Shop Catalog DND
Shop Catalog DND
Shop Catalog DND
Acid Vial: As an action, you can splash the contents on a creature within 5 foot of you or throw the vial up to 20 feet, shattering on
impact. In either case, make a ranged attack against the target, treating the acid as an improvised weapon. On a hit, the target takes
2d6 acid damage.
: This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it
on impact. Make a ranged attack against a creature or object, treating the flask as an improvised weapon. On a hit, the target takes 1d4
fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to
extinguish the flames.
Blight Stone
or make a ranged attack against the target.
radius burst of noxious vapors. This cloud of gas deals 5d6 damage to all plants and plant creatures in the area.
Silver Sheen: This small metal flask contains a viscous, silver fluid. As an action, it can be applied to a single melee weapon or 5 pieces
of ammunition. The weapon or ammunition then counts as silver for 1 hour.
Oil of Slipperiness: Can be applied to PC over 10 minutes to mimic Freedom of Movement spell for 8 hours (Immune to paralyzed and
restrained conditions, unaffected by difficult terrain or fighting underwater, automatically escape nonmagical restraints or grapple with
5ft of movement). Alternatively, the oil can be applied to a 10 foot square as an action to mimic the Grease spell for 8 hours (Dex save
to resist falling prone if enter or end turn in space). If used as the Grease spell, DC to resist falling prone is 13.
Dust of Dryness
smash the pellet, releasing the water the dust absorbed.
Potion of Climbing: When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you
have advantage on STR (athletics) checks you make to climb.
Potion of Waterbreathing: When you drink this potion, you can breathe underwater for 1 hour.
Flash Paper: A common parlor trick and theatrical prop, these sheets of paper are specially treated to flare up when subjected to
rigorous friction or open sources of heat. The paper is burned away harmlessly, creating light as a candle for 1 round.
2 Market v1.1
Apothecary (Curatives and Remedies)
Item Cost Item Cost
5 gp Herbalism Kit* 5 gp
Common Potion of Healing (2d4+2)* 50 gp 20 gp
Aqua Vitae (flask) 25 gp Senzu BeanHB 250 gp
Greater Potion of Healing (4d4+4)M 150 gp Anti-Toxin (vial)* 50 gp
Superior Potion of Healing (8d4+8) M 500 gp Elixir of TranquilityHB 50 gp
Supreme Potion of Healing (10d4+20) M 5000 gp Lembas BreadHB 10 gp/loaf (5 slices)
Aqua Vitae: This stout brew of ethanol is infused with various herbs. Drinking the flask counts as an action. Doing so grants 5
temporary hit points for 1 hour, but imposes disadvantage on WIS (perception) checks and Initiative for 1 hour.
Elixir of Tranquility: If ingested at the start of a long rest, the user regains all HD at the end of the rest (normally recovers HD up to half
est,
the user must sleep uninterrupted for 6 of the 8 hours. Ability checks to awaken the sleeping character are at disadvantage, and any
ability checks made by the sleeping character to awaken or perceive the world are at disadvantage. If a magical effect is in use such as
the Alarm spell or a Weapon of Warning, the disadvantage is negated but the character must make a DC 13 wisdom check (Insight or
Perception) to respond to the alarm.
Lembas Bread: Originally a prized elvish recipe, a few herbalists have reverse engineered this useful ration. This special bread
functions similar to a GoodberryS that has been preserved so as to retain its potency over time. Requires an action to eat. Ingesting a
slice of Lembas Bread heals 1 HP and provides 24 hours of nourishment (food only).
Senzu Bean
2d8+2 HP, removes the poisoned condition, and removes all diseases.
strewn about arcana shops. This may involve various skill checks such as Perception, Investigation, or Persuasion. The
DM may roll on the table above, or implement other items.
Magnifying Lens: Functions as Eyes of Minute Seeing (DMG p.168), but must be held. Using the item limits your field of sight to what is
being viewed through the lens (i.e. you can only see your immediate surroundings).
Telescope: Functions as Eyes of the Eagle (DMG p.168), but must be held. Using the item limits your field of sight to what is being
viewed through the telescope (i.e. you cannot see your immediate surroundings).
3 Market v1.1
Armorer / Blacksmith / Bowyer (Weapons, Armor, and Ammunition)
Item Cost Item Cost
Ammunition* --- Mirthal ArmorM Base Price +500 gp
Arrows/Bolts (20) 1 gp Darkleaf ArmorHB Base Price +250 gp
Blowgun needles (50) 1 gp Magecraft WeaponHB Base Price +500 gp
Sling bullets (20) 4 cp Armor, Customized (PHB p.145)HB Base Price +10%
Silvered Weapon* 100 gp Weapon, Customized (PHB p.149) HB Base Price +10%
(10 arrows/bolts or 1 weapon)
Quiver (20) 1 gp
Enchantments (Minor Properties DMG p.143)
D20 Property Effect
1 Beacon
2 Compass The wielder can use an action to learn which way is north.
3 Conscientious When the bearer of this item ponders or undertakes a malevolent act, the item enhances pangs of
conscience.
4 Delver low the surface, and the direction to the
nearest staircase, ramp, or path leading up.
5 Gleaming The item never gets dirty.
6 Guardian The item whispers warnings to its bearer, granting +2 to initiative if conscious.
7 Harmonious Attuning to this item takes only 1 minute.
8 Hidden Message A message that can only be revealed in specific conditions is hidden on the item.
9 Key The item serves as a key to unlock a container, chamber, vault, or other entryway.
10 Language The bearer can speak a new language while item is on his person.
11 Sentinel
12 Song Craft Whenever the item is used, the bearer hears a fragment of an ancient song.
13 Strange Material The item is created from a bizarre material (no affect to durability).
14 Temperate The bearer suffers no penalties in temperatures between -20° and 120° Fahrenheit.
15 Unbreakable The item
16 War Leader
17 Waterborne The item floats on water and other liquids. Grants advantage on STR (athletics) checks made to swim.
18 Wicked Whenever the bearer is presented with an opportunity to act in a selfish or malevolent way, the
temptation to do so is intensified.
19 Illusion The item can undergo a specific, minor alteration to its appearance. Such alterations
way the item is wielded.
20 --- Roll twice, rerolling any d20s.
Magecraft Weapon: (Requires Attunement) A magecraft weapon is usually of exquisite quality. It is forged with magical techniques that
leave an imprint on the weapon in the form of a minor property. The DM may roll on the above table to randomly determine the
property, or allow the player to choose from available options. A magecraft weapon counts as magical for the purpose of overcoming
the resistances of some creatures. Weapons manufactured by disreputable sources may also possess or develop a Quirk (DMG
p.143).
Silvered Weapons: Against specific monsters, silvered weapons count as magical. Price given is for the service of silvering the weapon
or ammunition (i.e. it assumes you already own the item being silvered). Craft time is 1 day, and the effect is permanent.
Darkleaf Armor: Made from the broad leaves of exotic plants that have been alchemically treated for toughness. Dark leaf can replace
the leather in a suit of armor. If used to make a suit of Leather (but not studded leather) or Hide armor it acts as camouflage, granting
the wearer advantage of Stealth checks made to hide in foliage
Mithral Armor: Mithral is a rare, light, flexible metal. It can be used to make any type of metal armor (chain shirt, scale mail, breastplate,
half plate, ring mail, chain mail, splint, plate, and shield). A mithral Chain Shirt or Breastplate can be worn under normal clothes. If the
armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor
Customized Weapons and Armor: You can commission the production of an aesthetically unique piece of equipment. Specify the
luding color scheme, motif, and other unusual features. Any changes to the base weapon/armor that
provide a mechanical benefit pend DM approval.
4 Market v1.1
Commercial Services
Item Cost Item Cost
Coach Cab (Peasant) --- Road or gate toll 1 cp
Between Towns 3 cp / mile Messenger 2 cp / mile
Within a City 1 cp Sivis Messaging Station 5 gp/ page
10 gp/ day Orien Mail Route 1 cp/ mile
Messaging Station: The gnomes of House Sivis have a number of message stations throughout Khorvaire that can instantly transmit
messages between them. As part of their confidentiality, gnomes of House Sivis also undergo rigorous mental training to be able to
forget the messages that they transmit.
Magic Vault: House Kundarak offers the popular service of a safe-deposit vault. The client and any delegated companions receive an
access word and can deposit an item no heavier than 10 lbs. Through arcane means, the vault can be accessed from any Kundarak
banking system, regardless of where the vault was originally accessed.
Bomb: As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point
must succeed on a DC 12 DEX saving throw or take 3d6 fire damage.
Smoke Bomb: As an action, a character can light this bomb and throw it at a point up to 60 feet away. One round after a smoke bomb
lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour)
disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.
5 Market v1.1
Hirelings/Workforce Labor (PHB p. 159, MM p.342-350)
Item Cost Item Cost
Hireling, Untrained 2 sp/ day Thug 8 gp/ day
Hireling, Trained 2 gp/ day Scout 8 gp/ day
Construction UnitHB 10 gp/ day Spy 15 gp/ day
Bandit 2 gp/ day Veteran 60 gp/ day
Guard 2 gp/ day Knight 60 gp/ day
Hirelings generally
y are
assisting in combat as an active member of the party, then they accrue an equal cut of the XP. They also demand full hazard pay on
top of an equal share in the loot.
Double the price for hazard pay. For non-combatants this may mean having to perform their duty during a fight or at risk of
danger to themselves. For combatants, this may mean facing overwhelming odds, supernatural creatures, or fighting in dangerous
locales.
Half pay as retainer for light/inactive duty, as a bribe, or to temporarily ensure their loyalty.
-
Construction Unit: Each crew consists of 4-5 laborers, 1 of whom is a foreman who specializes in the task at hand (carpenter, mason,
tinkerer, etc.). Price includes basic rations for the workers and building supplies for simple constructs or repair jobs. If the crew is
building something substantial (such as a fortress or castle), then use the cost of building that structure instead.
Spell Components
Component (Spell) Cost Component (Spell) Cost
Gold Dust (Arcane Lock) 25 gp Jacinth & Silver (Astral Projection) 1100 gp
Runic Tokens (Augury) 25 gp Agate (Awaken) 1000 gp
Diamond 50 gp Powdered Black Pearl 500 gp
(Chromatic Orb) (Circle of Death)
Jeweled Horn (Clairvoyance: Hearing) 100 gp Glass Eye (Clairvoyance: Seeing) 100 gp
Diamond & Vessel (Clone) 3000 gp Ruby Dust (Continual Flame) 50 gp
Black Onyx (Create Undead) 150 gp Incense & Sacrificial Offering (Divination) 25 gp
1000 gp Charcoal, Incense, & Herbs 10 gp
(Find Familiar)
Divinatory Tools (Find the Path) 100 gp Holy Water, Incense, & Powdered Ruby 1000 gp
(Forbiddance)
Ruby Dust (Force Cage) 1500 gp Diamond (Gate) 5000 gp
Incense & Powdered Diamond 200 gp Diamond Dust 100 gp
(Glyph of Warding) (Greater Restoration, Stoneskin)
Silver Rod (Guards and Wards) 10 gp Herbs, Oil, & Incense (Hallow) 1000 gp
Gem Encrusted Bowl (Heroes Feast) 1000 gp Reliquary (Holy Aura) 1000 gp
Pearl (Identify) 100 gp Varies (Imprisonment) 500 gp
Per HD
Incense and Ivory Strips (Legend Lore) 450 gp 5050 gp
Holy Water or Powdered Silver/Iron 100 gp Ornamental Container (Magic Jar) 500 gp
(Magic Circle)
Honeycomb & Jade Dust (Magic Mouth) 10 gp 15 gp
Mansion)
250 gp Diamond Dust (Nondetection) 25 gp
Sword)
Jewel (Planar Binding) 1000 gp Forked Metal Rob (Plane Shift) 250 gp
Fleece & Jade Dust 25 gp Small Replica of You 5 gp
(Programmed Illusion) (Project Image)
Diamond (Raise Dead) 500 gp Rare Oils & Unguents (Reincarnate) 1000 gp
Diamond Dust (Resurrection) 1000 gp Diamonds (Revivify) 300 gp
Focus (Scrying) 1000 gp Powdered Gems (Sequester) 5000 gp
Jade Circlet (Shapechange) 1500 gp Powdered Diamond/Opal & Minerals (Symbol) 1000 gp
Rare Chalks/Inks Infused w Gems 50 gp Diamonds (True Resurrection) 25000 gp
(Teleportation Circle)
Ointment (True Seeing) 25 gp 2 Platinum Rings (Warding Bond) 100 gp
7 Market v1.1
Workshop: Tinkerer/Magewright (Gadgets and Tech)
Item Cost Item Cost
Circle of
SoundHB 2000 gp (per Ring) Magic BedrollHB 500 gp
Everbright LanternHB 50 gp Sun RodHB 5 gp
Cold StoneHB 150 gp Sending Stones (set of 2)M 350 gp
Retractable poleHB 5 gp Hunting Trap* 5 gp
Music BoxHB 10 gp Clockwork ToyHB 10 gp
Fire StarterHB 10 gp Wayfinder CompassHB 500 gp
ThunderstoneHB 10 gp Portable Ram* 5 gp
Folding BoatM 5000 gp Block and Tackle* 1 gp
Magnifying lens 100 gp
Everbright Lantern: Functions as a hooded lantern, but requires no oil. The flame is an illusory effect that does not emit heat and cannot
burn anything. When activated as an action, it casts bright light for 30 feet and dim light for an addition 30 feet. As an action, you can
lower/raise the hood, reducing the light to dim light in a 5 foot radius when lowered.
Sun Rod: Also known as a glow stick, this gold-tipped 1-foot long iron rod glows brightly when struck. It can be activated as part of the
same Interaction to withdraw it. It then functions similar to a torch with a 6 hour burn time, casting bright light for 20 feet, and dim light
for an additional 20 feet. The light does not produce flame or heat.
Cold Stone: This smooth stone disk is approximately 3 inches wide and 1 inch thick. It feels heavy when held, always cold to touch, and
when activated it develops a thin layer of frost. To activate the stone, the command word inscribed upon it must be spoken. It will then
chill the air around it to approximately 40 F (5 C) within a few minutes, up to 5 cubic feet. The primary function of this is to preserve
food, though it is possible to adapt their use as an air conditioner by placing several in proximity.
Wayfinder Compass: (Requires attunement) Grants advantage on Survival checks to avoid getting lost.
Sending Stones: Same as DMG entry, except each stone can send a message to the other stone once per day.
Thunderstone: When thrown against a hard surface , the stone erupts with the noise of a thunderclap. The sound can be
heard 100 feet away.
Magic Bedroll: This woolen sleeping bag is embroidered with stars and moons in silver and blue thread, and it smells of lavender. It
grants comfortable rest even in extreme conditions. While resting in a magic bedroll, you are exempt from Constitution save throws due
to environmental factors such as extreme heat, extreme cold, or high altitude. If the magic bedroll is damaged in any way, the magic
dissipates and it becomes a mundane bedroll.
Retractable Pole: Similar to a standard 10 foot pole, this metal tube is made from a mithral alloy so as to be as light and durable as
possible. The design is slightly tapered and constructed of 2 foot segments with threaded ends. This enables it can be collapsed for
easy storage and secured when fully extended. Extending/retracting the pole requires an action.
Circle of Sound: These simple golden rings are usually made in sets of two to six rings and have no function unless more than one is
made as part of a matching set. Each ring is capable of sending and receiving messages spoken to the other rings in the same set, as
per the Message spell. The maximum range is 120' between two rings, but rings (with ring bearers) can be spaced 120' apart, making a
line from beginning to end that is much longer. Once a set of Circles of Sound have been crafted, there is no way to add additional rings
to the set without completely remaking the entire set.
Music Box: As per the Rock Gnome racial feature (PHB p.37).
Clockwork Toy: As per the Rock Gnome racial feature (PHB p.37).
8 Market v1.1
Cartwright / Shipwright (Vehicles) (PHB p.157, DMG p. 119)
Drawn Vehicles Weight Cost Waterborne Vehicles Speed Cost
Cart 200 lbs 15 gpGalley 4 mph 30,000 gp
Carriage 600 lbs 100 gpKeelboat 1 mph 3,000 gp
Chariot 100 lbs 250 gpLong Ship 3 mph 10,000 gp
Sled 300 lbs 20 gpRow Boat 1.5 mph 50 gp
Wagon 400 lbs 35 gpSailing Ship 2 mph 10,000 gp
War Ship 2.5 mph 25,000 gp
Note: An animal pulling a drawn vehicle can move weight up to 5x its base carrying capacity, including the weight of the vehicle. If multiple
animals pull the same vehicle, they can add their carrying capacity together.
Military Saddle: A military saddle braces the rider, helping you keep your seat on an active mount during combat. Grants advantage
on any check to remain mounted.
9 Market v1.1
General Store (Misc. Goods) (PHB p.xxx)
Item Cost Weight Item Cost Weight
Abacus 2 gp 2 lb Lamp, hooded 5 gp 2 lb
Backpack 2 gp 5 lb Lock 10 gp 1 lb
Barrel 2 gp 70 lb Manacles 2 gp 6 lb
Basket 4 sp 2 lb Mess kit 2 sp 1lb
Bedroll 1 gp 7 lb Mirror, steel 5 gp 0.5 lb
Bell 1 gp - Paper (1 sheet) 2 sp -
Blanket 5 sp 3 lb Parchment (1 sheet) 1 sp -
Book 25 gp 5 lb 2 gp 10 lb
Bottle, glass 2 gp 2 lb Piton 5 cp 0.25 lb
Bucket 5 cp 2 lb Pole (10 ft) 5 cp 7 lb
Candle 1 cp - Pot, iron 2 gp 10 lb
Case, map or scroll 1 gp 1 lb Rations (1 day) 2 sp 2 lb
Chain (10 ft) 5 gp 10 lb Rope, hempen (50 ft) 1 gp 10 lb
Chest 5 gp 25 lb Rope, silken (50 ft) 10 gp 5 sp
25 gp 12 lb Sack 1 cp 0.5 lb
Crowbar 2 gp 5 lb 5 gp 3 lb
Fishing Tackle 1 gp 4 lb Sealing wax 5 sp -
Flask or Tankard 2 cp 1 lb Shovel 2 gp 5 lb
Grappling Hook 2 gp 4 lb Signal whistle 5 cp -
Hammer 1 gp 3 lb Soap 2 cp -
Hammer, sledge 2 gp 10 lb Spikes, iron (10) 1 gp 5 lb
Hourglass 25 gp 1 lb Tent, 2 person 2 gp 20 lb
Ink (1 oz bottle) 10 gp - Tinder box 5 sp 1 lb
Ink pen 2 cp - Torch 1 cp 1 lb
Jug or Pitcher 2 cp 4 lb Vial (empty) 1 gp -
Ladder (10 ft) 1 sp 25 lb Waterskin 2 sp (full) 5 lb
Lamp 5 sp 1 lb Whetstone 1 cp 1 lb
Lamp, bullseye 10 gp 2 lb
Tool Kits
Alchemist 50 gp Forgery Kit 15 gp Poison kit 50 gp
Brewer 20 gp Glassblower 30 gp Potter 10 gp
Calligrapher 10 gp Herbalism Kit 5 gp Navigation 25 gp
Carpenter 8 gp Jeweler 25 gp Smith 20 gp
Cartographer 15 gp Leatherworker 5 gp Thief Tools 25 gp
Cobbler 5 gp Mason 10 gp Vehicles varies
Cook 1 gp Painter 10 gp Weaver 1 gp
Disguise Kit 25 gp Woodcarver 1 gp
10 Market v1.1