InterDimensional Shop
InterDimensional Shop
InterDimensional Shop
Level 1+
Name Description Price: gp
Potion of Healing You regain 2d4+2 hit points when you drink this potion. 25
(common)
Potion of Greater When drunk, a creature regains 4d4 + 4 HP. 100
Healing
Potion of Climbing When you drink this potion, you gain a climbing speed equal to 75
your walking speed for 1 hour. During this time, you have
advantage on Strength (Athletics) checks you make to climb.
Cantrip Scroll A spell scroll bears the words of a single spell, written in a 15
mystical cipher. If the spell is on your class’s spell list, you can
read the scroll and cast its spell without providing any material
components. Otherwise, the scroll is unintelligible. Casting the
spell by reading the scroll requires the spell’s normal casting
time. Once the spell is cast, the words on the scroll fade, and it
crumbles to dust. If the casting is interrupted, the scroll is not
lost.
The DC equals 13. On a failed check, the spell disappears from
the scroll with no other effect. +5 attack bonus.
Once the spell is cast, the words on the scroll fade, and the
scroll itself crumbles to dust.
1st Level Spell A spell scroll bears the words of a single spell, written in a 75
scroll mystical cipher. If the spell is on your class’s spell list, you can
read the scroll and cast its spell without providing any material
components. Otherwise, the scroll is unintelligible. Casting the
spell by reading the scroll requires the spell’s normal casting
time. Once the spell is cast, the words on the scroll fade, and it
crumbles to dust. If the casting is interrupted, the scroll is not
lost.
If the spell is on your class's spell list but of a higher level than
you can normally cast, you must make an ability check using
your spellcasting ability to determine whether you cast it
successfully. The DC equals 13. On a failed check, the spell
disappears from the scroll with no other effect. +5 attack bonus.
Once the spell is cast, the words on the scroll fade, and the
scroll itself crumbles to dust.
(Common) http://dnd5e.wikidot.com/wondrous-items:wondrous-items 350
Wondrous item
Level 6+
Name Description Price: gp
Superior healing When drunk, a creature regains 8d4 + 8 HP. 300
Supreme healing When drunk, a creature regains 10d4 + 20 HP. 2000
Blood of the When you drink this potion, it removes the curse of lycanthropy 250
Lycanthrope from you if that curse was imposed by a lycanthrope’s bite or
Antidote similar effect.
Mummy Rot When you drink the potion, it cures you of mummy rot. 250
Antidote
Oil of Slipperiness This sticky black unguent is thick and heavy in the container, but it 250
flows quickly when poured. The oil can cover a Medium or smaller
creature, along with the equipment it's wearing and carrying (one
additional vial is required for each size category above Medium).
Applying the oil takes 10 minutes. The affected creature then gains
the effect of a Freedom of Movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as an action, where
it covers a 10-foot square, duplicating the effect of the Grease spell in
that area for 8 hours.
Philter of Love The next time you see a creature within 10 minutes after 300
drinking this philter, you become charmed by that creature for 1
hour. If the creature is of a species and gender you are normally
attracted to, you regard it as your true love while you are
charmed. This potion's rose-hued, effervescent liquid contains
one easy-to-miss bubble shaped like a heart.
Potion of When you drink this potion, you gain advantage on one ability 250
Advantage check, attack roll, or saving throw of your choice that you make
within the next hour.
This potion takes the form of a sparkling, golden mist that
moves and pours like water
Potion of Animal When you drink this potion, you can cast the Animal Friendship spell 250
Friendship (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little
bits into view: a fish scale, a hummingbird tongue, a cat claw, or a
squirrel hair.
Potion of Fire After drinking this potion, you can use a bonus action to exhale 250
Breath fire at a target within 30 feet of you. The target must make a DC
13 Dexterity saving throw, taking 4d6 fire damage on a failed
save, or half as much damage on a successful one. The effect
ends after you exhale the fire three times or when 1 hour has
passed.
Potion of Hill Giant When you drink this potion, your Strength score changes to 21 250
Strength for 1 hour. This potion has no effect on you if your Strength is
equal to or greater than that score.
Potion of Growth When you drink this potion, you gain the "enlarge" effect of the 200
Enlarge/Reduce spell for 1d4 hours (no concentration required).
Potion of Poison This concoction looks, smells, and tastes like a Potion of Healing or 300
other beneficial potion. However, it is actually poison masked by
illusion magic. An Identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must
succeed on a DC 13 Constitution saving throw or be poisoned.
At the start of each of your turns while you are poisoned in this
way, you take 3d6 poison damage. At the end of each of your
turns, you can repeat the saving throw. On a successful save,
the poison damage you take on your subsequent turns
decreases by 1d6. The poison ends when the damage
decreases to 0.
Potion of When you drink this potion, you and everything you are wearing 150
Polychromy or carrying take on a rainbow-hued appearance for 1 hour.
During that time, you can use a bonus action to turn any color or
combination of colors you choose. If you mimic the colors of
your surroundings, your hues continually shift to match your
surroundings, and you have advantage on Dexterity (Stealth)
checks until you change your colors again or the potion wears
off.
Potion of Psionic When you drink this potion, you have advantage for 1 hour on 200
Fortitude saving throws you make to avoid or end the charmed or stunned
condition on yourself.
Potion of Choose a damage type when you Purchase the potion. 200
Resistance When you drink this potion, you gain resistance to that type of
damage for 1 hour
Potion of Water You can breathe underwater for 1 hour after drinking this potion. 150
Breathing
Thessaltoxin This potion appears to change color and texture each time you 150
Antidote look at it. When you drink the potion, it ends the Polymorph
effect imposed by thessaltoxin
2nd Level Spell A spell scroll bears the words of a single spell, written in a mystical 250
Scroll cipher. If the spell is on your class’s spell list, you can read the scroll
and cast its spell without providing any material components.
Otherwise, the scroll is unintelligible. Casting the spell by reading the
scroll requires the spell’s normal casting time. Once the spell is cast,
the words on the scroll fade, and it crumbles to dust. If the casting is
interrupted, the scroll is not lost. If the spell is on your class's spell
list but of a higher level than you can normally cast, you must
make an ability check using your spellcasting ability to
determine whether you cast it successfully. The DC equals 13.
On a failed check, the spell disappears from the scroll with no
other effect. +5 attack bonus. Once the spell is cast, the words
on the scroll fade, and the scroll itself crumbles to dust.
3rd Level Spell A spell scroll bears the words of a single spell, written in a mystical 500
Scroll cipher. If the spell is on your class’s spell list, you can read the scroll
and cast its spell without providing any material components.
Otherwise, the scroll is unintelligible. Casting the spell by reading the
scroll requires the spell’s normal casting time. Once the spell is cast,
the words on the scroll fade, and it crumbles to dust. If the casting is
interrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than
you can normally cast, you must make an ability check using
your spellcasting ability to determine whether you cast it
successfully. The DC equals 15. On a failed check, the spell
disappears from the scroll with no other effect. +7 attack
bonus.
Once the spell is cast, the words on the scroll fade, and the
scroll itself crumbles to dust.
Wondrous Items http://dnd5e.wikidot.com/wondrous-items:wondrous-items 1000
(uncommon)
Level 11+
Name Description Price: gp
+1 Weapons and See chapter 5 of Player’s handbook 10000
armor
+1 ammunition See chapter 5 of Player’s handbook 100
Potion of Revivify You cause a creature to drink that has died within the last 5000
minute. That creature returns to life with 1 hit point. This spell
can't return to life a creature that has died of old age, nor can it
restore any missing body parts.
Elixer of health When you drink this potion, it cures any disease afflicting you, 500
and it removes the blinded, deafened, paralyzed, and poisoned
conditions. The clear red liquid has tiny bubbles of light in it.
th
4 level spell scroll A spell scroll bears the words of a single spell, written in a mystical 1000
cipher. If the spell is on your class’s spell list, you can read the scroll
and cast its spell without providing any material components.
Otherwise, the scroll is unintelligible. Casting the spell by reading the
scroll requires the spell’s normal casting time. Once the spell is cast,
the words on the scroll fade, and it crumbles to dust. If the casting is
interrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than
you can normally cast, you must make an ability check using
your spellcasting ability to determine whether you cast it
successfully. The DC equals 15. On a failed check, the spell
disappears from the scroll with no other effect. +7 attack
bonus.
Once the spell is cast, the words on the scroll fade, and the
scroll itself crumbles to dust.
5th level spell scroll A spell scroll bears the words of a single spell, written in a mystical 2500
cipher. If the spell is on your class’s spell list, you can read the scroll
and cast its spell without providing any material components.
Otherwise, the scroll is unintelligible. Casting the spell by reading the
scroll requires the spell’s normal casting time. Once the spell is cast,
the words on the scroll fade, and it crumbles to dust. If the casting is
interrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than
you can normally cast, you must make an ability check using
your spellcasting ability to determine whether you cast it
successfully. The DC equals 17. On a failed check, the spell
disappears from the scroll with no other effect. +9 attack
bonus.
Once the spell is cast, the words on the scroll fade, and the
scroll itself crumbles to dust.