displaying magical rings, amulets, and
and that the best merchants and traders are present. other enchanted jewelry.
She sees the festival as a testament to the world’s Scroll Scribes: Selling spell scrolls and ancient tomes
diversity and magic. Her ideal is harmony, striving to of knowledge.
create an event where all can prosper. Beast Handlers: Showcasing exotic and magical
Darius Ironclad (Security Chief): Darius is a grizzled creatures for sale or trade.
dwarf veteran with a thick beard and a no-nonsense Ancient Dealers: Specializing in rare and ancient
attitude. He oversees the security of the event with a tomes and trinkets from lost civilizations.
team of vigilant guards. Darius is fiercely loyal to Sirina Various Sellers: The festival will be crowded with
and the bazaar, viewing it as his duty to protect every kind of vendors such as painters, cartographers,
everyone within it. His ideal is duty, believing that a safe toymakers, musicians, tailors, glassblowers and many
and secure market is the foundation of its success. more.
Talia Windwalker (Master Merchant): Talia is a
renowned human trader known for her exotic wares Location
and sharp bargaining skills. She has dark hair, green General Location: The Festival of Wonders can be set
eyes, and a warm smile that hides a cunning mind. up in any large city, such as the capital, vast open field,
Talia’s stall is always one of the most popular at the or near significant landmarks that can accommodate
bazaar. Her bond is with her trade, seeing it as a way to the massive influx of merchants and visitors. It requires
connect with people from all over the world. Her flaw is a spacious and secure area to host the numerous stalls,
her greed, often driving her to push for the best deal. performances, and participants.
Her ideal is opportunity, believing that every interaction Forgotten Realms Location: In the Forgotten Realms,
is a chance for something greater. The Festival of Wonders is held near the city of
How the Event Works Waterdeep, taking advantage of its central location and
bustling trade routes to draw in a diverse array of
The Enchanted Market operates as a vibrant, bustling participants. The market is often set up in the Fields of
hub where trade and entertainment merge. Here is an Triumph, a large open space that provides ample room
overview of how the event works: for the event’s sprawling layout and activities.

23
a hand
the baz

What Could Happen Quests


Magical Mishaps: Spells going awry, causing minor The Missing Merchant: During the Festival of
chaos that needs to be resolved. Wonders, one of the most renowned merchants, known
Bargain Hunts: Hidden treasures that can be found for his rare and powerful items, has gone missing.
through keen observation and negotiation. Sirina Goldleaf hires the adventurers to find the
Competitions: Contests of skill and magic with merchant and uncover the mystery behind his
valuable prizes. disappearance. The investigation leads the adventurers
Rivalries: Merchant feuds that could involve the through a maze of clues, involving rival traders, secret
adventurers in solving disputes or uncovering sabotage. deals, and a hidden plot to disrupt the bazaar. Along the
Theft: Pickpockets and thieves looking to take way, they encounter various challenges and must use
advantage of the bustling crowds. their wits and bravery to find the merchant and ensure
the market’s success. Successfully solving the mystery
Security rewards the adventurers with unique items and the
The Festival of Wonders employs a comprehensive gratitude of the bazaar’s organizers and merchants.
security system to ensure the safety of its patrons and The Cursed Relic: A cursed relic has been
the protection of valuable goods. Darius Ironclad leads a accidentally sold to an unsuspecting buyer, causing
team of elite guards, each highly trained in combat and chaos at the bazaar. Talia Windwalker, recognizing the
vigilance. Magical wards and alarms are woven into the item’s true nature, seeks out the adventurers to retrieve
fabric of the marketplace, designed to detect and deter the relic before it can cause more harm. The quest
any form of theft or sabotage. During the event, involves tracking down the buyer, who has unwittingly
additional measures include anti-magic fields around unleashed the curse, and finding a way to safely contain
high-value stalls and enchanted barriers that can be or destroy the relic. This adventure requires the
activated to contain disturbances. The presence of adventurers to use their skills in negotiation, combat,
powerful enforcers adds an additional layer of security, and arcane knowledge. Success will not only earn them
making the market a safe haven for all participants.

24
The Shadow Forge
The Shadow Forge is an imposing and mysterious where weapons and armor of unparalleled quality are
forge, nestled deep within a cavernous realm that forged. The air here is thick with the smell of molten
exudes an ancient and otherworldly power. As you metal, and the faint, almost musical sound of distant
approach, the sheer scale of the forge becomes hammering can be heard, adding to the forge’s haunting
apparent, with towering structures carved intricately ambiance.
with swirling, shadowy patterns. These designs seem to The entire forge is enveloped in a perpetual twilight,
move and shift, giving the impression that shadows are with shadows that seem to have a life of their own. The
constantly in motion, enhancing the eerie atmosphere of interplay of light and shadow creates a dramatic and
the place. intense atmosphere, where the glow of the fires
The forge is situated in a vast cavern, where jagged contrasts sharply with the surrounding darkness. The
rock formations rise high and are shrouded in a haunting beauty of the forge is undeniable, with its
perpetual mist. The surrounding landscape is dark and intricate designs and flickering lights creating a sense of
foreboding, with an ever-present sense of ancient power wonder and intimidation.
hanging in the air. At the heart of this cavern stands the The Shadow Forge is not just a place for crafting; it is
central forge, a large, ornate structure that serves as the a testament to the melding of darkness and fire
main furnace. It glows with an intense, otherworldly
light, casting flickering shadows that dance across the
NPCs
cavern walls. The furnace itself is a masterpiece of Vasha Kerymdur (Forge Master): A brooding and
design, with spirals and curves that resemble tendrils of skilled shadar-kai who runs the forge. Vasha is an
darkness reaching out. expert in shadow magic and forging dark weapons. She
Scattered around the central furnace are various values strength and cunning above all else and often
anvils and workstations, each one illuminated by small, loses herself in the art of crafting. Vasha is fiercely
contained fires that cast a warm yet dim light. These protective of her shop and considers her creations her
stations are the heart of the crafting process, greatest legacy.

25
Kiernan Shadowson (Apprentice): A nimble and quiet alliance is crucial for the forge’s future and asks the
shadar-kai who assists Vasha with forging and customer adventurers to mediate and uncover the true culprit
service. Kiernan is known for his precision and behind the sabotage. The adventurers must navigate
expertise in creating stealth-enhancing gear. He tense negotiations, reveal the instigator, and mend the
believes in the power of the shadows and is always broken relationship. Successfully restoring the alliance
looking for ways to enhance his skills. Kiernan is deeply strengthens the forge’s position and rewards the
loyal to Vasha, who saved his life. adventurers with the craft of any weapon up to Very
Rare quality (or Rare, based on the party level).
Location
General Location: This shop is commonly found in
Shopkeeper Finances
secluded areas, hidden from plain sight, or in shadowy Gold on Hand: The shopkeeper has 3,000 gold pieces
corners of bustling cities where there is a high demand available for transactions.
for powerful and mysterious items. Purchasing Policy: Vasha can buy shadow-infused
Forgotten Realms Location: In the Forgotten Realms, items and materials from the Shadowfell, or similar
The Shadow Forge is located in the Shadowfell, if the places, from the party at their full price. She will also
party will never go to the Shadowfell, the forge can be buy any other weapons at 50% of their value, and up to
placed in any mountain or caves area. 75% if they complete a quest for her.

How the Shop Works Security


The Shadow Forge operates with a focus on secrecy The Shadow Forge is shrouded in formidable security
and precision, ensuring that every item meets the measures befitting its reputation and the value of its
highest standards of craftsmanship. creations. The entire forge is enveloped in ancient and
Item Crafting: Vasha can help players craft shadow- potent magical wards that respond to any unauthorized
infused items. This process requires time, money, and access attempts with swift retribution. These wards are
specific materials, which can be sourced by the players not just passive barriers but active defenses, capable of
or purchased at the shop. Players can place orders for ensnaring intruders in shadowy binds or summoning
items: ethereal guardians to repel them.
Beyond the wards, the forge itself is protected by
Common: 3 days powerful enchantments that obscure its precise
Uncommon: 1 week location, making it nearly impossible to find unless one
Rare: 4 week knows the secret paths and incantations. The
Very Rare: 10 weeks forgemasters and their assistants, adept in shadow
Legendary: 25 weeks magic, can manipulate the darkness to cloak themselves
and their work, becoming nearly invisible to prying eyes.
The Shadow Forge is not limited to shadow-infused
item, Vasha and Kiernan are able to craft most of
known weapons. However they are not open to work for
everyone, the party should prove their strenght first.

Quests
Completing a quest grants the adventurers a 20%
discount on future purchases.
Echoes of the Past: An ancient prophecy speaks of a
weapon forged in shadows that can only be created
once every century. The time has come, but the final
component, a Shadow Crystal, is missing. Vasha
Kerymdur hires the adventurers to find this elusive
crystal, rumored to be hidden in a forgotten temple in
the Shadowfell. The adventurers must navigate ancient
traps, battle shadowy guardians, and uncover the
secrets of the temple. Retrieving the Shadow Crystal
allows Vasha to complete the legendary weapon,
rewarding the adventurers with Shadowrend (p.xx).
Shattered Alliance: A longstanding alliance between
the Shadow Forge and a neighboring faction of shadar-
kai has been shattered due to a series of
misunderstandings and deliberate provocations by an
unknown third party. Vasha believes that restoring this

26
Items for Sale or Craft
Name Type Rarity Price
Armor of Gleaming (XGTE) Armor (medium or heavy) Common 50 gp
Moon-Touched Sword (XGTE) Weapon (any sword) Common 100 gp
Smoldering Armor (XGTE) Armor (any) Common 50 gp
Unbreakable Arrow (XGTE) Weapon (ammunition) Common 100 gp
Arcane Bow Weapon (longbow) Uncommon 300 gp
Thunderstrike Warhammer Weapon (warhammer) Uncommon 500 gp
Shadow Arrow Weapon (ammunition) Uncommon 150 gp
Javelin of Lightning (DMG) Weapon (Javelin) Uncommon 500 gp
Weapon +1 (DMG) Weapon (any) Uncommon 500 gp
Ammunition +1 (DMG) Weapon (ammunition) Uncommon 30 gp
Shield +1 (DMG) Armor (shield) Uncommon 1,000 gp
Sword of Vengeance (DMG) Weapon (any sword) Uncommon 300 gp
Arcane Rapier Weapon (rapier) Rare 1,200 gp
Bloodthirsty Axe Weapon (battleaxe) Rare 1,000 gp
Frostbite Hammer Weapon (warhammer) Rare 1,500 gp
Spectral Scimitar Weapon (scimitar) Rare 1,800 gp
Spellbreaker Armor (shield) Rare 2,500 gp
Shadowrend Weapon (greatsword) Rare 2,000 gp
Cloak of the Shadow Walker Wondrous item Rare 2,500 gp
Armor of Vulnerability (DMG) Armor (plate) Rare 3,000 gp
Arrow-Catching Shield (DMG) Armor (shield) Rare 3,000 gp
Berserker Axe (DMG) Weapon (any axe) Rare 400 gp
Dagger of Venom (DMG) Weapon (dagger) Rare 1,000 gp
Dragon Slayer (DMG) Weapon (any sword) Rare 3,000 gp
Elven Chain (DMG) Armor (chain shirt) Rare 5,000 gp
Flame Tongue (DMG) Weapon (any sword) Rare 5,000 gp
Mace of Disruption (DMG) Weapon (mace) Rare 2,000 gp
Mace of Terror (DMG) Weapon (mace) Rare 2,000 gp
Shield of Missile Attraction (DMG) Armor (shield) Rare 800 gp
Sun Blade (DMG) Weapon (longsword) Rare 10,000 gp
Sword of Life Stealing (DMG) Weapon (any sword) Rare 600 gp
Sword of Wounding (DMG) Weapon (any sword) Rare 1,500 gp
Vicious Weapon (DMG) Weapon (any) Rare 300 gp
Weapon +2 (DMG) Weapon (any) Rare 5,000 gp
Ammunition +2 (DMG) Weapon (ammunition) Rare 300 gp
Moon Sickle +2 (TCOE) Weapon (sickle) Rare 10,000 gp
Animated Shield (DMG) Armor (shield) Very Rare 6,000 gp
Arrow of Slaying (DMG) Weapon (arrow) Very Rare 300 gp
Dancing Sword (DMG) Weapon (any sword) Very Rare 3,000 gp
Demon Armor (DMG) Armor (plate) Very Rare 4,000 gp
Flameheart Chainmail Armor (chainmail) Very Rare 5,000 gp
Thunderstrike Bow Weapon (longbow) Very Rare 6,000 gp
Aegis of the Eternal Guardian Armor (shield) Very Rare 7,000 gp
Armor of the Abyssal Embrace Armor (breastplate) Very Rare 8,000 gp
Helm of the Dragon King Wondrous item Very Rare 10,000 gp
Wyrmslayer Greatsword Weapon (greatsword) Very Rare 15,000 gp
Shield of the Defender Armor (shield) Very Rare 15,000 gp
Cloak of the Shadow Lord Wondrous item Legendary 45,000 gp
Blade of the Eternal Flame Weapon (longsword) Legendary 60,000 gp

27
PART 2
How to create Shops
and Merchants

28
How to Run a Shop Complications and Plot Hooks
Add complications to the shopping experience to make
Creating and running a shop in a D&D campaign can
it more interesting. Items might be stolen, cursed, or
add a lot of depth and immersion to your game. Here
counterfeit. Shopkeepers might need help with a
are some tips and strategies for effectively incorporating
problem in exchange for a discount. These
shops and merchants into your sessions.
complications can lead to new adventures and plot
Setting the Scene hooks.
When describing a shop, paint a vivid picture of the Reoccurring Merchants
environment. Mention details like the layout, the items
The party could encounter a merchant or shop multiple
on display, and the shopkeeper’s appearance and
times throughout their adventures. Each meeting can
demeanor. This helps players feel immersed in the
bring changes—new stock, a different location, or even a
world you’re creating.
new quest. Merchants should remember the party, and
Variety of Goods their interactions can influence future dealings. A
Stock your shop with a mix of mundane and magical positive history might lead to better deals or exclusive
items. For mundane items, think about what the shop items, while a negative one could result in higher prices
specializes in. A general store might have basic or reluctance to sell rare items. These recurring
adventuring gear, while a blacksmith would have interactions add depth and continuity to the campaign,
weapons and armor. For magical items, consider their making the world feel more alive and interconnected.
rarity and the effort required to find them. Rare items Security
might only be available in large cities or through special
Ensuring the security of a shop is crucial for protecting
connections.
valuable items and deterring theft. One common
Roleplaying the Shopkeeper method is employing guardians, such as hired
The interaction with the shopkeeper can add flavor to mercenaries or magical constructs like animated armor
the shopping experience. Give the shopkeeper a distinct or golems, to patrol the premises. These guardians
personality and backstory. They can be helpful, grumpy, serve as a physical deterrent to potential thieves and
or even mysterious. Additionally, they might be assertive can respond to any suspicious activity.
and proactive, approaching customers directly to In addition, shopkeepers can utilize illusion spells to
inquire about their needs or to propose special deals. disguise the true nature of valuable items or create false
This interaction can also be a way to provide hooks for duplicates. Another effective strategy is placing curses
future quests or adventures. on particularly valuable items. These curses activate if
someone attempts to steal the item, ranging from minor
Pricing and Negotiation inconveniences to serious afflictions that require a
Decide on the pricing for items in advance. You can use cleric’s intervention to remove.
standard prices from the PHB, DMG and XGE as a base Magical alarms, such as the Alarm or Glyph of
and adjust for rarity and demand. Allow players to Warding spells, can be set up to alert the shopkeeper or
negotiate prices, which can lead to interesting role- guards if someone tries to steal an item. High-value
playing opportunities. You can also incorporate a items can be displayed in locked and enchanted display
Persuasion check to see if players can get a better deal. cases that require a specific key or command word to
More details in the “Buying and Selling” page. open, adding an extra layer of security. Additionally,
magical surveillance methods like Arcane Eye or
Magic Item Availability Symbol can be installed to monitor the shop and record
Magic items are often rare and valuable. Decide if your any suspicious activity.
campaign treats them as common commodities or rare Loyal pets or magical creatures, such as familiars or
treasures. For high-value items, consider requiring enchanted animals, can also be employed to act as
players to spend time and resources to find a seller. Use additional eyes and ears around the shop. These
tables from the DMG or XGE to determine what items creatures can alert the shopkeeper to any unusual
are available and their prices. behavior and help deter potential thieves.
With these various security measures, shopkeepers
Traveling Merchants
can create a safe and secure environment for their
Incorporate traveling merchants who move from place merchandise, ensuring that their valuable items are
to place. This can add an element of surprise and well-protected and making it difficult for thieves to
excitement, as players never know when they might succeed in their nefarious endeavors.
encounter a merchant with rare and exotic goods.
Traveling merchants can also carry news and rumors By incorporating these elements into your campaign,
from other parts of the world, adding depth to your you can create memorable shopping experiences that
campaign’s lore. enhance your players’ immersion and engagement.

29
Buying and Selling Persuasion Roll
DC 1-10
Discount
10% increase
Setting Prices DC 15-20 10% discount
DC 20-25 20% discount
Mundane Items. Use the prices listed in the PHB and
DC 25+ 30% discount
DMG. Shopkeepers generally sell items at their listed
prices, but you can adjust based on location and
However, some shopkeepers may decide that their
demand. In remote areas, prices might be higher due to
prices are set in stone and do not offer discounts,
scarcity.
leaving this at the DM’s discretion. If the party has done
Magic Items. Pricing magic items can be more
a favor or completed a quest for the merchant, they
complex. The DMG provides a wide range of prices
receive a +5 bonus on the roll.
based on item rarity, but these can vary greatly. For
example, an uncommon item might be priced between
101 and 500 gp, while a very rare item can range from
2,500 to 25,000 gp.
Adjust prices based on the item’s utility, the demand
in your campaign, and the wealth of your party. You can
also decide to change prices and required level for the
items; some merchants might sell at a lower price.

Magic Item Price (XGE)


Rarity Asking Price
Common (1d6 + 1) × 10 gp
Uncommon 1d6 × 100 gp
Rare 2d10 × 1,000 gp
Very rare (1d4 + 1) × 10,000 gp
Legendary 2d6 × 25,000 gp

Halved for a consumable item like a potion or scroll.

Buying Magic Items


Magic items add a unique flavor to the shopping
experience, but their availability and pricing can
significantly impact your campaign.
Buying Magic Items from Merchants. In some
campaigns, magic items might be rare enough that they
are not readily available in regular merchant
inventories. Instead, players may need to locate a seller
who specializes in such items. In this scenario, the DM
can use the guidelines for “Buying a Magic Item” found
on page 125 of XGE to determine the availability of
specific magic items.
Special Shops. Some cities might have dedicated
magic shops or black markets where rare and powerful
items can be bought and sold. These shops might
require connections or specific quests to access.
Famous merchants or those of excellent quality are
more likely to have magic items in their inventories.
Haggling
Negotiating prices can add an engaging element to
shopping. Encourage players to use skills like
Persuasion or Performance to haggle. A successful
check might lower the price by a percentage, making
the transaction feel dynamic and interactive.

30
Bartering Selling Items
In situations where players might not have enough gold, Selling items involves a combination of finding buyers,
bartering becomes an option. Merchants aim to make a negotiating prices, and managing risks. Here are
profit and will avoid trades that are unfavorable to them. detailed guidelines to help you incorporate item sales
Players can offer other valuable items or services in into your game effectively.
exchange for goods. If the players are unsure what to Mundane Items. Shopkeepers typically buy standard
offer, you can roll on the table to determine a suitable items at half their market value, allowing them to resell
item that might interest the merchant. for a profit. This applies to mundane items like
weapons, armor, and adventuring gear. For example, a
d20 Alternative Currency sword worth 10 gp might be bought for 5 gp.
1 Rare herbs Magic Items. In this book, we provide special shops
2 Ancient coins with significant wealth that could potentially buy magic
3 Precious gems items. While most buyers won’t have enough cash on
4 Exotic spices hand to purchase rare or higher quality items
immediately, they might be willing to work towards
5 Enchanted fabrics
gathering the required sum through various means.
6 Sacred relics Alternatively, selling magic items is more complex
7 Fine art pieces and can involve several steps:
8 Magical beast components
1. Finding Buyers: Characters can find a buyer for a
9 Unique craftsmanship items
magic item by spending one workweek and 25 gp to
10 Ancient manuscripts spread the word of the desired sale. They must focus
11 Alchemical ingredients on selling one item at a time.
12 Trophies from rare creatures 2. Resolution: To determine the offer received, the
13 Secret maps character makes a Charisma (Persuasion) check.
14 Potions Based on the result, use the Magic Item Base Prices
and Magic Item Offer tables to determine the sale
15 Rare wines
price. Characters can choose to forgo the sale if the
16 Magical plants offer is unsatisfactory, losing the workweek of effort
17 Ancient jewelry but retaining the item.
18 Magic Items
Magic Item Base Prices (XGE)
19 Obsidian
Rarity Base Price
20 Dragon scales
Common 100 gp
Availability Uncommon 400 gp
Merchants typically have extensive lists of goods they Rare 4,000 gp
can access, but not every item will be in their current Very rare 40,000 gp
inventory. Typically, a merchant’s stock is refreshed Legendary 200,000 gp
every 30 days.
Additionally, players can place an order for a specific Base price is halved for consumable items like potions or
item if it’s not currently in stock. The merchant will take scrolls.
the request and inform the players to return after a
Magic Item Offer (XGE)
certain amount of time, usually a few weeks, when the
item may be available. Check Total Offer
1–10 50% of base price
Auctions and Special Events 11–20 100% of base price
Auction Houses. Rare magic items might be sold at
21+ 150% of base price
auctions where players can bid against other interested
buyers. This can create exciting and competitive
encounters, adding depth to the buying process.
Seasonal Markets. Special events like magical fairs or
seasonal markets can offer unique items not available
elsewhere. These events can be used to introduce new
items and plot hooks.

31
Complications. Selling valuable items can attract both positive and negative attention. Players should consider the
risks of spreading word about their valuable goods, as it can lead to theft or unwanted attention from rivals.

Sale Complications (XGE Expanded)


d20 Complication
1 Your enemy secretly arranges to buy the item to use it against you.*
2 A thieves’ guild, alerted to the sale, attempts to steal your item.*
3 A foe circulates rumors that your item is a fake.*
4 A sorcerer claims your item as a birthright and demands you hand it over.
5 Your item’s previous owner, or surviving allies of the owner, vow to retake the item by force.
6 The buyer is murdered before the sale is finalized.*
7 A rival merchant offers a better deal to your potential buyer.
8 The item develops a sudden and inexplicable magical defect.
9 A local noble demands a steep tax on the transaction.
10 A disgruntled former customer tries to sabotage your sale.*
11 An unknown curse on the item activates, causing chaos.
12 The local authorities accuse you of dealing in contraband and seize the item.
13 A collector insists on buying the item for far less than its worth, threatening to spread bad rumors if refused.
14 An influential figure demands the item as a tribute or gift.*
15 The item suddenly loses its magical properties during the transaction.
16 A con artist tries to pass off counterfeit coins for the item.
17 The buyer reveals themselves as an agent of a rival faction, seeking to undermine your influence.*
18 The merchant’s shop is attacked, and the item is stolen amidst the chaos.
19 A magical mishap causes the item to teleport to an unknown location.
20 The item is accidentally damaged during the sale negotiations.
*Might involve a rival.

32
Quirk
Creating a Shop
d10 Quirk
These tables are designed to help Dungeon Masters 1 Shop is always slightly cold
quickly and creatively generate shops for their campaigns. 2 Items randomly rearrange themselves
Roll on each table or choose options that fit your campaign
3 Shopkeeper has a pet familiar that assists
to build a unique shop with interesting characteristics and
plot hooks. 4 Shop requires a secret code to enter
5 Shop has a different layout each visit
Location 6 All transactions are in riddles or rhymes
d20 Location 7 Shop emits a soft, continuous hum
1 Major city 8 Items glow faintly in the dark
2 Small village 9 Shopkeeper speaks in a peculiar accent
3 Bustling town 10 There is always a gentle breeze inside
4 Remote outpost
5 Near a famous landmark Security
6 Hidden in a forest d10 Security
7 On a floating island 1 Guarded by animated armor
8 In a desert oasis 2 Protected by magical wards
9 At a crossroads 3 Shopkeeper is a powerful mage
10 Coastal harbor 4 All items are illusions until purchased
11 Mountain pass 5 Shop has a network of spy familiars
12 Under a bridge 6 Traps set for thieves
13 Within a castle 7 Guarded by loyal beasts
14 Beneath the city streets 8 Invisible stalkers patrol the area
15 On a mystical ley line 9 Shop is protected by a time-lock mechanism
16 Inside a magical academy 10 Enchanted to alert nearby guards
17 In a bustling market square
What They Sell
18 In a war-torn region
19 Near an ancient ruin d20 Item Category
1 Potions and elixirs
20 Within a hidden cavern
2 Weapons and armor
Appearance 3 Magical scrolls
d10 Appearance 4 Alchemical ingredients
1 Brightly colored and welcoming 5 Ancient tomes
2 Dark and ominous 6 Trinkets and curiosities
3 Clean and well-organized 7 Tools and equipment
4 Cluttered with items everywhere 8 Flowers, seeds and herbs
5 Elegant and sophisticated 9 Enchanted jewelry
6 Rustic and homely 10 Household goods
7 Covered in magical runes 11 Food and beverages
8 Built into a giant tree 12 Wands and staves
9 Floating in mid-air 13 Enchanted clothing
10 Hidden behind a secret entrance 14 Talismans and amulets
15 Pet and Mounts
Quest/Plot 16 Maps and navigation aids
d10 Quest/Plot 17 Thieving supplies
1 Retrieve a stolen item for the shopkeeper 18 Paints and dyes
2 Deliver a rare ingredient to the shop 19 Spell components
3 Investigate a series of thefts 20 Feywild relics
4 Protect the shop from a bandit attack
5 Find a lost shipment of goods
6 Uncover a spy among the staff
7 Escort a VIP to the shop safely
8 Resolve a dispute with a rival shop
33
Flaw
Creating a Merchant
d10 Flaw
These tables are designed to help Dungeon Masters 1 I am easily distracted by the promise of wealth.
quickly and creatively generate merchants for their 2 I trust too easily.
campaigns. Roll on each table or choose options that fit
3 I hold grudges and find it hard to forgive.
your campaign to build a unique merchant with
interesting characteristics and plot hooks. 4 I am terribly afraid of a specific thing (e.g., spiders,
heights).
Personality Trait 5 I tend to be overly critical of others.
d10 Personality Trait 6 I have a secret addiction (e.g., gambling, drinking).
1 Cheerful and optimistic 7 I am overly confident and take unnecessary risks.
2 Grumpy and irritable 8 I have a tendency to hoard valuable items.
3 Flirtatious and charming 9 I am envious of others’ success.
4 Suspicious and paranoid 10 I am quick to anger and often lash out.
5 Honest and straightforward
6 Greedy and materialistic Gimmick
7 Wise and contemplative d10 Gimmick
8 Joking and humorous 1 Always speaks in rhymes.
9 Nervous and jittery 2 Has a distinctive laugh that is instantly recognizable.
10 Mysterious and secretive 3 Wears an unusual hat that never comes off.
4 Uses a puppet to communicate with customers.
Ideal 5 Carries a mysterious, ever-present fog around them.
d10 Ideal 6 Has a pet that mimics customers’ voices.
1 Wealth: Wealth is the path to power and influence. 7 Only accepts payments in rare or unusual currencies.
2 Honesty: Truth is the most important virtue. 8 Sells only at night and vanishes during the day.
3 Charity: I always help those in need. 9 Changes appearance each time they are encountered.
4 Freedom: Everyone should be free to do as they will. 10 Always accompanied by a troupe of performing animals.
5 Knowledge: Understanding the world is my highest goal.
6 Power: I seek to control my own destiny. Traveling Merchant - What They Sell
7 Justice: Everyone should get what they deserve. d20 Item Category
8 Tradition: I uphold the customs and traditions of my 1 Rare herbs and spices
ancestors. 2 Potions and elixirs
9 Adventure: I live for the thrill of discovery. 3 Enchanted weapons and armor
10 Community: The well-being of the community is most 4 Magical trinkets and curiosities
important. 5 Ancient scrolls and tomes
6 Exotic animal companions
Bond
7 Unique jewelry and accessories
d10 Bond 8 Alchemical ingredients
1 I owe a debt I can never repay.
9 Cursed items (unbeknownst to the buyer)
2 I seek to restore my family’s lost honor.
10 Divine relics and holy artifacts
3 I am fiercely loyal to my friends.
11 Mystical crystals and gems
4 I have a beloved pet that means the world to me.
12 Rare enchanted fabrics
5 I am on a quest for a legendary item.
13 Arcane focuses and spell components
6 I protect a secret that could destroy me if revealed.
14 Historical relics and artifacts
7 I have a mentor who taught me everything I know.
15 Feywild charms and tokens
8 I seek revenge against those who wronged me.
16 Talismans for protection and luck
9 I am driven by a prophetic vision.
17 Exotic food and beverages
10 I am devoted to a deity or religious order.
18 Musical instruments with magical properties
19 Vials of rare poisons
20 Maps of undiscovered lands

34
PART 3
Magic Items

35
Harmonic Tuning Fork
Wondrous item, common

When struck, as a bonus action, this tuning fork


produces a clear tone that can be heard within 100 feet.
If a creature within 30 feet of you is under the influence
of a condition that is caused by being charmed or
frightened, they can make a new saving throw against
that condition with advantage. This effect can be used
once per long rest.

Lantern of Restful Sleep


Wondrous item, common

This lantern emits a gentle, calming light. Any creature


that spends a long rest within 30 feet of the lit lantern
gains the benefits of a long rest even if they perform
light activity, such as keeping watch, during the rest.

Mirror of Beauty
Wondrous item, common

This small hand mirror enhances the appearance of


anyone who looks into it. The bearer has advantage on
Charisma (Performance) checks for the next hour after
Common Magic Items using the mirror. The mirror cannot be used again until
the next dawn.
Boots of Steadiness
Wondrous item, common
Pebble of Soothing
Wondrous item, common
These sturdy boots grant you advantage on saving
throws to avoid being knocked prone or moved against When held, this smooth pebble grants the bearer a
your will by a physical effect. sense of calm. The bearer has advantage on Wisdom
saving throws against being frightened while holding
Cloak of Comfort the pebble.
Wondrous item, common

This cloak is always warm and dry, no matter the


weather conditions. While wearing it, you have
advantage on saving throws against extreme weather
effects.

Coin of Luck
Wondrous item, common

This coin grants a minor boon to its bearer. Once per


day, as an action, the bearer can flip the coin to gain
advantage on its next ability check. The coin cannot be
used again until the next dawn.

Feather of Falling
Wondrous item, common

When held or worn, this feather slows the bearer’s


descent, reducing falling damage by half. This effect
activates automatically if the bearer falls more than 10
feet.

36
Boots of the Mirage
Ring of Freshness
Wondrous item, uncommon
Ring, common
While wearing these boots, you can use an action to cast
This ring keeps any food or drink it touches fresh and
the mirror image spell. Once used, this property can’t be
unspoiled for 24 hours. The effect can be used three
used again until the next dawn.
times per day.
Bracelet of the Shifting Sands
Spectacles of Reading
Wondrous item, uncommon
Wondrous item, common
This bracelet is made from intricately woven golden
These spectacles allow the wearer to read any written
threads, constantly shifting like sand. While wearing it,
language. The effect lasts as long as the spectacles are
you can use an action to transform your body into a
worn. However, the wearer does not know the language
flowing sand-like substance, allowing you to move
and cannot speak it; they can only read and comprehend
through spaces as narrow as 1 inch wide without
what is written.
squeezing for up to 1 minute. Additionally, while in this
Spoon of Flavor form, you are immune to non-magical bludgeoning,
piercing, and slashing damage. This ability can be used
Wondrous item, common
once per long rest.
This ordinary-looking spoon can enhance the flavor of
Cap of the Enchanted Performer
any food it touches. A creature that consumes food
touched by the spoon has advantage on Constitution Wondrous item, uncommon (requires attunement)
saving throws against disease and poison caused by that
This colorful cap is adorned with small, jingling bells
food.
and magical runes. While wearing the cap, you gain
Uncommon Magic Items advantage on Charisma (Performance) checks.
Additionally, once per day, you can use an action to
Amulet of the Guardian create a dazzling display of lights and sounds around
Wondrous item, uncommon you for 1 minute. During this time, creatures within 10
feet of you must succeed on a DC 13 Wisdom saving
While wearing this amulet, you can use a reaction to throw or be charmed by you until the effect ends or they
take the damage for another creature within 5 feet of take damage. The charm effect resets at dawn.
you. The amulet can absorb up to 20 points of damage
per day, resetting at dawn. Cape of the Phoenix
Wondrous item, uncommon
Arcane Bow
Weapon (longbow), uncommon (requires attunement) While wearing this cape, you can use a bonus action to
surround yourself with flames. Any creature within 5
You have a +1 bonus to attack and damage rolls made feet of you that hits you with a melee attack takes 1d6
with this magic weapon. Additionally, once per day, you fire damage. This effect lasts for 1 minute
can use an action to cast the magic missile spell at 1st and can be used once per day.
level from the bow without expending a spell slot. This This property resets at dawn.
ability resets at dawn.

Boots of Phantasmal Stride


Wondrous item, uncommon (requires attunement)

These ethereal-looking boots shimmer with a ghostly


light. While wearing these boots, you can move through
non-magical difficult terrain without expending extra
movement. Additionally, once per short rest, you can
use a bonus action to become incorporeal for up to 1
minute. While incorporeal, you can move through
creatures and objects as if they were difficult terrain. If
you end your turn inside an object, you take 1d10 force
damage and are ejected to the nearest unoccupied
space.

37
per day, you can use an action to project a burst of
radiant energy from the helm, causing all creatures
within a 15-foot radius to make a DC 13 Wisdom saving
throw. On a failed save, a creature is blinded for 1
minute. At the end of each of its turns, the target can
make a Wisdom saving throw, on a success, the spell
ends. The effect resets at dawn.

Lantern of Guiding Light


Wondrous item, uncommon (requires attunement)

This intricately designed lantern glows with a soft,


steady light that never wavers. While carrying the
lantern, you and allies within 30 feet gain advantage on
saving throws against being frightened. Additionally,
once per day, you can use an action to focus the
lantern’s light into a beam that reveals hidden paths and
secret doors within 60 feet, causing them to softly glow
for 1 hour. The lantern’s revealing ability resets at
dawn.

Mask of the Wild


Wondrous item, uncommon

This wooden mask is carved with natural patterns and


designs. While wearing this mask, you can use an action
to cast the pass without trace spell once per day. This
property resets at dawn.
Gauntlets of Thunder
Wondrous item, uncommon Pendant of Elemental Affinity
Wondrous item, uncommon (requires attunement)
While wearing these gauntlets, you can use a bonus
action to cause them to crackle with thunderous energy. While wearing this pendant, as an action you can
The next melee weapon attack you hit within 1 minute choose one damage type from acid, cold, fire, lightning,
deals an extra 2d8 thunder damage and pushes the or thunder. You gain resistance to the chosen damage
target 10 feet away from you. If used with an unarmed type until you use this ability again to choose a different
strike the extra damage is 4d8 thunder damage. This one. This ability can be used once per long rest.
ability can be used twice per long rest.

Gauntlets of the Stonecrusher


Wondrous item, uncommon (requires attunement)

These heavy gauntlets are made from dark, rugged


stone, inscribed with ancient runes. While wearing the
gauntlets, you gain a +2 bonus to Strength (Athletics)
checks. Additionally, once per day, you can use an
action to slam the ground with the gauntlets, creating a
shockwave in a 20-foot radius. Creatures in the area
must succeed on a DC 14 Strength saving throw or be
knocked prone and take 4d6 bludgeoning damage. The
shockwave ability resets at dawn.

Helm of the Radiant Mind


Wondrous item, uncommon (requires attunement)

This gleaming silver helm is adorned with a brilliant


crystal at its center. While wearing the helm, you gain
the ability to telepathically communicate with any
creature you can see within 60 feet. Additionally, once

38
Thunderstrike Warhammer
Weapon (warhammer), uncommon (requires
attunement)

You have a +1 bonus to attack and damage rolls made


with this magic weapon. Additionally, once per day, you
can use an action to cast the thunderwave spell as a 2nd
level (save DC 14) centered on yourself. This ability
resets at dawn.

Whispering Stone
Wondrous item, uncommon

This small, smooth stone whispers words of advice to


its holder. When you make an Intelligence
(Investigation) check, you can roll a d10 and add the
number rolled to the check. This property can be used
once per day and resets at dawn.

Rare Magic Items


Amulet of the Void
Wondrous item, rare (requires attunement)

While wearing this amulet, you gain resistance to


necrotic damage. Additionally, you can use an action to
create a 15-foot radius sphere of magical darkness
Ring of the Swift centered on yourself. This darkness lasts for up to 10
Ring, uncommon (requires attunement) minutes and moves with you. You can see through this
darkness, but others cannot. You can use this ability
This silver or gold ring features intricate motifs once per long rest.
symbolizing speed and agility. While wearing this ring,
your walking speed increases by 10 feet. Additionally, Arcane Rapier
you have advantage on Dexterity (Acrobatics) checks.
Weapon (rapier), rare (requires attunement by a
Ring of Verdant Growth spellcaster)

Ring, uncommon You have a +1 bonus to attack and damage rolls made
with this magic weapon. When you hit a creature with
This ring is crafted from entwined vines and leaves that this weapon, it takes an extra 1d6 force damage.
always appear fresh and green. While wearing the ring, Additionally, the rapier has 3 charges. You can use an
you can use an action to heal a plant or tree you touch, action to expend 1 charge to cast the shield spell or 3
restoring it to full health and vitality. Additionally, you charges to cast the counterspell spell. The rapier
can use a bonus action to touch a patch of earth and regains 1d3 expended charges daily at dawn.
cause it to instantly sprout thick, lush vegetation in a 10-
foot radius. The vegetation remains for 1 hour and Boots of the Earth Strider
provides half cover to those within it. This ability can be
Wondrous item, rare (requires attunement)
used twice per long rest.
While wearing these boots, you have a burrowing speed
Shadow Arrow of 30 feet. You can move through nonmagical,
Ammunition, uncommon unworked earth and stone without disturbing the
material you move through. Additionally, you can use an
When you hit with an attack using this magic arrow, the action to cast the meld into stone spell. This ability can
target takes an extra 1d6 necrotic damage and must be used once per long rest.
succeed on a DC 13 Wisdom saving throw have
disadvantage on attack rolls until the end of its next
turn. The arrow creates a momentary aura of darkness
around the target upon impact. Once it hits a target, the
arrow is no longer magical.

39
Bloodthirsty Axe
Weapon (battleaxe), rare (requires attunement)

You have a +1 bonus to attack and damage rolls made


with this magic weapon. When you hit a creature with
this weapon, it takes an extra 1d6 necrotic damage.
Additionally, if you reduce a creature to 0 hit points with
this weapon, you regain hit points equal to the necrotic
damage dealt by that attack.

Bracers of the Storm


Wondrous item, rare (requires attunement)

While wearing these bracers, you can cast the call


lightning spell once per day. Additionally, you have
resistance to lightning damage.

Cloak of the Shadow Walker


Wondrous item, rare (requires attunement)

While wearing this cloak, you can use a bonus action to


teleport up to 30 feet to an unoccupied space you can
see that is in dim light or darkness. After you teleport,
you gain resistance to all types of damage until the start
of your next turn. This ability can be used three times
per long rest. This ring allows the wearer to regain one expended
spell slot of up to 4th level once per day. This property
Frostbite Hammer resets at dawn.
Weapon (warhammer), rare (requires attunement) Shadowrend
You have a +1 bonus to attack and damage rolls made Weapon (greatsword), rare (requires attunement)
with this magic weapon. When you hit a creature with
You gain a +1 bonus to attack and damage rolls made
this weapon, it takes an extra 1d6 cold damage.
with this magic weapon.
Additionally, on a critical hit, the target must make a DC
Once per day, as an action, you can swing
14 Constitution saving throw or be paralyzed until the
Shadowrend and create a rift of dark energy in a 30-foot
end of your next turn. If the creature dies with the
cone. Each creature in the area must make a DC 15
critical hits it freezes and shatters on the ground. The
Dexterity saving throw. On a failed save, a creature
hammer also emits a cold aura, granting you resistance
takes 4d6 necrotic damage and is knocked prone. On a
to cold damage while you hold it.
successful save, a creature takes half as much damage
Helm of the Celestial Guardian and isn’t knocked prone. The rift remains for 1 minute,
causing the area to be considered difficult terrain and
Wondrous item, rare (requires attunement)
heavily obscured for anyone except you.
While wearing this helm, you gain a +1 bonus to AC and
saving throws. Additionally, you can use an action to
cast the guardian of faith spell. Once used, this property
can’t be used again until the next dawn. The guardian
appears as a celestial warrior with your features.

Helm of Mind Warding


Wondrous item, rare (requires attunement)

While wearing this helm, you are immune to the charm


and fear conditions, and you have advantage on saving
throws against being stunned.

Ring of Arcane Might


Ring, rare (requires attunement by a spellcaster)

40
creature of your choice within 30 feet must make a DC
15 Constitution saving throw or be blinded for 1 minute.
A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.
This ability resets at dawn.
Spectral Scimitar
Weapon (scimitar), rare (requires attunement)

You have a +1 bonus to attack and damage rolls made


with this magic weapon. When you hit a creature with
this weapon, it takes an extra 1d6 necrotic damage.
Additionally, once per day, you can use an action to
summon a spectral duplicate of the scimitar that lasts
for 1 minute. You can wield this duplicate as a second
weapon. While wielding the duplicate you can add your
ability modifier to the damage of the second attack.

Staff of Elemental Fury


Staff, rare (requires attunement by a sorcerer, warlock,
or wizard)
Ring of Elemental Mastery
This staff has 8 charges. While holding it, you can use
Ring, rare (requires attunement)
an action to expend 1 or more charges to cast one of the
While wearing this ring, you can use an action to cast following spells from it, using your spell save DC:
elemental weapon. You can choose from acid, cold, fire, burning hands (1 charge), shatter (2 charges), lightning
lightning, or thunder damage. This ability can be used bolt (3 charges), ice storm (4 charges). The staff regains
once per long rest. Additionally, when you cast 1d4 + 4 expended charges daily at dawn. If you expend
elemental weapon in this way you gain resistance to the the last charge, roll a d20. On a 1, the staff explodes in a
chosen damage type for 1 minute. burst of elemental energy and is destroyed, dealing 4d6
damage of a randomly determined type (fire, cold,
Ring of Frost lightning, or thunder) to all creatures within 10 feet.
Ring, rare
Very Rare Magic Items
Twice per day, you can cast as a reaction absorb
elements as a 3rd-level spell. This property resets at Bracers of the Archmage
dawn. While wearing the ring, your touch can also Wondrous item, very rare (requires attunement by a
freeze up to 1 cubic foot of water, turning it to ice spellcaster)
instantly.
While wearing these bracers, you gain a +2 bonus to
Spellbreaker your spell attack rolls and saving throw DCs.
Additionally, once per day, you can use an action to
Armor (shield), rare (requires attunement)
regain one expended spell slot of up to 3th level. This
This shield hums with arcane energy, ready to disrupt ability resets at dawn.
magical forces. When you are targeted by a spell of 3th
level or lower, you can use your reaction to to nullify the
spell. Once you use this feature, you can’t use it again
until the next dawn. Additionally, when you successfully
nullify a spell, you gain temporary hit points equal to
three times the spell’s level.

Shield of Radiant Dawn


Armor (shield), rare (requires attunement)

You have an additional +1 bonus to AC while wielding


this shield. The shield sheds radiant light, creating
bright light in a 15-foot radius and dim light for an
additional 15 feet. Additionally, once per day, you can
use an action to create a burst of radiant light. Each

41
Cloak of the Archmage
Wondrous item, very rare (requires attunement by a
spellcaster)

While wearing this cloak, you gain a +1 bonus to AC and


saving throws against spells and other magical effects.
Additionally, you can cast the teleport spell once per
day. This property resets at dawn.

Cloak of the Nightstalker


Wondrous item, very rare (requires attunement)

While wearing this cloak, you have advantage on


Dexterity (Stealth) checks made to hide in dim light or
darkness. Additionally, you can use an action to cast the
greater invisibility spell on yourself. Once used, this
property can’t be used again until the next dawn. If you
are reduced to 0 hit points while wearing this cloak, you
can use your reaction to teleport to an unoccupied space
within 30 feet that you can see.

Flameheart Chainmail
Armor (chainmail), very rare (requires attunement)

This chainmail is warm to the touch and protects


against fiery attacks. You have a +1 bonus to AC while
wearing this armor. You also gain resistance to fire
damage. Additionally, once per day, you can use an
Armor of the Abyssal Embrace action to cast the fire shield spell (warm shield only).
This ability resets at dawn.
Armor (breastplate), very rare (requires attunement)

While wearing this armor, you gain a +1 bonus to AC


and resistance to necrotic damage. Additionally, once
per day, you can use an action to shroud yourself in
shadowy tendrils for 10 minutes. While shrouded, any
creature that starts its turn within 10 feet of you takes
2d6 necrotic damage. You also gain the ability to see in
magical darkness out to a range of 60 feet. This ability
resets at dawn.

Aegis of the Eternal Guardian


Armor (shield), very rare (requires attunement)

This shield is imbued with the essence of an ancient


guardian spirit. You have an additional +2 bonus to AC
while wielding this shield. Additionally, once per day,
you can use an action to cast the spirit guardians spell
(save DC 16). This ability resets at dawn.

Amulet of the Celestial Guardian


Wondrous item, very rare (requires attunement)

This amulet grants you a +2 bonus to AC and saving


throws. Additionally, you can use an action to cast the
guardian of faith spell once per day. This property resets
at dawn.

42
next turn (no concentration required). Once you use this
Helm of the Dragon King feature, you can’t use it again until the next dawn.
Wondrous item, very rare Additionally, You have advantage on initiative rolls, and
you can’t be surprised while you are conscious.
This helm grants you resistance to fire damage.
Additionally, you can use an action to exhale destructive Shield of the Defender
energy in a 30-foot cone. Each creature in the area must
Armor (shield), very rare (requires attunement)
make a DC 18 Dexterity saving throw, taking 10d6 fire
damage on a failed save, or half as much damage on a This shield grants you an additional +2 bonus to AC.
successful one. This property can be used once per day Additionally, when a creature within 5 feet of you is
and resets at dawn. attacked, you can use your reaction to impose
disadvantage on the attack roll.
Scepter of the Storm King
Rod, very rare (requires attunement) Thunderstrike Bow
Weapon (longbow), very rare (requires attunement)
This scepter crackles with storm energy, granting the
wielder command over the forces of the storm. This bow crackles with electrical energy, delivering
While holding this scepter, you gain the following thunderous impacts. You have a +2 bonus to attack and
benefits: damage rolls made with this magic weapon. When you
hit a creature with this weapon, it takes an extra 1d6
You can use an action to call down a bolt of lightning
lightning damage. Additionally, once per day, as a part
at a point you can see within 120 feet. Each creature
of an action attack, you can cast lightning bolt spell
within a 10-foot radius of that point must make a DC
(save DC 16) from the bow. This ability resets at dawn.
17 Dexterity saving throw, taking 8d6 lightning
damage on a failed save, or half as much damage on Staff of the Necromancer
a successful one. This ability can be used three times
Staff, very rare (requires attunement by a spellcaster)
per long rest.
You can use an action to create a storm aura around This staff has 10 charges. While holding it, you can use
you for 1 minute. While the aura is active, you can an action to expend 1 or more charges to cast one of the
use a bonus action to cause each creature of your following spells: animate dead (3 charges), blight (4
choice within 10 feet of you to take 2d6 lightning or charges), finger of death (7 charges). The staff regains
thunder damage. This ability can be used once per 1d6+4 expended charges daily at dawn.
short rest. If you expend the last charge,
roll a d20. On a 1, the staff
Rod of Prismatic Power crumbles into dust
Rod, very rare (requires attunement by a spellcaster) and is destroyed.

This rod is composed of crystal and radiates a dazzling


array of colors, shifting like a rainbow.
While holding this scepter, you gain the following
benefits:

You can use an action to cast prismatic spray (DC


17). Once you use this feature, you can’t use it again
until the next dawn.
As a reaction when you are targeted by a spell or
attack, you can create a prismatic shield, gaining a
+2 bonus to AC and saving throws until the start of
your next turn. You can use this feature three times
per day, regaining all expended uses at dawn.

Rod of Temporal Shift


Rod, very rare (requires attunement)

This rod is crafted from a strange, iridescent material


that shimmers with temporal energy. As an action, you
and up to four willing creatures you can see within 30
feet are under the effect of haste until the end of your

43
Armor of the Celestial Champion
Armor (plate), legendary (requires attunement)

This divine armor is said to be blessed by the gods,


shining with celestial radiance. You have a +3 bonus to
AC while wearing this armor. Additionally, you gain the
following benefits:

You have resistance to radiant and necrotic damage.


You can use an action to emit an aura of radiant
energy in a 30-foot radius. Each hostile creature in
the area must make a DC 18 Constitution saving
throw, taking 6d8 radiant damage on a failed save, or
half as much damage on a successful one. Allies in
the area regain 3d8 hit points. This ability can be
used once per long rest.
You can cast the banishment spell (save DC 18)
three times per day.

Blade of the Eternal Flame


Weapon (longsword), legendary (requires attunement)

This ancient longsword is said to be forged in the heart


of a dying star, its blade eternally burning with celestial
fire. You have a +3 bonus to attack and damage rolls
made with this magic weapon. When you hit a creature
Wyrmslayer Greatsword with this weapon, it takes an extra 3d6 fire damage.
Weapon (greatsword), very rare (requires attunement) Additionally, you can use an action to create a 30-foot
cone of fire from the blade. Each creature in the area
You have a +2 bonus to attack and damage rolls made must make a DC 18 Dexterity saving throw, taking 8d6
with this magic weapon. When you hit a dragon with fire damage on a failed save, or half as much damage on
this weapon, the dragon takes an extra 4d6 damage of a successful one. This ability can be used once per short
the weapon’s type. Additionally, once per day, you can rest. The blade has three charges. As a bonus action,
use an action to cast the protection from energy spell you can expend one charge to wreathe yourself in an
(dragon’s choice of damage type). This ability resets at aura of celestial fire for 1 minute. While this aura is
dawn. active, any creature that hits you with a melee attack
takes 3d6 fire damage, and you have resistance to fire
Legendary Magic Items damage. The blade regains 1d3 expended charges daily
at dawn.
Amulet of the Phoenix
Wondrous item, legendary (requires attunement)

This fiery amulet is said to contain the essence of a


phoenix, granting the wearer regenerative and fiery
powers.

While wearing this amulet, you gain the following


benefits:

You have resistance to fire damage.


If you are reduced to 0 hit points and not killed
outright, you can use your reaction to burst into
flames and be immediately restored to half your hit
point maximum. All creatures within 10 feet of you
take 4d10 fire damage. This ability can be used once
per long rest.
You can use an action to cast the fire storm spell
(save DC 18). This ability can be used once per long
rest.

44
Cloak of the Shadow Lord
Wondrous item, legendary (requires attunement)

This cloak is woven from the shadows of the


Shadowfell, granting the wearer unparalleled mastery
over darkness and the ability to manipulate shadows to
their will.

While wearing this cloak, you gain the following


benefits:

You have advantage on Dexterity (Stealth) checks,


and you can move silently without making any
sound.
You can use a bonus action to create an area of
magical darkness, as per the darkness spell,
centered on yourself. This darkness moves with you
and lasts for up to 10 minutes and you can interrupt
it as a bonus action. You can see through this
darkness. This ability can be used once per long rest.
Shadow Step: As a bonus action, you can teleport up
to 60 feet to an unoccupied space you can see that is
in dim light or darkness. You then have advantage on
the first melee attack you make before the end of the
turn. This ability can be used three times per long
rest.
You gain darkvision out to a range of 120 feet. If you
already have darkvision, its range increases by 60 Gauntlets of Titan’s Strength
feet. Wondrous item, legendary (requires attunement)
You can use an action to listen to the whispers of the
Shadowfell, gaining insight into a location within 1 These massive gauntlets are said to grant the wearer
mile of you for 1 minute. You learn general details the strength of the titans, allowing them to perform
about creatures and structures in that area, as if you feats of immense power. Crafted by a master artificer,
had cast the clairvoyance spell. You can use this they also incorporate advanced mechanical features.
property once per long rest.
While wearing these gauntlets, your Strength score
increases by 4, up to a maximum of 26. Additionally,
you gain the following benefits:

You have advantage on Strength checks and


Strength saving throws.
You can use an action to cast the earthquake spell
(save DC 18). This ability can be used once per long
rest.
You can use an action to gain the effects of the
enlarge spell for 1 hour. This ability can be used
once per short rest.
Power Grip: You can use a bonus action to activate
the gauntlets’ mechanical grip. For the next minute,
you have advantage on grapple checks and can hold
objects up to three times your weight without
difficulty. This ability can be used twice per long rest.
Mechanical Fortification: Once per day, you can use
an action to activate the gauntlets’ internal
mechanisms, granting you temporary hit points
equal to twice your level. Additionally, for the next 10
minutes, you gain resistance to bludgeoning,
piercing, and slashing damage.

45
Helm of the Archangel
Wondrous item, legendary (requires attunement by a
paladin or cleric)

This helm grants the wearer divine protection and


celestial power, allowing them to act as a beacon of light
and justice. While wearing this helm, you gain the
following benefits:

Divine Aura: You and friendly creatures within 30


feet of you have advantage on saving throws against
spells and other magical effects while you wear this
helm.
Angelic Wings: You can use a bonus action to sprout
a pair of angelic wings, granting you a flying speed of
60 feet for 1 hour. You can use this property once
per short or long rest.
Radiant Shield: As a reaction, you can create a shield
Ring of Temporal Mastery of radiant energy that grants you and all allies within
Ring, legendary (requires attunement) 10 feet a +2 bonus to AC until the start of your next
turn. You can use this property once per short or
This ring grants the wearer mastery over time, allowing long rest.
them to manipulate the flow of events. While wearing Holy Command: As an action, you can command
this ring, you gain the following benefits: celestial beings. You can cast conjure celestial
without expending a spell slot. You can use this
You can use a reaction to reroll any attack roll, ability
property once per long rest.
check, or saving throw. You must use the new roll.
This ability can be used three times per long rest.
You can use an action to cast the time stop spell
once per day.
You can use an action to slow time for a single
target. Choose one creature within 30 feet of you.
The creature must make a DC 18 Wisdom saving
throw or be slowed (as per the slow spell) for 1
minute. This ability can be used once per short rest.

Staff of the Archdruid


Staff, legendary (requires attunement by a druid)

This staff is said to be carved from the heartwood of the


first tree, imbued with the essence of nature itself. This
staff can be used as a magic quarterstaff that grants a
+2 bonus to attack and damage rolls. The staff has 20
charges for the following properties. It regains 2d6+4
expended charges daily at dawn. If you expend the last
charge, roll a d20. On a 1, the staff loses all its magical
properties.

You can use an action to expend 1 or more charges to


cast one of the following spells (save DC 18) from it:
animal friendship (1 charge), barkskin (2 charges), call
lightning (3 charges), plant growth (3 charges), wall of
thorns (6 charges), or shapechange (9 charges). You can
use an action to transform the staff into a tree, which
lasts for 8 hours or until you use a bonus action to
revert it back. While the staff is a tree, it can be climbed
and it can be entered by a wooden door and it has the
same effect of Mordenkainen’s Magnificent Mansion.

46
Potion of Minor Speed
Potion, common

When you drink this potion, your walking speed


increases by 10 feet for 1 minute. The potion’s yellow
liquid is streaked with black swirls.

Potion of Night Vision


Potion, common

For 1 hour after drinking this potion, you gain


darkvision out to a range of 30 feet. The potion’s liquid
is dark and opaque, with small glowing particles.

Potion of Swimming
Potion, common

When you drink this potion, you gain swimming speed


equal to your walking speed for 1 hour. The potion is
clear and contains a single, tiny fish that swims around
inside the bottle.

Uncommon Potions
Lesser Potion of Mana
Potion, uncommon

After drinking this potion, you regain one consumed


spell slot of 1st level. If you are a Sorcerer you can
choose to regain two sorcerer points instead. The
potion’s liquid is a translucent blue with a faint,
shimmering aura.

Common Potions
Potion of Clarity
Potion, common

For 1 hour after drinking this potion, you gain


advantage on Wisdom (Insight) checks. The potion is
clear and tastes like fresh spring water.

Potion of Feather Step


Potion, common

For 1 hour after drinking this potion, your footsteps


make no sound, and you have advantage on Dexterity
(Stealth) checks that rely on moving silently. The
potion’s liquid is light blue and swirls gently in its
container.

Potion of Minor Fortitude


Potion, common

For 1 minute after drinking this potion, you have


advantage on Constitution saving throws. The potion
has a deep green color and tastes like mint.

47
Potion of Elemental Adaptation
Potion, uncommon

When you drink this potion, your body adapts to an


extreme environment. For 1 hour, you gain resistance to
one type of environmental hazard: extreme heat,
extreme cold, or high altitude. The potion’s liquid
changes color based on the environment it adapts you
to.

Potion of Keen Senses


Potion, uncommon

For 1 hour after drinking this potion, you gain


advantage on Wisdom (Perception) checks. The potion
is a vibrant green and has a sharp, tangy taste.

Potion of Lesser Arcane Shielding


Potion, uncommon

When you drink this potion, you gain a protective arcane


barrier. For 1 minute, you have a +1 bonus to saving
throws against spells and other magical effects. The
potion’s liquid is a shimmering silver with floating
arcane symbols.

Potion of Lesser Invisibility


Potion, uncommon

For 1 minute after drinking this potion, you become


Liquid Shadow invisible. Anything you are wearing or carrying is
Potion, uncommon invisible with you. The effect ends if you attack or cast a
spell. The potion is a cloudy, translucent liquid.
When you drink this potion, you have advantage on
Dexterity (Stealth) checks for 1 hour. Moreover, you can Potion of Lesser Regeneration
choose to spill the liquid on the ground, a thick cloud of Potion, uncommon
darkness will appear in a 15-foot-radius sphere for 1
minute. The cloud of darkness works as the darkness For 1 minute after drinking this potion, you regain 1 hit
spell. The potion’s liquid is a dark, translucent black. point at the start of each of your turns. The potion is a
thick, greenish liquid that glows faintly.
Pixie’s Dust
Potion, uncommon
Potion of Rooted Strength
Potion, uncommon
When you drink this potion, you transform into a pixie
as if under the effect of the polymorph spell. This When you drink this potion, your strength is bolstered
transformation lasts for 1 hour or until you drop to 0 hit by the power of the earth. For 1 minute, you have
points. The potion’s liquid is a sparkling pink with tiny advantage on Strength checks and saving throws, and
wings floating inside. you cannot be knocked prone. The potion’s liquid is a
deep brown with floating root-like tendrils.
Potion of Cat’s Grace
Potion, uncommon
Potion of Water Walking
Potion, uncommon
When you drink this potion, you have advantage on
Dexterity (Acrobatics) checks for 1 hour. The potion’s When you drink this potion, you gain the ability to walk
liquid is a pale yellow and tastes like honey. on water as if it were solid ground for 1 hour. The
potion’s liquid is a pale blue.

48
The potion is a clear, colorless liquid with a silvery
Rare Potions sheen.
Oil of Demon’s Bane Potion of Owlbear Transformation
Potion, rare
Potion, rare
This oil can coat a single weapon for 3 uses, or up to 3
When you drink this potion, you transform into an
pieces of ammunition can be dipped in the oil for 1 use
owlbear as if under the effect of the polymorph spell.
each. A fiend that takes damage from a weapon or piece
This transformation lasts for 1 hour or until you drop to
of ammunition covered in the oil takes an additional 0 hit points. The potion’s liquid is a murky brown with
4d6 damage from the attack. The oil dries out after 1 swirling feathers and fur.
hour.
Potion of Blindsight Potion of Prismatic Defense
Potion, rare Potion, rare

When you drink this potion, you gain blindsight out to a When you drink this potion, you are surrounded by
range of 60 feet for 1 hour. The potion’s liquid is a milky shifting, colorful lights for 1 hour. Any creature that hits
white with swirling dark specks. you with a melee attack takes 1d6 damage of a random
type (acid, cold, fire, lightning, poison, or thunder). The
Potion of Celestial Radiance potion’s liquid is a swirling rainbow of colors.
Potion, rare Potion of Shadow Form
When you drink this potion, you are enveloped in Potion, rare
radiant light. For 1 minute, you emit bright light in a 30-
foot radius and dim light for an additional 30 feet. When you drink this potion, you transform into a
Undead and fiends that start their turn within this bright shadowy version of yourself for 1 minute. During this
light take 2d6 radiant damage. The potion’s liquid is a time, you can move through other creatures and objects
bright gold with a radiant glow. as if they were difficult terrain. You take 1d10 force
damage if you end your turn inside an object. The
Potion of Elemental Transformation potion’s liquid is a swirling black mist.
Potion, rare

The potion could be of one of the following elements:


air, earth, fire, or water.

When you drink this potion, for 1 minute, you gain the
abilities and resistances associated with that element:

Air: You gain a flying speed of 30 feet and resistance


to lightning damage.
Earth: You gain a burrowing speed of 30 feet and
resistance to bludgeoning damage.
Fire: You gain resistance to fire damage and can cast
burning hands at will (DC 15).
Water: You gain a swimming speed of 30 feet, can
breathe underwater, and have resistance to cold
damage.

The potion’s liquid changes color based on the


chosen element.

Potion of Mind Blank


Potion, rare

For 1 hour after drinking this potion, you have


resistance to psychic damage, and are immune to any
effect that would sense your emotions or read your
thoughts, divination spells, and the charm condition.

49
When you drink this potion, you gain a protective arcane
barrier. For 1 hour, you have a +2 bonus to saving
throws against spells and other magical effects. The
potion’s liquid is a shimmering silver with floating
arcane symbols.

Potion of Celestial Song


Potion, very rare

The potion’s liquid is a clear gold with musical notes


floating inside. When you drink this potion, you gain the
ability to sing a celestial song that grants various boons
to allies within 60 feet. For 1 minute, you can use an
action to sing, providing one of the following effects:

Allies gain 10 temporary hit points.


Allies gain advantage on saving throws against spells
and magical effects.
Allies are cured of any diseases or poisons.

Potion of Dimensional Travel


Potion, very rare

When you drink this potion, you can cast the plane shift
spell once within the next hour without needing
material components. The potion’s liquid is a swirling
blend of colors that seem to shift and change constantly.
Potion of Undying
Potion, rare Potion of Divine Might
Potion, very rare
When you drink this potion, you do not need to eat,
drink, or breathe for 24 hours. Additionally, you have When you drink this potion, you gain a +2 bonus to all
advantage on death saving throws during this time. The attack rolls, saving throws, and ability checks for 1 hour.
potion’s liquid is a dark green with a slight glow. If you The potion’s liquid is a bright white with a radiant glow.
drink this potion more than once per week you will gain
a level of exhaustion after every long rest.

Very Rare Potions


Greater Potion of Mana
Potion, very rare

After drinking this potion, you regain one consumed


spell slot up to 5th level. If you are a Sorcerer you can
choose to regain four sorcerer points instead. The
potion’s liquid is a translucent blue with a faint,
shimmering aura.

Potion of Arcane Overload


Potion, very rare

When you drink this potion, your spellcasting abilities


are greatly enhanced. For 1 minute, your spell save DC
and spell attack bonus increase by 2. The potion’s liquid
is a bright blue with sparkling arcane runes.

Potion of Arcane Shielding


Potion, very rare

50
Potion of Fiendish Resilience
Potion of Dragon’s Might
Potion, very rare
Potion, very rare
When you drink this potion, you gain the resilience of a
When you drink this potion, you gain the strength and
fiend. For 1 hour, you gain resistance to bludgeoning,
ferocity of a dragon for 1 hour. During this time, you
piercing, and slashing damage from non-magical
gain a +2 bonus to Strength and Constitution, and your
weapons, and resistance to fire and poison damage. The
unarmed strikes deal an extra 1d6 damage of a type
potion’s liquid is a dark red with a faint, fiery glow.
associated with a dragon (acid, cold, fire, lightning, or
poison). The potion’s liquid is a swirling mix of colors. Potion of Phoenix Fire
Potion of Elemental Convergence Potion, very rare
Potion, very rare When you drink this potion, you are wreathed in
magical flames for 1 hour. Any creature that touches
The potion’s liquid is a swirling blend of earth, air, fire,
you or hits you with a melee attack takes 2d6 fire
and water colors. When you drink this potion, you gain
damage. Additionally, if you drop to 0 hit points while
the combined powers of all four elements. For 1 minute,
under the effect of this potion, you are immediately
you gain the following benefits:
revived with 1 hit point, and the effect ends. The
Resistance to acid, cold, fire, and lightning damage. potion’s liquid is a fiery orange.
You can cast elemental weapon at will, choosing the
damage type each time.
Potion of Primal Bond
Potion, very rare

Potion of Fey Step When you drink this potion, you gain a deep connection
Potion, very rare with nature. For 1 hour, you can communicate with
beasts and plants as if you were under the effect of the
When you drink this potion, you can teleport up to 30 speak with animals and speak with plants spells.
feet to an unoccupied space you can see as a bonus Additionally, you can command them to aid you in
action. This effect lasts for 1 minute. The potion’s liquid battle. The potion’s liquid is a deep green with floating
is a vibrant green with shimmering motes of light. leaves.

Potion of Primal Fury


Potion, very rare

When you drink this potion, you gain the strength and
ferocity of a wild beast. For 1 hour, your melee attacks
deal an additional 2d6 damage, and you have advantage
on all Strength checks and saving throws. The potion’s
liquid is a deep crimson with floating claw-like shapes.

Potion of Temporal Displacement


Potion, very rare

When you drink this potion, you become displaced in


time. For the next minute, you can use a bonus action to
teleport up to 30 feet to an unoccupied space you can
see. You can teleport this way once per turn. Each time
you teleport, your position in time becomes slightly out
of sync, granting you advantage on Dexterity saving
throws and a +2 bonus to AC for the duration.

Potion of Superior Regeneration


Potion, very rare

For 1 hour after drinking this potion, you regain 1d6 hit
points at the start of each of your turns. The potion is a
thick, green liquid that glows brightly.

51
Legendary Potions
Elixir of the Gods
Potion, legendary

The potion is a radiant, golden liquid that emits a soft,


divine glow. When you drink this potion, you gain the
following benefits for 1 hour:

You have advantage on all attack rolls, saving


throws, and ability checks.
You regain 10 hit points at the start of each of your
turns.

Potion of Arcane Fusion


Potion, legendary

When you drink this potion, you can cast two spells
simultaneously. In the next hour, you can use once your
action to cast two spells of 5th level or lower at the
same time, provided you have the spell slots for both.
The potion’s liquid is a vibrant purple with swirling
arcane symbols.

Potion of Cosmic Insight


Potion, legendary

When you drink this potion, your mind is opened to the


Potion of Timeless Body secrets of the cosmos. For 1 hour, you gain advantage
Potion, very rare on all Intelligence checks and saving throws, and you
can cast the true seeing and legend lore spells at will.
For 1 hour after drinking this potion, you do not age, do The potion’s liquid is a deep blue with twinkling stars.
not require food or drink, and are immune to poison and
disease. The potion is a silvery liquid that shimmers Poisons
faintly.
Assassin’s Kiss
Poison (injury), 3000 gp

A creature subjected to this poison must make a DC 22


Constitution saving throw. On a failed save, the creature
takes 20d6 poison damage and is poisoned for 24
hours. On a successful save, the creature takes half
damage and is not poisoned.

Black Lotus Extract


Poison (injury), 4000 gp

This rare and deadly poison is made from the black


lotus flower. A creature subjected to this poison must
make a DC 22 Constitution saving throw, taking 12d6
poison damage and 12d6 necrotic damage on a failed
save, or half as much damage on a successful one. If the
creature fails the saving throw by 5 or more, it is killed
instantly.

52
takes 3d6 psychic damage and suffers the effects of the
Breath of the Archdemon confusion spell for 1 minute. On a successful save, the
Poison (inhaled), 1800 gp creature takes half damage and is not confused.

A creature subjected to this poison must make a DC 19 Elixir of Petrification


Constitution saving throw. On a failed save, the creature
Poison (ingested), 1000 gp
takes 15d6 poison damage and is paralyzed for 1 hour.
On a successful save, the creature takes half damage A creature subjected to this poison must make a DC 18
and is not paralyzed. Constitution saving throw. On a failed save, the creature
is petrified for 1 hour. On a successful save, the creature
Breath of the Basilisk is not affected.
Poison (inhaled), 300 gp
Elixir of Slumber
A creature subjected to this poison must make a DC 16
Poison (ingested), 250 gp
Constitution saving throw. On a failed save, the creature
is paralyzed for 1 minute. On a successful save, the A creature subjected to this poison must make a DC 15
creature is not affected. Constitution saving throw. On a failed save, the creature
falls unconscious for 1 hour. The creature wakes up if it
Breath of the Dracolich takes damage or if another creature uses an action to
Poison (inhaled), 800 gp shake it awake. On a successful save, the creature is not
affected.
A creature subjected to this poison must make a DC 17
Constitution saving throw. On a failed save, the creature Heartstopper
takes 10d6 poison damage and is paralyzed for 1
Poison (injury), 1200 gp
minute. On a successful save, the creature takes half
damage and is not paralyzed. This lethal poison stops the heart. A creature subjected
to this poison must make a DC 17 Constitution saving
Chicken Venom throw, taking 6d6 poison damage on a failed save, or
Poison (ingested), 1000 gp half as much damage on a successful one. If the
creature fails the saving throw by 5 or more, it is
When you ingest this poison, you must succeed on a DC reduced to 0 hit points.
16 Constitution saving throw or be transformed into a
chicken for 1 hour as if under the effect of the
polymorph spell. The potion’s liquid is a murky yellow
with floating feathers.

Cursebinder’s Draught
Poison (ingested), 1500 gp

When you ingest this poison, you must succeed on a DC


17 Constitution saving throw or be cursed as if under
the effect of the bestow curse spell (roll 1d4 for the
effect). The effect lasts for 24 hours. The potion’s liquid
is a dark purple with swirling, shadowy tendrils.

Draught of Eternal Slumber


Poison (ingested), 1500 gp

A creature subjected to this poison must make a DC 19


Constitution saving throw. On a failed save, the creature
falls into a magical sleep and cannot be awakened for
24 hours. On a successful save, the creature is not
affected.

Draught of Madness
Poison (injury), 400 gp

A creature subjected to this poison must make a DC 14


Wisdom saving throw. On a failed save, the creature

53
Powder of Eternal Night
Mindfire
Poison (contact), 2000 gp
Poison (inhaled), 700 gp
A creature subjected to this poison must make a DC 21
This poison causes a searing headache. A creature
Wisdom saving throw. On a failed save, the creature
subjected to this poison must make a DC 15
takes 8d6 psychic damage and is blinded for 1 hour. On
Constitution saving throw, taking 4d6 psychic damage
a successful save, the creature takes half damage and is
every turn for 24 hours on a failed save. On a successful
not blinded.
save, the creature is not affected.
Soulrot
Necrotic Venom
Poison (injury), 2400 gp
Poison (injury), 450 gp
This poison causes a deep, necrotic infection. A
This black venom causes necrotic damage. A creature
creature subjected to this poison must make a DC 19
subjected to this poison must make a DC 14
Constitution saving throw, taking 6d6 poison damage
Constitution saving throw, taking 3d6 necrotic damage
and 6d6 necrotic damage on a failed save, or half as
and 3d6 poison damage on a failed save, or half as
much damage on a successful one. On a failed save, the
much damage on a successful one.
creature’s hit point maximum is reduced by the amount
Powder of Blinding Light of necrotic damage taken. This reduction lasts until the
creature finishes a long rest.
Poison (contact), 200 gp
Tortoise Toxin
A creature subjected to this poison must succeed on a
DC 14 Constitution saving throw or be blinded for 1 Poison (injury), 1400 gp
hour. On a successful save, the creature is not blinded.
When this poison enters your bloodstream, you must
Powder of Delirium succeed on a DC 17 Constitution saving throw or be
affected by the slow spell for 1 minute. The potion’s
Poison (contact), 900 gp liquid is a thick green with swirling, sluggish patterns.
A creature subjected to this poison must make a DC 17 Undead’s Bane
Wisdom saving throw. On a failed save, the creature
takes 6d6 psychic damage and suffers the effects of the Poison (injury), 2000 gp
hallucinatory terrain spell for 1 hour. On a successful
When this poison comes into contact with undead flesh,
save, the creature takes half damage and is not affected.
it deals an additional 6d10 radiant damage. Undead
creatures must make a DC 18 Constitution saving
throw, taking half damage on a successful save. The
potion’s liquid is a radiant white with a holy glow.

Venom of the Death Widow


Poison (injury), 350 gp

A creature subjected to this poison must make a DC 14


Constitution saving throw. On a failed save, the creature
takes 5d6 poison damage and is poisoned for 1 hour.
On a successful save, the creature takes half damage
and is not poisoned.

Venom of the Serpent’s Fang


Poison (injury), 100 gp

A creature subjected to this poison must make a DC 13


Constitution saving throw, taking 2d6 poison damage
on a failed save, or half as much damage on a successful
one.

54
Common Magic Tattoos
Agility Tattoo
Wondrous item (tattoo), common

This tattoo grants you advantage on one Dexterity


(Acrobatics) check. Once used, this property can’t be
used again until you finish a long rest. The tattoo
resembles a leaping cat and is usually placed on the
calf.

Balance Tattoo
Wondrous item (tattoo), common

This tattoo grants you advantage on one Dexterity


saving throw to avoid being knocked prone. Once used,
this property can’t be used again until you finish a long
rest. The tattoo shows a tightrope walker and is usually
placed on the back.

Clarity Tattoo
Wondrous item (tattoo), common

This tattoo grants you advantage on one Intelligence


(Investigation) check. Once used, this property can’t be
used again until you finish a long rest. The tattoo
features a magnifying glass and is often placed on the
wrist.

Courage Tattoo
Wondrous item (tattoo), common

Venom of the Shadow Viper This tattoo grants you advantage on one saving throw
against being frightened. Once used, this property can’t
Poison (injury), 600 gp be used again until you finish a long rest. The tattoo
depicts a roaring lion and is typically placed on the
A creature subjected to this poison must make a DC 17
chest.
Constitution saving throw. On a failed save, the creature
takes 6d6 poison damage and is poisoned for 1 hour. Endurance Tattoo
On a successful save, the creature takes half damage
and is not poisoned. Wondrous item (tattoo), common

Venom of Weakness This tattoo increases your carrying capacity by 50%.


The tattoo features interlocking chains and is typically
Poison (injury), 500 gp
placed on the forearm.
A creature subjected to this poison must make a DC 16
Insight Tattoo
Constitution saving throw. On a failed save, the creature
takes 4d6 poison damage and has disadvantage on Wondrous item (tattoo), common
Strength and Dexterity checks for 1 hour. On a
This tattoo grants you advantage on one Wisdom
successful save, the creature takes half damage and is
(Insight) check. Once used, this property can’t be used
not affected by the disadvantage.
again until you finish a long rest. The tattoo depicts an
Widow’s Tear owl and is often placed on the back of the hand.
Poison (contact), 200 gp

This clear, odorless poison can be applied to surfaces. A


creature that touches this poison must make a DC 13
Constitution saving throw or take 3d8 poison damage
and be poisoned for 1 minute.

55
This tattoo allows you to cast the Comprehend
Resilience Tattoo Languages spell at will. The tattoo depicts arcane runes
Wondrous item (tattoo), common and is often placed on the palm of the hand.

This tattoo grants you advantage on one saving throw Beastmaster Tattoo
against being poisoned. Once used, this property can’t
Wondrous item (tattoo), uncommon (requires
be used again until you finish a long rest. The tattoo is
attunement)
shaped like a small shield and is often placed on the
upper arm. This tattoo allows you to cast the Animal Friendship
spell at will. The tattoo features various animal motifs
Stamina Tattoo and is typically placed on the forearm.
Wondrous item (tattoo), common
Binding Chains Tattoo
This tattoo grants you advantage on one Constitution
Wondrous item (tattoo), uncommon (requires
saving throw to avoid exhaustion. Once used, this
attunement)
property can’t be used again until you finish a long rest.
The tattoo shows a running figure and is typically As an action, you can activate the tattoo, causing chains
placed on the thigh. to shoot towards a target up to 30 feet away. The target
must make a Dexterity saving throw (DC 14). On a
Stealth Tattoo failed save, the target takes 4d6 damage and is pulled
Wondrous item (tattoo), common 15 feet towards you. On a successful save, the target
takes half damage and is not pulled. This ability can be
This tattoo grants you advantage on one Dexterity
used twice per day. The tattoo features interlocking
(Stealth) check. Once used, this property can’t be used
chains and is typically placed on the forearm.
again until you finish a long rest. The tattoo is designed
as a shadowy figure and is typically placed on the ankle. Camouflage Tattoo
Strength Tattoo Wondrous item (tattoo), uncommon (requires
attunement)
Wondrous item (tattoo), common
This tattoo grants you the ability to blend into your
This tattoo grants you advantage on one Strength surroundings. You can use a bonus action to become
(Athletics) check. Once used, this property can’t be used invisible until the start of your next turn, once per long
again until you finish a long rest. The tattoo depicts a rest. The tattoo features chameleon-like patterns and is
flexed arm and is often placed on the bicep. often placed on the back.
Healer Tattoo
Wondrous item (tattoo), common

This tattoo allows you to stabilize a dying creature you


touch as an action, without needing to make a Wisdom
(Medicine) check. Once used, this property can’t be used
again until you finish a long rest. The tattoo is a small,
simple cross and is typically placed on the palm.

Vigilance Tattoo
Wondrous item (tattoo), common

This tattoo grants you advantage on one Wisdom


(Perception) check. Once used, this property can’t be
used again until you finish a long rest. The tattoo
depicts an open eye and is usually placed on the back of
the neck.

Uncommon Magic Tattoos


Arcane Scribe Tattoo
Wondrous item (tattoo), uncommon (requires
attunement)

56
Iron Grip Tattoo Rare Magic Tattoos
Wondrous item (tattoo), uncommon (requires Dragon’s Might Tattoo
attunement)
Wondrous item (tattoo), rare (requires attunement)
This tattoo grants you advantage on checks and saving
This tattoo grants you a +1 bonus to Strength abilities
throws to avoid being disarmed or to maintain your grip
checks. Once per day, you can exhale destructive energy
on a weapon or object. The tattoo resembles
in a 30-foot cone, dealing 6d6 damage of a type
interlocking chains and is typically placed on the hand.
associated with a dragon (acid, cold, fire, lightning, or
Ironclad Tattoo poison) to all creatures in the area (Dexterity saving
throw for half damage). The tattoo depicts dragon
Wondrous item (tattoo), uncommon (requires
scales and is typically placed on the arm.
attunement)
Fey Step Tattoo
This tattoo grants you a +1 bonus to your Armor Class
while you are not wearing armor. The tattoo depicts Wondrous item (tattoo), rare (requires attunement)
interlocking plates of metal and is usually placed on the
This tattoo grants you the ability to teleport up to 30 feet
chest.
to an unoccupied space you can see as a bonus action,
Mind Shield Tattoo once per short or long rest. Additionally, you have
advantage on saving throws against being charmed. The
Wondrous item (tattoo), uncommon (requires
tattoo depicts fey symbols and is typically placed on the
attunement) lower back.
This tattoo grants you advantage on saving throws
Firebrand Tattoo
against being charmed or frightened. The tattoo
resembles a protective barrier and is typically placed on Wondrous item (tattoo), rare (requires attunement)
the forehead.
This tattoo allows you to cast the Hellish Rebuke once
Nightwalker Tattoo per day, using your Charisma as the spellcasting ability.
The tattoo resembles flickering flames and is typically
Wondrous item (tattoo), uncommon (requires placed on the forearm.
attunement)
Fleetfoot Tattoo
This tattoo allows you to gain darkvision out to a range
of 60 feet for 1 minute, up to three times per day. If you Wondrous item (tattoo), rare (requires attunement)
already have darkvision, its range increases by 30 feet
This tattoo increases your walking speed by 10 feet.
for the duration. The tattoo depicts a crescent moon and
Additionally, you can use your reaction to avoid being
stars and is usually placed on the forehead.
grappled or restrained, once per long rest. The tattoo
Telepathic Message Tattoo features running figures and is often placed on the
ankles.
Wondrous item (tattoo), uncommon (requires
attunement) Regenerating Body Tattoo
This tattoo allows you to send a telepathic message to Wondrous item (tattoo), rare (requires attunement)
any creature you can see within 120 feet, once per day.
This tattoo grants you the ability to regain 1d6 hit points
Your words are automatically translated into a language
at the start of each of your turns for 1 minute, once per
that the creature can understand. Every creature that
day. Additionally, if you lose a limb, the tattoo can
hears the message knows that you are the sender. The
regenerate it over the course of 1d10 days. The tattoo
tattoo depicts a speaking mouth and an ear and is
features regenerative vines and is often placed on the
usually placed on the temple.
torso.
Waterborne Tattoo Retaliating Strike Tattoo
Wondrous item (tattoo), uncommon (requires
Wondrous item (tattoo), rare (requires attunement)
attunement)
Three times per day, you can activate the tattoo as a
This tattoo grants you a swimming speed equal to your
reaction when you are hit by a melee attack. The tattoo
walking speed and the ability to breathe underwater for
will replicate the limb or weapon of the attacker and
up to 1 hour. The tattoo depicts flowing water and is
strike back with the same hit and damage modifier. The
usually placed on the upper back.
tattoo depicts a mirrored strike and is usually placed on
the shoulder.

57
Celestial Guardian Tattoo
Shapeshifter Tattoo
Wondrous item (tattoo), very rare (requires attunement)
Wondrous item (tattoo), rare (requires attunement)
This tattoo grants you resistance to radiant damage and
This tattoo grants you the ability to cast the Alter Self
advantage on saving throws against necromancy spells
spell at will. Once per day, you can also use the spell to
and effects. Additionally, once per day, you can call upon
transform into a beast of CR 1 or lower for up to 1 hour
a celestial guardian to shield you, granting you a +2
as if casting the polymorph spell. The tattoo features
bonus to AC for 1 minute. The tattoo depicts a radiant
shifting shapes and is typically placed on the shoulder.
shield and is usually placed on the chest.
Third Eye Tattoo Eternal Warrior Tattoo
Wondrous item (tattoo), rare (requires attunement) Wondrous item (tattoo), very rare (requires attunement)

This tattoo grants you a special sense, allowing you to This tattoo grants you advantage on death saving
detect invisible creatures and objects within 10 feet of throws and the ability to regain 10 hit points when you
you. The tattoo depicts a third eye and is usually placed drop to 0 hit points, once per long rest. The tattoo
on the forehead. features an unbroken chain and is typically placed on
the neck.
True Compass Tattoo
Wondrous item (tattoo), rare (requires attunement) Fey Charm Tattoo
Wondrous item (tattoo), very rare (requires attunement)
As an action, you can concentrate and speak the name
of a creature, object, or location you have seen before. This tattoo grants you advantage on saving throws
The tattoo will point in the approximate direction of it. against being charmed and the ability to cast Charm
Ultimately, it is the DM’s choice to interpret the name Person at will. Once per day, you can cast Dominate
you choose and decide where the tattoo points. This Person without expending a spell slot. The tattoo
ability can be used once per long rest. The tattoo features fey symbols and is typically placed on the
features a detailed compass rose and is typically placed shoulder.
on the forearm.
Ghostwalker Tattoo
Very Rare Magic Tattoos Wondrous item (tattoo), very rare (requires attunement)
Arcane Cipher Tattoo This tattoo grants you the ability to become incorporeal
Wondrous item (tattoo), very rare (requires attunement for 1 minute, once per day. While incorporeal, you can
by a spellcaster) move through objects and creatures as if they were
difficult terrain, and you have resistance to all damage
This tattoo depicts intricate arcane symbols and runes. except force and psychic. The tattoo resembles ghostly
While you are attuned to this tattoo you can prepare one wisps and is typically placed on the arm.
additional spell that you know of 5th level or lower.
Additionally, you have advantage on Constitution saving Infernal Pact Tattoo
throws made to maintain concentration on a spell. Wondrous item (tattoo), very rare (requires attunement)
Arcane Mastery Tattoo This tattoo grants you resistance to fire damage and
Wondrous item (tattoo), very rare (requires attunement allows you to add your Charisma or Intelligence
by a spellcaster) modifier to the damage of fire attack spells you cast.
The tattoo features infernal flames and is typically
This tattoo allows you to regain one expended spell slot placed on the arm.
of up to 5th level, once per day. The tattoo depicts
arcane runes and is usually placed on the palm. Shadow Veil Tattoo
Wondrous item (tattoo), very rare (requires attunement)
Armor Breaker Tattoo
Wondrous item (tattoo), very rare (requires attunement) This tattoo grants you resistance to necrotic damage
and the ability to become invisible in darkness for up to
Once per day, as an action, you can activate the tattoo. 10 minutes, once per day. The tattoo depicts shadowy
For 1 minute, every time you hit a creature, it gains a -1 tendrils and is usually placed on the lower back.
penalty to its AC, cumulative up to 5 times per creature.
The tattoo depicts a hammer breaking armor and is
usually placed on the upper arm.

58
Unyielding Sentinel Tattoo
Wondrous item (tattoo), very rare (requires attunement)

This tattoo grants you advantage on saving throws to


avoid being stunned or paralyzed. Once per day, you can
enter a defensive stance as a reaction, gaining a +2
bonus to AC and advantage on all Constitution saving
throws for 1 minute. The tattoo features a vigilant
sentinel and is usually placed on the chest.

War Champion Tattoo


Wondrous item (tattoo), very rare (requires attunement)

This tattoo depicts a mighty warrior in battle. While you


are attuned to this tattoo, when you score a critical hit
with a melee weapon attack, you can make one
additional attack against either the same creature or
another creature within 5 feet.

Legendary Magic Tattoos


Divine Champion Tattoo
Wondrous item (tattoo), legendary (requires
attunement)

You can call upon divine power to heal yourself or an


ally for 80 hit points once per long rest. The healed
creature will gain resistance to all damage for 1 minute.
The tattoo depicts divine symbols and is usually placed
on the arm.

Storm Bringer Tattoo


Wondrous item (tattoo), legendary (requires
attunement)

This tattoo grants you resistance to lightning damage


and the ability to control weather within a 1-mile radius
once per day, as if casting the Control Weather spell.
The tattoo depicts storm clouds and lightning bolts and
is usually placed on the back.

59
Appendix A: Magic Items
Magic Items
Name Type Rarity Attunement
Aegis of the Eternal Guardian Armor (shield) very rare Yes
Agility Tattoo Wondrous item (tattoo) common No
Amulet of the Guardian Wondrous item uncommon No
Amulet of the Phoenix Wondrous item legendary Yes
Amulet of the Void Wondrous item rare Yes
Arcane Bow Weapon (longbow) uncommon Yes
Arcane Cipher Tattoo Wondrous item (tattoo) very rare Yes
Arcane Mastery Tattoo Wondrous item (tattoo) very rare Yes
Arcane Rapier Weapon (rapier) rare Yes
Arcane Scribe Tattoo Wondrous item (tattoo) uncommon Yes
Armor Breaker Tattoo Wondrous item (tattoo) very rare Yes
Armor of the Abyssal Embrace Armor (breastplate) very rare Yes
Armor of the Celestial Champion Armor (plate) legendary Yes
Balance Tattoo Wondrous item (tattoo) common No
Beastmaster Tattoo Wondrous item (tattoo) uncommon Yes
Binding Chains Tattoo Wondrous item (tattoo) uncommon Yes
Blade of the Eternal Flame Weapon (longsword) legendary Yes
Bloodthirsty Axe Weapon (battleaxe) rare Yes
Boots of Phantasmal Stride Wondrous item uncommon No
Boots of Steadiness Wondrous item common No
Boots of the Earth Strider Wondrous item rare Yes
Boots of the Mirage Wondrous item uncommon No
Bracelet of the Shifting Sands Wondrous item uncommon No
Bracers of the Archmage Wondrous item very rare Yes
Bracers of the Storm Wondrous item rare Yes
Camouflage Tattoo Wondrous item (tattoo) uncommon Yes
Cap of the Enchanted Performer Wondrous item uncommon No
Cape of the Phoenix Wondrous item uncommon No
Celestial Guardian Tattoo Wondrous item (tattoo) very rare Yes
Clarity Tattoo Wondrous item (tattoo) common No
Cloak of Comfort Wondrous item common No
Cloak of the Archmage Wondrous item very rare Yes
Cloak of the Nightstalker Wondrous item very rare Yes
Cloak of the Shadow Lord Wondrous item legendary Yes
Cloak of the Shadow Walker Wondrous item rare Yes
Coin of Luck Wondrous item common No
Courage Tattoo Wondrous item (tattoo) common No
Devil’s Bargain Amulet Wondrous item Rare Yes
Divine Champion Tattoo Wondrous item (tattoo) legendary Yes
Dragon’s Might Tattoo Wondrous item (tattoo) rare Yes
Endurance Tattoo Wondrous item (tattoo) common No
Eternal Warrior Tattoo Wondrous item (tattoo) very rare Yes
Feather of Falling Wondrous item common No
Fey Charm Tattoo Wondrous item (tattoo) very rare Yes
Fey Step Tattoo Wondrous item (tattoo) rare Yes

60
Magic Items
Name Type Rarity Attunement
Firebrand Tattoo Wondrous item (tattoo) rare Yes
Flameheart Chainmail Armor (chainmail) very rare Yes
Fleetfoot Tattoo Wondrous item (tattoo) rare Yes
Frostbite Hammer Weapon (warhammer) rare Yes
Gauntlets of Thunder Wondrous item uncommon No
Gauntlets of the Stonecrusher Wondrous item uncommon Yes
Gauntlets of Titan’s Strength Wondrous item legendary Yes
Ghostwalker Tattoo Wondrous item (tattoo) very rare Yes
Harmonic Tuning Fork Wondrous item common No
Healer Tattoo Wondrous item (tattoo) common No
Helm of the Archangel Wondrous item legendary Yes
Helm of Mind Warding Wondrous item rare Yes
Helm of the Celestial Guardian Wondrous item rare Yes
Helm of the Dragon King Wondrous item very rare Yes
Helm of the Radiant Mind Wondrous item uncommon Yes
Infernal Pact Tattoo Wondrous item (tattoo) very rare Yes
Insight Tattoo Wondrous item (tattoo) common No
Iron Grip Tattoo Wondrous item (tattoo) uncommon Yes
Ironclad Tattoo Wondrous item (tattoo) uncommon Yes
Lantern of Guiding Light Wondrous item uncommon Yes
Lantern of Restful Sleep Wondrous item common No
Mask of the Wild Wondrous item uncommon No
Mind Shield Tattoo Wondrous item (tattoo) uncommon Yes
Mirror of Beauty Wondrous item common No
Nightwalker Tattoo Wondrous item (tattoo) uncommon Yes
Orb of Venom Wondrous item rare Yes
Pebble of Soothing Wondrous item common No
Pendant of Elemental Affinity Wondrous item uncommon Yes
Regenerating Body Tattoo Wondrous item (tattoo) rare Yes
Resilience Tattoo Wondrous item (tattoo) common No
Retaliating Strike Tattoo Wondrous item (tattoo) rare Yes
Ring of Arcane Might Ring rare Yes
Ring of Elemental Mastery Ring rare Yes
Ring of Frost Ring rare No
Ring of Freshness Ring common No
Ring of Temporal Mastery Ring legendary Yes
Ring of the Swift Ring uncommon Yes
Ring of Verdant Growth Ring uncommon No
Rod of Prismatic Power Rod very rare Yes
Rod of Temporal Shift Rod very rare Yes
Scepter of the Storm King Rod very rare Yes
Shadow Arrow Ammunition uncommon No
Shadowrend Weapon (greatsword) rare Yes
Shadow Veil Tattoo Wondrous item (tattoo) very rare Yes
Shapeshifter Tattoo Wondrous item (tattoo) rare Yes
Shield of Radiant Dawn Armor (shield) rare Yes
Shield of the Defender Armor (shield) very rare Yes
Spectacles of Reading Wondrous item common No

61
Magic Items
Name Type Rarity Attunement
Spectral Scimitar Weapon (scimitar) rare Yes
Spellbreaker Armor (shield) rare Yes
Spoon of Flavor Wondrous item common No
Staff of Elemental Fury Staff rare Yes
Staff of the Archdruid Staff legendary Yes
Staff of the Necromancer Staff very rare Yes
Stamina Tattoo Wondrous item (tattoo) common No
Stealth Tattoo Wondrous item (tattoo) common No
Storm Bringer Tattoo Wondrous item (tattoo) legendary Yes
Strength Tattoo Wondrous item (tattoo) common No
Telepathic Message Tattoo Wondrous item (tattoo) uncommon Yes
Third Eye Tattoo Wondrous item (tattoo) rare Yes
True Compass Tattoo Wondrous item (tattoo) rare Yes
Thunderstrike Bow Weapon (longbow) very rare Yes
Thunderstrike Warhammer Weapon (warhammer) uncommon Yes
Unyielding Sentinel Tattoo Wondrous item (tattoo) very rare Yes
Venomous Dagger Weapon (dagger) rare Yes
Vigilance Tattoo Wondrous item (tattoo) common No
War Champion Tattoo Wondrous item (tattoo) very rare Yes
Waterborne Tattoo Wondrous item (tattoo) uncommon Yes
Whispering Stone Wondrous item uncommon No
Wyrmslayer Greatsword Weapon (greatsword) very rare Yes

62
Appendix B: Potions and Poisons
Potions Poisons
Name Rarity Name Type Cost
Lesser Potion of Mana uncommon Assassin’s Kiss Injury 3000 gp
Liquid Shadow uncommon Black Lotus Extract Injury 4000 gp
Pixie’s Dust uncommon Breath of the Archdemon Inhaled 1800 gp
Potion of Arcane Fusion legendary Breath of the Basilisk Inhaled 300 gp
Potion of Arcane Overload very rare Breath of the Dracolich Inhaled 800 gp
Potion of Arcane Shielding very rare Chicken Venom Ingested 1000 gp
Potion of Blindsight rare Cursebinder’s Draught Ingested 1500 gp
Potion of Cat’s Grace uncommon Draught of Eternal Slumber Ingested 1500 gp
Potion of Celestial Radiance rare Draught of Madness Injury 400 gp
Potion of Celestial Song very rare Elixir of Petrification Ingested 1000 gp
Potion of Clarity common Elixir of Slumber Ingested 250 gp
Potion of Cosmic Insight legendary Heartstopper Injury 1200 gp
Potion of Dimensional Travel very rare Mindfire Inhaled 700 gp
Potion of Divine Might very rare Necrotic Venom Injury 450 gp
Potion of Dragon’s Might very rare Powder of Blinding Light Contact 200 gp
Potion of Elemental Adaptation uncommon Powder of Delirium Contact 900 gp
Potion of Elemental Convergence very rare Powder of Eternal Night Contact 2000 gp
Potion of Elemental Transformation rare Soulrot Injury 2400 gp
Potion of Feather Step common Tortoise Toxin Injury 1400 gp
Potion of Fey Step rare Undead’s Bane Injury 2000 gp
Potion of Fiendish Resilience very rare Venom of the Death Widow Injury 350 gp
Potion of Keen Senses uncommon Venom of the Serpent’s Fang Injury 100 gp
Potion of Lesser Arcane Shielding uncommon Venom of the Shadow Viper Injury 600 gp
Potion of Lesser Invisibility uncommon Venom of Weakness Injury 500 gp
Potion of Lesser Regeneration uncommon Widow’s Tear Contact 200 gp
Potion of Mind Blank rare
Potion of Minor Fortitude common
Potion of Minor Speed common
Potion of Night Vision common
Potion of Phoenix Fire very rare
Potion of Primal Bond very rare
Potion of Primal Fury very rare
Potion of Prismatic Defense rare
Potion of Rooted Strength uncommon
Potion of Shadow Form rare
Potion of Superior Regeneration very rare
Potion of Swimming common
Potion of Temporal Displacement very rare
Potion of Timeless Body very rare
Potion of Undying rare
Potion of Water Walking uncommon
Elixir of the Gods legendary
Greater Potion of Mana uncommon
Oil of Demon’s Bane rare
Owlbear Essence rare

63
Enchanted
Marketplace
This supplement offers detailed lore, notable
NPCs, and unique quests for eight enchanted
shops that can be integrated into any campaign.

Additionally, you’ll find guidelines for creating


your own magical merchants and shops, including
design tips and pricing strategies.

Discover over 150 new magical items, from


weapons and potions to magical tattoos and
poisons. Dive into the world of magical commerce
and let your adventures soar!

Loot and Roll

Made With
The Homebrewery
Homebrewery.Naturalcrit.com

64 Homebrewery.Naturalcrit.com

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