The Tome of Treasures
A comprehensive magic item pricing guide for
5th Edition D&D
By
Samuel “BrewingScribe” Garber
Dungeons & Dragons, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, 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. All characters and their distinctive likenesses are property of Wizards of the Coast.
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley
Park, Uxbridge, Middlesex, UB11 1ET, UK.
Table of Contents:
Introduction ------------------------------------------------------ 1 Damage Modifiers ---------------------------------------------- 39
Rechargeable Uses ------------------------------------- 39
Where You’ll Find Everything --------------------------- 1 Damage over Time ------------------------------------- 39
Damage At Will ------------------------------------------- 39
Item Organization ----------------------------------------------- 1 Multiple Damage Options ------------------------- 39
Action Economy ------------------------------------------ 39
Credits ------------------------------------------------------ 1 Spells -------------------------------------------------------------------- 40
Spells with Material Components ----------- 40
Legal ------------------------------------------------------ 1 Ignoring Components -------------------------------- 40
Upcasting ----------------------------------------------------- 40
Chapter 1: Core & Supplements ---------------------- 2 Class Features ----------------------------------------------------- 40
Shared Class Features ------------------------------ 40
Dungeon Master’s Guide ----------------------------------- 2 Ability Score Improvement & Feats -------- 40
Charges ----------------------------------------------------------------- 41
Xanathar’s Guide to Everything ----------------------- 14 Example: Wand of Magic Missiles ---------- 41
Example: Efreeti Bottle ----------------------------- 41
Tasha’s Cauldron of Everything ----------------------- 15 Example: Staff of Striking ------------------------ 42
Example: Necklace of Fireballs --------------- 42
Fizban’s Treasury of Dragons --------------------------- 18 Other Notes on Charges ---------------------------- 43
Recharging versus Limited Use Items --- 43
Chapter 2: Bestiary Books ------------------------------- 20 Ability Score Modifiers -------------------------------------- 44
Ability Score Caps -------------------------------------- 44
Monster Manual -------------------------------------------------- 20 Ability Score Increase Interactions -------- 44
Creatures -------------------------------------------------------------- 44
Volo’s Guide to Monsters ----------------------------------- 20 Maluses ----------------------------------------------------------------- 44
Calculating Maluses ----------------------------------- 45
Mordenkainen’s Tome of Foes -------------------------- 20 Miscellaneous Modifiers ----------------------------------- 45
Miscellaneous Bonuses ----------------------------- 45
Boo’s Astral Menagerie -------------------------------------- 20 Miscellaneous Maluses ----------------------------- 46
Randomness ------------------------------------------------ 46
Chapter 3: Adventure Modules ------------------------ 21 Action Economy Variables ------------------------ 47
Other Effects ----------------------------------------------- 47
Lost Mine of Phandelver ----------------------------------- 21 Bounded Accuracy and this Book ------------------- 47
Hoard of the Dragon Queen ----------------------------- 21 Appendix: Pricing Examples ---------------------------- 48
Basic: Sphere of Annihilation -------------------------- 48
Rise of Tiamat ----------------------------------------------------- 22 Intermediate: Deck of Many Things ---------------- 49
Advanced: Bag of Beans ------------------------------------ 52
Princes of the Apocalypse --------------------------------- 23
Out of the Abyss -------------------------------------------------- 24
Curse of Strahd --------------------------------------------------- 24
Storm King’s Thunder --------------------------------------- 25
Tales from the Yawning Portal ------------------------- 26
Tomb of Annihilation ------------------------------------------ 27
Waterdeep: Dragonheist ------------------------------------ 27
Waterdeep: Dungeon of the Mad Mage ---------- 28
Ghosts of Saltmarsh ------------------------------------------ 29
Baldur’s Gate: Descent into Avernus -------------- 29
Icewind Dale: Rime of the Frostmaiden --------- 30
Candlekeep Mysteries ---------------------------------------- 30
The Wild Beyond the Witchlight ---------------------- 31
Strixhaven: A Curriculum of Chaos ---------------- 31
Journeys Through the Radiant Citadel ----------- 32
Astral Adventurer’s Guide --------------------------------- 32
Dragonlance: Shadow of the Dragon Queen - 32
Chapter 4: Setting Books --------------------------------- 33
Wayfinder’s Guide to Eberron -------------------------- 33
Guildmaster’s Guide to Ravnica ---------------------- 33
Eberron: Rising from the Last War ----------------- 34
Mythic Odysseys of Theros ------------------------------- 35
Van Richten’s Guide to Ravenloft -------------------- 36
Chapter 5: How Pricing Works ------------------------ 37
Variable Types ----------------------------------------------------- 37
Variable Subcategories ----------------------------- 37
Universal Calculation Rules --------------------- 37
Item Modifiers ----------------------------------------------------- 38
Weapon Range -------------------------------------------- 38
Effects ------------------------------------------------------------------- 38
Variable Subcategories ----------------------------- 38
Variable Subcategories ----------------------------- 38
Effects At Will --------------------------------------------- 39
HP Modifiers ------------------------------------------------------- 39
Rechargeable Uses ------------------------------------- 39
Always Active Effects --------------------------------- 39
Healing At Will -------------------------------------------- 39
Healing over Time -------------------------------------- 39
Introduction Credits:
Thank you for purchasing the Tome of Treasures, your Designer & Author, Layout, Editing:
guide to reasonable and consistently priced magic items for Samuel Garber (@BrewingScribe)
Dungeons & Dragons 5th Edition! This section is brief, but Art:
please read further on to find the lists of all magic items and 1manstudio.de
their pricing. A. E. Coggon
This book is designed to assist you with pricing
magic items that players find in their adventures as well Update Disclaimer:
as pricing items they can find in magic item shops and via
searching around for them in towns as part of downtime. It I am always looking to improve my work! Please keep an eye
accomplishes this via a meticulously detailed assortment on wherever you downloaded this PDF for updates. If you
of variables and modifiers associated with the plethora of play using this content and have any feedback, please send a
effects that magical items can have. Each of these variables is message to @BrewingScribe on Twitter.
assigned a value in gold, and are then added and multiplied
together to find the specific value of an item. Legal
This book services not only items from the Dungeon
Master’s Guide, it has prices for nearly every adventure and Fonts were sourced from Jonathonf via github using the CC
setting published under D&D 5th Edition! BY-SA 4.0 Creative Commons liscense, or natively via Adobe
InDesign.
Where You’ll Find Everything
The formatting and background of this PDF is based off of
Each chapter of this book contains various types of tools and templates provided by Walrock Homebrew, adapted
sourcebooks, from core and supplemental books like the to InDesign by Samuel Garber.
Dungeon Master’s Guide and Tasha’s Cauldron of Everything
to setting books like the Mythic Odysseys of Theros or Dungeons & Dragons, D&D, Wizards of the Coast, Forgotten
Eberron: Rising from the Last War. Each book has its own Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and
table, which is organized alphabetically. all other Wizards of the Coast product names, and their respective
Later on in the document, you will find detailed logos are trademarks of Wizards of the Coast in the USA and other
instructions on how to use the spreadsheet that is associated countries.
with this document to either tweak the prices to better suit
your table, or to use it to price your own magic items! To This work contains material that is copyright Wizards of the Coast
assist with this, there are several examples given throughout and/or other authors. Such material is used with permission under
this section, including an appendix which details the process the Community Content Agreement for Dungeon Masters Guild.
of pricing three items of increasing mathematical complexity.
All other original material in this work is copyright 2022 by Samuel
Item Organization Garber and published under the Community Content Agreement
for Dungeon Masters Guild.
Prices are posted both as the specific number found after
calculation (rounded to the nearest whole number) as well
as one that is rounded further, to help make shopping easier
to manage. Each item also has its rarity and item type noted
down, its page number it can be referenced at, and the page
references of any creature stat blocks you or your Dungeon
Master may need to reference when using the item.
This book does not have any of the specific statistics of
the items named within, except for the three examples in the
appendix. Please make sure you use legally owned copies
of such to reference them. As well, please remember you
can use Ctrl-F on PC or Command-F on Mac to search this
document for specific item names, if you are unsure which
book the item comes from!
Please enjoy!
1
Core & Supplements
This section contains magic items from the Dungeon Master’s
Guide and all general supplemental books, such as Xanathar’s
Guide to Everything. Each book is presented in chronological
order, from first release to most recent.
Dungeon Master’s Guide Items
Dungeon Master’s Guide Item List
Item Price (Rounded) Rarity Item Type Page Monster References
+1 Ammunition (ea) 100 100 Uncommon Ammunition 150 ---
+1 Armor * 2,100 2,100 Rare Armor 152 ---
+1 Shield 2,110 2,110 Uncommon Armor 200 ---
+1 Weapon * 1,500 1,500 Uncommon Weapon 213 ---
+2 Ammunition (ea) 300 300 Rare Ammunition 150 ---
+2 Armor * 6,300 6,300 Very Rare Armor 152 ---
+2 Shield 6,310 6,310 Rare Armor 200 ---
+2 Weapon * 4,500 4,500 Rare Weapon 213 ---
+3 Ammunition (ea) 900 900 Very Rare Ammunition 150 ---
+3 Armor * 18,900 Legendary Armor 152 ---
+3 Shield 18,910 18,900 Very Rare Armor 200 ---
+3 Weapon * 13,500 18,900 Very Rare Weapon 213 ---
Adamantine Armor * 1,800 13,500 Uncommon Armor 150 ---
Alchemy Jug 5,000 1,800 Rare Wondrous Item 150 ---
Amulet of Health 10,000 5,000 Rare Wondrous Item 150 ---
Amulet of Proof Against 10,000 10,000 Uncommon Wondrous Item 150 ---
Detection and Location 10,000
Amulet of the Planes
Animated Shield 161,500 162,000 Very Rare Wondrous Item 150 ---
Apparatus of Kwalish / 5,000 5,000 Very Rare
Apparatus of the Crab 20,000 20,000 Legendary Armor 151 ---
Armor of Invulnerability
Armor of Resistance (has Wondrous Item 151 ---
variants) *
Armor of Vulnerability 24,000 24,000 Legendary Armor 152 ---
Arrow of Slaying (ea) * 4,500 4,500 Rare Armor 152 ---
Arrow-Catching Shield
Axe of the Dwarvish Lords 1,125 1,130 Rare Armor 152 ---
Bag of Beans (average bag) 3,040 3,040
4,430 4,430 Very Rare Ammunition 152 ---
Bag of Beans (per bean) 88,646 88,600
38,504 38,500 Rare Armor 152 ---
Bag of Devouring
Bag of Holding 4,813 4,810 Artifact Weapon 221 MM 124
500 500 Rare Wondrous Item 152 MM 34 (Bulette), 138 (Shrieker), 154
5,000 5,000 (Cloud Giant), 229 (Mummy Lord),
289 (Treant)
Rare Wondrous Item 152 MM 34 (Bulette), 138 (Shrieker), 154
(Cloud Giant), 229 (Mummy Lord),
289 (Treant)
Very Rare Wondrous Item 153 ---
Uncommon Wondrous Item 153 ---
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
2
Dungeon Master’s Guide Item List
Item Price (Rounded) Rarity Item Type Page Monster References
Bag of Tricks, Gray 1,988 1,990 Uncommon Wondrous Item 154
MM 318 (Badger), 319 (Boar), 321
(Dire Wolf), 323 (Giant Badger),
325 (Giant Elk), 327 (Giant Rat), 333
(Panther), 340 (Weasel)
Bag of Tricks, Rust 2,363 2,360 Uncommon Wondrous Item 154 MM 319 (Brown Bear), 323 (Giant
Boar), 330 (Goat), 331 (Lion), 332
(Mastiff), 326 (Giant Goat), 333
(Owl), 334 (Rat)
Bag of Tricks, Tan 1,635 1,640 Uncommon Wondrous Item 154 MM 317 (Ape, Axe Beak), 318
(Baboon, Black Bear), 326 (Giant
Hyena), 329 (Giant Weasel), MM 331
(Jackal), 339 (Tiger)
Bead of Force (average set) 18,676 18,700 Rare Wondrous Item 154 ---
Bead of Force (per) 2,668 2,670 Rare Wondrous Item 154 ---
Belt of Dwarvenkind 18,306 18,300 Rare Wondrous Item 155 ---
Belt of Giant Strength, Cloud 60,000 60,000 Legendary Wondrous Item 155 ---
Belt of Giant Strength, Fire 40,000 40,000 Very Rare Wondrous Item 155 ---
Belt of Giant Strength, Frost 25,000 25,000 Very Rare Wondrous Item 155 ---
Belt of Giant Strength, Hill 15,000 15,000 Rare Wondrous Item 155 ---
Belt of Giant Strength, Stone 25,000 25,000 Very Rare Wondrous Item 155 ---
Belt of Giant Strength, Storm 90,000 90,000 Legendary Wondrous Item 155 ---
Berserker Axe + - 15,656 15,700 Rare Weapon 155 ---
Blackrazor * 43,616 43,600 Legendary Weapon 216 ---
Book of Exalted Deeds * 80,783 80,800 Artifact Wondrous Item 222 ---
Book of Vile Darkness * 25,191 25,200 Artifact Wondrous Item 222 MM 18
Boots of Elvenkind 1,800 1,800 Uncommon Wondrous Item 155 ---
Boots of Levitation 5,625 5,630 Rare Wondrous Item 155 ---
Boots of Speed 3,200 3,200 Rare Wondrous Item 155 ---
Boots of Striding and Springing 4,200 4,200 Uncommon Wondrous Item 156 ---
Boots of the Winterlands 7,500 7,500 Uncommon Wondrous Item 156 ---
Bowl of Commanding Water 3,750 3,750 Rare Wondrous Item 156 MM 125
Elementals
Bracers of Archery 475 475 Uncommon Wondrous Item 156 ---
Bracers of Defense 3,780 3,780 Rare Wondrous Item 156 ---
Brazier of Commanding Fire 3,750 3,750 Rare Wondrous Item 156 MM 125
Elementals 7,000
7,000 Uncommon Wondrous Item 156 ---
Brooch of Shielding
Broom of Flying 10,500 10,500 Uncommon Wondrous Item 156 ---
Candle of Invocation 30,137 30,100 Very Rare Wondrous Item 157 ---
Cap of Water Breathing 500 500 Uncommon Wondrous Item 157 ---
Cape of the Mountebank 1,500 1,500 Rare Wondrous Item 157 ---
Carpet of Flying, 3 x 5 ft 12,000 12,000 Very Rare Wondrous Item 157 ---
Carpet of Flying, 4 x 6 ft 10,500 10,500 Very Rare Wondrous Item 157 ---
Carpet of Flying, 5 x 7 ft 10,500 10,500 Very Rare Wondrous Item 157 ---
Carpet of Flying, 6 x 9 ft 11,000 11,000 Very Rare Wondrous Item 157 ---
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
3
Dungeon Master’s Guide Item List
Item Price (Rounded) Rarity Item Type Page Monster References
3,750 3,750 Rare
Censer of Controlling Air Wondrous Item 156 MM 124
Elementals
Chime of Opening 700 700 Rare Wondrous Item 158 158
Circlet of Blasting 375 375 Uncommon Wondrous Item 158 ---
Cloak of Arachnida 8,075 8,080 Very Rare Wondrous Item 158 ---
Cloak of Displacement 16,000 16,000 Rare Wondrous Item 158 ---
Cloak of Elvenkind 8,400
8,400 Uncommon Wondrous Item 158 ---
Cloak of Invisibility 10,000 10,000 Legendary Wondrous Item 158 ---
Cloak of Protection 3,000 3,000 Uncommon Wondrous Item 159 ---
Cloak of the Bat 5,275 5,280 Rare Wondrous Item 159 ---
Cloak of the Manta Ray 7,700 7,700 Uncommon Wondrous Item 159 ---
Crystal Ball 56,250 56,300 Very Rare Wondrous Item 159 ---
Crystal Ball of Mind Reading 61,875 61,900 Legendary Wondrous Item 159 ---
Crystal Ball of Telepathy 61,875 61,900 Legendary Wondrous Item 159 ---
Crystal Ball of True Seeing 62,730 62,700 Legendary Wondrous Item 159 ---
Cube of Force 20,000 20,000 Rare Wondrous Item 159 ---
Cubic Gate 63,125 63,100 Legendary Wondrous Item 160 ---
Daern's Instant Fortress 39,800 39,800 Rare Wondrous Item 160 ---
Dagger of Venom 2,550 2,550 Rare Weapon 160 ---
Dancing Sword + 20,000 20,000 Very Rare Weapon 160 ---
Decanter of Endless Water 21,590 21,600 Uncommon Wondrous Item 160 ---
Deck of Illusions, Single Card 1,989 1,990
Uncommon Wondrous Item 161 MM 28 (Beholder), 33 (Bugbear),
73 (Erinyes), 98 (Red Dragon),
132 (Ettin), 154 (Cloud Giant, Fire
Giant), 155 (Frost Giant, Hill Giant),
163 (Gnoll), 166 (Goblin), 170 (Iron
Golem), 178 (Night Hag), 186
(Hobgoblin), 195 (Kobold), 202
(Lich), 214 (Medusa), 237 (Ogre), 239
(Ogre Mage / Oni), 246 (Orc), 285
(Succubus), 291 (Troll), 342 (Acolyte,
Archmage), 343 (Assassin, Bandit),
344 (Bandit Captain, Berserker), 346
(Druid), 347 (Knight, Guard, Mage),
348 (Priest), 350 (Veteran)
Deck of Illusions, Typical Deck 43,757 43,800 Uncommon Wondrous Item 161 See Above
Deck of Many Thing, Full Deck 852,100 852,000 Legendary Wondrous Item 162 DMG 164
Deck of Many Things, Partial 522,100 522,000 Legendary Wondrous Item 162 DMG 164
Deck
Defender + 20,800 20,800 Legendary Weapon 164 ---
Demon Armor 2,939 2,940 Very Rare Armor 165 ---
Dimensional Shackles 5,000 5,000 Rare Wondrous Item 165 ---
Dragon Scale Mail (Has variants) 8,650 8,650 Very Rare Armor 165 ---
Dragon Slayer + 5,580 5,580 Rare Weapon 166 ---
Driftglobe 1,125 1,130 Uncommon Wondrous Item 166 ---
Dust of Disappearance 500 500 Uncommon Wondrous Item 166 ---
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
4
Dungeon Master’s Guide Item List
Item Price (Rounded) Rarity Item Type Page Monster References
Dust of Dryness (average packet) 6,112
6,110 Uncommon Wondrous Item 166 ---
Dust of Dryness (1 pellet) 764 764 Uncommon Wondrous Item 166 ---
Dust of Sneezing and Choking 1,500 1,500 Uncommon Wondrous Item 166 ---
Dwarven Plate 8,550 8,550 Very Rare Armor 167 ---
Dwarven Thrower 8,288 8,290 Very Rare Weapon 167 ---
Efreeti Bottle 89,703 89,700 Very Rare
Wondrous Item 167 ---
Efreeti Chain 22,275 22,300 Legendary Armor 167 ---
Elemental Gem (Has Variants) 1,500 1,500 Uncommon Wondrous Item 167 ---
Elixir of Health 150 150 Rare Potion 168 ---
Elven Chain 6,650 6,650 Rare Armor 168 ---
Eversmoking Bottle 500 500
Uncommon Wondrous Item 168 ---
Eye of Vecna * 359,133 359,000 Artifact Wondrous Item 224 ---
Eyes of Charming 313 313 Uncommon Wondrous Item 168 ---
Eyes of Minute Seeing 1,800 1,800 Uncommon Wondrous Item 168 ---
Eyes of the Eagle 1,800 1,800 Uncommon Wondrous Item 168 ---
4,214 4,210 Rare Wondrous Item 169 MM 174
Figurine of Wondrous Power,
Bronze Griffon
Figurine of Wondrous Power, 2,869 2,870 Rare Wondrous Item 169 DMG 169
Ebony Fly
Figurine of Wondrous Power, 640 640 Rare Wondrous Item 169 MM 331
Golden Lions (full pair)
Figurine of Wondrous Power, 320 320 Rare Wondrous Item 169 MM 331
Golden Lions (half pair)
Figurine of Wondrous Power, 2,113 2,110 Rare Wondrous Item 169 MM 326 (Giant Goat), 336 (Riding
Ivory Goats (full set) 1,840 1,840 Rare Horse)
Figurine of Wondrous Power, Wondrous Item 169 MM 326
Ivory Goats (terror)
Figurine of Wondrous Power, 150 150 Rare Wondrous Item 169 MM 326
Ivory Goats (travail)
Figurine of Wondrous Power, 123 123 Rare Wondrous Item 169 MM 336
Ivory Goats (traveling)
Figurine of Wondrous Power, 1,760 1,760 Rare Wondrous Item 170 MM 322
Marble Elephant
Figurine of Wondrous Power, 903 903 Very Rare Wondrous Item 170 MM 235
Obsidian Steed
203 203 Rare Wondrous Item 170 MM 332
Figurine of Wondrous Power,
Onyx Dog
Figurine of Wondrous Power, 7,695 7,700 Rare Wondrous Item 170 MM 327
Serpentine Owl
Figurine of Wondrous Power, 5,363 5,360 Uncommon Wondrous Item 170 MM 335
Silver Raven
Flame Tongue + 1,260 1,260 Rare Weapon 170 ---
Folding Boat 5,000 5,000 Rare Wondrous Item 170 ---
Frost Brand + 5,163 5,160 Very Rare
Weapon 171 ---
Gauntlets of Ogre Power 10,000 10,000 Uncommon Wondrous Item 171 ---
Gem of Brightness 7,090 7,090 Uncommon Wondrous Item 171 ---
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
5
Dungeon Master’s Guide Item List
Item Price (Rounded) Rarity Item Type Page Monster References
Gem of Seeing 9,000 9,000 Rare
Wondrous Item 172 ---
Giant Slayer + 3,795 3,800 Rare Weapon 172 ---
Glamoured Studded Leather 2,610 2,610 Rare Armor 172 ---
Gloves of Missile Snaring 450 450 Uncommon Wondrous Item 172 ---
Gloves of Swimming and 4,800 4,800 Uncommon Wondrous Item 172 ---
Climbing 14,000 14,000 Uncommon Wondrous Item 172 ---
Gloves of Thievery
Goggles of Night 720 720 Uncommon Wondrous Item 172 ---
Hammer of Thunderbolts 66,943 66,900 Legendary Weapon 173 ---
Hand of Vecna * 193,994 194,000 Artifact Wondrous Item 224 ---
Hat of Disguise 1,875 1,880 Uncommon Wondrous Item 173 ---
Headband of Intellect 10,000 10,000 Uncommon Wondrous Item 173 ---
Helm of Brilliance (average) 55,933 55,900 Very Rare Wondrous Item 173 ---
Helm of Brilliance (at least 1 2,368 2,370 Very Rare Wondrous Item 173 ---
gem)
Helm of Brilliance (at least 1 150 150 Very Rare Wondrous Item 173 ---
diamond)
Helm of Brilliance (at least 1 4,500 4,500 Very Rare Wondrous Item 173 ---
ruby) 615 615 Very Rare Wondrous Item 173 ---
Helm of Brilliance (at least 1
fire opal)
Helm of Brilliance (per 5,000 5,000 Very Rare Wondrous Item 173 ---
diamond)
Helm of Brilliance (per ruby) 600 600 Very Rare Wondrous Item 173 ---
Helm of Brilliance (per fire 300 300 Very Rare Wondrous Item 173 ---
opal)
Helm of Brilliance (per opal) 300 300 Very Rare Wondrous Item 173 ---
Helm of Comprehend Languages 1,875 1,880 Uncommon Wondrous Item 173 ---
Helm of Telepathy 6,540 6,540 Uncommon Wondrous Item 174 ---
Helm of Teleportation 15,625 15,600 Rare Wondrous Item 174 ---
Heward's Handy Haversack 2,500 2,500 Rare Wondrous Item 174 ---
Holy Avenger + 35,000 35,000 Legendary Weapon 174 ---
Horn of Blasting 5,110 5,110 Rare
Wondrous Item 174 ---
Horn of Valhalla, Brass 7,524 7,520 Rare Wondrous Item 175 MM 344
Horn of Valhalla, Bronze 9,072 9,070 Very Rare Wondrous Item 175 MM 344
Horn of Valhalla, Iron 11,664 11,700 Legendary Wondrous Item 175 MM 344
Horn of Valhalla, Silver 5,040 5,040 Rare Wondrous Item 175 MM 344
Horseshoes of a Zephyr 4,500 4,500 Very Rare Wondrous Item 175 ---
Horseshoes of Speed 4,800 4,800 Rare Wondrous Item 175 ---
Immovable Rod 10,000 10,000 Uncommon Rod 175 ---
Instrument of the Bards - 51,775 51,800 Very Rare Wondrous Item 176 ---
Anstruth Harp
Instrument of the Bards - 23,913 23,900 Rare Wondrous Item 176 ---
Canaith Mandolin 25,525 25,500 Rare Wondrous Item 176 ---
Instrument of the Bards - Cli Lyre
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
6
Dungeon Master’s Guide Item List
Item Price (Rounded) Rarity Item Type Page Monster References
23,026
Instrument of the Bards - Doss 23,000 Uncommon Wondrous Item 176 ---
Lute
Instrument of the Bards - 22,175 22,200 Uncommon Wondrous Item 176 ---
Fochulan Bandlore
Instrument of the Bards - Mac- 22,400 22,400 Uncommon Wondrous Item 176 ---
Fuirmidh Cittern
Instrument of the Bards - Ollamh 54,525 54,500 Legendary Wondrous Item 176 ---
Harp
Ioun Stone of Absorption 2,700 2,700 Very Rare Wondrous Item 177 ---
Ioun Stone of Agility 10,800 10,800 Very Rare Wondrous Item 177 ---
Ioun Stone of Awareness 16,200 16,200 Rare Wondrous Item 177 ---
Ioun Stone of Fortitude 10,800 10,800 Very Rare Wondrous Item 177 ---
Ioun Stone of Greater 42,188 42,200 Legendary Wondrous Item 177 ---
Absorption
Ioun Stone of Insight 10,800 10,800 Very Rare Wondrous Item 177 ---
Ioun Stone of Intellect 10,800 10,800 Very Rare Wondrous Item 177 ---
Ioun Stone of Leadership 10,800 10,800 Very Rare Wondrous Item 177 ---
Ioun Stone of Mastery 9,000 9,000 Legendary Wondrous Item 177 ---
Ioun Stone of Protection 1,260 1,260 Rare Wondrous Item 177 ---
Ioun Stone of Regeneration 6,188 6,190 Legendary Wondrous Item 177 ---
Ioun Stone of Reserve 5,175 5,180 Rare Wondrous Item 177 ---
Ioun Stone of Strength 10,800 10,800 Very Rare Wondrous Item 177 ---
Ioun Stone of Sustenance 2,250 2,250 Rare Wondrous Item 177 ---
Iron Bands of Bilarro 375 375 Rare Wondrous Item 177 ---
Iron Flask 660,000 660,000 Legendary Wondrous Item 178 MM 16 (Deva), 17 (Planetar), 18
(Solar), 36 (Cambion), 55 (Balor),
56 (Barlgura), 57 (Chasme),
58 (Glabrezu), 59 (Goristro),
60 (Hezrou), 61 (Marilith), 62
(Nalfeshnee), 64 (Shadow Demon,
Vrock), 65 (Yochlol), 70 (Bearded
Devil, Barbed Devil) 71 (Bone Devil),
72 (Chained Devil), 73 (Erinyes), 74
(Horned Devil), 75 (Ice Devil), 76
(Imp), 77 (Pit Fiend), 78 (Spined
Devil), 124 (Air Elemental, Earth
Elemental), 125 (Fire Elemental,
Water Elemental), 143 (Dao), 144
(Djinni), 145 (Efreeti), 146 (Marid),
160 (Githyanki Knight), 161 (Githzerai
Zerth), 178 (Night Hag), 192
(Invisible Stalker), 266 (Salamander),
276 (Blue Slaad, Red Slaad, Slaad
Tadpole), 277 (Gray Slaad, Green
Slaad), 278 (Death Slaad), 285
(Succubus/Incubus), 304 (Xorn),
313 (Arcanaloth, Mezzoloth), 314
(Nycaloth, Ultroloth)
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
7
Dungeon Master’s Guide Item List
Item Price (Rounded) Rarity Item Type Page Monster References
Javelin of Lightning 2,490 178 ---
2,490 Uncommon Weapon
Keoghtom's Ointment (Average 3,087 3,090 Uncommon Wondrous Item 179 ---
Jar)
Keoghtom's Ointment (Per 772 772 Uncommon Wondrous Item 179 ---
dose)
Lantern of Revealing 1,080 1,080 Uncommon Wondrous Item 179 ---
Luck Blade, Exhausted + 4,850 4,850 Legendary Weapon 179 ---
Luck Blade, 1 wish + 104,850 105,000 Legendary Weapon 179 ---
Luck Blade, 2 wishes + 232,850 233,000 Legendary Weapon 179 ---
Luck Blade, 3 wishes + 361,100 361,000 Legendary Weapon 179 ---
Mace of Disruption 2,295 2,300 Rare Weapon 179 ---
Mace of Smiting 17,062 17,100 Rare Weapon 179 ---
Mace of Terror 1,000 1,000 Rare Weapon 180 ---
Mantle of Spell Resistance 8,400 8,400 Rare Wondrous Item 180 ---
Manual of Bodily Health 30,000 30,000 Very Rare Wondrous Item 180 ---
Manual of Clay Golems 4,500 4,500 Very Rare Wondrous Item 180 MM 168
Manual of Flesh Golems 1,620 1,620 Very Rare Wondrous Item 180 MM 169
Manual of Gainful Exercise 30,000 30,000 Very Rare Wondrous Item 180 ---
Manual of Iron Golems 13,500 13,500 Very Rare Wondrous Item 180 MM 170
Manual of Quickness of Action 30,000 30,000 Very Rare Wondrous Item 181 ---
Manual of Stone Golems 5,310 5,310 Very Rare Wondrous Item 180 MM 170
Mariner's Armor + 4,100 4,100 Uncommon Armor 181 ---
Medallion of Thoughts 469 469 Uncommon Wondrous Item 181 ---
Mirror of Life Trapping 28,400 28,400 Very Rare Wondrous Item 181 ---
Mithral Armor + 6,500
6,500 Uncommon Armor 182 ---
Moonblade, Untouched 2,763 2,760 Legendary Weapon 217 ---
Moonblade, average previous 40,728 40,700 Legendary Weapon 217 ---
masters
Moonblade, random rune 8,032 8,030 Legendary Weapon 217 ---
properties, per
Necklace of Adaption 3,600 3,600 Uncommon Wondrous Item 182 ---
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
8
Dungeon Master’s Guide Item List
Item Price (Rounded) Rarity Item Type Page Monster References
Necklace of Fireballs (1 bead) 300 300 Rare
Wondrous Item 182 ---
Necklace of Fireballs (2 beads) 410 410 Rare Wondrous Item 182 ---
Necklace of Fireballs (3 beads) 641 641 Rare Wondrous Item 182 ---
Necklace of Fireballs (4 beads) 882 882 Rare Wondrous Item 182 ---
Necklace of Fireballs (5 beads) 1,129 1,130 Rare Wondrous Item 182 ---
Necklace of Fireballs (6 beads) 1,385 1,390 Rare Wondrous Item 182 ---
Necklace of Fireballs (7 beads) 1,640 1,640 Rare Wondrous Item 182 ---
Necklace of Fireballs (8 beads) 1,888 1,890 Rare Wondrous Item 182 ---
Necklace of Fireballs (9 beads) 2,139 2,140 Rare Wondrous Item 182 ---
Necklace of Prayer Beads (bless) 125 125 Rare Rare 182 ---
500 500 Rare Rare 182 ---
Necklace of Prayer Beads
(curing)
Necklace of Prayer Beads (favor) 3,950 3,950 Rare Rare 182 ---
Necklace of Prayer Beads 375 375 Rare Rare 182 ---
(smiting)
Necklace of Prayer Beads 80,000 80,000 Rare Rare 182 ---
(summons)
Necklace of Prayer Beads (wind 7,550 7,550 Rare Rare 182 ---
walking) 49,350 183 ---
49,300 Very Rare Weapon
Nine Lives Stealer (max charges)
+
Nine Lives Stealer (average 33,011 33,000 Very Rare Weapon 183 ---
charges) +
Nolzur's Marvelous Pigments 1,500 1,500 Very Rare Wondrous Item 183 ---
(average box set)
Nolzur's Marvelous Pigments 500 500 Very Rare Wondrous Item 183 ---
(per pot)
Oathbow 4,208 4,210 Very Rare Weapon 183 ---
Oil of Etherealness 5,000 5,000 Rare Potion 183 ---
Oil of Sharpness 2,250 2,250 Very Rare Potion 184 ---
Oil of Slipperiness 5,650 5,650 Uncommon Potion 184 ---
Orb of Dragonkind * 50,089 50,100 Artifact Wondrous Item 225 ---
Pearl of Power 1,500 1,500 Uncommon Wondrous Item 184 ---
Periapt of Health 9,000 9,000 Uncommon Wondrous Item 184 ---
Periapt of Proof Against Poison 36,000 36,000 Rare Wondrous Item 184 ---
Periapt of Wound Closure 10,450 10,500 Uncommon Wondrous Item 184 ---
Philter of Love 100 100 Uncommon Potion 184 ---
Pipes of Haunting 375 375 Uncommon Wondrous Item 185 ---
Pipes of the Sewers 125 125 Uncommon Wondrous Item 185 MM 339
Plate Armor of Etherealness 14,000 14,000 Legendary Armor 185 ---
Portable Hole 2,500 2,500 Rare Wondrous Item 185 ---
Potion of Animal Friendship 175 175 Uncommon Potion 187 ---
Potion of Clairvoyance 400 400 Rare Potion 187 ---
Potion of Climbing 187 ---
367 367 Common Potion
Potion of Diminution 650 650 Rare Potion 187 ---
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
9
Dungeon Master’s Guide Item List
Item Price (Rounded) Rarity Item Type Page Monster References
Potion of Fire Breath 960 187 ---
960 Uncommon Potion
Potion of Flying 800 800 Very Rare Potion 187 ---
Potion of Gaseous Form 350 350 Rare Potion 187 ---
Potion of Giant Strength, Cloud 30,000 30,000 Very Rare Potion 187 ---
Potion of Giant Strength, Fire 20,000 20,000 Rare Potion 187 ---
Potion of Giant Strength, Frost 12,500 12,500 Rare Potion 187 ---
Potion of Giant Strength, Hill 7,500 7,500 Uncommon Potion 187 ---
Potion of Giant Strength, Stone 12,500 12,500 Rare Potion 187 ---
Potion of Giant Strength, Storm 45,000 45,000 Legendary Potion 187 ---
Potion of Growth 650 650 Uncommon Potion 187 ---
Potion of Healing 50 50 Common Potion 187 ---
Potion of Healing, Greater 150 150 Uncommon Potion 187 ---
Potion of Healing, Superior 450 450 Very Rare Potion 187 ---
Potion of Healing, Supreme 1,550 1,550 Very Rare Potion 187 ---
Potion of Heroism 100 100 Rare Potion 188 ---
Potion of Invisibility 188 ---
500 500 Very Rare Potion
Potion of Invulnerability 13,000 13,000 Rare Potion 188 ---
Potion of Longevity 10,000 10,000 Very Rare Potion 188 ---
Potion of Mind Reading 150 150 Rare Potion 188 ---
Potion of Poison 238 238 Uncommon Potion 188 ---
1,000 1,000 Uncommon Potion 187 ---
Potion of Resistance (has
variants)
Potion of Speed 650 650 Very Rare Potion 188 ---
Potion of Vitality 7,333 7,330 Very Rare Potion 188 ---
Potion of Water Breathing 150 150 Uncommon Potion 188 ---
Quaal's Feather Token, Anchor 50 50 Rare Wondrous Item 188 ---
Quaal's Feather Token, Bird 3,000 3,000 Rare Wondrous Item 188 ---
Quaal's Feather Token, Fan 500 500 Rare Wondrous Item 188 ---
Quaal's Feather Token, Swan 2,500 2,500 Rare Wondrous Item 188 ---
Boat
Quaal's Feather Token, Tree 50 50 Rare Wondrous Item 188 ---
Quaal's Feather Token, Whip 2,068 2,070 Rare Wondrous Item 188 ---
Quiver of Ehlonna 500 500 Uncommon Wondrous Item 189 ---
Ring of Air Elemental Command, 29,494 29,500 Legendary Ring 190 ---
Basic
Ring of Air Elemental Command, 45,600 45,600 Legendary Ring 190 ---
Empowered
Ring of Animal Influence 1,250 1,250 Rare Ring 189 ---
Ring of Djinni Summoning 304,400 304,000 Legendary Ring 190 MM 144
29,094 29,100 Legendary Ring 190 ---
Ring of Earth Elemental
Command, Basic
Ring of Earth Elemental 43,544 43,500 Legendary Ring 190 ---
Command, Empowered
Ring of Evasion 12,500 12,500 Rare Ring 191 ---
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
10
Dungeon Master’s Guide Item List
Item Price (Rounded) Rarity Item Type Page Monster References
Ring of Feather Falling 500 500 Rare Ring 191 ---
Ring of Fire Elemental 33,494 33,500 Legendary Ring 190 ---
Command, Basic
Ring of Fire Elemental 39,974 40,000 Legendary Ring 190 ---
Command, Empowered
Ring of Free Action 18,500 18,500 Rare Ring 191 ---
Ring of Invisibility 10,000 10,000 Legendary Ring 191 ---
Ring of Jumping 3,875 3,880 Uncommon Ring 191 ---
Ring of Mind Shielding 22,500 22,500 Uncommon Ring 191 ---
Ring of Protection 3,500 3,500 Rare Ring 191 ---
Ring of Regeneration 58,600 58,600 Very Rare Ring 191 ---
Ring of Resistance (has variants) 4,500 4,500 Rare Ring 192 ---
Ring of Shooting Stars 4,928 4,930 Very Rare Ring 192 ---
Ring of Spell Storing 13,750 13,800 Rare Ring 192 ---
Ring of Spell Turning 11,810 11,800 Legendary Ring 193 ---
Ring of Swimming 4,800 4,800 Uncommon Ring 193 ---
Ring of Telekinesis 53,750 53,800 Very Rare Ring 193 ---
Ring of the Ram 1,069 1,070 Rare Ring 193 ---
Ring of Three Wishes 356,250 356,000 Legendary Ring 193 ---
Ring of Warmth 4,550 4,550 Uncommon Ring 193 ---
Ring of Water Elemental 31,494 31,500 Legendary Ring 191 ---
Command, Basic
Ring of Water Elemental 41,466 41,500 Legendary Ring 191 ---
Command, Empowered 2,500 2,500 Uncommon Ring 193 ---
Ring of Water Walking
Ring of X-Ray Vision 1,080 1,080 Rare Ring 193 ---
Robe of Eyes 4,860 4,860 Rare Wondrous Item 193 ---
Robe of Scintillating Colors 6,913 6,910 Very Rare Wondrous Item 194 ---
Robe of Stars 74,163 74,200 Very Rare Wondrous Item 194 ---
Robe of the Archmagi 21,400 21,400 Legendary Wondrous Item 194 ---
Robe of Useful Items, Average 23,916 23,900 Uncommon Wondrous Item 195 MM 332
robe
Robe of Useful Items, per 2,388 2,390 Uncommon Wondrous Item 195 MM 333
additional patch
Rod of Absorption 121,950 122,000 Very Rare Rod 195 ---
Rod of Alertness 15,870 15,900 Very Rare Rod 196 ---
Rod of Lordly Might 33,276 33,300 Legendary Rod 196 ---
Rod of Resurrection 6,521 6,520 Legendary Rod 197 ---
Rod of Rulership 25,300 25,300 Rare Rod 197 ---
Rod of Security 50,000 50,000 Very Rare Rod 197 ---
Rod of the Pact Keeper +1 8,500 8,500 Rare Rod 197 ---
Rod of the Pact Keeper +2 10,500 10,500 Rare Rod 197 ---
Rod of the Pact Keeper +3 16,500 16,500 Very Rare Rod 197 ---
Rope of Climbing 500 500 Uncommon Wondrous Item 197 ---
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
11
Dungeon Master’s Guide Item List
Item Price (Rounded) Rarity Item Type Page Monster References
Rope of Entanglement 7,875 7,880 Rare
Wondrous Item 197 ---
Saddle of the Cavalier 22,900 22,900 Uncommon Wondrous Item 199 ---
Scarab of Protection 92,400 92,400 Legendary Wondrous Item 199 ---
Scimitar of Speed 8,025 8,030 Very Rare Weapon 199 ---
Scroll of Protection (has 500 500 Rare Scroll 199 ---
variants)
525 525 Uncommon Wondrous Item 199 ---
Sending Stones
Sentinel Shield 3,610 3,610 Uncommon Armor 199 ---
Shield of Missile Attraction 4,059 4,060 Rare Armor 200 ---
Slippers of Spider Climbing 800 800 Uncommon Wondrous Item 200 ---
Sovereign Glue (average set) 25,000 25,000 Legendary Wondrous Item 200 ---
Sovereign Glue (per) 5,000 5,000 Legendary Wondrous Item 200 ---
Spell Scroll, 1st level + 50 50 Common Scroll 200 ---
Spell Scroll, 2nd level + 150 150 Uncommon Scroll 200 ---
Spell Scroll, 3rd level + 300 300 Uncommon Scroll 200 ---
Spell Scroll, 4th level + 600 600 Rare Scroll 200 ---
Spell Scroll, 5th level + 1,500 1,500 Rare Scroll 200 ---
Spell Scroll, 6th level + 3,000 3,000 Very Rare Scroll 200 ---
Spell Scroll, 7th level + 5,000 5,000 Very Rare Scroll 200 ---
Spell Scroll, 8th level + 7,500 7,500 Very Rare Scroll 200 ---
Spell Scroll, 9th level + 11,000 11,000 Legendary Scroll 200 ---
Spell Scroll, Cantrip + 10 10 Common Scroll 200 ---
Spellguard Shield 16,410 16,400 Very Rare Armor 201 ---
Sphere of Annihilation 25,525 25,500 Legendary Wondrous Item 201 ---
Staff of Charming 29,946 29,900 Rare Weapon 201 ---
Staff of Fire 5,996 6,000 Very Rare Weapon 201 ---
Staff of Frost 16,969 17,000 Very Rare Weapon 201 ---
Staff of Healing 5,237 5,240 Rare Weapon 202 ---
Staff of Power 238,404 238,000 Very Rare Weapon 202 ---
Staff of Striking 9,770 9,770 Very Rare Weapon 203 ---
Staff of Swarming Insects 2,344 2,340 Rare Weapon 203 MM 203
Staff of the Adder 1,560 1,560 Uncommon Weapon 203 ---
Staff of the Magi 595,305 595,000 Legendary Weapon 203 ---
Staff of the Python 630 630 Uncommon Weapon 204 MM 324
Staff of the Woodlands 22,745 22,700 Rare Weapon 204 ---
Staff of Thunder and Lightning 7,095 7,100 Very Rare Weapon 204 ---
Staff of Withering 11,875 11,900 Very Rare Weapon 205 ---
Stone of Controlling Earth 3,750 3,750 Rare Wondrous Item 205 MM 124
Elementals
Stone of Good Luck (luckstone) 2,200 2,200 Uncommon Wondrous Item 205 ---
Sunblade 7,250 7,250 Rare Weapon 205 ---
Sword of Answering (has 49,190 49,200 Legendary Weapon 206 ---
variants)
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
12
Dungeon Master’s Guide Item List
Item Price (Rounded) Rarity Item Type Page Monster References
Sword of Kas * 35,102 35,100 Artifact Weapon 226 ---
Sword of Life-Stealing + 936 936 Rare Weapon 206 ---
Sword of Sharpness + 22,515 22,500 Very Rare Weapon 206 ---
Sword of Vengeance + 850 850 Uncommon Weapon 206 ---
Sword of Wounding + 4,545 4,550 Rare Weapon 207 ---
Talisman of Pure Good 70,390 70,400 Legendary
Wondrous Item 207 ---
Talisman of the Sphere 7,000 7,000 Legendary Wondrous Item 207 ---
Talisman of Ultimate Evil 69,390 69,400 Legendary Wondrous Item 207 ---
Tentacle Rod 11,565 11,600 Rare Rod 208 ---
Tome of Clear Thought 30,000 30,000 Very Rare Wondrous Item 208 ---
30,000 30,000 Very Rare Wondrous Item 208 ---
Tome of Leadership and
Influence
Tome of the Stilled Tongue * 38,850 38,900 Legendary Wondrous Item 208 ---
Tome of Understanding 30,000 30,000 Very Rare Wondrous Item 209 ---
Trident of Fish Command 1,406 1,410 Uncommon Weapon 209 ---
Universal Solvent 5,000 5,000 Legendary Wondrous Item 209 ---
Vicious Weapon + 128 128 Rare
Weapon 209 ---
Vorpal Sword + 67,125 67,100 Legendary Weapon 209 ---
Wand of Binding 3,002 3,000 Rare Wand 209 ---
Wand of Enemy Detection 1,874 1,870 Rare Wand 210 ---
Wand of Fear 1,806 1,810 Rare Wand 210 ---
Wand of Fireballs 7,670 7,670 Rare Wand 210 ---
Wand of Lightning Bolts 7,670 7,670 Rare Wand 211 ---
Wand of Magic Detection 156 156 Uncommon Wand 211 ---
Wand of Magic Missiles 3,486 3,490 Uncommon Wand 211 ---
Wand of Orcus * 65,706 65,700 Artifact Weapon 227 MM 272 (Skeleton), 316 (Zombie)
Wand of Paralysis 2,928 2,930 Rare Wand 211 ---
Wand of Polymorph 2,928 2,930 Very Rare Wand 211 ---
Wand of Secrets 63 63 Uncommon Wand 211 ---
Wand of the War Mage +1 1,150 1,150 Uncommon Wand 212 ---
Wand of the War Mage +2 2,550 2,550 Rare Wand 212 ---
Wand of the War Mage +3 6,750 6,750 Very Rare Wand 212 ---
Wand of Web 732 732 Uncommon Wand 212 ---
Wand of Wonder 7,099 7,100 Rare Wand 212 DMG 322 (Elephant), 335, (Rat), 336
(Rhinoceros)
Wave * 70,957 71,000 Legendary Weapon 218 ---
Weapon of Warning + 36,000 36,000 Uncommon Weapon 213 ---
Well of Many Worlds 27,000
27,000 Legendary Wondrous Item 213 ---
Whelm * 13,594 13,600 Legendary Weapon 218 ---
Wind Fan 2,531 2,530 Uncommon Wondrous Item 213 ---
Winged Boots 2,700 2,700 Uncommon Wondrous Item 214 MM 327
Wings of Flying 5,400 5,400 Rare Wondrous Item 214 ---
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
13
Xanathar’s Guide to Everything Items
Xanathar’s Guide to Everything Item List
Item Price (Rounded) Rarity Item Type Page Monster References
Armor of Gleaming 50 50 Common Armor 136 ---
Bead of Nourishment 1 1 Common Wondrous Item 136 ---
Bead of Refreshment 1 1 Common Wondrous Item 136 ---
Boots of False Tracks 475 475 Common Wondrous Item 136 ---
Candle of the Deep 5 5 Common Wondrous Item 136 ---
Cast-Off Armor, Light Armor + 5 5 Common Armor 136 ---
Cast-Off Armor, Medium Armor 50 50 Common Armor 136 ---
+
Cast-Off Armor, Heavy Armor + 500 500 Common Armor 136 ---
Charlatan's Die 50 50 Common
Cloak of Billowing 5 5 Common Wondrous Item 136 ---
Cloak of Many Fashions 500 500 Common
Clockwork Amulet 5,000 5,000 Common Wondrous Item 136 ---
Clothes of Mending 5 5 Common
Dark Shard Amulet 338 338 Common Wondrous Item 136 ---
Dread Helm 5 5 Common
Ear Horn of Hearing 4,500 4,500 Common Wondrous Item 137 ---
Enduring Spellbook 5,000 5,000 Common
Ersatz Eye 50 50 Common Wondrous Item 137 ---
Hat of Vermin 50 50 Common
Hat of Wizardry 338 338 Common Wondrous Item 137 ---
Heward's Handy Spice Pouch 50 50 Common
Horn of Silent Alarm 645 645 Common Wondrous Item 137 ---
Instrument of Illusions 875 875 Common
Instrument of Scribing 125 125 Common Wondrous Item 137 ---
Lock of Trickery 4,500 4,500 Common
Moon-Touched Sword 45 45 Common Wondrous Item 137 ---
Mystery Key 225 225 Common
Orb of Direction 5 5 Common Wondrous Item 137 ---
Orb of Time 5 5 Common
Perfume of Bewitching 507 507 Common Wondrous Item 137 ---
Pipe of Smoke Monsters 500 500 Common
Pole of Angling 5 5 Common Wondrous Item 137 ---
Pole of Collapsing 5 5 Common
Pot of Awakening 10 10 Common Wondrous Item 137 ---
Rope of Mending 50 50 Common
Ruby of the War Mage 50 50 Common Wondrous Item 137 ---
Shield of Expression 15 15 Common
Smoldering Armor + 5 5 Common Wondrous Item 137 ---
Staff of Adornment 50 50 Common
Wondrous Item 138 ---
Wondrous Item 138 ---
Weapon 138 ---
Wondrous Item 138 ---
Wondrous Item 138 ---
Wondrous Item 138 ---
Wondrous Item 138 ---
Wondrous Item 138 ---
Wondrous Item 138 ---
Wondrous Item 138 ---
Wondrous Item 138 MM 317
Wondrous Item 138 ---
Wondrous Item 138 ---
Armor 139 ---
Armor 139 ---
Weapon 139 ---
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
14
Xanathar’s Guide to Everything Item List
Item Price (Rounded) Rarity Item Type Page Monster References
Staff of Birdcalls 100 100 Common Weapon 139 ---
Weapon 139 ---
Staff of Flowers 10 10 Common Wondrous Item 139 ---
Wondrous Item 139 ---
Talking Doll 5 5 Common Ammunition 139 ---
Wondrous Item 139 ---
Tankard of Sobriety 50 50 Common Ammunition 139 ---
Wand 140 ---
Unbreakable Arrow 5 5 Common Wand 140 ---
Veteran's Cane 50 50 Common Wand 140 ---
Wand 140 ---
Walloping Ammunition 100 100 Common
Wand of Conducting 13 13 Common
Wand of Pyrotechnics 10 10 Common
Wand of Scowls 10 10 Common
Wand of Smiles 10 10 Common
Tasha’s Cauldron of Everything Items
Tasha’s Cauldron of Everything Item List
Item Price (Rounded) Rarity Item Type Page Monster References
Absorbing Tattoo (has variants) 12,500 12,500 Very Rare
Wondrous Item 119 ---
Alchemical Compendium 13,625 13,600 Rare Wondrous Item 119 ---
All-Purpose Tool +1 6,500 6,500 Uncommon Wondrous Item 119 ---
All-Purpose Tool +2 8,500 8,500 Rare Wondrous Item 119 ---
All-Purpose Tool +3 14,500 14,500 Very Rare Wondrous Item 119 ---
Amulet of the Devout +1 2,800 2,800 Uncommon Wondrous Item 119 ---
Amulet of the Devout +2 4,800 4,800 Rare Wondrous Item 119 ---
Amulet of the Devout +3 10,800 10,800 Very Rare Wondrous Item 119 ---
Arcane Grimoire +1 16,000 16,000 Uncommon Wondrous Item 120 ---
Arcane Grimoire +2 18,000 18,000 Rare Wondrous Item 120 ---
Arcane Grimoire +3 24,000 24,000 Very Rare Wondrous Item 120 ---
Astral Shard 545 545 Rare Wondrous Item 120 ---
Astromancy Archive Rare Wondrous Item 120 ---
Atlas of Endless Horizons 19,250 19,300 Rare Wondrous Item 120 ---
Baba Yaga's Mortar and Pestle * 28,188 28,200 Artifact Wondrous Item 121 ---
Baba Yaga's Pestle * 281,034 281,000 Artifact Weapon 121 ---
Barrier Tattoo, Large 12,408 12,400 Very Rare Wondrous Item 122 ---
Barrier Tattoo, Medium 21,500 21,500 Rare Wondrous Item 122 ---
Barrier Tattoo, Small 10,750 10,800 Uncommon Wondrous Item 122 ---
5,045 5,050
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
15
Tasha’s Cauldron of Everything Item List
Item Price (Rounded) Rarity Item Type Page Monster References
Bell Branch 406 406 Rare
Wondrous Item 122 ---
Blood Fury Tattoo 65,660 65,700 Legendary Wondrous Item 122 ---
Bloodwell Vial +1 3,500 3,500 Uncommon Wondrous Item 122 ---
Bloodwell Vial +2 5,500 5,500 Rare Wondrous Item 122 ---
Bloodwell Vial +3 11,500 11,500 Very Rare Wondrous Item 122 ---
Cauldron of Rebirth 4,534 4,530 Very Rare Wondrous Item 122 ---
Coiling Grasp Tattoo 4,440 4,440 Uncommon Wondrous Item 123 ---
Crook of Rao * 30,100 30,100 Artifact Wondrous Item 123 MM 55 (Balor), 61 (Marilith), 63
(Quasit), 64 (Vrock), 70 (Barbed
Devil), 75 (Ice Devil), 76 (Imp), 77
(Pit Fiend), 178 (Night Hag), 257
(Rakshasa), 285 (Succubus/Incubus),
313 (Arcanaloth)
Crystalline Chronicle 14,450 14,500 Very Rare Wondrous Item 124 ---
Demonomicon of Iggwilv * 93,409 93,400 Artifact Wondrous Item 125 ---
Devotee's Censer 3,425 3,430 Rare
Weapon 128 ---
Duplicitous Manuscript 12,275 12,300 Rare Wondrous Item 126 ---
Eldritch Claw Tattoo 1,325 1,330 Uncommon Wondrous Item 126 ---
Elemental Essence Shard, Air 90 90 Rare Wondrous Item 127 ---
Elemental Essence Shard, Earth 500 500 Rare Wondrous Item 127 ---
Elemental Essence Shard, Fire 95 95 Rare Wondrous Item 127 ---
Elemental Essence Shard, Water 390 390 Rare Wondrous Item 127 ---
Far Realm Shard 213 213 Rare Wondrous Item 127 ---
Feywild Shard 1,500 1,500 Uncommon Wondrous Item 127 ---
Fulminating Treatise 10,177 10,200 Rare Wondrous Item 128 ---
Ghost Step Tattoo 33,750 33,800 Very Rare Wondrous Item 128 ---
Guardian Emblem 500 500 Uncommon Wondrous Item 128 ---
Heart Weaver's Primer 20,525 20,500 Rare Wondrous Item 128 ---
Illuminator's Tattoo 5,005 5,010 Common Wondrous Item 129 ---
Libram of Souls and Flesh 13,800 13,800 Rare Wondrous Item 129 ---
Lifewell Tattoo 9,500 9,500 Very Rare Wondrous Item 129 ---
Luba's Tarokka of Souls * 60,125 60,100 Artifact Wondrous Item 129 MM 23 (Banshee), 47 (Death Knight),
134 (Flameskull), 147 (Ghost), 228
(Mummy), 229 (Mummy Lord), 297
(Vampire), 298 (Vampire Spawn),
302 (Wraith)
Lyre of Building 17,825 17,800 Rare Wondrous Item 131 ---
Masquerade Tattoo 5 5 Common Wondrous Item 131 ---
Mighty Servant of Leuk-o * 79,520 79,500 Artifact Wondrous Item 131 ---
Moon Sickle +1 2,076 2,080
Uncommon Weapon 133 ---
Moon Sickle +2 6,076 6,080 Rare Weapon 133 ---
Moon Sickle +3 18,076 18,100 Very Rare Weapon 133 ---
Nature's Mantle 20,000 20,000 Uncommon Wondrous Item 133 ---
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
16
Tasha’s Cauldron of Everything Item List
Item Price (Rounded) Rarity Item Type Page Monster References
Outer Essence Shard, Chaotic 7,000 7,000 Rare
Wondrous Item 133 ---
Outer Essence Shard, Evil 1,200 1,200 Rare Wondrous Item 133 ---
Outer Essence Shard, Good 525 525 Rare Wondrous Item 133 ---
Outer Essence Shard, Lawful 8,500 8,500 Rare Wondrous Item 133 ---
Planecaller's Codex 24,935 24,900 Rare Wondrous Item 134 ---
Prosthetic Limb 55 55 Common Wondrous Item 134 ---
Protective Verses 20,081 20,100 Rare Wondrous Item 134 ---
Reveler's Concertina 9,600 9,600 Rare Wondrous Item 134 ---
Rhythm-Maker's Drum +1 1,450 1,450 Uncommon Wondrous Item 134 ---
Rhythm-Maker's Drum +2 3,450 3,450 Rare Wondrous Item 134 ---
Rhythm-Maker's Drum +3 9,450 9,450 Very Rare Wondrous Item 134 ---
Shadowfell Brand Tattoo 4,140 4,140 Rare Wondrous Item 134 ---
Shadowfell Shard 5,500 5,500 Rare Wondrous Item 135 ---
Spellwrought Tattoo, 1st Level Common Wondrous Item 135 ---
Spellwrought Tattoo, 2nd Level 50 50 Uncommon Wondrous Item 135 ---
Spellwrought Tattoo, 3rd Level 150 150 Uncommon Wondrous Item 135 ---
Spellwrought Tattoo, 4th Level 300 300 Rare Wondrous Item 135 ---
Spellwrought Tattoo, 5th Level 600 600 Rare Wondrous Item 135 ---
Spellwrought Tattoo, Cantrip 1,500 1,500 Common Wondrous Item 135 ---
Teeth of Dahlver-Nar * 10 10 Artifact Wondrous Item 135 MM 28 (Beholder), 77 (Pit Fiend),
381,425 381,000
97 (Ancient Red Dragon), 143 (Dao),
144 (Djinni), 145 (Efreeti), 146
(Marid), 166 (Goblin, Goblin Boss),
177 (Green Hag), 204 (Lizardfolk),
205 (Lizardfolk Queen), 222 (Mind
Flayer), 279 (Specter), 285 (Incubus),
286 (Tarrasque), 294 (Unicorn),
297 (Vampire), 320 (Cat), 326
(Giant Octopus), 329 (Giant Toad),
345 (Commoner), 347 (Mage),
348 (Priest), TCE 137 (Adult Red
Dracolich)
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
17
Fizban’s Treasury of Dragons Items
Fizban’s Treasury of Dragons Item List
Item Price (Rounded) Rarity Item Type Page Monster References
13,275 13,300 Very Rare Wondrous Item 22 ---
Amethyst Lodestone 1,033 1,030 Rare Weapon 22 ---
107,477 107,000 Legendary Wondrous Item 27 ---
Crystal Blade + 2,967 2,970 Uncommon Wondrous Item 27 ---
6,577 6,580 Rare Wondrous Item 27 ---
Dragon Vessel, Ascendant 12,827 12,800 Very Rare Wondrous Item 27 ---
3,300 3,300 Rare Weapon 23 ---
Dragon Vessel, Slumbering 32,825 32,800 Legendary Wondrous Item 26 ---
Dragon Vessel, Stirring 33,463 33,500 Legendary Wondrous Item 26 ---
Dragon Vessel, Wakened 42,450 42,500 Legendary Wondrous Item 26 ---
Dragon Wing Bow + 600 600 Uncommon Wondrous Item 26 ---
Dragon-Touched Focus, 1,200 1,200 Rare Wondrous Item 26 ---
Ascendant (Chromatic)
713 713 Rare Wondrous Item 26 ---
Dragon-Touched Focus,
Ascendant (Gem) 1,800 1,800 Rare Wondrous Item 26 ---
Dragon-Touched Focus, 5,325 5,330 Very Rare Wondrous Item 26 ---
Ascendant (Metallic)
5,963 5,960 Very Rare Wondrous Item 26 ---
Dragon-Touched Focus,
Slumbering 14,950 15,000 Very Rare Wondrous Item 26 ---
Dragon-Touched Focus, Stirring 13,632 13,600 Legendary Weapon 25 ---
(Chromatic)
162 162 Uncommon Weapon 25 ---
Dragon-Touched Focus, Stirring
(Gem) 1,762 1,760 Rare Weapon 25 ---
Dragon-Touched Focus, Stirring 5,502 5,500 Very Rare Weapon 25 ---
(Metallic)
3,700 3,700 Uncommon Wondrous Item 23 ---
Dragon-Touched Focus, 5,100
Wakened (Chromatic) 9,300 5,100 Rare Wondrous Item 23 ---
19,540
Dragon-Touched Focus, 1,975 9,300 Very Rare Wondrous Item 23 ---
Wakened (Gem) 16,600
19,500 Legendary Weapon 23 ---
Dragon-Touched Focus, 28,130
Wakened (Metallic) 20,055 1,980 Uncommon Wondrous Item 23 ---
Dragon's Wrath Weapon, 16,600 Legendary Wondrous Item 23 FTD 23 (Gold Canary), MM 114
Ascendant + (Adult Gold Dragon)
Dragon's Wrath Weapon, 28,100 Legendary Weapon 23 ---
Slumbering +
20,100 Legendary Wondrous Item 24 ---
Dragon's Wrath Weapon,
Stirring +
Dragon's Wrath Weapon,
Wakened +
Dragonhide Belt +1
Dragonhide Belt +2
Dragonhide Belt +3
Dragonlance +
Emerald Pen
Figurine of Wondrous Power,
Gold Canary
Flail of Tiamat *
Platinum Scarf *
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
18
Fizban’s Treasury of Dragons Item List
Item Price (Rounded) Rarity Item Type Page Monster References
7,200 7,200 Legendary Potion 24 FTD 174 (Adult Deep Dragon)
Potion of Dragon's Majesty (CR
11 Dragons)
Potion of Dragon's Majesty (CR 8,400 8,400 Legendary Potion 24 FTD 171 (Adult Crystal Dragon)
12 Dragons)
Potion of Dragon's Majesty (CR 10,000 10,000 Legendary Potion 24 MM 101 (Adult White Dragon),
13 Dragons) 105 (Adult Brass), FTD 221 (Adult
Topaz), BAM 34 (Adult Lunar)
Potion of Dragon's Majesty (CR 11,500 11,500 Legendary Potion 24 MM 88 (Adult Black Dragon), 112
14 Dragons) (Adult Copper), FTD 196 (Adult
Emerald), BAM 52 (Adult Solar)
Potion of Dragon's Majesty (CR 13,000 13,000 Legendary Potion 24 MM 94 (Adult Green Dragon), 108
15 Dragons) 15,000 15,000 Legendary Potion (Adult Bronze), FTD 212 (Adult
Moonstone), 215 (Adult Sapphire)
Potion of Dragon's Majesty (CR
16 Dragons) 24 MM 91 (Adult Blue Dragon), 117
(Adult Silver), FTD 161 (Adult
Amethyst)
Potion of Dragon's Majesty (CR 18,000 18,000 Legendary Potion 24 MM 98 (Adult Red Dragon), 114
17 Dragons) (Adult Gold),
Ruby Weave Gem 33,750 33,800 Legendary Wondrous Item 24 ---
Sapphire Buckler 9,660 9,660 Very Rare Armor 24 ---
Scaled Ornament, Ascendant 19,600 19,600 Legendary Wondrous Item 27 ---
Scaled Ornament, Slumbering 2,200 2,200 Uncommon Wondrous Item 27 ---
Scaled Ornament, Stirring 11,800 11,800 Rare Wondrous Item 27 ---
Scaled Ornament, Wakened 14,800 14,800 Very Rare Wondrous Item 27 ---
Topaz Annihilator 13,000 13,000 Legendary Weapon 24 ---
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
19
Bestiary Books
This section contains magic items from the Monster Manual
and other bestiary supplements, such as Mordenkainen’s
Tome of Foes. Each book is presented in chronological order,
from first release to most recent.
Monster Manual Items
Monster Manual Item list
Item Price (Rounded) Rarity Item Type Page Monster References
Drow +1 Armor + 1,470 1,470 --- Armor 126 ---
1,050 --- Weapon 126 ---
Drow +1 Weapon + 1,050 4,410 --- Armor 126 ---
3,150 --- Weapon 126 ---
Drow +2 Armor + 4,410 13,200 --- Armor 126 ---
9,450 --- Weapon 126 ---
Drow +2 Weapon + 3,150 --- 177 ---
132,000 --- --- 179 MM 178
Drow +3 Armor + 13,230 92,500 Very Rare --- 271 MM 271
Drow +3 Weapon + 9,450 2,900 --- --- 179 MM 179
10,000 Very Rare
Hag Eye ~ 132,396
Heartstone ~ 92,500
Master's Amulet 2,900
Soul Bag ~ 10,000
Volo’s Guide to Monsters Items
Volo’s Guide to Monsters Item list
Item Price (Rounded) Rarity Item Type Page Monster References
Mind Blade +~ 11,200 11,200 Rare Weapon 81 ---
Mind Carapace Armor +~ 23,800 23,800 Uncommon Armor 81 ---
Mind Lash ~ 25,800 25,800 Rare Weapon 81 ---
Shield of Far Sight ~ 47,813 47,800 Rare Armor 81 MM 222
Mordenkainen’s Tome of Foes Items
Mordenkainen’s Tome of Foes Item list
Item Price (Rounded) Rarity Item Type Page Monster References
Weapon 89 ---
Greater Silver Sword 38,300 38,300 Legendary Wondrous Item 167 MM 235
Weapon 89 ---
Infernal Tack 9,360 9,360 Legendary
Silver Sword 26,000 26,000 ---
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
20
Boo’s Astral Menagerie Items
Boo’s Astral Menagerie Item list
Item Price (Rounded) Rarity Item Type Page Monster References
Talarith ~ 8,400 8,400 Legendary
Wondrous Item 47 BAM 47
Adventure Modules
This section contains magic items from the various
adventures and modules published for the Forgotten Realms,
such as the Lost mines of Phandelver and the Tomb of
Annihilation. Each book is presented in chronological order,
from first release to most recent.
Lost Mine of Phandelver Items
Lost Mine of Phandelver Item list
Item Price (Rounded) Rarity Item Type Page Monster References
48 ---
Dragonguard * 2,500 2,500 Rare Armor 33 ---
48 ---
Hew * 5,750 5,750 --- Weapon 53 ---
53 ---
Lightbringer * 2,040 2,040 Uncommon Weapon
Spider Staff 2,573 2,570 Rare Weapon
Staff of Defense 1,774 1,770 Rare Weapon
Hoard of the Dragon Queen Items
Hoard of the Dragon Queen Item list
Item Price (Rounded) Rarity Item Type Page Monster References
Dragon Mask, Black 62,530 62,500 Legendary Wondrous Item 94 ---
Dragongleam * 4,200 4,200 --- Weapon 69 ---
Hazirawn * 11,964 12,000 Legendary Weapon 94 ---
Insignia of Claws 1,500 1,500 Uncommon Wondrous Item 94 ---
Tankard of Plenty 50 50 --- --- 74 ---
Wand of Winter 1,644 1,640 Rare Wand 94 ---
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
21
Rise of Tiamat Items
Rise of Tiamat Item list Price (Rounded) Rarity Item Type Page Monster References
22,500 22,500 Artifact Wondrous Item 93 ---
Item 64,530 64,500 Legendary Wondrous Item 4^ ---
Draakhorn * 62,530 62,500 Legendary Wondrous Item 4^ ---
62,090 62,100 Legendary Wondrous Item 4^ ---
Dragon Mask, Blue 62,630 62,600 Legendary Wondrous Item 4^ ---
8,565 8,570 Rare Weapon 94 ---
Dragon Mask, Green 935,694 936,000 Artifact Wondrous Item 94 ---
Dragon Mask, Red 936,526 937,000 Artifact Wondrous Item 94 ---
Dragon Mask, White 937,358 937,000 Artifact Wondrous Item 94 ---
Dragontooth Dagger 938,190 938,000 Artifact Wondrous Item 94 ---
Mask of the Dragon Queen,
2 masks *
Mask of the Dragon Queen,
3 masks *
Mask of the Dragon Queen,
4 masks *
Mask of the Dragon Queen,
5 masks *
^ From the Rise of Tiamat Online Supplement
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
22
Princes of the Apocalypse Items
Princes of the Apocalypse Item list
Item Price (Rounded) Rarity Item Type Page Monster References
Balloon Pack 600 600 Uncommon Wondrous Item 222 ---
Bottled Breath 325 325 Uncommon Potion 222 ---
Claws of the Umber Hulk 736 736 Rare Wondrous Item 222 ---
Devastation Orb of Air 10,000 10,000 Very Rare Wondrous Item 222 ---
Devastation Orb of Earth 7,500 7,500 Very Rare Wondrous Item 222 ---
Devastation Orb of Fire 1,255 1,260 Very Rare Wondrous Item 222 ---
Devastation Orb of Water 5,500 5,500 Very Rare Wondrous Item 222 ---
Dragon Sensing Longsword 1,550 1,550 --- Weapon 90 ---
Drown * 25,436 25,400 Legendary Weapon 224 MM 125
Ironfang * 62,774 62,800 Legendary Weapon 224 ---
Lost Crown of Besilmer * 5,788 5,790 Legendary Wondrous Item 223 ---
Orcsplitter * 30,146 30,100 Legendary Weapon 224 ---
Pathfinder's Greataxe 4,050 4,050 --- Weapon 175 ---
Reszur * 1,515 1,520 Uncommon Weapon 157 ---
Seeker Dart 160 160 Uncommon Weapon 223 ---
Storm Boomerang 1,610 1,610 Uncommon Weapon 223 ---
Tinderstrike * 26,100 26,100 Legendary Weapon 224 ---
Weird Tank 700 700 Rare Wondrous Item 223 MM 299
Windvane * 71,725 71,700 Legendary Weapon 224 ---
Wingwear 938 938 Uncommon Wondrous Item 223 ---
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
23
Out of the Abyss Items
Out of the Abyss Item list
Item Price (Rounded) Rarity Item Type Page Monster References
Dawnbringer * 7,046 7,050 Legendary Weapon 222 ---
10,000 --- --- 141 ---
Gravenhollow Compass Ring * 10,000 5,880 Uncommon Wondrous Item 222 ---
9,030 Rare Wondrous Item 222 ---
Piwafwi (cloak of elvenkind) 5,880 2,930 Very Rare Wondrous Item 223 ---
1,460 Rare Wondrous Item 223 ---
Piwafwi of Fire Resistance 9,030 53,700 Legendary Wondrous Item 223 ---
7,320 Very Rare Wondrous Item 223 ---
Spell Gem, Amber 2,930 244 Uncommon Wondrous Item 223 ---
49 Uncommon Wondrous Item 223 ---
Spell Gem, Bloodstone 1,465 732 Rare Wondrous Item 223 ---
36,600 Legendary Wondrous Item 223 ---
Spell Gem, Diamond 53,711 24,400 Legendary Wondrous Item 223 ---
14,600 Very Rare Wondrous Item 223 ---
Spell Gem, Jade 7,324 8,390 Rare Wondrous Item 223 ---
732 Rare Wand 223 ---
Spell Gem, Lapis lazuli 244
Spell Gem, Obsidian 49
Spell Gem, Quartz 732
Spell Gem, Ruby 36,621
Spell Gem, Star ruby 24,414
Spell Gem, Topaz 14,648
Stonespeaker Crystal * 8,385
Wand of Viscid Globs 732
Curse of Strahd Items
Curse of Strahd Item list
Item Price (Rounded) Rarity Item Type Page Monster References
2,500 Uncommon Weapon 221 ---
Blood Spear * 2,500 2,500 --- --- 188 ---
10,400 Rare Weapon 221 ---
Green Copper Ewer 2,500 8,690 Legendary Wondrous Item 222 ---
6,780 Legendary Wondrous Item 222 ---
Gulthias Staff 10,446 14,400 Very Rare Staff 187 ---
3,020 --- Weapon 81 ---
Holy Symbol of Ravenkind * 8,687 6,800 Rare Armor 68 ---
Icon of Ravenloft * 6,775
Jakarion's Staff of Frost * 14,423
Lost Sword * 3,018
Order of the Silver Dragon +2 6,800
shield
Saint Markovia's Thighbone * 1,607 1,610 Rare Weapon 222 ---
4,000 --- --- 152 ---
Statuette of Saint Markovia 4,000
(WotC 250) * 8,066 8,070 Legendary Weapon 223 ---
1,120 --- Weapon 198 ---
Sunsword *
Treebane * 1,120
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
24
Storm King’s Thunder Items
Storm King’s Thunder Item list
Item Price (Rounded) Rarity Item Type Page Monster References
Banner of the Krig Rune 16,240 16,200 Rare Wondrous Item 233 ---
Blod Stone 10,000 10,000 Rare Wondrous Item 233 ---
Claw of the Wyrm Rune 8,000 8,000 Rare Wondrous Item 233 ---
50 --- --- 44 ---
Clockwork Dog 50 8,750 Very Rare Wondrous Item 234 ---
2,720 --- Weapon 105 ---
Conch of Teleportation 8,750 9,900 Rare Wondrous Item 234 ---
7,390 Legendary Weapon 234 ---
Dragon Thighbone Club 2,720 6,900 Very Rare Wondrous Item 234 ---
40,700 Legendary Weapon 234 ---
Gavel of the Venn Rune 9,900 10,000 Very Rare Wondrous Item 235 ---
5,200 Rare Wondrous Item 235 ---
Gurt's Greataxe * 7,394 29,600 Rare Wondrous Item 235 ---
11,500 Very Rare Wondrous Item 235 ---
Ingot of the Skold Rune 6,900 1,050 --- --- 35 ---
25,600 Legendary Potion 236 ---
Korolnor Scepter * 40,675 Uncommon Wondrous Item 236 MM 327
300 Uncommon Wondrous Item 236 MM 328
Navigation Orb 10,000 50 Rare Rod 236 ---
11,300 Very Rare Wondrous Item 236 ---
Opal of the Ild Rune 5,200 9,770 Artifact Wondrous Item 237 MM 90
179,000
Orb of the Stein Rune 29,600
Pennant of the Vind Rune 11,548
Pixie Dust * 1,046
Potion of Giant Size 25,617
Robe of Serpents (average) 300
Robe of Serpents (per snake) 50
Rod of the Vonindod * 11,288
Shard of the Ise Rune 9,770
Wyrmskull Throne * 179,179
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
25
Tales From the Yawning Portal Items
Tales from the Yawning Portal Item list
Item Price (Rounded) Rarity Item Type Page Monster References
13,600 13,600 Rare
Amulet of Protection from Wondrous Item 228 ---
Turning
Balance of Harmony 1,055 1,050 Uncommon Wondrous Item 228 ---
Bracelet of Rock Magic 15,274 15,300 Very Rare Wondrous Item 228 ---
Eagle Whistle 7,500 7,500 Rare Wondrous Item 228 ---
Flame Tongue Shortsword of 1,760 1,760 --- Weapon 179 ---
Greed *
Hell Hound Cloak 11,250 11,300 Rare Wondrous Item 228 MM 182
Javelin of Backbiting 2,760 2,760 Very Rare Weapon 229 ---
Junky +1 Dagger 1,275 1,280 --- Weapon 77 ---
Loadstone 120 120 Rare Wondrous Item 228 ---
Macuahuitl (enchanted) 3,540 3,540 --- Weapon 70 ---
Mirror of the Past 20,000 20,000 Rare Wondrous Item 228 ---
Night Caller 2,100 2,100 Uncommon Wondrous Item 228 ---
Potion of Mind Control (beast) 1,100 1,100 Rare Potion 229 ---
Potion of Mind Control 2,000 2,000 Rare Potion 229 ---
(humanoid)
Potion of Mind Control 10,000 10,000 Very Rare Potion 229 ---
(monster)
Robe of Summer 4,550 4,550 Rare Wondrous Item 229 ---
Shatterspike * 1,500 1,500 Uncommon Weapon 229 ---
Spear of Backbiting 2,670 2,670 Very Rare Weapon 229 ---
Stone of Ill Luck 2,200 2,200 Uncommon Wondrous Item 229 ---
Wand of Entangle 244 244 Uncommon Wand 229 ---
Waythe * 8,365 8,370 Legendary Weapon 229 ---
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
26
Tomb of Annihilation Items
Tomb of Annihilation Item list
Item Price (Rounded) Rarity Item Type Page Monster References
858 858 Very Rare Wondrous Item 206 ---
Amulet of the Black Skull * 500 500 --- Wondrous Item 188 ---
Arcanaloth's Music Box 3,350 3,350 --- Weapon 89 ---
(WotC 750) 11,800 Legendary Weapon 206 ToA 212
2,860 --- --- 205 ---
Bob *
Bookmark * 11,780
Dancing Monkey Fruit (WotC 2,865 7,330 Very Rare Weapon 141 ---
5gp) 7,327
Devlin's Staff of Striking *
Draconic Longsword 1,000 1,000 --- Weapon 173 ---
Ghost Lantern 9,375 9,380 Rare Wondrous Item 206 ---
Mask of the Beast 313 313 Uncommon Wondrous Item 207 ---
Petrified Grung Egg ~ * 6,000 6,000 --- --- 144 ---
Ring of Winter * 316,204 316,000 Artifact Ring 207 ---
Scorpion Armor 5,180 5,180 Rare Armor 208 ---
Staff of the Forgotten One * 197,046 197,000 Artifact Weapon 208 ---
Waterdeep: Dragon Heist Items
Waterdeep: Dragon Heist Item list
Item Price (Rounded) Rarity Item Type Page Monster References
Azuredge * 21,429 21,400 Legendary Weapon 189 ---
Badge of the Watch 7,510 7,510 Rare Wondrous Item 189 ---
Blackstaff * 1,043,698 Weapon 190 ---
1,040,000 Legendary
Bracer of Flying Daggers 20,500 20,500 Rare Wondrous Item 190 ---
Charred Wand of Magic Missiles 2,752 2,750 Uncommon Wand 77 ---
Dragonstaff of Ahghairon * 64,675 64,700 Legendary Weapon 191 ---
Feather of Diatryma Summoning 80 80 Rare Wondrous Item 191 WD:DH 191 / MM 317
Knave's Eye Patch 11,100 11,100 Rare Wondrous Item 191 ---
Lord's Ensemble 41,050 41,100 Very Rare Wondrous Item 191 ---
Paper Bird (average box set) 350 350 Uncommon Wondrous Item 191 ---
Paper Bird (per) 50 50 Uncommon Wondrous Item 191 ---
Ring of Truth Telling 600 600 Uncommon Ring 192 ---
Smokepowder Packet 24 24 Uncommon Wondrous Item 192 ---
Smokepowder Keg 920 920 Uncommon Wondrous Item 192 ---
Stone of Golorr * 8,635 8,630 Artifact Wondrous Item 192 MM 13
Teleporter Ring * 500 500 --- Ring 157 ---
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
27
Waterdeep: Dungeon of the Mad Mage Items
Waterdeep: Dungeon of the Mad Mage Item list
Item Price (Rounded) Rarity Item Type Page Monster References
Black Crystal Tablet 9,625 9,630 Legendary Wondrous Item 284 ---
Blast Scepter 31,500 31,500 Very Rare Rod 310 ---
Chest of Preserving 500 500 Common Wondrous Item 139 ---
Circlet of Human Perfection 500 500 Uncommon --- 30 ---
Dagger of Blindsight 360 360 Rare Weapon 86 ---
Dagger of Guitar Solos 5 5 --- Weapon 228 ---
Dodecahedron of Doom 775 775 Rare Wondrous Item 284 ---
Falkir's Helm of Pigheadedness 2,500 2,500 --- --- 141 ---
* 54,000
54,000 Legendary Wondrous Item 297 ---
Helm of the Scavenger
Horn of the Endless Maze 7,524 7,520 Rare Wondrous Item 163 MM 344
Horned Ring * 500 500 Very Rare Ring 108 ---
Jade Serpent Staff (1 piece) 459 459 --- --- 92 MM 327
Jade Serpent Staff (2 pieces) 918 918 --- --- 92 MM 327
Jade Serpent Staff (3 pieces) 2,589 2,590 --- --- 92 MM 327
Jade Serpent Staff (4 pieces) 1,836 1,840 --- --- 92 MM 327
Jade Serpent Staff (5 pieces) 2,295 2,300 --- --- 92 MM 327
Maddgoth's Helm * 46,800 46,800 Very Rare --- 103 ---
Mind Flayer Skull 5,000 5,000 --- --- 197 ---
Orb of Gonging 50 50 Common Wondrous Item 174 ---
Pearl of Undead Detection 500 500 --- --- 76 ---
Potion of Comprehension 100 100 Common Potion 62 ---
Potion of Watchful Rest 500 500 Common Potion 62 ---
Professor Orb 4,131 4,130 Rare Wondrous Item 284 ---
Propeller Helm 263 263 Uncommon Wondrous Item 251 ---
Shield of the Uven Rune 16,678 16,700 Very Rare Armor 299 ---
Tearulai * 41,934 41,900 Very Rare Weapon 70 ---
Vanrak's Mithral Shirt 7,270 7,270 Uncommon Armor 237 ---
Wyllow's Staff of Flowers * 10 10 Common Weapon 75 ---
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
28
Ghosts of Saltmarsh Items
Ghosts of Saltmarsh Item list
Item Price (Rounded) Rarity Item Type Page Monster References
Charm of Plant Command 2,375 2,380 Rare Wondrous Item 229 ---
640 Uncommon Wondrous Item 229 ---
Cursed Luckstone 640 2,540 Uncommon Wondrous Item 229 ---
50 Common Wondrous Item 229 ---
Helm of Underwater Action 2,540 500 Common Wondrous Item 229 ---
4 Common Wondrous Item 229 ---
Pipe of Remembrance 50
Pressure Capsule 500
Sekolahian Worshiping Statuette 4
Baldur’s Gate: Descent into Avernus Items
Baldur’s Gate: Descent into Avernus Item list
Item Price (Rounded) Rarity Item Type Page Monster References
Battle Standard of Infernal Power 10,000 10,000 Very Rare
Wondrous Item 223 MM 63
Blade of Avernus * 178,500 179,000 Artifact Weapon 150 ---
Candle Mace 1,515 1,520 --- Weapon 39 ---
Fane-Eater * 10,998 11,000 Legendary Weapon 223 ---
Gauntlets of Flaming Fury 1,100 1,100 Rare Wondrous Item 223 ---
Hellfire Weapon + 508 508 Uncommon Weapon 223 MM 76
Helm of Devil Command 94,844 94,800 Very Rare Wondrous Item 223 MTF 167 (Narzugon), MM 235
(Nightmare)
Infernal Puzzle Box 10,000 10,000 Uncommon Wondrous Item 224 ---
Matalotok * 9,540 9,540 Legendary Weapon 224 ---
Obsidian Flint Dragon Plate 26,400 26,400 Legendary Armor 224 ---
Shield of the Hidden Lord * 34,192 34,200 Legendary Armor 225 ---
Soul Coin 5,310 5,310 Uncommon Wondrous Item 225 MM 76
Sword of Zariel * 189,313 189,000 Artifact Weapon 226 ---
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
29
Icewind Dale: Rime of the Frostmaiden Items
Icewind Dale: Rime of the Frostmaiden Item list
Item Price (Rounded) Rarity Item Type Page Monster References
Abracadabrus 713 713 Very Rare Wondrous Item 314 ---
Cauldron of Plenty 63 63 Rare Wondrous Item 314 ---
Hook of Fisher's Delight 132 132 Rare Wondrous Item 314 MM 335
Iron Ball 14 14 --- Weapon 238 ---
Lantern of Tracking 2,500 2,500 Common Wondrous Item 314 ---
Orc Stone 3,300 3,300 Uncommon Wondrous Item 264 MM 246
Professor Skant * 4,131 4,130 Rare Wondrous Item 315 ---
Psi Crystal 2,423 2,420 Uncommon Wondrous Item 315 ---
Scroll of Tarrasque Summoning 155,000 155,000 Legendary Scroll 315 MM 286
Scroll of the Comet 318,460 318,000 Legendary Scroll 315 ---
Shield Guardian Amulet 2,900 2,900 Rare Wondrous Item 149 MM 271
The Codicil of White * 18,550 18,600 --- Wondrous Item 317 ---
Thermal Cube 50 50 Common Wondrous Item 316 ---
Ythryn Mythallar * 1,639,366 1,640,000 Legendary Wondrous Item 316 ---
Candlekeep Mysteries Items
Candlekeep Mysteries Item list
Item Price (Rounded) Rarity Item Type Page Monster References
Cracked Driftglobe 375 375 Uncommon Wondrous Item 110 ---
Legendary Wondrous Item 169 ---
Gloves of Soul Catching 15,013 15,000 Legendary Scroll 210 MM 170
38,600 --- Wondrous Item 44 MM 302
Nether Scroll of Azumar 38,570 28,000 --- Wand 87 ---
1,530 Uncommon Armor 98 ---
Orcus Figurine 28,000 11,100 Rare Weapon 98 ---
2,000 Very Rare Weapon 183 ---
Radiance * 1,530 11,700 --- Ring 132 CM 136
58,800 Very Rare Wondrous Item 183 ---
Serpent Scale Armor 11,050 20,400
Serpent's Fang 2,000
Staff of Fate 11,725
Stonky's ring * 58,750
Watchful Helm 20,375
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
30
The Wild Beyond the Witchlight Items
The Wild Beyond the Witchlight Item list
Item Price (Rounded) Rarity Item Type Page Monster References
Bobbing Lily Pad 4,400 4,400 Very Rare Wondrous Item 208 ---
Chromatic Rose (has variants) 7,277 7,280 Rare Wondrous Item 208 ---
Dust of Corrosion 2,755 2,760 Uncommon Wondrous Item 209 ---
Eldritch Staff 2,789 2,790 Very Rare Weapon 209 ---
Iggwilv's Cauldron, Gold * 57,188 57,200 Artifact Wondrous Item 209 MM 337
Iggwilv's Cauldron, Iron * 62,395 62,400 Artifact Wondrous Item 209 ---
Ornithopter of Flying 5,700 5,700 Very Rare Wondrous Item 212 ---
Pixie Dust * 1,200 1,200 Uncommon Wondrous Item 212 ---
Potion of Advantage 778 778 Uncommon Potion 212 ---
Scissors of Shadow Snipping 200 200 Rare Wondrous Item 213 MM 269
Snicker-Snack * 74,571 74,600 Legendary Weapon 213 ---
Steel * 6,016 6,020 Very Rare Weapon 214 ---
Witchlight Vane * 42,502 42,500 Legendary Weapon 27 ---
Witchlight Watch * 6,721 6,720 Legendary Wondrous Item 25 ---
Woodcutter's Axe 3,540 3,540 Rare Weapon 214 ---
Strixhaven: A Curriculum of Chaos Items
Strixhaven: A Curriculum of Chaos list
Item Price (Rounded) Rarity Item Type Page Monster References
Bottle of Boundless Coffee 5 5 Common
Wondrous Item 38 ---
Cuddly Strixhaven Mascot 400 400 Common Wondrous Item 38 ---
Lorehold Primer 750 750 Uncommon Wondrous Item 39 ---
Masque Charm 550 550 Common Wondrous Item 127 ---
Murgaxor's Orb * 8,188 8,190 Legendary Wondrous Item 126 ---
Prismari Primer 875 875 Uncommon Wondrous Item 39 ---
Quandrix Primer 875 875 Uncommon Wondrous Item 39 ---
Silverquill Primer 875 875 Uncommon Wondrous Item 39 ---
Strixhaven Pennant 30 30 Common Wondrous Item 39 ---
Witherbloom Primer 875 875 Uncommon Wondrous Item 39 ---
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
31
Journeys Through the Radiant Citadel Items
Journeys Through the Radiant Citadel Item list
Item Price (Rounded) Rarity Item Type Page Monster References
Biza's Breath 1,875 1,880 --- Potion 84 ---
Ghost Orchid Seed, Black 300 300 --- --- 264 ---
Ghost Orchid Seed, White 6,000 6,000 --- --- 264 ---
Wondrous Item 271 ---
Hammock of Worlds, Normal * 9,450 9,450 Legendary Wondrous Item 271 ---
Hammock of Worlds, Lesser * 7,425 7,430 Legendary
Astral Adventurer’s Guide Items
Astral Adventurer’s Guide Item list
Item Price (Rounded) Rarity Item Type Page Monster References
9,540 9,540 Very Rare Wondrous Item 22 ---
Fish Suit 13,000 13,000 Rare Wondrous Item 23 ---
Spelljammer Helm (WotC 7,500- 2,500 2,500 Uncommon Wondrous Item 23 ---
10,000)
Wildspace Orrery
Dragonlance: Shadow of the Dragon Queen Items
Dragonlance: Shadow of the Dragon Queen Item list
Item Price (Rounded) Rarity Item Type Page Monster References
Flying Citadel Helm 13,500 13,500 Very Rare Wondrous Item 190~ No--t-normally usable by players. Value
Kagonesti Forest Shroud 2,415 2,420 Rare Wondrous Item
assumes a version accessible to them.
190 ---
Mirror of Reflected Pasts 12,750 12,800 Very Rare Wondrous Item 190 ---
* Unique item, or otherwise limited in supply + not including base cost of the modified item.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
32
Setting Books
This section contains magic items from the various books that
detail various settings for 5th Edition, like the Guildmaster’s
Guide to Ravnica and Mythic Odysseys of Theros. Each book
is presented in chronological order, from first release to most
recent.
Wayfinder’s Guide to Eberron Items
Wayfinder’s Guide to Eberron Item list
Item Price (Rounded) Rarity Item Type Page Monster References
Bag of Bounty 8,375
8,380 Uncommon Wondrous Item 116 ---
Band of Loyalty 50 50 Common Ring 115 ---
Rings of Shared Suffering 4,781 4,780 Uncommon Ring 117 ---
Guildmaster’s Guide to Ravnica Items
Guildmaster’s Guide to Ravnica Item list
Item Price (Rounded) Rarity Item Type Page Monster References
Guild Keyrune, Azorius Keyrune 8,892 8,890 Rare
Wondrous Item 177 MM 324
Guild Keyrune, Boros Keyrune 3,335 3,330 Rare Wondrous Item 177 MM 350
Guild Keyrune, Dimir Keyrune 9,320 9,320 Very Rare Wondrous Item 177 MM 191
Guild Keyrune, Golgari Keyrune 1,454 1,450 Very Rare Wondrous Item 177 MM 327
Guild Keyrune, Gruul Keyrune 770 770 Rare Wondrous Item 177 MM 336
Guild Keyrune, Izzet Keyrune 770 770 Rare Wondrous Item 177 GGR 209
Guild Keyrune, Orzhov Keyrune 171 171 Rare Wondrous Item 178 GGR 221
Guild Keyrune, Rakdos Keyrune 171 171 Uncommon Wondrous Item 178 GGR 195
Guild Keyrune, Selesnya Keyrune 4,617 4,620 Rare Wondrous Item 178 MM 321
Guild Keyrune, Simic Keyrune 770 770 Uncommon Wondrous Item 178 GGR 210
Guild Signet (has variants) 313 313 Uncommon Ring 178 ---
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
33
Guildmaster’s Guide to Ravnica Item list
Item Price (Rounded) Rarity Item Type Page Monster References
Illusionist's Bracers 20,000 20,000 Very Rare Wondrous Item 178 ---
Mizzium Apparatus 12,000 12,000 Uncommon Wondrous Item 179 ---
Mizzium Armor + 6,800 6,800 Rare Armor 179 ---
Mizzium Mortar 635 635 Rare Wondrous Item 179 ---
Moodmark Paint 50 50 Common Wondrous Item 180 ---
Pariah's Shield 11,840 11,800 Rare Armor 180 ---
Peregrine Mask 6,600 6,600 Very Rare Wondrous Item 180 ---
Pyroconverger 163 163 Uncommon Wondrous Item 180 ---
Rakdos Riteknife 23,856 23,900 Legendary Weapon 180 ---
Skyblinder Staff 3,050 3,050 Uncommon Weapon 181 ---
Spies' Murmur 5,000 5,000 Uncommon Wondrous Item 181 ---
Sunforger 3,850 3,850 Rare Weapon 181 ---
Sword of the Paruns 3,500 3,500 Very Rare Weapon 181 ---
Voyager Staff 15,059 15,100 Very Rare Weapon 181 ---
Eberron: Rising from the Last War Items
Eberron: Rising from the Last War Item list
Item Price (Rounded) Rarity Item Type Page Monster References
Arcane Propulsion Arm 640 640 Very Rare
Wondrous Item 276 ---
Armblade 500 500 Common Weapon 276 ---
Belashyrra's Beholder Crown * 56,425 56,400 Legendary Wondrous Item 276 ---
Cleansing Stone 5 5 Common Wondrous Item 276 ---
Docent 11,711 11,700 Rare Wondrous Item 276 ---
Dyrrn's Tentacle Whip * 11,813 11,800 Very Rare Weapon 276 ---
Earworm 716 716 Uncommon Wondrous Item 277 ---
Everbright Lantern 180 180 Common Wondrous Item 277 ---
Feather Token 50 50 Common Wondrous Item 277 ---
Finder's Goggles 6,875 6,880 Uncommon Wondrous Item 277 ---
Glamerweave, Common 5 5 Common Wondrous Item 277 ---
Glamerweave, Uncommon 550 550 Uncommon Wondrous Item 277 ---
Imbued Wood Focus 180 180 Common Wondrous Item 277 ---
Keycharm 1,500 1,500 Common Wondrous Item 277 ---
Kyrzin's Ooze * 14,680 14,700 Very Rare Wondrous Item 278 MM 241
Living Armor 10,430 10,400 Very Rare Armor 278 ---
Living Gloves 298 298 Uncommon Wondrous Item 278 ---
Orb of Shielding 450 450 Common Wondrous Item 278 ---
Scribe's Pen 50 50 Common Wondrous Item 278 ---
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
34
Eberron: Rising from the Last War Item list
Item Price (Rounded) Rarity Item Type Page Monster References
Shiftweave 50 50 Common Wondrous Item 279 ---
Speaking Stone 6,750 6,750 Very Rare Wondrous Item 279 ---
Spellshard 50 50 Common Wondrous Item 279 ---
Ventilating Lungs 2,875 2,880 Rare Wondrous Item 279 ---
Wand Sheath 893 893 Common Wondrous Item 279 ---
Wheel of Wind and Water 2,500 2,500 Uncommon Wondrous Item 280 ---
Mythic Odysseys of Theros Items
Mythic Odysseys of Theros Item list
Item Price (Rounded) Rarity Item Type Page Monster References
38,800 38,800 Artifact Weapon 198 ---
Akmon, Hammer of Purphoros,
Non-Worshipper *
Akmon, Hammer of Purphoros, 42,300 42,300 Artifact Weapon 198 ---
Piety 10+ *
Akmon, Hammer of Purphoros, 47,300 47,300 Artifact Weapon 198 ---
Piety 25+ *
Akmon, Hammer of Purphoros, 52,300 52,300 Artifact Weapon 198 ---
Piety 50+ *
Dekella, Bident of Thassa, 52,359 52,400 Artifact Weapon 199 MM 97
Non-Worshipper *
Dekella, Bident of Thassa, 74,413 74,400 Artifact Weapon 199 MM 97
Piety 10+ *
Dekella, Bident of Thassa, 76,913 76,900 Artifact Weapon 199 MM 97
Piety 25+ * 81,913 81,900 Artifact
Weapon 199 MM 97
Dekella, Bident of Thassa,
Piety 50+ *
Ephixis, Bow of Nylea, 18,966 19,000 Artifact Weapon 200 ---
Non-Worshipper *
Ephixis, Bow of Nylea,Piety 10+ * 27,788 27,800 Artifact Weapon 200 ---
Weapon 200 ---
Ephixis, Bow of Nylea, 32,788 32,800 Artifact
Piety 25+ * 14,100 14,100 Rare Wondrous Item 196 ---
Flying Chariot
Helm of the Gods 1,240 1,240 Rare Wondrous Item 196 ---
Khrusor, Spear of Heliod, 7,781 7,780 Artifact Weapon 200 ---
Non-Worshipper * 17,213 17,200 Artifact
Weapon 200 ---
Khrusor, Spear of Heliod,
Piety 3+ *
Khrusor, Spear of Heliod, 19,713 19,700 Artifact Weapon 200 ---
Piety 10+ *
Khrusor, Spear of Heliod, 22,213 22,200 Artifact Weapon 200 ---
Piety 25+ *
Khrusor, Spear of Heliod, 27,213 27,200 Artifact Weapon 200 ---
Piety 50+ *
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
35
Mythic Odysseys of Theros Item list
Item Price (Rounded) Rarity Item Type Page Monster References
29,419 29,400 Artifact Weapon 201 ---
Mastix, Whip of Erebos,
Non-worshipper * 38,725 38,700 Artifact Weapon 201 ---
Mastix, Whip of Erebos, 43,725 43,700 Artifact Weapon 201 ---
Piety 1+ *
48,725 48,700 Artifact Weapon 201 ---
Mastix, Whip of Erebos,
Piety 25+ * 6,500 6,500 Rare Armor 197 ---
Mastix, Whip of Erebos,
Piety 50+ *
Molten Bronze Skin +
Potion of Aqueous Form 5,398 5,400 Rare Potion 197 ---
Pyxis of Pandemonium * 24,173 24,200 Legendary Wondrous Item 197 MM 64
Siren Song Lyre 1,000 1,000 Rare Wondrous Item 198 ---
Sling Bullets of Althemone 6,104 6,100 Very Rare Ammunition 198 ---
(average pouch) * 872 872 Very Rare
6,500 6,500 Rare Ammunition 198 ---
Sling Bullets of Althemone
(per bullet) * Weapon 198 ---
Two-Birds Sling
Van Richten’s Guide to Ravenloft Items
Van Richten’s Guide to Ravenloft Item list
Item Price (Rounded) Rarity Item Type Page Monster References
Harkon's Bite * 1,100
1,100 Uncommon Wondrous Item 137 ---
Nepenthe * 39,778 39,800 Legendary Weapon 86 ---
* Unique item, or otherwise limited in supply + not including base cost of the modified item. ~ Not normally usable by players. Value
assumes a version accessible to them.
beyond normal conventions. Usually weapons or armor. If the price is high
enough, feel free to ignore.
36
How Pricing Works Variable Subcategories
Pricing for the Tome of Treasures functions using over 1,700 Variables used in the balancing of this document often have
variables and modifiers to price magic items as consistently suffixes that specify what kind of situation they apply in. The
as possible. This chapter will be a deep-dive into the formulas general ones used for most variables are as follows:
and logic used on this sheet, some of the design decisions
that went into making these descisions, and will provide the Single Use (_single). A single use of this effect causes
means to price your own magic items using this sheet. the item to be unable to work anymore. Most often applied to
This section is purely for those who wish to use this things like potions and spell scrolls. Single use applies to one
document for their own homebrew or to understand how this action, and if it has a duration, it is usually just for that turn.
document functions. Instantaneous (_instant). This is effectively another
version of single use.
Variable Types Temporary (_temp). Temporary effects are ones with a
set duration. This is basically just one step up from single use.
As a general rule, there are a handful of variable types used. Rechargeable (_rechrg). A rechargeable effect is one
Each of these will have their own sections for more specific that has a limited number of uses that recharge after a given
rules on how to use these values to price items further on in period of time or at a set time / after a specific type of rest.
this chapter. Most of the time, you will see this paired with the Charges
category to determine final value.
Item Modifiers. These variables modify an item directly, Attunement (_attune). This effect is one which
such as increasing a weapon’s range, making it a +1 or +2 constantly benefits your character, but requires attunement to
item, increasing a piece of armor’s AC, etc. the item to function. Certain effects, such as ones which cause
Effects. These variables generally affect you, your allies, conditions, if under this subcategory, can be used at-will.
or your enemies directly, rather than increasing the power Permanent (_perm). This effect is either one which
of an item in of itself. This is the bulk of magic item features, is permanently applied to your character, or is an effect
ranging from bonuses to your saving throws to causing that always benefits you on an item which does not require
the charmed condition to providing additional senses like attunement to benefit from. Like attunement, there are
darkvision or truesight. certain effects which can be used at-will that are provided by
HP Modifiers. This group is used to handle everything this subcategory.
from healing to increases in max hit points.
Damage Modifiers. This section focuses on items which Seeing Variable Names in the Spreadsheet
deal damage as a separate effect from an attack. For example,
if there is an item which allows you to use a breath weapon, The spreadsheet used to make this document uses custom variable
this is where you would calculate it’s price. names for each variable and modifier. You can find the name of a
Spells. For everything from being able to cast cantrips to value on Excel via right clicking a cell and clicking “Define Name”,
gaining a 9th level spell slot, this is the section to look at when and on Google Sheets by doing the same and clicking “Define
a magic item allows for the casting of spells. Named Range” and either searching for the cell’s column/row
Class Features. These variables focus on effects which value, or by finding its relevant variable name in the list.
mimic or grant class features, either in weaker forms or at In either program, you can also find this information by clicking
full strength. This also covers additional uses of features and on the [ + ] icon above the tables of each varaible type to see
regaining / additional class resources. names on a gray background. These are the names of each general
Charges. Many items have charges, a ‘currency’ used variable that were used when defining the variable names.
to cast spells or perform other actions using the item. This
section details modifiers you apply to items based on how Universal Calculation Rules
many charges the item has, as well as how to handle items
with more options to spend charges on. There are some universal rules used throughout these
Ability Score Modifiers. Items which increase your sections which you should be aware of:
ability score, either by setting it to a specific value or a flat
bonus are detailed in this group of variables. Rounding. Round the final result of your calculations to
Creatures. Items which summon creatures use these the nearest whole number unless otherwise instructed.
variables to determine price for said creatures. Area of Effect (AoE) Effects. If an effect affects multiple
Maluses. Some items have negative effects. The most creatures or an area, multiply its cost by 2.
common maluses are detailed here in this section. No Attunement Requirements. If the item is not a single
Miscellaneous Modifiers. There are a decent number of use item, does not require attunement, and the effect does
effects - or circumstances of effects - which are too specific to not have a “Permanent” modifier variant, multiply the value of
be able to categorize using any of the above categories. This that effect by 3.
is where generic bonuses and maluses come into play. This Rolled Effects. If an effect requires you to roll for the
section also handles things like action economy modifiers, resulting potency of the effect, use the average result to
legendary resistance, altering reality, and randomness’ effects determine the effect’s value. To determine the average value
on an item’s price. of a roll, halve the maximum of the die, add 0.5, then multiply
by the number of dice, rounding up if the result isn’t whole.
Finally, add static modifiers. E.g., the average of 5d4+5 is 18.
Mutually Exclusive Options. If an item has multiple
outcomes for an effect that are mutually exclusive with itself,
such as being able to use one of two options on a single-use
item, either of which render it mundane / unusable, add up
each effect’s value and divide by the total number of options.
37
Item Modifiers Weapon Range Multipliers, cont.
These modifiers are generally pretty straightforward. They Weapon Long Range Multiplier
affect the item’s effectiveness. There is one exception, in that
items which provide bonuses to your spell save DC and spell Firearms
attack rolls are also counted here. This is because they are
effectively a spellcaster’s equivalent to a martial class’ magic Hunting Rifle 3x
weapon, and it keeps organization. Otherwise, these should
be fairly straightforward. Here are some notable ones, which Laser Pistol 4x
require some clarification:
Musket 3x
Pistol 3x
Revolver 3x
+X to hit, saving throw DC, &/or damage. This is the Shotgun 3x
universal modifier used for any +X item that provides a bonus
to hit and damage or a bonus to hit and saving throw DCs, Effects
such as a +1 weapon or a rod of the pact keeper.
+X to hit or saving throw DC. This applies if an item This section holds the most variables, but like item modifiers,
provides a bonus to hit chance OR a bonus to your saving are fairly straightforward as far as how they are used for
throw DCs, either for the weapon or for your own effects. Not pricing. Before going into details of some of those edge cases,
both. here are some definitions for various things that may not be
entirely clear on first blush, or are worth pointing out here.
Weapon Range For definitions of conditions, see Appendix A of the Player’s
Handbook (pg. 290).
Weapon range is priced purely off of its normal range value,
to minimize the massive headache which is an abnormal Damage Resistance. You take half damage from a
long range. To determine the long range of an item, multiply particular type of damage.
its short range by 3 or 4, whichever feels more appropriate. Damage Immunity. You take no damage from a
You can also look at the table below to see the long range particular type of damage.
multipliers for common items from the Player’s Handbook Damage Absorption. When a particular type of damage
and Dungeon Master’s Guide. is dealt to you, it deals no damage. Instead, it heals you for the
If the weapon is already ranged and is gaining additional amount of damage dealt.
range, check to see what its original short and long ranges Magic Resistance. You have advantage on saving throws
are, and multiply appropriately for that item. against spells and other magical effects.
Crit Immunity. When you are hit with a critical hit, it is
Weapon Range Multipliers instead treated as a normal hit instead.
Darkvision. Within the specified radius, you can see in
Weapon Long Range Multiplier dim light as if it were bright light and natural darkness as if it
were dim light. You cannot discern color in darkness.
Simple Melee Weapons Magical Darkvision. The same as darkvision, but also
applies to magically created darkness.
Dagger 3x Truesight. Within the specified radius, you can see in
normal and magical darkness, see invisible creatures and
Handaxe 3x objects, automatically detect visual illusions (succeeding on
saving throws against them), and perceive the original form
Javelin 4x of a shapeshifter or magically transformed creature. You can
also see into the Ethereal Plane within that radius.
Light Hammer 3x Blindsight. You can perceive your surroundings without
relying on sight within the specified radius.
Spear 3x Tremorsense. You can detect anything and pinpoint the
origins of vibrations within the specified radius, provided the
Simple Ranged Weapons creature / source of vibrations is in contact with the same
ground or substance. You cannot use tremorsense to detect
Crossbow, light 4x flying or incorporeal creatures.
Etherealness / Become Ethereal. You go to the
Dart 3x Border Ethereal, and can move about freely in any direction,
including through objects. Moving up or down costs double
Shortbow 4x movement. You can see and hear things from the plane you
were originally on (in shades of gray), but can only see 60 feet
Sling 4x ahead of you. You can only interact with creatures and objects
on the Ethereal Plane. Creatures from the plane you were on
Martial Melee Weapons can only see you if they can see ethereal creatures and cannot
interact with you unless they have a special ability or item to
Trident 3x do so. See the spell’s description (Player’s Handbook, pg. 238)
for more detail.
Martial Ranged Weapons Seeing Ethereal. You can see creatures or objects on the
Ethereal Plane or Border Ethereal.
Blowgun 4x
Crossbow, hand 4x
Crossbow, heavy 4x
Longbow 4x
Net 3x
Firearms
Antimatter Rifle 3x
Automatic Pistol 3x
Automatic Rifle 3x
38
Special Senses and Stealth Healing over Time
Please be aware that even though there are multiple senses Healing over Time (HoT) effects are ones where you gain
which grant additional means of detecting things, these do not healing at the start/end of a creature’s turn, over a period
automatically reveal hidden creatures and objects. You must still be of time. HoT effects should have their respective multiplier
perceptive enough to notice when something is hidden. applied to it, and then further multiplied by the number of
Generally speaking, these senses effectively get rid of the rounds the HoT lasts, If it does not specify, assume a duration
blindness condition within their specified radii. There are few of 1 minute, or 10 rounds.
situations where they would automatically detect a hidden object
or creature. The one example is truesight and see invisibility, Damage Modifiers
where if a creature is hidden in plain sight of you only by the grace
of invisibility and being quiet, you should be able to see them. These modifiers apply to when an item grants the ability
However, this is ultimately up to DM discretion. to deal damage. This does not apply for when the item is
a weapon and gets additional damage dice from a magical
Effects At Will effect, but can apply to when an item grants a new attack,
such as growing claws that can be used to make an attack, or
As mentioned, there are certain effects which are denoted letting you use a breath weapon. Like HP modifiers, there are
as being temporary, require attunement, or are permanent several multipliers that can apply to the damage, depending
effects which may not make sense initially. on its particular circumstances:
For any effect which causes a condition, invisibility,
becoming ethereal, or when a magic item causes a Rechargeable Uses
knockback effect or enables you to teleport, if it is denoted
as “Attunement” or “Permanent”, it means you can use If one of the damage modifier effects is rechargeable, rather
the item feature at will, provided you meet the appropriate than a single use, apply its respective multiplier.
requirements of the item.
For the knockback or teleport effects, if it is denoted as Damage over Time
being temporary, it means you can use the effect at will, but
for a limited duration. Damage over Time (DoT) effects are effectively the same as
Heal over Time effects, but instead deal damage. They should
HP Modifiers have their respective multiplier applied to it, and then further
multiplied by the number of rounds the DoT lasts, If it does
These modifiers apply to all hit point related bonuses: healing, not specify, assume a duration of 1 minute, or 10 rounds.
temporary hit points, and increases to max hit points. It does
this via having a base value for these three varaible types, Damage At Will
then applying modifiers. Here are the various use cases.
Please note that multiple of these cases can apply at once. Damage at will means you are able to deal damage via the use
of an action or bonus action, or via some other effect, such as
Rechargeable Uses dealing extra damage when you cast a spell or bonus damage
on a critical hit. Apply the damage at will mutiplier, as per
If one of the HP modifier effects is rechargeable, rather than a normal procedure.
single use, apply its respective multiplier.
Multiple Damage Options
Temp HP and Max HP Durations
If an item grants you mutually exclusive damage options,
For Temporary Hit Points and increases to Max Hit Points, “Single multiply the sum value by the charge multiplier equal to the
Use” and “Rechargeable” effects involving these assume that there total number of options before dividing by the total options.
is a limited duration on these effects, for determining price.
Action Economy
Always Active Effects
When an item grants you the ability to deal damage as a new
When a HP modifier is always active, once again, apply its action, use the following for multiplying the value of said
respective multiplier. effect:
For healing, this is the “Permanent Regeneration”
multiplier. Action. x1
For temporary hit points, it is important to remember Bonus Action. x1.5
that always active Temp HP does NOT mean the same thing 2 Actions. x0.5
as increasing your maximum HP. Temporary hit points cannot Free Action. x5
be healed back and last until either they are depleted or a
long rest, if not otherwise specified. For “Always Active”, that Damage versus Damage Dice
means these temporary hit points regenerate on a long rest. If
it regenerates on a short rest, multiply the value by 2. If you look at the spreadsheet that came with this document, you
will notice that the variables for damage, including the modifiers
Healing At Will for being able to deal that damage more than as a one-off, do not
necessarily match with damage bonuses on weapons as noted
Healing at will means you are able to heal yourself either under Item Modifiers.
through the use of an action or bonus action, or via some This is because this document is in part intended to be used
other effect, such as dealing a particular type of damage. as a means of balancing player options for upgrading their own
Apply the heal at will multiplier, as per normal procedure. equipment for custom magic items. This necessitates a different
scaling methodology, to ensure that it is in balance with other
weapon modifiers.
39
Spells Class Features
Spell variable calculations are straightforward, similar to item Class features are both simple and more complex than
modifers and effects. However, there are a few things to note, you would think to calculate for. Their variables are
both as general terminology and use cases: straightforward, but unless an item is explicit, it may be hard
to determine when you should use a class feature variable as
At Will Spells. Spells which are denoted as “At Will” opposed to another variable.
mean they are able to be cast without expending a spell slot. Understanding when to use these variables ultimately
This is different from rechargeable spells, which still expend a comes with experience and pattern recognition; If you see an
resource (in their case, charges, not spell slots). effect on an item that looks familiar, try looking at the class it
Ritual Spells. Spells which are cast as rituals from an reminds you of. For example, if an item lets you know whether
item do not use a spell slot, but take an additional 10 minutes or not a creature is within a certain radius of you, that would
to cast. be roughly equivalent to the ranger’s Primeval Awareness
Spell Slot. This variable appendix is used for when feature or the paladin’s Divine Sense feature, depending on
either an item grants an additional spell slot of a particular the specifics of the effect. This lesson can also apply to spells,
level, or allows you to cast a non-specified spell at its specified but is most useful for this type of variable.
level, which is effectively the same as granting a spell slot of
the same level. Shared Class Features
Spells with Material Components There are a handful of class features that are shared across
multiple classes. For example, Channel Divinity is both a 1st
If a spell has a material component with an associated cost, level cleric feature and a 3rd level paladin feature. If such a
add that cost to the value of the spell. If the item is able to case comes up, use the highest level that grants this feature to
recharge and has multiple charges or is able to be cast at will determine its cost.
or as a ritual, double this value and add it to the value of the The exception to this rule is if the class who gains this
spell. feature cannot use the item, ignore it. To go back to the
If the cost of the spell is not in gold, add it as its Channel Divinity example, if an item grants an additional
respective value in gold as a decimal. 1 electrum is equal to use of Channel Divinity but paladins cannot attune to it and
0.5 gp, 1 silver is equal to 0.1 gp and 1 copper is equal to 0.01 clerics can, use the 1st level additional use variable. If both
gp classes (or anyone, regardless of class) can, use the 3rd level
additional use variable.
Ignoring Components
Ability Score Improvement & Feats
When a spell that is able to be cast from an item is able to
ignore components, multiply the spell’s value by the product For the purposes of calculating the value of ability score
of all applicable component multipliers. improvements, use the relevant bonuses from the Ability
For spells which ignore material components, check to Score Effects table instead of treating it as a class feature.
see if the material component of the spell has an associated Likewise, feats are not considered class features, even if
cost. If it does not, multiply by the standard Ignore Material they are granted by the Ability Score Improvement feature. If
Component Multiplier. If it does, use the Ignore Materal an item gives a player access to a feat, determine the value of
Component (per gp cost) Modifier. the feat as a separate entity.
Upcasting
If a spell cast from an item is capable of being upcast, use
the highest spell level the spell can be upcast to in order
to determine the cost of this effect. If this upcasting costs
additional charges, divide its value by the number of charges
necessary to upcast it at that level. For more details on how to
handle calculating charges as a whole, read further on in this
chapter.
40
Charges Spell7_Rechrg
Charges are a very frequent mechanic for magic items. Thus, 12,500
this section is arguably the most important for understanding
how magic item values are calculated. This section will Step 2. This now needs to be divided by the number of
go over the order of operations for calculating the value of charges it uses, 7.
charges, as well as several examples.
Spell7_Rechrg / 7
Step 1. Note the costs of every effect or bonus that is
mentioned as requiring a charge to use. If they have a scaling 12,500 / 7
charge cost, use the highest power version of that effect to 1785.71
determine its cost.
Step 2. Divide each effect’s value by the number of Step 3. This item isn’t guaranteed to break, so we can
charges it requires to be used. If they have a scaling charge disregard this step.
cost, divide the effect’s value by the maximum charge cost. Step 4. There is only one effect, so we can disregard this
Step 3. If this item is guaranteed to break (i.e., cannot step too.
recharge) after expending all of its charges and some options Step 5. We disregard this step, since this item isn’t
have more uses than others, multiply those specific values by guaranteed to break.
the number of uses they have. Otherwise, do nothing. Step 6. This effect is not randomly used and only has one
Step 4. Add all of the final values from Step 3 together. option, so we can disregard this step too.
Step 5. If this item is guaranteed to break after Step 7. We didn’t do anything in Step 3 so we don’t need
expending all of its charges, multiply the sum from Step 4 by to worry about that part. This is pretty simple: the item has a
the number of charges it has, then again by the Limited Uses maximum of 7 charges.
Dampener. If you multiplied any of the individual values as
part of Step 3, ignore this step and do nothing. If the item can Charges7
recharge, do nothing this step.
Step 6. If these charge effects are used randomly, divide 1.37
the value of Step 5 by the number of total options. If these
effects are not random and there are 4 or more of them, then Step 8. This item recharges once a day, using a die plus
multiply the value of step 5 by half the total number of effects, a modifier and it has a chance to break. So here’s what we’re
rounded down. Otherwise, do nothing this step. multiplying things by:
Step 7. Determine the proper charge number variable
to use, as noted on the magic item. If you performed Step 3, Charges7 x 1 x RechargesMod x RechargeBreakable
assume the fewest number of charges.
Step 8. Multiply this variable by the recharge cooldown 1.37 x 1 x 1.5 x 0.95
multiplier. If the recharge time is greater than 1 month, it is 1.95225
simply x1. Then, multiply this further by the recharge amount
multiplier. If it simply recharges by rolling a single die, no Step 9. Finally, we multiply the value we have at the end
modifiers, it is a x1 multiplier. Finally, if the item has a chance of Step 6 with the product from Step 8.
on breaking or becoming mundane by expending its final
charge, multiply this value one more time by the breaking ( Spell7_Rechrg / 7) x
penalty multiplier. If the item is instead guaranteed to break (Charges7 x 1 x RechargesMod x RechargeBreakable)
after its final use, apply the cannot recharge multiplier.
Step 9. Multiply the value you had at the end of step 6 1,785.71 x 1.95225
with the final value from Step 8. 3,486.15
The Exception to not Recharging After final rounding, that’s 3,486 gp, the exact value the Tome
says.
In Step 8, where it says to use the cannot recharge multiplier if an
item’s charged effects cannot be recharged or the item breaks / is Example: Efreeti Bottle
rendered mundane, there is a single exception to this:
If the item grants wishes or is capable of altering reality in any Step 1. This one is a bit more complicated. You have three
way, do NOT use this modifier. This modifier is intended to better possible options: the efreeti attacks you and the item
simulate for things that are more easily found at a magic shop or in becomes mundane after 30 seconds. It lets you summon an
dungeon loot, such as spell scrolls or potions of healing. Wishes are efreeti three times for an hour each, after which it effectively
not, in fact, a dime a dozen, and adding this multiplier can make becomes mundane. And finally, the efreeti will grant you three
items that give you the ability to change the very fabric of the wishes, then is freed and the bottle becomes mundane. I
universe upon a whispered whim seem unreasonably cheap. chose for these to be the following:
Example: Wand of Magic Missiles MalusSevere_Max, CR_11, AlterReality
Step 1. This one is easy. It casts magic missile, a 1st level -5,000 , 7,200, 100,000
spell, but it can upcast up to 7th level. Hence, we’re going to
use that value. Step 2. None of these use multiple charges, so we can
disregard this step.
41
Step 3. This item IS guaranteed to break, and the efreeti Step 4. There is only one effect, so we can skip this too.
can be summoned three times and grant three wishes, but Step 5. Once again, we disregard this step, since this
the angry efreeti will only occur once, so we have to do the item isn’t guaranteed to break.
following: Step 6. This item isn’t random so once again, we skip!
Step 7. A staff of striking has 6 charges, so we’ll use that
MalusSevere_Max, CR_11 x 3, AlterReality x 3 value.
-5,000 , 7,200 x 3, 100,000 x 3 Charges6
-5,000 , 21,600, 300,000
1.35
Step 4. Time to add everything up!
Step 8. This item recharges once a day, using a die plus a
MalusSevere_Max + (CR_11 x 3) + (AlterReality x 3) modifier and it can break.
-5,000 + 21,600 + 300,000 Charges6 x 1 x RechargesMod x RechargeBreakable
316,600
1.35 x 1 x 1.5 x 0.95
Step 5. While this item is guaranteed to break, we did 1.92375
something in Step 3, so we can skip this one.
Step 6. This item does have random outcomes for its Step 9. And now we multiply the value we have at the
uses! So we divide this value by the total options: 3. end of Step 6 with the product from Step 8.
(MalusSevere_Max, CR_11 x 3, AlterReality x 3) / 3 (Plus3d6Dam_Rechrg / 3) x
(Charges6 x 1 x RechargesMod x RechargeBreakable)
316,600 / 3
105,533.33 400 x 1.92375
769.5
Step 7. Since we did Step 3, we need to look at the
minimum number of charges this item has. In this case, the Once more, this is not the final value of this item, but
effects had 1, 3, and 3 uses, respectively. Since a single charge that’s actually pretty close. It’s a +3 quarterstaff, so all we need
is basically just a one-off item, there is no charge multiplier to do is add that variable (Plus3Item_Attune + 0.2, or 9,000.2)
associated with it! In essence, we can skip this part and move to the final value of 9,770 gp, after rounding.
on.
Step 8. This item does not recharge, but it can grant Example: Necklace of Fireballs (5 beads)
wishes. We’re not touching it this step.
Step 9. Since there is no product from Step 8, we’re left Step 1. Another super quick one. A necklace of fireballs lets
with just the final value: you take a bead and throw it to cast the fireball spell, which is
3rd level. This doesn’t recharge in any way, so its a one-off use.
(MalusSevere_Max, CR_11 x 3, AlterReality x 3) / 3 Spell3_Single
105,533.33 300
This is not the final value of this item, because we need Step 2. This doesn’t use multiple charges, so we
to then multiply this by its randomness multiplier, but this disregard this step.
section doesn’t focus on that. As far as the charges part of this Step 3. This item is essentially guaranteed to break, as
item, we’re done! it cannot recharge, but it only has one option, so we skip this
step.
Example: Staff of Striking Step 4. There is only one effect, so we can disregard this
step too.
Step 1. A staff of striking can spend a charge to deal an Step 5. This item is guaranteed to break, so we multiply
additional 1d6 damage, scaling up to plus 3d6 damage, so by the number of uses (5), and then again by the limited uses
that’s what we’ll be using. dampener
Plus3d6Dam_Rechrg Spell3_Single x 5 x LimitedUsesMult
1,200 300 x 5 x 0.95
1,425
Step 2. This now needs to be divided by the number of
charges it uses, 3. Step 6. This item isn’t random and only has one option
so once again, we skip!
Plus3d6Dam_Rechrg / 3
1,200/ 3
400
Step 3. We can skip this one; the item doesn’t break.
42
Step 7. This has 5 uses, ergo, 5 charges. Recharging versus Limited Use Items
Charges5 This is a very complicated aspect of the document, because
if one wants to keep prices reasonably constrained, it
1.32 necessitates lower charge multipliers for additional uses. At
the same time, in order to make sure that items with multiple
Step 8. This item cannot recharge at all, so we’re going to rechargeable uses are balanced against items with multiple
multiply the charges multiplier by the cannot recharge uses that cannot recharge, and even single-use items, these
multiplier. numbers need to have some initial increase in value.
Think about this conundrum alongside with the adage
Charges5 x RechargeCannot of “it’s less expensive to be wealthy”. While initially, the
recharging item is more expensive, with the current numbers,
1.32 x 0.6 they start to become less expensive at 6+ charges. As well,
0.792 items with multiple uses stay lower in price than if you just
buy purely single-use versions of them up until 46 uses, which
Step 9. Finally, we multiply the value we have at the end is perfectly fine as a boundary. While this is not perfect, any
of step 6 with the end result of step 8: better alignment to the desired curve would require math that
may be too confusing for some people to follow when using
(Spell3_Single x 5) x (Charges5 x RechargeCannot) this document for creating their own items.
Manipulating these variables is extremely risky to the
1,425 x 0.792 balance of this system, but the spreadsheet does have a tab
1,128.6 that allows you to play with them should you choose to.
This item is pretty basic, so after rounding this is actually
the final gold value of a 5-beaded necklace of fireballs!
Other Notes on Charges
While there are quite a few things to consider, calculating
these values isn’t too difficult once you get used to it. In
general, steps 1 through 6 are focused on the effects, while
7 through 9 are meant to modify those via how the charges
function. After you do it enough, it starts to look like this:
(sum of effects) x (charge multipliers)
The way charges are designed, you should always be
able to get something fairly balanced with them. Be warned,
however: The scaling that is in place currently was specifically
designed to ensure that while more charges = more
expensive, they did not balloon prices. The lower the number
of charges, the greater the change in value, to ensure that
items with additional uses were in fact more expensive for
it, but it tapers off quickly to ensure that prices don’t become
ludicrous. Tamper with those values at the risk of your game’s
balance.
43
Ability Score Modifiers If a player character has benefitted from a manual
or tome which increases their ability score, this does not
Ability score modifiers are split into two varieties: ones mean that the caps of other items increase; those are set.
which set an ability score to a specific value, and ones which To return to the example of the belt of dwarvenkind, if you
increase an ability score by some value. found a manual of bodily health prior and had increased your
While not all abilities are equal in Dungeons & Dragons, Constitution from 19 to 21, you will receive no benefit to your
for the purposes of this document, they are considered such. CON score from the belt of dwarvenkind.
Creating a specific value for each individual ability would Increases to ability score caps are cumulative, not
be exhausting in of itself, even ignoring the varied levels of competitive. If you are an elven barbarian at 20th level, your
importance for each depending on what class you are looking Strength score’s cap is 24. If you find a manual of gainful
at. It should not matter too much, but if you are concerned exercise, that cap can increase to 26. 100 years later, you
about this, it is recommended to simply increase or decrease could use it again to increasae this cap to 28. And again to 30.
the price as you see fit by a percentage. The main caveat here is that 30 is the hard cap for all ability
scores in 5th Edition. You cannot increase an ability score cap
Ability Score Caps beyond this without intentionally breaking this foundational
tenant of the game. Do so at the risk of your game’s balance.
Increases to ability scores necessitates bringing up the
maximums you can increase those ability scores to. For player Creatures
characters, this cap is normally 20, with the exception of
the barbarian’s capstone feature, which increases the cap of The value of a creature is largely that of its power. As there
Strength and Constitution to 24. For other creatures, this cap are hundreds of creatures in the game, all with unique
is 30. This is noted to help maintain balance and bounded abilities, strengths, and weaknesses, this document has
accuracy, a design philosophy to limit numerical bonuses as chosen to use the streamlined method of simply using a
players and creatures increase in power, to keep the game creature’s CR, or Challenge Rating, to determine its value.
from having as much power creep as previous editions. This document supports CR’s of 0 to 30, but shows how to
With this in mind, there are effectively four methods that price for things beyond that range if you so choose.
magic items interact with ability score caps. Each of these has This is done by basically using the experience gained
its own multiplier that you apply to the ability score increase from killing a creature of that CR as the cost of summoning it.
variable. Note that items which set a value instead of increase If the creature is able to be summoned multiple times, as in
them are not affected by any of the following: the item is reusable / rechargeable, multiply it’s gold cost by 2.
Linear Cap Increase. Items of this category increase Maluses
both the specific ability score andits cap by the same amount.
So if you have a dexterity score of 18 and get the manual of Maluses are negative effects which are detrimental to you as a
quickness of action, your new ability score is 20, with a cap player. Oftentimes, these are on cursed items, or are bestowed
of 22. This method is the only way you can increase an ability as curses against you for one reason or another.
score cap using a magic item. This document handles negative effects in two ways:
Cap of 20. Some items will increase ability scores, but up a relative multiplier, and a maximumized negative value.
to a cap of 20. So if you have a belt of dwarvenkind and your This accomplishes two things: One, it means that if an
Constitution is 19, you’re only getting a +1 bonus to CON. item’s positives far outweigh its negatives, then it will not be
Cap of 24. A rarer version, these items will increase disproportionately affected by the negative parts of it. Two,
ability scores to a max of 24. This functions in the same way it means that the document can keep more to reasonable
that the cap of 20 does; If for some reason you are close to increments of reduction, but have added granularity of
that cap, it will not benefit you. An example of this in action is consequence.
the infamous deck of many things’ star card. What that means is, as an example, if two maluses are
Cap of 30. As the previous two, but with a cap of 30, both a 10% reduction in the value of an item/effect, but one
which is effectively the universal ability score cap in 5th caps its reduction at -500 while the other caps its reduction
Edition. at -5,000, you can probably guess which of the two maluses is
worse.
Ability Score Increase Interactions Maluses can also sometimes be beneficial, as in while
it would be considered a malus if it applied to you, instead it
Improvements to ability scores are sometimes a source of applies to enemies. For these, we use the maximum penalty
confusion for players due to the caps involved. Here is a quick of the malus, but instead add that as a positive number to the
rundown of how those function: value of the item.
When a player has an item which sets an ability score If a beneficial malus effect is consumed, or in ther words,
to a value, their old score does not go away. If an Intelligence it has a limited number of uses, treat it as a temporary effect
6 character gets a headband of intellect, while attuned their and then halve its value. Don’t multiply by the number of uses,
Intelligence is set to 19, but any increases to their ability score simply the corresponding charge multipliers.
affect their original one of 6. It is only when one’s natural
ability score goes beyond the set value of a magic item that
you can see increases.
44
Calculating Maluses As you continue in this section, you will find descriptions and
examples for all of the modifiers for miscellaneous bonuses
This is one of the last things you do before finalizing an item’s and maluses, randomness, action economy manipulation, and
price. For specific maluses (the ones covered in this section), other more specific, powerful effects
you apply their penalties to the total value of the item. You do
this by multiplying that value by a value equal to 1 plus every Miscellaneous Bonuses
relevant malus multiplier.
For things that you know are good, but go “I don’t know how
To determine what multipliers are relevant, you need to to categorize that”, you use these bonuses. Each one has a
multiply the value of the item by the multiplier. If that value is basic description, a simple gp value, and for your convenience,
equal to or greater than the maximum penalty of that malus, an example or two of where it is used in the results of this
simply subtract it from the total value of the item before document. Please see the Miscellaneous Bonuses table below
applying the other multipliers. for the specifics on when to use these bonuses:
As an example, there is an item worth 25,000 gp, before
maluses. It permanently reduces your speed by half and you Miscellaneous Bonuses
cannot be invisible while attuned, as it is a cursed item. It also
reduces the speed of any enemies nearby you, and can do so Bonus Value (gp) Example
for a minute, once per short or long rest. This is how it would
be calculated: Insignificant 5 purely cosmetic benefits, such as the
A permanent reduction of speed has a penalty of -20%, cloak of billowing
to a maximum of -12,000 gp. 25,000 x 0.2 is 5,000, so we can
still use the multiplier. Trivial 50 Benefits which are useful, but
Not being able to be invisible while attuned has a penalty generally do not affect gameplay to a
of -10%, with a cap of -2,500. 25,000 x 0.1 is 2,500 on the dot, meaningful degree, such as the pipe
so we’re going to just subtract this from the item’s value. of remembrance.
Reducing the speed of nearby enemies for a temporary
period of time is a beneficial effect. While this can recharge, Minor 500 eversmoking bottle, glamoured
it only has one use per recharge period, so we don’t need to studded leather
worry about that for this, we’re just going to add its value to
the item value. Mild 2,500 minor beneficial properties on
So finally, here is the formula we are going to be using:
artifacts, heward’s handy haversack,
(Item Value + InvisFalse_Max_Attune +
SpeedDown_Bene_Temp) x (1 + SpeedDown_Mult_Perm) Ioun stone of sustenance
(25,000 + -2,500 + 300) x (1 + -0.2) Significant 5,000 major beneficla properties on
22,800 x 0.8 artifacts, potion of vitality, soverign
18,240 glue
Note that we never subtracted anything. This is because Major 10,000 amulet of proof against detection and
the formulas on the accompanying sheet already have those location, immoveable rod
negative values in place. It’s one less thing we need to be
concerned about. Incredible 20,000 apparatus of Kwalish, mirror of life
If an item has multiple malus multipliers (including trapping
miscellaneous maluses, described in the next section), you Unbelieveable 50,000 rod of security, the vizier card from a
add them together instead of multiplying by each separately. deck of many things
So for example, this is the appropriate way to calculate using
multiple negative multipliers:
(Base Item value)
x
(1 + MalusMultiplier1 + MalusMultiplier 2)
Miscellaneous Modifiers
There are items that are massively difficult to calculate their
relative value simply because of how complicated they are.
That is where miscellaneous modifiers come in. They are
used for edge-case mehcanics that are not otherwise easily
explainable by any of the other variables and multipliers of
this document. As a great example, the deck of many things
has quite a few irregular bonuses and maluses associated
with its cards.
45
Miscellaneous Maluses Randomness
This is similar to and slightly different from both the Randomness as a modifier for price is intended for items
miscellaneous bonuses and the specific maluses from the whose effectiveness or even resulting effect is markedly
previous section. Like the miscellaneous bonuses, they are modified by randomness or luck. Things that just cast a spell
for when you know something is bad, but you don’t have a that deals damage, or even something with +1d6 damage is
variable for them. You also calculate them in the same way as not considered “random” in this case. Items such as the deck
you do specified maluses. of many things, with a random effect on use or items that
Where they differ is specifically that miscellaneous can summon a wide variety of creatures, but the one that is
maluses are most often used as modifiers on both items as a actually summoned is randomly chosen are what qualify for
whole for negative traits (the same as specified maluses), but the randomness modifier.
can also be used to modify traits which provide some positive In addition, be aware that if you are pricing your own
effect, with a catch or some other limitation. You calculate magic items that not all randomness is equal. The probability
this in the same way as a purely negative trait, but instead of of rolling the average of a set of die increases as you add more
looking at the value of the entire item before maluses, you dice. For example, it’s easier to roll a 7 with 2d6 than with
look at the value of the effect in question, before maluses. 1d12. So the more dice you have, the less random it is and
The following table will be showing two prices. Like the more the result will be close to the median and the less
specified maluses, miscellaneous maluses have a relative likely you will see extremely high or extremely low results.
multiplier, and an absolute maximum reduction in value. This does not apply to the d100 when rolling a pair of d10’s
These are shown in the table with the percent reduction as however, as you aren’t “adding” the two together to make a
normal, and the maximum reduction in parenthesis. result in the same way as other dice. Since one of the results
is used for the second digit and the other the first, it still
Miscellaneous Maluses maintains a linear curve.
There are two types of randomness that this document
Malus Value (gp) Example uses: beneficial and detrimental. For the sake of randomness,
these refer to whether the randomness in of itself benefits the
Trivial -5% (-50) a malus so un-noteworthy that player or if it is a detriment.
it might as well not be relevant. This is often dependent on the nature of how
bottle of boundless coffee randomness is used. Is it generally intent to punish the
player? If there are actually positive or neutral options, then
Minor -5% (-500) minor detrimental properties on assume that this randomness is actually beneficial, because
artifacts, boots of false tracks can there’s a chance the player isnt punished. If the intent of
only leave humanoid footprints of the randomness is to make a good result less likely from
your size. something that could provide positive benefits, randomness is
detrimental, as it makes it harder to achieve the desired result
Mild -10% (-2,500) the dwarf-only bonuses on a of using the item.
belt of dwarvenkind, must be While this sounds contradictory to say that having
unarmored to benefit from randomness be beneficial when the intent is to punish you,
bracers of defense. an easier way to think about it is whether the addition of
randomness is good or bad. To go back to that case of a
Severe -15% (-5,000) dragon slayer weapons only grant punishment being random, that’s a good thing, because if
bonus damage against dragons, the punishment was set, that’s just purely negative. The
effects which only apply on randomness is granting a chance at leniency and a more
critical hits (vicious and vorpal favorable outcome.
weapons)
Punishing -20% (-10,000) the dwarf-only bonuses on the
axe of the dwarvish lords, the
flames card from a deck of many
things
Extreme -25% (-20,000) Major detrimental properties on
artifacts, the curse from wearing
demon armor, the larger aura
benefit from a holy avenger
requiring a high level paladin to
attune
Oppressive -30% (-50,000) dust of dryness dealing damage,
but only against elementals
made of water, a hammer of
thunderbolts requiring two other
magic items to be attuned in
order to wield it
Deadly -50% (-100,000) The void and donjon cards from
a deck of many things, removing
the eye or hand of Vecna from
someone kills them.
46
Action Economy Variables Bounded Accuracy and this Book
Action economy refers to the cost of various things a As a final note, the spreadsheet included with this document
character wants to do, as well as how many things a character does go beyond the standard bounds of bounded accuracy. Be
can do on their turn or during a round of combat. So as a wary if you are creating items using this document as a basis
player, for example, you can move up to your speed on your for pricing and using the following. Please note that this is not
turn, have 1 action, 1 bonus action, and can use 1 reaction per an exhaustive list, but does give a general broad stroke list of
round, regaining its use at the start of your turn. the most common things to avoid.
This is a very important design consideration for
essentially everything about 5th Edition D&D, and is also • Any item which has a modifier greater than +3 to hit /
why when you throw 300 CR 0 enemies at a party of four damage / saving throw DCs
10th level adventurers, it is still considered deadly; the more
actions a creature (or a group of creatures) has at its disposal, • Any item which has a base AC higher than 16 + Dexterity
the more dangerous they are in combat. Modifier
Messing with action economy should be done very
sparingly, and is often only done via class features and a very • Any item which has a bonus to AC higher than +3
small number of spells. However, there are a few magic items • Any effect that more than doubles a weapon’s standard
which allow this to occur. These are looked at in two ways:
the number of uses per day, or if it is just a permanent change range.
to the action economy of a particular action while using that • Any effect which grants a melee weapon a ranged attack
item. As a reminder, if the item changes action economy
permanently in the sense of the item does not require that goes beyond a 20 foot normal range
attunement, or it actively changes something about you so • Any weapon which can ignore total cover.
that you do not need the item at all anymore to use this bonus, • Any item which can cause more than one level of
multiply its value by 3, as per the universal rules.
exhaustion at a time.
Other Effects • Any item which grants more than a +1 bonus to your
There are only two variable types in this particular grouping: proficiency bonus, skill checks, or saving throws.
the ability to alter reality and legendary resistance. • Any item which grants class features not normally usable
Altering reality is effectively anything like casting wish or
using the Divine Intervention cleric feature. It basically allows by that class, particularly subclass features and higher
you to do almost anything. These are very powerful, hence level features.
why this is so expensive. • Any item that sets an ability score to an even number
Legendary resistance is very specifically the ability greater than 20.
to fail any saving throw and then choose to expend a use • Any item which increases an ability score by a value
of legendary resistance to suceed instead. Only apply this greater than 2, or 4 with extreme limitations on usability.
modifier to an item if it allows you to automatically succeed • Any item which increases or sets an ability score or
on any saving throw. Specific saving throws, whether they be saving throw DC to a value above 30.
for a specific ability or a particular effect, do not count for this. • Any item that summons a creature with a CR above 30.
• Any item that lets you alter reality at will.
• Any item that grants more than 5 uses of legendary
resistance.
This book is intended to enable dungeon masters who
are intentionally breaking bounded accuracy and wish
to do so with some degree of systemic balancing to back
themselves up, but does not recommend it. This can and will
easily destabilize your game, if mishandled. Please create
responsibly!
47