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[Worldbuild] 2017 Dungeon Masters Guild

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Published by Sanguinetti, 2022-07-25 06:45:14

Traders and Merchants

[Worldbuild] 2017 Dungeon Masters Guild

Quality Items Price Quantity Source Notes
Good Halberd 20 gp
Lance 10 gp 1d4 × 2 PHB 149 1d10 slashing; heavy, reach, two-handed
Longbow 50 gp
Longsword 15 gp 1d4 × 2 PHB 149 1d12 piercing; reach, special
Maul 10 gp
Morningstar 15 gp 1d4 × 2 PHB 149 1d8 piercing; ranged (150/600), heavy, two-handed
Net 1 gp
Pike 5 gp 1d4 × 3 PHB 149 1d8 slashing; versatile (1d10)
Quiver 1 gp
Rapier 25 gp 1d4 × 2 PHB 149 2d6 bludgeoning; heavy, two-handed
Scimitar 25 gp
Sheath 3 gp 1d4 × 3 PHB 149 1d8 piercing
Shortsword 10 gp
Smith’s tools 20 gp 1d4 PHB 149 Special, thrown (5/15)
Trident 5 gp
War pick 5 gp 1d4 × 3 PHB 149 1d10 piercing; heavy, reach, two-handed
Warhammer 15 gp
Whip 2 gp 1d4 PHB 150 Holds up to 20 arrows
Yklwa 1 gp
Ammunition, +1 50 gp / ea. 1d4 × 3 PHB 149 1d8 piercing; finesse
Chatkcha 2 gp
Crossbow, hand 75 gp 1d4 × 3 PHB 149 1d6 slashing; finesse, light
Crossbow, heavy 50 gp
Crossbow, light 150 gp 1d4 × 2 — Tooled leather holster for a dagger or sword
repeating
Gythka 40 gp 1d4 × 4 PHB 149 1d6 piercing; finesse, light
Javelin of lightning 500 gp
Longbow, oversized 150 gp 1d4 PHB 154 —

1d4 PHB 149 1d6 piercing; thrown (20/60), versatile (1d8)

1d4 PHB 149 1d8 piercing

1d4 × 2 PHB 149 1d8 bludgeoning; versatile (1d10)

1d4 × 2 PHB 149 1d4 slashing; finesse, reach

1d4 TA 32 1d8 piercing; thrown (10/30)

1d4 × 10 DMG 150 Can be any piece of ammunition

1d4 MM 288 1d6 slashing; finesse, light, ranged/thrown (30/120)

1d4 × 2 PHB 149 1d6 piercing; light, loading, ranged (30/120)

1d4 PHB 149 1d10 piercing; heavy, loading, two-handed, ranged (100/400)

1d4 – 2 OA 224 1d8 piercing; two-handed, ranged (40/160); has 6 shots, can

be reloaded with an action

1d4 – 1 MM 288 1d8 slashing; reach, two-handed

Only 1, ever DMG 178 —

1d4 – 1 WDH 201 2d6 piercing; heavy, ranged (150/600), two-handed; requires

18 Str, attacks and deals damage with Str in place of Dex

Moon-touched sword, 100 gp* 1d4 – 1 XGE 138 Sheds bright light for 15 feet, dim light 15 feet beyond that;
any
Scimitar, double-bladed 100 gp add base cost of the nonmagical weapon to item’s price
Shortspear, hooked 125 gp
1d4 – 1 ERLW 21 2d4 slashing; special, two-handed

1d4 – 1 OA 224 1d4 piercing; light; on hit, can choose not to do damage,

instead having target make a Str save (DC 8 + your Str +

prof. bonus) or become prone

Storm boomerang 500 gp Only 1, ever PA 223 Instead recharges with a short rest

Veteran’s cane 100 gp Only 1, ever XGE 139 Bonus action: Transforms into a mundane longsword

Walloping ammunition, 10 gp / ea. 1d4 × 10 XGE 139 A creature hit must succeed a DC 10 Str save or be prone;

any can be any piece of ammunition

Weapon, +1 500 gp* 1d4 – 1 DMG 213 Add base cost of the nonmagical weapon to item’s price

Weapon of warning, any 500 gp* 1d4 – 2 DMG 213 Add base cost of the nonmagical weapon to item’s price

Excellent Ammunition, +2 500 gp / ea. 1d4 × 10 DMG 150 Can be any piece of ammunition

Flame tongue, any 5,000 gp* Only 1, ever DMG 170 Add base cost of the nonmagical weapon to item’s price

Frost brand, any 50,000 gp* Only 1, ever DMG 171 Add base cost of the nonmagical weapon to item’s price

Oathbow 50,000 gp Only 1, ever DMG 183 —

Sword of sharpness, any 50,000 gp* Only 1, ever DMG 206 Add base cost of the nonmagical weapon to item’s price

Two-birds sling 5,000 gp Only 1, ever MOT 198 Shots can ricochet between targets

Vicious weapon, any 5,000 gp* Only 1, ever DMG 209 Add base cost of the nonmagical weapon to item’s price

Weapon, +2 5,000 gp* 1d4 – 2 DMG 213 Add base cost of the nonmagical weapon to item’s price

51

Witchcraft

An old woman with silvered hair hums quietly to herself,
wielding a mortar and pestle with weathered hands. As
she grinds an admixture of herbs into a fine powder, a
black iron cauldron behind her begins to boil, waiting to
receive the contents of her mortar.
Leather-bound book in hand, a male gnome with half-
moon spectacles and ebony hair reads on, idly stroking a
black cat resting in his lap with his other hand. A cup of
tea sits beside him on a small table, its steam and floral
scent seemingly filling his shop.
A staple both in the small towns of the hinterlands
and in forgotten alcoves of large cities, practitioners of
witchcraft often have wares to sell, to those interested
in their arts. Though not as focused on one field as
purveyors of drinks, foodstuffs, potions, or other magical
wares, merchants in the field of witchcraft dabble wher-
ever their interests lie, and as such have a much more
generalized selection of wares.

Witchcraft Merchant

Quality Items Price Quantity Source Notes
Atrocious Bones
5 gp / set 1d4 sets — Good for soup, and maybe even necromancy
Broom, mundane
Candle 5 cp 1d4 — Smells strongly of straw
Dagger, ritual
Pot, iron 1 cp 1d4 × 10 PHB 150 Comes in a variety of colors
Mistletoe
Poor Book, cookbook 2 gp 1d4 × 2 PHB 149 Simple design, strange sigils engraved on the blade
Candy
Component pouch 2 gp 1d4 PHB 150 Holds 1 gal.
Cook’s utensils
Crystal 1 gp / sprig 1d4 × 5 sprigs PHB 150 Druidic focus; fresh and poisonous
Fungi
Healer’s kit 25 gp 1d4 DMG 301 Packed with delicious-sounding recipes
Herbalism kit
Herbs, common 1 sp / piece 1d4 × 20 pieces — Sweet and delicious, no nutritional value
Meal, modest
Meat 25 gp 1d4 × 2 PHB 150 Has tiny inner pockets for various components
Merchant’s scale
Pie, large 1 gp 1d4 × 2 PHB 154 —
Pie, personal
Spell: Cure wounds 10 gp 1d4 × 2 PHB 150 Arcane focus; a shining bit of quartz or similar
Tea, blackroot tal
Tea, blackthorn 3 cp / lb. 1d4 × 10 lbs. — Oysters, chanterelles, or similar; 1/4 day of food
Tea, yellowleaf
Medium Alchemist’s supplies 5 gp 1d4 × 2 PHB 150 —
Antitoxin
Arcane grimoire, +1 5 gp 1d4 PHB 154 —
Assassin’s blood
Bloodwell vial, +1 5 sp / lb. 1d4 × 10 lbs. — Ex: mint, sage; often used in common potions
Book, astrology
Book, bestiary 3 sp / day 1d4 × 20 days PHB 158 A hearty broth with real vegetables; 1 day of food

3 sp / chunk 1d4 × 15 chunks PHB 158 Beef, chicken, venison, or similar; 1/2 day of food

5 gp 1d4 × 2 PHB 150 —

3 gp 1d4 × 2 — Sweet or savory; 4 days of food

1 gp 1d4 × 4 — Sweet or savory; 1 day of food

10 gp 3 spells / day PHB 230 Cast at 1st-level; heals 1 creature for 1d8 + 3 hit points

1 sp / cup 1d4 × 10 cups TT Bitter cinnamon taste, served hot with honey

1 sp / cup 1d4 × 10 cups TT A savory, earthy tisane that calms an upset stomach

1 sp / cup 1d4 × 10 cups TT Robust and pale yellow, can remove clothing stains

50 gp 1d4 PHB 154 — Anna Nenasheva

50 gp / vial 1d4 × 2 vials PHB 150 —

500 gp Only 1, ever TCE 120 Wizard only; improves Arcane Recovery

150 gp / dose 1d4 + 1 doses DMG 257 Injested; can inflict 1d12 poison damage

500 gp Only 1, ever TCE 122 Sorcerer only; recover sorcery points with hit dice

50 gp 1d4 – 1 DMG 301 A complete collection of star signs and their meanings

125 gp 1d4 – 1 DMG 301 Pertains to a specific type of creature found nearby

52

Quality Items Price Quantity Source Notes
Good Book, herbalism
Book, local flora 75 gp 1d4 – 1 DMG 301 Depicts the practice of collecting and processing herbs
Book, medicine
Herbs, uncommon 50 gp 1d4 – 1 DMG 301 Pictures and descriptions of common local plants
Perfume of bewitching
Poison, basic 100 gp 1d4 – 1 DMG 301 Contains mundane cures for many common ailments
Poisoner’s kit
Potion of growth 5 gp / lb. 1d4 × 5 lbs. — Ex: horsetail, comfrey; for uncommon potions
Potion of healing
Ryath root 50 gp 1d4 – 2 XGE 138 Adv. on Cha. checks vs. humanoids ≤ CR 1 for 1 hr.
Spell: Lesser restoration
Spellbook 100 gp / vial 1d4 × 2 vials PHB 150 Injury; can inflict 1d4 poison damage
Talking doll
Tarokka deck 50 gp 1d4 PHB 154 —
Tea, gaeth’ad
Tea, jethur 250 gp 1d4 – 1 DMG 187 Grow (as with the enlarge/reduce spell) for 1d4 hrs.
Tea, milian tal
Tea, nararoot 50 gp 1d4 × 3 PHB 150 Replenishes 2d4 + 2 hit points
Tea, wild ginger
Tea set 50 gp 1d4 × 2 TA 205 Grants 2d4 temp. hit points; if you eat >1, poisoned
Wand
Wildroot 40 gp 3 spells / day PHB 255 Cures blindness, deafness, paralyzed, or poisoned
Bell branch
Book, exotic fauna 50 gp 1d4 PHB 150 Empty; suitable for holding spells
Book, exotic flora
Broom of flying 100 gp Only 1, ever XGE 139 Can be instructed to say up to 6 short phrases
Cauldron of plenty
Drow poison 10 gp 1d4 – 1 CS 243 Used to read fortunes; only a Vistani can read true
Elixir of health
Figurine of wondrous 5 sp / cup 1d4 × 5 cups TT Thick and brackish, can be mildly psychoactive
power, silver raven
Herbs, rare 3 gp / cup 1d4 × 2 cups TT Purple and savory, cures drunkeness for 2 hrs.
Malice
Nature’s mantle 1 sp / cup 1d4 × 10 cups TT A purple licorice-tasting tea, served chilled
Potion of greater healing
Spell: Greater restoration 2 gp / cup 1d4 × 2 cups TT Licorice taste; prevents becoming pregnant for 2 weeks

5 sp / cup 1d4 × 5 cups TT Spicy and sweet; settles the stomach

50 gp 1d4 TT Perfect for traditional tea ceremonies

10 gp 1d4 × 3 PHB 150 Arcane focus; made of a single winding branch

25 gp 1d4 × 2 TA 205 Cures the poisoned condition

5,000 gp Only 1, ever TCE 122 Druid/warlock only; detects the presence of creatures

150 gp 1d4 – 1 DMG 301 Has pictures and descriptions of many strange animals

150 gp 1d4 – 1 DMG 301 Details many rare and mysterious herbs and plants

500 gp Only 1, ever DMG 156 Fly speed of 50 ft., or 30 ft. if carrying over 200 lbs.

5,000 gp Only 1, ever IDRF 314 —

200 gp / dose 1d4 doses DMG 258 Injury; can render target unconscious

2,500 gp 1d4 DMG 168 Cures disease, blindness, deafness, paralyzed, poison

500 gp Only 1, ever DMG 170 —

50 gp / lb. 1d4 × 2 lbs. — Ex: devilroot, embertear; for rare potions
DMG 258 Inhailed; can blind affected creatures
250 gp / dose 1d4 – 1 doses TCE 133 Druid/ranger only; can hide as a bonus action easily
DMG 187 Replenishes 4d4 + 4 hit points
500 gp Only 1, ever PHB 246 Reduces exhaustion, removes charmed, petrified, a

250 gp 1d4 × 2 curse, or ability/hit point maximum reduction
PHB 271 Returns a creature to life as a random character race
450 gp 3 spells / day TT First time you regain hp in 1 hr.: gain extra 2d4 hp
TT Prevents making another creature pregnant for 2 weeks
Spell: Reincarnate 2,250 gp 3 spells / day TT Numbing taste; suppresses madness effects for 1 hr.
1d4 cups TT Semi-sweet; a sleep aid, renders dream ineffective
Tea, Beorunna’s cure-all 10 gp / cup 1d4 cups TT The leaves in the cup’s bottom hint at the future
1d4 cups TCE 122 Druid/warlock only; scrys, raises dead, makes potions
Tea, cassil 10 gp / cup 1d4 × 2 cups DMG 159 Casts the scrying spell
1d4 × 2 cups — Ex: starspine, voidweave; for very rare potions
Tea, feverbalm 7 gp / cup Only 1, ever DMG 188 Reduces your age by 1d6 + 6 (usually)
Only 1, ever DMG 187 Regains 10d4 + 20 hit points
Tea, mallow 7 gp / cup 1d4 lbs. PHB 216 Makes a beast or plant intelligent and able to speak
1d4 – 1
Tea, portentous 20 gp / cup 1d4
3 spells / day
Excellent Cauldron of rebirth 50,000 gp

Crystal ball 50,000 gp

Herbs, very rare 500 gp / lb.

Potion of longevity 25,000 gp

Potion of supreme healing 25,000 gp

Spell: Awaken 2,250 gp

53

Legendary Merchants

The following merchants are found on the Legendary
Merchants table. Any Stronghold ability that would
allow you to select a merchant cannot be used to select
a legendary merchant. Your DM may also decide for you
to encounter a legendary merchant under other circum-
stances, at their discretion.

Astral Traveler

An old magus with a trailing grey beard sits at a cross-
roads, smoke curling from a long-stemmed pipe. He
watches passers-by with eyes bluer than blue, sparkling
with a deep, inner magic. Those that look closely with
the right kind of sight can see subtle tears in reality
around him, a distortion of light and being marking him
as here, yet not. The magus ignores questions about
his presence, answering them only by blowing a perfect
cube of pipe-smoke.
A gnome with hair like iron, held in a tight bun by two
sharp hairpins, distractedly scrawls in a tome. Most
avoid her corner table at the local tavern, though none
say why. She periodically checks an odd compass-like
device, making appreciative noises and scribbling furi-
ously when its needle points in certain directions.
An astral traveler has seen more than most beings will
in several lifetimes. They have tasted pains and delights
belonging to realities far removed from the Prime Mate-
rial, and have set foot where both celestials and fiends
fear to find themselves. Naturally, an astral traveler has
come across plenty of souvenirs in their journeying,
and are willing to part with a few of them for the right
amount of coin.

Astral Traveler Legendary Merchant

Quality Items Price Quantity Source Notes
Medium Astral diamond 10,000 gp 1d4 × 10
Bag of holding 500 gp 1d4 × 2 — Used as a form of currency in many planar locales
Bead of force 2,500 gp 1d4 + 4
Book, planar travelogue 1,000 gp 1d4 DMG 153 Holds 64 cu. ft., or 500 lbs; always weighs 15 lbs.
Chest of preserving 100 gp 1d4
Elemental compass 500 gp Only 1, ever DMG 154 Deals force damage in a radius, and traps creatures
Everbountiful soup kettle 500 gp 1d4
DMG 301 Intimate details of a planar locale, by Beatrix Trifling
Only 1, ever
WDMM 139 Items inside don’t age or decay; holds 3.75 cubic ft.
1d4
— Points towards the nearest portal to an Elemental Plane
1d4 – 1
— Action: turns 2 gal. of water into enough soup to feed 6
1d4 × 2
1d4 people; recharges every day at dawn
1d4
Flame of translation 100 gp 1d4 — A tiny fire elemental bound in a lantern; sheds bright light

out to 15 ft., dim light 15 ft. beyond that; will translate any

Primordial (or dialects) it hears into Common, but will

complain if asked to translate anything other than Ignan

Glasses of astral names 100 gp — When looking at the night sky, charts constellations and

tells you the name of any star you focus on Tithi Luadthong

Helm of underwater action 500 gp GS 229 Allows you to breathe underwater, grants darkvision to 60

ft., and grants a swimming speed of 30 ft.

Hourglass 25 gp PHB 150 —
Map, automatic 500 gp
Map, planar 1,000 gp — Magically constantly maps everything in a 5 mile radius
Mirror, steel 5 gp
— Accurately depicts a significant planar location

PHB 150 —

54

Quality Items Price Quantity Source Notes
Good
Excellent Immovable rod 500 gp 1d4 DMG 175 When activated, stays in place and holds 8,000 lbs.

Obsidian mortar and pestle 100 gp 1d4 — Can grind any non-magical item to powder in 1d4 rounds

Oil of etherealness 2,500 gp 1d4 DMG 183 Confers the effects of the etherealness spell

Potion of gaseous form 2,500 gp 1d4 DMG 187 Confers the effects of the gaseous form spell

Potion of water breathing 250 gp 1d4 × 2 DMG 188 Allows you to breathe water for up to 1 hr.

Psi crystal 500 gp Only 1, ever IDRF 315 Grants telepathy; radiates light based on INT

Scroll of protection, any 2,500 gp 1d4 × 3 DMG 199 Can be used by anyone; protects against a creature type

Sending stones 500 gp / 2 1d4 sets of 2 DMG 199 Can cast sending between two creatures with a stone

Spell: Teleport 490 gp 3 spells / day PHB 281 Teleports up to 8 creatures to a place on the same plane

Spell: Teleportation circle 350 gp 3 spells / day PHB 282 Paying 20 × cost creates a permanent teleportation circle

Starsphere 100 gp 1d4 — A tiny crystal inside a quartz orb; shines brightly when an

aberrant creature is within 5,000 ft.

Survival mantle 500 gp 1d4 VGM 81 Half-plate armor; wearer can breathe normally anywhere

Tuning fork 250 gp 1d4 × 5 — Each tuned to a specific plane; used by the plane shift spell

Vial of stardust 250 gp 1d4 vials WDMM 251 Use: can cast dream spell once w/o components (DC 15)

Wingwear 500 gp 1d4 PA 223 Instead recharges with a long rest

Amulet of the planes 50,000 gp Only 1, ever DMG 150 Can use to travel between planes somewhat reliably

Astral shard 5,000 gp Only 1, ever TCE 120 Sorcerer only; teleport when you use metamagic

Astromancy archive 5,000 gp Only 1, ever TCE 120 Wizard only; holds spells and affects attack bonuses

Atlas of endless horizons 5,000 gp Only 1, ever TCE 120 Wizard only; holds spells and can teleport if attacked

Celestial orrery 1,000 gp Only 1, ever — An intricate, accurate clockwork model of the multiverse;

small enough to be held in two hands

Cube of force 5,000 gp Only 1, ever DMG 159 Creates a customizable force barrier

Disintegration chamber 5,000 gp Only 1, ever — Anything fully in this 1 ft. cube is affected by disintegrate

Elemental essence shard, 5,000 gp Only 1, ever TCE 127 Sorcerer only; adds an effect to metamagic based on its

random elemental type

Far Realm shard 5,000 gp Only 1, ever TCE 127 Sorcerer only; metamagic summons a tentacle

Gem of seeing 5,000 gp Only 1, ever DMG 172 Can grant truesight out to 120 ft. for 10 mins.

Helm of teleportation 5,000 gp Only 1, ever DMG 174 Can cast the teleport spell

Magnifying glass of spying 500 gp 1d4 — Can see through 5 ft. of walls; blocked by 1 in. of lead

Outer essence shard, 5,000 gp Only 1, ever TCE 133 Sorcerer only; adds an effect to metamagic based on the

random alignment of its associated Outer Plane

Peregrine mask 50,000 gp Only 1, ever GGR 180 Grants a flying speed of 60 ft., and adv. on initiative rolls

Planecaller’s codex 5,000 gp Only 1, ever TCE 134 Wizard only; holds spells, empowers conjured creatures

Portable hole 5,000 gp 1d4 DMG 185 Holds 280 cu. ft. or 7,000 lbs.; weights nearly nothing

Spell: Dream of the blue 490 gp 3 spells / day TCE 106 Transitions to a different world on the Material Plane; you

veil provide the item/creature in the M components

Spell: Planar ally 360 gp 3 spells / day PHB 265 Summons a planar creature that behaves as it wants

Spell: Plane shift 515 gp 3 spells / day PHB 266 Teleports up to 8 creatures to a different plane

Black crystal tablet 500,000 gp Only 1, ever WDMM 284 Can cast eyebite or open a gate to the Far Realms

Cubic gate 500,000 gp Only 1, ever DMG 160 Can cast gate or plane shift to specific locations

Iron flask 500,000 gp Only 1, ever DMG 178 A powerful planar creature is inside, and wants out

Key of demesne 50,000 gp Only 1, ever — Action: casts Mordenkainen’s magnificent mansion 1 / day

Scroll of the comet 250,000 gp Only 1, ever IDRF 315 Summons an immense crashing comet exactly once

Spell: Astral projection 3,010 gp* 3 spells / day PHB 215 Add 2,200 gp to the cost for each creature this spell

affects after the first, besides the caster

Spell: Gate 1,310 gp 3 spells / day PHB 244 Opens a stable portal to another plane

Voyager staff 50,000 gp Only 1, ever GGR 181 Casts banishment, blink, passwall, misty step, or teleport

Well of many worlds 500,000 gp Only 1, ever DMG 213 An unfoldable cloth that opens a portal to many places

55

Enchantments considered a common magic item. If affected by a major
enchantment it is considered an uncommon magic
Clothed in a cowl and long, flowing robes, a item, or a rare magic item if it is affected by a legendary
female human focuses her will, bending innate enchantment.
magic around her and focusing it into a single, The rarity of an already-magical item is unaffected
cohesive thought-form. Glowing placidly, the by a minor enchantment, but improves by one level (i.e.
thought-form floats before her, ready to be from common to uncommon) when affected by a major
bound into a weapon, empowering it perma- enchantment, or by two levels (uncommon to very rare)
nently with a figment of her magical will. As she if the subject of a legendary enchantment. An item’s
works, a cluster of astounded village children rarity cannot exceed legendary in this way.
and skeptical elders crowd around her roadside stall,
but the human is either deep in thought or pretending
not to notice.
A scruffy male gnome, beard and hair frizzed out in
every direction, attends with his set of tinker’s tools to
a battle axe laid out before him. His immense scientific
mind calculates the energy flow intrinsic to the power-
ful weapon, and devises the particular method required
for generating a self-sustaining magical current within
it. Wiring up the axe to an etheric battery of his own
design, the gnome activates it, and the axe begins to
hum with a distinctly magical vibration.
Legendary merchants that deal in enchantments are
by definition a rarity, but a welcome sight in any town
they visit. Each merchant has a different method of
imbuing the mundane with the magical, but the end
result is the same: enhanced weapons, armor, or other
items that grant specialized magical abilities.
Magical Enchantment. Any nonmagical or already-
magical item can be enchanted by this merchant, provid-
ed that it is small enough to be easily carried or used by
a Medium or smaller creature. Enchanting an item with
this merchant requires selecting an existing item a char-
acter has on their person, paying the cost associated on
the merchant’s inventory table, and either rolling for or
selecting the proper enchantment, as the case may be.
Any specific item can only be the subject of one
enchantment of each quality (minor, major, legendary)
from this merchant, and an item with an enchantment
applied becomes magical (if it was not so already).
Enchanting a single item with an enchantment of the
same quality twice causes the first enchantment to be
overwritten by the second.
Enchantments marked with an (a) cause the enchant-
ed item to require attunement before its properties can
be used. If a previously-magical item already requiring
attunement receives one of these marked enchantments,
it is still only necessary to attune to it once.
A mundane item affected by a minor enchantment is

Enchantments Legendary Merchant

Quality Items Price Quantity Source Notes Jim Nelson
Medium Random minor enchantment 100 gp 3 enchants / day — Rolled on the Minor Enchantments table
Good Random major enchantment 500 gp 3 enchants / day — Rolled on the Major Enchantments table
Chosen minor enchantment 200 gp 3 enchants / day — Chosen from the Minor Enchantments table
Excellent Chosen major enchantment 1,000 gp 3 enchants / day — Chosen from the Major Enchantments table
Random legendary enchantment 5,000 gp 3 enchants / day — Rolled on the Legendary Enchantments table
Chosen legendary enchantment 10,000 gp 3 enchants / day — Chosen from the Legendary Enchantments table

56

Minor Enchantments

d10 Name Effect

1 Beacon Bonus action: Item begins (or ceases) shedding bright light in a 15-foot radius, and dim light for an additional

15 feet beyond that

2 Calling Bonus action: The item emits a non-verbal sound of your choice, heard out to 300 ft.

3 Compass Bonus action: The item indicates (in some fashion) which way is north. Only functions on the Material Plane.

4 Gleaming The item never gets dirty.

5 Guardian (a) The attuned creature gains a +2 bonus to initiative.

6 Language (a) The attuned creature gains knowledge of one additional language, of the DM’s choosing.

7 Returning (a) Bonus action: The item returns to the person of an attuned creature, equipping itself (if applicable).

8 Sentinel Item glows when within 300 ft. of a creature of a specific type, chosen by the DM.

9 Unbreakable This item can only be broken by special means.

10 Waterborne (a) Item naturally floats in liquid. An attuned creature gains a swimming speed of 30 ft.

Major Enchantments

d10 Name Effect

1 Enduring (a) Attuned creature gains a +1 bonus to AC while this item is on its person; can only gain this bonus once.

2 Fleet (a) Attuned creature gains a +10 bonus to movement speed.

3 Glibness (a) Bonus action: Attuned creature makes all Charisma checks with advantage for the next 1 minute. Recharg-

es after completing a short or long rest.

4 Night-Eye (a) Attuned creature gains darkvision out to 60 ft., or increases the distance of existing darkvision by 60 ft.

5 Spider-Touched (a) Attuned creature gains a climbing speed equal to its movement speed.

6 Temperate (a) Attuned creature gains resistance to fire damage and cold damage.

7 Transforming Action: Item changes into another item of the same general type, of your choice. For example, a rapier

could turn into a greatsword, or boots could turn into sandals.

8 Unlocking Action: The item magically unlocks one nonmagical lock of your choice within 30 ft. Recharges after

completing a short or long rest.

9 Unseen The item is permanently invisible.

10 Warding (a) Reaction (when making a saving throw): Attuned creature gains adv. on the saving throw. Recharges after

completing a short or long rest.

Legendary Enchantments

d10 Name Effect
1 Equilibrium (a) Attacks cannot have adv. or disadv. when made against the attuned creature.
2 Fearful (a) Bonus action: The attuned creature targets another creature within 5 feet. The target must succeed on a
DC 15 Wisdom saving throw or be frightened of the attuned creature until the end of the attuned crea-
3 Flight (a) ture’s next turn. Recharges after completing a short or long rest.
Bonus action: Attuned creature gains a flying speed equal to twice its movement speed until the end of its
4 Fortitude (a) next turn. Recharges after completing a short or long rest.
5 Lucky (a) The attuned creature’s hit point maximum increases by 15 + its proficiency bonus.
The attuned creature can add 1d10 to any check, save, or attack (after the roll, but before the result is
6 Phasing (a) announced). Recharges after completing a short or long rest.
Bonus action: The attuned creature can pass through solid objects of its choice, such as walls or floors, as
7 Silent (a) if they were difficult terrain, until the end of its current turn. Ending a turn inside an object ejects the crea-
8 Teleport (a) ture to the nearest open space, dealing 4d8 force damage that cannot be resisted or ignored. Recharges
9 True-Seeing (a) after completing a short or long rest.
10 Vitality (a) The attuned creature gains a +10 bonus to Dexterity (Stealth) checks.
Bonus action: The attuned creature teleports up to 15 feet to a location it can see.
Attuned creature gains truesight out to 60 ft., or increases the distance of existing truesight by 60 ft.
Attuned creature has immunity to disease, the poisoned condition, and poison damage.

57

Fey Bargains

Sitting on a worn stump in a clear grove, a faun with
large, pronounced, pronged horns plays an ephemeral
tune on a hollow wooden pipe. In this place, sacred to
the fey, the faun waits for the occasional adventurous
wanderer, hunter, or forager delving too deep into the
woods. The faun has wares he would trade, and many
simple favors he would ask.
Wearing a cloak of leaves that sweeps the ground as
she walks, a female eladrin has a motley collection of
wares spread wide across her wooden tabletop at a local
market. She smiles at all who approach, and is quick
to inform those who visit of her no-currency policy. It is
only when her customers are deep into negotiations that
her eyes sparkle with a hidden malice, and those barter-
ing may begin to suspect she is more than she seems.
The fey are widely known for their interest in bargain-
ing with mortals, but are not necessarily inclined to
reveal themselves as denizens of the Feywild unless
such suits their purpose.
Geas. Holding little interest in coin, the fey prefer to
trade in favors, sealed by a variation of the geas spell, to
compel their customers to act in certain ways. As such,
fey bargains have no currency cost, but have an associ-
ated price in a minor, major, or legendary geas, rolled
randomly on the following Geas tables. If a geas would
not apply for whatever reason, reroll until you receive a
geas that does. A geas must be known by the customer
before it is agreed upon and, though the fey do not lie,
they may attempt to egregiously mislead those with
whom they deal. Fey merchants will only sell one item
to each of their customers, considering overburdening
their customers with geases to be impractical.

Fey Bargains Legendary Merchant

Quality Items Price Quantity Source Notes
Medium
Bag of tricks, rust Minor geas Only 1, ever DMG 154 —

Boots of elvenkind Minor geas Only 1, set ever DMG 155 —

Boots of false tracks Minor geas Only 1 set, ever XGE 136 Makes your tracks appear as another humanoid’s

Bracers of archery Minor geas Only 1, ever DMG 156 —

Charlatan’s die Minor geas Only 1, ever XGE 136 You control what number it rolls

Cloak of elvenkind Minor geas Only 1, ever DMG 158 —

Cloak of many fashions Minor geas Only 1, ever XGE 136 Can be made to appear how you wish

Dark shard amulet Minor geas Only 1, ever XGE 137 Warlock only; attempt to cast extra cantrips

Feywild shard Minor geas Only 1, ever TCE 127 Sorcerer only; metamagic makes wild magic occur

Glamerweave, uncommon Minor geas Only 1, ever ERLW 277 —

Gloves of thievery Minor geas Only 1, ever DMG 172 —

Moon-touched sword, any Minor geas Only 1, ever XGE 138 Sheds bright light for 15 feet, dim light 15 feet

beyond that

Mystery key Minor geas Only 1, ever XGE 138 Has a 5% chance to unlock any door, then disappear Gary Dupuis
Perfume of bewitching Minor geas
Pot of awakening Minor geas Only 1, ever XGE 138 Adv. on Cha. checks vs. humanoids ≤ CR 1 for 1 hr.
Quiver of Ehlonna Minor geas
Staff of flowers Minor geas Only 1, ever XGE 138 Grows a friendly awakened shrub over 30 days
Talking doll Minor geas
Only 1, ever DMG 189 —

Only 1, ever XGE 139 Can cause a specific nonmagical flower to grow

Only 1, ever XGE 139 Can be instructed to say up to 6 short phrases

58

Quality Items Price Quantity Source Notes
Good Only 1, ever
Bag of beans Major geas Only 1, ever DMG 152 —
Excellent Only 1, ever
Cloak of displacement Major geas Only 1, ever DMG 158 —
Only 1, ever
Elven chain Major geas Only 1, ever DMG 168 —
Only 1, ever
Glamoured studded leather Major geas Only 1, ever DMG 172 —
Only 1, ever
Horn of blasting Major geas Only 1, ever DMG 174 —
Unlimited
Ring of animal influence Major geas DMG 189 —
Only 1, ever
Robe of summer Major geas Only 1, ever TYP 229 Grants resist. to cold damage and extreme weather

Rod of the pact keeper +2 Major geas Only 1, ever DMG 197 —
Only 1, ever
Sentinel shield Minor geas Only 1, ever DMG 199 —
Only 1, ever
Staff of charming Major geas Only 1, ever DMG 201 —
Only 1, ever
Warlock pact, Archfey Legendary geas PHB 108 Next level taken will be in warlock, with the Archfey

patron Otherworldly Patron; patron is the merchant

Dancing sword, any Legendary geas DMG 161 —

Instrument of the bards, Legendary geas DMG 176 —

Anstruth harp

Mirror of life trapping Legendary geas DMG 181 —
DMG 183 —
Oathbow Legendary geas DMG 191 —
DMG 199 —
Ring of invisibility Legendary geas DMG 204 —
DMG 209 —
Scimitar of speed Legendary geas
Legendary Geas
Staff of the woodlands Legendary geas
d10 Geas
Vorpal sword, any Legendary geas 1 Promise your first-born child to the merchant.
2 Bring the merchant a specific child, not your own.
Minor Geas 3 Betray your friends in a specific, important way.
4 Never touch iron, or take 10d10 radiant damage / round.
d10 Geas 5 Live as a fey hunting dog for the next 90 days.
1 Give the merchant 1d4 of your happiest memories. 6 Every year and a day, the merchant can ask you a favor (of
2 Utterly destroy a specific cold iron object.
3 Give the merchant one syllable of your name. any magnitude), and you must comply.
4 Slay a particular fey, bring the merchant its head. 7 Promise your legend to the merchant. No one will remem-
5 Trade the merchant a simple lock of your hair.
6 Tell the merchant your single darkest secret. ber you after not having seen you for 7 days.
7 Drink a mysterious potion the merchant gives you. 8 Give the merchant your dreams, with which they can do as
8 Trade the merchant an important aspect of your beauty.
9 Instantly age by 2d6 years. they please (as with the dream spell).
10 Lose a specific, unnamed item on your person. 9 A promise of your hand in marriage.
10 Lose your past. Forget everything but the past day.
Major Geas
Breaking a Geas
d10 Geas
1 Lose knowledge of a language, or proficiency in one A geas applied by this merchant can have persistent effects that
a character may wish to recover from or undo. Unlike the spell
specific instrument or set of artisan’s tools. in the Player’s Handbook, the geas this merchant uses is much
2 You can only speak in rhyme for the next 30 days. more powerful, a magic as old as song and story, and cannot be
3 Become permanently charmed by the merchant. broken easily.
4 Play a harmless trick on a powerful ruler. At your DM’s discretion, a wish spell may be able to break a
5 Fake your own death, assume a new identity. geas from this merchant, but no lesser magic will work. Divine
6 Steal a specific, powerful item for the merchant. intervention, or a quest from this merchant or a fey rival of the
7 Burn down a building built on an ancient, sacred grove. merchant may be able to undo such a geas, but such things are
8 Give the merchant the sight from one of your eyes. never simple, and even undone a geas’ effects may still linger.
9 Gain long, curled horns, bestial ears, and an animal’s eyes. Regardless of whether or not the geas is still in effect, a char-
10 Hearing a specific word causes you 3d8 psychic damage. acter that bargains with this merchant will likely be a subject of
the merchant’s interest for many years to come.

59

Magic Items

Stroking the end of his long, white, curled beard, a
gnome wearing a pointy hat sits at the open back end of
his covered cart. Painted above him is a rough wooden
sign advertising his wheeled shop. Behind him pulses
the telltale thrum of magic, cascading gently off of the
items behind him in the wagon.
Placing a gentle hand upon a silver ring, a high elf
concentrates her magical energies on the runed circle
in which the ring resides. Sprinkling residuum around
the edges, the circle suddenly ignites in a bright flash
of arcane power, leaving her shop smelling faintly of
ozone. Removing her hand, she smiles as she observes
the ring, now shimmering and twinkling with a subtle
eldritch resonance.
A rarity in many worlds, merchants with this specialty
are often highly sought after. Magic items are always
hard to make, and few know the arcane secrets behind
their creation. Those who craft magic items often find
their arrival in a town to be a momentous occasion, that
can change the shape of the town and its people for
lifetimes to come.

Magic Items Legendary Merchant

Quality Items Price Quantity Source Notes
Medium Bag of tricks, grey 500 gp Only 1, ever
Bottled breath 250 gp 1d4 DMG 154 —
Cloak of billowing 100 gp Only 1, ever
Component pouch 25 gp 1d4 × 2 PA 222 Either hold breath for 1 hr. or cast gust of wind
Crystal 10 gp 1d4 × 2
Dark shard amulet 100 gp Only 1, ever XGE 136 Bonus action: cloak billows dramatically
Dust of dryness 250 gp 1d4
Ear horn of hearing 100 gp 1d4 PHB 150 Has tiny inner pockets for various components
Ersatz eye 100 gp 1d4
Everbright lantern 100 gp 1d4 PHB 150 Arcane focus; a shining bit of quartz or similar
Figurine of wondrous 500 gp Only 1, ever
power, silver raven XGE 137 Warlock only; attempt to cast extra cantrips
Hat of wizardry
Immovable rod DMG 166 —
Orb
Orb of time XGE 137 Held to ear: suppresses the deafened condition
Pipe of remembrance
Pixie dust XGE 137 Replaces a missing eye
Ring of mind shielding
Robe of useful items ERLW 277 Instead holds a continual flame, outside of Eberron
Rod
Rope of climbing DMG 170 —
Ruby of the war mage
Sending stones 100 gp Only 1, ever XGE 137 Wizard only; attempt to cast extra cantrips Kii W
Staff of adornment 500 gp 1d4 DMG 175 When activated, stays in place and holds 8,000 lbs.
Wand 25 gp 1d4 × 2 PHB 150 Arcane focus; a sphere used to direct the mind
Wand of magic missiles 100 gp Only 1, ever XGE 138 Action: If on Material Plane, know the time of day
Wand of scowls 100 gp Only 1, ever GS 229 Smoked for 10 min.: Illustrates your deeds in smoke
250 gp 1d4 pinches SKT 35 Used as components, or used for random effects
500 gp Only 1, ever DMG 191 —
500 gp Only 1, ever DMG 195 —
10 gp 1d4 × 3 PHB 150 Arcane focus; an arm-long piece of magical wood/metal
500 gp Only 1, ever DMG 197 Can animate to help you climb automatically
100 gp 1d4 XGE 138 Attaches to a weapon; used as a focus for spells
500 gp / 2 1d4 sets of 2 DMG 199 Can cast sending between two creatures with a stone
100 gp Only 1, ever XGE 139 Can be decorated with up to 3 mundane floating objects
10 gp 1d4 × 3 PHB 150 Arcane focus; useful for channelling spells
500 gp Only 1, ever DMG 211 Casts the magic missile spell
100 gp Only 1, ever XGE 140 Can force a creature to scowl for 1 min.

60

Quality Items Price Quantity Source Notes
Good Wand of smiles Can force a creature to smile for 1 min.
Wind fan 100 gp Only 1, ever XGE 140 —
Excellent Additional items Common or uncommon quality magic items
Abracadabrus 500 gp Only 1, ever DMG 213 Creates anything mundane, under 1 gp in worth
Bag of beans —
Broom of flying 100 - 500 gp 1 - 5 — Fly speed of 50 ft., or 30 ft. if carrying over 200 lbs.
Cauldron of plenty —
Crystal ball 50,000 gp Only 1, ever IDRF 314 Casts the scrying spell
Deck of illusions Conjures a random illusion at a point you choose
Duplicitous manuscript 5,000 gp Only 1, ever DMG 152 Wizard only; holds spells, appears as a romance novel
Figurine of wondrous —
power, ivory goats 500 gp Only 1, ever DMG 156
Figurine of wondrous —
power, onyx dog 5,000 gp Only 1, ever IDRF 314
Portable hole Holds 280 cu. ft. or 7,000 lbs.; weights nearly nothing
Ring of feather falling 50,000 gp Only 1, ever DMG 159 You descend at 60 ft. / round, and take no fall damage
Ring of free action Ignore diff. terrain, paralyzed, restrained, and speed red.
Ring of resistance, any 500 gp Only 1, ever DMG 161 Grants resistance to a specific type of damage
Ring of the ram Makes a special melee spell attack, knocking foes back
Staff of charming 5,000 gp Only 1, ever TCE 126 Casts charm person, command, or comprehend languages
Wand of winter Casts ray of frost, sleet storm, or ice storm
Wand of wonder 5,000 gp Only 1 set, ever DMG 170 Casts powerful, but entirely random, spells
Additional items Rare quality magic items
Animated shield 5,000 gp Only 1, ever DMG 170 —
Cloak of arachnida —
Cloak of the bat 5,000 gp 1d4 DMG 185 Adv. on stealth checks; can turn into a bat
Dancing sword, any 5,000 gp Only 1, ever DMG 191 —
Illusionist’s bracers 5,000 gp Only 1, ever DMG 191 Bonus action: Cast a previously-cast cantrip a 2nd time
Ioun stone, absorption 5,000 gp 1d4 DMG 192 Can absorb a limited number of spells
Mantle of spell resistance 5,000 gp Only 1, ever DMG 193 Grants adv. on saving throws vs. spells
Nolzur’s marvelous 5,000 gp Only 1, ever DMG 201 Creates paintings that become reality
pigments 5,000 gp Only 1, ever HDQ 94
Ring of shooting stars 5,000 gp Only 1, ever DMG 212 Casts several spells; can conjure stars and ball lightning
Staff of fire 5,000 gp 1-5 — Casts burning hands, fireball, or wall of fire
Staff of frost 50,000 gp Only 1, ever DMG 151 Casts cone of cold, fog cloud, ice storm, or wall of ice
Wand of polymorph 50,000 gp Only 1, ever DMG 158 Casts the polymorph spell
Wand of the war mage +3 5,000 gp Only 1, ever DMG 159 +3 bonus to spell attacks, spell attacks ignore half cover
Additional items 50,000 gp Only 1, ever DMG 161 Very rare quality magic items
50,000 gp Only 1, ever GGR 178
50,000 gp Only 1, ever DMG 176
5,000 gp Only 1, ever DMG 180
25,000 gp Only 1 set, ever DMG 183

50,000 gp Only 1, ever DMG 192
50,000 gp Only 1, ever DMG 201
50,000 gp Only 1, ever DMG 202
50,000 gp Only 1, ever DMG 211
50,000 gp Only 1, ever DMG 212
50,000 gp 1-5 —

[email protected]

61

Magical Creatures

A jovial male human, old and wizened, wears a roped
turban and pipes a jaunty tune in the far corner of an
open marketplace. Before him dances a lithe, golden
flying serpent, which twists and coils in response to the
man’s music.
Sitting at the open end of her wagon, a female copper-
scaled dragonborn watches the crowds pass her by. She
waits patiently, attempting not to attract too much or too
little notice, as her cargo of vibrantly-glimmering dragon
eggs shimmers gently in the covered wagon’s soft light.
Magical beasts are, by their nature, hard to control or
tame, and only a select few individuals have the ability to
coax such creatures into following and listening to them.
Of these, fewer still have the predilection to sell such
creatures, but merchants of magical creatures are highly
sought-after wherever they may find themselves.
Sold creatures are usually tame, but may not be, if
marked otherwise. Untamed magical creatures use the
rules presented with the Animals merchant on page 12,
and in the “Taming the Untamed” sidebar on page 13 of
this supplement.

Magical Creatures Legendary Merchant

Quality Items Price Quantity Source Notes
Medium Bit and bridle 2 gp
Dire wolf 800 gp 1d4 × 2 PHB 147 —
Good Elk 100 gp
Feed, animal 5 cp / day 1d4 MM 321 Untamed
Flying snake 50 gp
Giant fire beetle 50 gp 1d4 MM 322 May instead be a reindeer (IDRF 307)
Giant goat 300 gp
Giant lizard 350 gp 1d4 × 30 days PHB 157 —
Giant wolf spider 400 gp
Monkey, flying 100 gp 1d4 MM 322 —
Rothé 50 gp
Saddle, exotic 60 gp 1d4 MM 325 —
Space hamster 50 gp
Stench kow 75 gp 1d4 MM 325 —
Tressym 100 gp
Aurochs 750 gp 1d4 MM 326 —
Blink dog 500 gp
Cockatrice 800 gp 1d4 – 1 MM 330 Untamed
Dragon egg 1,000 gp
Gelatinous cube 800 gp 1d4 TA 220 —
Giant bat 800 gp
Giant eagle 800 gp 1d4 VGM 208 A smaller Underdark cow, with limited magical ability
Giant elk 700 gp
Giant sea horse 700 gp 1d4 + 1 PHB 157 —
Giant walrus 800 gp
Griffon 900 gp 1d4 WDMM 251 Looks normal, but is from space; uses a rat’s statistics

1d4 – 1 VGM 208 A misshapen cow native to the lower planes; smells terrible

1d4 SKT 242 A winged cat capable of flight; also found in BGDIA 241

1d4 – 1 VGM 207

1d4 – 1 MM 318 —

1d4 – 1 MM 42 Untamed

1d4 – 1 — Hatches with proper care after 300 days; random type

1d4 – 1 MM 242 Untamed

1d4 – 1 MM 323 — Dean Spencer

1d4 – 1 MM 324 —

1d4 – 1 MM 325

1d4 – 1 MM 328 Only if near a body of water

1d4 – 1 IDRF 312 Only if near a body of water

1d4 – 1 MM 174 —

62

Quality Items Price Quantity Source Notes
Excellent Hippocamp 800 gp 1d4 – 1 MOT 227 Only if near a body of water
Ice toad 700 gp 1d4 – 1 RT 90 Untamed; somewhat intelligent, speak their own language
Stephen Crowe Owlbear 1,000 gp 1d4 – 1 MM 249 Untamed
Pegasus 1,250 gp 1d4 – 1 MM 250 —
Pot of awakening 100 gp Only 1, ever XGE 138 Grows a friendly awakened shrub over 30 days
Pseudodragon 250 gp 1d4 – 1 MM 254 —
Worg 800 gp 1d4 – 1 MM 341 Untamed
Basilisk 1,500 gp 1d4 – 1 MM 24 Untamed
Bulette 2,500 gp 1d4 – 1 MM 34 Untamed
Carrion crawler 1,250 gp 1d4 – 1 MM 37 Untamed
Death dog 1,000 gp 1d4 – 1 MM 321 Untamed
Displacer beast 2,500 gp 1d4 – 1 MM 81 Untamed
Flail snail 1,500 gp 1d4 – 1 VGM 144 Untamed
Gorgon 2,500 gp 1d4 – 2 MM 171 Untamed
Manticore 2,500 gp 1d4 – 2 MM 213 Untamed
Mimic 1,000 gp 1d4 – 1 MM 220 Untamed
Otyugh 1,500 gp 1d4 – 2 MM 248 Untamed
Rust monster 1,000 gp 1d4 – 1 MM 262 Untamed
Scroll of the tarrasque 250,000 gp Only 1, ever IDRF 315 Summons a tarrasque exactly once
Shadow mastiff 1,750 gp 1d4 – 2 VGM 190 Untamed
Stag, golden 800 gp 1d4 – 2 HDQ 35 Uses an elk’s statistics (MM 322); attacks are magical
Unicorn 3,000 gp 1d4 – 2 MM 294 Untamed

63

Necromancy

Seated atop a large burial mound, a young male human
wears a skeletal mask with his hair tied back. Every
night finds him here, waiting for either the call of the
spirits, or for interested customers to seek his wares.
After slumbering in near-death for centuries, a lich
awoke to find a city had been built on top of her ancient
dungeon. Rather than vow revenge against the living,
however, the lich was of a more practical mind, building
her dungeon into a shop for all comers, to finance the
dread experiments that are no doubt taking place below.
The relationship between necromancers and wider
society is often troubled, at best, but that doesn’t stop
an enterprising few from building a niche market
among the grave-minded. Both the dead and the living
have needs, after all, and the exchange of coin facili-
tates everyone’s needs being met. Depending on loca-
tion and the area’s dominant moral set, the exchange
of necromantic goods and services may be illegal,
merely frowned upon, or a normal and accepted part of
everyday life.

Necromancy Legendary Merchant

Quality Items Price Quantity Source Notes
Medium Acid 25 gp / vial 1d4 × 5 vials
Alchemist’s supplies 50 gp 1d4 PHB 150 —
Amulet 5 gp 1d4
Bones, full set 5 gp / set 1d4 × 4 sets PHB 154 —
Dust of dryness 250 gp 1d4
Candle 1 cp 1d4 × 10 PHB 150 Holy symbol; has a profane symbol of a god of death
Chain 5 gp / 10 ft. 1d4 × 20 ft.
Chalk 1 cp / piece 1d4 × 5 pieces — Good for necromancy, and maybe even soup
Component pouch 25 gp 1d4 × 2
Corpse, dead 4 gp 1d4 × 4 DMG 166 —
Dagger, ritual 2 gp 1d4 × 2
Dark shard amulet 100 gp Only 1, ever PHB 150 Comes in black, grey, white, or red
Flesh 1 sp / lb. 1d4 × 20 lbs.
Hourglass 25 gp 1d4 × 2 PHB 150 —
Incense 1 sp / block 1d4 × 20 blocks
Incense, insect repellent 1 sp / block 1d4 × 10 blocks PHB 150 Comes in black, grey, white, or red
Leather, cured 5 gp / sq. yd. 1d4 × 2 sq. yds.
Leatherworker’s tools 25 gp 1d4 PHB 150 Has tiny inner pockets for various components
Living gloves 500 gp Only 1 set, ever
Lock 10 gp 1d4 — An intact corpse perfect for necromancy
Manacles 2 gp 1d4 – 1
Night caller 500 gp Only 1, ever PHB 149 Has an oddly curved design
Poison, basic 100 gp / vial 1d4 vials
Poisoner’s kit 50 gp 1d4 XGE 137 Warlock only; attempt to cast extra cantrips
Salt 5 cp / lb. 1d4 × 10 lbs.
Shovel 2 gp 1d4 × 2 — Best not to ask...
Spell: Animate dead 90 gp 3 spells / day
Spell: Gentle repose 40 gp 3 spells / day PHB 150 —

PHB 151 Thick, musky, and pungent

TA 32 Smells smoky and foul, wards off mundane insects

— Perhaps best not to consider the source

PHB 154 —

ERLW 278 Made of living skin; grants various proficiencies

PHB 150 Key included

PHB 150 Key included

TYP 228 Raises and maintains control of one zombie/skeleton

PHB 150 Injury; can inflict 1d4 poison damage Iulia Kovalova

PHB 154 —

PHB 157 —

PHB 150 —

PHB 212 3rd-level; the undead follows your commands for 1 day

PHB 245 Stops decay in a corpse, prevents undeath

64

Quality Items Price Quantity Source Notes
Good 3 spells / day
Spell: Raise dead 1,250 gp 3 spells / day PHB 270 Returns a dead corpse to life
1d4
Spell: Speak with dead 90 gp 1d4 PHB 277 Allows you to speak to one non-undead corpse
1d4 × 3
Spellbook 50 gp 1d4 PHB 150 Empty; suitable for holding spells
Only 1, ever
Statuette, carved bone 25 gp 1d4 DMG 134 Depicts a stylized lich

Wand 10 gp Only 1, ever PHB 150 Arcane focus; made of carved, runed bone

Weaver’s tools 1 gp PHB 154 —

Amulet of health 5,000 gp DMG 150 Raises your Con. score to 19

Amulet of protection from 5,000 gp TYP 228 Grants adv. on saves against effects that would turn

turning undead, and allows you to succeed 3 such saves / day

Bottomless bag of bones 500 gp — Produces up to 10 corpses or piles of bones each day,

only for use as raised minions in necromancy spells

Cloak of the bat 5,000 gp Only 1, ever DMG 159 Adv. on stealth checks; can turn into a bat
Ghost lantern 5,000 gp Only 1, ever
Libram of souls and flesh 5,000 gp Only 1, ever TA 206 Sheds light, casts mage hand, and stabilizes you
Mask, plague doctor 50 gp 1d4
Mask, skull 45 gp 1d4 TCE 129 Wizard only; holds spells, you can appear undead
Pipes of haunting 500 gp Only 1, ever
Shadowfell shard 5,000 gp Only 1, ever — Durable leather, with a long beak
Spell: Create undead 1,260 gp 3 spells / day
Spell: Hallow 2,250 gp 3 spells / day — Made of actual bone
Spell: Resurrection 2,490 gp 3 spells / day
Sword of life stealing, any 5,000 gp* Only 1, ever DMG 185 —
Wand of fear 5,000 gp Only 1, ever
Kyrzin’s ooze 50,000 gp Only 1, ever TCE 135 Sorcerer only; metamagic also curses creatures
Living armor, any 50,000 gp* Only 1, ever
PHB 229 6th-level; creatures follow your commands for 1 day

PHB 249 Desecrates an area, with additional effects

PHB 272 A more potent way of restoring the dead to life

DMG 206 Add base cost of the nonmagical weapon to item’s price

DMG 210 Casts the command spell; can frighten creatures

Excellent ERLW 278 Grants acid breath, amorphous form, etc.

ERLW 278 Made of living skin or chitin; add base cost of the

nonmagical armor to item’s price

Manual of golems, flesh 50,000 gp Only 1, ever DMG 180 —
Potion of longevity 25,000 gp 1d4
Ring of regeneration 50,000 gp Only 1, ever DMG 188 Reduces your age by 1d6 + 6 (usually)
Spell: Clone 2,840 gp 3 spells / day
DMG 191 Regains 1d6 hit points every 10 mins.; regrows limbs

PHB 222 Safeguards against death after 120 days

Mats Minnigan

65

Needful Things

A handsome young high elf stands amongst his wares
in a brand-new stall, recently opened within the market-
place. Though new to town, he has already acquired a
reputation for outlandish deals, coupled with strange
requests, and only the most perceptive among the locals
have noticed a hint of brimstone to the incense that
burns within his shop.
Seated on a stool at a crossroads, an impeccably
dressed gentleman holds a wooden case in his lap.
Surprisingly, its contents always seem to be exactly what
his customers desire, and he’s more than willing to part
with it for a fair price, and the smallest of favors.
The fiends of the Nine Hells are no strangers to
business, and occasionally take part in the financial
dealings of the mortal world to spread discord and
their own influence. Money, however, is not an object
to these disguised m erchants from down below,
and they will gladly offer a discount if the purchaser
agrees to perform a favor or two that will further their
many agendas.

Dealing with Devils

Lawful as they are, most devils and other servants of the Nine Hells obey certain rules when it comes to barter and trade, though they
may twist the unspoken details of their arrangements to suit their own ends. A Needful Things legendary merchant always inherently
knows the alignment of those they deal with, and this merchant operates differently depending on the moral inclinations of their
current customer.
Selling Your Soul. The highest prize a Needful Things merchant can hope for is a character’s soul, particularly a soul belonging to
an otherwise good (or even neutral) character. This merchant is willing to trade any item for a character’s soul at no additional cost,
assuming the character does not have any other external claims on their soul. Doing so places the character under the effects of a
permanent dominate person spell cast by the merchant without concentration, which the merchant typically utilizes sparingly but to
great effect. This can only be broken by a wish spell or divine intervention, but doing so causes the free item to disappear, returning to
the merchant.
Inconsequential Favors. A soul is a high price to pay, and this merchant recognizes that some souls may not be acquired without
adequate temptation beforehand. Good and neutral characters will find this merchant is willing to offer discounts in return for incon-
sequential favors, rolled at random on the associated table. Each favor successfully performed (the merchant inherently knows if a
favor was completed) decreases the price of a chosen item by half. Favors are cumulative: a single favor reduces an item to 1/2 price,
two favors reduce it to 1/4 price, and three favors reduce the item to 1/8 price. The merchant will accept no more than three favors at
a time, and will only discount a single item this way each time they are encountered.
Needless to say, these favors all have dire consequences, which may not be readily apparent to the character performing them.
Upon purchasing their discounted item, the character has a sense that they released an evil into the world, but is at a loss to describe
the nature of what has transpired.

Needful Things Legendary Merchant

Quality Items Price Quantity Source Notes
Medium Bag of holding 500 gp Only 1d4, ever DMG 153 Holds 64 cu. ft., or 500 lbs; always weighs 15 lbs.
Bag of tricks, tan 500 gp Only 1, ever DMG 154 —
Charlatan’s die 100 gp 1d4 XGE 136 You control what number it rolls
Clothes, cloth-of-gold 25 gp 1d4 DMG 134 Decorated with stylized infernal runes
vestments
Daern’s instant fortress 5,000 gp Only 1, ever DMG 160 — Gary Dupuis
Dragon’s blood (drug) 1 gp / dose 1d4 × 2 doses ERLW 244 Highly addictive, enhances magical ability
Dread helm 100 gp Only 1, ever XGE 137 When you wear it, your eyes glow red
Dreamlily (drug) 1 gp / dose 1d4 × 2 doses ERLW 244 Highly addictive, significantly reduces pain
Eversmoking bottle 500 gp Only 1, ever DMG 168 —
Hellfire weapon, any 500 gp* Only 1, ever BGDIA 223 Add base cost of the nonmagical weapon to item’s price

66

Quality Items Price Quantity Source Notes
Good Infernal puzzle box 500 gp 1d4
Excellent Iron bands of Bilarro 5,000 gp Only 1, ever BGDIA 224 Your DM decides what is within the puzzle box
Mace of terror 5,000 gp Only 1, ever
Rod of rulership 5,000 gp Only 1, ever DMG 177 —
Soul coin 500 gp 1d4 × 10
Statuette, carved bone 25 gp 1d4 DMG 180 —
Statuette, obsidian and 750 gp 1d4
gold DMG 197 —
Sword of life stealing, any 5,000 gp*
Thermal cube 100 gp BGDIA 225 Contains one humanoid soul, used as currency
Wand of fireballs 5,000 gp
Any desired item *varies DMG 134 Portrays an archdevil
Battle standard of infernal 50,000 gp
power DMG 135 Portrays a duke of the Nine Hells
Berserker axe, any 5,000 gp*
Devil’s ride 30,000 gp Only 1, ever DMG 206 Add base cost of the nonmagical weapon to item’s price
Dimensional shackles 5,000 gp
Demon armor 50,000 gp 1d4 IDRF 316 Radiates dry heat in a 15 foot radius
Figurine of wondrous 50,000 gp
power, obsidian steed Only 1, ever DMG 210 —
Gauntlets of flaming fury 5,000 gp
Hell hound cloak 5,000 gp 1d4 items — Item quality no greater than uncommon
Ioun stone, intellect 50,000 gp
Rod of the pact keeper +2 5,000 gp Only 1, ever BGDIA 223 Makes the weapon attacks of all friendly creatures
Staff of fire 50,000 gp
Any desired item *varies within 300 feet magical
Warlock pact 5,000 gp
Only 1, ever DMG 155 Add base cost of the nonmagical weapon to item’s price
Belt of giant strength, fire 50,000 gp
Infernal tack 500,000 gp 1d4 – 1 BGDIA 218 War machine, similar to a motorcycle
Instrument of the bards, 500,000 gp
ollamh harp Only 1 set, ever DMG 165 Prevents extradimensional movement and teleportation
Iron flask 500,000 gp
Rakdos riteknife 500,000 gp Only 1, ever DMG 167 —
Talisman of ultimate evil 500,000 gp
Tormentor 60,000 gp Only 1, ever DMG 170 —
Any desired item *varies
Only 1 set, ever BGDIA 223 Causes weapons to deal an extra 1d6 fire damage

Only 1, ever TYP 228 Allows you to transform into a hell hound for 1 hour

Only 1, ever DMG 176 Increases your Intelligence score by 2

Only 1, ever DMG 197 —

Only 1, ever DMG 201 —

1d4 items — Item quality no greater than rare

Unlimited PHB 109 Next level taken will be in warlock, with the Fiend Other-

worldly Patron; patron is the merchant

Only 1, ever DMG 155 Increases your Strength score to 25

Only 1, ever MTF 167 Comes with a bound nightmare

Only 1, ever DMG 176 —

Only 1, ever DMG 178 Your DM decides what is within the flask
Only 1, ever GGR 180 Stores up to 5 souls, deals extra damage for each soul
Only 1, ever DMG 207 —
1d4 – 2 BGDIA 218 War machine, similar to a dune buggy
1d4 items — Item quality no greater than rare

d20 Inconsequential Favors d20 Inconsequential Favors
1 Dump a suspicious vial in a nearby well. 11 Eat whole a buzzing, wriggling, live horsefly.
2 Smear a pentagram of blood at a specific holy site. 12 Say a specific fiend’s name into a mirror, thrice.
3 Loosen the wheels on a nearby wagon. 13 Kill a noble’s pet, leave it where it will be found.
4 Convince a child a prize awaits them in the wilderness. 14 Publicly set alight a specific holy book.
5 Remove the head and hands of a specific statue. 15 Steal a local relic, leave it in a feed trough.
6 Toss a bag of mice into the local mill. 16 Instigate a bloody fight between complete strangers.
7 Coat the inn’s woodpile in lamp oil. 17 Set a specific bridge on fire.
8 Leave a slaughtered black goat in the town square. 18 Dig up a specific corpse, hide its parts around town.
9 Public accuse a priest of practicing dark magic. 19 Steal food from a specific poor family, throw it away.
10 Spread rumors of a married couple’s infidelity. 20 Roll twice, disregarding 20. The favor involves both.

67

Time-Lost A Medieval Understanding

Wandering a long, winding road, an armored human While undoubtedly players will grasp the general idea behind
male with a tiny dragonling upon his shoulder clutches the items listed here, their characters are a different story.
a small, colored rectangle of strange material, staring It’s thus highly recommended that you use the Figuring Out
at it intently. Briefly he holds it aloft, waves it slowly Alien Technology table and associated rules on page 268 of the
around, and then shakes it violently before sighing and Dungeon Master’s Guide to illustrate this disconnect for any item
placing it in a pouch at his side. As he opens the pouch, labeled as “tech.” The number rating associated with tech repre-
a careful onlooker could spot a wealth of similar strange sents the successes needed to figure out an item, and more
creations and contraptions, before the human quickly difficult technology requires more successes.
and carefully ties his pouch shut. Understanding how an item works is the first step to gaining
Set up adjacent to an inn, a man with tossled hair and proficiency with it. To acquire proficiency, you must train with
a surprisingly vivid bow-tie has a collection of odd wares the item for 250 days, spending 1 gp on training costs per
spread across a ramshackle wooden table that appears day. Refer to the Training downtime activity on page 187 of the
inexpertly cobbled together. Behind the man lies, on its Player’s Handbook for any further specifics.
side, an oblong and smoldering blue box, into which he
reaches periodically to retrieve new goods, appraising
each in turn before shrugging and placing them upon
his slapshod table.
As some arcanists and scholars of the immaterial
know, planar travel is not the only method for explor-
ing the multiverse. Through either a quirk of reality or
their own design, few denizens of a future time may
stumble into the past. These individuals almost always
have returning to their native time as their driving
goal, and may be willing to trade away some of their
foreign resources to gain the currency they need to
achieve this end.
Electric Torch. When activated, casts bright light
in a 120-foot cone, and dim light 120 feet after that.
Comes with an energy cell, and can run for 12 hours
continuously before requiring the cell replaced
to function.
Entertainment Pad. This small, smooth rect-
angle has a panel that lights up and responds to touch.
When activated, it can play one of 5d10 outlandish
songs and contains 1d10 different types of games
or distractions. Comes with an energy cell, and can
run for 6 hours continuously before requiring the cell
replaced to function.
Jetpack. When activated as a bonus action, you fly
a distance equal to 2d10 x 5 feet in a direction you
choose. Unless you have a fly speed or this item is
activated again immediately, you will begin to fall at
the start of your next turn. Comes with an energy cell,
and can be used 10 times before requiring the cell
replaced to function.

Time-Lost Legendary Merchant

Quality Items Price Quantity Source Notes
Medium Calculator 60 gp 1d4 – 1 — Tech (2); performs mathematical functions
Electric torch 50 gp 1d4 – 1 — Tech (1)
Entertainment pad 150 gp 1d4 – 1 — Tech (3) Vagelio Kaliva
Energy cell 15 gp / each 1d4 × 1 DMG 268 —
Ersatz eye 100 gp 1d4 XGE 137 Replaces a missing eye
Prosthetic limb 100 gp 1d4 ERLW 278 Replaces a missing arm
Pyroconverger 500 gp Only 1, ever GGR 180 —
Talking doll 100 gp Only 1, ever XGE 139 Can be instructed to say up to 6 short phrases

68

Quality Items Price Quantity Source Notes
Tangler grenade
250 gp 1d4 WDMM 244 Throw up to 60 ft.: grenade explodes, creatures

within 10 ft. make a DC 15 Dex save. Creatures that

fail are restrained for up to 1 hr., as with the web

spell. The DC to escape is 20.

Sending stones 500 gp / 2 1d4 sets of 2 DMG 199 Can cast sending between two creatures with a stone
Wand of pyrotechnics
Wristwatch 100 gp Only 1, ever XGE 140 Labelled with the words “Roman Candle”
Bead of force
Boots of levitation 55 gp Only 1, ever — Reliably tells the time of day, runs on motion
Cube of force
Good Goggles of night 5,000 gp / 6 Only 6, ever DMG 154 —
Grenade, fragmentation
Grenade, smoke 5,000 gp Only 1 set, ever DMG 155 —
Helm of teleportation
Jetpack 5,000 gp Only 1 set, ever DMG 159 —
Laser pistol
Laser rifle 5,000 gp Only 1, ever DMG 172 —
Motorcycle
Professor orb 300 gp / each 1d4 × 2 DMG 268 Tech (2)

250 gp / each 1d4 × 2 DMG 268 Tech (2)

5,000 gp Only 1, ever DMG 174 Casts the teleport spell

3,500 gp Only 1, ever — Tech (4)

3,000 gp Only 1, ever DMG 268 Tech (4)

4,500 gp Only 1, ever DMG 268 Tech (4)

40,000 gp 1d4 – 1 BGDIA 218 Same as devil’s ride, but runs on energy cells

5,000 gp Only 1, ever WDMM 284 Is sentient; has 18 Int, a scholar’s personality, and

knows 4 esoteric subjects (+9 bonus to checks)

Ventilating lungs 5,000 gp Only 1, ever ERLW 279 —
Antimatter rifle
Excellent Apparatus of Kwalish 6,500 gp Only 1, ever DMG 268 Tech (4)
Arcane propulsion arm
Cloak of invisibility 500,000 gp Only 1, ever DMG 151 —
Grenade launcher
Screwdriver, acoustic 50,000 gp Only 1, ever ERLW 276 Can be used to make a ranged rocket punch attack
Tome of clear thought
Tome of understanding 500,000 gp Only 1, ever DMG 158 —

Tithi Luadthong 5,500 gp Only 1, ever DMG 268 Tech (4)

1,250 gp Only 1, ever — Tech (3); grants adv. on thieves’ tools checks

50,000 gp Only 1, ever DMG 208 Title: “Introduction to Quantum Physics”

50,000 gp Only 1, ever DMG 209 Title: “Farmer’s Almanac”

69


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