51 Quality Items Price Quantity Source Notes Halberd 20 gp 1d4 × 2 PHB 149 1d10 slashing; heavy, reach, two-handed Lance 10 gp 1d4 × 2 PHB 149 1d12 piercing; reach, special Longbow 50 gp 1d4 × 2 PHB 149 1d8 piercing; ranged (150/600), heavy, two-handed Longsword 15 gp 1d4 × 3 PHB 149 1d8 slashing; versatile (1d10) Maul 10 gp 1d4 × 2 PHB 149 2d6 bludgeoning; heavy, two-handed Morningstar 15 gp 1d4 × 3 PHB 149 1d8 piercing Net 1 gp 1d4 PHB 149 Special, thrown (5/15) Pike 5 gp 1d4 × 3 PHB 149 1d10 piercing; heavy, reach, two-handed Quiver 1 gp 1d4 PHB 150 Holds up to 20 arrows Rapier 25 gp 1d4 × 3 PHB 149 1d8 piercing; finesse Scimitar 25 gp 1d4 × 3 PHB 149 1d6 slashing; finesse, light Sheath 3 gp 1d4 × 2 — Tooled leather holster for a dagger or sword Shortsword 10 gp 1d4 × 4 PHB 149 1d6 piercing; finesse, light Smith’s tools 20 gp 1d4 PHB 154 — Trident 5 gp 1d4 PHB 149 1d6 piercing; thrown (20/60), versatile (1d8) War pick 5 gp 1d4 PHB 149 1d8 piercing Warhammer 15 gp 1d4 × 2 PHB 149 1d8 bludgeoning; versatile (1d10) Whip 2 gp 1d4 × 2 PHB 149 1d4 slashing; finesse, reach Yklwa 1 gp 1d4 TA 32 1d8 piercing; thrown (10/30) Good Ammunition, +1 50 gp / ea. 1d4 × 10 DMG 150 Can be any piece of ammunition Chatkcha 2 gp 1d4 MM 288 1d6 slashing; finesse, light, ranged/thrown (30/120) Crossbow, hand 75 gp 1d4 × 2 PHB 149 1d6 piercing; light, loading, ranged (30/120) Crossbow, heavy 50 gp 1d4 PHB 149 1d10 piercing; heavy, loading, two-handed, ranged (100/400) Crossbow, light repeating 150 gp 1d4 – 2 OA 224 1d8 piercing; two-handed, ranged (40/160); has 6 shots, can be reloaded with an action Gythka 40 gp 1d4 – 1 MM 288 1d8 slashing; reach, two-handed Javelin of lightning 500 gp Only 1, ever DMG 178 — Longbow, oversized 150 gp 1d4 – 1 WDH 201 2d6 piercing; heavy, ranged (150/600), two-handed; requires 18 Str, attacks and deals damage with Str in place of Dex Moon-touched sword, any 100 gp* 1d4 – 1 XGE 138 Sheds bright light for 15 feet, dim light 15 feet beyond that; add base cost of the nonmagical weapon to item’s price Scimitar, double-bladed 100 gp 1d4 – 1 ERLW 21 2d4 slashing; special, two-handed Shortspear, hooked 125 gp 1d4 – 1 OA 224 1d4 piercing; light; on hit, can choose not to do damage, instead having target make a Str save (DC 8 + your Str + prof. bonus) or become prone Storm boomerang 500 gp Only 1, ever PA 223 Instead recharges with a short rest Veteran’s cane 100 gp Only 1, ever XGE 139 Bonus action: Transforms into a mundane longsword Walloping ammunition, any 10 gp / ea. 1d4 × 10 XGE 139 A creature hit must succeed a DC 10 Str save or be prone; can be any piece of ammunition Weapon, +1 500 gp* 1d4 – 1 DMG 213 Add base cost of the nonmagical weapon to item’s price Weapon of warning, any 500 gp* 1d4 – 2 DMG 213 Add base cost of the nonmagical weapon to item’s price Excellent Ammunition, +2 500 gp / ea. 1d4 × 10 DMG 150 Can be any piece of ammunition Flame tongue, any 5,000 gp* Only 1, ever DMG 170 Add base cost of the nonmagical weapon to item’s price Frost brand, any 50,000 gp* Only 1, ever DMG 171 Add base cost of the nonmagical weapon to item’s price Oathbow 50,000 gp Only 1, ever DMG 183 — Sword of sharpness, any 50,000 gp* Only 1, ever DMG 206 Add base cost of the nonmagical weapon to item’s price Two-birds sling 5,000 gp Only 1, ever MOT 198 Shots can ricochet between targets Vicious weapon, any 5,000 gp* Only 1, ever DMG 209 Add base cost of the nonmagical weapon to item’s price Weapon, +2 5,000 gp* 1d4 – 2 DMG 213 Add base cost of the nonmagical weapon to item’s price
52 Witchcraft An old woman with silvered hair hums quietly to herself, wielding a mortar and pestle with weathered hands. As she grinds an admixture of herbs into a fine powder, a black iron cauldron behind her begins to boil, waiting to receive the contents of her mortar. Leather-bound book in hand, a male gnome with halfmoon spectacles and ebony hair reads on, idly stroking a black cat resting in his lap with his other hand. A cup of tea sits beside him on a small table, its steam and floral scent seemingly filling his shop. A staple both in the small towns of the hinterlands and in forgotten alcoves of large cities, practitioners of witchcraft often have wares to sell, to those interested in their arts. Though not as focused on one field as purveyors of drinks, foodstuffs, potions, or other magical wares, merchants in the field of witchcraft dabble wherever their interests lie, and as such have a much more generalized selection of wares. Anna Nenasheva Witchcraft Merchant Quality Items Price Quantity Source Notes Atrocious Bones 5 gp / set 1d4 sets — Good for soup, and maybe even necromancy Broom, mundane 5 cp 1d4 — Smells strongly of straw Candle 1 cp 1d4 × 10 PHB 150 Comes in a variety of colors Dagger, ritual 2 gp 1d4 × 2 PHB 149 Simple design, strange sigils engraved on the blade Pot, iron 2 gp 1d4 PHB 150 Holds 1 gal. Mistletoe 1 gp / sprig 1d4 × 5 sprigs PHB 150 Druidic focus; fresh and poisonous Poor Book, cookbook 25 gp 1d4 DMG 301 Packed with delicious-sounding recipes Candy 1 sp / piece 1d4 × 20 pieces — Sweet and delicious, no nutritional value Component pouch 25 gp 1d4 × 2 PHB 150 Has tiny inner pockets for various components Cook’s utensils 1 gp 1d4 × 2 PHB 154 — Crystal 10 gp 1d4 × 2 PHB 150 Arcane focus; a shining bit of quartz or similar Fungi 3 cp / lb. 1d4 × 10 lbs. — Oysters, chanterelles, or similar; 1/4 day of food Healer’s kit 5 gp 1d4 × 2 PHB 150 — Herbalism kit 5 gp 1d4 PHB 154 — Herbs, common 5 sp / lb. 1d4 × 10 lbs. — Ex: mint, sage; often used in common potions Meal, modest 3 sp / day 1d4 × 20 days PHB 158 A hearty broth with real vegetables; 1 day of food Meat 3 sp / chunk 1d4 × 15 chunks PHB 158 Beef, chicken, venison, or similar; 1/2 day of food Merchant’s scale 5 gp 1d4 × 2 PHB 150 — Pie, large 3 gp 1d4 × 2 — Sweet or savory; 4 days of food Pie, personal 1 gp 1d4 × 4 — Sweet or savory; 1 day of food Spell: Cure wounds 10 gp 3 spells / day PHB 230 Cast at 1st-level; heals 1 creature for 1d8 + 3 hit points Tea, blackroot tal 1 sp / cup 1d4 × 10 cups TT Bitter cinnamon taste, served hot with honey Tea, blackthorn 1 sp / cup 1d4 × 10 cups TT A savory, earthy tisane that calms an upset stomach Tea, yellowleaf 1 sp / cup 1d4 × 10 cups TT Robust and pale yellow, can remove clothing stains Medium Alchemist’s supplies 50 gp 1d4 PHB 154 — Antitoxin 50 gp / vial 1d4 × 2 vials PHB 150 — Arcane grimoire, +1 500 gp Only 1, ever TCE 120 Wizard only; improves Arcane Recovery Assassin’s blood 150 gp / dose 1d4 + 1 doses DMG 257 Injested; can inflict 1d12 poison damage Bloodwell vial, +1 500 gp Only 1, ever TCE 122 Sorcerer only; recover sorcery points with hit dice 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
53 Quality Items Price Quantity Source Notes Book, herbalism 75 gp 1d4 – 1 DMG 301 Depicts the practice of collecting and processing herbs Book, local flora 50 gp 1d4 – 1 DMG 301 Pictures and descriptions of common local plants Book, medicine 100 gp 1d4 – 1 DMG 301 Contains mundane cures for many common ailments Herbs, uncommon 5 gp / lb. 1d4 × 5 lbs. — Ex: horsetail, comfrey; for uncommon potions Perfume of bewitching 50 gp 1d4 – 2 XGE 138 Adv. on Cha. checks vs. humanoids ≤ CR 1 for 1 hr. Poison, basic 100 gp / vial 1d4 × 2 vials PHB 150 Injury; can inflict 1d4 poison damage Poisoner’s kit 50 gp 1d4 PHB 154 — Potion of growth 250 gp 1d4 – 1 DMG 187 Grow (as with the enlarge/reduce spell) for 1d4 hrs. Potion of healing 50 gp 1d4 × 3 PHB 150 Replenishes 2d4 + 2 hit points Ryath root 50 gp 1d4 × 2 TA 205 Grants 2d4 temp. hit points; if you eat >1, poisoned Spell: Lesser restoration 40 gp 3 spells / day PHB 255 Cures blindness, deafness, paralyzed, or poisoned Spellbook 50 gp 1d4 PHB 150 Empty; suitable for holding spells 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 Tea, gaeth’ad 5 sp / cup 1d4 × 5 cups TT Thick and brackish, can be mildly psychoactive Tea, jethur 3 gp / cup 1d4 × 2 cups TT Purple and savory, cures drunkeness for 2 hrs. Tea, milian tal 1 sp / cup 1d4 × 10 cups TT A purple licorice-tasting tea, served chilled Tea, nararoot 2 gp / cup 1d4 × 2 cups TT Licorice taste; prevents becoming pregnant for 2 weeks 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 Wand 10 gp 1d4 × 3 PHB 150 Arcane focus; made of a single winding branch Wildroot 25 gp 1d4 × 2 TA 205 Cures the poisoned condition Good Bell branch 5,000 gp Only 1, ever TCE 122 Druid/warlock only; detects the presence of creatures 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 Broom of flying 500 gp Only 1, ever DMG 156 Fly speed of 50 ft., or 30 ft. if carrying over 200 lbs. Cauldron of plenty 5,000 gp Only 1, ever IDRF 314 — 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 Figurine of wondrous power, silver raven 500 gp Only 1, ever DMG 170 — Herbs, rare 50 gp / lb. 1d4 × 2 lbs. — Ex: devilroot, embertear; for rare potions Malice 250 gp / dose 1d4 – 1 doses DMG 258 Inhailed; can blind affected creatures Nature’s mantle 500 gp Only 1, ever TCE 133 Druid/ranger only; can hide as a bonus action easily Potion of greater healing 250 gp 1d4 × 2 DMG 187 Replenishes 4d4 + 4 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: Reincarnate 2,250 gp 3 spells / day PHB 271 Returns a creature to life as a random character race 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, feverbalm 7 gp / cup 1d4 cups TT Numbing taste; suppresses madness effects for 1 hr. Tea, mallow 7 gp / cup 1d4 × 2 cups TT Semi-sweet; a sleep aid, renders dream ineffective Tea, portentous 20 gp / cup 1d4 × 2 cups TT The leaves in the cup’s bottom hint at the future Excellent Cauldron of rebirth 50,000 gp Only 1, ever TCE 122 Druid/warlock only; scrys, raises dead, makes potions Crystal ball 50,000 gp Only 1, ever DMG 159 Casts the scrying spell Herbs, very rare 500 gp / lb. 1d4 lbs. — Ex: starspine, voidweave; for very rare potions 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 Spell: Awaken 2,250 gp 3 spells / day PHB 216 Makes a beast or plant intelligent and able to speak
54 Legendary Merchants The following merchants are found on the Legendary Merchants table. Any Stronghold ability that would allow you to select a merchant cannot be used to select a legendary merchant. Your DM may also decide for you to encounter a legendary merchant under other circumstances, at their discretion. Astral Traveler An old magus with a trailing grey beard sits at a crossroads, smoke curling from a long-stemmed pipe. He watches passers-by with eyes bluer than blue, sparkling with a deep, inner magic. Those that look closely with the right kind of sight can see subtle tears in reality around him, a distortion of light and being marking him as here, yet not. The magus ignores questions about his presence, answering them only by blowing a perfect cube of pipe-smoke. A gnome with hair like iron, held in a tight bun by two sharp hairpins, distractedly scrawls in a tome. Most avoid her corner table at the local tavern, though none say why. She periodically checks an odd compass-like device, making appreciative noises and scribbling furiously when its needle points in certain directions. An astral traveler has seen more than most beings will in several lifetimes. They have tasted pains and delights belonging to realities far removed from the Prime Material, and have set foot where both celestials and fiends fear to find themselves. Naturally, an astral traveler has come across plenty of souvenirs in their journeying, and are willing to part with a few of them for the right amount of coin. Tithi Luadthong Astral Traveler Legendary Merchant Quality Items Price Quantity Source Notes Medium Astral diamond 10,000 gp 1d4 × 10 — Used as a form of currency in many planar locales Bag of holding 500 gp 1d4 × 2 DMG 153 Holds 64 cu. ft., or 500 lbs; always weighs 15 lbs. Bead of force 2,500 gp 1d4 + 4 DMG 154 Deals force damage in a radius, and traps creatures Book, planar travelogue 1,000 gp 1d4 DMG 301 Intimate details of a planar locale, by Beatrix Trifling Chest of preserving 100 gp 1d4 WDMM 139 Items inside don’t age or decay; holds 3.75 cubic ft. Elemental compass 500 gp Only 1, ever — Points towards the nearest portal to an Elemental Plane Everbountiful soup kettle 500 gp 1d4 — Action: turns 2 gal. of water into enough soup to feed 6 people; recharges every day at dawn Flame of translation 100 gp Only 1, ever — A tiny fire elemental bound in a lantern; sheds bright light out to 15 ft., dim light 15 ft. beyond that; will translate any Primordial (or dialects) it hears into Common, but will complain if asked to translate anything other than Ignan Glasses of astral names 100 gp 1d4 — When looking at the night sky, charts constellations and tells you the name of any star you focus on 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. Hourglass 25 gp 1d4 × 2 PHB 150 — Map, automatic 500 gp 1d4 — Magically constantly maps everything in a 5 mile radius Map, planar 1,000 gp 1d4 — Accurately depicts a significant planar location Mirror, steel 5 gp 1d4 PHB 150 —
55 Quality Items Price Quantity Source Notes Immovable rod 500 gp 1d4 DMG 175 When activated, stays in place and holds 8,000 lbs. Obsidian mortar and pestle 100 gp 1d4 — Can grind any non-magical item to powder in 1d4 rounds Oil of etherealness 2,500 gp 1d4 DMG 183 Confers the effects of the etherealness spell Potion of gaseous form 2,500 gp 1d4 DMG 187 Confers the effects of the gaseous form spell Potion of water breathing 250 gp 1d4 × 2 DMG 188 Allows you to breathe water for up to 1 hr. Psi crystal 500 gp Only 1, ever IDRF 315 Grants telepathy; radiates light based on INT Scroll of protection, any 2,500 gp 1d4 × 3 DMG 199 Can be used by anyone; protects against a creature type Sending stones 500 gp / 2 1d4 sets of 2 DMG 199 Can cast sending between two creatures with a stone Spell: Teleport 490 gp 3 spells / day PHB 281 Teleports up to 8 creatures to a place on the same plane Spell: Teleportation circle 350 gp 3 spells / day PHB 282 Paying 20 × cost creates a permanent teleportation circle Starsphere 100 gp 1d4 — A tiny crystal inside a quartz orb; shines brightly when an aberrant creature is within 5,000 ft. Survival mantle 500 gp 1d4 VGM 81 Half-plate armor; wearer can breathe normally anywhere Tuning fork 250 gp 1d4 × 5 — Each tuned to a specific plane; used by the plane shift spell Vial of stardust 250 gp 1d4 vials WDMM 251 Use: can cast dream spell once w/o components (DC 15) Wingwear 500 gp 1d4 PA 223 Instead recharges with a long rest Good Amulet of the planes 50,000 gp Only 1, ever DMG 150 Can use to travel between planes somewhat reliably Astral shard 5,000 gp Only 1, ever TCE 120 Sorcerer only; teleport when you use metamagic Astromancy archive 5,000 gp Only 1, ever TCE 120 Wizard only; holds spells and affects attack bonuses Atlas of endless horizons 5,000 gp Only 1, ever TCE 120 Wizard only; holds spells and can teleport if attacked Celestial orrery 1,000 gp Only 1, ever — An intricate, accurate clockwork model of the multiverse; small enough to be held in two hands Cube of force 5,000 gp Only 1, ever DMG 159 Creates a customizable force barrier Disintegration chamber 5,000 gp Only 1, ever — Anything fully in this 1 ft. cube is affected by disintegrate Elemental essence shard, random 5,000 gp Only 1, ever TCE 127 Sorcerer only; adds an effect to metamagic based on its elemental type Far Realm shard 5,000 gp Only 1, ever TCE 127 Sorcerer only; metamagic summons a tentacle Gem of seeing 5,000 gp Only 1, ever DMG 172 Can grant truesight out to 120 ft. for 10 mins. Helm of teleportation 5,000 gp Only 1, ever DMG 174 Can cast the teleport spell Magnifying glass of spying 500 gp 1d4 — Can see through 5 ft. of walls; blocked by 1 in. of lead Outer essence shard, random 5,000 gp Only 1, ever TCE 133 Sorcerer only; adds an effect to metamagic based on the alignment of its associated Outer Plane Peregrine mask 50,000 gp Only 1, ever GGR 180 Grants a flying speed of 60 ft., and adv. on initiative rolls Planecaller’s codex 5,000 gp Only 1, ever TCE 134 Wizard only; holds spells, empowers conjured creatures Portable hole 5,000 gp 1d4 DMG 185 Holds 280 cu. ft. or 7,000 lbs.; weights nearly nothing Spell: Dream of the blue veil 490 gp 3 spells / day TCE 106 Transitions to a different world on the Material Plane; you provide the item/creature in the M components Spell: Planar ally 360 gp 3 spells / day PHB 265 Summons a planar creature that behaves as it wants Spell: Plane shift 515 gp 3 spells / day PHB 266 Teleports up to 8 creatures to a different plane Excellent Black crystal tablet 500,000 gp Only 1, ever WDMM 284 Can cast eyebite or open a gate to the Far Realms Cubic gate 500,000 gp Only 1, ever DMG 160 Can cast gate or plane shift to specific locations Iron flask 500,000 gp Only 1, ever DMG 178 A powerful planar creature is inside, and wants out Key of demesne 50,000 gp Only 1, ever — Action: casts Mordenkainen’s magnificent mansion 1 / day Scroll of the comet 250,000 gp Only 1, ever IDRF 315 Summons an immense crashing comet exactly once Spell: Astral projection 3,010 gp* 3 spells / day PHB 215 Add 2,200 gp to the cost for each creature this spell affects after the first, besides the caster Spell: Gate 1,310 gp 3 spells / day PHB 244 Opens a stable portal to another plane Voyager staff 50,000 gp Only 1, ever GGR 181 Casts banishment, blink, passwall, misty step, or teleport Well of many worlds 500,000 gp Only 1, ever DMG 213 An unfoldable cloth that opens a portal to many places
56 Enchantments Clothed in a cowl and long, flowing robes, a female human focuses her will, bending innate magic around her and focusing it into a single, cohesive thought-form. Glowing placidly, the thought-form floats before her, ready to be bound into a weapon, empowering it permanently with a figment of her magical will. As she works, a cluster of astounded village children and skeptical elders crowd around her roadside stall, but the human is either deep in thought or pretending not to notice. A scruffy male gnome, beard and hair frizzed out in every direction, attends with his set of tinker’s tools to a battle axe laid out before him. His immense scientific mind calculates the energy flow intrinsic to the powerful weapon, and devises the particular method required for generating a self-sustaining magical current within it. Wiring up the axe to an etheric battery of his own design, the gnome activates it, and the axe begins to hum with a distinctly magical vibration. Legendary merchants that deal in enchantments are by definition a rarity, but a welcome sight in any town they visit. Each merchant has a different method of imbuing the mundane with the magical, but the end result is the same: enhanced weapons, armor, or other items that grant specialized magical abilities. Magical Enchantment. Any nonmagical or alreadymagical item can be enchanted by this merchant, provided that it is small enough to be easily carried or used by a Medium or smaller creature. Enchanting an item with this merchant requires selecting an existing item a character has on their person, paying the cost associated on the merchant’s inventory table, and either rolling for or selecting the proper enchantment, as the case may be. Any specific item can only be the subject of one enchantment of each quality (minor, major, legendary) from this merchant, and an item with an enchantment applied becomes magical (if it was not so already). Enchanting a single item with an enchantment of the same quality twice causes the first enchantment to be overwritten by the second. Enchantments marked with an (a) cause the enchanted item to require attunement before its properties can be used. If a previously-magical item already requiring attunement receives one of these marked enchantments, it is still only necessary to attune to it once. A mundane item affected by a minor enchantment is considered a common magic item. If affected by a major enchantment it is considered an uncommon magic item, or a rare magic item if it is affected by a legendary enchantment. The rarity of an already-magical item is unaffected by a minor enchantment, but improves by one level (i.e. from common to uncommon) when affected by a major enchantment, or by two levels (uncommon to very rare) if the subject of a legendary enchantment. An item’s rarity cannot exceed legendary in this way. Jim Nelson Enchantments Legendary Merchant Quality Items Price Quantity Source Notes Medium Random minor enchantment 100 gp 3 enchants / day — Rolled on the Minor Enchantments table Random major enchantment 500 gp 3 enchants / day — Rolled on the Major Enchantments table Good Chosen minor enchantment 200 gp 3 enchants / day — Chosen from the Minor Enchantments table Chosen major enchantment 1,000 gp 3 enchants / day — Chosen from the Major Enchantments table Random legendary enchantment 5,000 gp 3 enchants / day — Rolled on the Legendary Enchantments table Excellent Chosen legendary enchantment 10,000 gp 3 enchants / day — Chosen from the Legendary Enchantments table
57 Minor Enchantments d10 Name Effect 1 Beacon Bonus action: Item begins (or ceases) shedding bright light in a 15-foot radius, and dim light for an additional 15 feet beyond that 2 Calling Bonus action: The item emits a non-verbal sound of your choice, heard out to 300 ft. 3 Compass Bonus action: The item indicates (in some fashion) which way is north. Only functions on the Material Plane. 4 Gleaming The item never gets dirty. 5 Guardian (a) The attuned creature gains a +2 bonus to initiative. 6 Language (a) The attuned creature gains knowledge of one additional language, of the DM’s choosing. 7 Returning (a) Bonus action: The item returns to the person of an attuned creature, equipping itself (if applicable). 8 Sentinel Item glows when within 300 ft. of a creature of a specific type, chosen by the DM. 9 Unbreakable This item can only be broken by special means. 10 Waterborne (a) Item naturally floats in liquid. An attuned creature gains a swimming speed of 30 ft. Major Enchantments d10 Name Effect 1 Enduring (a) Attuned creature gains a +1 bonus to AC while this item is on its person; can only gain this bonus once. 2 Fleet (a) Attuned creature gains a +10 bonus to movement speed. 3 Glibness (a) Bonus action: Attuned creature makes all Charisma checks with advantage for the next 1 minute. Recharges after completing a short or long rest. 4 Night-Eye (a) Attuned creature gains darkvision out to 60 ft., or increases the distance of existing darkvision by 60 ft. 5 Spider-Touched (a) Attuned creature gains a climbing speed equal to its movement speed. 6 Temperate (a) Attuned creature gains resistance to fire damage and cold damage. 7 Transforming Action: Item changes into another item of the same general type, of your choice. For example, a rapier could turn into a greatsword, or boots could turn into sandals. 8 Unlocking Action: The item magically unlocks one nonmagical lock of your choice within 30 ft. Recharges after completing a short or long rest. 9 Unseen The item is permanently invisible. 10 Warding (a) Reaction (when making a saving throw): Attuned creature gains adv. on the saving throw. Recharges after completing a short or long rest. Legendary Enchantments d10 Name Effect 1 Equilibrium (a) Attacks cannot have adv. or disadv. when made against the attuned creature. 2 Fearful (a) Bonus action: The attuned creature targets another creature within 5 feet. The target must succeed on a DC 15 Wisdom saving throw or be frightened of the attuned creature until the end of the attuned creature’s next turn. Recharges after completing a short or long rest. 3 Flight (a) Bonus action: Attuned creature gains a flying speed equal to twice its movement speed until the end of its next turn. Recharges after completing a short or long rest. 4 Fortitude (a) The attuned creature’s hit point maximum increases by 15 + its proficiency bonus. 5 Lucky (a) The attuned creature can add 1d10 to any check, save, or attack (after the roll, but before the result is announced). Recharges after completing a short or long rest. 6 Phasing (a) Bonus action: The attuned creature can pass through solid objects of its choice, such as walls or floors, as if they were difficult terrain, until the end of its current turn. Ending a turn inside an object ejects the creature to the nearest open space, dealing 4d8 force damage that cannot be resisted or ignored. Recharges after completing a short or long rest. 7 Silent (a) The attuned creature gains a +10 bonus to Dexterity (Stealth) checks. 8 Teleport (a) Bonus action: The attuned creature teleports up to 15 feet to a location it can see. 9 True-Seeing (a) Attuned creature gains truesight out to 60 ft., or increases the distance of existing truesight by 60 ft. 10 Vitality (a) Attuned creature has immunity to disease, the poisoned condition, and poison damage.
58 Fey Bargains Sitting on a worn stump in a clear grove, a faun with large, pronounced, pronged horns plays an ephemeral tune on a hollow wooden pipe. In this place, sacred to the fey, the faun waits for the occasional adventurous wanderer, hunter, or forager delving too deep into the woods. The faun has wares he would trade, and many simple favors he would ask. Wearing a cloak of leaves that sweeps the ground as she walks, a female eladrin has a motley collection of wares spread wide across her wooden tabletop at a local market. She smiles at all who approach, and is quick to inform those who visit of her no-currency policy. It is only when her customers are deep into negotiations that her eyes sparkle with a hidden malice, and those bartering may begin to suspect she is more than she seems. The fey are widely known for their interest in bargaining with mortals, but are not necessarily inclined to reveal themselves as denizens of the Feywild unless such suits their purpose. Geas. Holding little interest in coin, the fey prefer to trade in favors, sealed by a variation of the geas spell, to compel their customers to act in certain ways. As such, fey bargains have no currency cost, but have an associated price in a minor, major, or legendary geas, rolled randomly on the following Geas tables. If a geas would not apply for whatever reason, reroll until you receive a geas that does. A geas must be known by the customer before it is agreed upon and, though the fey do not lie, they may attempt to egregiously mislead those with whom they deal. Fey merchants will only sell one item to each of their customers, considering overburdening their customers with geases to be impractical. Gary Dupuis Fey Bargains Legendary Merchant Quality Items Price Quantity Source Notes Medium Bag of tricks, rust Minor geas Only 1, ever DMG 154 — Boots of elvenkind Minor geas Only 1, set ever DMG 155 — Boots of false tracks Minor geas Only 1 set, ever XGE 136 Makes your tracks appear as another humanoid’s Bracers of archery Minor geas Only 1, ever DMG 156 — Charlatan’s die Minor geas Only 1, ever XGE 136 You control what number it rolls Cloak of elvenkind Minor geas Only 1, ever DMG 158 — Cloak of many fashions Minor geas Only 1, ever XGE 136 Can be made to appear how you wish Dark shard amulet Minor geas Only 1, ever XGE 137 Warlock only; attempt to cast extra cantrips Feywild shard Minor geas Only 1, ever TCE 127 Sorcerer only; metamagic makes wild magic occur Glamerweave, uncommon Minor geas Only 1, ever ERLW 277 — Gloves of thievery Minor geas Only 1, ever DMG 172 — Moon-touched sword, any Minor geas Only 1, ever XGE 138 Sheds bright light for 15 feet, dim light 15 feet beyond that Mystery key Minor geas Only 1, ever XGE 138 Has a 5% chance to unlock any door, then disappear Perfume of bewitching Minor geas Only 1, ever XGE 138 Adv. on Cha. checks vs. humanoids ≤ CR 1 for 1 hr. Pot of awakening Minor geas Only 1, ever XGE 138 Grows a friendly awakened shrub over 30 days Quiver of Ehlonna Minor geas Only 1, ever DMG 189 — Staff of flowers Minor geas Only 1, ever XGE 139 Can cause a specific nonmagical flower to grow Talking doll Minor geas Only 1, ever XGE 139 Can be instructed to say up to 6 short phrases
59 Minor Geas d10 Geas 1 Give the merchant 1d4 of your happiest memories. 2 Utterly destroy a specific cold iron object. 3 Give the merchant one syllable of your name. 4 Slay a particular fey, bring the merchant its head. 5 Trade the merchant a simple lock of your hair. 6 Tell the merchant your single darkest secret. 7 Drink a mysterious potion the merchant gives you. 8 Trade the merchant an important aspect of your beauty. 9 Instantly age by 2d6 years. 10 Lose a specific, unnamed item on your person. Major Geas d10 Geas 1 Lose knowledge of a language, or proficiency in one specific instrument or set of artisan’s tools. 2 You can only speak in rhyme for the next 30 days. 3 Become permanently charmed by the merchant. 4 Play a harmless trick on a powerful ruler. 5 Fake your own death, assume a new identity. 6 Steal a specific, powerful item for the merchant. 7 Burn down a building built on an ancient, sacred grove. 8 Give the merchant the sight from one of your eyes. 9 Gain long, curled horns, bestial ears, and an animal’s eyes. 10 Hearing a specific word causes you 3d8 psychic damage. Legendary Geas d10 Geas 1 Promise your first-born child to the merchant. 2 Bring the merchant a specific child, not your own. 3 Betray your friends in a specific, important way. 4 Never touch iron, or take 10d10 radiant damage / round. 5 Live as a fey hunting dog for the next 90 days. 6 Every year and a day, the merchant can ask you a favor (of any magnitude), and you must comply. 7 Promise your legend to the merchant. No one will remember you after not having seen you for 7 days. 8 Give the merchant your dreams, with which they can do as they please (as with the dream spell). 9 A promise of your hand in marriage. 10 Lose your past. Forget everything but the past day. Quality Items Price Quantity Source Notes Good Bag of beans Major geas Only 1, ever DMG 152 — Cloak of displacement Major geas Only 1, ever DMG 158 — Elven chain Major geas Only 1, ever DMG 168 — Glamoured studded leather Major geas Only 1, ever DMG 172 — Horn of blasting Major geas Only 1, ever DMG 174 — Ring of animal influence Major geas Only 1, ever DMG 189 — Robe of summer Major geas Only 1, ever TYP 229 Grants resist. to cold damage and extreme weather Rod of the pact keeper +2 Major geas Only 1, ever DMG 197 — Sentinel shield Minor geas Only 1, ever DMG 199 — Staff of charming Major geas Only 1, ever DMG 201 — Warlock pact, Archfey patron Legendary geas Unlimited PHB 108 Next level taken will be in warlock, with the Archfey Otherworldly Patron; patron is the merchant Excellent Dancing sword, any Legendary geas Only 1, ever DMG 161 — Instrument of the bards, Anstruth harp Legendary geas Only 1, ever DMG 176 — Mirror of life trapping Legendary geas Only 1, ever DMG 181 — Oathbow Legendary geas Only 1, ever DMG 183 — Ring of invisibility Legendary geas Only 1, ever DMG 191 — Scimitar of speed Legendary geas Only 1, ever DMG 199 — Staff of the woodlands Legendary geas Only 1, ever DMG 204 — Vorpal sword, any Legendary geas Only 1, ever DMG 209 — Breaking a Geas A geas applied by this merchant can have persistent effects that a character may wish to recover from or undo. Unlike the spell in the Player’s Handbook, the geas this merchant uses is much more powerful, a magic as old as song and story, and cannot be broken easily. At your DM’s discretion, a wish spell may be able to break a geas from this merchant, but no lesser magic will work. Divine intervention, or a quest from this merchant or a fey rival of the merchant may be able to undo such a geas, but such things are never simple, and even undone a geas’ effects may still linger. Regardless of whether or not the geas is still in effect, a character that bargains with this merchant will likely be a subject of the merchant’s interest for many years to come.
60 Magic Items Stroking the end of his long, white, curled beard, a gnome wearing a pointy hat sits at the open back end of his covered cart. Painted above him is a rough wooden sign advertising his wheeled shop. Behind him pulses the telltale thrum of magic, cascading gently off of the items behind him in the wagon. Placing a gentle hand upon a silver ring, a high elf concentrates her magical energies on the runed circle in which the ring resides. Sprinkling residuum around the edges, the circle suddenly ignites in a bright flash of arcane power, leaving her shop smelling faintly of ozone. Removing her hand, she smiles as she observes the ring, now shimmering and twinkling with a subtle eldritch resonance. A rarity in many worlds, merchants with this specialty are often highly sought after. Magic items are always hard to make, and few know the arcane secrets behind their creation. Those who craft magic items often find their arrival in a town to be a momentous occasion, that can change the shape of the town and its people for lifetimes to come. Kii W Magic Items Legendary Merchant Quality Items Price Quantity Source Notes Medium Bag of tricks, grey 500 gp Only 1, ever DMG 154 — Bottled breath 250 gp 1d4 PA 222 Either hold breath for 1 hr. or cast gust of wind Cloak of billowing 100 gp Only 1, ever XGE 136 Bonus action: cloak billows dramatically Component pouch 25 gp 1d4 × 2 PHB 150 Has tiny inner pockets for various components Crystal 10 gp 1d4 × 2 PHB 150 Arcane focus; a shining bit of quartz or similar Dark shard amulet 100 gp Only 1, ever XGE 137 Warlock only; attempt to cast extra cantrips Dust of dryness 250 gp 1d4 DMG 166 — Ear horn of hearing 100 gp 1d4 XGE 137 Held to ear: suppresses the deafened condition Ersatz eye 100 gp 1d4 XGE 137 Replaces a missing eye Everbright lantern 100 gp 1d4 ERLW 277 Instead holds a continual flame, outside of Eberron Figurine of wondrous power, silver raven 500 gp Only 1, ever DMG 170 — Hat of wizardry 100 gp Only 1, ever XGE 137 Wizard only; attempt to cast extra cantrips Immovable rod 500 gp 1d4 DMG 175 When activated, stays in place and holds 8,000 lbs. Orb 25 gp 1d4 × 2 PHB 150 Arcane focus; a sphere used to direct the mind Orb of time 100 gp Only 1, ever XGE 138 Action: If on Material Plane, know the time of day Pipe of remembrance 100 gp Only 1, ever GS 229 Smoked for 10 min.: Illustrates your deeds in smoke Pixie dust 250 gp 1d4 pinches SKT 35 Used as components, or used for random effects Ring of mind shielding 500 gp Only 1, ever DMG 191 — Robe of useful items 500 gp Only 1, ever DMG 195 — Rod 10 gp 1d4 × 3 PHB 150 Arcane focus; an arm-long piece of magical wood/metal Rope of climbing 500 gp Only 1, ever DMG 197 Can animate to help you climb automatically Ruby of the war mage 100 gp 1d4 XGE 138 Attaches to a weapon; used as a focus for spells Sending stones 500 gp / 2 1d4 sets of 2 DMG 199 Can cast sending between two creatures with a stone Staff of adornment 100 gp Only 1, ever XGE 139 Can be decorated with up to 3 mundane floating objects Wand 10 gp 1d4 × 3 PHB 150 Arcane focus; useful for channelling spells Wand of magic missiles 500 gp Only 1, ever DMG 211 Casts the magic missile spell Wand of scowls 100 gp Only 1, ever XGE 140 Can force a creature to scowl for 1 min.
61 [email protected] Quality Items Price Quantity Source Notes Wand of smiles 100 gp Only 1, ever XGE 140 Can force a creature to smile for 1 min. Wind fan 500 gp Only 1, ever DMG 213 — Additional items 100 - 500 gp 1 - 5 — Common or uncommon quality magic items Good Abracadabrus 50,000 gp Only 1, ever IDRF 314 Creates anything mundane, under 1 gp in worth Bag of beans 5,000 gp Only 1, ever DMG 152 — Broom of flying 500 gp Only 1, ever DMG 156 Fly speed of 50 ft., or 30 ft. if carrying over 200 lbs. Cauldron of plenty 5,000 gp Only 1, ever IDRF 314 — Crystal ball 50,000 gp Only 1, ever DMG 159 Casts the scrying spell Deck of illusions 500 gp Only 1, ever DMG 161 Conjures a random illusion at a point you choose Duplicitous manuscript 5,000 gp Only 1, ever TCE 126 Wizard only; holds spells, appears as a romance novel Figurine of wondrous power, ivory goats 5,000 gp Only 1 set, ever DMG 170 — Figurine of wondrous power, onyx dog 5,000 gp Only 1, ever DMG 170 — Portable hole 5,000 gp 1d4 DMG 185 Holds 280 cu. ft. or 7,000 lbs.; weights nearly nothing Ring of feather falling 5,000 gp Only 1, ever DMG 191 You descend at 60 ft. / round, and take no fall damage Ring of free action 5,000 gp Only 1, ever DMG 191 Ignore diff. terrain, paralyzed, restrained, and speed red. Ring of resistance, any 5,000 gp 1d4 DMG 192 Grants resistance to a specific type of damage Ring of the ram 5,000 gp Only 1, ever DMG 193 Makes a special melee spell attack, knocking foes back Staff of charming 5,000 gp Only 1, ever DMG 201 Casts charm person, command, or comprehend languages Wand of winter 5,000 gp Only 1, ever HDQ 94 Casts ray of frost, sleet storm, or ice storm Wand of wonder 5,000 gp Only 1, ever DMG 212 Casts powerful, but entirely random, spells Additional items 5,000 gp 1 - 5 — Rare quality magic items Excellent Animated shield 50,000 gp Only 1, ever DMG 151 — Cloak of arachnida 50,000 gp Only 1, ever DMG 158 — Cloak of the bat 5,000 gp Only 1, ever DMG 159 Adv. on stealth checks; can turn into a bat Dancing sword, any 50,000 gp Only 1, ever DMG 161 — Illusionist’s bracers 50,000 gp Only 1, ever GGR 178 Bonus action: Cast a previously-cast cantrip a 2nd time Ioun stone, absorption 50,000 gp Only 1, ever DMG 176 Can absorb a limited number of spells Mantle of spell resistance 5,000 gp Only 1, ever DMG 180 Grants adv. on saving throws vs. spells Nolzur’s marvelous pigments 25,000 gp Only 1 set, ever DMG 183 Creates paintings that become reality Ring of shooting stars 50,000 gp Only 1, ever DMG 192 Casts several spells; can conjure stars and ball lightning Staff of fire 50,000 gp Only 1, ever DMG 201 Casts burning hands, fireball, or wall of fire Staff of frost 50,000 gp Only 1, ever DMG 202 Casts cone of cold, fog cloud, ice storm, or wall of ice Wand of polymorph 50,000 gp Only 1, ever DMG 211 Casts the polymorph spell Wand of the war mage +3 50,000 gp Only 1, ever DMG 212 +3 bonus to spell attacks, spell attacks ignore half cover Additional items 50,000 gp 1 - 5 — Very rare quality magic items
62 Magical Creatures A jovial male human, old and wizened, wears a roped turban and pipes a jaunty tune in the far corner of an open marketplace. Before him dances a lithe, golden flying serpent, which twists and coils in response to the man’s music. Sitting at the open end of her wagon, a female copperscaled dragonborn watches the crowds pass her by. She waits patiently, attempting not to attract too much or too little notice, as her cargo of vibrantly-glimmering dragon eggs shimmers gently in the covered wagon’s soft light. Magical beasts are, by their nature, hard to control or tame, and only a select few individuals have the ability to coax such creatures into following and listening to them. Of these, fewer still have the predilection to sell such creatures, but merchants of magical creatures are highly sought-after wherever they may find themselves. Sold creatures are usually tame, but may not be, if marked otherwise. Untamed magical creatures use the rules presented with the Animals merchant on page 12, and in the “Taming the Untamed” sidebar on page 13 of this supplement. Dean Spencer Magical Creatures Legendary Merchant Quality Items Price Quantity Source Notes Medium Bit and bridle 2 gp 1d4 × 2 PHB 147 — Dire wolf 800 gp 1d4 MM 321 Untamed Elk 100 gp 1d4 MM 322 May instead be a reindeer (IDRF 307) Feed, animal 5 cp / day 1d4 × 30 days PHB 157 — Flying snake 50 gp 1d4 MM 322 — Giant fire beetle 50 gp 1d4 MM 325 — Giant goat 300 gp 1d4 MM 325 — Giant lizard 350 gp 1d4 MM 326 — Giant wolf spider 400 gp 1d4 – 1 MM 330 Untamed Monkey, flying 100 gp 1d4 TA 220 — Rothé 50 gp 1d4 VGM 208 A smaller Underdark cow, with limited magical ability Saddle, exotic 60 gp 1d4 + 1 PHB 157 — Space hamster 50 gp 1d4 WDMM 251 Looks normal, but is from space; uses a rat’s statistics Stench kow 75 gp 1d4 – 1 VGM 208 A misshapen cow native to the lower planes; smells terrible Tressym 100 gp 1d4 SKT 242 A winged cat capable of flight; also found in BGDIA 241 Good Aurochs 750 gp 1d4 – 1 VGM 207 Blink dog 500 gp 1d4 – 1 MM 318 — Cockatrice 800 gp 1d4 – 1 MM 42 Untamed Dragon egg 1,000 gp 1d4 – 1 — Hatches with proper care after 300 days; random type Gelatinous cube 800 gp 1d4 – 1 MM 242 Untamed Giant bat 800 gp 1d4 – 1 MM 323 — Giant eagle 800 gp 1d4 – 1 MM 324 — Giant elk 700 gp 1d4 – 1 MM 325 Giant sea horse 700 gp 1d4 – 1 MM 328 Only if near a body of water Giant walrus 800 gp 1d4 – 1 IDRF 312 Only if near a body of water Griffon 900 gp 1d4 – 1 MM 174 —
63 Stephen Crowe Quality Items Price Quantity Source Notes Hippocamp 800 gp 1d4 – 1 MOT 227 Only if near a body of water Ice toad 700 gp 1d4 – 1 RT 90 Untamed; somewhat intelligent, speak their own language Owlbear 1,000 gp 1d4 – 1 MM 249 Untamed Pegasus 1,250 gp 1d4 – 1 MM 250 — Pot of awakening 100 gp Only 1, ever XGE 138 Grows a friendly awakened shrub over 30 days Pseudodragon 250 gp 1d4 – 1 MM 254 — Worg 800 gp 1d4 – 1 MM 341 Untamed Excellent Basilisk 1,500 gp 1d4 – 1 MM 24 Untamed Bulette 2,500 gp 1d4 – 1 MM 34 Untamed Carrion crawler 1,250 gp 1d4 – 1 MM 37 Untamed Death dog 1,000 gp 1d4 – 1 MM 321 Untamed Displacer beast 2,500 gp 1d4 – 1 MM 81 Untamed Flail snail 1,500 gp 1d4 – 1 VGM 144 Untamed Gorgon 2,500 gp 1d4 – 2 MM 171 Untamed Manticore 2,500 gp 1d4 – 2 MM 213 Untamed Mimic 1,000 gp 1d4 – 1 MM 220 Untamed Otyugh 1,500 gp 1d4 – 2 MM 248 Untamed Rust monster 1,000 gp 1d4 – 1 MM 262 Untamed Scroll of the tarrasque 250,000 gp Only 1, ever IDRF 315 Summons a tarrasque exactly once Shadow mastiff 1,750 gp 1d4 – 2 VGM 190 Untamed Stag, golden 800 gp 1d4 – 2 HDQ 35 Uses an elk’s statistics (MM 322); attacks are magical Unicorn 3,000 gp 1d4 – 2 MM 294 Untamed
64 Necromancy Seated atop a large burial mound, a young male human wears a skeletal mask with his hair tied back. Every night finds him here, waiting for either the call of the spirits, or for interested customers to seek his wares. After slumbering in near-death for centuries, a lich awoke to find a city had been built on top of her ancient dungeon. Rather than vow revenge against the living, however, the lich was of a more practical mind, building her dungeon into a shop for all comers, to finance the dread experiments that are no doubt taking place below. The relationship between necromancers and wider society is often troubled, at best, but that doesn’t stop an enterprising few from building a niche market among the grave-minded. Both the dead and the living have needs, after all, and the exchange of coin facilitates everyone’s needs being met. Depending on location and the area’s dominant moral set, the exchange of necromantic goods and services may be illegal, merely frowned upon, or a normal and accepted part of everyday life. Iulia Kovalova Necromancy Legendary Merchant Quality Items Price Quantity Source Notes Medium Acid 25 gp / vial 1d4 × 5 vials PHB 150 — Alchemist’s supplies 50 gp 1d4 PHB 154 — Amulet 5 gp 1d4 PHB 150 Holy symbol; has a profane symbol of a god of death Bones, full set 5 gp / set 1d4 × 4 sets — Good for necromancy, and maybe even soup Dust of dryness 250 gp 1d4 DMG 166 — Candle 1 cp 1d4 × 10 PHB 150 Comes in black, grey, white, or red Chain 5 gp / 10 ft. 1d4 × 20 ft. PHB 150 — Chalk 1 cp / piece 1d4 × 5 pieces PHB 150 Comes in black, grey, white, or red Component pouch 25 gp 1d4 × 2 PHB 150 Has tiny inner pockets for various components Corpse, dead 4 gp 1d4 × 4 — An intact corpse perfect for necromancy Dagger, ritual 2 gp 1d4 × 2 PHB 149 Has an oddly curved design Dark shard amulet 100 gp Only 1, ever XGE 137 Warlock only; attempt to cast extra cantrips Flesh 1 sp / lb. 1d4 × 20 lbs. — Best not to ask... Hourglass 25 gp 1d4 × 2 PHB 150 — Incense 1 sp / block 1d4 × 20 blocks PHB 151 Thick, musky, and pungent Incense, insect repellent 1 sp / block 1d4 × 10 blocks TA 32 Smells smoky and foul, wards off mundane insects Leather, cured 5 gp / sq. yd. 1d4 × 2 sq. yds. — Perhaps best not to consider the source Leatherworker’s tools 25 gp 1d4 PHB 154 — Living gloves 500 gp Only 1 set, ever ERLW 278 Made of living skin; grants various proficiencies Lock 10 gp 1d4 PHB 150 Key included Manacles 2 gp 1d4 – 1 PHB 150 Key included Night caller 500 gp Only 1, ever TYP 228 Raises and maintains control of one zombie/skeleton Poison, basic 100 gp / vial 1d4 vials PHB 150 Injury; can inflict 1d4 poison damage Poisoner’s kit 50 gp 1d4 PHB 154 — Salt 5 cp / lb. 1d4 × 10 lbs. PHB 157 — Shovel 2 gp 1d4 × 2 PHB 150 — Spell: Animate dead 90 gp 3 spells / day PHB 212 3rd-level; the undead follows your commands for 1 day Spell: Gentle repose 40 gp 3 spells / day PHB 245 Stops decay in a corpse, prevents undeath
65 Mats Minnigan Quality Items Price Quantity Source Notes Spell: Raise dead 1,250 gp 3 spells / day PHB 270 Returns a dead corpse to life Spell: Speak with dead 90 gp 3 spells / day PHB 277 Allows you to speak to one non-undead corpse Spellbook 50 gp 1d4 PHB 150 Empty; suitable for holding spells Statuette, carved bone 25 gp 1d4 DMG 134 Depicts a stylized lich Wand 10 gp 1d4 × 3 PHB 150 Arcane focus; made of carved, runed bone Weaver’s tools 1 gp 1d4 PHB 154 — Good Amulet of health 5,000 gp Only 1, ever DMG 150 Raises your Con. score to 19 Amulet of protection from turning 5,000 gp 1d4 TYP 228 Grants adv. on saves against effects that would turn undead, and allows you to succeed 3 such saves / day Bottomless bag of bones 500 gp Only 1, ever — Produces up to 10 corpses or piles of bones each day, only for use as raised minions in necromancy spells Cloak of the bat 5,000 gp Only 1, ever DMG 159 Adv. on stealth checks; can turn into a bat Ghost lantern 5,000 gp Only 1, ever TA 206 Sheds light, casts mage hand, and stabilizes you Libram of souls and flesh 5,000 gp Only 1, ever TCE 129 Wizard only; holds spells, you can appear undead Mask, plague doctor 50 gp 1d4 — Durable leather, with a long beak Mask, skull 45 gp 1d4 — Made of actual bone Pipes of haunting 500 gp Only 1, ever DMG 185 — Shadowfell shard 5,000 gp Only 1, ever TCE 135 Sorcerer only; metamagic also curses creatures Spell: Create undead 1,260 gp 3 spells / day PHB 229 6th-level; creatures follow your commands for 1 day Spell: Hallow 2,250 gp 3 spells / day PHB 249 Desecrates an area, with additional effects Spell: Resurrection 2,490 gp 3 spells / day PHB 272 A more potent way of restoring the dead to life Sword of life stealing, any 5,000 gp* Only 1, ever DMG 206 Add base cost of the nonmagical weapon to item’s price Wand of fear 5,000 gp Only 1, ever DMG 210 Casts the command spell; can frighten creatures Excellent Kyrzin’s ooze 50,000 gp Only 1, ever ERLW 278 Grants acid breath, amorphous form, etc. Living armor, any 50,000 gp* Only 1, ever ERLW 278 Made of living skin or chitin; add base cost of the nonmagical armor to item’s price Manual of golems, flesh 50,000 gp Only 1, ever DMG 180 — Potion of longevity 25,000 gp 1d4 DMG 188 Reduces your age by 1d6 + 6 (usually) Ring of regeneration 50,000 gp Only 1, ever DMG 191 Regains 1d6 hit points every 10 mins.; regrows limbs Spell: Clone 2,840 gp 3 spells / day PHB 222 Safeguards against death after 120 days
66 Needful Things A handsome young high elf stands amongst his wares in a brand-new stall, recently opened within the marketplace. Though new to town, he has already acquired a reputation for outlandish deals, coupled with strange requests, and only the most perceptive among the locals have noticed a hint of brimstone to the incense that burns within his shop. Seated on a stool at a crossroads, an impeccably dressed gentleman holds a wooden case in his lap. Surprisingly, its contents always seem to be exactly what his customers desire, and he’s more than willing to part with it for a fair price, and the smallest of favors. The fiends of the Nine Hells are no strangers to business, and occasionally take part in the financial dealings of the mortal world to spread discord and their own influence. Money, however, is not an object to these disguised merchants from down below, and they will gladly offer a discount if the purchaser agrees to perform a favor or two that will further their many agendas. Gary Dupuis Needful Things Legendary Merchant Quality Items Price Quantity Source Notes Medium Bag of holding 500 gp Only 1d4, ever DMG 153 Holds 64 cu. ft., or 500 lbs; always weighs 15 lbs. Bag of tricks, tan 500 gp Only 1, ever DMG 154 — Charlatan’s die 100 gp 1d4 XGE 136 You control what number it rolls Clothes, cloth-of-gold vestments 25 gp 1d4 DMG 134 Decorated with stylized infernal runes Daern’s instant fortress 5,000 gp Only 1, ever DMG 160 — Dragon’s blood (drug) 1 gp / dose 1d4 × 2 doses ERLW 244 Highly addictive, enhances magical ability Dread helm 100 gp Only 1, ever XGE 137 When you wear it, your eyes glow red Dreamlily (drug) 1 gp / dose 1d4 × 2 doses ERLW 244 Highly addictive, significantly reduces pain Eversmoking bottle 500 gp Only 1, ever DMG 168 — Hellfire weapon, any 500 gp* Only 1, ever BGDIA 223 Add base cost of the nonmagical weapon to item’s price Dealing with Devils Lawful as they are, most devils and other servants of the Nine Hells obey certain rules when it comes to barter and trade, though they may twist the unspoken details of their arrangements to suit their own ends. A Needful Things legendary merchant always inherently knows the alignment of those they deal with, and this merchant operates differently depending on the moral inclinations of their current customer. Selling Your Soul. The highest prize a Needful Things merchant can hope for is a character’s soul, particularly a soul belonging to an otherwise good (or even neutral) character. This merchant is willing to trade any item for a character’s soul at no additional cost, assuming the character does not have any other external claims on their soul. Doing so places the character under the effects of a permanent dominate person spell cast by the merchant without concentration, which the merchant typically utilizes sparingly but to great effect. This can only be broken by a wish spell or divine intervention, but doing so causes the free item to disappear, returning to the merchant. Inconsequential Favors. A soul is a high price to pay, and this merchant recognizes that some souls may not be acquired without adequate temptation beforehand. Good and neutral characters will find this merchant is willing to offer discounts in return for inconsequential favors, rolled at random on the associated table. Each favor successfully performed (the merchant inherently knows if a favor was completed) decreases the price of a chosen item by half. Favors are cumulative: a single favor reduces an item to 1/2 price, two favors reduce it to 1/4 price, and three favors reduce the item to 1/8 price. The merchant will accept no more than three favors at a time, and will only discount a single item this way each time they are encountered. Needless to say, these favors all have dire consequences, which may not be readily apparent to the character performing them. Upon purchasing their discounted item, the character has a sense that they released an evil into the world, but is at a loss to describe the nature of what has transpired.
67 d20 Inconsequential Favors 1 Dump a suspicious vial in a nearby well. 2 Smear a pentagram of blood at a specific holy site. 3 Loosen the wheels on a nearby wagon. 4 Convince a child a prize awaits them in the wilderness. 5 Remove the head and hands of a specific statue. 6 Toss a bag of mice into the local mill. 7 Coat the inn’s woodpile in lamp oil. 8 Leave a slaughtered black goat in the town square. 9 Public accuse a priest of practicing dark magic. 10 Spread rumors of a married couple’s infidelity. d20 Inconsequential Favors 11 Eat whole a buzzing, wriggling, live horsefly. 12 Say a specific fiend’s name into a mirror, thrice. 13 Kill a noble’s pet, leave it where it will be found. 14 Publicly set alight a specific holy book. 15 Steal a local relic, leave it in a feed trough. 16 Instigate a bloody fight between complete strangers. 17 Set a specific bridge on fire. 18 Dig up a specific corpse, hide its parts around town. 19 Steal food from a specific poor family, throw it away. 20 Roll twice, disregarding 20. The favor involves both. Quality Items Price Quantity Source Notes Infernal puzzle box 500 gp 1d4 BGDIA 224 Your DM decides what is within the puzzle box Iron bands of Bilarro 5,000 gp Only 1, ever DMG 177 — Mace of terror 5,000 gp Only 1, ever DMG 180 — Rod of rulership 5,000 gp Only 1, ever DMG 197 — Soul coin 500 gp 1d4 × 10 BGDIA 225 Contains one humanoid soul, used as currency Statuette, carved bone 25 gp 1d4 DMG 134 Portrays an archdevil Statuette, obsidian and gold 750 gp 1d4 DMG 135 Portrays a duke of the Nine Hells Sword of life stealing, any 5,000 gp* Only 1, ever DMG 206 Add base cost of the nonmagical weapon to item’s price Thermal cube 100 gp 1d4 IDRF 316 Radiates dry heat in a 15 foot radius Wand of fireballs 5,000 gp Only 1, ever DMG 210 — Any desired item *varies 1d4 items — Item quality no greater than uncommon Good Battle standard of infernal power 50,000 gp Only 1, ever BGDIA 223 Makes the weapon attacks of all friendly creatures within 300 feet magical Berserker axe, any 5,000 gp* Only 1, ever DMG 155 Add base cost of the nonmagical weapon to item’s price Devil’s ride 30,000 gp 1d4 – 1 BGDIA 218 War machine, similar to a motorcycle Dimensional shackles 5,000 gp Only 1 set, ever DMG 165 Prevents extradimensional movement and teleportation Demon armor 50,000 gp Only 1, ever DMG 167 — Figurine of wondrous power, obsidian steed 50,000 gp Only 1, ever DMG 170 — Gauntlets of flaming fury 5,000 gp Only 1 set, ever BGDIA 223 Causes weapons to deal an extra 1d6 fire damage Hell hound cloak 5,000 gp Only 1, ever TYP 228 Allows you to transform into a hell hound for 1 hour Ioun stone, intellect 50,000 gp Only 1, ever DMG 176 Increases your Intelligence score by 2 Rod of the pact keeper +2 5,000 gp Only 1, ever DMG 197 — Staff of fire 50,000 gp Only 1, ever DMG 201 — Any desired item *varies 1d4 items — Item quality no greater than rare Warlock pact 5,000 gp Unlimited PHB 109 Next level taken will be in warlock, with the Fiend Otherworldly Patron; patron is the merchant Excellent Belt of giant strength, fire 50,000 gp Only 1, ever DMG 155 Increases your Strength score to 25 Infernal tack 500,000 gp Only 1, ever MTF 167 Comes with a bound nightmare Instrument of the bards, ollamh harp 500,000 gp Only 1, ever DMG 176 — Iron flask 500,000 gp Only 1, ever DMG 178 Your DM decides what is within the flask Rakdos riteknife 500,000 gp Only 1, ever GGR 180 Stores up to 5 souls, deals extra damage for each soul Talisman of ultimate evil 500,000 gp Only 1, ever DMG 207 — Tormentor 60,000 gp 1d4 – 2 BGDIA 218 War machine, similar to a dune buggy Any desired item *varies 1d4 items — Item quality no greater than rare
68 Time-Lost Wandering a long, winding road, an armored human male with a tiny dragonling upon his shoulder clutches a small, colored rectangle of strange material, staring at it intently. Briefly he holds it aloft, waves it slowly around, and then shakes it violently before sighing and placing it in a pouch at his side. As he opens the pouch, a careful onlooker could spot a wealth of similar strange creations and contraptions, before the human quickly and carefully ties his pouch shut. Set up adjacent to an inn, a man with tossled hair and a surprisingly vivid bow-tie has a collection of odd wares spread across a ramshackle wooden table that appears inexpertly cobbled together. Behind the man lies, on its side, an oblong and smoldering blue box, into which he reaches periodically to retrieve new goods, appraising each in turn before shrugging and placing them upon his slapshod table. As some arcanists and scholars of the immaterial know, planar travel is not the only method for exploring the multiverse. Through either a quirk of reality or their own design, few denizens of a future time may stumble into the past. These individuals almost always have returning to their native time as their driving goal, and may be willing to trade away some of their foreign resources to gain the currency they need to achieve this end. Electric Torch. When activated, casts bright light in a 120-foot cone, and dim light 120 feet after that. Comes with an energy cell, and can run for 12 hours continuously before requiring the cell replaced to function. Entertainment Pad. This small, smooth rectangle has a panel that lights up and responds to touch. When activated, it can play one of 5d10 outlandish songs and contains 1d10 different types of games or distractions. Comes with an energy cell, and can run for 6 hours continuously before requiring the cell replaced to function. Jetpack. When activated as a bonus action, you fly a distance equal to 2d10 x 5 feet in a direction you choose. Unless you have a fly speed or this item is activated again immediately, you will begin to fall at the start of your next turn. Comes with an energy cell, and can be used 10 times before requiring the cell replaced to function. Vagelio Kaliva Time-Lost Legendary Merchant Quality Items Price Quantity Source Notes Medium Calculator 60 gp 1d4 – 1 — Tech (2); performs mathematical functions Electric torch 50 gp 1d4 – 1 — Tech (1) Entertainment pad 150 gp 1d4 – 1 — Tech (3) Energy cell 15 gp / each 1d4 × 1 DMG 268 — Ersatz eye 100 gp 1d4 XGE 137 Replaces a missing eye Prosthetic limb 100 gp 1d4 ERLW 278 Replaces a missing arm Pyroconverger 500 gp Only 1, ever GGR 180 — Talking doll 100 gp Only 1, ever XGE 139 Can be instructed to say up to 6 short phrases A Medieval Understanding While undoubtedly players will grasp the general idea behind the items listed here, their characters are a different story. It’s thus highly recommended that you use the Figuring Out Alien Technology table and associated rules on page 268 of the Dungeon Master’s Guide to illustrate this disconnect for any item labeled as “tech.” The number rating associated with tech represents the successes needed to figure out an item, and more difficult technology requires more successes. Understanding how an item works is the first step to gaining proficiency with it. To acquire proficiency, you must train with the item for 250 days, spending 1 gp on training costs per day. Refer to the Training downtime activity on page 187 of the Player’s Handbook for any further specifics.
69 Tithi Luadthong Quality Items Price Quantity Source Notes Tangler grenade 250 gp 1d4 WDMM 244 Throw up to 60 ft.: grenade explodes, creatures within 10 ft. make a DC 15 Dex save. Creatures that fail are restrained for up to 1 hr., as with the web spell. The DC to escape is 20. Sending stones 500 gp / 2 1d4 sets of 2 DMG 199 Can cast sending between two creatures with a stone Wand of pyrotechnics 100 gp Only 1, ever XGE 140 Labelled with the words “Roman Candle” Wristwatch 55 gp Only 1, ever — Reliably tells the time of day, runs on motion Good Bead of force 5,000 gp / 6 Only 6, ever DMG 154 — Boots of levitation 5,000 gp Only 1 set, ever DMG 155 — Cube of force 5,000 gp Only 1 set, ever DMG 159 — Goggles of night 5,000 gp Only 1, ever DMG 172 — Grenade, fragmentation 300 gp / each 1d4 × 2 DMG 268 Tech (2) Grenade, smoke 250 gp / each 1d4 × 2 DMG 268 Tech (2) Helm of teleportation 5,000 gp Only 1, ever DMG 174 Casts the teleport spell Jetpack 3,500 gp Only 1, ever — Tech (4) Laser pistol 3,000 gp Only 1, ever DMG 268 Tech (4) Laser rifle 4,500 gp Only 1, ever DMG 268 Tech (4) Motorcycle 40,000 gp 1d4 – 1 BGDIA 218 Same as devil’s ride, but runs on energy cells 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) Ventilating lungs 5,000 gp Only 1, ever ERLW 279 — Excellent Antimatter rifle 6,500 gp Only 1, ever DMG 268 Tech (4) Apparatus of Kwalish 500,000 gp Only 1, ever DMG 151 — Arcane propulsion arm 50,000 gp Only 1, ever ERLW 276 Can be used to make a ranged rocket punch attack Cloak of invisibility 500,000 gp Only 1, ever DMG 158 — Grenade launcher 5,500 gp Only 1, ever DMG 268 Tech (4) Screwdriver, acoustic 1,250 gp Only 1, ever — Tech (3); grants adv. on thieves’ tools checks Tome of clear thought 50,000 gp Only 1, ever DMG 208 Title: “Introduction to Quantum Physics” Tome of understanding 50,000 gp Only 1, ever DMG 209 Title: “Farmer’s Almanac”