Credits Special Thanks: The Discord of Many Things, /r/unearthedar-
cana, /r/dndnext, /u/skybug12, /u/Smyris, and all our backers
Designer: Tyler ‘Walrock’ Reed on Patreon!
DM’s Guild: walrockhomebrew.com
Patreon: patreon.com/walrockhomebrew Legal: DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Twitter: @WalrockHomebrew Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
Blog: walrock-homebrew.blogspot.com Ravnica and all other Wizards of the Coast product names, and
their respective logos are trademarks of Wizards of the Coast in
Illustrators via Adobe Stock License: Bernardojbp, Gekata1989, the USA and other countries.
Ekaterina Glazkova, Iulia Kovalova, Tithi Luadthong, Viktoria
Manuilova, Marina, Mollicart, Anna Nenasheva, info@ This work contains material that is copyright Wizards of the Coast
nextmars.com, Saphatthachat, Kate Vigdis, Zhenliu and/or other authors. Such material is used with permission under
the Community Content Agreement for Dungeon Masters Guild.
Illustrators via DM’s Guild Licence: David Michael Beck, Ed
Cox, Stephen Crowe, Michael Dutton, Wayne England, Tomas Some artwork © 2015 Dean Spencer, used with permission. All
Giorello, Rebecca Guay, Fred Hopper, Doug Kovacs, David rights reserved. Some artwork copyright Kii W - https://twitter.
Martin, Mats Minnigan, Jim Nelson, Steve Prescott, Anne com/kiichan - used with permission. Some artwork © 2015 Vage-
Stokes, Joel Thomas, Eva Widermann lio Kaliva, used with permission. All rights reserved.
Illustrators via Individual Licence: Daniele Ariuolo, Gary Dupuis, All other original material in this work is copyright 2020 by Walrock
Forrest Imel, Vagelio Kaliva, Matt Morrow, David Revoy, Homebrew and published under the Community Content Agree-
Dean Spencer ment for Dungeon Masters Guild.
Illustrators via Public Domain: Boris Kustodiev
ON THE COVER
Matt Morrow illustrates a bustling halfling market, complete with
produce stands and a local entertainer. Merchants bring wares
from miles around to this cozy forest glade, to trade with locals
and visiting adventurers alike.
Version 1.2
Disclaimer: When making a purchase, always read the fine print. Like you’re doing now! Good on you. Since you took the time to look, you should be aware that all sales are final, and any curses that may or may not
accompany certain magic items are considered a complimentary addition to your purchase. After buying an ominous magical item, fully expect the merchant to have vanished on second glance, taking their stall and wares
along with them to some uncertain outer plane. Feel free to interpret such occurrences as dire portents; or don’t! It’s your money, after all, and the customer is always right.
Contents
Dean Spencer Traders & Merchants...................... 4 High Fashion........................................22
Merchant Characteristics...................5 Jewelry and Gems...............................24
Knick-Knacks.......................................26
Gimmick.............................................5 Leatherworking...................................28
Merchants & Merchandise............ 6 Mechanical Contraptions..................30
Medium and Heavy Armor................32
Legendary Merchants......................6 Potions, Poisons, and Herbs............34
Merchant Quality..............................6 Religious Idols and Blessings...........36
Buying and Selling...............................7 Songs and Instruments.....................38
Selling to Merchants........................7 Spell Scrolls and Tomes....................40
Bartering............................................7 Tattoos...................................................42
Haggling.............................................7 Thieving Supplies...............................44
Magic Items.......................................7 Tools.......................................................46
Goods and Services.............................7 Vehicles and Transportation.............48
Availability..........................................7 Weapons................................................50
Quantities...........................................8 Witchcraft.............................................52
Merchants and Spells......................8 Legendary Merchants................... 54
Variant Merchants................................8 Astral Traveler......................................54
Reoccurring Merchants......................8 Enchantments......................................56
Items and Sources...............................8 Fey Bargains........................................58
Merchant Inventories.................... 10 Magic Items..........................................60
Alcohol and Refreshment..................10 Magical Creatures...............................62
Animals.................................................12 Necromancy.........................................64
Books and Maps..................................14 Needful Things....................................66
Flowers and Seeds.............................16 Time-Lost..............................................68
Food and Animal Products...............18
Furniture and Interior Decor............20
Traders & Merchants holes. No buyers today - but tomorrow, who knows? Matt Morrow
Though few of their ilk consider it, adventurers are
W ith a filled keg over each arm, a male far from being the only individuals enterprising and
dwarf trudges away from the snowy peaks of foolhardy enough to journey the wider world in search
his homeland, a similarly-laden mule follow- of fortune and glory. Merchants travel far and wide,
ing in his footsteps. Though the dwarf knows often finding themselves at bustling hubs of business,
the closest town is weeks away, he has full such as port towns, trade hubs, and the more mercantile
confidence in the quality of his wares. Smelling profits strongholds that pepper the disparate reaches of the
on the wind, he ventures ever forward, seeking riches world. Each merchant has their own motivations for
and glory for his clan. and methods of pursuing free enterprise, and for every
In the midst of a bustling market, a mousy female merchant just trying to get by, there’s at least one more
halfling with round, thick glasses scribbles away with fervent dreams of someday, somehow, making it big
within a tome. Beside her lies a pile of her completed and retiring to comfort and fortune.
works, finely bound, proclaiming their titles in bold Included here are sample merchant inventories for
lettering. Concerned only with her writing, the halfling the merchants that traverse the worlds of Dungeons &
pays no heed to attracting customers, trusting that Dragons. This supplement is designed to work with the
her books and reputation will be more than enough to Fortresses, Temples, & Strongholds option available
entice passersby. from Walrock Homebrew on the DM’s Guild, though
Set against the edge of an alleyway, a male kobold clad these merchants can function equally well when found
only in a burlap sack waves his arms and chitters franti- throughout the wider world.
cally, attempting to attract buyers. The kobold eventually
gives up, sighing, glancing over towards his nearby pile
of identical burlap sacks, complete with arm and head
4
Merchant Characteristics d6 Bond
1 I have a sick relative that my business supports.
Much like adventurers themselves, merchants often 2 I owe a lot of money to organized crime, and they’re
have hopes, dreams, and fatal flaws of their own. If you
wish to characterize a merchant for roleplaying purpos- threatening to collect. Violently.
es, roll on or choose from the following tables. 3 I’m counting down the days to a peaceful retirement with
d8 Personality Trait my spouse or loved ones.
1 I greet absolutely everyone with a warm hug. 4 I hope to earn enough money to be able to pursue my true
2 I have a much better head for numbers than people.
3 I’m sometimes willing to barter in favors than coin. love, who is well above my station.
4 I don’t trust adventurers, not even a little bit. 5 I’m on the run from the law, and plan to leave town before
5 It’s all business with me, no need to be personable.
6 Repeat customers are my best friends. they finally recognize me.
7 I’ll talk all day, until your ears fall off. 6 A large portion of my money is spent atoning for my
8 I’m convinced my natural showmanship is what earns me
shameful past.
customers.
d6 Flaw
d6 Ideal 1 Most of my money is spent every night in the tavern.
1 Commerce. Free exchange is the world’s greatest equalizer. 2 I have no real faith in the quality of my merchandise,
(Lawful) whether or not it is actually good.
2 Monopoly. Undercutting my rivals and price gouging are 3 If someone undercuts my prices, I’ll cut their throat.
4 I counterfeit currency on the side, and slip it in with the
the only ways to get ahead. (Evil)
3 Salesmanship. I’ll sell absolutely anything. My horse, my change I give customers.
5 I never, ever, ever know when to quit, and I refuse to lose
mother, everything has a price. (Chaotic)
4 Charity. I try to give discounts or handouts to those that a sale.
6 It’s hard for me to respect someone who doesn’t know
are truly in need. (Good)
5 Finality. No refunds. Ever. (Any) everything about what I’m selling.
6 Enjoyment. Buying and selling wares is all a big game to
Gimmick
me, one that I love playing. (Any)
Some merchants develop a gimmick: a market-
Gary Dupuis able eccentricity that makes them memorable in an
otherwise very competitive field. If you wish for a
merchant to have a gimmick, roll or choose one on the
following table.
d10 Gimmick
1 Every purchase comes with a complementary mug of ale!
Drunk customers are good customers!
2 I AM ALWAYS VERY EXCITED ABOUT MY PRODUCTS,
AND SHOUT TO CONVEY MY ENTHUSIASM!
3 I talk so fast, you’ll never have time to think.
4 Banners! Bright colors! A local bard! My shop has it all.
5 I’ve designed and assembled a mascot costume to attract
business, or to scare children. Could be both.
6 I perform (mundane) magic tricks to keep my customers
interested.
7 My shop is set up to look like it belongs in an entirely
different biome or part of the world.
8 I try to attract local artists, to make my shop a popular and
happening place to be.
9 I try to make myself and my shop look very mysterious and
hidden, even though we are neither.
10 I have a ludicrous catchphrase I use as often as possible.
5
Merchants & Merchandise Legendary Merchants
Merchants sometimes come from distant lands bearing If a Legendary Merchant is rolled on the Merchants
exotic wares, and have wildly different specialties. Even table, roll once on the following table to determine
within a specialty, merchants are of dramatically differ- which Legendary Merchant your players encounter:
ent quality depending on the materials they can acquire,
and their skill at the art of commerce. d20 Legendary Merchants
When you require a merchant, you can create one 1-2 Astral traveler
by rolling on the tables in the Merchants and Traders 3-6 Enchantments
s ection of Fortresses, Temples, and Strongholds, or by 7 Fey bargains
rolling on the table presented here: 8-11 Magic items
12-14 Magical creatures
Merchant Specialty 15-18 Necromancy
19 Needful things
d100 Merchants 20 Time-lost
1-5 Alcohol and refreshment
Merchant Quality
6-9 Animals
Whenever you roll or choose a merchant, roll on the
10-13 Books and maps (mundane) Quality table, below, to determine the quality of their
goods. Legendary merchants do not exist below medium
14-17 Flowers and seeds quality, and their quality should be rerolled until it is
medium or higher.
18-22 Food and animal products
d20 Quality Currency On-Hand
23-26 Furniture and interior decor 1-2 Atrocious 1d10 × 20 gp
3-6 Poor 1d10 × 50 gp
27-31 High fashion 7-12 Medium 1d10 × 100 gp
13-17 Good 1d10 × 250 gp
32-35 Jewelry and gems 18-20 Excellent 1d10 × 500 gp
36-40 Knick-knacks Merchants carry goods on their respective list that Boris Kustodiev
belong to their quality or lesser. This means that a
41-45 Leatherworking medium Jewelry merchant would be able to dispense
items available to a poor or atrocious Jewelry merchant,
46-49 Mechanical contraptions but a good High Fashion merchant would be unable to
dispense excellent quality items on their inventory list.
50-54 Medium and heavy armor
The Invisible Hand at Work
55-58 Potions, poisons, and herbs
Some areas are exceptionally good (or poor) locations in which
59-62 Religions idols and blessings to find merchants. The intersection of two major trade routes
can yield merchants of a much higher quality than a forgotten
63-66 Songs and instruments outpost deep in the borderlands.
If an area is exceptionally good for trade, your DM may
67-70 Spell scrolls and tomes choose to roll twice on the Quality table, and use the best result.
If an area is ill-suited to commerce, however, the DM may like-
71-74 Tattoos wise decide to roll twice and use the worst result, i nstead.
75-78 Thieving supplies
79-83 Tools
84-87 Vehicles and transportation
88-92 Weapons
93-96 Witchcraft
97-100 Legendary merchant (roll once on the Legendary
Merchants table)
Subject to Availability
Many different types of merchants are listed here, and not all
merchants are appropriate to every setting. A magic items
merchant might be illogical for a setting where magic items are
too rare to be sold, or a mechanical contraptions merchant may
be at odds with a setting that has yet to d iscover clockwork.
If a thematically inappropriate merchant is rolled (or chosen)
on these tables, simply reroll (or choose again) until a more
appropriate merchant is selected. In the case of
legendary merchants, roll again on the legendary merchants
table, unless none of the available legendary merchants would
be thematically acceptable.
6
Buying and Selling check is necessary for all items a character is purchas-
ing from a merchant, or may require a haggling check
Whether scrupulous or unscrupulous, merchants tend for each type of item a character buys. In this latter case,
to obey certain rules when trading. Below are general as an example, a character buying one candle and two
rules that merchants follow, though your DM may alter sheets of paper would make two haggling checks (one
these rules to suit their campaign or the predilections of for the candle and one for both sheets of paper) rath-
an individual merchant. er than three.
Selling to Merchants Magic Items
Merchants may be willing to buy items the players Many of the listed merchants, especially legendary
wish to sell, usually those that are of and good make merchants or those of good or excellent quality, have
and similar enough to the items the merchant already magic items in their inventories.
carries. Merchants often are willing to pay half the Buying Magic Items from Merchants. Depending
ordinary price for wares the players are selling, except- on how common magic is in your world, your DM may
ing magic items, which obey their own special rules decide that merchants do not or cannot sell magic items.
(see below). Currency carried by merchants for such If magic items are not sold in your world, ignore the
purposes is typically is kept in a secure location, such as presence of magic items in merchant inventories.
a trapped lockbox. Your DM might also decide that magic items are
available for purchase, but are rare enough that they
Bartering must be located from an interested seller first. In this
case, remove magic items from merchant inventories
Some merchants, particularly those in remote areas or and instead use the rules in the Buying a Magic Item
belonging to societies without an emphasis on coin- section on page 125 of Xanathar’s Guide to Everything
age or currency, may be willing to partake of barter for to determine whether or not you are able to find the
items in their inventories, exchanging items for items item you want.
rather than coin. Selling Magic Items to Merchants. Your DM may
In this case, a merchant will usually attempt to allow you to sell magic items directly to merchants,
trade as evenly as possible, but will never accept items using the listed prices on page 130 of the Dungeon
worth less than what the purchaser is receiving. A Master’s Guide. It should be noted that no merchant will
merchant may append a 10% convenience fee onto the ever have enough currency on-hand to buy a magic item
sale when bartering, or 25% in areas where bartering above rare quality, though a savvy merchant may have
is less common. reserves or be willing to barter in such a deal.
Alternatively, your DM might rule that merchants
Haggling cannot or will not buy magic items in this fashion. If
this is the case, your DM may decide to use the rules
Depending on the individual merchant, a customer for selling magic items present on pages 129-130 of the
haggling and attempting to get the merchant to lower Dungeon Master’s Guide, requiring a greater investment
prices may be fully expected, allowed as an occasional in time and money to find an interested buyer.
indulgence, or seen as a grave insult.
Your DM might decide that some merchants are Goods and Services
willing to haggle. If so, your DM can roll 1d100 to
determine a merchant’s willingness to haggle on Being able and willing to provide goods and services is
the table below. what makes a merchant a merchant. The rules in this
section help determine what a merchant has on-hand,
d100 Willingness to Haggle DC Discount and what they are willing to part with.
1-25 My prices are set in stone. — —
26-50 Only if I really, really like you. 25 10% Availability
51-75 I’m reasonably flexible with prices. 18 15%
76-85 I’m known for cutting good deals! 15 20% Most merchants have incredibly robust lists of goods
86-95 Deals so good, it’s suspicious. 13 25% that may be available to them, but not every item on a
96-100 Everything must go! No questions! 11 30% merchant’s list is in their inventory.
To determine how many types of items a merchant
If a merchant is willing to haggle on a result of 26 or has available in a given quality category, roll 1d8 + 4 one
higher, a character buying an item can attempt a check time for each quality category the merchant has access
to haggle with Charisma (Persuasion) against the listed to. For example, a medium quality merchant would have
DC associated with the merchant’s level of willingness. access to items in the atrocious, poor, and good quality
On a success, the merchant offers their listed discount categories, and thus should roll 1d8 + 4 three sepa-
on the item the character is buying. If a character rate times. If any of the merchant’s quality categories
attempts this check on a merchant unwilling to haggle, have five or fewer items, do not roll for that category,
the check fails, regardless of result. and instead include all items that category has to offer
Your DM may decide that only one single haggling (unless otherwise specified).
7
The result of these rolls determine how many types between two different merchant specialties. If a variant
of item a merchant has in each quality category. The merchant’s rules instruct you to do so, combine these
DM then selects which types of items the merchant has inventories before determining availability.
available, until the available types of items for each qual-
ity category equals the result of that category’s roll, or Reoccurring Merchants
there are no more items of the given quality to select.
Usually, a merchant’s stock changes after 30 days. Twists of fate and circumstance, as well as convenient
When this happens, your DM should reroll for item trade routes, can bring certain specific merchants into
availability, and select which type of items the merchant repeated contact with a party of adventurers.
now has in stock. Over time, reoccurring merchants might become
more (or less) willing to haggle, as they become closer
Quantities friends (or more contentious enemies) with the player
characters. Consider how the party’s relationship with a
Each item in a merchant’s inventory has a quantity asso- reoccurring merchant evolves, and what the merchant
ciated with it. If an item is available, this is the quantity might ask of repeat customers and potential allies.
of that item the merchant has to sell. In most cases,
these quantities are rerolled and replenished every 30 Items and Sources
days, representing sales and changes in stock. If an item
has a minus in its quantity (for example, 1d4 – 2), there Most items in merchant inventories have a listed source,
may be none of that item present, and the minimum denoting the book and page number in which they are
quantity for such items is 0. found. Sources have varying levels of information on
There are also special listings for quantity, as follows: their associated items, ranging from mere citations to
Made to Order. Some items are not physically avail- broad descriptions of an item’s abilities and powers. If
able in a merchant’s shop at all, except perhaps as an an item is listed without an associated source, it is an
example for demonstration purposes. An item listed entirely new creation for this supplement.
as Made to Order is purchased before it is made, and Sources are abbreviated, and the full name of any
once purchased takes a number of days to be completed particular source can be found on the following table:
equal to its gold cost divided by 10 (round up). Details
specific to the item can be decided upon between the Source Index
purchaser and merchant at the time of the item’s sale.
Once completed, the purchaser usually must retrieve Abbreviation Source
the item from the merchant. Larger items are usually BGDIA Baldur’s Gate: Descent Into Avernus
assembled on-site and do not need to be retrieved, and CS Curse of Strahd
most Good or Excellent merchants are willing to deliver DMG Dungeon Master’s Guide
smaller items directly to their clientele. ERLW Eberron: Rising from the Last War
Only 1, Ever. Unlike other items on a merchant’s GGR Guildmaster’s Guide to Ravnica
table, items with this quantity do not restock after 30 GS Ghosts of Saltmarsh
days. Once an item listed as such is purchased (whether HDQ Hoard of the Dragon Queen
by a player character or an NPC), it is gone from the IDRF Icewind Dale: Rime of the Frostmaiden
merchant’s inventory permanently. LMP Lost Mine of Phandelver
MM Monster Manual
Merchants and Spells MOT Mythic Odysseys of Theros
OA Out of the Abyss
Some merchants are able to cast spells for your benefit, PA Princes of the Apocalypse
in return for currency. Any specific merchant can only PHB Player’s Handbook
cast 3 spells per day, regardless of their spell level. A RT The Rise of Tiamat
merchant is considered to have a spell attack modifier of SCAG Sword Coast Adventurer’s Guide
+5, and a spell save DC of 13. SKT Storm King’s Thunder
For the purposes of availability (and rolling to deter- TA Tomb of Annihilation
mine if types of items are available), spells are treated as TCE Tasha’s Cauldron of Everything
if they were items. As such, certain merchants may not TT Teas and Tisanes (DM’s Guild)
know some spells in their listed inventory, or simply may TYP Tales from the Yawning Portal
not have them prepared on a given day. VGM Volo’s Guide to Monsters
WDH Waterdeep: Dragon Heist
Variant Merchants WDMM Waterdeep: Dungeon of the Mad Mage
XGE Xanathar’s Guide to Everything
No two merchants are ever exactly alike, and variant
merchants epitomize this. Certain merchant specialties Your DM may choose to omit items from certain
include a sidebar with special rules for retrofitting them sources, selecting other items in their stead.
into a different type of merchant as a variant, which your
DM may choose to do if that merchant is rolled.
Often, variant merchants combine inventories
8
Dean Spencer
9
Merchant Inventories
Included in this section are the inventories of various
types of merchant, divided by a merchant’s specialty.
Alcohol and Refreshment fine wines, while a high elf wine aficionado may turn up
their nose at the thought of selling ale. Some merchants
A dusky tavern reverberates with raucous laughter of this specialty even eschew selling alcohol entirely,
and the clink of mugs raised in a toast. A stoic female focusing on the other forms of refreshment listed here.
dragonborn tavernkeep looks on, polishing an obligatory In most cases, merchants with this specialty of medium
mug, her eyes searching for signs of trouble. quality and above refuse to sell inferior ale, considering
Nearby ale barrels stacked higher than herself, the s ubstance to be below their standards.
a female dwarf tends to a roadside stall, cleaning
her countertop with a grungy dishrag. Colorful flags
flap aimlessly in the breeze as she awaits weary,
thirsty travelers.
A staple of civilization, some theorize that alcohol
is what motivated early societies to pursue large-scale
agriculture. Merchants that deal in alcohol and other
beverages continue this proud tradition, crafting person-
alized brews for discerning palates.
Sometimes, merchants with this specialty do not or
cannot offer certain items due to geography, availabil-
ity, or the merchant’s own predilections. As examples,
coffee or rum may not exist without a tropical region to
foster their creation, or a trade route to the same. Simi-
larly, a dwarven brewer may not be willing to carry fancy,
Alcohol and Refreshment Merchant
Quality Items Price Quantity Source Notes Ekaterina Glazkova
Atrocious Ale, inferior 2 cp / mug 1d4 × 100 mugs — Flavor will not leave mouth until after next short rest
1 cp / cup 1d4 × 100 cups — Clean and pure
Water 4 cp / mug 1d4 × 100 mugs PHB 158 Whatever ale the merchant has on-hand
Poor Ale, generic 3 cp / mug 1d4 × 50 mugs — It has (some) flavor, but that’s about it
2 cp 1d4 × 15 PHB 150 Made of either pewter or treated wood
Ale, non-alcoholic 5 cp / cup 1d4 × 10 cups TT Harsh, bitter, and acidic; very hydrating
Flask or tankard 5 cp / cup 1d4 × 5 cups TT Metallic-tasting and slate grey; an acquired taste
Tea, sandberry 1 sp / mug 1d4 × 50 mugs Stout; rich, bitter, and heavy, served ice-cold
Tea, talktuth 8 cp / mug 1d4 × 50 mugs — Dark ale; smoky taste, named as a marketing gimmick
Medium Ale, Bitter Black 8 cp / mug 1d4 × 50 mugs — Lager; golden-colored with an aftertaste of citrus
Ale, Elminster’s Choice 6 cp / mug 1d4 × 100 mugs — Amber ale; harsh and bitter, a truly acquired taste
Ale, Golden Sands 20 gp 1d4 — —
Ale, Iriaeboran North 8 cp / mug 1d4 × 100 mugs PHB 154 Hard apple; cloudy with a strong sweet-sour taste
Brewer’s supplies 3 cp / mug 1d4 × 25 cups — Of any variety
Cider, Knee-cracker 1 sp / mug 1d4 × 100 mugs — A popular spiced honey wine
Juice, fruit 1 sp / bottle 1d4 × 5 bottles — Goat, cow, or other
Mead, common 3 sp / bottle 1d4 × 5 bottles — Disadv. on saves to avoid intoxication
Milk 1 sp / cup 1d4 × 10 cups — A peppery, copper-colored tisane
Moonshine 1 sp / cup 1d4 × 10 cups TT A savory, earthy tisane that calms an upset stomach
Tea, avlat 5 sp / cup 1d4 × 5 cups TT Thick and brackish, can be mildly psychoactive
Tea, blackthorn 5 cp / cup 1d4 × 10 cups TT Grassy and slightly salty, a mellow-tasting tisane
Tea, gaeth’ad 1 sp / cup 1d4 × 10 cups TT Robust and pale yellow, can remove clothing stains
Tea, vauge 1 gp / bottle 1d4 × 3 bottles TT Red; lush, full taste with bite; favored by necromancers
Tea, yellowleaf 5 sp / bottle 1d4 × 5 bottles One of many other varieties of simple, cheap wine
Wine, Blood Wine 7 sp / bottle 1d4 × 3 bottles — Red; very strong and spicy, popular with commoners
Wine, common PHB 158
Wine, Fire Wine —
10
Quality Items Price Quantity Source Notes
Good ——
Yeast 4 cp / lb. 1d4 × 2 lbs. — Imperial ale; powerfully alcoholic, strong hoppy flavor
Excellent — Imperial stout; black, thick, and sweet halfling brew
Ale, Dragon’s Breath 2 sp / mug 1d4 × 25 mugs — Red ale; pepper and spices give it a prickly aftertaste
— Brown ale; a full malty taste; popular in many taverns
Ale, Luiren’s Best 3 sp / mug 1d4 × 25 mugs XGE 136 —
——
Ale, Old One’s Eye 2 sp / mug 1d4 × 25 mugs — An Underdark favorite; served with a live nightcrawler
— Hard apple, cherry, plum, and gooseberry blend
Ale, Shadowdark 8 cp / mug 1d4 × 50 mugs — Hot hard apple, cherry, and pear; with cinnamon
TT —
Bead of refreshment 50 gp 1d4 × 2 TA 32 An imported mead made with jungle spices
——
Brandy 5 gp / bottle 1d4 × 2 bottles XGE 139 —
TT Bitter cinnamon taste, served hot with honey
Brew, desmodu 1 sp / mug 1d4 × 25 mugs TT Dry and chalky, makes you unable to taste spicy food
TT Black tea; increases movement speed by 5 ft. for 1 hr.
Cider, Purple Hill 2 sp / mug 1d4 × 50 mugs TT Purple and savory, cures drunkeness for 2 hrs.
TT Green tea; grants resistance to poison dmg. for 1 hr.
Cider, Vilhon 2 sp / mug 1d4 × 50 mugs TT Mango and citrus taste; popular with the wealthy
TT A purple licorice-tasting tea, served chilled
Cocoa, hot 5 gp / cup 1d4 × 10 cups TT White tea; light, airy, and easy drinking
— Brewed ground caffeinated beans; also called “coffee”
Mead, tej 3 sp / mug 1d4 × 50 mugs TT Spicy and sweet; settles the stomach
TT Perfect for traditional tea ceremonies
Rum 8 gp / bottle 1d4 × 2 bottles ——
——
Tankard of sobriety 100 gp Only 1, ever ——
— Red; very dry, with berry and woodsy undernotes
Tea, blackroot tal 1 sp / cup 1d4 × 10 cups — Red; nearly black; sweet, heavy, and highly alcoholic
PHB 158 One of many other varieties of fine wine
Tea, chalthorn 2 sp / cup 1d4 × 10 cups — Chartreuse; glows slightly and tastes of summer pears
— Red; quite complex, full of raspberry and strawberry
Tea, earth dragon’s eye 6 cp / cup 1d4 × 5 cups — White; dry and surprisingly nutty, with fruit tones
— Red; blue-purple, a sweet and spicy dessert wine
Tea, jethur 3 gp / cup 1d4 × 2 cups — Cream ale; with a rich nutty flavor the nobility love
— Imperial Stout; decadently full, complex, and smooth
Tea, long jing 5 gp / cup 1d4 × 5 cups — Drink a mug: facial hair grows perceptibly
DMG 161 —
Tea, meiriath 7 gp / cup 1d4 × 5 cups DMG 135 Bejeweled with gold filigree; for a dwarven thane
CS 188 Conjures 1 gal. of wine / day; turns poison into wine
Tea, milian tal 1 sp / cup 1d4 × 10 cups — An extremely rare elven mead that tastes like pure bliss
DMG 135 Holds 1 pint; has jade inset in a beautiful pattern
Tea, pale jade 1 gp / cup 1d4 × 5 cups HDQ 74 Magically fills with 3 pints of dwarven ale, 3x / day
TT Drink a cup: immune to sleep for 8 hours
Tea, kaeth 2 gp / cup 1d4 × 10 cups TT The leaves in the cup’s bottom hint at the future
— White; very rare, glows silver and tastes of romance
Tea, wild ginger 5 sp / cup 1d4 × 5 cups — Drink a cup: cures the poisoned condition
Tea set 50 gp 1d4
Tequila 8 gp / bottle 1d4 × 2 bottles
Vodka 8 gp / bottle 1d4 × 3 bottles
Whiskey 5 sp / bottle 1d4 × 4 bottles
Wine, Arabellan Dry 8 gp / bottle 1d4 × 3 bottles
Wine, Berduskan Dark 15 gp / bottle 1d4 × 2 bottles
Wine, fine 10 gp / bottle 1d4 × 4 bottles
Wine, Glowfire 13 gp / bottle 1d4 × 2 bottles
Wine, Saerloonian Special 16 gp / bottle 1d4 bottles
Wine, Saerloonian Topaz 12 gp / bottle 1d4 × 2 bottles
Wine, Winter Wine 11 gp / bottle 1d4 × 2 bottles
Ale, Purple Dragon 5 gp / mug 1d4 × 10 mugs
Ale, Tanagyr’s Stout 4 gp / mug 1d4 × 10 mugs
Ale, Thane’s Choice 25 gp / mug 1d4 × 10 mugs
Decanter of endless water 500 gp Only 1, ever
Drinking horn, ivory 7,500 gp Only 1, ever
Green copper ewer 5,000 gp Only 1, ever
Mead, Evermead 25 gp / mug 1d4 × 10 mugs
Mug, brass masterwork 250 gp 1d4
Tankard of plenty 5,000 gp Only 1, ever
Tea, dwarven kaeth 10 gp / cup 1d4 × 2 cups
Tea, portentous 20 gp / cup 1d4 × 2 cups
Wine, Alurlyath 20 gp / bottle 1d4 – 1 bottles
Wine, elven 25 gp / cup 1d4 × 2 cups
11
Animals
Sweeping up straw and other leavings, a male forest
gnome tends to the cleanliness of a musty stable.
Though a casual onlooker would never guess, the
gnome holds a calm confidence that his horses are of
the highest caliber.
Cages and crates punctured with small holes line a
wood elf’s stand on a busy market street. An impos-
ing hawk on his arm, passers-by can barely hear the
soft cheeping of hawk chicks over the roar of the
marketplace.
Animal merchants specialize in selling mounts and
companions from near and far. Merchants of this
specialty often stick within a theme with the animals
they sell, such as: tiny pets, livestock, wild beasts, avians,
mounts, or similar. No merchants aside from those of
atrocious quality are willing to sell a dead animal.
Untamed Animals. Sold animals are usually tame,
but may not be, if marked otherwise. Untamed animals
may require Animal Handling checks to interact with
them favorably, usually with a DC of 10 or 15 depending
on the task demanded of them.
Animals Merchant Price Quantity Source Notes
25 gp 1d4 – 1
Quality Items 1 cp Only 1, ever TA 96 Untamed, somehow
Atrocious Dog, wild 2 cp 1d4 – 1
2 sp 1d4 – 1 — Deceased
Parrot, dead 2 cp 1d4 × 2
Poor Bat 5 cp / day 1d4 × 30 days MM 318 —
1 cp 1d4 – 1
Cat 2 gp 1d4 × 2 MM 320 —
Chicken
Feed, animal PHB 157 May instead be a rooster
Frog
Goat PHB 157 —
MM 322 May instead be a toad
MM 330 May instead be a sheep (SKT 142) or mountain goat
(IDRF 304)
Lizard 1 cp 1d4 – 1 MM 332 —
Pig 3 gp 1d4 × 2
Rat 1 cp 1d4 PHB 157 —
Misc. CR 0 beasts 2 cp - 1 gp 1d4
Badger 5 sp 1d4 – 1 MM 335 —
Cow 10 gp 1d4 × 2
Draft horse 50 gp 1d4 — May be untamed
Fastieth 75 gp 1d4 – 1
Medium Hare 2 gp 1d4 MM 318 Untamed
Good Mule 8 gp 1d4
Ox 15 gp 1d4 VGM 207 May be a bull or steer
Pony 30 gp 1d4
Raven 10 gp 1d4 – 1 MM 321 —
Weasel 5 sp 1d4 – 1
Misc. CR 1/8 beasts 1 gp - 10 gp 1d4 ERLW 289 —
Misc. CR 1/4 beasts 5 gp - 25 gp 1d4 – 1
Axe beak 50 gp 1d4 IDRF 294 May instead be a rabbit
Baboon 25 gp 1d4 – 2
MM 333 May instead be a donkey
VGM 208 —
MM 335 —
MM 335 May instead be a crow (WDMM 302) Michael Dutton
MM 340 May instead be a fox (IDRF 288), raccoon, or possum
— May be untamed
— May be untamed
MM 317 A large flightless bird sometimes used as a mount
MM 318 May instead be a monkey
12
Quality Items Price Quantity Source Notes
Boar 50 gp 1d4 – 2
Camel 50 gp 1d4 MM 319 Untamed
Deer 50 gp 1d4 – 2
Eagle 20 gp 1d4 – 2 MM 320 —
Elk 100 gp 1d4 – 2
Hawk 15 gp 1d4 – 2 MM 322 —
Hyena 125 gp 1d4 – 2
Mastiff 50 gp 1d4 MM 322 May be untamed
Owl 20 gp 1d4 – 1
Riding horse 75 gp 1d4 MM 322 May instead be a moose
Lantern of tracking 100 gp Only 1, ever
Parrot, live 20 gp 1d4 – 1 MM 330 May instead be a falcon (WDH 53)
Panther 150 gp 1d4 – 2
Staff of Birdcalls 100 gp Only 1, ever MM 331 May be untamed; may instead be a jackal (MM 331)
Tiger 200 gp 1d4 – 2
MM 332 May instead be a sled dog (RT 27); full-grown or pups
MM 333 —
MM 336 —
IDRF 314 Lights up when near a random specific creature type
— May instead be a peacock (BGDIA 195)
MM 333 Untamed
XGE 139 —
MM 339 Untamed; may instead be a crag cat (SKT 240), lion
(MM 131), or snow leopard (TYP 183)
Warhorse 400 gp 1d4 MM 340 —
Wolf 50 gp 1d4 – 1
Misc. CR 1/2 beasts 20 gp - 50 gp 1d4 – 1 MM 341 May be untamed
Ape 500 gp 1d4 – 2
Black bear 500 gp 1d4 – 1 — May be untamed
Brown bear 800 gp 1d4 – 1
Excellent Crocodile 500 gp 1d4 – 1 MM 317 May be untamed
Dire wolf 800 gp 1d4 – 1
Elephant 1,200 gp 1d4 – 2 MM 319 Untamed; full-grown or cubs
Mammoth 2,500 gp 1d4 – 2
Rhinoceros 1,200 gp 1d4 – 2 MM 319 Untamed; full-grown or cubs
Ring of animal influ- 5,000 gp Only 1, ever
ence MM 320 Untamed; may instead be an alligator
Zebra
Misc. CR 1 beasts MM 321 Untamed
MM 322 —
Zhenliu MM 332 —
MM 336 Untamed
DMG 189 —
400 gp 1d4 – 1 TA 106 —
— May be untamed
50 gp - 300 gp 1d4 – 2
Taming the Untamed
An untamed creature will always be feral, but over time (and
with your DM’s permission) can learn to trust its owner and its
owner’s allies.
To tame an untamed creature, you must take a short or long
rest in its company once each day, making a Wisdom (Animal
Handling) check at the end of that rest. The initial DC for this
check is 20, and the DC for each subsequent check is 20 – half
the number of successful checks you’ve made + the number of
consecutive days you’ve gone without making this check (maxi-
mum 10). Placing the creature under the animal friendship spell
does not decrease this DC, but instead grants you advantage on
the check due to the charmed condition.
Once the DC for this check is below 10, the creature is
considered tamed, and regards you as a trusted friend. At this
point, it is no longer necessary to make this check, though
intentional mistreatment of the creature may (at your DM’s
discretion) once again cause this check to become necessary.
13
Books and Maps minute to flip through the book for pertinent informa-
tion. If you do, you gain advantage on the check. You
Shelves upon shelves of tomes line the walls of an old can only gain advantage in this way once, and you must
wooden scriptorium, and in the center of it all sits an finish a short or long rest before you can do so again.
i mprobably calm half-orc. As the aged scriptorium door
creaks open, the half-orc adjusts his spectacles, staring
into the bright daylight at those entering his shop.
With maps rolled and scrolled bristling from her
backpack, a half-elf smiles cheerfully as she waves
down travelers. One of the best cartographers in
the land, she strides forward full of confidence,
knowing that no matter where they are headed, anyone
passing this busy crossroad could use one of her maps.
Not all books are magical, and indeed most are
not. Books are always valuable, however, signifying a
substantial amount of effort on the part of authors and
transcribers across multiple ages. The same holds
true for maps, and both are effective tools to ensure
that the vital knowledge and stories of the past are
never forgotten.
Some merchants with this specialty distribute maps
or books exclusively, though many dabble in both. Often,
these merchants are authors, cartographers, scribes or
transcribers themselves, and turn to selling their wares
p ersonally as a method of building reputation and fame
within their craft.
The prices listed here assume the merchant exists in
a world where wide-spread use of such technologies as
the printing press and movable type do not exist. Should
the merchant and others have access to a printing press,
your DM may decide to reduce the prices of applicable
items (such as books or maps) by 25%, signifying the
relative ease of use of these technologies, and their
impact on production and distribution. Your DM may
also decide that newspapers cannot exist in settings
without a printing press or equivalent technology, and
thus cannot be for sale.
Books. Some books pertain to specific topics, such as
herbalism, heraldry, theology, or armor making. When
making a check to recount knowledge on a topic a book
in your possession holds, you can choose to take one
Books and Maps Merchant
Quality Items Price Quantity Source Notes
Atrocious Book, lunatic ravings
25 gp 1d4 – 1 DMG 301 Full of mad scribblings, nearly impossible to make out
Treasure map, fake
Poor Book, grammar 1 sp Only 1, ever — A DC 10 Investigation or History check reveals it is fake
Book, mathematics 25 gp 1d4 DMG 301 Seems fancy, but is functionally useless
Book, worn diary
Calendar 25 gp 1d4 DMG 301 Teaches everything from the basics to calculus
Ink
Ink pen 25 gp 1d4 – 2 DMG 301 Someone’s personal diary; might be important?
Paper
Parchment 5 gp 1d4 DMG 301 Contains all the days and months in a single year
Medium Book, almanac
Book, area guidebook 10 gp / ounce 1d4 × 10 ounces PHB 150 —
Book, blank
2 cp 1d4 × 2 PHB 150 — Tomas Giorello
2 sp / sheet 1d4 × 20 sheets PHB 150 —
1 sp / sheet 1d4 × 20 sheets PHB 150 —
25 gp 1d4 DMG 301 Full of predictions important to farmers or astrologers
50 gp 1d4 – 1 — Pertains to a nearby city or location
25 gp 1d4 × 3 PHB 150 Suitable for writing or drawing; won’t hold spells
14
Quality Items Price Quantity Source Notes
Good 1d4 – 1
Excellent Book, brewing 25 gp 1d4 DMG 301 Explains the basics of creating your own alcohol
1d4
Book, cookbook 25 gp 1d4 DMG 301 Packed with delicious-sounding recipes
1d4
Book, dictionary 25 gp 1d4 – 1 DMG 301 Defines every word known to its author
1d4 – 1
Book, history 50 gp 1d4 DMG 301 Details the commonly-known history of a region
1d4
Book, legal code 50 gp 1d4 DMG 301 A comprehensive collection of the laws of a region
1d4
Book, local flora 50 gp 1d4 × 5 DMG 301 Pictures and descriptions of common local plants
1d4 – 1
Book, masonry 25 gp 1d4 DMG 301 Simple writings on sound construction techniques
1d4 × 3
Book, poetry 25 gp 1d4 – 2 DMG 301 Thought-provoking and full of complex emotion
1d4 – 1
Book, tawdry 25 gp 1d4 – 1 — A gripping and bawdy story of steamy romance
1d4 – 1
Book, theological 25 gp 1d4 – 1 DMG 301 A common holy text for a popular god or faith
1d4 – 1
Book, thesaurus 25 gp 1d4 — Indicate your intellect with this folio of synonyms
1d4 – 1
Case, map or scroll 1 gp 1d4 – 1 PHB 150 —
1d4 – 1
Map, accurate 25 gp 1d4 – 1 DMG 301 Portrays an important area within 7 days’ travel
1d4 – 1
Navigational chart 50 gp 1d4 – 1 DMG 301 A star chart showing how to navigate by the night sky
1d4
Newspaper 2 sp 1d4 — Printed with the weekly news from a nearby city
1d4
Atlas, known world 500 gp 1d4 DMG 301 Very accurate, but not overly detailed
1d4
Book, alchemy 75 gp 1d4 DMG 301 Contains alchemical scribblings; some in code
1d4
Book, armor making 75 gp 1d4 – 1 DMG 301 Teaches the basics of armor construction
1d4 – 1
Book, astrology 50 gp Only 1, ever DMG 301 A complete collection of star signs and their meanings
Only 1, ever
Book, bestiary 125 gp Only 1, ever DMG 301 Pertains to a specific type of creature found nearby
Only 1, ever
Book, biography 50 gp Only 1, ever DMG 301 Details the life of an important historical figure
Only 1, ever
Book, classic 100 gp — A book everyone wants to have read, but no one has
Book, exotic travelogue 100 gp DMG 301 Tells of real journeys to a far-off land, with many details
Book, heraldry 50 gp DMG 301 Describes several prominent family lines, with symbols
Book, herbalism 75 gp DMG 301 Depicts the practice of collecting and processing herbs
Book, heretical 50 gp DMG 301 An unholy text that disavows a major theology
Book, magic tricks 50 gp DMG 301 Teaches non-arcane tricks of sleight of hand
Book, medicine 100 gp DMG 301 Contains mundane cures for many common ailments
Book, memoir 50 gp DMG 301 A historical figure reflects on their life and trials
Book, mythology 50 gp DMG 301 Tells tales of gods, heroes, and other mythic figures
Book, novel 50 gp DMG 301 One of several in a series of acclaimed genre fiction
Book, prayer book 50 gp DMG 301 Full of ritual chants and liturgical prayers
Book, sheet music 50 gp DMG 301 Holds several popular songs, on multiple instruments
Calligrapher’s supplies 10 gp PHB 154 —
Cartographer’s tools 15 gp PHB 154 —
Book, exotic fauna 150 gp DMG 301 Has pictures and descriptions of many strange animals
Book, exotic flora 150 gp DMG 301 Details many rare and mysterious herbs and plants
Book, forbidden lore 500 gp DMG 301 Contains mysterious texts that cultists would kill for
Book, planar travelogue 1,000 gp DMG 301 Intimate details of a planar locale, by Beatrix Trifling
Duplicitous manuscript 5,000 gp TCE 126 Wizard only; holds spells, appears as a romance novel
Map, automatic 500 gp — Magically constantly maps everything in a 5 mile radius
Map, planar 1,000 gp — Accurately depicts a significant planar location
Viktoriia Manuilova Treasure map, real 1,000 gp — Treasure is within 7 days’ travel; worth 1d10 × 500 gp
15
Flowers and Seeds Seeds. Found in various shapes and sizes, these
seeds require fertile land to grow, and your DM is the
Footsteps clattering against cobbled stone, a female ultimate source on whether or not a plot of land can
human wearing an airy pink dress walks slowly through sustain plant life. Crop and flower seeds require 100
the dingy city streets, attempting to be seen. In the crook c onsecutive days of maintenance to mature fully, while
of her arm lies a basket of fresh-picked wildflowers, a trees require 1,800 days to begin producing seeds and
small taste of country living that she sells for but a few fruit. A handful of crop or flower seeds can fill four 5-foot
pieces of copper. by 5-foot squares with their associated plant. The space
A male dragonborn, dark in scale and countenance, a tree takes up varies greatly, depending on the type of
levels his draconic glare at those avoiding his flower tree and its age.
shop. Surrounded by bushels of colorful flowers Powderpuff. These highly-poisonous, small white
a rranged in hanging woven baskets, the dragonborn blooms grow wild in polar regions. Simply touching one
scowls, wondering why sales have been so surpris- of these flowers against bare skin imparts a powerful
ingly abysmal.
Flowers represent light, life, and love in a variety of
cultures, and merchants across many lands sell beau-
tiful floral arrangements symbolizing anything from
a new, springtime romance to a loss most solemn
and tragic. Many of these merchants dabble (or fully
specialize) in other botanicals, such as trees or crops,
and carry with them precious seeds used to grow all
manner of plants.
Dragon Lily. These beautiful lilies grow in the slow
moving water found in shallow ponds and streams, and
consume the impurities found in their natural environ-
ment. Though they naturally go through this process
gradually, once picked a dragon lily goes into a shock of
sorts, seeking additional nutrition to heal. Placed in up
to 10 gallons of water, a picked dragon lily will instantly
consume any impurities within once before fully dying,
rendering the water safe to drink.
Phoenixbloom. Burning softly and emitting a gentle
fragrance like incense, phoenixbloom flowers burn
eternally, giving off bright light in a radius of 20 feet,
and dim light for 20 feet after that. Any creature that
comes into contact with the flaming blossoms, either
through an attack or by failing a Dexterity saving throw
when walking through a grove of phoenixbloom, takes
1d4 fire damage.
Flowers and Seeds Merchant
Quality Items Price Quantity Source Notes Zhenliu
Atrocious Mixed flowers, dead 1 cp / dozen 1d4 × 2 dozen — Wilted and slightly browned
Poor Mistletoe 1 gp / sprig 1d4 × 5 sprigs PHB 150 Druidic focus; fresh and poisonous
1 cp / dozen 1d4 × 5 dozen — A low-quality bouquet of common flowers
Mixed flowers 1 cp / handful 1d4 × 20 handfuls — Grows 10 lbs. of a staple crop, like rice or wheat
Seeds, crop 4 cp / handful 1d4 × 10 handfuls — Grows up to 60 wildflowers
Seeds, wildflower 2 cp / dozen 1d4 × 5 dozen — A fresh bouquet of local flowers
Wildflowers 1 sp / dozen 1d4 × 2 dozen — Naturally repels insects (not giant or swarms)
Medium Bison-gourd 5 cp / dozen 1d4 × 2 dozen — Can be ground into a mild sedative tea
Bowen’s flower 4 cp / dozen 1d4 × 5 dozen — Roses, lavendar, tulips, or similar
Flowers, fine 5 gp 1d4 PHB 154 —
Herbalism kit 2 sp / handful 1d4 × 4 handfuls — Grows up to 60 bison-gourd flowers
Seeds, bison-gourd 1 sp / handful 1d4 × 4 handfuls — Grows up to 60 Bowen’s flowers
Seeds, Bowen’s flower 8 cp / handful 1d4 × 10 handfuls — Grows up to 60 fine flowers
Seeds, fine flower
16
Quality Items Price Quantity Source Notes
Good Seeds, snowflower 2 sp / handful 1d4 × 10 handfuls — Grows up to 60 snowflowers in arctic conditions
Seeds, tree 5 cp / handful 1d4 × 10 handfuls — Grows up to 25 trees; oak, birch, pine, or similar
Snowflower 1 sp / dozen 1d4 × 3 dozen — Vibrant purple, pink, or yellow, grow in snow
Dathlil 10 gp / each 1d4 — Eat (or drink tea): cures the poisoned condition
Feather skin 50 gp / each 1d4 – 2 — Eat (or drink tea): cures one disease
Firethorn 1 gp / dozen 1d4 dozen — Touch: Succeed a DC 10 Dexterity (Sleight of
Hand) check or be poisoned for 1 min.
Glowblossom 1 sp / dozen 1d4 × 3 dozen — Emits dim light in a 10 foot radius
Phoenixbloom 1 gp / dozen 1d4 × 3 dozen — Burns as a torch, can set objects on fire
Seeds, dathlil 20 gp / handful 1d4 handfuls — Grows up to 10 dathlil flowers
Seeds, feather skin 100 gp / handful 1d4 – 2 handfuls — Grows up to 10 feather skin flowers
Seeds, fruit tree 3 sp / handful 1d4 × 10 handfuls — Grows up to 25 fruit trees; apple, pear, or similar
Seeds, firethorn 2 gp / handful 1d4 handfuls — Grows up to 60 firethorn flowers
Seeds, glowblossom 2 sp / handful 1d4 × 2 handfuls — Grows up to 60 glowblossom flowers
Seeds, phoenixbloom 2 gp / handful 1d4 × 2 handfuls — Grows up to 60 phoenixbloom flowers
Seeds, terazul 50 gp / handful 1d4 handfuls — Grows up to 10 terazul flowers
Seeds, whistleweed 2 sp / handful 1d4 × 5 handfuls — Grows up to 60 whistleweed stalks
Staff of flowers 100 gp Only 1, ever XGE 139 Can cause a specific nonmagical flower to grow
Terazul 25 gp / each 1d4 — Eat (or drink tea): immune to sleep for 1d4 days,
50% chance to see disturbing visions
Excellent Whistleweed 1 sp / dozen 1d4 × 4 dozen — Whistles loudly when brushed against
Bloodrose 500 gp / each 1d4 – 2 — Worn as a status symbol of extreme wealth
Charm of Plant 5,000 gp Only 1, ever GS 229 Casts speak with plants 3x / day; grants adv. on
Command Charisma checks to talk with plants
Dragon lilly 5 gp / dozen 1d4 dozen — Contact purifies up to 10 gal. of water, once
Powderpuff 250 gp / each 1d4 – 2 — Can render a creature unconscious
Quaal’s feather token, 2,500 gp Only 1, ever DMG 188 Conjures a 60-ft. tall nonmagical tree
tree
Redflower 150 gp / each 1d4 – 1 — Eat: Adv. on Dex (Sleight of Hand) for 10 mins.
Seeds, bloodrose 1,000 gp / handful 1d4 – 2 handfuls — Grows up to 10 bloodrose flowers
Seeds, dragon lilly 10 gp / handful 1d4 handfuls — Grows up to 60 dragon lillies in a shallow pond
Seeds, powderpuff 500 gp / handful 1d4 – 2 handfuls — Grows up to 10 powderpuffs in arctic conditions
Seeds, redflower 300 gp / handful 1d4 – 1 handfuls — Grows up to 10 redflowers
Saphatthachat poison, causing the touched creature to either succeed
on a DC 15 Constitution saving throw or become uncon-
scious for up to 1d10 days. An adjacent creature can
use an action to rouse the unconscious creature. Once a
powderpuff imparts this poison, it withers and dries into
a useless husk.
Whistleweed. This long, foxtail-like grass sings
out a high-pitched tone when even a small amount of
wind brushes it. Often, small bunches of this weed are
dried and hung in caves or hallways to provide an early
warning of intruders. Creatures attempting a Dexterity
(Stealth) check while brushing against whistleweed do
so with disadvantage.
17
Food and Animal Products eat at least 1 lb. of food or suffer a level of exhaustion.
Eating only 1/2 lb. of food in a day counts as half a day
Sharpening a large and rather imposing cleaver, a without food for this purpose.
human adorned with a white, puffy hat turns toward a Each food item on this merchant’s table is noted
hunk of beastflesh resting on a wooden board. With a with the amount of days a single unit of it can sustain
series of repetitive strikes, he brings the cleaver down, a creature for. Eating 1 day’s worth of food is the same
slicing the meat with an exquisite thinness, beginning to as eating 1 lb. for the purpose of staving off exhaustion,
prepare a meal. just as eating a 1/2 day of food by itself is the same as
Warming herself near a roadside campfire, a halfling eating only 1/2 lb. of food. Eating only 1/4 day of food
clad in leathers carefully lowers a pot onto the flame. As does nothing to stop from gaining exhaustion, though
it rises to a rolling boil, she adds a handful of foraged fractional days of food are cumulative on the same day.
spices before tossing in a chunk of venison, caught by
one of her traps. As the meat stews, she keeps a wary
eye for travelers, especially those willing to exchange
coin for food.
Merchants of this specialty often either make their
food themselves, or sell food prepared by another
chef in their employ. Highly likely to further special-
ize in making specific types or cultures of food, these
merchants, when good quality or higher, tend to perceive
their craft as an art form. As such, if the merchant is of a
high enough quality, they are reticent to sell meals infe-
rior to the best that they can make, and typically refuse
to sell all but the rarest animal byproducts.
Meals and Days. As outlined on page 185 of the
Player’s Handbook, each day an adventurer needs to
Food and Animal Products Merchant
Quality Items Price Quantity Source Notes
Atrocious Dung 1 cp / lb. —
2 cp / lb. 1d4 × 25 lbs. — 1/4 day
Lard 3 cp / day Ripe, rancid, the wrong kind of chewy; 1 day
Meal, squalid 1 cp / each 1d4 × 25 lbs. — Either animal or (possibly) human
Teeth 2 cp / loaf 1/4 day
Poor Bread 3 cp / stick 1d4 × 20 days PHB 158 —
Butter 1 sp / hunk Many different kinds; 1/4 day
Cheese 1 sp / dozen 1d4 × 30 — Chicken, duck, or similar; 1/4 day
Eggs 2 cp / lb. —
Flour 1 cp / each 1d4 × 10 loaves PHB 158 Apples, plums, or similar; 1/4 day
Fruit 2 sp / lb. 1 day
Lentils 6 cp / day 1d4 × 10 sticks — Gruel and greasy bits, smells like regret; 1 day
Meal, poor 1 sp / bottle —
Milk 3 sp / lb. 1d4 × 20 hunks PHB 158 White or brown; 1 day
Rice 1 cp / each Lettuce, leaks, cabbage, or similar; 1/4 day
Vegetable 1 cp / lb. 1d4 × 5 dozen — —
Wheat 5 gp / set Good for soup, and maybe even necromancy
Medium Bones 6 sp / lb. 1d4 × 10 lbs. PHB 157 Salmon, herring, or similar; 1 day
Fish 3 cp / lb. Oysters, chanterelles, or similar; 1/4 day
Fungi 5 sp / lb. 1d4 × 20 — Many different varieties and flavors
Honey 5 gp DC 13 Dex check vs. 1d4 piercing and getting stuck
Hunting trap 3 sp / day 1d4 × 10 lbs. — A hearty broth with real vegetables; 1 day
Meal, modest 3 sp / chunk Beef, chicken, venison, or similar; 1/2 day
Meat 2 sp 1d4 × 20 days PHB 158 —
Mess kit 2 gp Holds 1 gal.
Pot, iron 1d4 × 5 bottles —
1d4 × 5 lbs. —
1d4 × 20 —
1d4 × 25 lbs. PHB 157
1d4 sets —
1d4 × 10 lbs. —
1d4 × 10 lbs. —
1d4 × 5 lbs. — Gekata1989
1d4 × 2 PHB 150
1d4 × 20 days PHB 158
1d4 × 15 chunks PHB 158
1d4 × 2 PHB 150
1d4 PHB 150
18
Quality Items Price Quantity Source Notes
Good 1d4 × 15 days
Excellent Rations 5 sp / day 1d4 × 10 lbs. PHB 150 Dried meat, hardtack, and similar; 1 day
1d4 × 5
Salt 5 cp / lb. 1d4 × 10 lbs. PHB 157 —
1d4 × 10 lbs.
Soap 2 cp 1d4 × 5 lbs. PHB 150 —
1d4 × 5 lbs.
Seasonings, anise 5 sp / lb. 1d4 × 10 lbs. — Sweet and fragrant with a strong licorice-like taste
1d4 × 5 lbs.
Seasonings, basil 2 gp / lb. 1d4 × 2 lbs. — Pungent and sweet, goes well with savory flavors
1d4 × 2 lbs.
Seasonings, bergamot 5 sp / lb. 1d4 × 2 lbs. — Tart and acidic, with a distinctive bite
1d4 × 2 lbs.
Seasonings, dill 5 sp / lb. 1d4 × 2 lbs. — Fresh and grassy, with cirtus notes; good with fish
1d4 × 10 lbs.
Seasonings, garlic 2 sp / lb. 1d4 × 5 lbs. — Powerfully pungent, pairs well with savory foods
1d4 × 2 lbs.
Seasonings, mint 5 sp / lb. 1d4 × 5 lbs. — Cool, crisp, and sweet, refreshes the palate
1d4 × 2
Seasonings, rosemary 8 sp / lb. 1d4 × 2 loaves ——
1d4 × 2
Seasonings, sage 2 gp / lb. 1d4 × 20 pieces ——
1d4 × 2
Seasonings, thyme 2 gp / lb. 1d4 × 2 ——
1d4 – 1
Spices, cloves 3 gp / lb. Only 1, ever PHB 157 —
1d4 × 20 days
Spices, cumin 3 gp / lb. 1d4 × 20 days ——
1d4 × 3 stacks
Spices, ginger 1 gp / lb. 1d4 × 2 PHB 157 —
1d4 × 4
Spices, horseradish 2 sp / lb. 1d4 × 5 lbs. ——
1d4 lbs.
Spices, mustard seed 8 sp / lb. 1d4 × 5 ——
1d4 × 5 lbs.
Sugar 1 gp / lb. Only 1, ever — Many varieties and sources
1d4 – 2
Bead of nourishment 50 gp Only 1, ever XGE 136 —
1d4 × 20 days
Bread, elven 6 sp / loaf — Pleasant, light, and nutritious; 2 days
Cake 5 gp — Sumptuous and moist; 4 days
Candy 1 sp / piece — Sweet and delicious, no nutritional value
Cook’s utensils 1 gp PHB 154 —
Fishing tackle 1 gp PHB 150 —
Hat, chef 3 gp ——
Heward’s handy spice pouch 100 gp XGE 137 —
Meal, comfortable 5 sp / day PHB 158 Lightly spiced meat with a side dish; 1 day
Meal, wealthy 8 sp / day PHB 158 A prime cut of meat with dessert; 1 day
Pancakes 5 sp / stack — Covered in syrup and fruit; 1 day
Pie, large 3 gp — Sweet or savory; 4 days
Pie, personal 1 gp — Sweet or savory; 1 day
Spices, other 2 gp / lb. PHB 157 Pepper, cinnamon, or similar
Spices, saffron 15 gp / lb. PHB 157 —
Gekata1989 Tortilla 1 cp / each — 1/4 day
Bones, dragon 50 gp / lb. ——
Dragon thighbone club 5,000 gp SKT 105 3d8 bludgeoning; two-handed
Horn, unicorn 1,000 gp ——
Ioun stone, sustenance 5,000 gp DMG 176 —
Meal, aristocratic 2 gp / day PHB 158 A most succulent cut of magical beast; 1 day
Variant Merchant: Restaurateur
As presented here, this merchant sells food, the supplies to
make it, and the remnants of its production.
If you wish to present this merchant as a restaurateur or as
food services at a tavern, simply remove every item from this
merchant’s list that does not have a listed nutritional value in
days, and add the drinkable items from the Alcohol and Refresh-
ment merchant, of the same quality.
19
Furniture and Interior Decor
A high elf sits in front of a canvas, pondering, paint
brush resting on her lower lip. Inspiration strikes and
she raises the brush, applying paint to canvas, sculpting
a pastoral scene in the Feywild to add to the staggering
collection of art adorning the walls of her shop.
In a black, tight-fitted tunic and wearing eccentric
a ngular glasses, a mustachioed gnome observes
the space before him. It takes him but a moment to
conclude as to what this area needs to make it whole
and vibrant. Now, he thinks, to sell its owners on the
idea of an indoor fountain.
Artists, designers, and art-sellers, these merchants
are often artisans of their given trade. Each work that
passes through their hands is personal, in a way, and
these merchants would be more than happy to inform
buyers of the history and work that goes into what
they’re buying.
Merchants in this specialty often (but not always) sell
one particular type of item, such as paintings, wood
furniture, or similar.
A Small World After All
Most of the objects here are sized for Medium creatures such
as elves or humans, and are not comfortably made for Small
creatures like gnomes or halflings.
If you want to resize a chair, bed, or similar for Small crea-
tures, reduce the object’s listed height by half.
Furniture and Interior Decor Merchant
Quality Items Price Quantity Source Notes
Atrocious Barrel, keg 1 gp 1d4 × 5
2 gp 1d4 × 5 DMG 299 0.75 ft. wide × 1 ft. tall; holds 20 gal. or 2 cubic ft.
Barrel 4 sp 1d4 × 5
Basket 1 gp 1d4 × 5 PHB 150 1.25 ft. wide × 2.5 ft. tall; holds 40 gal. or 4 cubic ft.
Box, medium (crate) 7 sp 1d4 × 4
Shelf 2 gp 1d4 × 2 PHB 150 1 ft. wide × 1 ft. tall; holds 40 lbs. or 2 cubic ft.
Poor Bed, single 2 gp 1d4 × 3
Bookcase 7 gp 1d4 × 3 DMG 299 2 ft. × 2 ft., 1 ft. tall; holds 80 lbs. or 4 cubic ft.
Box, large 5 sp 1d4 × 4
Cask, firkin 3 sp 1d4 × 4 DMG 299 4 ft. × 0.5 ft.; holds approx. 20 books or other items
Chair, plain 5 gp 1d4 × 2
Chest, medium 1 gp 1d4 × 3 DMG 299 6 ft. × 3 ft., 2.5 ft. tall; sleeps 1 Medium creature
Cresset, metal 3 gp 1d4 – 2
Doghouse, medium 8 gp 1d4 — 5 ft. × 1 ft., 4 ft. tall; holds approx. 60 books
Furnace, coal 1 gp 1d4 × 3
Rug, small 5 sp 1d4 × 2 DMG 299 3 ft. × 3 ft., 3 ft. tall; holds 675 lbs. or 27 cubic ft.
Stool 3 gp 1d4
Table, small 7 gp 1d4 – 1 DMG 299 0.5 ft. wide × 1.33 ft. tall; holds 10 gal. or 1 cubic ft.
Workbench 10 gp 1d4
Medium Armoire or wardrobe 5 gp 1d4 DMG 299 Made of hardwood, seats 1 Medium creature
Armor stand 10 gp 1d4
Bed, double 8 gp 1d4 PHB 150 6 ft. × 2 ft., 1 ft. tall; holds 300 lbs. or 12 cubic ft.
Bed, bunks
DMG 299 0.5 ft. wide; burns wood, charcoal, oil, or incense
— Capable of holding a dog, or a Medium creature
— Can burn 1 lb. of coal / day, to generate heat
DMG 299 3 ft. × 5 ft.; colorful with a pleasant pattern
DMG 299 1 ft. wide × 3-4 ft. tall; seats 1 Medium creature
DMG 299 3 ft. × 5 ft., 2.5 ft. tall Tomas Giorello
DMG 299 3 ft. × 6 ft., 3 ft. tall; includes brackets to hang tools
DMG 299 4 ft. × 1.5 ft., 6 ft. tall; holds 900 lbs. or 36 cubic ft.
— Made for hanging a suit of armor
DMG 299 6 ft. × 5 ft., 2.5 ft. tall; sleeps 2 Medium creatures
DMG 299 6 ft. × 3 ft., 6 ft. tall; sleeps 2 Medium creatures
20
Quality Items Price Quantity Source Notes
Good 1d4 × 2
Excellent Brazier, metal 3 gp 1d4 × 2 DMG 299 1.5 ft. wide; burns wood, charcoal, oil, or incense
1d4 × 2
Bench, wood 2 gp 1d4 × 2 DMG 299 10 ft. × 1 ft., 1.5 ft. tall; seats 5 Medium creatures
1d4 × 3
Cabinet or cupboard 1 gp 1d4 × 3 DMG 299 2 ft. × 1 ft., 3 ft. tall; holds 150 lbs. or 6 cubic ft.
1d4 × 2
Cask, hogshead 4 gp 1d4 × 4 DMG 299 1.5 ft. wide × 3 ft. tall; holds 65 gal. or 6 cubic ft.
Made to order
Cask, tierce 2 gp Made to order DMG 299 1.25 ft. wide × 2.5 ft. tall; holds 40 gal. or 4 cubic ft.
1d4 × 2
Chair, padded 1 gp 1d4 – 1 DMG 299 Somewhat comfortable, seats 1 Medium creature
1d4 – 2
Chest, large 10 gp 1d4 – 1 DMG 299 6 ft. × 3 ft., 2 ft. tall; holds 900 lbs. or 36 cubic ft.
1d4
Jug or pitcher 2 cp 1d4 PHB 150 Holds 1 gal.
1d4
Painting, medium 10 gp 1d4 × 2 DMG 299 Example: Depicts a gnome & her pet giant bee
Made to order
Quilt 8 gp Made to order DMG 299 8 ft. × 6 ft.; cozy and colorful
1d4 – 1
Rug, medium 6 gp 1d4 – 1 DMG 299 5 ft. × 10 ft.; feels warm, comfortable, and inviting
1d4 × 2
Screen 5 gp 1d4 – 1 DMG 299 Made of paper and wood; gives privacy, but not much
1d4 – 1
Shrine, small 8 gp 1d4 – 1 DMG 299 A tiny space to leave offerings or make quick prayers
1d4 – 1
Statuette, metal or stone 500 gp 1d4 – 2 — A small figure of a god or person in beautiful detail
1d4 – 2
Table, large 6 gp Made to order DMG 299 4 ft. × 10 ft., 2.5 ft. tall
Made to order
Table, round 5 gp 1d4 DMG 299 15 ft. wide × 2.5 ft. tall
1d4 – 1
Weapon hanger 4 gp 1d4 – 1 — Displays one or two weapons and/or a shield on a wall
Made to order
Weapon rack 3 gp Made to order — Functional, not beautiful; holds up to 5 weapons
Made to order
Altar, large 20 gp 1d4 DMG 299 Contains holy symbols and space for rituals
1d4
Banner or flag 30 gp Made to order — 3 ft. × 10 ft.; comes with custom design
1d4 – 1
Bathtub, ornate 25 gp Made to order DMG 299 Example: Worked steel with dragon-headed taps
1d4 – 1
Bed, four poster 75 gp 1d4 – 2 DMG 299 8 ft. × 6 ft.; filled with owlbear down
Made to order
Candelabrum 5 gp 1d4 – 2 DMG 299 1 ft. tall; holds 3-5 candles
Only 1, ever
Cask, butt 8 gp 1d4 – 2 DMG 299 2 ft. wide × 4 ft. tall; holds 125 gal. or 12 cubic ft.
Made to order
Cask, pipe 6 gp DMG 299 1.75 ft. wide × 3.5 ft. tall; holds 105 gal. or 10 cubic ft.
Chair, armchair 12 gp DMG 299 Leather, well stuffed, highly comfortable
Couch, divan 10 gp DMG 299 8 ft. × 2.5 ft., 1.5 ft. tall; seats 1-3 Medium creatures
Couch, sofa 18 gp DMG 299 8 ft. × 3 ft., 3.5 ft. tall; seats 3 Medium creatures
Desk, ornate 15 gp DMG 299 Example: Intricate vines carved in smooth wood
Fountain 750 gp DMG 299 6 ft. × 6 ft., 4 ft. tall; marble or similar
Fresco, large 500 gp DMG 299 Example: The City of Brass, set against the fire sea
Hassock 5 gp DMG 299 1 ft. × 1 ft., 1.5 ft. tall; helps a creature sit in comfort
Lamp, magic 100 gp — Turns off and on, triggered by a two claps
Mirror 75 gp — 3 ft. wide × 8 ft. tall; despite everything, it’s still you
Mosaic, large 600 gp — Example: Water elementals crashing on a coast
Painting, huge 550 gp DMG 299 Example: The artist’s depiction of the Blood War
Painting, large 50 gp DMG 299 Example: A courtly dragonborn and her consort
Pedestal, stone 15 gp DMG 299 3 ft. tall; helps display an item, plant, or art object
Rug, large 12 gp DMG 299 10 ft. × 50 ft.; really ties a room together
Statue, metal or stone 1,000 gp DMG 299 Example: A brass statue of the goddess Selune
Table, long 14 gp DMG 299 6 ft. × 25 ft., 2.5 ft. tall
Tapestry 250 gp DMG 135 Example: Adventurers thwarting an ancient evil
Cask, tun 16 gp DMG 299 3 ft. wide × 6 ft. tall; holds 250 gal. or 25 cubic ft.
Chair, throne 750 gp DMG 299 Magnificent; sculpted or carved; luxurious cushions
Chandelier, huge 1,500 gp DMG 299 Example: Astral crystal interlaced with mithral
Music box, gold 2,500 gp DMG 135 Plays 10 songs; a masterwork of art and artisanry
Mirror of life trapping 50,000 gp DMG 181 —
Painting, old masterpiece 2,500 gp DMG 135 A legendary and historical work of art
Statue, precious 2,000 gp DMG 299 Example: An enormous adamantine dragon
21
High Fashion
Engrossed in her work, a stern halfling wearing half-
moon spectacles carefully sews two pieces of a dress
form together, her eyes squinting in the low light of her
dress shop. Around her are mannequins clothed in all
manner of finery, domestic and exotic, showing visitors
the range and scope of the halfling’s talents.
Pulling a soft rabbit-hide off the drying rack, a male
wood elf selects a shining pair of silver shears and
begins to cut the pelt down to size. As he works with
scissor, fur, needle and thread, his deft fingers gradually
form a warm winter hat, suitable for the most refined of
lords seeking to hunt or journey in the snow.
Creating and selling clothes fit for all levels of soci-
ety, merchants with this specialty usually sell most of
the items available to their quality. Merchants in this
specialty often consider themselves artisans (regard-
less of their actual skill level), however, and may
decline selling articles that they think are below them,
or that do not go along with their cultural perspective.
A haughty tiefling socialite, for example, would consid-
er the selling of commoner’s clothes to depreciate her
esteemed reputation, while a down-to-earth dwarven
hatmaker might see aristocratic finery as frivolous and
functionless.
High Fashion Merchant
Quality Items Price Quantity Source Notes
Atrocious Sack, wearable 1 cp
Poor Cap, leather 5 sp 1d4 × 5 PHB 150 Almost waterproof
5 sp
Cap, bonnet 4 sp 1d4 × 2 — A sturdy, if ugly, way to keep your head dry
Cap, stocking 1 sp / sq. yd.
Cloth, canvas 5 sp 1d4 × 2 — A feminine working hat
Clothes, common 1 gp
Clothes, robes 2 gp 1d4 × 2 — A long, conical cap for a cold winter’s night
Clothes, traveler’s 25 gp
Medium Bracelet, small gold 8 gp 1d4 × 5 sq. yds. PHB 157 Rough; of several colors
Cloak, cold weather 2 gp
Cloak, costume 5 sp / sq. yd. 1d4 × 5 PHB 150 Worn and patched, made of rough materials
Cloth, cotton 10 gp
Clothes, cold weather 5 gp 1d4 × 2 PHB 150 Simple, smooth, and clean, with many pockets
Clothes, costume 8 gp
Clothes, vestments 5 gp 1d4 × 5 PHB 150 Durable and well-made, but not exactly fancy
Cobbler’s tools 3 gp
Eyeglasses 2 gp 1d4 DMG 134 Glitters beautifully in the sunlight
Eyepatch, leather 2 gp
Hat, bowler 25 gp 1d4 × 2 — Lined with soft furs, ideal for freezing conditions
Handkerchief, silk 5 sp
Hood 5 sp 1d4 × 2 — Perfect for dramatic flourishes
Mask, bandana 5 gp
Mask, carved wood 5 gp / vial 1d4 × 4 sq. yds. PHB 157 Sturdy, but breathes easily; of several colors
Perfume 1 gp
Weaver’s tools 2 gp 1d4 × 2 IDRF 20 Layered to keep in heat, ideal for freezing conditions
Wig
1d4 × 2 PHB 150 A finely made costume for a jester, dancer, or actor
1d4 × 2 PHB 151 A ceremonial outfit for a member of a specific clergy
1d4 PHB 154 —
1d4 × 2 — For less-than-perfect vision
1d4 × 2 — Suitable for a pirate, rogue, or mysterious huckster
1d4 × 2 — A rounded hat with a short brim
1d4 × 2 DMG 134 Soft and with personalized embroidery
1d4 × 2 — — Fred Hooper
1d4 × 2 — Good for hiding your identity, for all sorts of reasons
1d4 × 2 — Shaped like an animal or archetype, great for parties
1d4 × 2 vials PHB 150 A faint floral aroma for the discerning nose
1d4 PHB 154 —
1d4 × 2 — Beautiful or austere, good at hiding baldness
22
Quality Items Price Quantity Source Notes
Good
Boots of false tracks 100 gp Only 1 set, ever XGE 136 Makes your tracks appear as another humanoid’s
Excellent
Bow or bowtie 12 gp 1d4 × 3 — Soft silken cloth, plain or with festive pattern
Bracelet, large gold 250 gp 1d4 – 1 DMG 135 Detailed with incredibly elaborate patterns
Cloak, fine 10 gp 1d4 × 2 — Expertly cut and fashioned with nobility in mind
Cloak of billowing 100 gp Only 1, ever XGE 136 Bonus action: cloak billows dramatically
Cloak of many fashions 100 gp Only 1, ever XGE 136 Can be made to appear how you wish
Cloth, linen 5 gp / sq. yd. 1d4 × 3 sq. yds. PHB 157 Suitable for clothes of all kinds; of many colors
Cloth, silk 10 gp / sq. yd. 1d4 × 2 sq. yds. PHB 157 Silky smooth; of many colors
Clothes, cloth-of-gold 25 gp 1d4 – 1 DMG 134 Suitable for a high priest of distinguished position
vestments
Clothes, fashionista 50 gp 1d4 × 5 — Impractical, but the bleeding edge of modern fashion
Clothes, fine 15 gp 1d4 × 5 PHB 150 Refined noble clothes, very fashionable
Clothes, silk robes 250 gp 1d4 – 1 DMG 135 Embroidered with gold; suitable for an archmage
Clothes of mending 100 gp 1d4 – 1 XGE 137 —
Cowl 2 gp 1d4 × 2 — A face-wrap favored by vigilantes and assassins
Glamerweave, common 100 gp 1d4 – 1 ERLW 277 —
Goggles 10 gp 1d4 — Leather and glass, perfect for keeping eyes safe
Hat, adventurer’s 15 gp 1d4 — A wide-brimmed leather hat favored by explorers
Hat, beret 3 gp 1d4 × 2 — A simple circular hat, a staple of artists
Hat, fez 5 gp 1d4 × 2 — Worn by distinguished individuals in arid lands
Hat of wizardry 100 gp Only 1, ever XGE 137 Wizard only; attempt to cast extra cantrips
Hat, sea captain 20 gp 1d4 — A nautical cap that demands a crew’s respect
Hat, top hat 25 gp 1d4 × 2 — An iconic symbol of modern refinement
Hat, ushanka 3 gp 1d4 × 2 — A soft, warm hat, ideal for freezing conditions
Mask, black velvet 25 gp 1d4 – 1 DMG 134 Stitched with sliver thread, ideal for a ball
Mask, domino 15 gp 1d4 — Dashing and mysterious, but still quite handsome
Perfume of bewitching 50 gp 1d4 – 2 XGE 138 Adv. on Cha. checks vs. humanoids ≤ CR 1 for 1 hr.
Rope, silk 10 gp / 50 ft. 1d4 × 50 ft. PHB 150 Lightweight and easy to climb
Shaded glasses 350 gp 1d4 — Negates disadv. from the Sunlight Sensitivity trait
Shiftweave 100 gp 1d4 – 1 ERLW 279 —
Anklet, jeweled 2,500 gp Only 1, ever DMG 135 Glitters and shines like a thousand tiny stars
Boots of the winterlands 500 gp Only 1 set, ever DMG 156 —
Bracelet, large platinum 2,500 gp Only 1, ever DMG 135 Inset with an immense, sparkling sapphire
Brooch, silver and gold 750 gp Only 1, ever DMG 135 Patterened as a rose with incredibly delicate petals
Cloak, superior 1,000 gp Only 1, ever — Enchanted: always the finest cloak in the room
Clothes, superior 1,500 gp Only 1, ever — Enchanted: always the finest clothes in the room
Comb set, gold dragon 750 gp Only 1, ever DMG 135 Two combs, with blood-red garnets for dragon eyes
Glamerweave, uncommon 500 gp 1d4 – 2 ERLW 277 —
Hat, superior 1,000 gp Only 1, ever — Enchanted: always the finest hat in the room
Robe of scintillating colors 50,000 gp Only 1, ever DMG 192 Sheds blinding, colorful lights that stun creatures
Slippers of spider climbing 500 gp Only 1 set, ever DMG 200 —
23
Jewelry and Gems have it ready for your character to pick up, or, if they are
good quality or above, be willing to deliver it to a nearby
A shining glass jeweler’s loupe set against his eye, a location of your character’s choosing.
male rock gnome wearing shoddy overalls inspects the
quality of a gemstone held in one of his leather-gloved
hands. Though large, the gem is nevertheless found to
be of i nferior quality. Sighing and setting it aside, the
gnome continues to inventory his gemstones, which
cover every available surface in his shop.
Her pock-marked stone tabletop cluttered with grind-
stones, small hammers, and even a tiny anvil, a female
dwarf covered in dust and grime casts a small melting
pot of steel into a circular mold, setting it shut. As the
ring she is molding begins to cool, she hums an old
drinking song, ignoring the cluster of children around
her stall, watching her work, as she looks for properly
i nterested adults to buy her wares.
Merchants with this specialty craft and sell orna-
mental pieces of metalwork, as well as the gems such
jewelry often includes. These merchants most often
sell all items available to their quality or below, but may
occasionally further specialize into selling either only
gems and raw materials, or only crafted jewelry.
These merchants may also custom-make jewelry for
your character, built to your specifications. Such jewelry
takes a number of days equal to its cost in gp divided by
5 to be fully crafted, whereupon the merchant will either
Jewelry and Gems Merchant
Quality Items Price Quantity Source Notes
Atrocious Geode, fake 2 sp 1d4 × 2
Poor Bar, copper 5 sp / lb. 1d4 × 2 lbs. — No crystals within this rock. Only more rock.
1 sp / lb. 1d4 × 5 lbs.
Bar, iron 5 sp / each 1d4 × 5 PHB 157 —
Bead, simple 25 gp 1d4
Chalice, copper 10 gp 1d4 × 2 PHB 157 —
Crystal 5 gp 1d4 × 5
Earring, simple 10 gp / each 1d4 × 5 — Semi-precious metal; for hair or beards
Gems, mundane 4 sp 1d4 × 3
Locket, brass 4 gp 1d4 DMG 134 Holds 1 cup; simple design with silver filigree
Pick, miner’s 100 gp 1d4 × 2
Magnifying glass 5 gp 1d4 × 4 PHB 150 Arcane focus; a shining bit of quartz or similar
Ring, simple 5 gp / lb. 1d4 lbs.
Medium Bar, silver 5 gp / each 1d4 × 3 — Small stud or ring of semi-precious metal
Bead, precious 25 gp 1d4
Bracelet, small gold 250 gp 1d4 – 1 DMG 134 Examples: agate, lapis lazuli, malachite, tiger eye
Crown, bronze 50 gp / each 1d4 × 5
Gems, common 100 gp / each 1d4 × 4 — Opens to hold a portrait or tiny keepsake
Gems, uncommon 25 gp 1d4
Jeweler’s tools 25 gp 1d4 × 2 PHB 150 —
Locket, gold 50 gp 1d4 × 3
Necklace, simple 5 gp 1d4 PHB 150 —
Ring, signet 500 gp 1d4 – 1
Spell gem, obsidian — A small circle of polished semi-precious metal
PHB 157 —
— Engraved silver, gold, or similar; for hair or beards
DMG 134 Glitters beautifully in the sunlight
DMG 135 A sturdy crown, suited for a lesser ruler
DMG 134 Examples: citrine, jasper, moonstone, quartz
DMG 134 Examples: amber, amethyst, garnet, jade, pearl
PHB 154 — Wayne England
DMG 134 Opens to hold a portrait or tiny keepsake
— Braided semi-precious metal
PHB 150 —
OA 223 —
24
Quality Items Price Quantity Source Notes
Good Bar, gold
Bar, platinum 50 gp / lb. 1d4 lbs. PHB 157 —
Excellent Bead, gemstone
Birdcage, gold 500 gp / lb. 1d4 lbs. PHB 157 —
Bracelet, large gold
Brooch of shielding 50 gp / each 1d4 — Carved jade, amethyst, or amber; for hair or beards
Brooch, silver and gold
Chalice, silver 250 gp 1d4 – 1 DMG 135 Can hold up to 5 Tiny birds; electrum filigree
Comb set, gold dragon
Crown, precious 250 gp 1d4 – 1 DMG 135 Detailed with incredibly elaborate patterns
Earring, precious
Elemental gem, any 500 gp Only 1, ever DMG 156 —
Gem of brightness
Gem of seeing 750 gp Only 1, ever DMG 135 Patterened as a rose with incredibly delicate petals
Gems, rare
Gems, very rare 750 gp 1d4 – 1 DMG 135 Engraved with lunar symbols, set with moonstones
Medallion of thoughts
Mug, brass masterwork 750 gp Only 1, ever DMG 135 Two combs, with blood-red garnets for dragon eyes
Necklace, silver
Psi crystal 750 gp 1d4 – 2 — Elegant metal circlet inset with a few gemstones
Ring, gold
Ruby of the war mage 200 gp 1d4 × 2 — Ostentatiously gemmed stud or metal ring
Spell gem, lapis lazuli
Spell gem, quartz 250 gp Only 1, ever DMG 167 —
Anklet, jeweled
Bracelet, large platinum 500 gp Only 1, ever DMG 171 —
Chain, fine gold
Chalice, jeweled gold 500 gp Only 1, ever DMG 172 —
Circlet, gold
Crown, jeweled gold 500 gp / each 1d4 × 3 DMG 134 Examples: alexandrite, peridot, topaz
Crystalline chronicle
Drinking horn, ivory 1,000 gp / each 1d4 × 2 DMG 134 Examples: emerald, opal, sapphire, ruby
Eye patch, bejeweled
Gems, legendary 500 gp Only 1, ever DMG 181 —
Necklace, pink pearl
Ring, jeweled platinum 250 gp 1d4 DMG 135 Holds 1 pint; has jade inset in a beautiful pattern
Ring of protection
Ring of telekinesis 250 gp 1d4 × 2 DMG 135 Includes pendant with a gem
Spell gem, amber
Spell gem, bloodstone 500 gp Only 1, ever IDRF 315 Grants telepathy; radiates light based on INT
250 gp 1d4 × 2 DMG 135 Resembles woven vines, inset with a bloodstone
100 gp 1d4 – 1 XGE 138 Attaches to a weapon; used as a focus for spells
500 gp 1d4 – 1 OA 223 —
5,000 gp 1d4 – 2 OA 223 —
2,500 gp Only 1, ever DMG 135 Glitters and shines like a thousand tiny stars
2,500 gp Only 1, ever DMG 135 Inset with an immense, sparkling sapphire
2,500 gp Only 1, ever DMG 135 Affixed with a luminous, shining fire opal
7,500 gp Only 1, ever DMG 135
2,500 gp Only 1, ever DMG 135 Set with a string of glittering, tiny sapphires
7,500 gp Only 1, ever DMG 135 A masterwork crown fit only for an emperor
50,000 gp Only 1, ever TCE 124 Wizard only; holds spells, ignores M components
7,500 gp Only 1, ever DMG 135 Bejeweled with gold filigree; for a dwarven thane
2,500 gp Only 1, ever DMG 135 Has sapphires and moonstones that mimic an eye
5,000 gp / each 1d4 DMG 134 Examples: black sapphire, diamond, jacinth
2,500 gp Only 1, ever DMG 135 A strand of immaculate, incredibly rare pearls
7,500 gp Only 1, ever DMG 135 In the shape of a circular dragon with ruby eyes
5,000 gp Only 1, ever DMG 191 —
50,000 gp Only 1, ever DMG 193 —
50,000 gp Only 1, ever OA 223 —
5,000 gp Only 1, ever OA 223 —
Marina
25
Knick-Knacks
Toting an overstuffed backpack, a goblin walks down a
major trade route, waving down travellers, adventurers,
and other merchants. Like others of her kin, the goblin
scrounges for whatever she needs to survive. Unlike
the others, however, she often finds it preferable to use
passers-by to turn a tidy profit through honest trade,
rather than using them as a target for banditry.
Sitting on a stool amidst the heaps of junk clutter-
ing his shop, a half-orc clad in slacks and a vest waits
p atiently. He never knows just exactly what he’ll sell
to those who walk through his door, but he greats any
o pportunity to part with a piece of the detritus with an
almost disarming enthusiasm.
Merchants dealing in knick-knacks sell odd collec-
tions of goods not available elsewhere. A knick-knack
merchant can truly have anything, and might even have
several items not listed here.
Knick-Knacks Merchant Price Quantity Source Notes
—
Quality Items 5 cp 1d4 × 4 PHB 150 —
Atrocious Pole, 10-foot —
5 sp 1d4 × 4 PHB 150 —
Blanket Comes in a variety of colors
Poor Block and tackle 1 gp 1d4 × 2 PHB 150 Comes in a variety of colors
—
Bucket 5 cp 1d4 × 4 PHB 150 Made of either pewter or treated wood
Candle —
Chalk 1 cp 1d4 × 10 PHB 150 —
Dice set —
Flask or tankarad 1 cp / piece 1d4 × 5 pieces PHB 150 —
Ink, bottle —
Ink pen 1 sp 1d4 × 3 PHB 154 —
Paper —
Pipe, smoking 2 cp 1d4 × 5 PHB 150 —
Playing card set —
Signal whistle 10 gp / oz. 1d4 × 2 oz. PHB 150 Holy symbol; a necklace with a symbol of faith
Tent, two-person —
Tinderbox 2 cp 1d4 × 2 PHB 150 —
Wax, sealing —
Medium Amulet 2 sp / sheet 1d4 × 2 sheets PHB 150 Empty
Ball bearings —
Bit and bridle 1 sp 1d4 × 2 — —
Cart Spiked metal plates for boots, prevents slipping on ice
Case, map or scroll 5 sp 1d4 × 3 PHB 154 —
Chain —
Climber’s kit 5 cp 1d4 × 2 PHB 150 —
Crampons —
Grappling hook 2 gp 1d4 × 2 PHB 150 —
Hourglass Key included
Lamp 5 sp 1d4 × 3 PHB 150
Lantern, bullseye
Lantern, hooded 5 sp 1d4 × 5 PHB 150
Lock
5 gp 1d4 PHB 150
26
1 gp / 1,000 1d4 × 2,000 PHB 150
2 gp 1d4 PHB 157
15 gp 1d4 – 1 PHB 157
1 gp 1d4 PHB 150
5 gp / 10 ft. 1d4 × 20 ft. PHB 150
25 gp 1d4 PHB 150
2 gp / pair 1d4 + 1 pairs IDRF 20 Viktoriia Manuilova
2 gp 1d4 PHB 150
25 gp 1d4 PHB 150
5 sp 1d4 PHB 150
10 gp 1d4 PHB 150
5 gp 1d4 PHB 150
10 gp 1d4 PHB 150
Quality Items Price Quantity Source Notes
Good Rope, hempen 1 gp / 50 ft. 1d4 × 50 ft.
Scale, merchant’s 5 gp 1d4 PHB 150 —
Excellent Snowshoes 2 gp 1d4 + 1 pairs
Artisan’s tools Varies 1d4 + 2 sets PHB 150 —
Backpack parachute 100 gp 1d4 – 1
Bell 1 gp 1d4 + 1 IDRF 20 Keeps their wearer from sinking in deep snow
Book, blank 25 gp 1d4 × 3
Caltrops, bag of 20 1 gp / 20 1d4 × 40 PHB 154 Randomly selected; prices as listed in the PHB
Candle of the deep 100 gp 1d4 – 2
Chest of preserving 100 gp Only 1, ever WDH 47 Wearer can fall safely after 60 ft.; 10 mins. to repack
Cleansing stone 100 gp Only 1, ever
Dice, engraved bone 25 gp 1d4 – 1 PHB 150 —
Dragonchess set 1 gp 1d4
Ear horn of hearing 100 gp 1d4 – 2 PHB 150 Suitable for writing or drawing; won’t hold spells
Grappling hook 2 gp 1d4
Hat of vermin 100 gp Only 1, ever PHB 150 —
Hook of fisher’s delight 5,000 gp Only 1, ever
Horn of silent alarm 100 gp Only 1, ever XGE 136 Able to burn underwater
Lantern of revealing 500 gp Only 1, ever
Immovable rod 500 gp 1d4 WDMM 139 Items inside don’t age or decay; holds 3.75 cubic ft.
Magnifying glass 100 gp 1d4 – 1
Manacles 2 gp 1d4 – 1 ERLW 276 —
Mystery key 50 gp 1d4 – 2
Orb of direction 100 gp Only 1, ever DMG 134 A set of dice with many different amounts of sides
Pipe of smoke monsters 100 gp Only 1, ever
Pole of collapsing 100 gp 1d4 – 2 PHB 154 —
Rowboat 50 gp 1d4 – 1
Stone of good luck 500 gp Only 1, ever XGE 137 Held to ear: suppresses the deafened condition
Talking doll 100 gp Only 1, ever
Tarokka deck 10 gp 1d4 – 1 PHB 150 —
Three-Dragon Ante set 1 gp 1d4
Rain catcher, tarp 1 gp 1d4 – 1 XGE 137 —
Spyglass 1,000 gp 1d4 – 1
Stilts, adjustable 50 gp 1d4 – 2 IDRF 314 Catches one of four varieties of semi-magical fish
Board game, jade 7,500 gp Only 1, ever
Bottle stopper. bejeweled 750 gp Only 1, ever XGE 137 —
Sovereign glue 50,000 gp Only 1, ever
Universal solvent 50,000 gp Only 1, ever DMG 179 Reveals invisible creatures and objects
DMG 175 When activated, stays in place and holds 8,000 lbs.
PHB 150 —
PHB 150 Key included
XGE 138 Has a 5% chance to unlock any door, then disappear
XGE 138 Action: learn which direction is north
XGE 138 —
XGE 138 Can collapse to 1 ft., or expand to 10 ft.
DMG 119 —
DMG 205 —
XGE 139 Can be instructed to say up to 6 short phrases
CS 243 Used to read fortunes; only a Vistani can read true
PHB 154 —
TA 32 Catches 2 gal. of water per inch of rain; holds 8 gal.
PHB 150 —
WDH 47 1 min. to put on or take off; increases height 2-5 ft.
DMG 135 An ancient game with solid gold pieces; rules included
DMG 135 Decorated with gold leaf and amethysts; for a noble
DMG 200 —
DMG 200 —
Dean Spencer
27
Leatherworking
Pulling a smooth, wood-tipped arrow from the hide
of a fallen elk, a wood elf slicks back her hair in the
same practiced motion as she unsheathes a curved
obsidian knife. Taking great care to properly skin the
beast, she then hauls the large, steaming hide back to
her village. Travelers always appreciate the craftsman-
ship of her goods, and the gold this hide will provide,
once cured and crafted, should feed her family all
through the winter.
His hands threading a needle with expert precision,
a tiefling begins to sew ornamental strips of cut leather
onto an unfinished saddle. His shop smelling of deep,
comfortable musk from the assembled rows of finished
leather goods, the tiefling has no doubt that his current
work should be done before the end of the week.
Leatherworkers sell leather armor, bags, saddles,
and other goods to those that require them. Merchants
with this specialty sometimes only sell either clothing
and armor or containers, but most dabble in all kinds of
leathercraft.
Leatherworking Merchant
Quality Items Price Quantity Source Notes
—
Atrocious Leather, cured 5 gp / sq. yd. 1d4 × 4 sq. yds. — Holds up to 1 cu. ft., or 30 lbs.
Made entirely of leather
Sack 1 cp 1d4 × 3 PHB 150 —
A sturdy way to keep your head dry
Tankard 1 cp 1d4 × 2 PHB 150 Beef, chicken, venison, or similar; 1/2 day of food
Light armor; AC: 11 + Dex mod; stealth disadv.
Poor Bit and bridle 2 gp 1d4 × 2 PHB 157 Holds up to 1/5 cu. ft., or 6 lbs.
—
Cap, leather 5 sp 1d4 × 2 — —
—
Meat 3 sp / chunk 1d4 × 5 chunks PHB 158 Holds up to 20 bolts
Lined with soft furs, ideal for freezing conditions
Padded armor 5 gp 1d4 × 2 PHB 145 Layered to keep in heat, ideal for freezing conditions
Durable and well-made, stands punishment
Pouch 5 sp 1d4 × 4 PHB 150 —
DC 13 Dex check vs. 1d4 piercing and getting stuck
Saddle, pack 5 gp 1d4 PHB 157 Light armor; AC: 11 + Dex mod
—
Waterskin 2 sp 1d4 × 3 PHB 150 —
Holds up to 20 arrows
Medium Backpack 2 gp 1d4 × 3 PHB 150 Catches 2 gal. of water per inch of rain; holds 8 gal.
—
Bolt case, crossbow 1 gp 1d4 PHB 150 A hide or leather targe; +2 to AC
1d4 slashing; finesse, reach
Cloak, cold weather 8 gp 1d4 × 2 — Add base cost of the nonmagical armor to item’s
price
Clothes, cold weather 10 gp 1d4 × 2 IDRF 20 Add base cost of the nonmagical armor to item’s
price
Clothes, traveler’s 2 gp 1d4 PHB 150
Hood 5 sp 1d4 × 2 —
Hunting trap 5 gp 1d4 PHB 150
Leather armor 10 gp 1d4 × 2 PHB 145
Leatherworker’s tools 25 gp 1d4 PHB 154
Oil 1 sp / flask 1d4 × 2 flasks PHB 150
Quiver 1 gp 1d4 PHB 150
Rain catcher, tarp 1 gp 1d4 – 1 TA 32
Saddle, riding 10 gp 1d4 – 1 PHB 157
Shield 10 gp 1d4 × 2 PHB 145 Daniele Ariuolo
Whip 2 gp 1d4 × 2 PHB 149
Good Armor +1, light armor or 5,000 gp* 1d4 – 2 DMG 152
hide armor
Armor of gleaming, light 100 gp* 1d4 – 1 XGE 136
armor or hide armor
28
Quality Items Price Quantity Source Notes
Excellent 1d4 – 1 PHB 154 —
Bagpipes 30 gp 1d4 – 1 PHB 157 Price is 4 times the cost of a set of similar armor for
humanoids
Barding, light armor or Varies Holds 64 cu. ft., or 500 lbs; always weighs 15 lbs.
—
hide armor Makes your tracks appear as another humanoid’s
—
Bag of holding 500 gp 1d4 – 2 DMG 153
—
Boots of elvenkind 500 gp Only 1 set, ever DMG 155 Add base cost of the nonmagical armor to item’s
price
Boots of false tracks 100 gp Only 1 set, ever XGE 136 A face-wrap favored by vigilantes and assassins
Attune: Melee attacks can deal fire damage instead
Boots of striding and 500 gp Only 1 set, ever DMG 156 Instrument; leather hide over a wooden frame
A wide-brimmed leather hat favored by explorers
springing Medium armor; AC: 12 + Dex mod (max 2)
Add base cost of the nonmagical armor to item’s
Boots of the winterlands 500 gp Only 1 set, ever DMG 156 price
Holds much ammunition, and many ranged weapons
Cast-off armor, light armor 100 gp* 1d4 – 1 XGE 136 —
—
or hide armor —
Made using the scales of a once-living creature
Cowl 2 gp 1d4 × 2 — Light armor; AC: 12 + Dex mod
Only 1, ever — Add base cost of the nonmagical armor to item’s
Dragon scale bracers, red 500 gp 1d4 × 2 PHB 154 price
1d4 — Of a random variety; add base cost of the nonmagical
Drum or hand drum 6 gp 1d4 PHB 145 armor to item’s price
1d4 – 2 DMG 181 —
Hat, adventurer’s 15 gp —
—
Hide armor 10 gp —
Holds 12 cu. ft., or 120 lbs; always weighs 5 lbs.
Mariner’s armor, light 500 gp* —
A magical hide or leather targe; +3 to AC
armor or hide armor Instead recharges with a long rest
Quiver of Ehlonna 500 gp Only 1, ever DMG 189
1d4 × 2 PHB 157
Saddlebags 4 gp 1d4 – 1 PHB 157
1d4 PHB 157
Saddle, exotic 60 gp 1d4 – 1 PHB 145
1d4 PHB 145
Saddle, military 20 gp 1d4 – 2 DMG 152
Scale mail 50 gp
Studded leather armor 45 gp
Armor +2, light armor or 50,000 gp*
hide armor
Armor of resistance, light 5,000 gp* Only 1, ever DMG 152
armor or hide armor
Arrow-catching shield 5,000 gp Only 1, ever DMG 152
Only 1, ever DMG 155
Belt of dwarvenkind 5,000 gp Only 1, ever DMG 165
Only 1, ever DMG 172
Dragon scale mail, red 50,000 gp Only 1, ever DMG 174
Only 1, ever DMG 199
Glamoured studded leather 5,000 gp 1d4 – 2 DMG 200
1d4 – 2 PA 223
Heward’s handy haversack 5,000 gp
Saddle of the cavalier 500 gp
Shield +1 500 gp
Wingwear 500 gp
David Martin
29
Mechanical Contraptions
Up to her elbows in cogs and covered in grease, a rock
gnome tirelessly fiddles with the intricate metal creation
in front of her. Pulling out a key from one of her apron’s
many pockets, she winds the contraption up, before
setting it upright on the table. The hand-sized mechani-
cal dragon at once whirs, roars, and belches a gout of
flame that sets the gnome’s wooden tabletop alight. The
gnome cheers gleefully, and applauds her latest work.
Trudging along a dusty forest trail, a kobold weighed
down by several heavy hunting traps on his belt drags an
equally-heavy satchel over his back. Every step causes
clanks and clatters, but the kobold pays them no mind.
He finds a simple satisfaction in selling his work, as, in
his opinion, the world could always use more traps.
Merchants that sell mechanical contraptions are
tinkers, dabbling in the bleeding edge of clockwork
technology. These merchants are more than happy to
give (overly) detailed instructions on the proper use of
their wares.
Mechanical Contraptions Merchant
Quality Items Price Quantity Source Notes
A DC 10 Dexterity check catches the ball in the cup
Atrocious Ball and cup 2 cp 1d4 × 2 — A pass-time from a simpler time
—
Hoop and stick 2 cp 1d4 × 3 — —
Poor Abacus 2 gp 1d4 × 2 PHB 150 —
—
Ball bearings, bag of 1 gp / 1,000 1d4 × 2,000 PHB 150 —
Bats, birds, or dragons; wings flap as it spins
1,000 Painted to resemble commoners or animals
—
Block and tackle 1 gp 1d4 × 2 PHB 150 Looks like a historical or mythological figure
Wind up: barks when it detects vibration for 8 hrs.
Chain 5 gp / 10 ft. 1d4 × 20 ft. PHB 150 Musical instrument; turn the crank to play
—
Cogs 1 sp / handful 1d4 × 5 handfuls — Holds up to 20 bolts
May not exist in settings without gunpowder
Mobile, wooden 9 cp 1d4 CS 118 Wind up: follows you for 12 hrs.
Wind up: plays dragonchess against you for 2 hrs.
Nesting dolls, wooden 9 cp / set 1d4 × 2 sets CS 118 1d6 piercing; light, loading, ranged (30/120)
1d8 piercing; loading, two-handed, ranged (80/320)
Oil 1 sp / flask 1d4 × 5 flasks PHB 150 Replaces a missing eye
May not exist in settings without gunpowder
Puppet, wooden 9 sp 1d4 × 2 CS 118 DC 13 Dex check vs. 1d4 piercing and getting stuck
Key included
Medium Barking box 50 gp 1d4 – 1 WDH 47 Key included
Mechanically lights itself, when used
Barrel organ 30 gp 1d4 — Held in two hands, winds up and plays music
Replaces a missing arm
Bolt, crossbow 1 gp / 20 1d4 × 20 PHB 150
Bolt case, crossbow 1 gp 1d4 PHB 150
Bomb 150 gp 1d4 × 4 DMG 267
Clockwork dog 50 gp 1d4 SKT 44
Clockwork dragonchess 50 gp 1d4 × 2 —
Crossbow, hand 75 gp 1d4 × 2 PHB 149
Crossbow, light 25 gp 1d4 PHB 149
Ersatz eye 100 gp 1d4 XGE 137
Gunpowder, horn 35 gp 1d4 × 4 DMG 267
Hunting trap 5 gp 1d4 × 3 PHB 150 Forrest Imel
Lock 10 gp 1d4 × 5 PHB 150
Manacles 2 gp 1d4 × 2 PHB 150
Matchless pipe 50 gp 1d4 – 1 WDH 47
Merry-go-round, toy 9 sp 1d4 CS 118
Prosthetic limb 100 gp 1d4 ERLW 278
30
Quality Items Price Quantity Source Notes
Good All-purpose tool, +1 500 gp Only 1, ever
Backpack parachute 100 gp 1d4 – 1 TCE 119 Artificer only; changes into any tools, casts cantrips
Clockwork amulet 100 gp Only 1, ever
Clockwork dragon 75 gp 1d4 WDH 47 Wearer can fall safely after 60 ft.; 10 mins. to repack
Clockwork orrery 100 gp 1d4 – 1
Clockwork mount 250 gp 1d4 – 2 XGE 137 —
— Wind up: roars and breathes fire for 1 min.
— A complex and abstract model of the multiverse
MM 336 Same stats as riding horse; does not need to eat,
sleep, or breathe, immune to poison
Clockwork songbird 50 gp 1d4 — Wind up: sings 1 of 3 songs; does not move
Crossbow, heavy 50 gp 1d4
PHB 149 1d10 piercing; heavy, loading, two-handed, ranged
(100/400)
Crossbow, light 150 gp 1d4 – 1 OA 224 1d8 piercing; two-handed, ranged (40/160); has 6
repeating
Dynamite shots, can be reloaded with an action
Goggles of night
Gunpowder, keg 200 gp / stick 1d4 × 4 sticks DMG 267 May not exist in settings without gunpowder
Helm of underwater 500 gp Only 1, ever
action 250 gp 1d4 – 1 DMG 172 —
Lock of trickery 500 gp 1d4 – 1
Oil of slipperiness DMG 267 May not exist in settings without gunpowder
Orb of gonging
Pocketwatch GS 229 Allows you to breathe underwater, grants darkvision
Propeller helm
Pyroconverger to 60 ft., and grants a swimming speed of 30 ft.
Tangler grenade
100 gp 1d4 – 2 XGE 138 Dex checks made to pick lock have disadv.
250 gp / flask 1d4 – 1 flasks
100 gp Only 1, ever DMG 184 —
10 gp 1d4 × 2
250 gp Only 1, ever WDMM 174 Action: make orb start/stop gonging indefinitely
500 gp Only 1, ever
250 gp 1d4 – 2 — Wind up: reliably tells time of day for 24 hrs.
WDMM 251 Action: Cast levitate, but 50% chance to break after
GGR 180 —
WDMM 244 Throw up to 60 ft.: grenade explodes, creatures
within 10 ft. make a DC 15 Dex save. Creatures that
fail are restrained for up to 1 hr., as with the web
spell. The DC to escape is 20.
Thermal cube 100 gp 1d4 – 1 IDRF 316 Radiates dry heat in a 15 foot radius
Thieves’ tools 25 gp 1d4
Tinker’s tools 50 gp 1d4 + 1 PHB 154 —
Walloping crossbow bolt 10 gp / ea. 1d4 × 10
PHB 154 —
XGE 139 A creature hit must succeed a DC 10 Str save or be
prone
Wand of pyrotechnics 100 gp Only 1, ever XGE 140 Shoots off fireworks
Arcane propulsion arm 50,000 gp Only 1, ever
Excellent Blast scepter 5,000 gp Only 1, ever ERLW 276 Can be used to make a ranged rocket punch attack
Celestial orrery 1,000 gp Only 1, ever
WDMM 310 Casts 4th-level thunderwave at-will
— An intricate, accurate clockwork model of the multi-
verse; small enough to be held in two hands
Clockwork rocket sled 2,500 gp 1d4 – 1 — Wind up: travels 60 ft. / round in direction it faces
for 1 min.; cannot be steered; holds 2 creatures
Dodecahedron of doom 5,000 gp Only 1, ever WDMM 284 —
Iron bands of Bilarro 5,000 gp Only 1, ever
Manual of golems, iron 25,000 gp Only 1, ever DMG 177 —
Mizzium mortar 5,000 gp Only 1, ever
Music box, gold 2,500 gp 1d4 – 2 DMG 180 —
Professor orb 5,000 gp Only 1, ever
GGR 179 Made of mithral, in settings other than Ravnica
DMG 135 Plays 10 songs; a masterwork of art and artisanry
WDMM 284 Is sentient; has 18 Int, a scholar’s personality, and
knows 4 esoteric subjects (+9 bonus to checks)
Spell: Summon construct 200 gp 3 spells / day TCE 111 Cast at 4th-level; choose the construct’s type
Only 1, ever
Wand of lightning bolts 5,000 gp 1d4 – 2 DMG 211 —
Wingwear 500 gp PA 223 Instead recharges with a long rest
31
Medium and Heavy Armor
Holding a hammer as large and heavy as his fist, a dwarf
pounds sheets of metal into protective shapes against
a pitch-black anvil. His shop only lit by the dim light of
molten slag from his forge, he nevertheless looks over
his work with a keen eye, studying it closely for any
weaknesses or imperfections.
Riding an enormous warhorse laden with heavy
saddlebags, an armored half-orc rides the trade routes
with an eye out for customers. All must learn of her
mastery of armorcraft, she thinks, and she will travel the
world until her name is held in great renown.
Merchants that deal in armor are typically blacksmiths
themselves, forging their wares and selling them off to
those that need them.
These merchants may have a specific predilection
that prohibits them from selling certain items, however.
A dwarven armor merchant, for example, would be
unlikely to sell elven chain, while an elf would be just
as unlikely to craft or sell a set of dwarven plate, each
considering the other’s craft to be the height of distaste.
Similarly, some merchants may trend more towards sell-
ing heavy armor, medium armor, or shields, but all tend
to have at least a few token offerings of goods outside
their particular focus.
Medium and Heavy Armor Merchant
Quality Items Price Quantity Source Notes
Atrocious Barrel, wearable 2 gp 1d4 × 2 PHB 150 Includes straps; does not include top or bottom
5 cp 1d4 × 2 PHB 150 Anything is armor if you’re foolhardy enough
Bucket 5 sp / lb. 1d4 × 2 lbs. PHB 157 —
Poor Bar, copper 1 sp / lb. 1d4 × 5 lbs. PHB 157 —
75 gp 1d4 × 3 PHB 145 Heavy armor; AC: 16; req. Str 13; stealth disadv.
Bar, iron 50 gp 1d4 × 4 PHB 145 Medium armor; AC: 13 + Dex mod (max 2)
Chain mail 30 gp 1d4 × 4 PHB 145 Heavy armor; AC: 14; stealth disadv.
Chain shirt 50 gp 1d4 × 3 PHB 145 Medium armor; AC: 14 + Dex mod (max 2); stealth
Ring mail disadv.
Scale mail PHB 145 Made of bronze or steel; +2 to AC
— Weighs 275 lbs.
Medium Shield 10 gp 1d4 × 3 PHB 157 Price is 4 times the cost of a set of similar armor
Anvil 75 gp 1d4 – 1 for humanoids
Barding, medium or Varies 1d4 PHB 145 Medium armor; AC: 14 + Dex mod (max 2)
heavy armor — While imposing, it is hard to get through doors
Breastplate 400 gp 1d4 + 4 PHB 154 —
Helm, horned 25 gp 1d4 SCAG 121 Medium armor; AC: 14 + Dex mod (max 2); stealth
Smith’s tools 20 gp 1d4 disadv.
Spiked armor 75 gp 1d4 + 1 PHB 145 Heavy armor; AC: 17; req. Str 15; stealth disadv.
DMG 150 Add base cost of the nonmagical armor to item’s
Splint 200 gp 1d4 + 4 price Wayne England
1d4 – 2 DMG 152 Add base cost of the nonmagical armor to item’s
Good Adamantine armor, any 500 gp* price
Armor +1, medium or 5,000 gp* 1d4 – 2
heavy armor
32
Quality Items Price Quantity Source Notes
1d4 – 1 XGE 136 Add base cost of the nonmagical armor to item’s
Armor of gleaming, 100 gp* price
1d4 lbs. PHB 157 —
medium or heavy armor 1d4 – 1 XGE 136 Add base cost of the nonmagical armor to item’s
price
Bar, silver 5 gp / lb. Only 1, ever LMP 48 Medium armor; AC: 14 + Dex mod (max 2); adv. on
saves against breath weapons from dragons
Cast-off armor, medium 100 gp* Only 1, ever XGE 137 When you wear it, your eyes glow red
1d4 + 3 PHB 145 Medium armor; AC: 15 + Dex mod (max 2); stealth
or heavy armor disadv.
1d4 — Gallant and flamboyant
Dragonguard 900 gp 1d4 – 2 DMG 181 Add base cost of the nonmagical armor to item’s
price
Dread helm 100 gp 1d4 – 2 DMG 182 Add base cost of the nonmagical armor to item’s
Half plate 750 gp price
1d4 + 2 PHB 145 Heavy armor; AC: 18; req. Str 15; stealth disadv.
Helm, winged 50 gp 1d4 – 2 DMG 200 Made of enchanted metal; +3 to AC
Mariner’s armor, medi- 500 gp* Only 1, ever XGE 139 —
um or heavy armor 1d4 – 1 XGE 139 Add base cost of the nonmagical armor to item’s
Mithral armor, any 500 gp* price
Only 1, ever DMG 152 —
Plate 1,500 gp 1d4 – 2 DMG 152 Add base cost of the nonmagical armor to item’s
price
Shield +1 500 gp Only 1, ever DMG 152 Of a random variety; add base cost of the nonmagi-
cal armor to item’s price
Shield of expression 100 gp 1d4 lbs. PHB 157 —
1d4 lbs. PHB 157 —
Smoldering armor, 100 gp* Only 1, ever DMG 167 —
Only 1, ever DMG 168 —
medium or heavy armor Only 1 set, ever BGDIA 223 —
Only 1, ever DMG 174 —
Excellent Arrow-catching shield 5,000 gp Only 1, ever MOT 197 Add base cost of the nonmagical armor to item’s
price
Armor +2, medium or 50,000 gp* 1d4 – 2 DMG 200 Made of enchanted metal; +4 to AC
heavy armor
Armor of resistance, 5,000 gp*
medium or heavy armor
Bar, gold 50 gp / lb.
Bar, platinum 500 gp / lb.
Dwarven plate 50,000 gp
Elven chain 5,000 gp
Gauntlets of flaming fury 5,000 gp
Helm of teleportation 5,000 gp
Molten bronze skin, any 5,000 gp*
Shield +2 5,000 gp
Doug Kovacs Variant Merchant: Blacksmith
This merchant produces and sells only armor, but you can
choose to have it be a more generalized merchant, instead.
To make this merchant a general Blacksmith, combine the
inventory of this merchant with that of both the Tools and
the Weapons merchant (located later in this supplement),
but remove all magic items and crafting materials from this
merchant’s combined inventory. The blacksmith is similarly
unable to feature tools, weapons, or armor in its inventory that
are not made of metal.
33
Potions, Poisons, and Herbs
Grinding together her mortar and pestle, a halfling
r educes a handful of herbs to powder. As her cauldron
begins to boil, smoke pours out the smokestack of her
underhill shop, a sign to her loyal customers that new
p otions are brewing.
Dressed in a grey cloak with a bandolier of potions
about his waist, a half-elf occupies a corner at a roadside
inn, fiddling with an alembic set up on a stone table. The
townsfolk know to find him here, and direct adventurous
travelers to seek his services.
Naturalists or alchemists, these merchants sell
potions, poisons, and the supplies to brew them.
Merchants of this trade are likely to further specialize,
as many are especially adept at brewing poisons, while
others have ethical qualms about creating them.
Potions, Poisons, and Herbs Merchant
Quality Items Price Quantity Source Notes
Atrocious Bottle, glass
2 gp / bottle 1d4 × 25 PHB 150 Empty; holds up to 1 ½ pints
bottles
Flask 1 cp / flask 1d4 × 50 flasks PHB 150 Empty; holds up to 1 pint
Vial 1 gp / vial 1d4 × 50 vials PHB 150 Empty; holds up to 4 oz.
Water 1 cp / cup 1d4 × 100 cups — An effective base for most potions
Poor Dragon’s blood (drug) 10 gp / dose 1d4 × 2 doses ERLW 244 Highly addictive, enhances magical ability
Dreamlily (drug) 10 gp / dose 1d4 × 2 doses ERLW 244 Highly addictive, significantly reduces pain
Herbalism kit 5 gp 1d4 PHB 154 —
Herbs, common 5 sp / lb. 1d4 × 10 lbs. — Ex: mint, sage; often used in common potions
Merchant’s scale 5 gp 1d4 × 2 PHB 150 —
Poison, basic 100 gp / vial 1d4 × 2 vials PHB 150 Injury; can inflict 1d4 poison damage
Potion of climbing 50 gp 1d4 × 2 DMG 187 Grants a climbing speed for 1 hour
Potion of healing 50 gp 1d4 × 3 PHB 150 Replenishes 2d4 + 2 hit points
Tea, sandberry 5 cp / cup 1d4 × 10 cups TT Harsh, bitter, and acidic; very hydrating
Tea, talktuth 5 cp / cup 1d4 × 5 cups TT Metallic-tasting and slate grey; an acquired taste
Medium Alchemist’s fire 50 gp / flask 1d4 × 3 flasks PHB 150 —
Acid 25 gp / vial 1d4 × 3 vials PHB 150 —
Alchemist’s supplies 50 gp 1d4 PHB 154 —
Antitoxin 50 gp / vial 1d4 × 2 vials PHB 150 —
Assassin’s blood 150 gp / dose 1d4 + 1 doses DMG 257 Injested; can inflict 1d12 poison damage
Healer’s kit 5 gp 1d4 × 2 PHB 150 —
Herbs, uncommon 5 gp / lb. 1d4 × 5 lbs. — Ex: horsetail, comfrey; for uncommon potions
Oil of slipperiness 250 gp 1d4 + 2 DMG 184 Grants either freedom of movement or grease
Perfume 5 gp / vial 1d4 × 2 vials PHB 150 A faint floral aroma for the discerning nose
Philter of love 250 gp 1d4 + 1 DMG 184 Charms the drinker for up to 1 hour
Poisoner’s kit 50 gp 1d4 PHB 154 — David Michael Beck
Potion of fire breath 250 gp 1d4 + 2 DMG 187 Allows you to exhale fire, dealing 4d6 fire damage
Potion of greater healing 250 gp 1d4 × 2 DMG 187 Replenishes 4d4 + 4 hit points
Potion of growth 250 gp 1d4 – 1 DMG 187 Grow (as with the enlarge/reduce spell) for 1d4 hrs.
Potion of resistance 250 gp 1d4 × 3 DMG 188 Of a random type; gives a damage resistance for 1 hr.
Potion of water breathing 250 gp 1d4 × 2 DMG 188 Allows you to breathe water for up to 1 hour
Ryath root 50 gp 1d4 × 2 TA 205 Grants 2d4 temp. hit points; if you eat >1, poisoned
34
Quality Items Price Quantity Source Notes
Good TT Sweet and minty, suppresses nausea and dysentery
Tea, blueleaf 5 cp / cup 1d4 × 10 cups TT Dry and chalky, makes you unable to taste spicy food
Excellent TT Woody, bitter, and nutty; drinking fosters positivity
Tea, chalthorn 2 sp / cup 1d4 × 10 cups TT Thick and brackish, can be mildly psychoactive
TT A mild depressant; relaxing and soothing
Tea, elkammat 1 sp / cup 1d4 × 5 cups TT Licorice taste; prevents becoming pregnant for 2 weeks
TT Grassy and slightly salty, a mellow-tasting tisane
Tea, gaeth’ad 5 sp / cup 1d4 × 5 cups Injested; target cannot knowingly speak a lie
DMG 258 Cures the poisoned condition
Tea, mourningberry 5 gp / cup 1d4 × 5 cups TA 205 —
DMG 150 —
Tea, nararoot 2 gp / cup 1d4 × 2 cups PHB 154 Injury; can render target unconscious
DMG 258 Cures disease, blindness, deafness, paralyzed, poison
Tea, vauge 5 cp / cup 1d4 × 10 cups DMG 168 —
PHB 154 Ex: devilroot, embertear; for rare potions
Truth serum 150 gp / dose 1d4 + 1 doses — Adv. on Cha. checks vs. humanoids ≤ CR 1 for 1 hr.
XGE 138 Grants the effect of the clairvoyance spell
Wildroot 25 gp 1d4 × 2 DMG 187 Drink to be shrunk as if by enlarge/reduce
DMG 187 Grants bless and 10 temporary hit points
Alchemy jug 500 gp Only 1, ever DMG 188 Grants the effects of the detect thoughts spell
DMG 188 Strength score becomes 23 for 1 hr.
Brewer’s supplies 20 gp 1d4 DMG 187
Drow poison 200 gp / dose 1d4 doses
Elixir of health 2,500 gp 1d4
Glassblower’s tools 30 gp 1d4
Herbs, rare 50 gp / lb. 1d4 × 2 lbs.
Perfume of bewitching 50 gp 1d4 – 2
Potion of clairvoyance 2,500 gp 1d4
Potion of diminution 2,500 gp 1d4
Potion of heroism 2,500 gp 1d4
Potion of mind reading 2,500 gp 1d4
Potion of stone giant 2,500 gp 1d4 – 1
strength
Potion of superior healing 2,500 gp 1d4 + 1 DMG 187 Replenishes 8d4 + 8 hit points
DMG 258 Injury; can inflict 3d6 poison damage
Serpent venom 200 gp / dose 1d4 doses TT First time you regain hp in 1 hr.: gain extra 2d4 hp
TT Prevents making another creature pregnant for 2 weeks
Tea, Beorunna’s cure-all 10 gp / cup 1d4 cups TT Black tea; increases movement speed by 5 ft. for 1 hr.
TT Numbing taste; suppresses madness effects for 1 hr.
Tea, cassil 10 gp / cup 1d4 cups TT Green tea; grants resistance to poison dmg. for 1 hr.
TT Mango and citrus taste; popular with the wealthy
Tea, earth dragon’s eye 6 cp / cup 1d4 × 5 cups TT Tastes of grass and sage, helps recover from disease
TT White tea; light, airy, and easy drinking
Tea, feverbalm 7 gp / cup 1d4 cups TT Spicy and sweet; settles the stomach
TCE 119 Wizard only; holds spells, transforms objects
Tea, long jing 5 gp / cup 1d4 × 5 cups DMG 258 Inhailed; can inflict persistent poison damage
— Ex: starspine, voidweave; for very rare potions
Tea, meiriath 7 gp / cup 1d4 × 5 cups ERLW 278 Grants acid breath, amorphous form, etc.
DMG 258 Inhailed; can blind affected creatures
Tea, mother’s leaf 10 gp / cup 1d4 cups DMG 184 Grants a weapon +3 to attack and damage
DMG 187 Strength score becomes 27 for 1 hr.
Tea, pale jade 1 gp / cup 1d4 × 5 cups
Tea, wild ginger 5 sp / cup 1d4 × 5 cups
Alchemical compendium 5,000 gp Only 1, ever
Burnt othur fumes 500 gp / dose 1d4 – 1 doses
Herbs, very rare 500 gp / lb. 1d4 lbs.
Kyrzin’s ooze 50,000 gp Only 1, ever
Malice 250 gp / dose 1d4 – 1 doses
Oil of sharpness 25,000 gp 1d4 – 1
Potion of cloud giant 25,000 gp 1d4 – 1
strength
Potion of invisibility 25,000 gp 1d4 – 1 DMG 188 Grants invisibility for up to 1 hour
DMG 188 Grants resistance to all damage
Potion of invulnerability 2,500 gp 1d4 – 1 DMG 188 Reduces your age by 1d6 + 6 (usually)
DMG 187 Regains 10d4 + 20 hit points
Potion of longevity 25,000 gp 1d4 – 1 DMG 188 Cures exhaustion, disease, and poison
TT Semi-sweet; a sleep aid, renders dream ineffective
Potion of supreme healing 25,000 gp 1d4
Potion of vitality 25,000 gp 1d4 – 1
Tea, mallow 7 gp / cup 1d4 × 2 cups
35
Religious Idols and Blessings
A tiefling with short horns and a modest robe lights a
handful of incense in a ceremonial brazier. As she tends
to her ritual duties in service to her god, she routinely
checks on visiting parishioners, making sure their needs
are met. The acolytes of her temple are more than
happy to share what they have with pilgrims, asking only
a modest donation in return.
Rapier slung at her side, a cheerful gnome paladin
travels between distant cities, dispensing justice and
doing good deeds all along the way. Always overjoyed to
meet fellow travelers, she sells supplies sacred to her
goddess of journeys, making sure no wanderer goes
u nprotected.
Almost always practicing clergy members (or huck-
sters pretending at being such), these merchants bolster
their respective faiths by dispensing holy wares to those
in need. Most items listed here are sold by all merchants
with this specialty and the appropriate quality, though
merchants of different faiths offer markedly different-
looking wares. For example, a candle sold by a priest of
Pelor would look different in obvious ways from a candle
sold by an (undoubtedly secret) adherent of Vecna.
Religious Idols and Blessings Merchant
Quality Items Price Quantity Source Notes
Atrocious Alms box 5 cp A box for collecting monetary offerings
1 cp 1d4 × 3 PHB 151 Comes in a variety of colors
Candle 5 gp Holy symbol; a necklace with a symbol of faith
Poor Amulet 5 gp 1d4 × 10 PHB 150 From one of a variety of faiths
1 cp / piece Comes in a variety of colors
Book, holy 2 gp 1d4 × 7 PHB 150 Has an oddly curved design
Chalk 5 gp Holy symbol; the visage or symbol of a deity
Dagger, ritual 1 sp / block 1d4 × 10 PHB 150 Thick, musky, and pungent
Emblem 1 sp / sheet —
Incense 5 gp 1d4 × 10 pieces PHB 150 Holy symbol; a small box holding a fragment of a relic
Parchment 60 gp Performs a holy rite, out of: atonement, bless water,
Reliquary 1d4 × 2 PHB 149 coming of age, dedication, funeral, or wedding
Spell: Ceremony 10 gp Cast at 1st-level; heals 1 creature for 1d8 + 3 hit points
20 gp 1d4 × 10 PHB 150 Reveals the properties of a magic item
55 gp A gilded thurible for burning incense
1 gp 1d4 × 20 blocks PHB 151 Simple, smooth, and clean, with many pockets
8 gp A ceremonial outfit for a member of a specific clergy
5 gp 1d4 × 20 sheets PHB 150 —
25 gp / flask —
5 sp 1d4 × 3 PHB 150 —
1 sp / flask —
2 sp 3 spells / day XGE 151 —
40 gp Cast at 2nd-level; up to 3 creatures increase their hit
Medium Spell: Cure wounds 3 spells / day PHB 230 point maximum by 5 for 8 hrs.
Spell: Identify 90 gp 3 spells / day PHB 252 Cast at 3rd- level; ends a spell or magic effect
Censer 40 gp 1d4 + 2 PHB 151 Cures blindness, deafness, paralyzed, or poisoned Gary Dupuis
Clothes, robes 1d4 × 2 PHB 150
Clothes, vestments 1d4 × 2 PHB 151
Healer’s kit 1d4 × 2 PHB 150
Holy water 1d4 × 5 flasks PHB 150
Lamp 1d4 × 2 PHB 150
Oil 1d4 × 5 flasks PHB 150
Quarterstaff 1d4 × 2 PHB 148
Spell: Aid 3 spells / day PHB 255
Spell: Dispel magic 3 spells / day PHB 234
Spell: Lesser restoration 3 spells / day PHB 255
36
Quality Items Price Quantity Source Notes
Spell: Prayer of healing 40 gp 3 spells / day
PHB 267 Cast at 2nd-level; heals up to 6 creatures for 2d8 + 3
1d4 × 2
1d4 hit points
Only 1, ever
Totem 1 gp Only 1, ever PHB 150 Druidic focus; carved in the image of a god or spirit
1d4 – 1
Yew wand 10 gp 1d4 – 1 PHB 150 Druidic focus; associated with natural, eternal life
Good Amulet of the devout, +1 500 gp TCE 119 Cleric/paladin only; use Channel Divinity w/o a charge
Excellent
Balance of harmony 500 gp TYP 228 Scales that can cast detect evil and good as a ritual
Cleansing stone 100 gp ERLW 276 —
Clothes, cloth-of-gold 25 gp DMG 134 Suitable for a high priest of distinguished position
vestments
Everbright lantern 100 gp 1d4 – 1 ERLW 277 Instead holds a continual flame, outside of Eberron
Only 1, ever TCE 128 Cleric/paladin only; negates critical hits
Guardian emblem 500 gp 1d4 – 2 DMG 179 —
Only 1, ever DMG 179 Reveals invisible creatures and objects
Keoghtom’s ointment 250 gp Only 1, ever DMG 184 Grants immunity to disease
Only 1, ever DMG 184 Stabilize when dying, double healing from hit dice
Lantern of revealing 500 gp 1d4 – 2 DMG 299 A tiny space to leave offerings or make quick prayers
3 spells / day PHB 230 If you drop to 0 hit points, you drop to 1 instead
Periapt of health 500 gp 3 spells / day PHB 234 Grants guidance on a course of action
3 spells / day PHB 271 Lifts a curse, or attunement to a cursed item
Periapt of wound closure 500 gp 3 spells / day PHB 277 Allows you to speak to one non-undead corpse
Only 1, ever DMG 204 —
Shrine, small 8 gp 1d4 – 1 — A small figure of a god or person in beautiful detail
Only 1, ever XGE 139 —
Spell: Death ward 160 gp Only 1, ever DMG 157 —
Only 1, ever TCE 126 Cleric/paladin only; flail, bonus damage and healing
Spell: Divination 210 gp Only 1, ever DMG 179 —
Only 1, ever DMG 182 Has 1d4 + 2 random beads that each cast a spell
Spell: Remove curse 90 gp Only 1, ever DMG 184 Grants immunity to poisons, poison damage, and the
Spell: Speak with dead 90 gp Only 1, ever poisoned condition
3 spells / day TCE 134 Wizard only; holds spells, adds temporary hit points
Staff of the python 500 gp PHB 246 Reduces exhaustion, removes charmed, petrified, a
3 spells / day
Statuette, metal or stone 500 gp 3 spells / day curse, or ability/hit point maximum reduction
PHB 249 Sanctifies an area, with additional effects
Tankard of sobriety 100 gp PHB 270 Returns a dead corpse to life
Candle of invocation 50,000 gp
Devotee’s censer 5,000 gp
Mace of disruption 5,000 gp
Necklace of prayer beads 5,000 gp
Periapt of proof against 5,000 gp
poison
Protective verses 5,000 gp
Spell: Greater restoration 450 gp
Spell: Hallow 2,250 gp
Spell: Raise dead 1,250 gp
Variant Merchant: Occultist
Rather than a practitioner of faith, you can instead make this
merchant a scholar of religious lore.
To make an Occultist merchant, remove all spells and magic
items from this merchant’s inventory, and add the spell, ritual,
and protection scrolls (of the appropriate quality) from the Spell
Scrolls and Tomes merchant, located later in this supplement.
Anne Stokes
37
Songs and Instruments
Boxes of whittled wooden instruments at his feet, a
brightly-clothed half-orc plays proudly on his bagpipes
in the center of a crowded market. Though he knows
his business isn’t presently booming, he takes comfort
that, at the very least, none in the market can possi-
bly ignore him.
Sitting in a surprisingly cheerful store, a graceful drow
carefully strings a lyre with treated spider silk. Though
the silk no longer adheres forcefully to what it touches,
it is no less durable, making it ideal for its p urpose. The
drow slowly plucks the lyre’s new strings, filling her
shop with a beautiful, mournful tune.
Whether they are bards or craftspersons, merchants
of this specialty deal in musical instruments and written
songs for musicians. Some of these merchants special-
ize in selling one particular type of family of instruments
or genre of written song, usually one of cultural signifi-
cance to the merchant and their people.
Songs and Instruments Merchant
Quality Items Price Quantity Source Notes
Atrocious Sheet music, terrible 1 cp 1d4 copies DMG 301 Discordant, has 11/8 time signature for some reason
Thelarr or whistlecane 1 cp 1d4 × 3 SCAG 124 Instrument; incredibly simple, cut from a single reed
Poor Bell 1 gp 1d4 × 3 PHB 150 —
Drum or hand drum 6 gp 1d4 × 4 PHB 154 Instrument; leather hide over a wooden frame
Horn or longhorn 3 gp 1d4 × 3 PHB 154 Instrument; good for playing a few very loud notes
Ink 10 gp / bottle 1d4 bottles PHB 150 —
Ink pen 2 cp 1d4 × 2 PHB 150 —
Paper 2 sp / sheet 1d4 × 5 sheets PHB 150 —
Shawm 2 gp 1d4 × 4 PHB 154 Instrument; a long, reeded woodwind with fingerholes
Sheet music, derivative 5 cp 1d4 copies DMG 301 Has a popular song’s name crossed out and re-titled
Medium Bagpipes 30 gp 1d4 × 2 PHB 154 Instrument; a bag for air with protruding pipes
Chalumeau 15 gp 1d4 × 3 — Instrument; a reeded woodwind, functional design
Cymbals 20 gp / set 1d4 × 3 sets — Instrument; a set of two metal discs, with straps
Flute or songhorn 2 gp 1d4 × 4 PHB 154 Instrument; a reedless woodwind of metal or wood
Lyre 30 gp 1d4 × 4 PHB 154 Instrument; small, hand-held, and harp-like
Pan flute or birdpipes 12 gp 1d4 × 4 PHB 154 Instrument; joined wooden pipes of different lengths
Sheet music, catchy 5 sp 1d4 DMG 301 You sometimes find yourself humming snatches of it
Strings 4 cp / ea. 1d4 × 5 — Good for restringing a string instrument
Timbrel or tantan 13 gp 1d4 × 2 PHB 154 Instrument; a wooden hoop with metal discs in it
Tocken 8 gp 1d4 × 2 SCAG 124 Instrument; bells favored by underground cultures
Wargong 10 gp 1d4 × 2 SCAG 124 Instrument; a large, hanging metal disc, often a shield
Good Adufe 10 gp 1d4 × 2 — Instrument; a boxlike, rattling frame drum
Dulcimer 25 gp 1d4 × 3 PHB 154 Instrument; flat, with strings plucked, bowed, or struck
Glaur 30 gp 1d4 × 2 SCAG 124 Instrument; a curved, valved, brass horn
Glockenspiel 35 gp 1d4 × 2 — Instrument; metal bars struck with mallets Kate Vigdis
Gloon 30 gp 1d4 × 2 SCAG 124 Instrument; a mournful, valve-less, curved horn
Grand piano 500 gp 1d4 – 1 — Instrument; too big to be easily moved
Harp, exotic wood 750 gp Only 1, ever DMG 135 Instrument; carved and inlaid with ivory and zircon
gems
Harpsichord 350 gp 1d4 – 1 — Instrument; too big to be easily moved
38
Quality Items Price Quantity Source Notes
Excellent Only 1, ever
Horn of silent alarm 100 gp Only 1, ever XGE 137 —
Only 1, ever
Instrument of illusions 100 gp Only 1, ever XGE 137 Can be any kind of instrument
Instrument of scribing 100 gp XGE 138 Can be any kind of instrument
Instrument of the bards, 500 gp DMG 176 —
Doss lute
Instrument of the bards, 500 gp Only 1, ever DMG 176 —
Fochlucan bandore
Instrument of the bards, 500 gp Only 1, ever DMG 176 —
Mac-Fuirmidh cittern
Lute or yarting 35 gp 1d4 × 3 PHB 154 Instrument; with plucked strings and a long neck
Only 1, ever DMG 185 —
Pipes of haunting 500 gp Only 1, ever DMG 185 —
1d4 × 2 — Instrument; very long and narrow, with bowed strings
Pipes of the sewers 500 gp Only 1, ever TCE 134 Bard only; regain Bardic Inspiration with an action
Rebab 32 gp
Rhythm-maker’s drum, 500 gp
+1
Sheet music, classic 5 gp 1d4 copies DMG 301 A song everyone knows, and many sing along with
1d4 copies DMG 301 A new song, exciting and destined for greatness
Sheet music, inspired 50 gp 1d4 × 3 PHB 154 Instrument; bowed, fretted, with a hollow body
Only 1, ever XGE 140 —
Viol 30 gp 1d4 × 2 SCAG 124 Instrument; a complex and sinister-sounding organ
Only 1, ever TCE 122 Druid/warlock only; detects the presence of creatures
Wand of conducting 100 gp Only 1, ever DMG 158 —
Only 1, ever TYP 228 Gain flying speed of 2 × move speed, only when blowing
Zulkoon 50 gp 1d4 – 1 — Instrument; a reeded brass woodwind, covered in keys
Only 1, ever DMG 176 —
Bell branch 5,000 gp
Chime of opening 2,500 gp
Eagle whistle 5,000 gp
Gnomish saxophone 250 gp
Instrument of the bards, 5,000 gp
Canaith mandolin
Instrument of the bards, 5,000 gp Only 1, ever DMG 176 —
Cli lyre
Lyre of building 5,000 gp Only 1, ever TCE 131 Bard only; has spells, protects structures
Sheet music, epic 500 gp Only 1 copy, ever DMG 301 A truly revolutionary piece, will change everything
Siren song lyre 5,000 gp Only 1, ever MOT 198 —
Rebecca Guay
39
Spell Scrolls and Tomes The character must still meet all other level, class, or
spell level requirements for doing so, as normal.
Seated adjacent to a near-perfect pyramid of stacked Unlike a spell scroll, the spell in a ritual scroll cannot
scrolls, a high elf dips his quill in ink and begins to write be cast without first copying it down, but a ritual scroll
a new scroll in fluid elvish script. His shop utterly quiet does not require a check for its spell to be successfully
save for the scratching of his pen on parchment, the copied, nor is a ritual scroll limited to being a wizard
florid script begins to glow ever so slightly in the dim spell if it is to be copied. As with a spell scroll, copying a
a fternoon light. ritual scroll carries the same cost in time and gp, and a
A male tiefling clad in a large coat and a dusty wizard’s ritual scroll is destroyed after it is copied.
hat stands in a busy marketplace next to a pile of books
nearly as tall as he is. The tiefling yells out attempting
to attract buyers, but a closer inspection reveals many
of the tomes to be chained shut, murmuring worryingly
to each other.
Selling magical spells is not for the faint of heart,
but merchants with this specialty make it a way of life.
The tomes and scrolls sold by these merchants each
contain certain spells, and a merchant with this special-
ty rarely has more than one tome or scroll that casts
the same spell.
When determining this merchant’s item availability,
this merchant can have multiple spells or scrolls of the
same level or type.
Spell Scrolls. Each of these scrolls contains a
specific spell. If that spell is on your class’s spell list,
you can use an action to attempt to cast the spell. This
requires a check if the spell is of a greater level than
you can normally cast. Succeed or fail, the scroll is
then destroyed.
Wizard spells on spell scrolls can also be copied
into spellbooks by characters capable of doing so, but
require a check to be copied successfully after the
normal expenditure of time and materials. Same as cast-
ing a spell with the scroll, succeed or fail, the spell scroll
is then destroyed.
The DCs for these checks, as well as complete rules
for spell scrolls, can be found on page 200 of the
Dungeon Master’s Guide.
Ritual Scrolls. These scrolls contain only spells with
the ritual tag, and are able to be used by any character
that is able to transcribe spells into a spellbook, such as
a wizard, a warlock with the Book of Ancient Secrets
invocation, or a character with the Ritual Caster feat.
Spell Scrolls and Tomes Merchant
Quality Items Price Quantity Source Notes
— A DC 10 Investigation check reveals it to be fake
Atrocious Spell scroll, fake 25 sp 1d4 Suitable for writing or drawing; won’t hold spells
PHB 150 —
Poor Book, blank 25 gp 1d4 × 3 PHB 154 —
PHB 150 —
Calligrapher’s supplies 10 gp 1d4 × 2 PHB 150 —
PHB 150 —
Case, scroll 1 gp 1d4 × 5 PHB 150 —
PHB 150 Empty; suitable for holding spells
Ink 10 gp / bottle 1d4 bottles PHB 150 Empty; not damaged by fire, water, or age
XGE 137 Glows faintly, indefinitely; can be seen in darkness
Ink pen 2 cp 1d4 × 2 — Matt Morrow
Paper 2 sp / sheet 1d4 × 20 sheets
Parchment 1 sp / sheet 1d4 × 20 sheets
Spellbook 50 gp 1d4 × 5
Medium Enduring spellbook 100 gp 1d4
Glow ink 50 gp / bottle 1d4 – 1 bottles
40
Quality Items Price Quantity Source Notes
Paper, enduring 2 gp / sheet 1d4 × 5 sheets
Ritual scroll, 1st-level 50 gp 1d4 — Not damaged by fire, water, or age
Ritual scroll, 2nd-level 250 gp 1d4
Ritual scroll, 3rd-level 250 gp 1d4 — Contains a random 1st-level ritual spell, can be copied
Scroll satchel 100 gp 1d4 – 1
— Contains a random 2nd-level ritual spell, can be copied
— Contains a random 3rd-level ritual spell, can be copied
— Holds up to 30 scrolls in an extra-dimensional space;
can draw or stow a scroll using a bonus action
Spell scroll, cantrip 50 gp 1d4 × 5 DMG 200 Contains a random cantrip, can be copied
Spell scroll, 1st-level
Spell scroll, 2nd-level 50 gp 1d4 × 4 DMG 200 Contains a random 1st-level spell, can be copied
Spell scroll, 3rd-level
Spell: Identify 250 gp 1d4 × 4 DMG 200 Contains a random 2nd-level spell, can be copied
Spell: Illusory script
Spell: Knock 250 gp 1d4 × 3 DMG 200 Contains a random 3rd-level spell, can be copied
Spell: Mage armor
Arcane grimoire, +1 20 gp 3 spells / day PHB 252 Reveals the properties of a magic item
Copypaper
30 gp 3 spells / day PHB 252 Writes a magically-coded message
40 gp 3 spells / day PHB 254 Opens a locked object
10 gp 3 spells / day PHB 256 Target’s base AC becomes 13 + its Dex modifier
Good 500 gp Only 1, ever TCE 120 Wizard only; improves Arcane Recovery
50 gp / sheet 1d4 sheets — Press to a piece of non-magical paper: permanently
becomes a copy of that paper and is no longer magical
Hat of wizardry 100 gp Only 1, ever XGE 137 Wizard only; attempt to cast extra cantrips
Paper bird 250 gp 1d4 × 2
Paper of folding 100 gp 1d4 – 1 WDH 191 Carries a message of up to 50 words to a recipient
— Action: Can be folded into (or unfolded from) a working
replica of any non-magical item that costs 5 gp or less
and is held in one hand
Quill of scribing 100 gp 1d4 – 1 — Action: Writes (or stops writing) what you say for up to 1
hr. collectively per day
Ritual scroll, 4th-level 2,500 gp 1d4 – 1 — Contains a random 1st-level ritual spell, can be copied
1d4 – 1
Ritual scroll, 5th-level 2,500 gp 1d4 – 2 — Contains a random 2nd-level ritual spell, can be copied
1d4 × 3
Ritual scroll, 6th-level 25,000 gp 1d4 × 3 — Contains a random 3rd-level ritual spell, can be copied
1d4 × 2
Scroll of protection, any 2,500 gp 1d4 × 2 DMG 199 Can be used by anyone; protects against a creature type
3 spells / day
Spell scroll, 4th-level 2,500 gp 3 spells / day DMG 200 Contains a random 4th-level spell, can be copied
3 spells / day
Spell scroll, 5th-level 2,500 gp 1d4 – 1 DMG 200 Contains a random 5th-level spell, can be copied
Spell scroll, 6th-level 25,000 gp DMG 200 Contains a random 6th-level spell, can be copied
Spell: Legend lore 770 gp PHB 254 Reveals details about important person, place, or thing
Spell: Skywrite 40 gp XGE 165 Up to 10 words appear in the sky
Spell: Tongues 90 gp PHB 283 Target understands all languages
Excellent Backup spellbook 500 gp — Press to a spellbook: permanently becomes a copy of
that spellbook and is no longer magical
Fulminating treatise 5,000 gp Only 1, ever TCE 128 Wizard only; holds spells, deals more spell damage
Heart-weaver’s primer 5,000 gp Only 1, ever
Manual of golems, clay 25,000 gp Only 1, ever TCE 128 Wizard only; holds spells, empowers enchantment
Spell scroll, 7th-level 25,000 gp 1d4 – 1
Spell scroll, 8th-level 25,000 gp 1d4 – 2 DMG 280 —
DMG 200 Contains a random 7th-level spell, can be copied
DMG 200 Contains a random 8th-level spell, can be copied
Mollicart
41
Tat t o o s
With deftness in every inch of her gnarled, stubby
fingers, a dwarf with one eye and a scar running down
her cheek carefully heats a sharp iron needle in a candle
flame. Before her are waiting wells of ink, and a fresh-
faced male human lying face down, shirtless, expectant,
and nervous, upon a weathered wooden table.
Scrawling a simple floral design in a sketchbook, a
young elf takes time to emphasize its long, stylized, flow-
ing lines. Gently closing the book, the elf shelves it in an
outer pocket of a pack they are wearing, causing a slight
rattle of metal and glass from within. The elf wonders if
any will partake of their artistic services in the next town
they venture to, and what canvases will await their craft.
Often a practice of great cultural or religious signifi-
cance, tattooing is also an art form and a method of self
expression. Those that take on tattoos wear their art
proudly, likely for their entire lives, a testament to their
individuality and their artist’s skill.
Most tattoo merchants have one or several styles
that they can create art in, many of which have roots
in cultures or subcultures important to your setting.
Consider who an artist is, where they come from, and
how these things might influence their style.
Magical Tattoos and Removal. Some tattoos created
by this merchant are magical, and are applied directly
to a recipient rather than sold as an item, contrary
to some of their descriptions. Similar to merchants
that cast spells, a tattoo merchant can use magic up
to three times each day to remove a tattoo or create a
magical tattoo.
Tattoos Merchant
Quality Items Price Quantity Source Notes
Atrocious Ink 10 gp / bottle 1d4 bottles PHB 150 Suitable for writing or applying tattoos
Ink pen 2 cp 1d4 PHB 150 —
Needle 2 cp 1d4 × 50 — Suitable for applying tattoos
Tattoo, simple mundane 5 sp Unlimited — Basic shapes and forms; no larger than 1/4 sq. ft.
Tattoo, temporary 5 cp Unlimited — Drawn on; lasts 24 hrs. or until it touches water
Poor Healer’s kit 5 gp 1d4 PHB 150 —
Oil 1 sp / flask 1d4 × 2 flasks PHB 150 Suitable for both muscles and lanterns
Soap 2 cp 1d4 × 2 PHB 150 —
Tattoo, regular mundane 5 gp Unlimited — Semi-complex figures; no larger than 1/2 sq. ft.
Tattooing supplies 10 gp 1d4 × 2 sets — Artisan’s tools for tattoo artists; inks, needles, cloth, etc.
Medium Barrier tattoo, small 500 gp 3 / day TCE 122 Grants an AC equal to 12 + your Dexterity modifier
Calligrapher’s supplies 10 gp 1d4 PHB 154 —
Cleansing stone 100 gp Only 1, ever ERLW 276 Use an action while touching: cleanses grime on you
Glow ink 50 gp / bottle 1d4 – 1 bottles — Glows faintly, indefinitely; can be seen in darkness
Illuminator’s tattoo 100 gp 3 / day TCE 129 Can write with your finger, make writing invisible Dean Spencer
Masquerade tattoo 100 gp 3 / day TCE 131 Changes shape, casts disguise self 1/day
Moodmark paint 100 gp 1d4 – 1 GGR 180 When dabbed on face, changes color with mood
Spellwrought tattoo, 50 gp 3 / day TCE 135 Casts a specific cantrip once, then vanishes
cantrip
Spellwrought tattoo, 50 gp 3 / day TCE 135 Casts a specific 1st-level spell once, then vanishes
1st-level
42
Quality Items Price Quantity Source Notes
Good Tattoo, complex 25 gp Unlimited — Scenes with multiple colors, figures, and designs; no
mundane larger than 1 sq. ft.
Excellent Tattoo, magical focus 100 gp 3 / day — Counts as an arcane focus, druidic focus, or holy symbol
Tattoo removal, 50 gp 3 / day — Magically removes up to 1 sq ft. of mundane tattoo
mundane
Barrier tattoo, medium 5,000 gp 3 / day TCE 122 Grants an AC equal to 15 + your Dex. modifier (max +2)
Cloth, linen 5 gp / sq. yd. 1d4 sq. yds. PHB 157 White or beige cloth suitable for bandages
Coiling grasp tattoo 500 gp 3 / day TCE 123 Conjures tendrils that grapple a creature
Eldritch claw tattoo 500 gp 3 / day TCE 126 Empowers unarmed strikes and weapon attacks
Ethereal wave tattoo 500 gp 3 / day — Action: casts invisibility on self 1/day
Ghost step tattoo 500 gp 3 / day TCE 128 Allows you to become incorporeal 3/day
Mermaid’s tale tattoo 500 gp 3 / day — Grants a swim speed of 60 ft., and can speak Aquan
Spellwrought tattoo, 250 gp 3 / day TCE 135 Casts a specific 2nd-level spell once, then vanishes
2nd-level
Spellwrought tattoo, 250 gp 3 / day TCE 135 Casts a specific 3rd-level spell once, then vanishes
3rd-level
Tattoo, animated 100 gp 3 / day — Images move by themselves; no larger than 1 sq. ft.
Tattoo, artistic mundane 125 gp Unlimited — Gorgeous, a true work of art; no larger than 2 sq. ft.
Tattoo removal, magical 250 gp 3 / day — Magically removes a single magical tattoo
Absorbing tattoo, any 50,000 gp 3 / day TCE 119 Absorbs damage of a chosen type 1/day
Barrier tattoo, large 50,000 gp 3 / day TCE 122 Grants an AC of 18
Blood fury tattoo 500,000 gp Only 1, ever TCE 122 Grants crit on 19-20, extra damage, and react. attacks
Eternal mountain tattoo 5,000 gp 3 / day — Action: casts stoneskin on self 1/day
Infernal brand tattoo 5,000 gp 3 / day — 1 hr. ritual: summon imp that obeys you; only 1 at a time
Lifewell tattoo 5,000 gp 3 / day TCE 129 Resist necrotic; grants benefits of death ward 1/day
Molten bronze skin, any 5,000 gp* Only 1, ever MOT 197 Add base cost of the nonmagical armor to item’s price
Nolzur’s marvelous 25,000 gp Only 1 set, DMG 183 Creates paintings that become reality
pigments ever
2,500 gp 1d4 – 1 DMG 183 Confers the effects of the etherealness spell
Oil of etherealness 50,000 gp 3 / day TCE 134 Adv. on Stealth; reduce damage by half 1/day
Shadowfell brand tattoo 2,500 gp 3 / day TCE 135 Casts a specific 4th-level spell once, then vanishes
Spellwrought tattoo,
4th-level 2,500 gp 3 / day TCE 135 Casts a specific 5th-level spell once, then vanishes
Spellwrought tattoo,
5th-level 600 gp Unlimited — Utterly unique with impossible detail and precision; can
Tattoo, masterwork cover entire body
mundane
Bernardojbp
43
Thieving Supplies
Standing grey as dusk against the dim light at the end
of a back alley, a cloaked human awaits approaching
buyers. She trusts her contacts on the street to bring
those interested to her, and, so far, that trust has yet to
fail her. Hearing a knocking in thieves’ cant reverberate
from the mouth of the alley, she knocks out the counter-
sign, and unrolls her bundle of wares onto the ground.
A halfling with an eyepatch hums to himself as he
sets up his wares on the walls of the inside of an open
wine barrel in the back of a bar. Satisfied at the items’
arrangement, he takes a seat nearby, pulling a hidden
lever. Groaning, the wine barrel mechanically closes its
front, appearing whole to the untrained eye. The halfling
sips a cup of tea, and awaits customers.
Though their business may not (necessarily) be
illegal, these merchants work tirelessly to enable
criminals, spies, and assassins. Merchants with this
specialty (most often) do not attempt to directly swindle
customers unless the merchant is of atrocious quality.
All merchants value repeat buyers, thieving supplies
merchants being no exception, and any merchant knows
the surest way to make enemies and lose business is to
cheat those who will likely have even more coin for you
to earn in the future.
Thieving Supplies Merchant
Quality Items Price Quantity Source Notes
Atrocious Book, “How to Steal” 25 gp The outside is locked (DC 15), and the inside is blank
5 cp Only 1 copy, ever PHB 150 —
Pole, 10-foot 1 cp Holds up to 1 cu. ft., or 30 lbs.
Sack 10 gp 1d4 × 4 PHB 150 1 piercing; loading, ranged (25/100)
Poor Blowgun 4 cp / 20 —
Bullet, sling 1 cp / piece 1d4 × 5 PHB 150 Comes in a variety of colors; useful for marking signs
Chalk 25 gp —
Climber’s kit 2 gp 1d4 × 2 PHB 149 1d4 piercing; finesse, light, thrown (20/60)
Dagger 10 gp / dose Highly addictive, significantly reduces pain
Dreamlily (drug) 2 gp 1d4 × 20 PHB 150 —
Grappling hook 1 sp —
Ladder, 10-foot 4 sp / 20 1d4 × 2 pieces PHB 150 —
Needles, blowgun 1 gp / 50 ft. —
Rope, hempen 1 sp 1d4 × 2 PHB 150 1d4 bludgeoning; ranged (30/120)
Sling 25 gp —
Thieves’ tools 1 cp 1d4 × 4 PHB 149 —
Torch 1 gp / 20 —
Medium Arrow 1 gp / 1,000 1d4 × 2 doses ERLW 244 —
Ball bearings 1 gp / 20 —
Bolt, crossbow 2 gp 1d4 × 2 PHB 150 —
Crowbar 1 gp / 20 —
Caltrops 75 gp 1d4 PHB 150 1d6 piercing; light, loading, ranged (30/120)
Crossbow, hand 1 sp Also available weighted, for 4 sp
Dice set 25 gp 1d4 × 20 PHB 150 —
Disguise kit 15 gp —
Forgery kit 1d4 × 50 ft. PHB 150
1d4 × 2 PHB 149
1d4 × 2 PHB 154
1d4 × 5 PHB 150
1d4 × 20 PHB 150
1d4 × 2,000 PHB 150
1d4 × 20 PHB 150
1d4 × 3 PHB 150 Ed Cox
1d4 × 40 PHB 150
1d4 × 2 PHB 149
1d4 × 2 PHB 154
1d4 × 2 PHB 154
1d4 PHB 154
44
Quality Items Price Quantity Source Notes
Good PHB 154 Also available marked, for 2 gp
Playing card set 5 sp 1d4 × 3 PHB 150 Injury; can inflict 1d4 poison damage
Excellent PHB 154 —
Poison, basic 100 gp / vial 1d4 × 2 vials PHB 150 —
PHB 149 1d8 piercing; finesse
Poisoner’s kit 50 gp 1d4 PHB 149 1d6 piercing; ranged (80/320), two-handed
PHB 149 1d6 piercing; finesse, light
Portable ram 4 gp 1d4 PHB 150 —
DMG 153 Holds 64 cu. ft., or 500 lbs; always weighs 15 lbs.
Rapier 25 gp 1d4 XGE 136 Makes your tracks appear as another humanoid’s
XGE 136 You control what number it rolls
Shortbow 25 gp 1d4 × 2 XGE 136 Can be made to appear how you wish
DMG 161 Conjures a random illusion at a point you choose
Shortsword 10 gp 1d4 DMG 258 Injury; can render target unconscious
DMG 258 Inhailed; can render affected creatures unconscious
Signal whistle 5 cp 1d4 × 2 DMG 168 —
ERLW 277 Allows you to fall safely once, then loses its magic
Bag of holding 500 gp Only 1, ever DMG 173 Allows you to cast disguise self at will
TYP 77 Adds +1 to attack/damage, but breaks on a nat 1
Boots of false tracks 100 gp Only 1 set, ever XGE 138 Has a 5% chance to unlock any door, then disappear
XGE 138 Can collapse to 1 ft., or expand to 10 ft.
Charlatan’s die 100 gp 1d4 – 1 DMG 187 Grants a climbing speed for 1 hour
DMG 258 Injury; can inflict 3d6 poison damage
Cloak of many fashions 100 gp Only 1, ever PHB 150 —
DMG 258 Injested; target cannot knowingly speak a lie
Deck of illusions 500 gp Only 1, ever DMG 150 Grants immunity to divination and scrying
Drow poison 200 gp / dose 1d4 – 1 doses
Essence of ether 300 gp / dose 1d4 – 1 doses
Eversmoking bottle 500 gp Only 1, ever
Feather token 50 gp 1d4
Hat of disguise 500 gp Only 1, ever
Junk dagger 100 gp Only 1, ever
Mystery key 50 gp 1d4 – 2
Pole of collapsing 100 gp 1d4 – 2
Potion of climbing 50 gp 1d4
Serpent venom 200 gp / dose 1d4 – 1 doses
Spyglass 1,000 gp 1d4
Truth serum 150 gp / dose 1d4 – 1 doses
Amulet of proof against 500 gp Only 1, ever
detection and location
Boots of striding and 500 gp Only 1 set, ever DMG 156 —
springing
Bracer of flying daggers 5,000 gp Only 1, ever WDH 190 Conjures an infinite amount of magical daggers
DMG 156 Grants prof. and +2 to damage with bows
Bracers of archery 500 gp Only 1 set, ever DMG 158 —
WDMM 86 Grants blindsight out to 30 ft.
Cloak of elvenkind 500 gp Only 1, ever DMG 161 +1 to attk./dmg.; can make an injury poison
DMG 172 —
David Revoy Dagger of blindsight 5,000 gp Only 1, ever DMG 197 Can animate to help you climb automatically
GGR 181 Allows silent communication, and to share hearing
Dagger of venom 5,000 gp Only 1, ever DMG 258 Injury; can inflict 7d6 poison damage
Gloves of thievery 500 gp Only 1, ever
Rope of climbing 500 gp Only 1, ever
Spies’ murmur 500 gp 1d4 + 1
Wyvern poison 1,200 gp / dose 1d4 – 2 doses
45
To o l s
Slouched over a wooden countertop, a lanky wood elf
stands in front of rows upon rows of tools, each hanging
from a special set of pegs on the wall behind him. The
shop smells comfortably of fresh cut lumber. The wood
elf yawns, waiting for customers to arrive.
A female dwarf, pack mule and wagon in tow, strides
casually into town, a pickaxe and shovel over each shoul-
der, a lit lantern resting near the head of the pick. The
l aborers of this hamlet sent out a request for more tools
a week back, and the dwarf responded, always ready
to earn coin.
Craftspeople or mere traders, merchants of this
s pecialty sell tools for all professions along their trade
routes. Merchants that sell tools may choose to deal in
exclusively tools appropriate for their environment, but
many are generalists, crafting tools of every type for
any occasion.
Tools Merchant Price Quantity Source Notes Gary Dupuis
5 cp 1d4 × 2 PHB 150 Holds 3 gal. or ½ cu. ft.
Quality Items 2 gp 1d4 × 2 PHB 150 —
Atrocious Bucket 4 sp 1d4 × 5 PHB 150 1 ft. wide × 1 ft. tall; holds 40 lbs. or 2 cubic ft.
1 gp 1d4 × 2 PHB 150 —
Shovel 1 cp 1d4 × 10 PHB 150 Comes in a variety of colors
Poor Basket 1 cp / piece 1d4 × 5 pieces PHB 150 Comes in a variety of colors
2 gp 1d4 PHB 149 1d4 piercing; finesse, light, thrown (20/60)
Block and tackle 1 gp 1d4 × 2 PHB 150 —
Candle 1 gp 1d4 × 2 PHB 150 —
Chalk 2 gp 1d4 × 2 PHB 149 1d4 bludgeoning; light, thrown (20/60)
Dagger 1 sp 1d4 × 2 PHB 150 —
Fishing tackle 1 cp 1d4 × 2 PHB 150 —
Hammer 2 gp 1d4 × 2 PHB 150 —
Hammer, light 1 cp / plank 1d4 × 15 planks — Measure 2 in. × 4 in. × 5 ft. each
Ladder, 10-foot 5 cp 1d4 × 10 PHB 150 —
Lamp 5 cp 1d4 × 2 PHB 150 —
Pick, miner’s 2 gp 1d4 × 2 PHB 150 Holds 1 gal.
Plank, wood 1 gp / 50 ft. 1d4 × 50 ft. PHB 150 —
Piton 1 gp 1d4 × 2 PHB 149 1d4 slashing; light
Pole, 10-foot 1 gp / 10 1d4 × 40 PHB 150 —
Pot, iron 5 sp 1d4 × 4 PHB 150 —
Rope, hempen 2 gp 1d4 × 2 PHB 150 —
Sickle 1 gp / 1,000 1d4 × 2,000 PHB 150 —
Spikes, iron 8 gp 1d4 × 2 PHB 154 —
Torch 5 gp / 10 ft. 1d4 × 20 ft. PHB 150 —
Medium Abacus 5 gp 1d4 × 2 PHB 154 —
Ball bearings 1 gp 1d4 × 2 PHB 154 —
Carpenter’s tools 2 gp 1d4 PHB 150 —
Chain 2 gp 1d4 × 2 PHB 150 —
Cobbler’s tools 5 gp 1d4 × 2 PHB 149 1d6 slashing; light, thrown (20/60)
Cook’s utensils
Crowbar
Hammer, sledge
Handaxe
46
Quality Items Price Quantity Source Notes
Good Hunting trap 5 gp 1d4
Excellent Lantern, bullseye 10 gp 1d4 PHB 150 DC 13 Dex check vs. 1d4 piercing and getting stuck
Lantern, hooded 5 gp 1d4
Lock 10 gp 1d4 PHB 150 —
Mason’s tools 10 gp 1d4 × 2
Mirror, steel 5 gp 1d4 PHB 150 —
Net 1 gp 1d4 × 2
Oil 1 sp / flask 1d4 × 2 flasks PHB 150 Key included
Potter’s tools 10 gp 1d4 × 2
Scale, merchant’s 5 gp 1d4 PHB 154 —
Smith’s tools 20 gp 1d4 × 2
Tinderbox 5 sp 1d4 × 2 PHB 150 —
Wax, sealing 5 sp 1d4 × 5
Weaver’s tools 1 gp 1d4 × 2 PHB 149 Special, thrown (5/15)
Woodcarver’s tools 1 gp 1d4 × 2
Alchemist’s supplies 50 gp 1d4 PHB 150 —
Candle of the deep 100 gp 1d4 – 2
Chest of preserving 100 gp Only 1, ever PHB 154 —
Ear horn of hearing 100 gp 1d4 – 2
Everbright lantern 100 gp 1d4 – 1 PHB 150 —
Glassblower’s tools 30 gp 1d4
Herbalism kit 5 gp 1d4 × 2 PHB 154 —
Jeweler’s tools 25 gp 1d4
Lantern of revealing 500 gp Only 1, ever PHB 150 —
Lock of trickery 100 gp 1d4 – 2
Magnifying glass 100 gp 1d4 – 1 PHB 150 —
Navigator’s tools 25 gp 1d4
Painter’s supplies 10 gp 1d4 × 2 PHB 154 —
Pole of angling 100 gp 1d4 – 2
Pole of collapsing 100 gp 1d4 – 2 PHB 154 —
Rain catcher, tarp 1 gp 1d4 – 1
Rope of mending 100 gp 1d4 – 1 PHB 154 —
Tinker’s tools 50 gp 1d4
Spyglass 1,000 gp 1d4 – 1 XGE 136 Able to burn underwater
All-purpose tool, +1 500 gp Only 1, ever
Broom of flying 500 gp Only 1, ever WDMM 139 Items inside don’t age or decay; holds 3.75 cubic ft.
Gnomish tinderbox 50 gp 1d4
Rope of climbing 500 gp Only 1, ever XGE 137 Held to ear: suppresses the deafened condition
Rope of entanglement 5,000 gp Only 1, ever
ERLW 277 Instead holds a continual flame, outside of Eberron
PHB 154 —
PHB 154 —
PHB 154 —
DMG 179 Reveals invisible creatures and objects
XGE 138 Dex checks made to pick lock have disadv.
PHB 150 —
PHB 154 —
PHB 154 —
XGE 138 Transforms between a 10 ft. pole and a fishing pole
XGE 138 Can collapse to 1 ft., or expand to 10 ft.
TA 32 Catches 2 gal. of water per inch of rain; holds 8 gal.
XGE 138 If cut, can be magically mended with a word
PHB 154 —
PHB 150 —
TCE 119 Artificer only; Changes into any tools, casts cantrips
DMG 156 Fly speed of 50 ft., or 30 ft. if carrying over 200 lbs.
— Can instantly set alight small flammable objects
DMG 197 Can animate to help you climb automatically
DMG 197 Can animate to entangle a creature
Variant Merchant: Blacksmith
This merchant creates and sells tools of all kinds, but you can
choose to have it be a more generalized merchant, instead.
To make this merchant a general Blacksmith, combine the
inventory of this merchant with that of both the Medium and
Heavy Armor merchant and the Weapons merchant (located
later in this supplement), but remove all magic items and
crafting materials from this merchant’s combined inventory.
The blacksmith is similarly unable to feature tools, weapons, or
armor in its inventory that are not made of metal.
47
Vehicles and Transportation
Sitting at a table in a dimly-lit wagonhouse, a dwarf with
a beard full of sawdust waits patiently for customers to
trail in. The smells of horses, hay, and fresh-cut wood
waft through his shop, full of carriages and carts, both
humble and ornately gilded.
The crashing of waves and the squawking of gulls
p eriodically interrupted by the percussive strikes of his
hammer, a half-elf in an airy, billowing shirt pounds nails
through planks, securing together the hull of a mighty
ship. When completed, this vessel will be one of the
fleetest to ever sail the seas, a fact the half-elf relent-
lessly informs any that will listen.
Craftspersons who specialize in transportation, these
merchants churn out boats and wheeled vehicles to keep
the world in motion. Many of these merchants also offer
courier services and transportation for hire, and keep a
small staff of hirelings to aid with these endeavors. Vehi-
cle and transportation merchants are also very likely to
further specialize, and may eschew selling wagons and
horses entirely in favor of shipcraft, or dedicate them-
selves entirely to land or even air transportation, espe-
cially if there are no large bodies of water nearby.
Vehicles and Transportation Merchant
Quality Items Price Quantity Source Notes Eva Widermann
Atrocious Bit and bridle 2 gp 1d4 × 2 PHB 157 —
5 cp 1d4 — Has 8 Str, 1 hp, and a movement speed of 20 ft.
Nag horse 15 gp 1d4 PHB 157 —
Poor Cart 3 cp / mile — PHB 159 A land-bound ride between towns or cities
1 cp — PHB 159 A land-bound ride within a large city
Coach cab, rural ride 5 cp / day 1d4 × 30 days PHB 157 —
Coach cab, urban ride 2 cp / mile — PHB 159 Carries a letter, or a package not exceeding 10 lbs.
Feed, animal 8 gp 1d4 × 2 MM 333 May instead be a donkey
Messenger service 15 gp 1d4 × 2 PHB 157 —
Mule 30 gp 1d4 × 2 MM 335 —
Ox 50 gp 1d4 DMG 119 Only if near a body of water
Pony 5 gp 1d4 PHB 157 —
Rowboat 20 gp 1d4 PHB 157 —
Saddle, pack 50 gp 1d4 MM 320 —
Sled 50 gp 1d4 TA 31 Only if near a body of water
Medium Camel 8 gp 1d4 PHB 154 —
Canoe 15 gp 1d4 PHB 154 —
Carpenter’s tools 1 gp 1d4 × 5 PHB 150 —
Cartographer’s tools 250 gp 1d4 PHB 157 —
Case, map or scroll 20 gp 2d4 IDRF 20 Moves across snow if pulled by one or more dogs
Chariot 50 gp 1d4 MM 321 —
Dogsled 50 gp 1d4 × 2 ERLW 277 Allows you to fall safely once, then loses its magic
Draft horse 3,000 gp 1d4 × 2 DMG 119 Only if near a body of water
Feather token 25 gp 1d4 PHB 154 Only if near a body of water
Keelboat 75 gp 1d4 MM 336 —
Navigator’s tools 10 gp 1d4 PHB 157 —
Riding horse 4 gp 1d4 PHB 157 —
Saddle, riding 1 sp / mile — PHB 159 Passage on a sea ship; only if near a body of water
Saddlebags
Ship’s passage, sea
48
Quality Items Price Quantity Source Notes
Good 1d4 × 2 IDRF 20 Can pull 360 lbs. on a dogsled for 1 hr., before SR
Sled dog 50 gp 1d4 PHB 157 —
Excellent 1d4 PHB 154 —
Wagon 35 gp 1d4 × 2 WDH 47 Wearer can fall safely after 60 ft.; 10 mins. to repack
1d4 PHB 157 —
Woodcarver’s tools 1 gp Only 1, ever MOT 196 Flies when pulled by a flying creature
Only 1, ever DMG 170 —
Backpack parachute 100 gp Only 1 set, ever DMG 175 Increases a horse’s movement speed by 30 ft.
1d4 – 1 DMG 119 Only if near a body of water
Carriage 100 gp Only 1, ever XGE 138 Action: learn which direction is north
Only 1, ever DMG 188 Freezes a boat or vessel in place for 24 hrs.
Flying chariot 5,000 gp
Conjures a self-propelled swan boat that holds 32
Folding boat 5,000 gp medium creatures for 24 hrs.
Only if near a body of water
Horseshoes of speed 5,000 gp —
Passage on an airship; only if air travel is common
Longship 10,000 gp Takes 1d4 weeks; requires ship worth ≥ 10,000 gp
Takes 1d4 weeks; requires ship worth ≥ 10,000 gp
Orb of direction 100 gp Takes 1d4 weeks; requires ship worth ≥ 10,000 gp
—
Quaal’s feather token, 2,500 gp —
If not in Eberron, does not require Mark of Storm
anchor Only if air travel is common
Size of the carpet is determined by the DM
Quaal’s feather token, 2,500 gp Only 1, ever DMG 188 Only if near a body of water
Allows a horse to float, and ride across water or lava
swan boat Takes 1d4 weeks; requires ship worth ≥ 10,000 gp
Takes 1d4 weeks; requires ship worth ≥ 10,000 gp
Sailing ship 10,000 gp 1d4 – 1 DMG 119 Only if near a body of water
1d4 PHB 157
Saddle, military 20 gp — —
— GS 197
Ship’s passage, air 5 sp / mile — GS 198
— GS 197
Ship upgrade, figurehead 15,000 gp 1d4 PHB 150
1d4 MM 340
Ship upgrade, misc. 15,000 gp Only 1, ever ERLW 280
1d4 – 2 DMG 119
Ship upgrade, movement 15,000 gp Only 1, ever PHB 157
1d4 – 2 DMG 119
Spyglass 1,000 gp Only 1 set, ever DMG 175
— GS 196
Warhorse 400 gp — GS 197
1d4 – 2 DMG 119
Wheel of wind and water 500 gp
Steve Prescott Airship 20,000 gp
Carpet of flying 50,000 gp
Galley 30,000 gp
Horseshoes of a zephyr 50,000 gp
Ship upgrade, hull 15,000 gp
Ship upgrade, weapons 15,000 gp
Warship 25,000 gp
Variant Merchant: Explorer
While this merchant is focused on transportation, it mostly
depicts an individual that operates within society, rather than on
its outskirts.
If you wish to make this merchant an Explorer instead,
remove everything from its inventory but one of the following
options: methods of air travel, methods of sea travel, or meth-
ods of land travel (and accessories such as saddles and animal
feed). Then, add maps, charts, map-making tools, and similar
of appropriate quality from the Books and Maps merchant.
49
Weapons Variant Merchant: Blacksmith
An impossibly burly, scarred halfling presides over a This merchant forges many kinds of weapons, but you can
r emarkably odd shop. Weapon racks line the periphery, choose to have it be a more generalized merchant, instead.
circling entirely around a large ring of honor carved into To make this merchant a general Blacksmith, combine the
the center of the floor. The halfling proprietor encour- inventory of this merchant with that of both the Medium and
ages customers to test the products first-hand, sparring Heavy Armor merchant and the Tools merchant, but remove
or squaring off against wooden training dummies. all magic items and crafting materials from this merchant’s
Two long steel swords slung across her back, a combined inventory. The blacksmith is similarly unable to
red-scaled dragonborn boldly challenges all comers to feature tools, weapons, or armor in its inventory that are not
combat in her corner of the marketplace. Exhibiting made of metal.
the prowess and power of her weapons, she earns both
c ustomers and a fan following through her practical
demonstrations.
Fighters or forgemasters, merchants of this specialty
sell weapons of great offensive power. Some of these
merchants seek to profit from the necessities of war,
while others are idealists, promoting peace through
protection. Still others are retired adventurers, knowing
the hardships and threats that exist in the wider world
all too well, and providing reliable protection against
the dangers other adventurers may encounter. Some
weapon merchants further specialize, focusing on a
particular type of weaponry such as bows or axes.
Weapons Merchant
Quality Items Price Quantity Source Notes Joel Thomas
Atrocious Club 1 sp 1d4 × 2 PHB 149 1d4 bludgeoning; light
2 sp 1d4 PHB 149 1d8 bludgeoning; two-handed
Greatclub 1 gp / 20 1d4 × 20 PHB 150 —
Poor Arrow 10 gp 1d4 × 2 PHB 149 1 piercing; loading, ranged (25/100)
1 gp / 20 1d4 × 20 PHB 150 —
Blowgun 4 cp / 20 1d4 × 20 PHB 150 —
Bolt, crossbow 25 gp 1d4 × 2 PHB 149 1d8 piercing; loading, two-handed, ranged (80/320)
Bullet, sling 2 gp 1d4 × 4 PHB 149 1d4 piercing; finesse, light, thrown (20/60)
Crossbow, light 5 cp 1d4 × 10 PHB 149 1d4 piercing; finesse, ranged/thrown (20/60)
Dagger 2 gp 1d4 × 3 PHB 149 1d4 bludgeoning; light, thrown (20/60)
Dart 5 gp 1d4 × 3 PHB 149 1d6 slashing; light, thrown (20/60)
Hammer, light 5 sp 1d4 × 10 PHB 149 1d6 piercing; thrown (30/120)
Handaxe 5 gp 1d4 × 4 PHB 149 1d6 bludgeoning
Javelin 4 sp / 20 1d4 × 20 PHB 150 —
Mace 2 sp 1d4 × 2 PHB 149 1d6 bludgeoning; versatile (1d8)
Needles, blowgun 25 gp 1d4 × 2 PHB 149 1d6 piercing; ranged (80/320), two-handed
Quarterstaff 1 gp 1d4 × 2 PHB 149 1d4 slashing; light
Shortbow 1 sp 1d4 × 2 PHB 149 1d4 bludgeoning; ranged (30/120)
Sickle 1 gp 1d4 × 5 PHB 149 1d6 piercing; thrown (20/60), versatile (1d8)
Sling 1 cp 1d4 × 10 PHB 150 —
Spear 10 gp 1d4 × 2 PHB 149 1d8 slashing; versatile (1d10)
Whetstone 1 gp 1d4 PHB 150 Holds up to 20 bolts
Medium Battleaxe 10 gp 1d4 × 2 PHB 149 1d8 bludgeoning
Bolt case, crossbow 20 gp 1d4 PHB 149 1d10 slashing; heavy, reach, two-handed
Flail 30 gp 1d4 × 2 PHB 149 1d12 slashing; heavy, two-handed
Glaive 50 gp 1d4 × 2 PHB 149 2d6 slashing; heavy, two-handed
Greataxe
Greatsword
50