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Published by Ricketsai, 2023-04-02 20:01:40

Merchants

book of merchants

Designer: Tyler ‘Walrock’ Reed DM’s Guild: walrockhomebrew.com Patreon: patreon.com/walrockhomebrew Twitter: @WalrockHomebrew Blog: walrock-homebrew.blogspot.com Illustrators via Adobe Stock License: Bernardojbp, Gekata1989, Ekaterina Glazkova, Iulia Kovalova, Tithi Luadthong, Viktoria Manuilova, Marina, Mollicart, Anna Nenasheva, info@ nextmars.com, Saphatthachat, Kate Vigdis, Zhenliu Illustrators via DM’s Guild Licence: David Michael Beck, Ed Cox, Stephen Crowe, Michael Dutton, Wayne England, Tomas Giorello, Rebecca Guay, Fred Hopper, Doug Kovacs, David Martin, Mats Minnigan, Jim Nelson, Steve Prescott, Anne Stokes, Joel Thomas, Eva Widermann Illustrators via Individual Licence: Daniele Ariuolo, Gary Dupuis, Forrest Imel, Vagelio Kaliva, Matt Morrow, David Revoy, Dean Spencer Illustrators via Public Domain: Boris Kustodiev Special Thanks: The Discord of Many Things, /r/unearthedarcana, /r/dndnext, /u/skybug12, /u/Smyris, and all our backers on Patreon! Legal: DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. Some artwork © 2015 Dean Spencer, used with permission. All rights reserved. Some artwork copyright Kii W - https://twitter. com/kiichan - used with permission. Some artwork © 2015 Vagelio Kaliva, used with permission. All rights reserved. All other original material in this work is copyright 2020 by Walrock Homebrew and published under the Community Content Agreement for Dungeon Masters Guild. Disclaimer: When making a purchase, always read the fine print. Like you’re doing now! Good on you. Since you took the time to look, you should be aware that all sales are final, and any curses that may or may not accompany certain magic items are considered a complimentary addition to your purchase. After buying an ominous magical item, fully expect the merchant to have vanished on second glance, taking their stall and wares along with them to some uncertain outer plane. Feel free to interpret such occurrences as dire portents; or don’t! It’s your money, after all, and the customer is always right. Credits Version 1.2 ON THE COVER Matt Morrow illustrates a bustling halfling market, complete with produce stands and a local entertainer. Merchants bring wares from miles around to this cozy forest glade, to trade with locals and visiting adventurers alike.


Contents Traders & Merchants..................... 4 Merchant Characteristics..................5 Gimmick............................................5 Merchants & Merchandise ........... 6 Legendary Merchants.....................6 Merchant Quality.............................6 Buying and Selling..............................7 Selling to Merchants.......................7 Bartering ...........................................7 Haggling ............................................7 Magic Items ......................................7 Goods and Services............................7 Availability.........................................7 Quantities..........................................8 Merchants and Spells.....................8 Variant Merchants...............................8 Reoccurring Merchants .....................8 Items and Sources..............................8 Merchant Inventories ...................10 Alcohol and Refreshment.................10 Animals ................................................12 Books and Maps.................................14 Flowers and Seeds ............................16 Food and Animal Products ..............18 Furniture and Interior Decor...........20 High Fashion.......................................22 Jewelry and Gems ..............................24 Knick-Knacks......................................26 Leatherworking..................................28 Mechanical Contraptions .................30 Medium and Heavy Armor ...............32 Potions, Poisons, and Herbs ...........34 Religious Idols and Blessings..........36 Songs and Instruments ....................38 Spell Scrolls and Tomes...................40 Tattoos ..................................................42 Thieving Supplies ..............................44 Tools......................................................46 Vehicles and Transportation ............48 Weapons...............................................50 Witchcraft ............................................52 Legendary Merchants ..................54 Astral Traveler.....................................54 Enchantments.....................................56 Fey Bargains........................................58 Magic Items.........................................60 Magical Creatures..............................62 Necromancy ........................................64 Needful Things ...................................66 Time-Lost.............................................68 Dean Spencer


4 ith a filled keg over each arm, a male dwarf trudges away from the snowy peaks of his homeland, a similarly-laden mule following in his footsteps. Though the dwarf knows the closest town is weeks away, he has full confidence in the quality of his wares. Smelling profits on the wind, he ventures ever forward, seeking riches and glory for his clan. In the midst of a bustling market, a mousy female halfling with round, thick glasses scribbles away within a tome. Beside her lies a pile of her completed works, finely bound, proclaiming their titles in bold lettering. Concerned only with her writing, the halfling pays no heed to attracting customers, trusting that her books and reputation will be more than enough to entice passersby. Set against the edge of an alleyway, a male kobold clad only in a burlap sack waves his arms and chitters frantically, attempting to attract buyers. The kobold eventually gives up, sighing, glancing over towards his nearby pile of identical burlap sacks, complete with arm and head holes. No buyers today - but tomorrow, who knows? Though few of their ilk consider it, adventurers are far from being the only individuals enterprising and foolhardy enough to journey the wider world in search of fortune and glory. Merchants travel far and wide, often finding themselves at bustling hubs of business, such as port towns, trade hubs, and the more mercantile strongholds that pepper the disparate reaches of the world. Each merchant has their own motivations for and methods of pursuing free enterprise, and for every merchant just trying to get by, there’s at least one more with fervent dreams of someday, somehow, making it big and retiring to comfort and fortune. Included here are sample merchant inventories for the merchants that traverse the worlds of Dungeons & Dragons. This supplement is designed to work with the Fortresses, Temples, & Strongholds option available from Walrock Homebrew on the DM’s Guild, though these merchants can function equally well when found throughout the wider world. W Traders & Merchants Matt Morrow


5 Merchant Characteristics Much like adventurers themselves, merchants often have hopes, dreams, and fatal flaws of their own. If you wish to characterize a merchant for roleplaying purposes, roll on or choose from the following tables. d8 Personality Trait 1 I greet absolutely everyone with a warm hug. 2 I have a much better head for numbers than people. 3 I’m sometimes willing to barter in favors than coin. 4 I don’t trust adventurers, not even a little bit. 5 It’s all business with me, no need to be personable. 6 Repeat customers are my best friends. 7 I’ll talk all day, until your ears fall off. 8 I’m convinced my natural showmanship is what earns me customers. d6 Ideal 1 Commerce. Free exchange is the world’s greatest equalizer. (Lawful) 2 Monopoly. Undercutting my rivals and price gouging are the only ways to get ahead. (Evil) 3 Salesmanship. I’ll sell absolutely anything. My horse, my mother, everything has a price. (Chaotic) 4 Charity. I try to give discounts or handouts to those that are truly in need. (Good) 5 Finality. No refunds. Ever. (Any) 6 Enjoyment. Buying and selling wares is all a big game to me, one that I love playing. (Any) d6 Bond 1 I have a sick relative that my business supports. 2 I owe a lot of money to organized crime, and they’re threatening to collect. Violently. 3 I’m counting down the days to a peaceful retirement with my spouse or loved ones. 4 I hope to earn enough money to be able to pursue my true love, who is well above my station. 5 I’m on the run from the law, and plan to leave town before they finally recognize me. 6 A large portion of my money is spent atoning for my shameful past. d6 Flaw 1 Most of my money is spent every night in the tavern. 2 I have no real faith in the quality of my merchandise, whether or not it is actually good. 3 If someone undercuts my prices, I’ll cut their throat. 4 I counterfeit currency on the side, and slip it in with the change I give customers. 5 I never, ever, ever know when to quit, and I refuse to lose a sale. 6 It’s hard for me to respect someone who doesn’t know everything about what I’m selling. Gimmick Some merchants develop a gimmick: a marketable eccentricity that makes them memorable in an otherwise very competitive field. If you wish for a merchant to have a gimmick, roll or choose one on the following table. d10 Gimmick 1 Every purchase comes with a complementary mug of ale! Drunk customers are good customers! 2 I AM ALWAYS VERY EXCITED ABOUT MY PRODUCTS, AND SHOUT TO CONVEY MY ENTHUSIASM! 3 I talk so fast, you’ll never have time to think. 4 Banners! Bright colors! A local bard! My shop has it all. 5 I’ve designed and assembled a mascot costume to attract business, or to scare children. Could be both. 6 I perform (mundane) magic tricks to keep my customers interested. 7 My shop is set up to look like it belongs in an entirely different biome or part of the world. 8 I try to attract local artists, to make my shop a popular and happening place to be. 9 I try to make myself and my shop look very mysterious and hidden, even though we are neither. 10 I have a ludicrous catchphrase I use as often as possible. Gary Dupuis


6 Merchants & Merchandise Merchants sometimes come from distant lands bearing exotic wares, and have wildly different specialties. Even within a specialty, merchants are of dramatically different quality depending on the materials they can acquire, and their skill at the art of commerce. When you require a merchant, you can create one by rolling on the tables in the Merchants and Traders section of Fortresses, Temples, and Strongholds, or by rolling on the table presented here: Merchant Specialty d100 Merchants 1-5 Alcohol and refreshment 6-9 Animals 10-13 Books and maps (mundane) 14-17 Flowers and seeds 18-22 Food and animal products 23-26 Furniture and interior decor 27-31 High fashion 32-35 Jewelry and gems 36-40 Knick-knacks 41-45 Leatherworking 46-49 Mechanical contraptions 50-54 Medium and heavy armor 55-58 Potions, poisons, and herbs 59-62 Religions idols and blessings 63-66 Songs and instruments 67-70 Spell scrolls and tomes 71-74 Tattoos 75-78 Thieving supplies 79-83 Tools 84-87 Vehicles and transportation 88-92 Weapons 93-96 Witchcraft 97-100 Legendary merchant (roll once on the Legendary Merchants table) Legendary Merchants If a Legendary Merchant is rolled on the Merchants table, roll once on the following table to determine which Legendary Merchant your players encounter: d20 Legendary Merchants 1-2 Astral traveler 3-6 Enchantments 7 Fey bargains 8-11 Magic items 12-14 Magical creatures 15-18 Necromancy 19 Needful things 20 Time-lost Merchant Quality Whenever you roll or choose a merchant, roll on the Quality table, below, to determine the quality of their goods. Legendary merchants do not exist below medium quality, and their quality should be rerolled until it is medium or higher. d20 Quality Currency On-Hand 1-2 Atrocious 1d10 × 20 gp 3-6 Poor 1d10 × 50 gp 7-12 Medium 1d10 × 100 gp 13-17 Good 1d10 × 250 gp 18-20 Excellent 1d10 × 500 gp Merchants carry goods on their respective list that belong to their quality or lesser. This means that a medium Jewelry merchant would be able to dispense items available to a poor or atrocious Jewelry merchant, but a good High Fashion merchant would be unable to dispense excellent quality items on their inventory list. Boris Kustodiev The Invisible Hand at Work Some areas are exceptionally good (or poor) locations in which to find merchants. The intersection of two major trade routes can yield merchants of a much higher quality than a forgotten outpost deep in the borderlands. If an area is exceptionally good for trade, your DM may choose to roll twice on the Quality table, and use the best result. If an area is ill-suited to commerce, however, the DM may likewise decide to roll twice and use the worst result, instead. Subject to Availability Many different types of merchants are listed here, and not all merchants are appropriate to every setting. A magic items merchant might be illogical for a setting where magic items are too rare to be sold, or a mechanical contraptions merchant may be at odds with a setting that has yet to discover clockwork. If a thematically inappropriate merchant is rolled (or chosen) on these tables, simply reroll (or choose again) until a more appropriate merchant is selected. In the case of legendary merchants, roll again on the legendary merchants table, unless none of the available legendary merchants would be thematically acceptable.


7 Buying and Selling Whether scrupulous or unscrupulous, merchants tend to obey certain rules when trading. Below are general rules that merchants follow, though your DM may alter these rules to suit their campaign or the predilections of an individual merchant. Selling to Merchants Merchants may be willing to buy items the players wish to sell, usually those that are of and good make and similar enough to the items the merchant already carries. Merchants often are willing to pay half the ordinary price for wares the players are selling, excepting magic items, which obey their own special rules (see below). Currency carried by merchants for such purposes is typically is kept in a secure location, such as a trapped lockbox. Bartering Some merchants, particularly those in remote areas or belonging to societies without an emphasis on coinage or currency, may be willing to partake of barter for items in their inventories, exchanging items for items rather than coin. In this case, a merchant will usually attempt to trade as evenly as possible, but will never accept items worth less than what the purchaser is receiving. A merchant may append a 10% convenience fee onto the sale when bartering, or 25% in areas where bartering is less common. Haggling Depending on the individual merchant, a customer haggling and attempting to get the merchant to lower prices may be fully expected, allowed as an occasional indulgence, or seen as a grave insult. Your DM might decide that some merchants are willing to haggle. If so, your DM can roll 1d100 to determine a merchant’s willingness to haggle on the table below. d100 Willingness to Haggle DC Discount 1-25 My prices are set in stone. — — 26-50 Only if I really, really like you. 25 10% 51-75 I’m reasonably flexible with prices. 18 15% 76-85 I’m known for cutting good deals! 15 20% 86-95 Deals so good, it’s suspicious. 13 25% 96-100 Everything must go! No questions! 11 30% If a merchant is willing to haggle on a result of 26 or higher, a character buying an item can attempt a check to haggle with Charisma (Persuasion) against the listed DC associated with the merchant’s level of willingness. On a success, the merchant offers their listed discount on the item the character is buying. If a character attempts this check on a merchant unwilling to haggle, the check fails, regardless of result. Your DM may decide that only one single haggling check is necessary for all items a character is purchasing from a merchant, or may require a haggling check for each type of item a character buys. In this latter case, as an example, a character buying one candle and two sheets of paper would make two haggling checks (one for the candle and one for both sheets of paper) rather than three. Magic Items Many of the listed merchants, especially legendary merchants or those of good or excellent quality, have magic items in their inventories. Buying Magic Items from Merchants. Depending on how common magic is in your world, your DM may decide that merchants do not or cannot sell magic items. If magic items are not sold in your world, ignore the presence of magic items in merchant inventories. Your DM might also decide that magic items are available for purchase, but are rare enough that they must be located from an interested seller first. In this case, remove magic items from merchant inventories and instead use the rules in the Buying a Magic Item section on page 125 of Xanathar’s Guide to Everything to determine whether or not you are able to find the item you want. Selling Magic Items to Merchants. Your DM may allow you to sell magic items directly to merchants, using the listed prices on page 130 of the Dungeon Master’s Guide. It should be noted that no merchant will ever have enough currency on-hand to buy a magic item above rare quality, though a savvy merchant may have reserves or be willing to barter in such a deal. Alternatively, your DM might rule that merchants cannot or will not buy magic items in this fashion. If this is the case, your DM may decide to use the rules for selling magic items present on pages 129-130 of the Dungeon Master’s Guide, requiring a greater investment in time and money to find an interested buyer. Goods and Services Being able and willing to provide goods and services is what makes a merchant a merchant. The rules in this section help determine what a merchant has on-hand, and what they are willing to part with. Availability Most merchants have incredibly robust lists of goods that may be available to them, but not every item on a merchant’s list is in their inventory. To determine how many types of items a merchant has available in a given quality category, roll 1d8 + 4 one time for each quality category the merchant has access to. For example, a medium quality merchant would have access to items in the atrocious, poor, and good quality categories, and thus should roll 1d8 + 4 three separate times. If any of the merchant’s quality categories have five or fewer items, do not roll for that category, and instead include all items that category has to offer (unless otherwise specified).


8 The result of these rolls determine how many types of item a merchant has in each quality category. The DM then selects which types of items the merchant has available, until the available types of items for each quality category equals the result of that category’s roll, or there are no more items of the given quality to select. Usually, a merchant’s stock changes after 30 days. When this happens, your DM should reroll for item availability, and select which type of items the merchant now has in stock. Quantities Each item in a merchant’s inventory has a quantity associated with it. If an item is available, this is the quantity of that item the merchant has to sell. In most cases, these quantities are rerolled and replenished every 30 days, representing sales and changes in stock. If an item has a minus in its quantity (for example, 1d4 – 2), there may be none of that item present, and the minimum quantity for such items is 0. There are also special listings for quantity, as follows: Made to Order. Some items are not physically available in a merchant’s shop at all, except perhaps as an example for demonstration purposes. An item listed as Made to Order is purchased before it is made, and once purchased takes a number of days to be completed equal to its gold cost divided by 10 (round up). Details specific to the item can be decided upon between the purchaser and merchant at the time of the item’s sale. Once completed, the purchaser usually must retrieve the item from the merchant. Larger items are usually assembled on-site and do not need to be retrieved, and most Good or Excellent merchants are willing to deliver smaller items directly to their clientele. Only 1, Ever. Unlike other items on a merchant’s table, items with this quantity do not restock after 30 days. Once an item listed as such is purchased (whether by a player character or an NPC), it is gone from the merchant’s inventory permanently. Merchants and Spells Some merchants are able to cast spells for your benefit, in return for currency. Any specific merchant can only cast 3 spells per day, regardless of their spell level. A merchant is considered to have a spell attack modifier of +5, and a spell save DC of 13. For the purposes of availability (and rolling to determine if types of items are available), spells are treated as if they were items. As such, certain merchants may not know some spells in their listed inventory, or simply may not have them prepared on a given day. Variant Merchants No two merchants are ever exactly alike, and variant merchants epitomize this. Certain merchant specialties include a sidebar with special rules for retrofitting them into a different type of merchant as a variant, which your DM may choose to do if that merchant is rolled. Often, variant merchants combine inventories between two different merchant specialties. If a variant merchant’s rules instruct you to do so, combine these inventories before determining availability. Reoccurring Merchants Twists of fate and circumstance, as well as convenient trade routes, can bring certain specific merchants into repeated contact with a party of adventurers. Over time, reoccurring merchants might become more (or less) willing to haggle, as they become closer friends (or more contentious enemies) with the player characters. Consider how the party’s relationship with a reoccurring merchant evolves, and what the merchant might ask of repeat customers and potential allies. Items and Sources Most items in merchant inventories have a listed source, denoting the book and page number in which they are found. Sources have varying levels of information on their associated items, ranging from mere citations to broad descriptions of an item’s abilities and powers. If an item is listed without an associated source, it is an entirely new creation for this supplement. Sources are abbreviated, and the full name of any particular source can be found on the following table: Source Index Abbreviation Source BGDIA Baldur’s Gate: Descent Into Avernus CS Curse of Strahd DMG Dungeon Master’s Guide ERLW Eberron: Rising from the Last War GGR Guildmaster’s Guide to Ravnica GS Ghosts of Saltmarsh HDQ Hoard of the Dragon Queen IDRF Icewind Dale: Rime of the Frostmaiden LMP Lost Mine of Phandelver MM Monster Manual MOT Mythic Odysseys of Theros OA Out of the Abyss PA Princes of the Apocalypse PHB Player’s Handbook RT The Rise of Tiamat SCAG Sword Coast Adventurer’s Guide SKT Storm King’s Thunder TA Tomb of Annihilation TCE Tasha’s Cauldron of Everything TT Teas and Tisanes (DM’s Guild) TYP Tales from the Yawning Portal VGM Volo’s Guide to Monsters WDH Waterdeep: Dragon Heist WDMM Waterdeep: Dungeon of the Mad Mage XGE Xanathar’s Guide to Everything Your DM may choose to omit items from certain sources, selecting other items in their stead.


9 Dean Spencer


10 Merchant Inventories Included in this section are the inventories of various types of merchant, divided by a merchant’s specialty. Alcohol and Refreshment A dusky tavern reverberates with raucous laughter and the clink of mugs raised in a toast. A stoic female dragonborn tavernkeep looks on, polishing an obligatory mug, her eyes searching for signs of trouble. Nearby ale barrels stacked higher than herself, a female dwarf tends to a roadside stall, cleaning her countertop with a grungy dishrag. Colorful flags flap aimlessly in the breeze as she awaits weary, thirsty travelers. A staple of civilization, some theorize that alcohol is what motivated early societies to pursue large-scale agriculture. Merchants that deal in alcohol and other beverages continue this proud tradition, crafting personalized brews for discerning palates. Sometimes, merchants with this specialty do not or cannot offer certain items due to geography, availability, or the merchant’s own predilections. As examples, coffee or rum may not exist without a tropical region to foster their creation, or a trade route to the same. Similarly, a dwarven brewer may not be willing to carry fancy, fine wines, while a high elf wine aficionado may turn up their nose at the thought of selling ale. Some merchants of this specialty even eschew selling alcohol entirely, focusing on the other forms of refreshment listed here. In most cases, merchants with this specialty of medium quality and above refuse to sell inferior ale, considering the substance to be below their standards. Ekaterina Glazkova Alcohol and Refreshment Merchant Quality Items Price Quantity Source Notes Atrocious Ale, inferior 2 cp / mug 1d4 × 100 mugs — Flavor will not leave mouth until after next short rest Water 1 cp / cup 1d4 × 100 cups — Clean and pure Poor Ale, generic 4 cp / mug 1d4 × 100 mugs PHB 158 Whatever ale the merchant has on-hand Ale, non-alcoholic 3 cp / mug 1d4 × 50 mugs — It has (some) flavor, but that’s about it Flask or tankard 2 cp 1d4 × 15 PHB 150 Made of either pewter or treated wood Tea, sandberry 5 cp / cup 1d4 × 10 cups TT Harsh, bitter, and acidic; very hydrating Tea, talktuth 5 cp / cup 1d4 × 5 cups TT Metallic-tasting and slate grey; an acquired taste Medium Ale, Bitter Black 1 sp / mug 1d4 × 50 mugs — Stout; rich, bitter, and heavy, served ice-cold Ale, Elminster’s Choice 8 cp / mug 1d4 × 50 mugs — Dark ale; smoky taste, named as a marketing gimmick Ale, Golden Sands 8 cp / mug 1d4 × 50 mugs — Lager; golden-colored with an aftertaste of citrus Ale, Iriaeboran North 6 cp / mug 1d4 × 100 mugs — Amber ale; harsh and bitter, a truly acquired taste Brewer’s supplies 20 gp 1d4 PHB 154 — Cider, Knee-cracker 8 cp / mug 1d4 × 100 mugs — Hard apple; cloudy with a strong sweet-sour taste Juice, fruit 3 cp / mug 1d4 × 25 cups — Of any variety Mead, common 1 sp / mug 1d4 × 100 mugs — A popular spiced honey wine Milk 1 sp / bottle 1d4 × 5 bottles — Goat, cow, or other Moonshine 3 sp / bottle 1d4 × 5 bottles — Disadv. on saves to avoid intoxication Tea, avlat 1 sp / cup 1d4 × 10 cups TT A peppery, copper-colored tisane Tea, blackthorn 1 sp / cup 1d4 × 10 cups TT A savory, earthy tisane that calms an upset stomach Tea, gaeth’ad 5 sp / cup 1d4 × 5 cups TT Thick and brackish, can be mildly psychoactive Tea, vauge 5 cp / cup 1d4 × 10 cups TT Grassy and slightly salty, a mellow-tasting tisane Tea, yellowleaf 1 sp / cup 1d4 × 10 cups TT Robust and pale yellow, can remove clothing stains Wine, Blood Wine 1 gp / bottle 1d4 × 3 bottles — Red; lush, full taste with bite; favored by necromancers Wine, common 5 sp / bottle 1d4 × 5 bottles PHB 158 One of many other varieties of simple, cheap wine Wine, Fire Wine 7 sp / bottle 1d4 × 3 bottles — Red; very strong and spicy, popular with commoners


11 Quality Items Price Quantity Source Notes Yeast 4 cp / lb. 1d4 × 2 lbs. — — Good Ale, Dragon’s Breath 2 sp / mug 1d4 × 25 mugs — Imperial ale; powerfully alcoholic, strong hoppy flavor Ale, Luiren’s Best 3 sp / mug 1d4 × 25 mugs — Imperial stout; black, thick, and sweet halfling brew Ale, Old One’s Eye 2 sp / mug 1d4 × 25 mugs — Red ale; pepper and spices give it a prickly aftertaste Ale, Shadowdark 8 cp / mug 1d4 × 50 mugs — Brown ale; a full malty taste; popular in many taverns Bead of refreshment 50 gp 1d4 × 2 XGE 136 — Brandy 5 gp / bottle 1d4 × 2 bottles — — Brew, desmodu 1 sp / mug 1d4 × 25 mugs — An Underdark favorite; served with a live nightcrawler Cider, Purple Hill 2 sp / mug 1d4 × 50 mugs — Hard apple, cherry, plum, and gooseberry blend Cider, Vilhon 2 sp / mug 1d4 × 50 mugs — Hot hard apple, cherry, and pear; with cinnamon Cocoa, hot 5 gp / cup 1d4 × 10 cups TT — Mead, tej 3 sp / mug 1d4 × 50 mugs TA 32 An imported mead made with jungle spices Rum 8 gp / bottle 1d4 × 2 bottles — — Tankard of sobriety 100 gp Only 1, ever XGE 139 — Tea, blackroot tal 1 sp / cup 1d4 × 10 cups TT Bitter cinnamon taste, served hot with honey Tea, chalthorn 2 sp / cup 1d4 × 10 cups TT Dry and chalky, makes you unable to taste spicy food Tea, earth dragon’s eye 6 cp / cup 1d4 × 5 cups TT Black tea; increases movement speed by 5 ft. for 1 hr. Tea, jethur 3 gp / cup 1d4 × 2 cups TT Purple and savory, cures drunkeness for 2 hrs. Tea, long jing 5 gp / cup 1d4 × 5 cups TT Green tea; grants resistance to poison dmg. for 1 hr. Tea, meiriath 7 gp / cup 1d4 × 5 cups TT Mango and citrus taste; popular with the wealthy Tea, milian tal 1 sp / cup 1d4 × 10 cups TT A purple licorice-tasting tea, served chilled Tea, pale jade 1 gp / cup 1d4 × 5 cups TT White tea; light, airy, and easy drinking Tea, kaeth 2 gp / cup 1d4 × 10 cups — Brewed ground caffeinated beans; also called “coffee” Tea, wild ginger 5 sp / cup 1d4 × 5 cups TT Spicy and sweet; settles the stomach Tea set 50 gp 1d4 TT Perfect for traditional tea ceremonies Tequila 8 gp / bottle 1d4 × 2 bottles — — Vodka 8 gp / bottle 1d4 × 3 bottles — — Whiskey 5 sp / bottle 1d4 × 4 bottles — — Wine, Arabellan Dry 8 gp / bottle 1d4 × 3 bottles — Red; very dry, with berry and woodsy undernotes Wine, Berduskan Dark 15 gp / bottle 1d4 × 2 bottles — Red; nearly black; sweet, heavy, and highly alcoholic Wine, fine 10 gp / bottle 1d4 × 4 bottles PHB 158 One of many other varieties of fine wine Wine, Glowfire 13 gp / bottle 1d4 × 2 bottles — Chartreuse; glows slightly and tastes of summer pears Wine, Saerloonian Special 16 gp / bottle 1d4 bottles — Red; quite complex, full of raspberry and strawberry Wine, Saerloonian Topaz 12 gp / bottle 1d4 × 2 bottles — White; dry and surprisingly nutty, with fruit tones Wine, Winter Wine 11 gp / bottle 1d4 × 2 bottles — Red; blue-purple, a sweet and spicy dessert wine Excellent Ale, Purple Dragon 5 gp / mug 1d4 × 10 mugs — Cream ale; with a rich nutty flavor the nobility love Ale, Tanagyr’s Stout 4 gp / mug 1d4 × 10 mugs — Imperial Stout; decadently full, complex, and smooth Ale, Thane’s Choice 25 gp / mug 1d4 × 10 mugs — Drink a mug: facial hair grows perceptibly Decanter of endless water 500 gp Only 1, ever DMG 161 — Drinking horn, ivory 7,500 gp Only 1, ever DMG 135 Bejeweled with gold filigree; for a dwarven thane Green copper ewer 5,000 gp Only 1, ever CS 188 Conjures 1 gal. of wine / day; turns poison into wine Mead, Evermead 25 gp / mug 1d4 × 10 mugs — An extremely rare elven mead that tastes like pure bliss Mug, brass masterwork 250 gp 1d4 DMG 135 Holds 1 pint; has jade inset in a beautiful pattern Tankard of plenty 5,000 gp Only 1, ever HDQ 74 Magically fills with 3 pints of dwarven ale, 3x / day Tea, dwarven kaeth 10 gp / cup 1d4 × 2 cups TT Drink a cup: immune to sleep for 8 hours Tea, portentous 20 gp / cup 1d4 × 2 cups TT The leaves in the cup’s bottom hint at the future Wine, Alurlyath 20 gp / bottle 1d4 – 1 bottles — White; very rare, glows silver and tastes of romance Wine, elven 25 gp / cup 1d4 × 2 cups — Drink a cup: cures the poisoned condition


12 Animals Sweeping up straw and other leavings, a male forest gnome tends to the cleanliness of a musty stable. Though a casual onlooker would never guess, the gnome holds a calm confidence that his horses are of the highest caliber. Cages and crates punctured with small holes line a wood elf’s stand on a busy market street. An imposing hawk on his arm, passers-by can barely hear the soft cheeping of hawk chicks over the roar of the marketplace. Animal merchants specialize in selling mounts and companions from near and far. Merchants of this specialty often stick within a theme with the animals they sell, such as: tiny pets, livestock, wild beasts, avians, mounts, or similar. No merchants aside from those of atrocious quality are willing to sell a dead animal. Untamed Animals. Sold animals are usually tame, but may not be, if marked otherwise. Untamed animals may require Animal Handling checks to interact with them favorably, usually with a DC of 10 or 15 depending on the task demanded of them. Michael Dutton Animals Merchant Quality Items Price Quantity Source Notes Atrocious Dog, wild 25 gp 1d4 – 1 TA 96 Untamed, somehow Parrot, dead 1 cp Only 1, ever — Deceased Poor Bat 2 cp 1d4 – 1 MM 318 — Cat 2 sp 1d4 – 1 MM 320 — Chicken 2 cp 1d4 × 2 PHB 157 May instead be a rooster Feed, animal 5 cp / day 1d4 × 30 days PHB 157 — Frog 1 cp 1d4 – 1 MM 322 May instead be a toad Goat 2 gp 1d4 × 2 MM 330 May instead be a sheep (SKT 142) or mountain goat (IDRF 304) Lizard 1 cp 1d4 – 1 MM 332 — Pig 3 gp 1d4 × 2 PHB 157 — Rat 1 cp 1d4 MM 335 — Misc. CR 0 beasts 2 cp - 1 gp 1d4 — May be untamed Medium Badger 5 sp 1d4 – 1 MM 318 Untamed Cow 10 gp 1d4 × 2 VGM 207 May be a bull or steer Draft horse 50 gp 1d4 MM 321 — Fastieth 75 gp 1d4 – 1 ERLW 289 — Hare 2 gp 1d4 IDRF 294 May instead be a rabbit Mule 8 gp 1d4 MM 333 May instead be a donkey Ox 15 gp 1d4 VGM 208 — Pony 30 gp 1d4 MM 335 — Raven 10 gp 1d4 – 1 MM 335 May instead be a crow (WDMM 302) Weasel 5 sp 1d4 – 1 MM 340 May instead be a fox (IDRF 288), raccoon, or possum Misc. CR 1/8 beasts 1 gp - 10 gp 1d4 — May be untamed Misc. CR 1/4 beasts 5 gp - 25 gp 1d4 – 1 — May be untamed Good Axe beak 50 gp 1d4 MM 317 A large flightless bird sometimes used as a mount Baboon 25 gp 1d4 – 2 MM 318 May instead be a monkey


13 Zhenliu Quality Items Price Quantity Source Notes Boar 50 gp 1d4 – 2 MM 319 Untamed Camel 50 gp 1d4 MM 320 — Deer 50 gp 1d4 – 2 MM 322 — Eagle 20 gp 1d4 – 2 MM 322 May be untamed Elk 100 gp 1d4 – 2 MM 322 May instead be a moose Hawk 15 gp 1d4 – 2 MM 330 May instead be a falcon (WDH 53) Hyena 125 gp 1d4 – 2 MM 331 May be untamed; may instead be a jackal (MM 331) Mastiff 50 gp 1d4 MM 332 May instead be a sled dog (RT 27); full-grown or pups Owl 20 gp 1d4 – 1 MM 333 — Riding horse 75 gp 1d4 MM 336 — Lantern of tracking 100 gp Only 1, ever IDRF 314 Lights up when near a random specific creature type Parrot, live 20 gp 1d4 – 1 — May instead be a peacock (BGDIA 195) Panther 150 gp 1d4 – 2 MM 333 Untamed Staff of Birdcalls 100 gp Only 1, ever XGE 139 — Tiger 200 gp 1d4 – 2 MM 339 Untamed; may instead be a crag cat (SKT 240), lion (MM 131), or snow leopard (TYP 183) Warhorse 400 gp 1d4 MM 340 — Wolf 50 gp 1d4 – 1 MM 341 May be untamed Misc. CR 1/2 beasts 20 gp - 50 gp 1d4 – 1 — May be untamed Excellent Ape 500 gp 1d4 – 2 MM 317 May be untamed Black bear 500 gp 1d4 – 1 MM 319 Untamed; full-grown or cubs Brown bear 800 gp 1d4 – 1 MM 319 Untamed; full-grown or cubs Crocodile 500 gp 1d4 – 1 MM 320 Untamed; may instead be an alligator Dire wolf 800 gp 1d4 – 1 MM 321 Untamed Elephant 1,200 gp 1d4 – 2 MM 322 — Mammoth 2,500 gp 1d4 – 2 MM 332 — Rhinoceros 1,200 gp 1d4 – 2 MM 336 Untamed Ring of animal influence 5,000 gp Only 1, ever DMG 189 — Zebra 400 gp 1d4 – 1 TA 106 — Misc. CR 1 beasts 50 gp - 300 gp 1d4 – 2 — May be untamed Taming the Untamed An untamed creature will always be feral, but over time (and with your DM’s permission) can learn to trust its owner and its owner’s allies. To tame an untamed creature, you must take a short or long rest in its company once each day, making a Wisdom (Animal Handling) check at the end of that rest. The initial DC for this check is 20, and the DC for each subsequent check is 20 – half the number of successful checks you’ve made + the number of consecutive days you’ve gone without making this check (maximum 10). Placing the creature under the animal friendship spell does not decrease this DC, but instead grants you advantage on the check due to the charmed condition. Once the DC for this check is below 10, the creature is considered tamed, and regards you as a trusted friend. At this point, it is no longer necessary to make this check, though intentional mistreatment of the creature may (at your DM’s discretion) once again cause this check to become necessary.


14 Books and Maps Shelves upon shelves of tomes line the walls of an old wooden scriptorium, and in the center of it all sits an improbably calm half-orc. As the aged scriptorium door creaks open, the half-orc adjusts his spectacles, staring into the bright daylight at those entering his shop. With maps rolled and scrolled bristling from her backpack, a half-elf smiles cheerfully as she waves down travelers. One of the best cartographers in the land, she strides forward full of confidence, knowing that no matter where they are headed, anyone passing this busy crossroad could use one of her maps. Not all books are magical, and indeed most are not. Books are always valuable, however, signifying a substantial amount of effort on the part of authors and transcribers across multiple ages. The same holds true for maps, and both are effective tools to ensure that the vital knowledge and stories of the past are never forgotten. Some merchants with this specialty distribute maps or books exclusively, though many dabble in both. Often, these merchants are authors, cartographers, scribes or transcribers themselves, and turn to selling their wares personally as a method of building reputation and fame within their craft. The prices listed here assume the merchant exists in a world where wide-spread use of such technologies as the printing press and movable type do not exist. Should the merchant and others have access to a printing press, your DM may decide to reduce the prices of applicable items (such as books or maps) by 25%, signifying the relative ease of use of these technologies, and their impact on production and distribution. Your DM may also decide that newspapers cannot exist in settings without a printing press or equivalent technology, and thus cannot be for sale. Books. Some books pertain to specific topics, such as herbalism, heraldry, theology, or armor making. When making a check to recount knowledge on a topic a book in your possession holds, you can choose to take one minute to flip through the book for pertinent information. If you do, you gain advantage on the check. You can only gain advantage in this way once, and you must finish a short or long rest before you can do so again. Tomas Giorello Books and Maps Merchant Quality Items Price Quantity Source Notes Atrocious Book, lunatic ravings 25 gp 1d4 – 1 DMG 301 Full of mad scribblings, nearly impossible to make out Treasure map, fake 1 sp Only 1, ever — A DC 10 Investigation or History check reveals it is fake Poor Book, grammar 25 gp 1d4 DMG 301 Seems fancy, but is functionally useless Book, mathematics 25 gp 1d4 DMG 301 Teaches everything from the basics to calculus Book, worn diary 25 gp 1d4 – 2 DMG 301 Someone’s personal diary; might be important? Calendar 5 gp 1d4 DMG 301 Contains all the days and months in a single year Ink 10 gp / ounce 1d4 × 10 ounces PHB 150 — Ink pen 2 cp 1d4 × 2 PHB 150 — Paper 2 sp / sheet 1d4 × 20 sheets PHB 150 — Parchment 1 sp / sheet 1d4 × 20 sheets PHB 150 — Medium Book, almanac 25 gp 1d4 DMG 301 Full of predictions important to farmers or astrologers Book, area guidebook 50 gp 1d4 – 1 — Pertains to a nearby city or location Book, blank 25 gp 1d4 × 3 PHB 150 Suitable for writing or drawing; won’t hold spells


15 Viktoriia Manuilova Quality Items Price Quantity Source Notes Book, brewing 25 gp 1d4 – 1 DMG 301 Explains the basics of creating your own alcohol Book, cookbook 25 gp 1d4 DMG 301 Packed with delicious-sounding recipes Book, dictionary 25 gp 1d4 DMG 301 Defines every word known to its author Book, history 50 gp 1d4 DMG 301 Details the commonly-known history of a region Book, legal code 50 gp 1d4 DMG 301 A comprehensive collection of the laws of a region Book, local flora 50 gp 1d4 – 1 DMG 301 Pictures and descriptions of common local plants Book, masonry 25 gp 1d4 – 1 DMG 301 Simple writings on sound construction techniques Book, poetry 25 gp 1d4 DMG 301 Thought-provoking and full of complex emotion Book, tawdry 25 gp 1d4 — A gripping and bawdy story of steamy romance Book, theological 25 gp 1d4 DMG 301 A common holy text for a popular god or faith Book, thesaurus 25 gp 1d4 — Indicate your intellect with this folio of synonyms Case, map or scroll 1 gp 1d4 × 5 PHB 150 — Map, accurate 25 gp 1d4 – 1 DMG 301 Portrays an important area within 7 days’ travel Navigational chart 50 gp 1d4 DMG 301 A star chart showing how to navigate by the night sky Newspaper 2 sp 1d4 × 3 — Printed with the weekly news from a nearby city Good Atlas, known world 500 gp 1d4 – 2 DMG 301 Very accurate, but not overly detailed Book, alchemy 75 gp 1d4 – 1 DMG 301 Contains alchemical scribblings; some in code Book, armor making 75 gp 1d4 – 1 DMG 301 Teaches the basics of armor construction Book, astrology 50 gp 1d4 – 1 DMG 301 A complete collection of star signs and their meanings Book, bestiary 125 gp 1d4 – 1 DMG 301 Pertains to a specific type of creature found nearby Book, biography 50 gp 1d4 – 1 DMG 301 Details the life of an important historical figure Book, classic 100 gp 1d4 — A book everyone wants to have read, but no one has Book, exotic travelogue 100 gp 1d4 – 1 DMG 301 Tells of real journeys to a far-off land, with many details Book, heraldry 50 gp 1d4 – 1 DMG 301 Describes several prominent family lines, with symbols Book, herbalism 75 gp 1d4 – 1 DMG 301 Depicts the practice of collecting and processing herbs Book, heretical 50 gp 1d4 – 1 DMG 301 An unholy text that disavows a major theology Book, magic tricks 50 gp 1d4 – 1 DMG 301 Teaches non-arcane tricks of sleight of hand Book, medicine 100 gp 1d4 – 1 DMG 301 Contains mundane cures for many common ailments Book, memoir 50 gp 1d4 DMG 301 A historical figure reflects on their life and trials Book, mythology 50 gp 1d4 DMG 301 Tells tales of gods, heroes, and other mythic figures Book, novel 50 gp 1d4 DMG 301 One of several in a series of acclaimed genre fiction Book, prayer book 50 gp 1d4 DMG 301 Full of ritual chants and liturgical prayers Book, sheet music 50 gp 1d4 DMG 301 Holds several popular songs, on multiple instruments Calligrapher’s supplies 10 gp 1d4 PHB 154 — Cartographer’s tools 15 gp 1d4 PHB 154 — Excellent Book, exotic fauna 150 gp 1d4 – 1 DMG 301 Has pictures and descriptions of many strange animals Book, exotic flora 150 gp 1d4 – 1 DMG 301 Details many rare and mysterious herbs and plants Book, forbidden lore 500 gp Only 1, ever DMG 301 Contains mysterious texts that cultists would kill for Book, planar travelogue 1,000 gp Only 1, ever DMG 301 Intimate details of a planar locale, by Beatrix Trifling Duplicitous manuscript 5,000 gp Only 1, ever TCE 126 Wizard only; holds spells, appears as a romance novel Map, automatic 500 gp Only 1, ever — Magically constantly maps everything in a 5 mile radius Map, planar 1,000 gp Only 1, ever — Accurately depicts a significant planar location Treasure map, real 1,000 gp Only 1, ever — Treasure is within 7 days’ travel; worth 1d10 × 500 gp


16 Flowers and Seeds Footsteps clattering against cobbled stone, a female human wearing an airy pink dress walks slowly through the dingy city streets, attempting to be seen. In the crook of her arm lies a basket of fresh-picked wildflowers, a small taste of country living that she sells for but a few pieces of copper. A male dragonborn, dark in scale and countenance, levels his draconic glare at those avoiding his flower shop. Surrounded by bushels of colorful flowers arranged in hanging woven baskets, the dragonborn scowls, wondering why sales have been so surprisingly abysmal. Flowers represent light, life, and love in a variety of cultures, and merchants across many lands sell beautiful floral arrangements symbolizing anything from a new, springtime romance to a loss most solemn and tragic. Many of these merchants dabble (or fully specialize) in other botanicals, such as trees or crops, and carry with them precious seeds used to grow all manner of plants. Dragon Lily. These beautiful lilies grow in the slow moving water found in shallow ponds and streams, and consume the impurities found in their natural environment. Though they naturally go through this process gradually, once picked a dragon lily goes into a shock of sorts, seeking additional nutrition to heal. Placed in up to 10 gallons of water, a picked dragon lily will instantly consume any impurities within once before fully dying, rendering the water safe to drink. Phoenixbloom. Burning softly and emitting a gentle fragrance like incense, phoenixbloom flowers burn eternally, giving off bright light in a radius of 20 feet, and dim light for 20 feet after that. Any creature that comes into contact with the flaming blossoms, either through an attack or by failing a Dexterity saving throw when walking through a grove of phoenixbloom, takes 1d4 fire damage. Seeds. Found in various shapes and sizes, these seeds require fertile land to grow, and your DM is the ultimate source on whether or not a plot of land can sustain plant life. Crop and flower seeds require 100 consecutive days of maintenance to mature fully, while trees require 1,800 days to begin producing seeds and fruit. A handful of crop or flower seeds can fill four 5-foot by 5-foot squares with their associated plant. The space a tree takes up varies greatly, depending on the type of tree and its age. Powderpuff. These highly-poisonous, small white blooms grow wild in polar regions. Simply touching one of these flowers against bare skin imparts a powerful Zhenliu Flowers and Seeds Merchant Quality Items Price Quantity Source Notes Atrocious Mixed flowers, dead 1 cp / dozen 1d4 × 2 dozen — Wilted and slightly browned Poor Mistletoe 1 gp / sprig 1d4 × 5 sprigs PHB 150 Druidic focus; fresh and poisonous Mixed flowers 1 cp / dozen 1d4 × 5 dozen — A low-quality bouquet of common flowers Seeds, crop 1 cp / handful 1d4 × 20 handfuls — Grows 10 lbs. of a staple crop, like rice or wheat Seeds, wildflower 4 cp / handful 1d4 × 10 handfuls — Grows up to 60 wildflowers Wildflowers 2 cp / dozen 1d4 × 5 dozen — A fresh bouquet of local flowers Medium Bison-gourd 1 sp / dozen 1d4 × 2 dozen — Naturally repels insects (not giant or swarms) Bowen’s flower 5 cp / dozen 1d4 × 2 dozen — Can be ground into a mild sedative tea Flowers, fine 4 cp / dozen 1d4 × 5 dozen — Roses, lavendar, tulips, or similar Herbalism kit 5 gp 1d4 PHB 154 — Seeds, bison-gourd 2 sp / handful 1d4 × 4 handfuls — Grows up to 60 bison-gourd flowers Seeds, Bowen’s flower 1 sp / handful 1d4 × 4 handfuls — Grows up to 60 Bowen’s flowers Seeds, fine flower 8 cp / handful 1d4 × 10 handfuls — Grows up to 60 fine flowers


17 poison, causing the touched creature to either succeed on a DC 15 Constitution saving throw or become unconscious for up to 1d10 days. An adjacent creature can use an action to rouse the unconscious creature. Once a powderpuff imparts this poison, it withers and dries into a useless husk. Whistleweed. This long, foxtail-like grass sings out a high-pitched tone when even a small amount of wind brushes it. Often, small bunches of this weed are dried and hung in caves or hallways to provide an early warning of intruders. Creatures attempting a Dexterity (Stealth) check while brushing against whistleweed do so with disadvantage. Saphatthachat Quality Items Price Quantity Source Notes Seeds, snowflower 2 sp / handful 1d4 × 10 handfuls — Grows up to 60 snowflowers in arctic conditions Seeds, tree 5 cp / handful 1d4 × 10 handfuls — Grows up to 25 trees; oak, birch, pine, or similar Snowflower 1 sp / dozen 1d4 × 3 dozen — Vibrant purple, pink, or yellow, grow in snow Good Dathlil 10 gp / each 1d4 — Eat (or drink tea): cures the poisoned condition Feather skin 50 gp / each 1d4 – 2 — Eat (or drink tea): cures one disease Firethorn 1 gp / dozen 1d4 dozen — Touch: Succeed a DC 10 Dexterity (Sleight of Hand) check or be poisoned for 1 min. Glowblossom 1 sp / dozen 1d4 × 3 dozen — Emits dim light in a 10 foot radius Phoenixbloom 1 gp / dozen 1d4 × 3 dozen — Burns as a torch, can set objects on fire Seeds, dathlil 20 gp / handful 1d4 handfuls — Grows up to 10 dathlil flowers Seeds, feather skin 100 gp / handful 1d4 – 2 handfuls — Grows up to 10 feather skin flowers Seeds, fruit tree 3 sp / handful 1d4 × 10 handfuls — Grows up to 25 fruit trees; apple, pear, or similar Seeds, firethorn 2 gp / handful 1d4 handfuls — Grows up to 60 firethorn flowers Seeds, glowblossom 2 sp / handful 1d4 × 2 handfuls — Grows up to 60 glowblossom flowers Seeds, phoenixbloom 2 gp / handful 1d4 × 2 handfuls — Grows up to 60 phoenixbloom flowers Seeds, terazul 50 gp / handful 1d4 handfuls — Grows up to 10 terazul flowers Seeds, whistleweed 2 sp / handful 1d4 × 5 handfuls — Grows up to 60 whistleweed stalks Staff of flowers 100 gp Only 1, ever XGE 139 Can cause a specific nonmagical flower to grow Terazul 25 gp / each 1d4 — Eat (or drink tea): immune to sleep for 1d4 days, 50% chance to see disturbing visions Whistleweed 1 sp / dozen 1d4 × 4 dozen — Whistles loudly when brushed against Excellent Bloodrose 500 gp / each 1d4 – 2 — Worn as a status symbol of extreme wealth Charm of Plant Command 5,000 gp Only 1, ever GS 229 Casts speak with plants 3x / day; grants adv. on Charisma checks to talk with plants Dragon lilly 5 gp / dozen 1d4 dozen — Contact purifies up to 10 gal. of water, once Powderpuff 250 gp / each 1d4 – 2 — Can render a creature unconscious Quaal’s feather token, tree 2,500 gp Only 1, ever DMG 188 Conjures a 60-ft. tall nonmagical tree Redflower 150 gp / each 1d4 – 1 — Eat: Adv. on Dex (Sleight of Hand) for 10 mins. Seeds, bloodrose 1,000 gp / handful 1d4 – 2 handfuls — Grows up to 10 bloodrose flowers Seeds, dragon lilly 10 gp / handful 1d4 handfuls — Grows up to 60 dragon lillies in a shallow pond Seeds, powderpuff 500 gp / handful 1d4 – 2 handfuls — Grows up to 10 powderpuffs in arctic conditions Seeds, redflower 300 gp / handful 1d4 – 1 handfuls — Grows up to 10 redflowers


18 Food and Animal Products Sharpening a large and rather imposing cleaver, a human adorned with a white, puffy hat turns toward a hunk of beastflesh resting on a wooden board. With a series of repetitive strikes, he brings the cleaver down, slicing the meat with an exquisite thinness, beginning to prepare a meal. Warming herself near a roadside campfire, a halfling clad in leathers carefully lowers a pot onto the flame. As it rises to a rolling boil, she adds a handful of foraged spices before tossing in a chunk of venison, caught by one of her traps. As the meat stews, she keeps a wary eye for travelers, especially those willing to exchange coin for food. Merchants of this specialty often either make their food themselves, or sell food prepared by another chef in their employ. Highly likely to further specialize in making specific types or cultures of food, these merchants, when good quality or higher, tend to perceive their craft as an art form. As such, if the merchant is of a high enough quality, they are reticent to sell meals inferior to the best that they can make, and typically refuse to sell all but the rarest animal byproducts. Meals and Days. As outlined on page 185 of the Player’s Handbook, each day an adventurer needs to eat at least 1 lb. of food or suffer a level of exhaustion. Eating only 1/2 lb. of food in a day counts as half a day without food for this purpose. Each food item on this merchant’s table is noted with the amount of days a single unit of it can sustain a creature for. Eating 1 day’s worth of food is the same as eating 1 lb. for the purpose of staving off exhaustion, just as eating a 1/2 day of food by itself is the same as eating only 1/2 lb. of food. Eating only 1/4 day of food does nothing to stop from gaining exhaustion, though fractional days of food are cumulative on the same day. Gekata1989 Food and Animal Products Merchant Quality Items Price Quantity Source Notes Atrocious Dung 1 cp / lb. 1d4 × 25 lbs. — — Lard 2 cp / lb. 1d4 × 25 lbs. — 1/4 day Meal, squalid 3 cp / day 1d4 × 20 days PHB 158 Ripe, rancid, the wrong kind of chewy; 1 day Teeth 1 cp / each 1d4 × 30 — Either animal or (possibly) human Poor Bread 2 cp / loaf 1d4 × 10 loaves PHB 158 1/4 day Butter 3 cp / stick 1d4 × 10 sticks — — Cheese 1 sp / hunk 1d4 × 20 hunks PHB 158 Many different kinds; 1/4 day Eggs 1 sp / dozen 1d4 × 5 dozen — Chicken, duck, or similar; 1/4 day Flour 2 cp / lb. 1d4 × 10 lbs. PHB 157 — Fruit 1 cp / each 1d4 × 20 — Apples, plums, or similar; 1/4 day Lentils 2 sp / lb. 1d4 × 10 lbs. — 1 day Meal, poor 6 cp / day 1d4 × 20 days PHB 158 Gruel and greasy bits, smells like regret; 1 day Milk 1 sp / bottle 1d4 × 5 bottles — — Rice 3 sp / lb. 1d4 × 5 lbs. — White or brown; 1 day Vegetable 1 cp / each 1d4 × 20 — Lettuce, leaks, cabbage, or similar; 1/4 day Wheat 1 cp / lb. 1d4 × 25 lbs. PHB 157 — Medium Bones 5 gp / set 1d4 sets — Good for soup, and maybe even necromancy Fish 6 sp / lb. 1d4 × 10 lbs. — Salmon, herring, or similar; 1 day Fungi 3 cp / lb. 1d4 × 10 lbs. — Oysters, chanterelles, or similar; 1/4 day Honey 5 sp / lb. 1d4 × 5 lbs. — Many different varieties and flavors Hunting trap 5 gp 1d4 × 2 PHB 150 DC 13 Dex check vs. 1d4 piercing and getting stuck Meal, modest 3 sp / day 1d4 × 20 days PHB 158 A hearty broth with real vegetables; 1 day Meat 3 sp / chunk 1d4 × 15 chunks PHB 158 Beef, chicken, venison, or similar; 1/2 day Mess kit 2 sp 1d4 × 2 PHB 150 — Pot, iron 2 gp 1d4 PHB 150 Holds 1 gal.


19 Gekata1989 Quality Items Price Quantity Source Notes Rations 5 sp / day 1d4 × 15 days PHB 150 Dried meat, hardtack, and similar; 1 day Salt 5 cp / lb. 1d4 × 10 lbs. PHB 157 — Soap 2 cp 1d4 × 5 PHB 150 — Seasonings, anise 5 sp / lb. 1d4 × 10 lbs. — Sweet and fragrant with a strong licorice-like taste Seasonings, basil 2 gp / lb. 1d4 × 10 lbs. — Pungent and sweet, goes well with savory flavors Seasonings, bergamot 5 sp / lb. 1d4 × 5 lbs. — Tart and acidic, with a distinctive bite Seasonings, dill 5 sp / lb. 1d4 × 5 lbs. — Fresh and grassy, with cirtus notes; good with fish Seasonings, garlic 2 sp / lb. 1d4 × 10 lbs. — Powerfully pungent, pairs well with savory foods Seasonings, mint 5 sp / lb. 1d4 × 5 lbs. — Cool, crisp, and sweet, refreshes the palate Seasonings, rosemary 8 sp / lb. 1d4 × 2 lbs. — — Seasonings, sage 2 gp / lb. 1d4 × 2 lbs. — — Seasonings, thyme 2 gp / lb. 1d4 × 2 lbs. — — Spices, cloves 3 gp / lb. 1d4 × 2 lbs. PHB 157 — Spices, cumin 3 gp / lb. 1d4 × 2 lbs. — — Spices, ginger 1 gp / lb. 1d4 × 10 lbs. PHB 157 — Spices, horseradish 2 sp / lb. 1d4 × 5 lbs. — — Spices, mustard seed 8 sp / lb. 1d4 × 2 lbs. — — Sugar 1 gp / lb. 1d4 × 5 lbs. — Many varieties and sources Good Bead of nourishment 50 gp 1d4 × 2 XGE 136 — Bread, elven 6 sp / loaf 1d4 × 2 loaves — Pleasant, light, and nutritious; 2 days Cake 5 gp 1d4 × 2 — Sumptuous and moist; 4 days Candy 1 sp / piece 1d4 × 20 pieces — Sweet and delicious, no nutritional value Cook’s utensils 1 gp 1d4 × 2 PHB 154 — Fishing tackle 1 gp 1d4 × 2 PHB 150 — Hat, chef 3 gp 1d4 – 1 — — Heward’s handy spice pouch 100 gp Only 1, ever XGE 137 — Meal, comfortable 5 sp / day 1d4 × 20 days PHB 158 Lightly spiced meat with a side dish; 1 day Meal, wealthy 8 sp / day 1d4 × 20 days PHB 158 A prime cut of meat with dessert; 1 day Pancakes 5 sp / stack 1d4 × 3 stacks — Covered in syrup and fruit; 1 day Pie, large 3 gp 1d4 × 2 — Sweet or savory; 4 days Pie, personal 1 gp 1d4 × 4 — Sweet or savory; 1 day Spices, other 2 gp / lb. 1d4 × 5 lbs. PHB 157 Pepper, cinnamon, or similar Spices, saffron 15 gp / lb. 1d4 lbs. PHB 157 — Tortilla 1 cp / each 1d4 × 5 — 1/4 day Excellent Bones, dragon 50 gp / lb. 1d4 × 5 lbs. — — Dragon thighbone club 5,000 gp Only 1, ever SKT 105 3d8 bludgeoning; two-handed Horn, unicorn 1,000 gp 1d4 – 2 — — Ioun stone, sustenance 5,000 gp Only 1, ever DMG 176 — Meal, aristocratic 2 gp / day 1d4 × 20 days PHB 158 A most succulent cut of magical beast; 1 day Variant Merchant: Restaurateur As presented here, this merchant sells food, the supplies to make it, and the remnants of its production. If you wish to present this merchant as a restaurateur or as food services at a tavern, simply remove every item from this merchant’s list that does not have a listed nutritional value in days, and add the drinkable items from the Alcohol and Refreshment merchant, of the same quality.


20 Furniture and Interior Decor A high elf sits in front of a canvas, pondering, paint brush resting on her lower lip. Inspiration strikes and she raises the brush, applying paint to canvas, sculpting a pastoral scene in the Feywild to add to the staggering collection of art adorning the walls of her shop. In a black, tight-fitted tunic and wearing eccentric angular glasses, a mustachioed gnome observes the space before him. It takes him but a moment to conclude as to what this area needs to make it whole and vibrant. Now, he thinks, to sell its owners on the idea of an indoor fountain. Artists, designers, and art-sellers, these merchants are often artisans of their given trade. Each work that passes through their hands is personal, in a way, and these merchants would be more than happy to inform buyers of the history and work that goes into what they’re buying. Merchants in this specialty often (but not always) sell one particular type of item, such as paintings, wood furniture, or similar. Tomas Giorello Furniture and Interior Decor Merchant Quality Items Price Quantity Source Notes Atrocious Barrel, keg 1 gp 1d4 × 5 DMG 299 0.75 ft. wide × 1 ft. tall; holds 20 gal. or 2 cubic ft. Barrel 2 gp 1d4 × 5 PHB 150 1.25 ft. wide × 2.5 ft. tall; holds 40 gal. or 4 cubic ft. Basket 4 sp 1d4 × 5 PHB 150 1 ft. wide × 1 ft. tall; holds 40 lbs. or 2 cubic ft. Box, medium (crate) 1 gp 1d4 × 5 DMG 299 2 ft. × 2 ft., 1 ft. tall; holds 80 lbs. or 4 cubic ft. Shelf 7 sp 1d4 × 4 DMG 299 4 ft. × 0.5 ft.; holds approx. 20 books or other items Poor Bed, single 2 gp 1d4 × 2 DMG 299 6 ft. × 3 ft., 2.5 ft. tall; sleeps 1 Medium creature Bookcase 2 gp 1d4 × 3 — 5 ft. × 1 ft., 4 ft. tall; holds approx. 60 books Box, large 7 gp 1d4 × 3 DMG 299 3 ft. × 3 ft., 3 ft. tall; holds 675 lbs. or 27 cubic ft. Cask, firkin 5 sp 1d4 × 4 DMG 299 0.5 ft. wide × 1.33 ft. tall; holds 10 gal. or 1 cubic ft. Chair, plain 3 sp 1d4 × 4 DMG 299 Made of hardwood, seats 1 Medium creature Chest, medium 5 gp 1d4 × 2 PHB 150 6 ft. × 2 ft., 1 ft. tall; holds 300 lbs. or 12 cubic ft. Cresset, metal 1 gp 1d4 × 3 DMG 299 0.5 ft. wide; burns wood, charcoal, oil, or incense Doghouse, medium 3 gp 1d4 – 2 — Capable of holding a dog, or a Medium creature Furnace, coal 8 gp 1d4 — Can burn 1 lb. of coal / day, to generate heat Rug, small 1 gp 1d4 × 3 DMG 299 3 ft. × 5 ft.; colorful with a pleasant pattern Stool 5 sp 1d4 × 2 DMG 299 1 ft. wide × 3-4 ft. tall; seats 1 Medium creature Table, small 3 gp 1d4 DMG 299 3 ft. × 5 ft., 2.5 ft. tall Workbench 7 gp 1d4 – 1 DMG 299 3 ft. × 6 ft., 3 ft. tall; includes brackets to hang tools Medium Armoire or wardrobe 10 gp 1d4 DMG 299 4 ft. × 1.5 ft., 6 ft. tall; holds 900 lbs. or 36 cubic ft. Armor stand 5 gp 1d4 — Made for hanging a suit of armor Bed, double 10 gp 1d4 DMG 299 6 ft. × 5 ft., 2.5 ft. tall; sleeps 2 Medium creatures Bed, bunks 8 gp 1d4 DMG 299 6 ft. × 3 ft., 6 ft. tall; sleeps 2 Medium creatures A Small World After All Most of the objects here are sized for Medium creatures such as elves or humans, and are not comfortably made for Small creatures like gnomes or halflings. If you want to resize a chair, bed, or similar for Small creatures, reduce the object’s listed height by half.


21 Quality Items Price Quantity Source Notes Brazier, metal 3 gp 1d4 × 2 DMG 299 1.5 ft. wide; burns wood, charcoal, oil, or incense Bench, wood 2 gp 1d4 × 2 DMG 299 10 ft. × 1 ft., 1.5 ft. tall; seats 5 Medium creatures Cabinet or cupboard 1 gp 1d4 × 2 DMG 299 2 ft. × 1 ft., 3 ft. tall; holds 150 lbs. or 6 cubic ft. Cask, hogshead 4 gp 1d4 × 2 DMG 299 1.5 ft. wide × 3 ft. tall; holds 65 gal. or 6 cubic ft. Cask, tierce 2 gp 1d4 × 3 DMG 299 1.25 ft. wide × 2.5 ft. tall; holds 40 gal. or 4 cubic ft. Chair, padded 1 gp 1d4 × 3 DMG 299 Somewhat comfortable, seats 1 Medium creature Chest, large 10 gp 1d4 × 2 DMG 299 6 ft. × 3 ft., 2 ft. tall; holds 900 lbs. or 36 cubic ft. Jug or pitcher 2 cp 1d4 × 4 PHB 150 Holds 1 gal. Painting, medium 10 gp Made to order DMG 299 Example: Depicts a gnome & her pet giant bee Quilt 8 gp Made to order DMG 299 8 ft. × 6 ft.; cozy and colorful Rug, medium 6 gp 1d4 × 2 DMG 299 5 ft. × 10 ft.; feels warm, comfortable, and inviting Screen 5 gp 1d4 – 1 DMG 299 Made of paper and wood; gives privacy, but not much Shrine, small 8 gp 1d4 – 2 DMG 299 A tiny space to leave offerings or make quick prayers Statuette, metal or stone 500 gp 1d4 – 1 — A small figure of a god or person in beautiful detail Table, large 6 gp 1d4 DMG 299 4 ft. × 10 ft., 2.5 ft. tall Table, round 5 gp 1d4 DMG 299 15 ft. wide × 2.5 ft. tall Weapon hanger 4 gp 1d4 — Displays one or two weapons and/or a shield on a wall Weapon rack 3 gp 1d4 × 2 — Functional, not beautiful; holds up to 5 weapons Good Altar, large 20 gp Made to order DMG 299 Contains holy symbols and space for rituals Banner or flag 30 gp Made to order — 3 ft. × 10 ft.; comes with custom design Bathtub, ornate 25 gp 1d4 – 1 DMG 299 Example: Worked steel with dragon-headed taps Bed, four poster 75 gp 1d4 – 1 DMG 299 8 ft. × 6 ft.; filled with owlbear down Candelabrum 5 gp 1d4 × 2 DMG 299 1 ft. tall; holds 3-5 candles Cask, butt 8 gp 1d4 – 1 DMG 299 2 ft. wide × 4 ft. tall; holds 125 gal. or 12 cubic ft. Cask, pipe 6 gp 1d4 – 1 DMG 299 1.75 ft. wide × 3.5 ft. tall; holds 105 gal. or 10 cubic ft. Chair, armchair 12 gp 1d4 – 1 DMG 299 Leather, well stuffed, highly comfortable Couch, divan 10 gp 1d4 – 1 DMG 299 8 ft. × 2.5 ft., 1.5 ft. tall; seats 1-3 Medium creatures Couch, sofa 18 gp 1d4 – 2 DMG 299 8 ft. × 3 ft., 3.5 ft. tall; seats 3 Medium creatures Desk, ornate 15 gp 1d4 – 2 DMG 299 Example: Intricate vines carved in smooth wood Fountain 750 gp Made to order DMG 299 6 ft. × 6 ft., 4 ft. tall; marble or similar Fresco, large 500 gp Made to order DMG 299 Example: The City of Brass, set against the fire sea Hassock 5 gp 1d4 DMG 299 1 ft. × 1 ft., 1.5 ft. tall; helps a creature sit in comfort Lamp, magic 100 gp 1d4 – 1 — Turns off and on, triggered by a two claps Mirror 75 gp 1d4 – 1 — 3 ft. wide × 8 ft. tall; despite everything, it’s still you Mosaic, large 600 gp Made to order — Example: Water elementals crashing on a coast Painting, huge 550 gp Made to order DMG 299 Example: The artist’s depiction of the Blood War Painting, large 50 gp Made to order DMG 299 Example: A courtly dragonborn and her consort Pedestal, stone 15 gp 1d4 DMG 299 3 ft. tall; helps display an item, plant, or art object Rug, large 12 gp 1d4 DMG 299 10 ft. × 50 ft.; really ties a room together Statue, metal or stone 1,000 gp Made to order DMG 299 Example: A brass statue of the goddess Selune Table, long 14 gp 1d4 – 1 DMG 299 6 ft. × 25 ft., 2.5 ft. tall Tapestry 250 gp Made to order DMG 135 Example: Adventurers thwarting an ancient evil Excellent Cask, tun 16 gp 1d4 – 1 DMG 299 3 ft. wide × 6 ft. tall; holds 250 gal. or 25 cubic ft. Chair, throne 750 gp 1d4 – 2 DMG 299 Magnificent; sculpted or carved; luxurious cushions Chandelier, huge 1,500 gp Made to order DMG 299 Example: Astral crystal interlaced with mithral Music box, gold 2,500 gp 1d4 – 2 DMG 135 Plays 10 songs; a masterwork of art and artisanry Mirror of life trapping 50,000 gp Only 1, ever DMG 181 — Painting, old masterpiece 2,500 gp 1d4 – 2 DMG 135 A legendary and historical work of art Statue, precious 2,000 gp Made to order DMG 299 Example: An enormous adamantine dragon


22 High Fashion Engrossed in her work, a stern halfling wearing halfmoon spectacles carefully sews two pieces of a dress form together, her eyes squinting in the low light of her dress shop. Around her are mannequins clothed in all manner of finery, domestic and exotic, showing visitors the range and scope of the halfling’s talents. Pulling a soft rabbit-hide off the drying rack, a male wood elf selects a shining pair of silver shears and begins to cut the pelt down to size. As he works with scissor, fur, needle and thread, his deft fingers gradually form a warm winter hat, suitable for the most refined of lords seeking to hunt or journey in the snow. Creating and selling clothes fit for all levels of society, merchants with this specialty usually sell most of the items available to their quality. Merchants in this specialty often consider themselves artisans (regardless of their actual skill level), however, and may decline selling articles that they think are below them, or that do not go along with their cultural perspective. A haughty tiefling socialite, for example, would consider the selling of commoner’s clothes to depreciate her esteemed reputation, while a down-to-earth dwarven hatmaker might see aristocratic finery as frivolous and functionless. Fred Hooper High Fashion Merchant Quality Items Price Quantity Source Notes Atrocious Sack, wearable 1 cp 1d4 × 5 PHB 150 Almost waterproof Poor Cap, leather 5 sp 1d4 × 2 — A sturdy, if ugly, way to keep your head dry Cap, bonnet 5 sp 1d4 × 2 — A feminine working hat Cap, stocking 4 sp 1d4 × 2 — A long, conical cap for a cold winter’s night Cloth, canvas 1 sp / sq. yd. 1d4 × 5 sq. yds. PHB 157 Rough; of several colors Clothes, common 5 sp 1d4 × 5 PHB 150 Worn and patched, made of rough materials Clothes, robes 1 gp 1d4 × 2 PHB 150 Simple, smooth, and clean, with many pockets Clothes, traveler’s 2 gp 1d4 × 5 PHB 150 Durable and well-made, but not exactly fancy Medium Bracelet, small gold 25 gp 1d4 DMG 134 Glitters beautifully in the sunlight Cloak, cold weather 8 gp 1d4 × 2 — Lined with soft furs, ideal for freezing conditions Cloak, costume 2 gp 1d4 × 2 — Perfect for dramatic flourishes Cloth, cotton 5 sp / sq. yd. 1d4 × 4 sq. yds. PHB 157 Sturdy, but breathes easily; of several colors Clothes, cold weather 10 gp 1d4 × 2 IDRF 20 Layered to keep in heat, ideal for freezing conditions Clothes, costume 5 gp 1d4 × 2 PHB 150 A finely made costume for a jester, dancer, or actor Clothes, vestments 8 gp 1d4 × 2 PHB 151 A ceremonial outfit for a member of a specific clergy Cobbler’s tools 5 gp 1d4 PHB 154 — Eyeglasses 3 gp 1d4 × 2 — For less-than-perfect vision Eyepatch, leather 2 gp 1d4 × 2 — Suitable for a pirate, rogue, or mysterious huckster Hat, bowler 2 gp 1d4 × 2 — A rounded hat with a short brim Handkerchief, silk 25 gp 1d4 × 2 DMG 134 Soft and with personalized embroidery Hood 5 sp 1d4 × 2 — — Mask, bandana 5 sp 1d4 × 2 — Good for hiding your identity, for all sorts of reasons Mask, carved wood 5 gp 1d4 × 2 — Shaped like an animal or archetype, great for parties Perfume 5 gp / vial 1d4 × 2 vials PHB 150 A faint floral aroma for the discerning nose Weaver’s tools 1 gp 1d4 PHB 154 — Wig 2 gp 1d4 × 2 — Beautiful or austere, good at hiding baldness


23 Quality Items Price Quantity Source Notes Good Boots of false tracks 100 gp Only 1 set, ever XGE 136 Makes your tracks appear as another humanoid’s Bow or bowtie 12 gp 1d4 × 3 — Soft silken cloth, plain or with festive pattern Bracelet, large gold 250 gp 1d4 – 1 DMG 135 Detailed with incredibly elaborate patterns Cloak, fine 10 gp 1d4 × 2 — Expertly cut and fashioned with nobility in mind Cloak of billowing 100 gp Only 1, ever XGE 136 Bonus action: cloak billows dramatically Cloak of many fashions 100 gp Only 1, ever XGE 136 Can be made to appear how you wish Cloth, linen 5 gp / sq. yd. 1d4 × 3 sq. yds. PHB 157 Suitable for clothes of all kinds; of many colors Cloth, silk 10 gp / sq. yd. 1d4 × 2 sq. yds. PHB 157 Silky smooth; of many colors Clothes, cloth-of-gold vestments 25 gp 1d4 – 1 DMG 134 Suitable for a high priest of distinguished position Clothes, fashionista 50 gp 1d4 × 5 — Impractical, but the bleeding edge of modern fashion Clothes, fine 15 gp 1d4 × 5 PHB 150 Refined noble clothes, very fashionable Clothes, silk robes 250 gp 1d4 – 1 DMG 135 Embroidered with gold; suitable for an archmage Clothes of mending 100 gp 1d4 – 1 XGE 137 — Cowl 2 gp 1d4 × 2 — A face-wrap favored by vigilantes and assassins Glamerweave, common 100 gp 1d4 – 1 ERLW 277 — Goggles 10 gp 1d4 — Leather and glass, perfect for keeping eyes safe Hat, adventurer’s 15 gp 1d4 — A wide-brimmed leather hat favored by explorers Hat, beret 3 gp 1d4 × 2 — A simple circular hat, a staple of artists Hat, fez 5 gp 1d4 × 2 — Worn by distinguished individuals in arid lands Hat of wizardry 100 gp Only 1, ever XGE 137 Wizard only; attempt to cast extra cantrips Hat, sea captain 20 gp 1d4 — A nautical cap that demands a crew’s respect Hat, top hat 25 gp 1d4 × 2 — An iconic symbol of modern refinement Hat, ushanka 3 gp 1d4 × 2 — A soft, warm hat, ideal for freezing conditions Mask, black velvet 25 gp 1d4 – 1 DMG 134 Stitched with sliver thread, ideal for a ball Mask, domino 15 gp 1d4 — Dashing and mysterious, but still quite handsome Perfume of bewitching 50 gp 1d4 – 2 XGE 138 Adv. on Cha. checks vs. humanoids ≤ CR 1 for 1 hr. Rope, silk 10 gp / 50 ft. 1d4 × 50 ft. PHB 150 Lightweight and easy to climb Shaded glasses 350 gp 1d4 — Negates disadv. from the Sunlight Sensitivity trait Shiftweave 100 gp 1d4 – 1 ERLW 279 — Excellent Anklet, jeweled 2,500 gp Only 1, ever DMG 135 Glitters and shines like a thousand tiny stars Boots of the winterlands 500 gp Only 1 set, ever DMG 156 — Bracelet, large platinum 2,500 gp Only 1, ever DMG 135 Inset with an immense, sparkling sapphire Brooch, silver and gold 750 gp Only 1, ever DMG 135 Patterened as a rose with incredibly delicate petals Cloak, superior 1,000 gp Only 1, ever — Enchanted: always the finest cloak in the room Clothes, superior 1,500 gp Only 1, ever — Enchanted: always the finest clothes in the room Comb set, gold dragon 750 gp Only 1, ever DMG 135 Two combs, with blood-red garnets for dragon eyes Glamerweave, uncommon 500 gp 1d4 – 2 ERLW 277 — Hat, superior 1,000 gp Only 1, ever — Enchanted: always the finest hat in the room Robe of scintillating colors 50,000 gp Only 1, ever DMG 192 Sheds blinding, colorful lights that stun creatures Slippers of spider climbing 500 gp Only 1 set, ever DMG 200 —


24 Jewelry and Gems A shining glass jeweler’s loupe set against his eye, a male rock gnome wearing shoddy overalls inspects the quality of a gemstone held in one of his leather-gloved hands. Though large, the gem is nevertheless found to be of inferior quality. Sighing and setting it aside, the gnome continues to inventory his gemstones, which cover every available surface in his shop. Her pock-marked stone tabletop cluttered with grindstones, small hammers, and even a tiny anvil, a female dwarf covered in dust and grime casts a small melting pot of steel into a circular mold, setting it shut. As the ring she is molding begins to cool, she hums an old drinking song, ignoring the cluster of children around her stall, watching her work, as she looks for properly interested adults to buy her wares. Merchants with this specialty craft and sell ornamental pieces of metalwork, as well as the gems such jewelry often includes. These merchants most often sell all items available to their quality or below, but may occasionally further specialize into selling either only gems and raw materials, or only crafted jewelry. These merchants may also custom-make jewelry for your character, built to your specifications. Such jewelry takes a number of days equal to its cost in gp divided by 5 to be fully crafted, whereupon the merchant will either have it ready for your character to pick up, or, if they are good quality or above, be willing to deliver it to a nearby location of your character’s choosing. Wayne England Jewelry and Gems Merchant Quality Items Price Quantity Source Notes Atrocious Geode, fake 2 sp 1d4 × 2 — No crystals within this rock. Only more rock. Poor Bar, copper 5 sp / lb. 1d4 × 2 lbs. PHB 157 — Bar, iron 1 sp / lb. 1d4 × 5 lbs. PHB 157 — Bead, simple 5 sp / each 1d4 × 5 — Semi-precious metal; for hair or beards Chalice, copper 25 gp 1d4 DMG 134 Holds 1 cup; simple design with silver filigree Crystal 10 gp 1d4 × 2 PHB 150 Arcane focus; a shining bit of quartz or similar Earring, simple 5 gp 1d4 × 5 — Small stud or ring of semi-precious metal Gems, mundane 10 gp / each 1d4 × 5 DMG 134 Examples: agate, lapis lazuli, malachite, tiger eye Locket, brass 4 sp 1d4 × 3 — Opens to hold a portrait or tiny keepsake Pick, miner’s 4 gp 1d4 PHB 150 — Magnifying glass 100 gp 1d4 × 2 PHB 150 — Ring, simple 5 gp 1d4 × 4 — A small circle of polished semi-precious metal Medium Bar, silver 5 gp / lb. 1d4 lbs. PHB 157 — Bead, precious 5 gp / each 1d4 × 3 — Engraved silver, gold, or similar; for hair or beards Bracelet, small gold 25 gp 1d4 DMG 134 Glitters beautifully in the sunlight Crown, bronze 250 gp 1d4 – 1 DMG 135 A sturdy crown, suited for a lesser ruler Gems, common 50 gp / each 1d4 × 5 DMG 134 Examples: citrine, jasper, moonstone, quartz Gems, uncommon 100 gp / each 1d4 × 4 DMG 134 Examples: amber, amethyst, garnet, jade, pearl Jeweler’s tools 25 gp 1d4 PHB 154 — Locket, gold 25 gp 1d4 × 2 DMG 134 Opens to hold a portrait or tiny keepsake Necklace, simple 50 gp 1d4 × 3 — Braided semi-precious metal Ring, signet 5 gp 1d4 PHB 150 — Spell gem, obsidian 500 gp 1d4 – 1 OA 223 —


25 Marina Quality Items Price Quantity Source Notes Good Bar, gold 50 gp / lb. 1d4 lbs. PHB 157 — Bar, platinum 500 gp / lb. 1d4 lbs. PHB 157 — Bead, gemstone 50 gp / each 1d4 — Carved jade, amethyst, or amber; for hair or beards Birdcage, gold 250 gp 1d4 – 1 DMG 135 Can hold up to 5 Tiny birds; electrum filigree Bracelet, large gold 250 gp 1d4 – 1 DMG 135 Detailed with incredibly elaborate patterns Brooch of shielding 500 gp Only 1, ever DMG 156 — Brooch, silver and gold 750 gp Only 1, ever DMG 135 Patterened as a rose with incredibly delicate petals Chalice, silver 750 gp 1d4 – 1 DMG 135 Engraved with lunar symbols, set with moonstones Comb set, gold dragon 750 gp Only 1, ever DMG 135 Two combs, with blood-red garnets for dragon eyes Crown, precious 750 gp 1d4 – 2 — Elegant metal circlet inset with a few gemstones Earring, precious 200 gp 1d4 × 2 — Ostentatiously gemmed stud or metal ring Elemental gem, any 250 gp Only 1, ever DMG 167 — Gem of brightness 500 gp Only 1, ever DMG 171 — Gem of seeing 500 gp Only 1, ever DMG 172 — Gems, rare 500 gp / each 1d4 × 3 DMG 134 Examples: alexandrite, peridot, topaz Gems, very rare 1,000 gp / each 1d4 × 2 DMG 134 Examples: emerald, opal, sapphire, ruby Medallion of thoughts 500 gp Only 1, ever DMG 181 — Mug, brass masterwork 250 gp 1d4 DMG 135 Holds 1 pint; has jade inset in a beautiful pattern Necklace, silver 250 gp 1d4 × 2 DMG 135 Includes pendant with a gem Psi crystal 500 gp Only 1, ever IDRF 315 Grants telepathy; radiates light based on INT Ring, gold 250 gp 1d4 × 2 DMG 135 Resembles woven vines, inset with a bloodstone Ruby of the war mage 100 gp 1d4 – 1 XGE 138 Attaches to a weapon; used as a focus for spells Spell gem, lapis lazuli 500 gp 1d4 – 1 OA 223 — Spell gem, quartz 5,000 gp 1d4 – 2 OA 223 — Excellent Anklet, jeweled 2,500 gp Only 1, ever DMG 135 Glitters and shines like a thousand tiny stars Bracelet, large platinum 2,500 gp Only 1, ever DMG 135 Inset with an immense, sparkling sapphire Chain, fine gold 2,500 gp Only 1, ever DMG 135 Affixed with a luminous, shining fire opal Chalice, jeweled gold 7,500 gp Only 1, ever DMG 135 Circlet, gold 2,500 gp Only 1, ever DMG 135 Set with a string of glittering, tiny sapphires Crown, jeweled gold 7,500 gp Only 1, ever DMG 135 A masterwork crown fit only for an emperor Crystalline chronicle 50,000 gp Only 1, ever TCE 124 Wizard only; holds spells, ignores M components Drinking horn, ivory 7,500 gp Only 1, ever DMG 135 Bejeweled with gold filigree; for a dwarven thane Eye patch, bejeweled 2,500 gp Only 1, ever DMG 135 Has sapphires and moonstones that mimic an eye Gems, legendary 5,000 gp / each 1d4 DMG 134 Examples: black sapphire, diamond, jacinth Necklace, pink pearl 2,500 gp Only 1, ever DMG 135 A strand of immaculate, incredibly rare pearls Ring, jeweled platinum 7,500 gp Only 1, ever DMG 135 In the shape of a circular dragon with ruby eyes Ring of protection 5,000 gp Only 1, ever DMG 191 — Ring of telekinesis 50,000 gp Only 1, ever DMG 193 — Spell gem, amber 50,000 gp Only 1, ever OA 223 — Spell gem, bloodstone 5,000 gp Only 1, ever OA 223 —


26 Knick-Knacks Toting an overstuffed backpack, a goblin walks down a major trade route, waving down travellers, adventurers, and other merchants. Like others of her kin, the goblin scrounges for whatever she needs to survive. Unlike the others, however, she often finds it preferable to use passers-by to turn a tidy profit through honest trade, rather than using them as a target for banditry. Sitting on a stool amidst the heaps of junk cluttering his shop, a half-orc clad in slacks and a vest waits patiently. He never knows just exactly what he’ll sell to those who walk through his door, but he greats any opportunity to part with a piece of the detritus with an almost disarming enthusiasm. Merchants dealing in knick-knacks sell odd collections of goods not available elsewhere. A knick-knack merchant can truly have anything, and might even have several items not listed here. Viktoriia Manuilova Knick-Knacks Merchant Quality Items Price Quantity Source Notes Atrocious Pole, 10-foot 5 cp 1d4 × 4 PHB 150 — Blanket 5 sp 1d4 × 4 PHB 150 — Poor Block and tackle 1 gp 1d4 × 2 PHB 150 — Bucket 5 cp 1d4 × 4 PHB 150 — Candle 1 cp 1d4 × 10 PHB 150 Comes in a variety of colors Chalk 1 cp / piece 1d4 × 5 pieces PHB 150 Comes in a variety of colors Dice set 1 sp 1d4 × 3 PHB 154 — Flask or tankarad 2 cp 1d4 × 5 PHB 150 Made of either pewter or treated wood Ink, bottle 10 gp / oz. 1d4 × 2 oz. PHB 150 — Ink pen 2 cp 1d4 × 2 PHB 150 — Paper 2 sp / sheet 1d4 × 2 sheets PHB 150 — Pipe, smoking 1 sp 1d4 × 2 — — Playing card set 5 sp 1d4 × 3 PHB 154 — Signal whistle 5 cp 1d4 × 2 PHB 150 — Tent, two-person 2 gp 1d4 × 2 PHB 150 — Tinderbox 5 sp 1d4 × 3 PHB 150 — Wax, sealing 5 sp 1d4 × 5 PHB 150 — Medium Amulet 5 gp 1d4 PHB 150 Holy symbol; a necklace with a symbol of faith Ball bearings 1 gp / 1,000 1d4 × 2,000 PHB 150 — Bit and bridle 2 gp 1d4 PHB 157 — Cart 15 gp 1d4 – 1 PHB 157 — Case, map or scroll 1 gp 1d4 PHB 150 Empty Chain 5 gp / 10 ft. 1d4 × 20 ft. PHB 150 — Climber’s kit 25 gp 1d4 PHB 150 — Crampons 2 gp / pair 1d4 + 1 pairs IDRF 20 Spiked metal plates for boots, prevents slipping on ice Grappling hook 2 gp 1d4 PHB 150 — Hourglass 25 gp 1d4 PHB 150 — Lamp 5 sp 1d4 PHB 150 — Lantern, bullseye 10 gp 1d4 PHB 150 — Lantern, hooded 5 gp 1d4 PHB 150 — Lock 10 gp 1d4 PHB 150 Key included


27 Dean Spencer Quality Items Price Quantity Source Notes Rope, hempen 1 gp / 50 ft. 1d4 × 50 ft. PHB 150 — Scale, merchant’s 5 gp 1d4 PHB 150 — Snowshoes 2 gp 1d4 + 1 pairs IDRF 20 Keeps their wearer from sinking in deep snow Good Artisan’s tools Varies 1d4 + 2 sets PHB 154 Randomly selected; prices as listed in the PHB Backpack parachute 100 gp 1d4 – 1 WDH 47 Wearer can fall safely after 60 ft.; 10 mins. to repack Bell 1 gp 1d4 + 1 PHB 150 — Book, blank 25 gp 1d4 × 3 PHB 150 Suitable for writing or drawing; won’t hold spells Caltrops, bag of 20 1 gp / 20 1d4 × 40 PHB 150 — Candle of the deep 100 gp 1d4 – 2 XGE 136 Able to burn underwater Chest of preserving 100 gp Only 1, ever WDMM 139 Items inside don’t age or decay; holds 3.75 cubic ft. Cleansing stone 100 gp Only 1, ever ERLW 276 — Dice, engraved bone 25 gp 1d4 – 1 DMG 134 A set of dice with many different amounts of sides Dragonchess set 1 gp 1d4 PHB 154 — Ear horn of hearing 100 gp 1d4 – 2 XGE 137 Held to ear: suppresses the deafened condition Grappling hook 2 gp 1d4 PHB 150 — Hat of vermin 100 gp Only 1, ever XGE 137 — Hook of fisher’s delight 5,000 gp Only 1, ever IDRF 314 Catches one of four varieties of semi-magical fish Horn of silent alarm 100 gp Only 1, ever XGE 137 — Lantern of revealing 500 gp Only 1, ever DMG 179 Reveals invisible creatures and objects Immovable rod 500 gp 1d4 DMG 175 When activated, stays in place and holds 8,000 lbs. Magnifying glass 100 gp 1d4 – 1 PHB 150 — Manacles 2 gp 1d4 – 1 PHB 150 Key included Mystery key 50 gp 1d4 – 2 XGE 138 Has a 5% chance to unlock any door, then disappear Orb of direction 100 gp Only 1, ever XGE 138 Action: learn which direction is north Pipe of smoke monsters 100 gp Only 1, ever XGE 138 — Pole of collapsing 100 gp 1d4 – 2 XGE 138 Can collapse to 1 ft., or expand to 10 ft. Rowboat 50 gp 1d4 – 1 DMG 119 — Stone of good luck 500 gp Only 1, ever DMG 205 — Talking doll 100 gp Only 1, ever XGE 139 Can be instructed to say up to 6 short phrases Tarokka deck 10 gp 1d4 – 1 CS 243 Used to read fortunes; only a Vistani can read true Three-Dragon Ante set 1 gp 1d4 PHB 154 — Rain catcher, tarp 1 gp 1d4 – 1 TA 32 Catches 2 gal. of water per inch of rain; holds 8 gal. Spyglass 1,000 gp 1d4 – 1 PHB 150 — Stilts, adjustable 50 gp 1d4 – 2 WDH 47 1 min. to put on or take off; increases height 2-5 ft. Excellent Board game, jade 7,500 gp Only 1, ever DMG 135 An ancient game with solid gold pieces; rules included Bottle stopper. bejeweled 750 gp Only 1, ever DMG 135 Decorated with gold leaf and amethysts; for a noble Sovereign glue 50,000 gp Only 1, ever DMG 200 — Universal solvent 50,000 gp Only 1, ever DMG 200 —


28 Leatherworking Pulling a smooth, wood-tipped arrow from the hide of a fallen elk, a wood elf slicks back her hair in the same practiced motion as she unsheathes a curved obsidian knife. Taking great care to properly skin the beast, she then hauls the large, steaming hide back to her village. Travelers always appreciate the craftsmanship of her goods, and the gold this hide will provide, once cured and crafted, should feed her family all through the winter. His hands threading a needle with expert precision, a tiefling begins to sew ornamental strips of cut leather onto an unfinished saddle. His shop smelling of deep, comfortable musk from the assembled rows of finished leather goods, the tiefling has no doubt that his current work should be done before the end of the week. Leatherworkers sell leather armor, bags, saddles, and other goods to those that require them. Merchants with this specialty sometimes only sell either clothing and armor or containers, but most dabble in all kinds of leathercraft. Daniele Ariuolo Leatherworking Merchant Quality Items Price Quantity Source Notes Atrocious Leather, cured 5 gp / sq. yd. 1d4 × 4 sq. yds. — — Sack 1 cp 1d4 × 3 PHB 150 Holds up to 1 cu. ft., or 30 lbs. Tankard 1 cp 1d4 × 2 PHB 150 Made entirely of leather Poor Bit and bridle 2 gp 1d4 × 2 PHB 157 — Cap, leather 5 sp 1d4 × 2 — A sturdy way to keep your head dry Meat 3 sp / chunk 1d4 × 5 chunks PHB 158 Beef, chicken, venison, or similar; 1/2 day of food Padded armor 5 gp 1d4 × 2 PHB 145 Light armor; AC: 11 + Dex mod; stealth disadv. Pouch 5 sp 1d4 × 4 PHB 150 Holds up to 1/5 cu. ft., or 6 lbs. Saddle, pack 5 gp 1d4 PHB 157 — Waterskin 2 sp 1d4 × 3 PHB 150 — Medium Backpack 2 gp 1d4 × 3 PHB 150 — Bolt case, crossbow 1 gp 1d4 PHB 150 Holds up to 20 bolts Cloak, cold weather 8 gp 1d4 × 2 — Lined with soft furs, ideal for freezing conditions Clothes, cold weather 10 gp 1d4 × 2 IDRF 20 Layered to keep in heat, ideal for freezing conditions Clothes, traveler’s 2 gp 1d4 PHB 150 Durable and well-made, stands punishment Hood 5 sp 1d4 × 2 — — Hunting trap 5 gp 1d4 PHB 150 DC 13 Dex check vs. 1d4 piercing and getting stuck Leather armor 10 gp 1d4 × 2 PHB 145 Light armor; AC: 11 + Dex mod Leatherworker’s tools 25 gp 1d4 PHB 154 — Oil 1 sp / flask 1d4 × 2 flasks PHB 150 — Quiver 1 gp 1d4 PHB 150 Holds up to 20 arrows Rain catcher, tarp 1 gp 1d4 – 1 TA 32 Catches 2 gal. of water per inch of rain; holds 8 gal. Saddle, riding 10 gp 1d4 – 1 PHB 157 — Shield 10 gp 1d4 × 2 PHB 145 A hide or leather targe; +2 to AC Whip 2 gp 1d4 × 2 PHB 149 1d4 slashing; finesse, reach Good Armor +1, light armor or hide armor 5,000 gp* 1d4 – 2 DMG 152 Add base cost of the nonmagical armor to item’s price Armor of gleaming, light armor or hide armor 100 gp* 1d4 – 1 XGE 136 Add base cost of the nonmagical armor to item’s price


29 David Martin Quality Items Price Quantity Source Notes Bagpipes 30 gp 1d4 – 1 PHB 154 — Barding, light armor or hide armor Varies 1d4 – 1 PHB 157 Price is 4 times the cost of a set of similar armor for humanoids Bag of holding 500 gp 1d4 – 2 DMG 153 Holds 64 cu. ft., or 500 lbs; always weighs 15 lbs. Boots of elvenkind 500 gp Only 1 set, ever DMG 155 — Boots of false tracks 100 gp Only 1 set, ever XGE 136 Makes your tracks appear as another humanoid’s Boots of striding and springing 500 gp Only 1 set, ever DMG 156 — Boots of the winterlands 500 gp Only 1 set, ever DMG 156 — Cast-off armor, light armor or hide armor 100 gp* 1d4 – 1 XGE 136 Add base cost of the nonmagical armor to item’s price Cowl 2 gp 1d4 × 2 — A face-wrap favored by vigilantes and assassins Dragon scale bracers, red 500 gp Only 1, ever — Attune: Melee attacks can deal fire damage instead Drum or hand drum 6 gp 1d4 × 2 PHB 154 Instrument; leather hide over a wooden frame Hat, adventurer’s 15 gp 1d4 — A wide-brimmed leather hat favored by explorers Hide armor 10 gp 1d4 PHB 145 Medium armor; AC: 12 + Dex mod (max 2) Mariner’s armor, light armor or hide armor 500 gp* 1d4 – 2 DMG 181 Add base cost of the nonmagical armor to item’s price Quiver of Ehlonna 500 gp Only 1, ever DMG 189 Holds much ammunition, and many ranged weapons Saddlebags 4 gp 1d4 × 2 PHB 157 — Saddle, exotic 60 gp 1d4 – 1 PHB 157 — Saddle, military 20 gp 1d4 PHB 157 — Scale mail 50 gp 1d4 – 1 PHB 145 Made using the scales of a once-living creature Studded leather armor 45 gp 1d4 PHB 145 Light armor; AC: 12 + Dex mod Excellent Armor +2, light armor or hide armor 50,000 gp* 1d4 – 2 DMG 152 Add base cost of the nonmagical armor to item’s price Armor of resistance, light armor or hide armor 5,000 gp* Only 1, ever DMG 152 Of a random variety; add base cost of the nonmagical armor to item’s price Arrow-catching shield 5,000 gp Only 1, ever DMG 152 — Belt of dwarvenkind 5,000 gp Only 1, ever DMG 155 — Dragon scale mail, red 50,000 gp Only 1, ever DMG 165 — Glamoured studded leather 5,000 gp Only 1, ever DMG 172 — Heward’s handy haversack 5,000 gp Only 1, ever DMG 174 Holds 12 cu. ft., or 120 lbs; always weighs 5 lbs. Saddle of the cavalier 500 gp Only 1, ever DMG 199 — Shield +1 500 gp 1d4 – 2 DMG 200 A magical hide or leather targe; +3 to AC Wingwear 500 gp 1d4 – 2 PA 223 Instead recharges with a long rest


30 Mechanical Contraptions Up to her elbows in cogs and covered in grease, a rock gnome tirelessly fiddles with the intricate metal creation in front of her. Pulling out a key from one of her apron’s many pockets, she winds the contraption up, before setting it upright on the table. The hand-sized mechanical dragon at once whirs, roars, and belches a gout of flame that sets the gnome’s wooden tabletop alight. The gnome cheers gleefully, and applauds her latest work. Trudging along a dusty forest trail, a kobold weighed down by several heavy hunting traps on his belt drags an equally-heavy satchel over his back. Every step causes clanks and clatters, but the kobold pays them no mind. He finds a simple satisfaction in selling his work, as, in his opinion, the world could always use more traps. Merchants that sell mechanical contraptions are tinkers, dabbling in the bleeding edge of clockwork technology. These merchants are more than happy to give (overly) detailed instructions on the proper use of their wares. Forrest Imel Mechanical Contraptions Merchant Quality Items Price Quantity Source Notes Atrocious Ball and cup 2 cp 1d4 × 2 — A DC 10 Dexterity check catches the ball in the cup Hoop and stick 2 cp 1d4 × 3 — A pass-time from a simpler time Poor Abacus 2 gp 1d4 × 2 PHB 150 — Ball bearings, bag of 1,000 1 gp / 1,000 1d4 × 2,000 PHB 150 — Block and tackle 1 gp 1d4 × 2 PHB 150 — Chain 5 gp / 10 ft. 1d4 × 20 ft. PHB 150 — Cogs 1 sp / handful 1d4 × 5 handfuls — — Mobile, wooden 9 cp 1d4 CS 118 Bats, birds, or dragons; wings flap as it spins Nesting dolls, wooden 9 cp / set 1d4 × 2 sets CS 118 Painted to resemble commoners or animals Oil 1 sp / flask 1d4 × 5 flasks PHB 150 — Puppet, wooden 9 sp 1d4 × 2 CS 118 Looks like a historical or mythological figure Medium Barking box 50 gp 1d4 – 1 WDH 47 Wind up: barks when it detects vibration for 8 hrs. Barrel organ 30 gp 1d4 — Musical instrument; turn the crank to play Bolt, crossbow 1 gp / 20 1d4 × 20 PHB 150 — Bolt case, crossbow 1 gp 1d4 PHB 150 Holds up to 20 bolts Bomb 150 gp 1d4 × 4 DMG 267 May not exist in settings without gunpowder Clockwork dog 50 gp 1d4 SKT 44 Wind up: follows you for 12 hrs. Clockwork dragonchess 50 gp 1d4 × 2 — Wind up: plays dragonchess against you for 2 hrs. Crossbow, hand 75 gp 1d4 × 2 PHB 149 1d6 piercing; light, loading, ranged (30/120) Crossbow, light 25 gp 1d4 PHB 149 1d8 piercing; loading, two-handed, ranged (80/320) Ersatz eye 100 gp 1d4 XGE 137 Replaces a missing eye Gunpowder, horn 35 gp 1d4 × 4 DMG 267 May not exist in settings without gunpowder Hunting trap 5 gp 1d4 × 3 PHB 150 DC 13 Dex check vs. 1d4 piercing and getting stuck Lock 10 gp 1d4 × 5 PHB 150 Key included Manacles 2 gp 1d4 × 2 PHB 150 Key included Matchless pipe 50 gp 1d4 – 1 WDH 47 Mechanically lights itself, when used Merry-go-round, toy 9 sp 1d4 CS 118 Held in two hands, winds up and plays music Prosthetic limb 100 gp 1d4 ERLW 278 Replaces a missing arm


31 Quality Items Price Quantity Source Notes Good All-purpose tool, +1 500 gp Only 1, ever TCE 119 Artificer only; changes into any tools, casts cantrips Backpack parachute 100 gp 1d4 – 1 WDH 47 Wearer can fall safely after 60 ft.; 10 mins. to repack Clockwork amulet 100 gp Only 1, ever XGE 137 — Clockwork dragon 75 gp 1d4 — Wind up: roars and breathes fire for 1 min. Clockwork orrery 100 gp 1d4 – 1 — A complex and abstract model of the multiverse Clockwork mount 250 gp 1d4 – 2 MM 336 Same stats as riding horse; does not need to eat, sleep, or breathe, immune to poison Clockwork songbird 50 gp 1d4 — Wind up: sings 1 of 3 songs; does not move Crossbow, heavy 50 gp 1d4 PHB 149 1d10 piercing; heavy, loading, two-handed, ranged (100/400) Crossbow, light repeating 150 gp 1d4 – 1 OA 224 1d8 piercing; two-handed, ranged (40/160); has 6 shots, can be reloaded with an action Dynamite 200 gp / stick 1d4 × 4 sticks DMG 267 May not exist in settings without gunpowder Goggles of night 500 gp Only 1, ever DMG 172 — Gunpowder, keg 250 gp 1d4 – 1 DMG 267 May not exist in settings without gunpowder Helm of underwater action 500 gp 1d4 – 1 GS 229 Allows you to breathe underwater, grants darkvision to 60 ft., and grants a swimming speed of 30 ft. Lock of trickery 100 gp 1d4 – 2 XGE 138 Dex checks made to pick lock have disadv. Oil of slipperiness 250 gp / flask 1d4 – 1 flasks DMG 184 — Orb of gonging 100 gp Only 1, ever WDMM 174 Action: make orb start/stop gonging indefinitely Pocketwatch 10 gp 1d4 × 2 — Wind up: reliably tells time of day for 24 hrs. Propeller helm 250 gp Only 1, ever WDMM 251 Action: Cast levitate, but 50% chance to break after Pyroconverger 500 gp Only 1, ever GGR 180 — Tangler grenade 250 gp 1d4 – 2 WDMM 244 Throw up to 60 ft.: grenade explodes, creatures within 10 ft. make a DC 15 Dex save. Creatures that fail are restrained for up to 1 hr., as with the web spell. The DC to escape is 20. Thermal cube 100 gp 1d4 – 1 IDRF 316 Radiates dry heat in a 15 foot radius Thieves’ tools 25 gp 1d4 PHB 154 — Tinker’s tools 50 gp 1d4 + 1 PHB 154 — Walloping crossbow bolt 10 gp / ea. 1d4 × 10 XGE 139 A creature hit must succeed a DC 10 Str save or be prone Wand of pyrotechnics 100 gp Only 1, ever XGE 140 Shoots off fireworks Excellent Arcane propulsion arm 50,000 gp Only 1, ever ERLW 276 Can be used to make a ranged rocket punch attack Blast scepter 5,000 gp Only 1, ever WDMM 310 Casts 4th-level thunderwave at-will Celestial orrery 1,000 gp Only 1, ever — An intricate, accurate clockwork model of the multiverse; small enough to be held in two hands Clockwork rocket sled 2,500 gp 1d4 – 1 — Wind up: travels 60 ft. / round in direction it faces for 1 min.; cannot be steered; holds 2 creatures Dodecahedron of doom 5,000 gp Only 1, ever WDMM 284 — Iron bands of Bilarro 5,000 gp Only 1, ever DMG 177 — Manual of golems, iron 25,000 gp Only 1, ever DMG 180 — Mizzium mortar 5,000 gp Only 1, ever GGR 179 Made of mithral, in settings other than Ravnica Music box, gold 2,500 gp 1d4 – 2 DMG 135 Plays 10 songs; a masterwork of art and artisanry Professor orb 5,000 gp Only 1, ever WDMM 284 Is sentient; has 18 Int, a scholar’s personality, and knows 4 esoteric subjects (+9 bonus to checks) Spell: Summon construct 200 gp 3 spells / day TCE 111 Cast at 4th-level; choose the construct’s type Wand of lightning bolts 5,000 gp Only 1, ever DMG 211 — Wingwear 500 gp 1d4 – 2 PA 223 Instead recharges with a long rest


32 Medium and Heavy Armor Holding a hammer as large and heavy as his fist, a dwarf pounds sheets of metal into protective shapes against a pitch-black anvil. His shop only lit by the dim light of molten slag from his forge, he nevertheless looks over his work with a keen eye, studying it closely for any weaknesses or imperfections. Riding an enormous warhorse laden with heavy saddlebags, an armored half-orc rides the trade routes with an eye out for customers. All must learn of her mastery of armorcraft, she thinks, and she will travel the world until her name is held in great renown. Merchants that deal in armor are typically blacksmiths themselves, forging their wares and selling them off to those that need them. These merchants may have a specific predilection that prohibits them from selling certain items, however. A dwarven armor merchant, for example, would be unlikely to sell elven chain, while an elf would be just as unlikely to craft or sell a set of dwarven plate, each considering the other’s craft to be the height of distaste. Similarly, some merchants may trend more towards selling heavy armor, medium armor, or shields, but all tend to have at least a few token offerings of goods outside their particular focus. Wayne England Medium and Heavy Armor Merchant Quality Items Price Quantity Source Notes Atrocious Barrel, wearable 2 gp 1d4 × 2 PHB 150 Includes straps; does not include top or bottom Bucket 5 cp 1d4 × 2 PHB 150 Anything is armor if you’re foolhardy enough Poor Bar, copper 5 sp / lb. 1d4 × 2 lbs. PHB 157 — Bar, iron 1 sp / lb. 1d4 × 5 lbs. PHB 157 — Chain mail 75 gp 1d4 × 3 PHB 145 Heavy armor; AC: 16; req. Str 13; stealth disadv. Chain shirt 50 gp 1d4 × 4 PHB 145 Medium armor; AC: 13 + Dex mod (max 2) Ring mail 30 gp 1d4 × 4 PHB 145 Heavy armor; AC: 14; stealth disadv. Scale mail 50 gp 1d4 × 3 PHB 145 Medium armor; AC: 14 + Dex mod (max 2); stealth disadv. Shield 10 gp 1d4 × 3 PHB 145 Made of bronze or steel; +2 to AC Medium Anvil 75 gp 1d4 – 1 — Weighs 275 lbs. Barding, medium or heavy armor Varies 1d4 PHB 157 Price is 4 times the cost of a set of similar armor for humanoids Breastplate 400 gp 1d4 + 4 PHB 145 Medium armor; AC: 14 + Dex mod (max 2) Helm, horned 25 gp 1d4 — While imposing, it is hard to get through doors Smith’s tools 20 gp 1d4 PHB 154 — Spiked armor 75 gp 1d4 + 1 SCAG 121 Medium armor; AC: 14 + Dex mod (max 2); stealth disadv. Splint 200 gp 1d4 + 4 PHB 145 Heavy armor; AC: 17; req. Str 15; stealth disadv. Good Adamantine armor, any 500 gp* 1d4 – 2 DMG 150 Add base cost of the nonmagical armor to item’s price Armor +1, medium or heavy armor 5,000 gp* 1d4 – 2 DMG 152 Add base cost of the nonmagical armor to item’s price


33 Doug Kovacs Quality Items Price Quantity Source Notes Armor of gleaming, medium or heavy armor 100 gp* 1d4 – 1 XGE 136 Add base cost of the nonmagical armor to item’s price Bar, silver 5 gp / lb. 1d4 lbs. PHB 157 — Cast-off armor, medium or heavy armor 100 gp* 1d4 – 1 XGE 136 Add base cost of the nonmagical armor to item’s price Dragonguard 900 gp Only 1, ever LMP 48 Medium armor; AC: 14 + Dex mod (max 2); adv. on saves against breath weapons from dragons Dread helm 100 gp Only 1, ever XGE 137 When you wear it, your eyes glow red Half plate 750 gp 1d4 + 3 PHB 145 Medium armor; AC: 15 + Dex mod (max 2); stealth disadv. Helm, winged 50 gp 1d4 — Gallant and flamboyant Mariner’s armor, medium or heavy armor 500 gp* 1d4 – 2 DMG 181 Add base cost of the nonmagical armor to item’s price Mithral armor, any 500 gp* 1d4 – 2 DMG 182 Add base cost of the nonmagical armor to item’s price Plate 1,500 gp 1d4 + 2 PHB 145 Heavy armor; AC: 18; req. Str 15; stealth disadv. Shield +1 500 gp 1d4 – 2 DMG 200 Made of enchanted metal; +3 to AC Shield of expression 100 gp Only 1, ever XGE 139 — Smoldering armor, medium or heavy armor 100 gp* 1d4 – 1 XGE 139 Add base cost of the nonmagical armor to item’s price Excellent Arrow-catching shield 5,000 gp Only 1, ever DMG 152 — Armor +2, medium or heavy armor 50,000 gp* 1d4 – 2 DMG 152 Add base cost of the nonmagical armor to item’s price Armor of resistance, medium or heavy armor 5,000 gp* Only 1, ever DMG 152 Of a random variety; add base cost of the nonmagical armor to item’s price Bar, gold 50 gp / lb. 1d4 lbs. PHB 157 — Bar, platinum 500 gp / lb. 1d4 lbs. PHB 157 — Dwarven plate 50,000 gp Only 1, ever DMG 167 — Elven chain 5,000 gp Only 1, ever DMG 168 — Gauntlets of flaming fury 5,000 gp Only 1 set, ever BGDIA 223 — Helm of teleportation 5,000 gp Only 1, ever DMG 174 — Molten bronze skin, any 5,000 gp* Only 1, ever MOT 197 Add base cost of the nonmagical armor to item’s price Shield +2 5,000 gp 1d4 – 2 DMG 200 Made of enchanted metal; +4 to AC Variant Merchant: Blacksmith This merchant produces and sells only armor, but you can choose to have it be a more generalized merchant, instead. To make this merchant a general Blacksmith, combine the inventory of this merchant with that of both the Tools and the Weapons merchant (located later in this supplement), but remove all magic items and crafting materials from this merchant’s combined inventory. The blacksmith is similarly unable to feature tools, weapons, or armor in its inventory that are not made of metal.


34 Potions, Poisons, and Herbs Grinding together her mortar and pestle, a halfling reduces a handful of herbs to powder. As her cauldron begins to boil, smoke pours out the smokestack of her underhill shop, a sign to her loyal customers that new potions are brewing. Dressed in a grey cloak with a bandolier of potions about his waist, a half-elf occupies a corner at a roadside inn, fiddling with an alembic set up on a stone table. The townsfolk know to find him here, and direct adventurous travelers to seek his services. Naturalists or alchemists, these merchants sell potions, poisons, and the supplies to brew them. Merchants of this trade are likely to further specialize, as many are especially adept at brewing poisons, while others have ethical qualms about creating them. David Michael Beck Potions, Poisons, and Herbs Merchant Quality Items Price Quantity Source Notes Atrocious Bottle, glass 2 gp / bottle 1d4 × 25 bottles PHB 150 Empty; holds up to 1 ½ pints Flask 1 cp / flask 1d4 × 50 flasks PHB 150 Empty; holds up to 1 pint Vial 1 gp / vial 1d4 × 50 vials PHB 150 Empty; holds up to 4 oz. Water 1 cp / cup 1d4 × 100 cups — An effective base for most potions Poor Dragon’s blood (drug) 10 gp / dose 1d4 × 2 doses ERLW 244 Highly addictive, enhances magical ability Dreamlily (drug) 10 gp / dose 1d4 × 2 doses ERLW 244 Highly addictive, significantly reduces pain Herbalism kit 5 gp 1d4 PHB 154 — Herbs, common 5 sp / lb. 1d4 × 10 lbs. — Ex: mint, sage; often used in common potions Merchant’s scale 5 gp 1d4 × 2 PHB 150 — Poison, basic 100 gp / vial 1d4 × 2 vials PHB 150 Injury; can inflict 1d4 poison damage Potion of climbing 50 gp 1d4 × 2 DMG 187 Grants a climbing speed for 1 hour Potion of healing 50 gp 1d4 × 3 PHB 150 Replenishes 2d4 + 2 hit points Tea, sandberry 5 cp / cup 1d4 × 10 cups TT Harsh, bitter, and acidic; very hydrating Tea, talktuth 5 cp / cup 1d4 × 5 cups TT Metallic-tasting and slate grey; an acquired taste Medium Alchemist’s fire 50 gp / flask 1d4 × 3 flasks PHB 150 — Acid 25 gp / vial 1d4 × 3 vials PHB 150 — Alchemist’s supplies 50 gp 1d4 PHB 154 — Antitoxin 50 gp / vial 1d4 × 2 vials PHB 150 — Assassin’s blood 150 gp / dose 1d4 + 1 doses DMG 257 Injested; can inflict 1d12 poison damage Healer’s kit 5 gp 1d4 × 2 PHB 150 — Herbs, uncommon 5 gp / lb. 1d4 × 5 lbs. — Ex: horsetail, comfrey; for uncommon potions Oil of slipperiness 250 gp 1d4 + 2 DMG 184 Grants either freedom of movement or grease Perfume 5 gp / vial 1d4 × 2 vials PHB 150 A faint floral aroma for the discerning nose Philter of love 250 gp 1d4 + 1 DMG 184 Charms the drinker for up to 1 hour Poisoner’s kit 50 gp 1d4 PHB 154 — Potion of fire breath 250 gp 1d4 + 2 DMG 187 Allows you to exhale fire, dealing 4d6 fire damage Potion of greater healing 250 gp 1d4 × 2 DMG 187 Replenishes 4d4 + 4 hit points Potion of growth 250 gp 1d4 – 1 DMG 187 Grow (as with the enlarge/reduce spell) for 1d4 hrs. Potion of resistance 250 gp 1d4 × 3 DMG 188 Of a random type; gives a damage resistance for 1 hr. Potion of water breathing 250 gp 1d4 × 2 DMG 188 Allows you to breathe water for up to 1 hour Ryath root 50 gp 1d4 × 2 TA 205 Grants 2d4 temp. hit points; if you eat >1, poisoned


35 Quality Items Price Quantity Source Notes Tea, blueleaf 5 cp / cup 1d4 × 10 cups TT Sweet and minty, suppresses nausea and dysentery Tea, chalthorn 2 sp / cup 1d4 × 10 cups TT Dry and chalky, makes you unable to taste spicy food Tea, elkammat 1 sp / cup 1d4 × 5 cups TT Woody, bitter, and nutty; drinking fosters positivity Tea, gaeth’ad 5 sp / cup 1d4 × 5 cups TT Thick and brackish, can be mildly psychoactive Tea, mourningberry 5 gp / cup 1d4 × 5 cups TT A mild depressant; relaxing and soothing Tea, nararoot 2 gp / cup 1d4 × 2 cups TT Licorice taste; prevents becoming pregnant for 2 weeks Tea, vauge 5 cp / cup 1d4 × 10 cups TT Grassy and slightly salty, a mellow-tasting tisane Truth serum 150 gp / dose 1d4 + 1 doses DMG 258 Injested; target cannot knowingly speak a lie Wildroot 25 gp 1d4 × 2 TA 205 Cures the poisoned condition Good Alchemy jug 500 gp Only 1, ever DMG 150 — Brewer’s supplies 20 gp 1d4 PHB 154 — Drow poison 200 gp / dose 1d4 doses DMG 258 Injury; can render target unconscious Elixir of health 2,500 gp 1d4 DMG 168 Cures disease, blindness, deafness, paralyzed, poison Glassblower’s tools 30 gp 1d4 PHB 154 — Herbs, rare 50 gp / lb. 1d4 × 2 lbs. — Ex: devilroot, embertear; for rare potions Perfume of bewitching 50 gp 1d4 – 2 XGE 138 Adv. on Cha. checks vs. humanoids ≤ CR 1 for 1 hr. Potion of clairvoyance 2,500 gp 1d4 DMG 187 Grants the effect of the clairvoyance spell Potion of diminution 2,500 gp 1d4 DMG 187 Drink to be shrunk as if by enlarge/reduce Potion of heroism 2,500 gp 1d4 DMG 188 Grants bless and 10 temporary hit points Potion of mind reading 2,500 gp 1d4 DMG 188 Grants the effects of the detect thoughts spell Potion of stone giant strength 2,500 gp 1d4 – 1 DMG 187 Strength score becomes 23 for 1 hr. Potion of superior healing 2,500 gp 1d4 + 1 DMG 187 Replenishes 8d4 + 8 hit points Serpent venom 200 gp / dose 1d4 doses DMG 258 Injury; can inflict 3d6 poison damage Tea, Beorunna’s cure-all 10 gp / cup 1d4 cups TT First time you regain hp in 1 hr.: gain extra 2d4 hp Tea, cassil 10 gp / cup 1d4 cups TT Prevents making another creature pregnant for 2 weeks Tea, earth dragon’s eye 6 cp / cup 1d4 × 5 cups TT Black tea; increases movement speed by 5 ft. for 1 hr. Tea, feverbalm 7 gp / cup 1d4 cups TT Numbing taste; suppresses madness effects for 1 hr. Tea, long jing 5 gp / cup 1d4 × 5 cups TT Green tea; grants resistance to poison dmg. for 1 hr. Tea, meiriath 7 gp / cup 1d4 × 5 cups TT Mango and citrus taste; popular with the wealthy Tea, mother’s leaf 10 gp / cup 1d4 cups TT Tastes of grass and sage, helps recover from disease Tea, pale jade 1 gp / cup 1d4 × 5 cups TT White tea; light, airy, and easy drinking Tea, wild ginger 5 sp / cup 1d4 × 5 cups TT Spicy and sweet; settles the stomach Excellent Alchemical compendium 5,000 gp Only 1, ever TCE 119 Wizard only; holds spells, transforms objects Burnt othur fumes 500 gp / dose 1d4 – 1 doses DMG 258 Inhailed; can inflict persistent poison damage Herbs, very rare 500 gp / lb. 1d4 lbs. — Ex: starspine, voidweave; for very rare potions Kyrzin’s ooze 50,000 gp Only 1, ever ERLW 278 Grants acid breath, amorphous form, etc. Malice 250 gp / dose 1d4 – 1 doses DMG 258 Inhailed; can blind affected creatures Oil of sharpness 25,000 gp 1d4 – 1 DMG 184 Grants a weapon +3 to attack and damage Potion of cloud giant strength 25,000 gp 1d4 – 1 DMG 187 Strength score becomes 27 for 1 hr. Potion of invisibility 25,000 gp 1d4 – 1 DMG 188 Grants invisibility for up to 1 hour Potion of invulnerability 2,500 gp 1d4 – 1 DMG 188 Grants resistance to all damage Potion of longevity 25,000 gp 1d4 – 1 DMG 188 Reduces your age by 1d6 + 6 (usually) Potion of supreme healing 25,000 gp 1d4 DMG 187 Regains 10d4 + 20 hit points Potion of vitality 25,000 gp 1d4 – 1 DMG 188 Cures exhaustion, disease, and poison Tea, mallow 7 gp / cup 1d4 × 2 cups TT Semi-sweet; a sleep aid, renders dream ineffective


36 Religious Idols and Blessings A tiefling with short horns and a modest robe lights a handful of incense in a ceremonial brazier. As she tends to her ritual duties in service to her god, she routinely checks on visiting parishioners, making sure their needs are met. The acolytes of her temple are more than happy to share what they have with pilgrims, asking only a modest donation in return. Rapier slung at her side, a cheerful gnome paladin travels between distant cities, dispensing justice and doing good deeds all along the way. Always overjoyed to meet fellow travelers, she sells supplies sacred to her goddess of journeys, making sure no wanderer goes unprotected. Almost always practicing clergy members (or hucksters pretending at being such), these merchants bolster their respective faiths by dispensing holy wares to those in need. Most items listed here are sold by all merchants with this specialty and the appropriate quality, though merchants of different faiths offer markedly differentlooking wares. For example, a candle sold by a priest of Pelor would look different in obvious ways from a candle sold by an (undoubtedly secret) adherent of Vecna. Gary Dupuis Religious Idols and Blessings Merchant Quality Items Price Quantity Source Notes Atrocious Alms box 5 cp 1d4 × 3 PHB 151 A box for collecting monetary offerings Candle 1 cp 1d4 × 10 PHB 150 Comes in a variety of colors Poor Amulet 5 gp 1d4 × 7 PHB 150 Holy symbol; a necklace with a symbol of faith Book, holy 5 gp 1d4 × 10 PHB 150 From one of a variety of faiths Chalk 1 cp / piece 1d4 × 10 pieces PHB 150 Comes in a variety of colors Dagger, ritual 2 gp 1d4 × 2 PHB 149 Has an oddly curved design Emblem 5 gp 1d4 × 10 PHB 150 Holy symbol; the visage or symbol of a deity Incense 1 sp / block 1d4 × 20 blocks PHB 151 Thick, musky, and pungent Parchment 1 sp / sheet 1d4 × 20 sheets PHB 150 — Reliquary 5 gp 1d4 × 3 PHB 150 Holy symbol; a small box holding a fragment of a relic Spell: Ceremony 60 gp 3 spells / day XGE 151 Performs a holy rite, out of: atonement, bless water, coming of age, dedication, funeral, or wedding Spell: Cure wounds 10 gp 3 spells / day PHB 230 Cast at 1st-level; heals 1 creature for 1d8 + 3 hit points Spell: Identify 20 gp 3 spells / day PHB 252 Reveals the properties of a magic item Medium Censer 55 gp 1d4 + 2 PHB 151 A gilded thurible for burning incense Clothes, robes 1 gp 1d4 × 2 PHB 150 Simple, smooth, and clean, with many pockets Clothes, vestments 8 gp 1d4 × 2 PHB 151 A ceremonial outfit for a member of a specific clergy Healer’s kit 5 gp 1d4 × 2 PHB 150 — Holy water 25 gp / flask 1d4 × 5 flasks PHB 150 — Lamp 5 sp 1d4 × 2 PHB 150 — Oil 1 sp / flask 1d4 × 5 flasks PHB 150 — Quarterstaff 2 sp 1d4 × 2 PHB 148 — Spell: Aid 40 gp 3 spells / day PHB 255 Cast at 2nd-level; up to 3 creatures increase their hit point maximum by 5 for 8 hrs. Spell: Dispel magic 90 gp 3 spells / day PHB 234 Cast at 3rd- level; ends a spell or magic effect Spell: Lesser restoration 40 gp 3 spells / day PHB 255 Cures blindness, deafness, paralyzed, or poisoned


37 Anne Stokes Quality Items Price Quantity Source Notes Spell: Prayer of healing 40 gp 3 spells / day PHB 267 Cast at 2nd-level; heals up to 6 creatures for 2d8 + 3 hit points Totem 1 gp 1d4 × 2 PHB 150 Druidic focus; carved in the image of a god or spirit Yew wand 10 gp 1d4 PHB 150 Druidic focus; associated with natural, eternal life Good Amulet of the devout, +1 500 gp Only 1, ever TCE 119 Cleric/paladin only; use Channel Divinity w/o a charge Balance of harmony 500 gp Only 1, ever TYP 228 Scales that can cast detect evil and good as a ritual Cleansing stone 100 gp 1d4 – 1 ERLW 276 — Clothes, cloth-of-gold vestments 25 gp 1d4 – 1 DMG 134 Suitable for a high priest of distinguished position Everbright lantern 100 gp 1d4 – 1 ERLW 277 Instead holds a continual flame, outside of Eberron Guardian emblem 500 gp Only 1, ever TCE 128 Cleric/paladin only; negates critical hits Keoghtom’s ointment 250 gp 1d4 – 2 DMG 179 — Lantern of revealing 500 gp Only 1, ever DMG 179 Reveals invisible creatures and objects Periapt of health 500 gp Only 1, ever DMG 184 Grants immunity to disease Periapt of wound closure 500 gp Only 1, ever DMG 184 Stabilize when dying, double healing from hit dice Shrine, small 8 gp 1d4 – 2 DMG 299 A tiny space to leave offerings or make quick prayers Spell: Death ward 160 gp 3 spells / day PHB 230 If you drop to 0 hit points, you drop to 1 instead Spell: Divination 210 gp 3 spells / day PHB 234 Grants guidance on a course of action Spell: Remove curse 90 gp 3 spells / day PHB 271 Lifts a curse, or attunement to a cursed item Spell: Speak with dead 90 gp 3 spells / day PHB 277 Allows you to speak to one non-undead corpse Staff of the python 500 gp Only 1, ever DMG 204 — Statuette, metal or stone 500 gp 1d4 – 1 — A small figure of a god or person in beautiful detail Tankard of sobriety 100 gp Only 1, ever XGE 139 — Excellent Candle of invocation 50,000 gp Only 1, ever DMG 157 — Devotee’s censer 5,000 gp Only 1, ever TCE 126 Cleric/paladin only; flail, bonus damage and healing Mace of disruption 5,000 gp Only 1, ever DMG 179 — Necklace of prayer beads 5,000 gp Only 1, ever DMG 182 Has 1d4 + 2 random beads that each cast a spell Periapt of proof against poison 5,000 gp Only 1, ever DMG 184 Grants immunity to poisons, poison damage, and the poisoned condition Protective verses 5,000 gp Only 1, ever TCE 134 Wizard only; holds spells, adds temporary hit points Spell: Greater restoration 450 gp 3 spells / day PHB 246 Reduces exhaustion, removes charmed, petrified, a curse, or ability/hit point maximum reduction Spell: Hallow 2,250 gp 3 spells / day PHB 249 Sanctifies an area, with additional effects Spell: Raise dead 1,250 gp 3 spells / day PHB 270 Returns a dead corpse to life Variant Merchant: Occultist Rather than a practitioner of faith, you can instead make this merchant a scholar of religious lore. To make an Occultist merchant, remove all spells and magic items from this merchant’s inventory, and add the spell, ritual, and protection scrolls (of the appropriate quality) from the Spell Scrolls and Tomes merchant, located later in this supplement.


38 Songs and Instruments Boxes of whittled wooden instruments at his feet, a brightly-clothed half-orc plays proudly on his bagpipes in the center of a crowded market. Though he knows his business isn’t presently booming, he takes comfort that, at the very least, none in the market can possibly ignore him. Sitting in a surprisingly cheerful store, a graceful drow carefully strings a lyre with treated spider silk. Though the silk no longer adheres forcefully to what it touches, it is no less durable, making it ideal for its purpose. The drow slowly plucks the lyre’s new strings, filling her shop with a beautiful, mournful tune. Whether they are bards or craftspersons, merchants of this specialty deal in musical instruments and written songs for musicians. Some of these merchants specialize in selling one particular type of family of instruments or genre of written song, usually one of cultural significance to the merchant and their people. Kate Vigdis Songs and Instruments Merchant Quality Items Price Quantity Source Notes Atrocious Sheet music, terrible 1 cp 1d4 copies DMG 301 Discordant, has 11/8 time signature for some reason Thelarr or whistlecane 1 cp 1d4 × 3 SCAG 124 Instrument; incredibly simple, cut from a single reed Poor Bell 1 gp 1d4 × 3 PHB 150 — Drum or hand drum 6 gp 1d4 × 4 PHB 154 Instrument; leather hide over a wooden frame Horn or longhorn 3 gp 1d4 × 3 PHB 154 Instrument; good for playing a few very loud notes Ink 10 gp / bottle 1d4 bottles PHB 150 — Ink pen 2 cp 1d4 × 2 PHB 150 — Paper 2 sp / sheet 1d4 × 5 sheets PHB 150 — Shawm 2 gp 1d4 × 4 PHB 154 Instrument; a long, reeded woodwind with fingerholes Sheet music, derivative 5 cp 1d4 copies DMG 301 Has a popular song’s name crossed out and re-titled Medium Bagpipes 30 gp 1d4 × 2 PHB 154 Instrument; a bag for air with protruding pipes Chalumeau 15 gp 1d4 × 3 — Instrument; a reeded woodwind, functional design Cymbals 20 gp / set 1d4 × 3 sets — Instrument; a set of two metal discs, with straps Flute or songhorn 2 gp 1d4 × 4 PHB 154 Instrument; a reedless woodwind of metal or wood Lyre 30 gp 1d4 × 4 PHB 154 Instrument; small, hand-held, and harp-like Pan flute or birdpipes 12 gp 1d4 × 4 PHB 154 Instrument; joined wooden pipes of different lengths Sheet music, catchy 5 sp 1d4 DMG 301 You sometimes find yourself humming snatches of it Strings 4 cp / ea. 1d4 × 5 — Good for restringing a string instrument Timbrel or tantan 13 gp 1d4 × 2 PHB 154 Instrument; a wooden hoop with metal discs in it Tocken 8 gp 1d4 × 2 SCAG 124 Instrument; bells favored by underground cultures Wargong 10 gp 1d4 × 2 SCAG 124 Instrument; a large, hanging metal disc, often a shield Good Adufe 10 gp 1d4 × 2 — Instrument; a boxlike, rattling frame drum Dulcimer 25 gp 1d4 × 3 PHB 154 Instrument; flat, with strings plucked, bowed, or struck Glaur 30 gp 1d4 × 2 SCAG 124 Instrument; a curved, valved, brass horn Glockenspiel 35 gp 1d4 × 2 — Instrument; metal bars struck with mallets Gloon 30 gp 1d4 × 2 SCAG 124 Instrument; a mournful, valve-less, curved horn Grand piano 500 gp 1d4 – 1 — Instrument; too big to be easily moved Harp, exotic wood 750 gp Only 1, ever DMG 135 Instrument; carved and inlaid with ivory and zircon gems Harpsichord 350 gp 1d4 – 1 — Instrument; too big to be easily moved


39 Rebecca Guay Quality Items Price Quantity Source Notes Horn of silent alarm 100 gp Only 1, ever XGE 137 — Instrument of illusions 100 gp Only 1, ever XGE 137 Can be any kind of instrument Instrument of scribing 100 gp Only 1, ever XGE 138 Can be any kind of instrument Instrument of the bards, Doss lute 500 gp Only 1, ever DMG 176 — Instrument of the bards, Fochlucan bandore 500 gp Only 1, ever DMG 176 — Instrument of the bards, Mac-Fuirmidh cittern 500 gp Only 1, ever DMG 176 — Lute or yarting 35 gp 1d4 × 3 PHB 154 Instrument; with plucked strings and a long neck Pipes of haunting 500 gp Only 1, ever DMG 185 — Pipes of the sewers 500 gp Only 1, ever DMG 185 — Rebab 32 gp 1d4 × 2 — Instrument; very long and narrow, with bowed strings Rhythm-maker’s drum, +1 500 gp Only 1, ever TCE 134 Bard only; regain Bardic Inspiration with an action Sheet music, classic 5 gp 1d4 copies DMG 301 A song everyone knows, and many sing along with Sheet music, inspired 50 gp 1d4 copies DMG 301 A new song, exciting and destined for greatness Viol 30 gp 1d4 × 3 PHB 154 Instrument; bowed, fretted, with a hollow body Wand of conducting 100 gp Only 1, ever XGE 140 — Zulkoon 50 gp 1d4 × 2 SCAG 124 Instrument; a complex and sinister-sounding organ Excellent Bell branch 5,000 gp Only 1, ever TCE 122 Druid/warlock only; detects the presence of creatures Chime of opening 2,500 gp Only 1, ever DMG 158 — Eagle whistle 5,000 gp Only 1, ever TYP 228 Gain flying speed of 2 × move speed, only when blowing Gnomish saxophone 250 gp 1d4 – 1 — Instrument; a reeded brass woodwind, covered in keys Instrument of the bards, Canaith mandolin 5,000 gp Only 1, ever DMG 176 — Instrument of the bards, Cli lyre 5,000 gp Only 1, ever DMG 176 — Lyre of building 5,000 gp Only 1, ever TCE 131 Bard only; has spells, protects structures Sheet music, epic 500 gp Only 1 copy, ever DMG 301 A truly revolutionary piece, will change everything Siren song lyre 5,000 gp Only 1, ever MOT 198 —


40 Spell Scrolls and Tomes Seated adjacent to a near-perfect pyramid of stacked scrolls, a high elf dips his quill in ink and begins to write a new scroll in fluid elvish script. His shop utterly quiet save for the scratching of his pen on parchment, the florid script begins to glow ever so slightly in the dim afternoon light. A male tiefling clad in a large coat and a dusty wizard’s hat stands in a busy marketplace next to a pile of books nearly as tall as he is. The tiefling yells out attempting to attract buyers, but a closer inspection reveals many of the tomes to be chained shut, murmuring worryingly to each other. Selling magical spells is not for the faint of heart, but merchants with this specialty make it a way of life. The tomes and scrolls sold by these merchants each contain certain spells, and a merchant with this specialty rarely has more than one tome or scroll that casts the same spell. When determining this merchant’s item availability, this merchant can have multiple spells or scrolls of the same level or type. Spell Scrolls. Each of these scrolls contains a specific spell. If that spell is on your class’s spell list, you can use an action to attempt to cast the spell. This requires a check if the spell is of a greater level than you can normally cast. Succeed or fail, the scroll is then destroyed. Wizard spells on spell scrolls can also be copied into spellbooks by characters capable of doing so, but require a check to be copied successfully after the normal expenditure of time and materials. Same as casting a spell with the scroll, succeed or fail, the spell scroll is then destroyed. The DCs for these checks, as well as complete rules for spell scrolls, can be found on page 200 of the Dungeon Master’s Guide. Ritual Scrolls. These scrolls contain only spells with the ritual tag, and are able to be used by any character that is able to transcribe spells into a spellbook, such as a wizard, a warlock with the Book of Ancient Secrets invocation, or a character with the Ritual Caster feat. The character must still meet all other level, class, or spell level requirements for doing so, as normal. Unlike a spell scroll, the spell in a ritual scroll cannot be cast without first copying it down, but a ritual scroll does not require a check for its spell to be successfully copied, nor is a ritual scroll limited to being a wizard spell if it is to be copied. As with a spell scroll, copying a ritual scroll carries the same cost in time and gp, and a ritual scroll is destroyed after it is copied. Matt Morrow Spell Scrolls and Tomes Merchant Quality Items Price Quantity Source Notes Atrocious Spell scroll, fake 25 sp 1d4 — A DC 10 Investigation check reveals it to be fake Poor Book, blank 25 gp 1d4 × 3 PHB 150 Suitable for writing or drawing; won’t hold spells Calligrapher’s supplies 10 gp 1d4 × 2 PHB 154 — Case, scroll 1 gp 1d4 × 5 PHB 150 — Ink 10 gp / bottle 1d4 bottles PHB 150 — Ink pen 2 cp 1d4 × 2 PHB 150 — Paper 2 sp / sheet 1d4 × 20 sheets PHB 150 — Parchment 1 sp / sheet 1d4 × 20 sheets PHB 150 — Spellbook 50 gp 1d4 × 5 PHB 150 Empty; suitable for holding spells Medium Enduring spellbook 100 gp 1d4 XGE 137 Empty; not damaged by fire, water, or age Glow ink 50 gp / bottle 1d4 – 1 bottles — Glows faintly, indefinitely; can be seen in darkness


41 Mollicart Quality Items Price Quantity Source Notes Paper, enduring 2 gp / sheet 1d4 × 5 sheets — Not damaged by fire, water, or age Ritual scroll, 1st-level 50 gp 1d4 — Contains a random 1st-level ritual spell, can be copied Ritual scroll, 2nd-level 250 gp 1d4 — Contains a random 2nd-level ritual spell, can be copied Ritual scroll, 3rd-level 250 gp 1d4 — Contains a random 3rd-level ritual spell, can be copied Scroll satchel 100 gp 1d4 – 1 — Holds up to 30 scrolls in an extra-dimensional space; can draw or stow a scroll using a bonus action Spell scroll, cantrip 50 gp 1d4 × 5 DMG 200 Contains a random cantrip, can be copied Spell scroll, 1st-level 50 gp 1d4 × 4 DMG 200 Contains a random 1st-level spell, can be copied Spell scroll, 2nd-level 250 gp 1d4 × 4 DMG 200 Contains a random 2nd-level spell, can be copied Spell scroll, 3rd-level 250 gp 1d4 × 3 DMG 200 Contains a random 3rd-level spell, can be copied Spell: Identify 20 gp 3 spells / day PHB 252 Reveals the properties of a magic item Spell: Illusory script 30 gp 3 spells / day PHB 252 Writes a magically-coded message Spell: Knock 40 gp 3 spells / day PHB 254 Opens a locked object Spell: Mage armor 10 gp 3 spells / day PHB 256 Target’s base AC becomes 13 + its Dex modifier Good Arcane grimoire, +1 500 gp Only 1, ever TCE 120 Wizard only; improves Arcane Recovery Copypaper 50 gp / sheet 1d4 sheets — Press to a piece of non-magical paper: permanently becomes a copy of that paper and is no longer magical Hat of wizardry 100 gp Only 1, ever XGE 137 Wizard only; attempt to cast extra cantrips Paper bird 250 gp 1d4 × 2 WDH 191 Carries a message of up to 50 words to a recipient Paper of folding 100 gp 1d4 – 1 — Action: Can be folded into (or unfolded from) a working replica of any non-magical item that costs 5 gp or less and is held in one hand Quill of scribing 100 gp 1d4 – 1 — Action: Writes (or stops writing) what you say for up to 1 hr. collectively per day Ritual scroll, 4th-level 2,500 gp 1d4 – 1 — Contains a random 1st-level ritual spell, can be copied Ritual scroll, 5th-level 2,500 gp 1d4 – 1 — Contains a random 2nd-level ritual spell, can be copied Ritual scroll, 6th-level 25,000 gp 1d4 – 2 — Contains a random 3rd-level ritual spell, can be copied Scroll of protection, any 2,500 gp 1d4 × 3 DMG 199 Can be used by anyone; protects against a creature type Spell scroll, 4th-level 2,500 gp 1d4 × 3 DMG 200 Contains a random 4th-level spell, can be copied Spell scroll, 5th-level 2,500 gp 1d4 × 2 DMG 200 Contains a random 5th-level spell, can be copied Spell scroll, 6th-level 25,000 gp 1d4 × 2 DMG 200 Contains a random 6th-level spell, can be copied Spell: Legend lore 770 gp 3 spells / day PHB 254 Reveals details about important person, place, or thing Spell: Skywrite 40 gp 3 spells / day XGE 165 Up to 10 words appear in the sky Spell: Tongues 90 gp 3 spells / day PHB 283 Target understands all languages Excellent Backup spellbook 500 gp 1d4 – 1 — Press to a spellbook: permanently becomes a copy of that spellbook and is no longer magical Fulminating treatise 5,000 gp Only 1, ever TCE 128 Wizard only; holds spells, deals more spell damage Heart-weaver’s primer 5,000 gp Only 1, ever TCE 128 Wizard only; holds spells, empowers enchantment Manual of golems, clay 25,000 gp Only 1, ever DMG 280 — Spell scroll, 7th-level 25,000 gp 1d4 – 1 DMG 200 Contains a random 7th-level spell, can be copied Spell scroll, 8th-level 25,000 gp 1d4 – 2 DMG 200 Contains a random 8th-level spell, can be copied


42 Tattoos With deftness in every inch of her gnarled, stubby fingers, a dwarf with one eye and a scar running down her cheek carefully heats a sharp iron needle in a candle flame. Before her are waiting wells of ink, and a freshfaced male human lying face down, shirtless, expectant, and nervous, upon a weathered wooden table. Scrawling a simple floral design in a sketchbook, a young elf takes time to emphasize its long, stylized, flowing lines. Gently closing the book, the elf shelves it in an outer pocket of a pack they are wearing, causing a slight rattle of metal and glass from within. The elf wonders if any will partake of their artistic services in the next town they venture to, and what canvases will await their craft. Often a practice of great cultural or religious significance, tattooing is also an art form and a method of self expression. Those that take on tattoos wear their art proudly, likely for their entire lives, a testament to their individuality and their artist’s skill. Most tattoo merchants have one or several styles that they can create art in, many of which have roots in cultures or subcultures important to your setting. Consider who an artist is, where they come from, and how these things might influence their style. Magical Tattoos and Removal. Some tattoos created by this merchant are magical, and are applied directly to a recipient rather than sold as an item, contrary to some of their descriptions. Similar to merchants that cast spells, a tattoo merchant can use magic up to three times each day to remove a tattoo or create a magical tattoo. Dean Spencer Tattoos Merchant Quality Items Price Quantity Source Notes Atrocious Ink 10 gp / bottle 1d4 bottles PHB 150 Suitable for writing or applying tattoos Ink pen 2 cp 1d4 PHB 150 — Needle 2 cp 1d4 × 50 — Suitable for applying tattoos Tattoo, simple mundane 5 sp Unlimited — Basic shapes and forms; no larger than 1/4 sq. ft. Tattoo, temporary 5 cp Unlimited — Drawn on; lasts 24 hrs. or until it touches water Poor Healer’s kit 5 gp 1d4 PHB 150 — Oil 1 sp / flask 1d4 × 2 flasks PHB 150 Suitable for both muscles and lanterns Soap 2 cp 1d4 × 2 PHB 150 — Tattoo, regular mundane 5 gp Unlimited — Semi-complex figures; no larger than 1/2 sq. ft. Tattooing supplies 10 gp 1d4 × 2 sets — Artisan’s tools for tattoo artists; inks, needles, cloth, etc. Medium Barrier tattoo, small 500 gp 3 / day TCE 122 Grants an AC equal to 12 + your Dexterity modifier Calligrapher’s supplies 10 gp 1d4 PHB 154 — Cleansing stone 100 gp Only 1, ever ERLW 276 Use an action while touching: cleanses grime on you Glow ink 50 gp / bottle 1d4 – 1 bottles — Glows faintly, indefinitely; can be seen in darkness Illuminator’s tattoo 100 gp 3 / day TCE 129 Can write with your finger, make writing invisible Masquerade tattoo 100 gp 3 / day TCE 131 Changes shape, casts disguise self 1/day Moodmark paint 100 gp 1d4 – 1 GGR 180 When dabbed on face, changes color with mood Spellwrought tattoo, cantrip 50 gp 3 / day TCE 135 Casts a specific cantrip once, then vanishes Spellwrought tattoo, 1st-level 50 gp 3 / day TCE 135 Casts a specific 1st-level spell once, then vanishes


43 Bernardojbp Quality Items Price Quantity Source Notes Tattoo, complex mundane 25 gp Unlimited — Scenes with multiple colors, figures, and designs; no larger than 1 sq. ft. Tattoo, magical focus 100 gp 3 / day — Counts as an arcane focus, druidic focus, or holy symbol Tattoo removal, mundane 50 gp 3 / day — Magically removes up to 1 sq ft. of mundane tattoo Good Barrier tattoo, medium 5,000 gp 3 / day TCE 122 Grants an AC equal to 15 + your Dex. modifier (max +2) Cloth, linen 5 gp / sq. yd. 1d4 sq. yds. PHB 157 White or beige cloth suitable for bandages Coiling grasp tattoo 500 gp 3 / day TCE 123 Conjures tendrils that grapple a creature Eldritch claw tattoo 500 gp 3 / day TCE 126 Empowers unarmed strikes and weapon attacks Ethereal wave tattoo 500 gp 3 / day — Action: casts invisibility on self 1/day Ghost step tattoo 500 gp 3 / day TCE 128 Allows you to become incorporeal 3/day Mermaid’s tale tattoo 500 gp 3 / day — Grants a swim speed of 60 ft., and can speak Aquan Spellwrought tattoo, 2nd-level 250 gp 3 / day TCE 135 Casts a specific 2nd-level spell once, then vanishes Spellwrought tattoo, 3rd-level 250 gp 3 / day TCE 135 Casts a specific 3rd-level spell once, then vanishes Tattoo, animated 100 gp 3 / day — Images move by themselves; no larger than 1 sq. ft. Tattoo, artistic mundane 125 gp Unlimited — Gorgeous, a true work of art; no larger than 2 sq. ft. Tattoo removal, magical 250 gp 3 / day — Magically removes a single magical tattoo Excellent Absorbing tattoo, any 50,000 gp 3 / day TCE 119 Absorbs damage of a chosen type 1/day Barrier tattoo, large 50,000 gp 3 / day TCE 122 Grants an AC of 18 Blood fury tattoo 500,000 gp Only 1, ever TCE 122 Grants crit on 19-20, extra damage, and react. attacks Eternal mountain tattoo 5,000 gp 3 / day — Action: casts stoneskin on self 1/day Infernal brand tattoo 5,000 gp 3 / day — 1 hr. ritual: summon imp that obeys you; only 1 at a time Lifewell tattoo 5,000 gp 3 / day TCE 129 Resist necrotic; grants benefits of death ward 1/day Molten bronze skin, any 5,000 gp* Only 1, ever MOT 197 Add base cost of the nonmagical armor to item’s price Nolzur’s marvelous pigments 25,000 gp Only 1 set, ever DMG 183 Creates paintings that become reality Oil of etherealness 2,500 gp 1d4 – 1 DMG 183 Confers the effects of the etherealness spell Shadowfell brand tattoo 50,000 gp 3 / day TCE 134 Adv. on Stealth; reduce damage by half 1/day Spellwrought tattoo, 4th-level 2,500 gp 3 / day TCE 135 Casts a specific 4th-level spell once, then vanishes Spellwrought tattoo, 5th-level 2,500 gp 3 / day TCE 135 Casts a specific 5th-level spell once, then vanishes Tattoo, masterwork mundane 600 gp Unlimited — Utterly unique with impossible detail and precision; can cover entire body


44 Thieving Supplies Standing grey as dusk against the dim light at the end of a back alley, a cloaked human awaits approaching buyers. She trusts her contacts on the street to bring those interested to her, and, so far, that trust has yet to fail her. Hearing a knocking in thieves’ cant reverberate from the mouth of the alley, she knocks out the countersign, and unrolls her bundle of wares onto the ground. A halfling with an eyepatch hums to himself as he sets up his wares on the walls of the inside of an open wine barrel in the back of a bar. Satisfied at the items’ arrangement, he takes a seat nearby, pulling a hidden lever. Groaning, the wine barrel mechanically closes its front, appearing whole to the untrained eye. The halfling sips a cup of tea, and awaits customers. Though their business may not (necessarily) be illegal, these merchants work tirelessly to enable criminals, spies, and assassins. Merchants with this specialty (most often) do not attempt to directly swindle customers unless the merchant is of atrocious quality. All merchants value repeat buyers, thieving supplies merchants being no exception, and any merchant knows the surest way to make enemies and lose business is to cheat those who will likely have even more coin for you to earn in the future. Ed Cox Thieving Supplies Merchant Quality Items Price Quantity Source Notes Atrocious Book, “How to Steal” 25 gp Only 1 copy, ever PHB 150 The outside is locked (DC 15), and the inside is blank Pole, 10-foot 5 cp 1d4 × 4 PHB 150 — Sack 1 cp 1d4 × 5 PHB 150 Holds up to 1 cu. ft., or 30 lbs. Poor Blowgun 10 gp 1d4 × 2 PHB 149 1 piercing; loading, ranged (25/100) Bullet, sling 4 cp / 20 1d4 × 20 PHB 150 — Chalk 1 cp / piece 1d4 × 2 pieces PHB 150 Comes in a variety of colors; useful for marking signs Climber’s kit 25 gp 1d4 × 2 PHB 150 — Dagger 2 gp 1d4 × 4 PHB 149 1d4 piercing; finesse, light, thrown (20/60) Dreamlily (drug) 10 gp / dose 1d4 × 2 doses ERLW 244 Highly addictive, significantly reduces pain Grappling hook 2 gp 1d4 × 2 PHB 150 — Ladder, 10-foot 1 sp 1d4 PHB 150 — Needles, blowgun 4 sp / 20 1d4 × 20 PHB 150 — Rope, hempen 1 gp / 50 ft. 1d4 × 50 ft. PHB 150 — Sling 1 sp 1d4 × 2 PHB 149 1d4 bludgeoning; ranged (30/120) Thieves’ tools 25 gp 1d4 × 2 PHB 154 — Torch 1 cp 1d4 × 5 PHB 150 — Medium Arrow 1 gp / 20 1d4 × 20 PHB 150 — Ball bearings 1 gp / 1,000 1d4 × 2,000 PHB 150 — Bolt, crossbow 1 gp / 20 1d4 × 20 PHB 150 — Crowbar 2 gp 1d4 × 3 PHB 150 — Caltrops 1 gp / 20 1d4 × 40 PHB 150 — Crossbow, hand 75 gp 1d4 × 2 PHB 149 1d6 piercing; light, loading, ranged (30/120) Dice set 1 sp 1d4 × 2 PHB 154 Also available weighted, for 4 sp Disguise kit 25 gp 1d4 × 2 PHB 154 — Forgery kit 15 gp 1d4 PHB 154 —


45 David Revoy Quality Items Price Quantity Source Notes Playing card set 5 sp 1d4 × 3 PHB 154 Also available marked, for 2 gp Poison, basic 100 gp / vial 1d4 × 2 vials PHB 150 Injury; can inflict 1d4 poison damage Poisoner’s kit 50 gp 1d4 PHB 154 — Portable ram 4 gp 1d4 PHB 150 — Rapier 25 gp 1d4 PHB 149 1d8 piercing; finesse Shortbow 25 gp 1d4 × 2 PHB 149 1d6 piercing; ranged (80/320), two-handed Shortsword 10 gp 1d4 PHB 149 1d6 piercing; finesse, light Signal whistle 5 cp 1d4 × 2 PHB 150 — Good Bag of holding 500 gp Only 1, ever DMG 153 Holds 64 cu. ft., or 500 lbs; always weighs 15 lbs. Boots of false tracks 100 gp Only 1 set, ever XGE 136 Makes your tracks appear as another humanoid’s Charlatan’s die 100 gp 1d4 – 1 XGE 136 You control what number it rolls Cloak of many fashions 100 gp Only 1, ever XGE 136 Can be made to appear how you wish Deck of illusions 500 gp Only 1, ever DMG 161 Conjures a random illusion at a point you choose Drow poison 200 gp / dose 1d4 – 1 doses DMG 258 Injury; can render target unconscious Essence of ether 300 gp / dose 1d4 – 1 doses DMG 258 Inhailed; can render affected creatures unconscious Eversmoking bottle 500 gp Only 1, ever DMG 168 — Feather token 50 gp 1d4 ERLW 277 Allows you to fall safely once, then loses its magic Hat of disguise 500 gp Only 1, ever DMG 173 Allows you to cast disguise self at will Junk dagger 100 gp Only 1, ever TYP 77 Adds +1 to attack/damage, but breaks on a nat 1 Mystery key 50 gp 1d4 – 2 XGE 138 Has a 5% chance to unlock any door, then disappear Pole of collapsing 100 gp 1d4 – 2 XGE 138 Can collapse to 1 ft., or expand to 10 ft. Potion of climbing 50 gp 1d4 DMG 187 Grants a climbing speed for 1 hour Serpent venom 200 gp / dose 1d4 – 1 doses DMG 258 Injury; can inflict 3d6 poison damage Spyglass 1,000 gp 1d4 PHB 150 — Truth serum 150 gp / dose 1d4 – 1 doses DMG 258 Injested; target cannot knowingly speak a lie Excellent Amulet of proof against detection and location 500 gp Only 1, ever DMG 150 Grants immunity to divination and scrying Boots of striding and springing 500 gp Only 1 set, ever DMG 156 — Bracer of flying daggers 5,000 gp Only 1, ever WDH 190 Conjures an infinite amount of magical daggers Bracers of archery 500 gp Only 1 set, ever DMG 156 Grants prof. and +2 to damage with bows Cloak of elvenkind 500 gp Only 1, ever DMG 158 — Dagger of blindsight 5,000 gp Only 1, ever WDMM 86 Grants blindsight out to 30 ft. Dagger of venom 5,000 gp Only 1, ever DMG 161 +1 to attk./dmg.; can make an injury poison Gloves of thievery 500 gp Only 1, ever DMG 172 — Rope of climbing 500 gp Only 1, ever DMG 197 Can animate to help you climb automatically Spies’ murmur 500 gp 1d4 + 1 GGR 181 Allows silent communication, and to share hearing Wyvern poison 1,200 gp / dose 1d4 – 2 doses DMG 258 Injury; can inflict 7d6 poison damage


46 Tools Slouched over a wooden countertop, a lanky wood elf stands in front of rows upon rows of tools, each hanging from a special set of pegs on the wall behind him. The shop smells comfortably of fresh cut lumber. The wood elf yawns, waiting for customers to arrive. A female dwarf, pack mule and wagon in tow, strides casually into town, a pickaxe and shovel over each shoulder, a lit lantern resting near the head of the pick. The laborers of this hamlet sent out a request for more tools a week back, and the dwarf responded, always ready to earn coin. Craftspeople or mere traders, merchants of this specialty sell tools for all professions along their trade routes. Merchants that sell tools may choose to deal in exclusively tools appropriate for their environment, but many are generalists, crafting tools of every type for any occasion. Gary Dupuis Tools Merchant Quality Items Price Quantity Source Notes Atrocious Bucket 5 cp 1d4 × 2 PHB 150 Holds 3 gal. or ½ cu. ft. Shovel 2 gp 1d4 × 2 PHB 150 — Poor Basket 4 sp 1d4 × 5 PHB 150 1 ft. wide × 1 ft. tall; holds 40 lbs. or 2 cubic ft. Block and tackle 1 gp 1d4 × 2 PHB 150 — Candle 1 cp 1d4 × 10 PHB 150 Comes in a variety of colors Chalk 1 cp / piece 1d4 × 5 pieces PHB 150 Comes in a variety of colors Dagger 2 gp 1d4 PHB 149 1d4 piercing; finesse, light, thrown (20/60) Fishing tackle 1 gp 1d4 × 2 PHB 150 — Hammer 1 gp 1d4 × 2 PHB 150 — Hammer, light 2 gp 1d4 × 2 PHB 149 1d4 bludgeoning; light, thrown (20/60) Ladder, 10-foot 1 sp 1d4 × 2 PHB 150 — Lamp 1 cp 1d4 × 2 PHB 150 — Pick, miner’s 2 gp 1d4 × 2 PHB 150 — Plank, wood 1 cp / plank 1d4 × 15 planks — Measure 2 in. × 4 in. × 5 ft. each Piton 5 cp 1d4 × 10 PHB 150 — Pole, 10-foot 5 cp 1d4 × 2 PHB 150 — Pot, iron 2 gp 1d4 × 2 PHB 150 Holds 1 gal. Rope, hempen 1 gp / 50 ft. 1d4 × 50 ft. PHB 150 — Sickle 1 gp 1d4 × 2 PHB 149 1d4 slashing; light Spikes, iron 1 gp / 10 1d4 × 40 PHB 150 — Torch 5 sp 1d4 × 4 PHB 150 — Medium Abacus 2 gp 1d4 × 2 PHB 150 — Ball bearings 1 gp / 1,000 1d4 × 2,000 PHB 150 — Carpenter’s tools 8 gp 1d4 × 2 PHB 154 — Chain 5 gp / 10 ft. 1d4 × 20 ft. PHB 150 — Cobbler’s tools 5 gp 1d4 × 2 PHB 154 — Cook’s utensils 1 gp 1d4 × 2 PHB 154 — Crowbar 2 gp 1d4 PHB 150 — Hammer, sledge 2 gp 1d4 × 2 PHB 150 — Handaxe 5 gp 1d4 × 2 PHB 149 1d6 slashing; light, thrown (20/60)


47 Quality Items Price Quantity Source Notes Hunting trap 5 gp 1d4 PHB 150 DC 13 Dex check vs. 1d4 piercing and getting stuck Lantern, bullseye 10 gp 1d4 PHB 150 — Lantern, hooded 5 gp 1d4 PHB 150 — Lock 10 gp 1d4 PHB 150 Key included Mason’s tools 10 gp 1d4 × 2 PHB 154 — Mirror, steel 5 gp 1d4 PHB 150 — Net 1 gp 1d4 × 2 PHB 149 Special, thrown (5/15) Oil 1 sp / flask 1d4 × 2 flasks PHB 150 — Potter’s tools 10 gp 1d4 × 2 PHB 154 — Scale, merchant’s 5 gp 1d4 PHB 150 — Smith’s tools 20 gp 1d4 × 2 PHB 154 — Tinderbox 5 sp 1d4 × 2 PHB 150 — Wax, sealing 5 sp 1d4 × 5 PHB 150 — Weaver’s tools 1 gp 1d4 × 2 PHB 154 — Woodcarver’s tools 1 gp 1d4 × 2 PHB 154 — Good Alchemist’s supplies 50 gp 1d4 PHB 154 — Candle of the deep 100 gp 1d4 – 2 XGE 136 Able to burn underwater Chest of preserving 100 gp Only 1, ever WDMM 139 Items inside don’t age or decay; holds 3.75 cubic ft. Ear horn of hearing 100 gp 1d4 – 2 XGE 137 Held to ear: suppresses the deafened condition Everbright lantern 100 gp 1d4 – 1 ERLW 277 Instead holds a continual flame, outside of Eberron Glassblower’s tools 30 gp 1d4 PHB 154 — Herbalism kit 5 gp 1d4 × 2 PHB 154 — Jeweler’s tools 25 gp 1d4 PHB 154 — Lantern of revealing 500 gp Only 1, ever DMG 179 Reveals invisible creatures and objects Lock of trickery 100 gp 1d4 – 2 XGE 138 Dex checks made to pick lock have disadv. Magnifying glass 100 gp 1d4 – 1 PHB 150 — Navigator’s tools 25 gp 1d4 PHB 154 — Painter’s supplies 10 gp 1d4 × 2 PHB 154 — Pole of angling 100 gp 1d4 – 2 XGE 138 Transforms between a 10 ft. pole and a fishing pole Pole of collapsing 100 gp 1d4 – 2 XGE 138 Can collapse to 1 ft., or expand to 10 ft. Rain catcher, tarp 1 gp 1d4 – 1 TA 32 Catches 2 gal. of water per inch of rain; holds 8 gal. Rope of mending 100 gp 1d4 – 1 XGE 138 If cut, can be magically mended with a word Tinker’s tools 50 gp 1d4 PHB 154 — Spyglass 1,000 gp 1d4 – 1 PHB 150 — Excellent All-purpose tool, +1 500 gp Only 1, ever TCE 119 Artificer only; Changes into any tools, casts cantrips Broom of flying 500 gp Only 1, ever DMG 156 Fly speed of 50 ft., or 30 ft. if carrying over 200 lbs. Gnomish tinderbox 50 gp 1d4 — Can instantly set alight small flammable objects Rope of climbing 500 gp Only 1, ever DMG 197 Can animate to help you climb automatically Rope of entanglement 5,000 gp Only 1, ever DMG 197 Can animate to entangle a creature Variant Merchant: Blacksmith This merchant creates and sells tools of all kinds, but you can choose to have it be a more generalized merchant, instead. To make this merchant a general Blacksmith, combine the inventory of this merchant with that of both the Medium and Heavy Armor merchant and the Weapons merchant (located later in this supplement), but remove all magic items and crafting materials from this merchant’s combined inventory. The blacksmith is similarly unable to feature tools, weapons, or armor in its inventory that are not made of metal.


48 Vehicles and Transportation Sitting at a table in a dimly-lit wagonhouse, a dwarf with a beard full of sawdust waits patiently for customers to trail in. The smells of horses, hay, and fresh-cut wood waft through his shop, full of carriages and carts, both humble and ornately gilded. The crashing of waves and the squawking of gulls periodically interrupted by the percussive strikes of his hammer, a half-elf in an airy, billowing shirt pounds nails through planks, securing together the hull of a mighty ship. When completed, this vessel will be one of the fleetest to ever sail the seas, a fact the half-elf relentlessly informs any that will listen. Craftspersons who specialize in transportation, these merchants churn out boats and wheeled vehicles to keep the world in motion. Many of these merchants also offer courier services and transportation for hire, and keep a small staff of hirelings to aid with these endeavors. Vehicle and transportation merchants are also very likely to further specialize, and may eschew selling wagons and horses entirely in favor of shipcraft, or dedicate themselves entirely to land or even air transportation, especially if there are no large bodies of water nearby. Eva Widermann Vehicles and Transportation Merchant Quality Items Price Quantity Source Notes Atrocious Bit and bridle 2 gp 1d4 × 2 PHB 157 — Nag horse 5 cp 1d4 — Has 8 Str, 1 hp, and a movement speed of 20 ft. Poor Cart 15 gp 1d4 PHB 157 — Coach cab, rural ride 3 cp / mile — PHB 159 A land-bound ride between towns or cities Coach cab, urban ride 1 cp — PHB 159 A land-bound ride within a large city Feed, animal 5 cp / day 1d4 × 30 days PHB 157 — Messenger service 2 cp / mile — PHB 159 Carries a letter, or a package not exceeding 10 lbs. Mule 8 gp 1d4 × 2 MM 333 May instead be a donkey Ox 15 gp 1d4 × 2 PHB 157 — Pony 30 gp 1d4 × 2 MM 335 — Rowboat 50 gp 1d4 DMG 119 Only if near a body of water Saddle, pack 5 gp 1d4 PHB 157 — Sled 20 gp 1d4 PHB 157 — Medium Camel 50 gp 1d4 MM 320 — Canoe 50 gp 1d4 TA 31 Only if near a body of water Carpenter’s tools 8 gp 1d4 PHB 154 — Cartographer’s tools 15 gp 1d4 PHB 154 — Case, map or scroll 1 gp 1d4 × 5 PHB 150 — Chariot 250 gp 1d4 PHB 157 — Dogsled 20 gp 2d4 IDRF 20 Moves across snow if pulled by one or more dogs Draft horse 50 gp 1d4 MM 321 — Feather token 50 gp 1d4 × 2 ERLW 277 Allows you to fall safely once, then loses its magic Keelboat 3,000 gp 1d4 × 2 DMG 119 Only if near a body of water Navigator’s tools 25 gp 1d4 PHB 154 Only if near a body of water Riding horse 75 gp 1d4 MM 336 — Saddle, riding 10 gp 1d4 PHB 157 — Saddlebags 4 gp 1d4 PHB 157 — Ship’s passage, sea 1 sp / mile — PHB 159 Passage on a sea ship; only if near a body of water


49 Steve Prescott Quality Items Price Quantity Source Notes Sled dog 50 gp 1d4 × 2 IDRF 20 Can pull 360 lbs. on a dogsled for 1 hr., before SR Wagon 35 gp 1d4 PHB 157 — Woodcarver’s tools 1 gp 1d4 PHB 154 — Good Backpack parachute 100 gp 1d4 × 2 WDH 47 Wearer can fall safely after 60 ft.; 10 mins. to repack Carriage 100 gp 1d4 PHB 157 — Flying chariot 5,000 gp Only 1, ever MOT 196 Flies when pulled by a flying creature Folding boat 5,000 gp Only 1, ever DMG 170 — Horseshoes of speed 5,000 gp Only 1 set, ever DMG 175 Increases a horse’s movement speed by 30 ft. Longship 10,000 gp 1d4 – 1 DMG 119 Only if near a body of water Orb of direction 100 gp Only 1, ever XGE 138 Action: learn which direction is north Quaal’s feather token, anchor 2,500 gp Only 1, ever DMG 188 Freezes a boat or vessel in place for 24 hrs. Quaal’s feather token, swan boat 2,500 gp Only 1, ever DMG 188 Conjures a self-propelled swan boat that holds 32 medium creatures for 24 hrs. Sailing ship 10,000 gp 1d4 – 1 DMG 119 Only if near a body of water Saddle, military 20 gp 1d4 PHB 157 — Ship’s passage, air 5 sp / mile — — Passage on an airship; only if air travel is common Ship upgrade, figurehead 15,000 gp — GS 197 Takes 1d4 weeks; requires ship worth ≥ 10,000 gp Ship upgrade, misc. 15,000 gp — GS 198 Takes 1d4 weeks; requires ship worth ≥ 10,000 gp Ship upgrade, movement 15,000 gp — GS 197 Takes 1d4 weeks; requires ship worth ≥ 10,000 gp Spyglass 1,000 gp 1d4 PHB 150 — Warhorse 400 gp 1d4 MM 340 — Wheel of wind and water 500 gp Only 1, ever ERLW 280 If not in Eberron, does not require Mark of Storm Excellent Airship 20,000 gp 1d4 – 2 DMG 119 Only if air travel is common Carpet of flying 50,000 gp Only 1, ever PHB 157 Size of the carpet is determined by the DM Galley 30,000 gp 1d4 – 2 DMG 119 Only if near a body of water Horseshoes of a zephyr 50,000 gp Only 1 set, ever DMG 175 Allows a horse to float, and ride across water or lava Ship upgrade, hull 15,000 gp — GS 196 Takes 1d4 weeks; requires ship worth ≥ 10,000 gp Ship upgrade, weapons 15,000 gp — GS 197 Takes 1d4 weeks; requires ship worth ≥ 10,000 gp Warship 25,000 gp 1d4 – 2 DMG 119 Only if near a body of water Variant Merchant: Explorer While this merchant is focused on transportation, it mostly depicts an individual that operates within society, rather than on its outskirts. If you wish to make this merchant an Explorer instead, remove everything from its inventory but one of the following options: methods of air travel, methods of sea travel, or methods of land travel (and accessories such as saddles and animal feed). Then, add maps, charts, map-making tools, and similar of appropriate quality from the Books and Maps merchant.


50 Weapons An impossibly burly, scarred halfling presides over a remarkably odd shop. Weapon racks line the periphery, circling entirely around a large ring of honor carved into the center of the floor. The halfling proprietor encourages customers to test the products first-hand, sparring or squaring off against wooden training dummies. Two long steel swords slung across her back, a red-scaled dragonborn boldly challenges all comers to combat in her corner of the marketplace. Exhibiting the prowess and power of her weapons, she earns both customers and a fan following through her practical demonstrations. Fighters or forgemasters, merchants of this specialty sell weapons of great offensive power. Some of these merchants seek to profit from the necessities of war, while others are idealists, promoting peace through protection. Still others are retired adventurers, knowing the hardships and threats that exist in the wider world all too well, and providing reliable protection against the dangers other adventurers may encounter. Some weapon merchants further specialize, focusing on a particular type of weaponry such as bows or axes. Joel Thomas Weapons Merchant Quality Items Price Quantity Source Notes Atrocious Club 1 sp 1d4 × 2 PHB 149 1d4 bludgeoning; light Greatclub 2 sp 1d4 PHB 149 1d8 bludgeoning; two-handed Poor Arrow 1 gp / 20 1d4 × 20 PHB 150 — Blowgun 10 gp 1d4 × 2 PHB 149 1 piercing; loading, ranged (25/100) Bolt, crossbow 1 gp / 20 1d4 × 20 PHB 150 — Bullet, sling 4 cp / 20 1d4 × 20 PHB 150 — Crossbow, light 25 gp 1d4 × 2 PHB 149 1d8 piercing; loading, two-handed, ranged (80/320) Dagger 2 gp 1d4 × 4 PHB 149 1d4 piercing; finesse, light, thrown (20/60) Dart 5 cp 1d4 × 10 PHB 149 1d4 piercing; finesse, ranged/thrown (20/60) Hammer, light 2 gp 1d4 × 3 PHB 149 1d4 bludgeoning; light, thrown (20/60) Handaxe 5 gp 1d4 × 3 PHB 149 1d6 slashing; light, thrown (20/60) Javelin 5 sp 1d4 × 10 PHB 149 1d6 piercing; thrown (30/120) Mace 5 gp 1d4 × 4 PHB 149 1d6 bludgeoning Needles, blowgun 4 sp / 20 1d4 × 20 PHB 150 — Quarterstaff 2 sp 1d4 × 2 PHB 149 1d6 bludgeoning; versatile (1d8) Shortbow 25 gp 1d4 × 2 PHB 149 1d6 piercing; ranged (80/320), two-handed Sickle 1 gp 1d4 × 2 PHB 149 1d4 slashing; light Sling 1 sp 1d4 × 2 PHB 149 1d4 bludgeoning; ranged (30/120) Spear 1 gp 1d4 × 5 PHB 149 1d6 piercing; thrown (20/60), versatile (1d8) Whetstone 1 cp 1d4 × 10 PHB 150 — Medium Battleaxe 10 gp 1d4 × 2 PHB 149 1d8 slashing; versatile (1d10) Bolt case, crossbow 1 gp 1d4 PHB 150 Holds up to 20 bolts Flail 10 gp 1d4 × 2 PHB 149 1d8 bludgeoning Glaive 20 gp 1d4 PHB 149 1d10 slashing; heavy, reach, two-handed Greataxe 30 gp 1d4 × 2 PHB 149 1d12 slashing; heavy, two-handed Greatsword 50 gp 1d4 × 2 PHB 149 2d6 slashing; heavy, two-handed Variant Merchant: Blacksmith This merchant forges many kinds of weapons, but you can choose to have it be a more generalized merchant, instead. To make this merchant a general Blacksmith, combine the inventory of this merchant with that of both the Medium and Heavy Armor merchant and the Tools merchant, but remove all magic items and crafting materials from this merchant’s combined inventory. The blacksmith is similarly unable to feature tools, weapons, or armor in its inventory that are not made of metal.


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