Book Style PDFMagic Item Compendium: Black Market Loot 1
Foreword
The black market. The phrase has many different connotations, from illegal, to counterfeit, to evil and even dangerous. A little bit of each
was used in the creation of these new items and the corresponding recipes. Some are touched by evil. Others are cursed. Some would be
wonderful in the hands of a rogue, while others could be used in a necromancer’s rise to power… and some are just fun!
In this supplement, you’ll find black market magic items and how to create them. GMs will find magic item tags that can be applied to
any existing item for some added roleplay. Tucked in the back are a couple of new feats to go along with new items introduced in this
document.
We hope that these will give you some new and exciting options to play with. Be careful though; many nefarious types can be found
skulking the shady stalls of the underworld. Keep your coin purse close, and your weapon at the ready, as you venture down to claim the
hidden loot of the black market.
Happy hunting, you brazen scallywags!
Jeremy Nigh
Table of Contents p. 3
Chapter 1: Black Market Loot p. 18
Chapter 2: Recipes p. 18
p. 20
Alchemy Recipes p. 22
Crafting Recipes p. 28
Enchanting Recipes p. 33
Chapter 3: GM Item Tags
Chapter 4: Optional Feats
Legal Credits
Nord Games LLC is not affiliated with Wizards of the Coast™. We Author: Jeremy Nigh
make no claim to or challenge to any trademarks held by Wizards Lead Designer: Jeremy Nigh
of the Coast™. Proofing and Editing: Lou Fryer, Andrew Geertsen, JVC Parry
Nord Games LLC., 2021, all rights reserved. Product Identity: The Art Director: Ralph Stickley
following items are hereby identified as Nord Games LLC.’s Product Layout and Typesetting: Ralph Stickley
Identity, as defined in the Open Game License version 1.0a, Section Illustrator: Quangthang Tran
1(e), and are not Open Game Content: product and product Additional Contributor: Andrew Geertsen
line names, logos and identifying marks including trade dress; Project Management: Chris Haskins
artifacts; creatures; characters; stories, storylines, plots, thematic Brand and Marketing: Chris Haskins
elements, dialogue, incidents, language, artwork, symbols, designs,
depictions, likenesses, formats, poses, concepts, themes and
graphic, photographic and other visual or audio representations;
names and descriptions of characters, spells, enchantments,
personalities, teams, personas, likenesses and special abilities;
places, locations, environments, creatures, equipment, magical or
supernatural abilities or effects, logos, symbols, or graphic designs;
and any other trademark or registered trademark clearly identified
as Product Identity. Previously released Open Game Content is
excluded from the above list.
2 Magic Item Compendium: Black Market Loot
Black Market Loot
Roll on the d100 table below to choose a random piece of black
market loot.
d100 Item Page d100 Item Page
1-2 Bangle of Ego p. 4 51-52 Mantle of the Beast Lord +2 p. 11
3-4 Beasty Bone (Common) p. 4 53-54 Mantle of the Beast Lord +3 p. 11
5-6 Beasty Bone (Uncommon) p. 4 55-56 Mercurial Armor p. 11
7-8 Beasty Bone (Rare) p. 4 57-58 Ring of Conjured Blades p. 11
9-10 Beasty Bone (Very Rare) p. 4 59-60 Scourge Whip p. 12
11-12 Boomerang Shield p. 5 61-62 Seeping Madness p. 12
13-14 Clawed Slippers p. 5 63-64 Serenading Silence p. 12
15-16 Cloak of the Deceiver p. 5 65-66 Shadow Skull p. 12
17-18 Corrupt Holy Water p. 5 67-68 Shift Wings p. 13
19-20 Crystal of Elemental Chaos p. 6 69-70 Shriveled Heart p. 13
21-22 Death’s Bargaining Chip p. 6 71-72 Shrunken Head p. 13
23-24 Death Mask p. 6 73-74 Staff of Deathly Might p. 13
25-26 Death’s Scythe p. 7 75-76 Stone Gaze Potion p. 14
27-28 Endora’s Skull p. 8 77-78 Superior Thieves’ Tools +1 p. 14
29-30 Essence of Terror p. 8 79-80 Superior Thieves’ Tools +2 p. 14
31-32 Exotic Pet Collar (Rare) p. 8 81-82 Superior Thieves’ Tools +3 p. 14
33-34 Exotic Pet Collar (Very Rare) p. 8 83-84 Tainted Grimoires p. 14
35-36 Exotic Pet Collar (Legendary) p. 8 85-86 Tincture of False Death p. 14
37-38 Facade of Life p. 9 87-88 Totem, Earth p. 15
39-40 Fate’s Puppet p. 9 89-90 Totem, Fire p. 15
41-42 Liquid Death p. 9 91-92 Totem, Water p. 15
43-44 Liquid Life p. 10 93-94 Totem, Wind p. 15
45-46 Lord’s Clothes p. 10 95-96 Treacherous Treasure Map p. 16
47-48 Mage Eye p. 10 97-98 Unstable Potion p. 16
49-50 Mantle of the Beast Lord +1 p. 11 99-100 Weapon of the Unyielding Mentor p. 17
Magic Item Compendium: Black Market Loot 3
Bangle of Ego Beasty Bone
Wondrous item, uncommon (requires attunement) Wondrous items, rarity varies
This bracelet is set with jewels that shine from a thousand facets. This animal bone is covered in arcane runes. As an action, you may
Your Charisma score is 19 while attuned to this bracelet. It has no throw it into an unoccupied space within 20 feet of you, where it
effect if your Charisma is already 19 or higher without it. morphs into an undead creature under your control. It uses the
Self Image. Upon attuning to this bangle, you may cast the alter original statistics of the beast that the bone came from, except its
self spell from it once and make any modifications to yourself that creature type is undead and it has immunity to poison damage and
you desire, within the spell’s limits, to become your most idealized the poisoned condition.
self. While attuned to this bangle, the spell effects are permanent Roll initiative for the creature, which has its own turn in combat.
and don't require concentration. Creatures immune to the charmed On each of your turns, you may use a bonus action to command
condition, or that have truesight, see through the illusion. After the creature, if it's within 60 feet of you. The command can be to
removing attunement to this item, reattuning to it will reveal the move and take any action from the creature’s statistics. On its turn,
same self-image initially created with this item. the creature follows the command to the best of its ability, and
Cursed. While attuned to this item, anytime you speak, your continues to follow on subsequent turns until the task is complete,
voice comes out as a whiny squeal. You have disadvantage on any or a new order is given. If no command is given, the creature
Charisma checks that require you to speak. defends itself against hostile creatures. The undead creature lasts
for one hour, or until it falls to 0 hit points, afterwards the bone’s
magic is spent and it dissolves to dust.
Bangle of Ego Rarity CR Level
Common Up to CR 1/2
Uncommon Up to CR 2
Rare Up to CR 4
Very Rare Up to CR 8
Beasty Bone,
Very Rare
Beasty Bone, Beasty Bone, Beasty Bone,
Common Uncommon Rare
4 Magic Item Compendium: Black Market Loot
Boomerang Shield Cloak of the Deceiver
Armor (shield), uncommon (requires attunement) Wondrous item, very rare (requires attunement)
This large boomerang has been folded down into a sturdy shield. When worn, this cloak emanates an aura of soft, multicolored
This item has 4 charges. It regains 1d4 charges daily at dawn. light, which provides dim light in a 5-foot radius. While wearing
When a creature you can see attacks a target other than you that is this cloak, you are blessed with a heavenly, otherworldly beauty,
within 30 feet of you, you can use your reaction to expend a charge regardless of your true features. You gain a +1 bonus to all
to detach your shield and throw it. The boomerang shield flies to, Charisma checks.
and whirls around, the target of the attack, granting them +2 to As an action, you can cause the cloak’s embroidery to shift into
their AC until the beginning of your next turn. Your AC decreases religious iconography you are familiar with. This grants advantage
by 2 while the shield is used in this way. The shield returns to you on Intelligence, Wisdom, and Charisma checks made to interact
at the start of your next turn, folding back down and reattaching to socially with followers of that faith, its clergy, etc. Creatures with
your arm. truesight are immune to this effect.
Alternatively, as an action, you can expend a charge to detach the
boomerang shield and throw it at a target within 60 feet of you. Corrupted Holy Water
Make a ranged attack roll with this magic shield with an attack
bonus of +5. On a hit, the shield deals 1d8 bludgeoning damage. Potion, uncommon
Regardless of whether the attack hits, the boomerang shield flies This flask contains a clear liquid that smells of sickeningly sweet
back and reattaches to your arm. incense, and foul refuse. As an action, you can splash the contents
of the flask on a creature within 5 feet of you, or throw it up to 20
Clawed Slippers feet, shattering it on contact. In either case, make a ranged attack
roll against a target, treating it as an improvised weapon. The target
Wondrous item, uncommon (requires attunement) takes 3d8 necrotic damage (6d8 if the target is a celestial) on a hit.
These fluffy slippers are made from the pelts of rare, magical Fiends, aberrations and undead are immune to this damage.
felines. While wearing these slippers, you gain a climbing speed Desecrated. This item emanates as desecrated under effects such as
equal to half your walking speed. Additionally, once per day, you Divine Sense, or spells such as detect evil and good.
may choose to double your walking speed until the end of your
turn (no action required). Once this property has been used, it
cannot be used again until the following dawn.
Cloak of
the Deceiver
Clawed Slippers
Boomerang Shield Corrupted
Holy Water
Magic Item Compendium: Black Market Loot 5
Crystal of Elemental Chaos Death's Bargaining Chip
Wondrous item, common Wondrous item, rare
This pale crystal has a multitude of colors shifting within it. As an Tokens blessed by Death can save anyone at death’s door from
action, you can strike a weapon, or up to 10 pieces of ammunition, passing, but beware, Death will have its due. Whenever a creature
destroying the crystal and coating the weapon or ammunition in you can see makes a death saving throw, or would be instantly
an elemental aura. Roll on the table below to see which element killed, you may beseech Death itself to intervene (no action
is gained. While coated, the weapon or ammunition deals an required). The creature immediately stabilizes, but you must
additional 1d4 damage of that element type. The aura lasts for one immediately make a death saving throw. On a failed save, you gain
minute, and dissipates from ammunition immediately after use. 2 failed death saving throws as Death takes his tribute. These failed
Unstable. When rolling a 1 or 20 with this weapon, the unstable saves last until you are able to complete a long rest. Once the token
enchantment destabilizes, causing the weapon to rebound on you. has been used, it crumbles to dust.
Roll the weapon and elemental damage, dealing it to yourself.
Afterwards, the aura dissipates completely. Death Mask
d6 Element Wondrous item, rare (requires attunement)
1 It fizzles to nothing This ornamental funeral mask allows you to take the form of a
2 Acid recently deceased creature. As an action, you can place this mask
3 Cold on a humanoid corpse that you dealt damage to in the last hour.
4 Fire The mask shifts and molds to match that humanoid's face, and
5 Lightning remains this way for 24 hours, after which it reverts to its original
6 Thunder state, or it can be reverted early as an action. The mask can only be
molded once per 24 hours.
While the mask is in its molded state, you may don it as an action.
When you do, the mask automatically transforms your body into
a copy of the humanoid the mask is molded after, per the change
appearance option of the alter self spell. The transformation lasts
for up to 8 hours and does not require concentration. The effect
ends early, and your body and the mask immediately revert to their
original forms, if you use an action to remove the mask, or if you
are killed.
Once the mask has been activated, it cannot be used again until
the next dawn. If the mask is in use when dawn arrives, it does not
revert, but cannot be used again until after the following dawn.
Crystal of Death Mask
Elemental Chaos
Death's Bargaining Chip
6 Magic Item Compendium: Black Market Loot
Death’s Scythe GM Note: Death’s Judgement
Weapon (great scythe), legendary (requires attunement) Depending on the campaign setting, who fulfills the role of
Touching this weapon brings on a looming sense of doom, dread, ‘Death’ may vary; perhaps a god of death, an archdevil, or the
sorrow, and despair. You have a +3 bonus to attack and damage more traditional robed figure, to name a few. What occurs after
rolls made with this magic weapon. judgement is the choice of the GM, to best fit into their campaign
Reaper. Hit points lost to this weapon cannot be regained in any setting, though some possible options are outlined below.
way other than by finishing a long rest. Additionally, whenever you Divine Intervention: If you are playing in a universe with an active
kill a creature with this blade, you gain temporary hit points equal pantheon of gods, Death may judge you based on the alignment
to the slain creature’s maximum number of hit dice. and principles of your patron deity, or the overall morality of the
Death-Touched. Any creature killed by this weapon cannot be realm, and immediately send your soul to an applicable afterlife.
restored to life by any means other than a wish spell. If judged worthy:
Death’s Avatar. You have advantage on death saving throws.
Hunger. The scythe can sense those nearing their last moments. • Death sends you to an ideal afterlife.
As a bonus action, you can focus your attention on the scythe. • Death transforms you into an NPC with the statistics of a
If there are one or more creatures within 60 feet of you that are
unconscious and making death saving throws, or are injured with deva, under the GM’s control, in the service of Death.
under 10 hit points remaining, you can use your movement action If judged unworthy:
to teleport to their side. If you do so, you must succeed on a DC 15
Charisma saving throw. On a failed save, you are unable to resist • Death sends you to the worst possible afterlife, damning you
the scythe’s hunger for life, and must use your action to attack the for eternity.
dying creature.
Death’s Messenger. If you die while attuned to this scythe, your • Death destroys your soul, with no possibility of restoration.
soul is immediately transported to the incarnation of Death. Death • Death bestows a trial, task, or quest that must be fulfilled in a
will immediately judge you (see sidebar). Creatures killed with the
scythe cannot be restored to life by any other means short of a wish certain time or manner in order to avoid destruction.
spell. • Death transforms you into an undead monster that haunts the
Death's Scythe plane you died on as a woeful, cautionary tale.
Great Scythe
Melee Weapon (martial, scythe)
Category: Item
Damage: 1d6
Damage Type: Slashing
Item Rarity: Standard
Properties: Heavy, Reach, Special, Two-Handed
Weight: 10
Description: You have disadvantage when you use a great scythe
to attack targets within 5 feet of you. You swing your scythe
through an area that is 5-feet wide and up to 15-feet long within
the weapon’s range. The area can curve as long as the spaces are
adjacent and still within the weapon’s range. The space between
you and the targeted area must be free of other creatures of your
size category or larger, and free of any obstacles that could provide
three-quarters cover or total cover.
Make a single attack roll against all creatures in the targeted area
and roll normal weapon damage for each successful hit. If you have
advantage and/or disadvantage on one or more of the creatures in
the targeted area, this applies to all creatures for the purposes of
the attack.
Player Note
Refer to ‘Chapter 4: Optional Feats’ (p. 33) for two new
feats pertaining to great scythes: Arcing Swings and Great
Scythe Master.
Endora's Skull
Magic Item Compendium: Black Market Loot 7
Endora's Skull Exotic Pet Collar
Wondrous item, rare Wondrous item, rarity varies (requires attunement)
This rune-inscribed skull has 4 charges. It regains 1d4 charges daily
at dawn. As an action, while holding the skull, you may expend one Rarity Max CR Revival Binding Pet AC
charge to cast the speak with dead spell from it. Level Costs Save DC Bonus
Séance. As an action, you can expend all 4 charges to invoke the
name of a creature who has died in the last 100 years. If the spirit Rare Up to CR 50g 14 +1
is willing, an aspect of it appears before you. The spirit’s aspect 1/2
cannot affect, or be affected by, anything on the Material plane, and
can only communicate through the skull. If the spirit is unwilling, Very Rare Up to CR 1 250g 16 +2
it must succeed on a DC 14 Wisdom saving throw in order to avoid
appearing. It has disadvantage on the save if you hold a cherished Legendary Up to CR 2 1000g 18 +3
memento from its lifetime. The spirit remains for 10 minutes,
or until you use an action to dismiss it. The spirit is under no This magical collar can bind a beast or monstrosity, turning it into
compulsion to speak, nor to be truthful if it chooses to speak. The an exotic pet under your control.
séance has no effect if the spirit is being detained by a powerful
being such as an archfey, god, etc., or if the spirit is trapped within Buying an exotic pet. Many black markets have vendors who
an item such as a ring of mind shielding. Once the skull has been deal in exotic pets. If the GM allows, you may have the option to
used for a séance, it cannot be used again in any way for 10 days, buy a trained, exotic pet. If allowed, you may choose a beast or
only regaining its charges on the completion of the 10th dawn. monstrosity up to the collar’s CR max from the shop’s available
stock.
Essence of Terror
Binding a new beast or monstrosity. As an action, you can
Potion, uncommon attempt to place the collar on a Large or smaller beast or
This container has purple brew bubbling within and produces a monstrosity within 5 feet of you. Make a melee attack roll against
chaotic, black smoke trail when opened. As an action, you can the creature, treating the collar as an improvised weapon. On a hit,
throw the container at the feet of a creature within 20 feet of you, an unwilling creature must succeed on a Charisma saving throw
where it erupts into a sickly, black mist that engulfs the target. (the DC varies with the item’s rarity, refer to the table above). On
The target must succeed on a DC 12 Wisdom saving throw a failed save, the collar binds to its neck and tames it as an exotic
or become paralyzed for one minute as it is overcome pet. Creatures automatically succeed if they have full health, have
with the overwhelming dread of their perceived an Intelligence higher than 4, or have a CR higher than the item’s
approaching death. At the end of each of its turns, an maximum. If a creature has more than half their maximum hit
affected creature can repeat the saving throw, ending points, they make the save with advantage. As an action, any
the effect on a success. creature can be released from their collar.
Exotic Pet Collar, Exotic Pet Collar,
Rare Legendary
Essence of Terror
Exotic Pet Collar,
Very Rare
8 Magic Item Compendium: Black Market Loot
Combat. The pet makes its own initiative roll and uses its original Fate's Puppet
statistics. The collar allows one-way telepathic communication
to the pet. On each of your turns, you may use a bonus action Wondrous Item, rare
to command the creature. On its turn, the creature follows the This creepy toy puppet can be connected to a humanoid’s essence.
command to the best of its ability. If no command is given, the pet As an action, make a melee attack to touch the targeted humanoid
will defend itself against hostile creatures. The collar offers some with the puppet or to imbue/attach an element of the humanoid's
magical protection to the pet, granting them a bonus to their AC biological matter (such as a lock of hair, a drop of blood etc.) to
dependent on the rarity of the collar. the puppet. On a hit or successfully, the doll transforms into a
Revival. If the exotic pet is killed, the collar may be used as a miniature version of the humanoid for one minute, or as long
focal point to bringing the creature back to life. Given one hour as you maintain concentration (as if concentrating on a spell),
in a meditative state, and the amount of gold pieces listed via the whichever comes first. While holding the doll, you control part of
collar’s rarity chart, a willing exotic pet can be brought back to life the creature’s fate. Whenever you see the creature making an attack
with 1 hit point. If the creature was treated poorly in life at your roll, ability check, or saving throw you may use your reaction to
hand or doesn’t wish to return, it must succeed on a Charisma roll 1d4 and subtract it from its total. Additionally, while the doll
saving throw against the collar’s DC to avoid returning. On a is active and you can see the target, you may use an action to poke,
success, the creature's soul is free of the collar’s bind permanently. prod, bend, or otherwise manipulate it in an attempt to harm the
creature. The creature must make a DC 14 Wisdom saving throw.
Facade of Life On a failure, the creature takes 4d6 psychic damage or half as much
on a success. Once the puppet has been transformed, it cannot be
Wondrous item, very rare (requires attunement) used again until the next dawn.
This old, worn cloak used to be quite fine in times past. While
wearing this cloak, you can cover up to 10 undead creatures under Liquid Death
your control with a convincing illusion of life. As an action, you
cast the seeming spell from the cloak, targeting your chosen undead Poison (ingested), very rare
and yourself (if desired). This effect lasts for the duration of the Distilled from the bodily fluids of executed prisoners, this draft
spell or until you or the undead make an attack roll or cast a spell. contains a lethal dose of death’s pure essence. Any creature that
Once this feature has been used, it cannot be used again till the ingests this poison must immediately make a DC 20 Constitution
next dawn. saving throw. On a failed save, creatures with fewer than 50 hit
points remaining are instantly killed. Creatures with more than
50 hit points remaining, take 5d10 poison damage. Creatures who
successfully save take half damage. At the end of each of their
turns, any poisoned creature may repeat the saving throw, ending
the poisoned condition on a success. Hit points lost to this poison
can only be regained by completing a long rest or by the greater
restoration spell. Creatures immune to poison damage, or to the
poisoned condition, are immune to this effect.
Fate's Puppet
Facade of Life
Liquid Death
Magic Item Compendium: Black Market Loot 9
Liquid Life Lord's Clothes
Potion, rare Wondrous item, common (requires attunement)
This vial contains a dark, viscous fluid with silvery wisps floating While wearing these lavish clothes, you have advantage on all
within. As an action, you can spread this potion across a corpse Charisma checks made to impersonate a noble.
that has died within the last hour. If the soul has not already been
claimed by a deity or entity, the soul is pulled back from limbo Mage Eye
and revived with 1 hit point. The time spent dead has affected the
spirit of the creature and the grave lingers on them. Roll on the Wondrous item, uncommon (requires attunement)
chart below to gain a lingering death effect or the GM may select This delicate, metal filigree ‘eye’ is attached to a serrated, metal
or substitute a desired effect. This effect lasts on the creature until a spike. While you are attuned to the item, you have blindsight out
greater restoration spell, or equivalent level healing magic, removes to a range of 10 feet and gain advantage on Wisdom (Perception)
it. checks. Once per day, you can use an action to cast the see
invisibility spell from the eye.
d10 Lingering Death Effects Cursed. To attune to the eye, you must gouge out your own eye
1 Necrotic Leg. One of your legs is rotting (player's and press the magic item into the empty socket. The eye grafts
choice) and the nerves are damaged causing loss of itself to your head and remains there until you die or remove it.
feeling. Your speed is halved. On insertion, roll a d6. Your hit point maximum decreases by an
2 Necrotic Arm. One of your arms didn’t awaken amount equal to the result as the serrated spikes dig into your skull,
correctly; it is slow to respond and rotting in sections. locking it in place. After removing attunement from the item, your
You cannot manipulate anything with the two- hit point maximum is restored, but it leaves an empty eye socket
handed property, nor use that hand in somatic spell that requires the regenerate spell, or similar magic, to restore.
components.
3 Touch of Shadow. One of your eyes, and part of your Mage Eye
face, blackens as shadowy smoke clings to it. You have
disadvantage on Wisdom (Perception) checks, but
gain a 1d4 bonus to Charisma (Intimidation) checks.
4 Fear of the Night. You gain a nervous tick and the
creeping feeling of dread at night. Gain advantage on
initiative rolls but, at the start of combat at night, roll a
DC 12 Wisdom saving throw. On a failed save, you are
frightened of the attacking creatures for one minute.
You may repeat the saving throw at the end of each of
your turns, ending the fear effect on a success.
5 Nightmares. Falling asleep is difficult and you
randomly wake up screaming from the dreadful
things you see. At the completion of each long rest,
roll a DC 12 Wisdom saving throw. On a failed save,
you only regain half your hit points and hit dice.
6-10 No adverse effects
Liquid Life
Lord's Clothes
10 Magic Item Compendium: Black Market Loot
Mantle of the Beast Lord +1, +2, +3 Mercurial Armor
Wondrous item, rare (+1), very rare (+2), legendary (+3) (requires Armor (any) or a robe, rare (requires attunement)
attunement by a druid) This armor or robe is inscribed with flowing, silvery runes. As a
This cloak is made from the skinned pelts of powerful beasts and bonus action, you speak the command word to cause the runes
blessed by wild nature gods. While attuned to this item, you gain to ooze fluid that coats your entire body with a protective layer of
the following bonuses while using Wild Shape: your beast shape’s mercury for one minute, or until you are incapacitated. While the
AC, max hit dice, attack rolls and damage rolls gain a bonus equal mercury is active, any unarmed melee attacks you make deal an
to the mantle’s item bonus. Additionally, your natural attacks are additional 1d6 poison damage. Once the armor has been activated,
considered magical for the purpose of overcoming resistance and it cannot be used again until the next dawn.
immunity to non-magical attacks and damage. Poisoned Metal. While the mercury is active, if you are touched
Charges. The mantle has a number of charges equal to its item or hit with a melee attack, that creature must succeed on a DC 14
bonus. It regains all expended charges daily at dawn. Constitution saving throw or take 2d6 poison damage. If you are
Wild Fury. As a bonus action, while in Wild Shape, you can knocked unconscious with it activated, it instantly loses its form
expend a charge to roar a defiant challenge. All attack rolls made and some of the mercury dissolves into your open wounds, forcing
until the end of your turn have advantage, and you score a critical an immediate failed death saving throw.
hit on a roll of 19 or 20.
Cursed. While in Wild Shape, when you score a critical hit on a Ring of Conjured Blades
target, or a creature scores a critical hit on you, you enter a frenzied
state and revel in bloody acts of carnage. On your turn, you must Wondrous item, rare (requires attunement)
use all movement and attack rolls to engage the nearest creature to This ring holds 6 charges, regaining 1d6 charges each day at dawn.
you (which may be an ally), or to take the Dash action to reach the While wearing this ring, you can cast the true strike cantrip from it
nearest creature. You cannot take any other actions. This effect lasts at will, as an action. Alternatively, you may expend 1 charge from
until you are knocked out of Wild Shape or if you end your turn the ring to cast it as a bonus action.
with no other creatures within 60 feet of you. Spells: While wearing this ring, you can use an action to expend 4
Charge to cast the blade barrier spell (spell save DC 14).
Mantle of the Spectral Blade. As an action, you can expend 1 charge from the
Beast Lord, +1 ring to summon a weapon into your hand. The weapon must be
a simple or martial weapon that deals slashing damage. It lasts
for one minute. This weapon takes on the stats of the chosen
weapon but deals magical force damage instead of slashing. While
holding it, you are considered proficient with the weapon and it
immediately dissipates if it leaves your hand or if you are knocked
unconscious.
Mantle of the Ring of
Beast Lord, +2 Conjured Blades
Mercurial Armor
Mantle of the
Beast Lord, +3
Magic Item Compendium: Black Market Loot 11
Scourge Whip Serenading Silence
Weapon (whip), rare (requires attunement) Wondrous item, rare
You have a +1 bonus to attack and damage rolls made with this This item appears to be a small music box with a crank on its side.
magical weapon. It deals an extra 1d4 necrotic damage to any As an action, you can place it on the ground and open it, releasing
target it hits. a high-pitched, sorrowful wailing that can be heard up to 100 feet
This whip has 6 charges. It regains 1d6 charges daily at dawn. After away. The sound drowns out all other sounds within a 20-foot-
succeeding on an attack roll against a creature Large or smaller, radius of it. Everything within the radius is treated as being under
you may expend a charge to animate the whip and wrap it around the effects of the silence spell. The effect ends immediately if the
the target. The creature makes a DC 15 Strength saving throw. item is moved more than 5 feet from the spot it was placed. Once
On a failed save, it is grappled by the whip. It can use an action to the box has been opened, it cannot be used again until the next
attempt to escape the grapple (escape DC 15), ending the effect dawn.
on a success. Any creature that ends its turn grappled takes 2d4
necrotic damage. The grapple immediately ends if you are ever Shadow Skull
more than 10 feet away from the creature.
Wondrous item, legendary (requires attunement by a school of
Seeping Madness necromancy wizard, circle of spores druid, or death domain cleric)
Black, noxious smoke wafts out of the eye sockets of the midnight-
Poison (ingested), rare black, crystal skull. While attuned to this item, you gain a +3 bonus
Only the sharpest of eyes can see the floating parasite through to spell attack and damage rolls; this increases to a +4 bonus if
the liquid in this vial. A creature subjected to this poison must casting a necromancy spell.
succeed on a DC 15 Constitution saving throw. On a failed save, Strength of the Grave. You gain immunity to necrotic damage and
the creature is infected by a tiny magical parasite for the duration resistance to cold damage.
and gains one Indefinite Madness trait (or another appropriate trait The skull has 10 charges and regains 1d10 charges daily at dawn.
dictated by the GM). Each dawn, the creature must make another Empowered Death. While holding this item, and casting a
Constitution saving throw. Each failure causes the creature to gain necromancy spell of 5th level or lower that uses a spell slot, you
another madness trait. This continues until the creature succeeds may expend a charge from it in order to cast the spell one level
on the Constitution saving throw, removing the disease. Any higher than the spell slot used to cast it. You may cast necromancy
madness traits gained are permanent until the creature receives spells of 6th - 8th levels at higher levels by expending 2 additional
a greater restoration spell or similar magic. Creatures immune to charges for every spell level above 5th (i.e. casting a 6th level spell
disease are immune to this effect. at 7th level costs 3 charges, a 7th level spell at 8th level costs 5
charges, and a 8th level spell at 9th level costs 7 charges).
Scourge Whip Whispered Secrets: As a bonus action, you may expend a charge to
beseech the Shadow Skull to grant you the knowledge of any spell
from your class’ spell list of a level that you have a spell slot for. It
whispers the knowledge back into your mind. You may use your
action to cast the spell that turn. At the end of your turn, regardless
of whether you cast the spell or not, the knowledge slips away and
you instantly forget how to cast the spell.
Shadow Skull
Seeping Madness
Serenading Silence
12 Magic Item Compendium: Black Market Loot
Shift Wings Shrunken Head
Wondrous item, uncommon Wondrous item, rare
These harnessed wings are filled with black raven feathers. As an Favored by tribal warrior gods, this shrunken head is one of many
action, you gain a flying speed of 60 feet for one minute. While removed from the shoulders of slain heroes. While holding the
flying, as a bonus action, you can shift into or out of the Ethereal shrunken head, you are immune to the frightened condition.
plane. While on the Ethereal plane, if you make an attack or cast This item has 6 charges. It regains 1d6 charges daily at dawn.
a spell, the item's effects end immediately, and you are instantly As an action, you can expend charges to animate the shrunken
returned to the plane you shifted from. Once this property has head, causing it to mutter strings of incoherent whispers while
been used, it can’t be used again until the next dawn. casting one of the following spells from it (spell save DC 14):
hideous laughter (1 charge), fear (2 charges), and enlarge/reduce (1
Shriveled Heart charge - reduce option only). If you expend the last charge, roll a
d20. On a 1, the shrunken head expands back to its original size
Wondrous item, rare and becomes a non-magical, decapitated head.
Favored by the gods of chaos, mayhem, and strife, these wooden
hearts can be connected to all living things. As an action, you Staff of Deathly Might
transform the heart into a magically linked simulacrum of the
heart of a creature within 30 feet of you. The creature must Staff, rare (requires attunement by a wizard, circle of spores druid, or
make a DC 15 Constitution saving throw. On a failed save, it has death domain cleric)
disadvantage on all attack rolls, ability checks and saving throws for This staff can be wielded as a magical quarterstaff with a +1 bonus
one minute as it feels its heart being crushed. You must use your to attack and damage rolls.
action on your turn to maintain this effect by squeezing the heart. This staff has 10 charges. It regains 1d10 charges daily at dawn. If
At the end of each of its turns, the target can repeat the saving you expend the last charge, roll a d20. On a 1, the staff cracks and
throw, ending the effect on a success. This object has no effect on a becomes non-magical.
creature that doesn’t have blood or a heart, such as an ooze. Once While holding the staff, you can use your action to expend a charge
this item is used, it cannot be used again until the next dawn. to cast the animate dead spell from the staff.
Aura of Undeath. As an action, you can expend 2 charges from the
staff to conjure a 30-foot-radius aura of lingering death that centers
on and moves with you. This lasts for 10 minutes, or until you are
incapacitated. Any undead you control in the aura gain a +2 bonus
to their AC and resistance to radiant damage.
Undead Shield. If you take damage while your Aura of Undeath
is active, you can use your reaction to expend 4 charges from the
staff, transferring the damage to an undead creature you control
within 30 feet of you. If the damage reduces it to 0 hit points, it is
instantly destroyed.
Shrunken Head
Shift Wings
Staff of
Deathly Might
Shriveled Heart
Magic Item Compendium: Black Market Loot 13
Stone Gaze Potion Spells. The GM chooses 4 spells each from 1st - 5th level from the
rolled class for a total of twenty spells. While attuned to this item, all
Potion, uncommon spells inside it count as being a part of your spellcasting class, are always
This small container contains a pungent, opaque black liquid prepared for you, and don’t count against your number of spells known.
made from basilisk eye extract. As an action, you can throw it at This item contains 9 charges. It regains all expended charges daily
a creature within 20 feet of you, making a ranged attack roll and at dawn. As an action, you can cast a spell from the grimoire,
treating the container as an improvised weapon. Alternatively, this expending a number of charges equal to the spell's level.
potion can coat one blade or piece of ammunition that remains Tainted Soul. Attuning to this item corrupts your soul. Immediately
potent for one minute and dissipates on use. On a hit, the creature roll for and gain one Indefinite Madness trait (or another appropriate
must make a DC 12 Constitution saving throw. On a failed save, trait, dictated by the GM). The effect does not go away when the
the creature is restrained as they begin to turn to stone. At the end attunement ends. It can be removed by a wish spell, a remove curse
of their next turn, an affected creature repeats the saving throw, spell cast at 9th level, or by undertaking a pilgrimage (at your GM’s
becoming petrified for one hour on a failed save, or ending the discretion) to cleanse your soul. While tainted, any lawful good
effect on a success. The petrification or restrained effect can be magical creatures will sense the evil your grimoire represents; you
removed with a lesser restoration spell, or similiar magic. have disadvantage on checks made to interact with them.
Superior Thieves’ Tools d6 Grimoire Type
+1, +2, or +3 1 Bard
2 Cleric
Wondrous items, uncommon (+1), rare (+2), very rare (+3) 3 Druid
While using these tools, you gain a bonus to skill checks made 4 Sorcerer
using thieves’ tools. The bonus is equal to the item's bonus. 5 Warlock
6 Wizard
Tainted Grimoires
Tincture of False Death
Wondrous item, legendary (requires attunement by a creature of evil
alignment and of a class containing the spellcasting feature) Potion, uncommon
Made from the flesh of freshly skinned magical creatures and This swirling dark liquid is used to fake deaths, cheat the law
arcane casters, several types of these horrid tomes exist. Roll on the system, or to freak out the in-laws. As an action, you drink the
table below to see which type of grimoire is found, and what spells potion and fall into a deep, death-like sleep for 8 hours. During
it contains. this time you are dead to all checks, both magical and mundane. In
this state, you still take damage as usual. After the time expires, you
Superior Thieves wake up, and gain the benefits of a long rest.
Tools, +1 True Love. In this state, if you are kissed by your one true love, the
potion immediately ceases to function and you wake up.
Tainted Grimoire
Stone Gaze
Potion
Superior Thieves Tincture of
Tools, +2 False Death
14 Magic Item Compendium: Black Market Loot Superior Thieves
Tools, +3
Totems Fire Totem
Wondrous items, rare (requires attunement) Guardian of Fire. While attuned to this totem, you gain resistance
These wooden carved objects are said to have a spirit of nature to fire damage and do not suffer any adverse effects from extreme
trapped within. There are 4 types of totems known to exist: earth, heat.
fire, water and wind. All totems have the following properties in Aura of Flames. As an action, you may place this totem on the
addition to their individual stats: ground to create an immovable 20-foot-radius sphere of radiating
Nemesis. While attuned to a totem, elementals of the same type as heat for one minute. Any creature within the sphere gains
the totem within 30 feet of you recognize you as a nemesis. They resistance to fire damage for the duration.
fly into a rage and attack you, unless controlled by another source Fire Statue. As an action, you may drive this totem into the
such as the conjure elemental spell. Elementals attack you whenever ground, morphing it into a medium-sized, immovable flaming
possible, gaining advantage on all attack rolls against you while you statue. As a bonus action, you can speak a command to cause the
have, or are attuned to, the totem. statue to spout a mote of flame at an enemy within 100 feet of it.
Destroying the Totem. As an action, you may break the totem, Make a ranged spell attack with a +5 bonus to hit. On a hit, the
releasing the trapped elemental inside. It turns into an elemental of creature takes 2d8 fire damage. The statue lasts for one minute, or
its type, as if conjured by the conjure elemental spell. The creature until you use an action to revert it back to its totem form.
is hostile to you and immediately attacks, focusing all its efforts on After using either the Aura of Flames or Fire Statue ability, the
you or the last person to use the totem to imprison it. It ignores totem cannot be used again until the next dawn.
other creatures unless it is attacked by them. The elemental remains
for one minute, or until it is reduced to 0 hit points, after which it Water Totem
returns to its native plane, leaving only the crumbled remains of
the totem. Cold Barrier. While attuned to this totem, you gain resistance to
cold damage and gain the ability to breathe underwater.
Earth Totem Spells: While holding this totem, you may use an action to cast
control water and water breathing from it. Each spell can be cast
Rock Shield. While attuned to this totem, you gain resistance to once, and can’t be cast again until the next dawn.
either acid or lightning damage (your choice). You can change the
damage resistance daily at dawn. Wind Totem
Stone’s Embrace. As an action, you can cast a version of the
stoneskin spell that lasts for one minute. Storm Shield. While attuned to this totem, you gain resistance to
Rock Statue. As an action, you may drive this totem into the either thunder or lightning damage (your choice). You can change
ground, morphing it into a medium-sized, immovable rock statue. the damage resistance daily at dawn.
As a bonus action, you can speak a command to cause the statue Rising Wind: As an action, you may channel the totem to gain a 30
to shoot a boulder at an enemy within 100 feet of it. Make a ranged foot flying speed for one minute, or until reduced to 0 hit points.
attack with a +5 bonus to hit. On a hit, the creature takes 2d8 Once you use this it cannot be used again until the next dawn.
bludgeoning damage. The statue lasts for one minute, or until you Spells: While holding this totem, as an action, you may cast gust
use an action to revert it back to its totem form. of wind (spell save DC 14). After use it can’t be cast again until the
After using either the Stones Embrace or Golem Statue ability, the next dawn.
totem cannot be used again until the next dawn.
Wind Totem
Earth Totem Water Totem
Fire Totem
Magic Item Compendium: Black Market Loot 15
Treacherous Treasure Map Unstable Potion
Wondrous item, rare Potion, uncommon
This thick, rolled-up parchment is a detailed map that shows a Little is known of these boiling, green concoctions. As an action,
dotted line travel route to a location marked with a large X. Around you may throw the potion vial at a target within 30 feet of you,
its border are small draconic runes that read, ‘Only the worthy will breaking the vial on impact. Roll on the table below to determine
find the treasure’. what spell is created, spell save DC 12 (if any), centered on the
As an action, you may channel the map's magic to cast the find target. If the spell normally requires concentration, the effect
the path spell from it. This spell only targets the X location on instead lasts for 1d6 rounds and does not require concentration.
this map. Once this feature has been used, it cannot be used
again until the following dawn. d8 Unstable Potion Name Effect
Cursed. The exact location of the X is controlled at all times by
the creator of the map. It, and therefore the location find the path 1 Bupkis Nothing
directs you towards, can be relocated at the creator’s whim.
2 Thunderstone Shatter spell
GM Note: ‘X' Marks the Spot
3 Sticky Foam Web spell
The location of the X may be any that the GM chooses and
fits within the campaign setting. The treacherous treasure map 4 Smoke Bomb Darkness spell
has been specifically enchanted to lead to a certain location.
5 Flash Bang Blindness or Deafness spell
The creator may, or may not, be known to the party. Their (player choice) cast in a
reason for enchanting the map could be benign, nefarious or 10-foot-radius
whatever makes most sense for your campaign. Below is a list
6 Vapor Veil Fog Cloud spell
of potential ideas.
Treasure Hoard. The map leads to the hoard of a powerful 7 Ickor Goop Grease spell
creature of the GM's choice. It enchanted the map, and put it
8 Fiery Death Fireball spell
out into the world, to draw in adventurers to eat.
Trap. The map leads straight into a non-lethal trap. The
bandits who enchanted the map extort their victims for riches.
Quest Giver: The map leads to a hidden temple or shrine
where a quest giver pleads for the party’s help in exchange for
the promise of treasure.
Rival Plot. The map leads to the underground warehouse
of a crime lord. A person of interest, for reasons unknown,
enchanted the map in the hopes of exposing, causing
problems for, or killing the criminal.
Unstable Potion
Treacherous
Treasure Map
16 Magic Item Compendium: Black Market Loot
Weapon of the Unyielding Techniques
Mentor
Duck ‘n’ Cover. When you or an ally within 30 feet of you is
Weapon (any), legendary (requires attunement) subject to a Dexterity saving throw, you can use your reaction to
This weapon was made in memory of a great warrior, general, or shout out a warning command. Any creature within 30 feet that
war master. Its metal is infused with part of their departed soul. It can hear you gains a +2 bonus to that saving throw.
is beautiful to behold and holds a razor-sharp edge. Squad Readiness. Whenever you are given the time to set up a
Sentient. This weapon is a sentient, neutral weapon with trap, gain surprise on a creature, or are in a mass battle scenario,
Intelligence 15, Wisdom 14, and Charisma 12. It has hearing and you ensure all around you are ready. You may add a 1d4 bonus to
dark vision out to 120 feet. It can speak Common and any other the initiative rolls of any other creatures you choose within 30 feet.
language the soul inside spoke in life. Superior Skill. You may use a bonus action to receive advantage on
Personality. This weapon contains the spirit of a wizened, battle- the next attack roll made with this weapon before the end of your
hardened weapons master from a long-dead line. It wants to be current turn.
wielded by the worthy, and it will strive to make those who it Tactical Retreat. You may use a bonus action to take the Disengage
sees as ‘unworthy’ (most people, as it sees things) into something action.
of merit. It has a general disdain for spellcasters, perferring and
favoring those of martial backgrounds (see Caster and Martial
Attunement).
Caster Attunement. When wielded by a creature with the
spellcasting class feature, or with a spell list that contains 9th level
spells, the weapon counts as a magical weapon for the purposes of
overcoming resistance to non-magical damage, but does not confer
any of its additional features.
Martial Attunement. When wielded by a creature without the
spellcasting class feature, or of a spellcasting class or subclass
that gains the Extra Attack feature, the weapon counts as a magic
weapon with a +3 bonus to attack and damage rolls, as well as
conferring the following additional features.
Machines of War. You gain proficiency with siege engines.
Mental Readiness. Your training with the weapon has increased
your situational awareness. You gain a 1d4 bonus to initiative rolls.
Charges. The weapon contains a number of charges equal to
the number of techniques that you have learned from it (see
‘Techniques’). The weapon regains all expended charges daily at
dawn.
Techniques. When attuning to this weapon, you learn one
technique of your choice from the Technique list below. Using
a technique expends 1 charge from the weapon. On removing
attunement to this weapon, the knowledge of the technique(s) is
lost and only a foggy recollection remains.
Training. You may spend time training with the weapon, where
it will aid you in honing your abilities. When you successfully
complete ten 8-hour days of training, either consecutively or over a
period of time, you may learn an additional technique.
Weapon of the
Unyielding Mentor
Magic Item Compendium: Black Market Loot 17
Recipes Corrupt Holy Water (Banned)
The core elements of the crafting system presented in the ‘Ultimate Alchemy [Alkahest] - Expert
Guide to Alchemy, Crafting and Enchanting’ book are used in
these recipes for Black Market Loot items, and more information Time: 18 hours
about the system can be found in the main text. Every item has an Value: 175 gp
individual recipe that tells you what it is, what it’s made from, what
association is connected to the item, and any other relevant details. Creature Essence - Holy Water
Alchemy Recipes Fiend fluid
Expert unique
Alkahest Tools: alchemist supplies
Source: divine (evil)
Corrupted Holy Water Ability Check: DC 15 Intelligence check
Essence of Terror
Stone Gaze Potion Properties: fluid
Unstable Potion Description: see description in ‘Chapter 1: Black Market Loot’
(p. 5)
Tincturers
Essence of Terror (Banned)
Tincture of False Death
Alchemy [Alkahest] - Expert
Artisan
Time: 18 hours
Alkahest Value: 175 gp
Liquid Life Poison, basic Psychotropic
Seeping Madness poisonous, fluid psychedelic
Apothecary Tools: alchemist supplies
Ability Check: DC 15 Intelligence check
Liquid Life
Properties: poisonous, fluid
Master Description: see description in ‘Chapter 1: Black Market Loot’
(p. 8)
Alkahest
Liquid Death (Banned)
Liquid Death
Alchemy [Alkahest] - Master
Time: 40 hours
Value: 1,500 gp
Creature Essence Toxin Water
- Bodily fluids of poisonous fluids
executed prisoners
unique, fluid
Tools: alchemist supplies
Ability Check: DC 25 Intelligence check
Properties: fluid, poisonous
Description: see description in ‘Chapter 1: Black Market Loot’
(p. 10)
18 Magic Item Compendium: Black Market Loot
Liquid Life (Banned) Tincture of False Death (Restricted)
Alchemy [Alkahest, Apothecary] - Artisan Alchemy [Tincturer] - Expert
Source: divine (evil) Time: 18 hours
Time: 14 hours Value: 175 gp
Value: 300 gp
Alcohol Intoxicant Medicinal
flammable, fluid stupefying
Creature Essence - Holy Water
Slain Child Flesh fluid Tools: alchemist supplies
Ability Check: DC 15 Intelligence check
unique Properties: fluid
Description: see description in ‘Chapter 1: Black Market Loot’
Tools: alchemist supplies and alchemy kit (p. 14)
Ability Check: DC 20 Intelligence or Wisdom check
Properties: fluid, unique Unstable Potion (Banned)
Description: see description in ‘Chapter 1: Black Market Loot’
(p. 10)
Seeping Madness (Banned) Alchemy [Alkahest] - Expert
Alchemy [Apothecary] - Artisan Time: 10 hours
Value: 50 gp
Time: 12 hours
Value: 250 gp Water 1 random 1 other random
fluid
elemental essence, elemental essence,
Creature Essence - Intoxicant Psychotropic intoxicant, intoxicant,
Diseased flesh stupefying psychedelic
unique medicinal, medicinal,
psychotropic, psychotropic,
Tools: herbalism kit stimulant or toxin stimulant or toxin
Source: natural
Ability Check: DC 20 Wisdom check various properties various properties
Properties: unique, fluid
Description: see description in ‘Chapter 1: Black Market Loot’ Tools: alchemist supplies
(p. 12) Ability Check: DC 15 Intelligence check
Stone Gaze Potion (Banned) Properties: delicate, fluid, volatile
Description: see description in ‘Chapter 1: Black Market Loot’
(p. 16)
Alchemy [Alkahest] - Expert
Time: 18 hours
Value: 175 gp
Monster Essence - Poison, basic Rock - Granite
Basilisk Eyes poisonous, fluid durable
unique
Tools: alchemist supplies
Ability Check: DC 15 Intelligence check
Properties: fluid, poisonous
Description: see description in ‘Chapter 1: Black Market Loot’
(p. 14)
Magic Item Compendium: Black Market Loot 19
Crafting Recipes Great Scythe
Novice Crafting [Blacksmith] - Expert
Collar Time: 1 hour
Doll Value: 15 gp
Mask
Blade Shaft
Expert sharp
Blacksmith Tools: blacksmith’s tools
Ability Check: DC 15 Intelligence check
Great Scythe Properties: none
Superior Thieves’ Tools +1 Description: Arcing weapon, dealing 2d6 slashing damage. It
has the heavy and two handed properties. See ‘Chapter 1: Black
Artisan Market Loot’ (p. 7) for more information.
Blacksmith Mask
Superior Thieves’ Tools +2 Crafting [Tinker] - Novice
Tinker
Music Box Time: 4 hours
Value: 1 gp
Master
Wood or Clay Pigment
Blacksmith staining
Superior Thieves’ Tools +3 Tools: woodcarver’s or potter’s tools
Ability Check: DC 5 Intelligence check
Collar Properties: none
Description: A decorative mask, sometimes made and worn to
Crafting - Novice mark special occasions or to fulfil ceremonial purposes. When
Time: 1 hour worn, it fully or partially covers a creature's face, obscuring it
Value: 5 cp from sight.
Metal or Hide Music Box
Tools: leatherworker’s, jeweler’s, tailor’s, or smith’s tools
Ability Check: DC 5 Intelligence or Strength check Crafting [Tinker] - Artisan
Properties: none
Description: Usually either an ornamental accessory for a pet, or Time: 8 hours
a taming device used with chains or rope to keep a pet in check. Value: 100 gp
Box, Silver Metal
Doll Tools: tinker’s tools
Ability Check: DC 15 Intelligence check
Crafting [Leatherworker, Tailor, Tinker] - Apprentice Properties: delicate
Description: When wound up for 10 seconds, this silver box will
play a predetermined metal tune for up to 3 minutes, as long as
the box’s lid remains open.
Time: 1 hour Superior Thieves’ Tools +1 (Banned)
Value: 1 sp
Crafting [Blacksmith, Tinker] - Expert
Clothe or Hide Fiber or Feather Pigment
staining Time: 80 hours
Value: 350 gp
Tools: leatherworker’s, tinker’s or weaver’s tools
Ability Check: DC 10 Intelligence check Metal - Medium
Properties: delicate Quality
Description: A child’s toy, usually soft, in a humanoid shape. unique
Tools: smith’s tools or tinker’s tools
Ability Check: DC 15 Strength or Intelligence check
Properties: none
Description: While using these tools, you gain a bonus to skill
checks made using thieves’ tools. The bonus is equal to the item's
rarity. See ‘Chapter 1: Black Market Loot’ (p. 14) for more
information.
20 Magic Item Compendium: Black Market Loot
Superior Thieves’ Tools +2 (Banned)
Crafting [Blacksmith, Tinker] - Artisan
Time: 400 hours
Value: 11,000 gp
Metal - High
Quality
unique
Tools: smith’s tools or tinker’s tools
Ability Check: DC 20 Strength or Intelligence check
Properties: none
Description: While using these tools, you gain a bonus to skill
checks made using thieves’ tools. The bonus is equal to the item's
rarity. See ‘Chapter 1: Black Market Loot’ (p. 14) for more
information.
Superior Thieves’ Tools +3 (Banned)
Crafting [Blacksmith, Tinker] - Master
Time: 1,000 hours
Value: 35,000 gp
Metal - Supreme
Quality
unique
Tools: smith’s tools or tinker’s tools
Ability Check: DC 25 Strength or Intelligence check
Properties: none
Description: While using these tools, you gain a bonus to skill
checks made using thieves’ tools. The bonus is equal to the item's
rarity. See ‘Chapter 1: Black Market Loot’ (p. 14) for more
information.
Magic Item Compendium: Black Market Loot 21
Enchanting Recipes Master
Apprentice Eclectist
Eclectist Beasty Bone (very rare)
Cloak of the Deceiver
Beasty Bone (common) Exotic Pet Collar (very rare)
Crystal of Elemental Chaos Exotic Pet Collar (legendary)
Lord’s Clothes Facade of Life
Mantle of the Beast Lord +2
Expert Mantle of the Beast Lord +3
Shadow Skull
Eclectist Superior Thieves’ Tools +3
Tainted Grimoires
Bangle of Beauty Treacherous Treasure Map
Beasty Bone (uncommon)
Clawed Slippers Implamancer
Mage Eye
Shift Wing Death’s Scythe
Superior Thieves’ Tools +1
Wardwright Bangle of Beauty (Banned)
Boomerang Shield
Enchanting [Eclectist] - Expert
Artisan
Time: 80 hours
Eclectist Value: 350 gp
Beasty Bone (rare) Bracelet, Copper Charm of Hex of Affliction
Death’s Bargaining Chip
Death Mask Improvement delicate
Endora’s Skull
Exotic Pet Collar (CR ½) delicate
Fate’s Puppet
Mantle of the Beast Lord +1 Tools: jeweler’s tools
Ring of Conjured Blades Ability Check: DC 15 Intelligence check
Scourge Whip Properties: none
Serenading Silence Description: see description in ‘Chapter 1: Black Market Loot’
Shriveled Heart (p. 4)
Shrunken Head
Superior Thieves’ Tools +2 Beasty Bone (Restricted)
Totem, Earth
Totem, Fire Enchanting [Eclectist] - Apprentice
Totem, Water
Totem, Wind Time: 6 hours
Mage Eye Value: 20 gp
Implamancer
Scourge Whip Bone - CR ½ Beast Hex of Summoning Pigment
Staff of Deathly Might staining
Weapon of the Tactician unique delicate
Wardwright Tools: calligrapher’s, jeweler's or woodcarver’s tools
Ability Check: DC 10 Intelligence check
Mercurial Armor Properties: none
Description: see description in ‘Chapter 1: Black Market Loot’
22 Magic Item Compendium: Black Market Loot (p. 4)
Beasty Bone (Restricted)
Enchanting [Eclectist] - Expert
Time: 18 hours
Value: 175 gp
Bone - CR 2 Beast Hex of Summoning Pigment
staining
unique delicate
Tools: calligrapher’s, jeweler's or woodcarver’s tools
Ability Check: DC 15 Intelligence check
Properties: none
Description: see description in ‘Chapter 1: Black Market Loot’
(p. 4)
Beasty Bone (Restricted) Cloak of the Deceiver (Banned)
Enchanting [Eclectist] - Artisan Enchanting [Eclectist] - Master
Time: 12 hours Time: 1,000 hours
Value: 250 gp Value: 35,000 gp
Bone - CR 4 Beast Hex of Summoning Pigment Cloak (any) Gemstone Hex of Arcana
staining delicate delicate
unique delicate
Tools: calligrapher’s, jeweler's or woodcarver’s tools Tools: weaver’s tools
Ability Check: DC 20 Intelligence check Ability Check: DC 25 Intelligence check
Properties: none Properties: none
Description: see description in ‘Chapter 1: Black Market Loot’ Description: see description in ‘Chapter 1: Black Market Loot’
(p. 4) (p. 5)
Beasty Bone (Restricted) Crystal of Elemental Chaos (Restricted)
Enchanting [Eclectist] - Master Enchanting [Eclectist] - Apprentice
Time: 15 hours Time: 17 hours
Value: 500 gp Value: 50 gp
Bone - CR 8 Beast Hex of Summoning Pigment Elemental Essence Hex of Arcana
staining volatile delicate
unique delicate
Tools: calligrapher’s, jeweler's or woodcarver’s tools Tools: jeweler’s tools, glassblower’s tools
Ability Check: DC 25 Intelligence check Ability Check: DC 10 Intelligence check
Properties: none
Description: see description in ‘Chapter 1: Black Market Loot’ Properties: delicate, volatile
(p. 4) Description: see description in ‘Chapter 1: Black Market Loot’
(p. 6)
Boomerang Shield Death’s Bargaining Chip (Restricted)
Enchanting [Wardwright] - Expert Enchanting [Eclectist] - Artisan
Time: 80 hours Time: 12 hours
Value: 350 gp Value: 250 gp
Ward of Protection Wooden Planks Coin - Bronze Ward of Health
delicate delicate
Tools: smith’s or woodcarver’s tools Tools: jeweler's tools
Ability Check: DC 15 Intelligence check Source: divine
Properties: none Ability Check: DC 20 Intelligence check
Description: see description in ‘Chapter 1: Black Market Loot’ Properties: none
(p. 5) Description: see description in ‘Chapter 1: Black Market Loot’
(p. 6)
Clawed Slippers (Banned)
Death Mask (Banned)
Enchanting [Eclectist] - Expert
Enchanting [Eclectist] - Artisan
Time: 80 hours
Value: 350 gp Time: 400 hours
Value: 11,000 gp
Creature Essence Charm of Motion Boots (any)
Mask Hex of Arcana
- Skin of a Magical delicate unique delicate
Cat Creature
delicate Tools: potter’s or woodcarver’s tools
Ability Check: DC 20 Intelligence check
Tools: leatherworker’s or weaver’s tools Properties: none
Ability Check: DC 15 Intelligence check Description: see description in ‘Chapter 1: Black Market Loot’
Properties: none (p. 6)
Description: see description in ‘Chapter 1: Black Market Loot’
(p. 5)
Magic Item Compendium: Black Market Loot 23
Death’s Scythe (Banned) Exotic Pet Collar (CR 2) (Restricted)
Enchanting [Implemancer] - Master Enchanting [Eclectist] - Master
Time: 2,000 hours Time: 2,000 hours
Value: 70,000 gp Value: 70,000 gp
Hex of Summoning Holy Symbol - Weapon - Great Collar (any) Hex of Arcana
delicate
delicate Death God Scythe
unique Tools: jeweler’s tools, leatherworker’s tools
Ability Check: DC 25 Intelligence check
Tools: smith’s tools Properties: none
Ability Check: DC 25 Intelligence check Description: see description in ‘Chapter 1: Black Market Loot’
Properties: none (p. 8)
Description: see description in ‘Chapter 1: Black Market Loot’
(p. 7) Facade of Life (Banned)
Endora’s Skull (Banned) Enchanting [Eclectist] - Master
Enchanting [Eclectist] - Artisan Time: 1,000 hours
Value: 35,000 gp
Time: 400 hours
Value: 11,000 gp Cloak - Any Hex of Arcana Monster Essence -
Bone- Skull of a Gold Hex of Arcana delicate Undead Flesh
Holy Man delicate unique
Unique
Tools: weaver’s tools
Tools: woodworker’s tools Ability Check: DC 25 Intelligence check
Ability Check: DC 20 Intelligence check Properties: none
Properties: none Description: see description in ‘Chapter 1: Black Market Loot’
Description: see description in ‘Chapter 1: Black Market Loot’ (p. 9)
(p. 8)
Fate’s Puppet (Banned)
Exotic Pet Collar (CR ½) (Restricted)
Enchanting [Eclectist] - Artisan
Enchanting [Eclectist] - Artisan
Time: 400 hours
Time: 400 hours Value: 11,000 gp
Value: 11,000 gp
Doll Hex of Affliction
Collar (any) Hex of Arcana delicate
delicate Tools: weaver’s tools
Ability Check: DC 20 Intelligence check
Tools: jeweler’s tools, leatherworker’s tools Properties: none
Ability Check: DC 20 Intelligence check Description: see description in ‘Chapter 1: Black Market Loot’
Properties: none (p. 9)
Description: see description in ‘Chapter 1: Black Market Loot’
(p. 8) Lord’s Clothes (Banned)
Exotic Pet Collar (CR 1) (Restricted) Enchanting [Eclectist] - Apprentice
Enchanting [Eclectist] - Master Time: 40 hours
Value: 45 gp
Time: 1,000 hours
Value: 35,000 gp Charm of Clothes, Fine
Collar (any) Hex of Arcana Improvement
delicate delicate
Tools: jeweler’s tools, leatherworker’s tools Tools: weaver’s tools
Ability Check: DC 25 Intelligence check Ability Check: DC 10 Intelligence check
Properties: none Properties: none
Description: see description in ‘Chapter 1: Black Market Loot’ Description: see description in ‘Chapter 1: Black Market Loot’
(p. 8) (p. 10)
24 Magic Item Compendium: Black Market Loot
Mage Eye (Banned) Mercurial Armor (Restricted)
Enchanting [Eclectist] - Expert Enchanting [Wardwright] - Artisan
Time: 80 hours Time: 400 hours
Value: 350 gp Value: 11,000 gp
Creature Essence Hex of Arcana Armor (any) or a Metal - Mercury Ward of Protection
- Eye of a Powerful delicate Robe fluid, poisonous, delicate
Caster unique
unique
Tools: glassblower’s or smith’s tools
Tools: tinker’s tools Ability Check: DC 20 Intelligence check
Ability Check: DC 15 Intelligence check Properties: none
Properties: none Description: see description in ‘Chapter 1: Black Market Loot’
Description: see description in ‘Chapter 1: Black Market Loot’ (p. 11)
(p. 10)
Ring of Conjured Blades (Restricted)
Mantle of the Beast Lord +1 (Restricted)
Enchanting [Eclectist] - Artisan
Enchanting [Eclectist] - Artisan
Time: 400 hours
Time: 400 hours Value: 11,000 gp
Value: 11,000 gp
Hex of Injury Ring (any) Weapon - deals
Cloak - Any Creature Essence Creature Essence
delicate slashing damage
- Heart of a Prey - Pelt of a Hunting
Tools: jeweler’s tools, smith’s tools
Beast Beast Ability Check: DC 20 Intelligence check
Properties: none
unique unique Description: see description in ‘Chapter 1: Black Market Loot’
(p. 11)
Tools: leatherworker’s tools, weaver’s tools
Ability Check: DC 20 Intelligence check Scourge Whip (Banned)
Properties: none
Description: see description in ‘Chapter 1: Black Market Loot’ Enchanting [Implemance] - Artisan
(p. 11)
Mantle of the Beast Lord +2 (Restricted) Time: 400 hours
Value: 11,000 gp
Enchanting [Eclectist] - Master
Bone - Pieces Hex of Injury Whip
Time: 1,000 hours delicate
Value: 35,000 gp
Tools: leatherworker’s tools
Cloak - Any Creature Essence Creature Essence Ability Check: DC 20 Intelligence check
Properties: none
- Heart of a Prey - Pelt of a Hunting Description: see description in ‘Chapter 1: Black Market Loot’
(p. 12)
Beast Beast
unique unique
Tools: leatherworker’s tools, weaver’s tools Serenading Silence (Restricted)
Ability Check: DC 25 Intelligence check
Properties: none Enchanting [Eclectist] - Artisan
Description: see description in ‘Chapter 1: Black Market Loot’
(p. 11) Time: 400 hours
Value: 11,000 gp
Mantle of the Beast Lord +3 (Restricted)
Music Box Creature Essence Hex of Arcana
Enchanting [Eclectist] - Master unique - Siren’s Vocal delicate
Time: 2,000 hours Chords
Value: 70,000 gp unique
Cloak - Any Creature Essence Creature Essence Tools: jeweler’s, tinker’s or woodcarver’s tools
Ability Check: DC 20 Intelligence check
- Heart of a Prey - Pelt of a Hunting Properties: none
Beast Beast Description: see description in ‘Chapter 1: Black Market Loot’
unique unique (p. 12)
Tools: leatherworker’s tools, weaver’s tools
Ability Check: DC 25 Intelligence check
Properties: none
Description: see description in ‘Chapter 1: Black Market Loot’
(p. 11)
Magic Item Compendium: Black Market Loot 25
Shadow Skull (Banned) Staff of Deathly Might (Banned)
Enchanting [Eclectist] - Master Enchanting [Implemancer] - Artisan
Time: 2,000 hours Time: 400 hours
Value: 70,000 gp Value: 11,000 gp
Gemstone Hex of Affliction Rock - Granite Creature Essence - Hex of Arcana Quarterstaff
delicate delicate unique
Undead Flesh delicate
Tools: jeweler’s tools, glassblower’s tools unique
Ability Check: DC 25 Intelligence check
Properties: none Tools: woodcarver’s tools
Description: see description in ‘Chapter 1: Black Market Loot’ Ability Check: DC 20 Intelligence check
(p. 12) Properties: none
Description: see description in ‘Chapter 1: Black Market Loot’
Shift Wings (Restricted) (p. 13)
Enchanting [Eclectist] - Expert Superior Thieves’ Tools +1 (Banned)
Time: 80 hours Enchanting [Eclectist] - Expert
Value: 350 gp
Time: 80 hours
Charm of Motion Feathers - Raven Leather Value: 350 gp
delicate unique Charm of Thieves’ Tools
Tools: leatherworker’s tools Improvement
Ability Check: DC 15 Intelligence check delicate
Properties: none
Description: see description in ‘Chapter 1: Black Market Loot’ Tools: smith’s tools, tinker’s tools
(p. 13) Ability Check: DC 15 Intelligence check
Properties: none
Shriveled Heart (Banned) Description: While using these tools, you gain a bonus to skill
checks made using thieves’ tools. The bonus is equal to the item's
Enchanting [Eclectist] - Artisan rarity. See ‘Chapter 1: Black Market Loot’ (p. 14) for more
information.
Time: 400 hours
Value: 11,000 gp Superior Thieves’ Tools +2 (Banned)
Creature Essence - Hex of Affliction Enchanting [Eclectist] - Artisan
Humanoid Heart delicate
Time: 400 hours
unique Value: 11,000 gp
Tools: arcane focus Charm of Thieves’ Tools Ward of Rigour
Ability Check: DC 20 Intelligence check
Properties: none Improvement delicate
Description: see description in ‘Chapter 1: Black Market Loot’ delicate
(p. 13)
Tools: smith’s tools, tinker’s tools
Shrunken Head (Banned) Ability Check: DC 20 Intelligence check
Properties: none
Enchanting [Eclectist] - Artisan Description: While using these tools, you gain a bonus to skill
checks made using thieves’ tools. The bonus is equal to the item's
Time: 400 hours rarity. See ‘Chapter 1: Black Market Loot’ (p. 14) for more
Value: 11,000 gp information.
Creature Hex of Affliction
Essence - Head delicate
of a Humanoid
Champion
unique
Tools: arcane focus
Ability Check: DC 20 Intelligence check
Properties: none
Description: see description in ‘Chapter 1: Black Market Loot’
(p. 13)
26 Magic Item Compendium: Black Market Loot
Superior Thieves’ Tools +3 (Banned) Totem - Water (Banned)
Enchanting [Eclectist] - Master Enchanting [Eclectist] - Artisan
Time: 1,000 hours Time: 400 hours
Value: 35,000 gp Value: 11,000 gp
Charm of Thieves’ Tools Ward of Rigour Elemental Essence Hex of Arcana Wood
Improvement delicate - Water delicate
delicate unique, volatile
Tools: smith’s tools, tinker’s tools Tools: woodcarver’s tools
Ability Check: DC 25 Intelligence check Ability Check: DC 20 Intelligence check
Properties: none Properties: none
Description: While using these tools, you gain a bonus to skill checks Description: see description in ‘Chapter 1: Black Market Loot’
made using thieves’ tools. The bonus is equal to the item's rarity. See (p. 15)
‘Chapter 1: Black Market Loot’ (p. 14) for more information.
Totem - Wind (Banned)
Tainted Grimoires (Banned)
Enchanting [Eclectist] - Artisan
Enchanting [Eclectist] - Master Time: 400 hours
Value: 11,000 gp
Time: 2,000 hours
Value: 70,000 gp Elemental Essence Hex of Arcana Wood
Creature Essence Hex of Arcana Pigments - Air delicate
unique, volatile
- Skin of magical delicate staining
creature or arcane
Tools: woodcarver’s tools
caster Ability Check: DC 20 Intelligence check
Properties: none
unique Description: see description in ‘Chapter 1: Black Market Loot’
(p. 15)
Tools: calligrapher’s tools
Ability Check: DC 25 Intelligence check Treacherous Treasure Map
Properties: none
Description: see description in ‘Chapter 1: Black Market Loot’ Enchanting [Eclectist] - Artisan
(p. 14) Time: 400 hours
Value: 11,000 gp
Totem - Earth (Banned)
Enchanting [Eclectist] - Artisan Hex of Arcana Parchment Pigment
Time: 400 hours delicate delicate staining
Value: 11,000 gp
Tools: calligrapher's tools or cartographer's tools
Elemental Essence Hex of Arcana Wood Ability Check: DC 20 Intelligence check
Properties: none
- Earth delicate Description: see description in ‘Chapter 1: Black Market Loot’
(p. 16)
unique, volatile
Tools: woodcarver’s tools Weapon of Unyielding Mentor
Ability Check: DC 20 Intelligence check
Properties: none Enchanting [Implemancer] - Master
Description: see description in ‘Chapter 1: Black Market Loot’
(p. 15) Time: 2,000 hours
Value: 70,000 gp
Totem - Fire (Banned)
Creature Essence Ward of Rigour Weapon (any)
Enchanting [Eclectist] - Artisan - Piece of a delicate
Time: 400 hours Humanoid Master
Value: 11,000 gp Warrior
Elemental Essence Hex of Arcana Wood Tools: smith’s tools
Ability Check: DC 25 Intelligence check
- Fire delicate Properties: none
Description: see description in ‘Chapter 1: Black Market Loot’
unique, volatile (p. 17)
Tools: woodcarver’s tools
Ability Check: DC 20 Intelligence check
Properties: none
Description: see description in ‘Chapter 1: Black Market Loot’
(p. 15)
Magic Item Compendium: Black Market Loot 27
Magic Item Tags if it is not an item which requires attunement. If the item does
require attunement, the creature is only cursed once they’ve
Below are some optional magic item tags that GMs can use to add attuned to the item. In the case of cursed items which require
intrigue, plot hooks, and flavor into their campaigns. Any or all attunement, a remove curse spell releases the creature from the
may be added onto items found in the Magic Item Compendium, attunement and the curse.
or from other sources. Items will function via their normal stat
blocks, but gain the added features of each tag. For added chaos, Rarity Grave-Robbed DC
roll on the table below to choose a random magic item tag to add Common 1
onto your magic items. Uncommon 2
3
d8 Magic Item Tag Page Rare 4
1 Defective p. 28 Very Rare 5
2 Grave-robbed p. 28 Legendary
3 Necromantic p. 29
4 Pilfered p. 29 d8 Curses
5 Stolen Holy Article p. 30 1 Fury of the Grave. While cursed in this way, you radiate
6 Token of Desire p. 30
7 Unstable p. 31 an invisible aura that marks you as a ‘defiler of the dead’.
8 GM Choice Any free-willed undead creatures within 30 feet, that
- aren’t being controlled by another source, such as a
necromancer, recognize this aura and become enraged.
Defective Magic Item Undead creatures in the aura will attack you whenever
possible, gaining advantage on melee attack rolls against
Black Market Item Tag. you until you are either dead or no longer cursed.
These items are the inventions of half-mad wizards, the shoddy 2 Grave Soil. The grave clings to you. Everything you
knock-offs of inept enchanters, items left unfinished, or those eat tastes of mold, death, and decay. You smell of the
intentionally cursed to be volatile. Reputable merchants would stench of rotting corpses no matter how hard you
never trade in products that might catastrophically fail at any given wash or cover it with perfumes.
moment, but black market vendors may buy these items cheap and 3 Midnight Dread. Each night, at midnight, there is a
try to sell them for profit to those who know no better... 5% chance that an undead spirit of the GM’s choice
Defective magic items are prone to breaking and, at any time, may will appear and attack you.
be permanently destroyed. Each time this magic item is used, (i.e. 4 Cryptic Calling. An undead entity begins sending you
an item is put into or taken out of a defective bag of holding, each dark, cryptic, telepathic messages, urging you toward
attack made with a defective +1 greatsword, etc.) the creature evil exploits. Each day the callings grow more insistent.
in possession of it rolls a d20. On a 1, the item’s enchantment The entity’s type and intentions, as well as the message’s
destabilizes and explodes, irreversibly destroying it. Each creature content and consequences, are at the GM’s discretion.
in a 5 foot radius of the item must make a DC 10 Constitution 5 Healing Bane. While cursed in this way, anytime you
saving throw. Each creature that fails the save takes 1d6 force receive healing via a spell, ability or potion, roll one of
damage. The damage is increased to 1d8 if the item is armor, is your hit dice and reduce the healing received by the
Large or larger, or requires two or more creatures to lift. amount rolled.
6 Grave Sickness. Whenever you complete a short or
Grave-robbed Magic Item long rest, roll one hit dice and subtract that amount
from your maximum hit point total. These rolls
Black Market Item Tag are cumulative throughout all short rests but, after
Archaeologists, monster-building scientists, and the dregs of completing a long rest, the maximum hit point
human society (to name a few) have all been known to take items penalty resets to a single roll.
from the tombs of the deceased. Many who have made such a 7 Echoes of the Grave. While cursed in this way, you
decision have come to regret it when they found that disturbing the hear wailing moans that echo in your soul whenever
graves of the dead can invite terrible curses. An object stolen from you are within 60 feet of undead creatures. You have
a grave may be tainted, marked, or even be permeated by an aura disadvantage on saving throws against undead creatures
of death that can be sensed by the undead. (such as a banshee’s ‘Horrifying Visage’ or a lich’s spells).
Whenever an item of note is looted from a tomb or grave, or 8 Awaken. While cursed in this way, whenever you are in
otherwise taken from the rightful possession of the deceased, the an area where the dead are buried, such as a graveyard,
GM may roll on the table below to see if the item is cursed. The mausoleum, crypt etc., the GM may roll a d100. On a
rarer an item is, the more likely it is that the item will be cursed. roll of 9 or lower, the curse causes an undead creature
If cursed, the GM may roll on (or choose from) the Curse Effects to rise in that area, which begins to stalk you. The
table, or create a different curse they feel is fitting. A creature creature is one of the GM’s choice (skeleton, lich etc.).
remains cursed as long as they have the item in their possession, Once a creature has awakened by this feature, another
won’t awaken until after the next dawn.
28 Magic Item Compendium: Black Market Loot
Necromantic Magic Item d100 Place of Origin
0-19 In the current settlement
Black Market Item Tag 20-39 Neighboring settlement
While necromancy is one of the eight recognized schools of 40-59 Within the country
magical knowledge, it is often viewed with fear or suspicion. 60-79 Nearby country
In some places, death and life are considered equal parts of an 80-100 Distant land or landmass
essential cycle, and practitioners of necromancy are viewed as
stewards of the balance between the two. However, in others, Item Rarity or Base Detection DC Max Search Time
the practice of necromancy is reviled, and anything to do with Approx. Gold
it is anathema. A place or society may have a strong aversion to, Value 11 1 week
or rejection of, the practice of necromancy. In such a place, if a 9 2 weeks
necromantic item is discovered, and recognized for what it is, it can Common, or worth 7 1 month
cause serious problems. These problems could be as minor as some <100 gp 5 3 months
form of questioning by a relevant authority, or a NPC’s harmless 3 6 months
superstitious reaction. On the other hand, it could also lead to Uncommon, or
widespread panic, fear, issues with local clergy, rioting, or any worth 100-1,000 gp
number of social issues.
Necromantic items are saturated in an aura of death, gaining one Rare, or worth
or more of the following properties: 1,000-10,000 gp
Desecration. This item emanates as desecrated when subjected to
effects such as the detect evil and good spell, or Divine Sense. Very rare, or worth
Holy Retribution. Taking such items into consecrated areas like 10,000-30,000 gp
temples or shrines, especially those dedicated to the life domain
or those of good alignment, will bring down righteous wrath. For Legendary, or worth
each minute you spend inside the structure, with the item on you, 30,000+ gp
you take 1d8 radiant damage as you slowly start to burn from the
inside out. Stolen Item’s Area Base Detection DC Modifier
Rural / Trading-Post / Village -1
Pilfered Magic Item Small Town +0
Large Town +2
Black Market Item Tag City or Capital +4
Pinched items, plunder, booty, ‘hot’ commodities: all names for
stolen goods that have been lifted by intrepid thieves or sticky- Time Since Theft Base Detection DC Modifier
fingered pickpockets far and wide. Usually, these items are sold at Same day -5
ridiculously low prices to 'move' merchandise quickly and out of 1 day past -2
the merchant’s hands but, sometimes, a deal really is too good to be 2 days past +0
true. 4 days past +1
When a pilfered item is acquired by a party member, the GM can 1 week past +5
roll on the chart below to see where it was ‘acquired’ from, or may 2+ weeks past +8
choose another appropriate location that fits into their campaign.
For every day the party member travels openly, or stays, in the
item’s place of origin with the item worn or otherwise on display,
there is a chance that the item will be recognized as stolen. Any
NPC that sees the item can make a Wisdom (Perception) check;
the DC of which is modified by the item’s rarity or gp value
(GMs choice), the time since the theft occurred, and the size of
the settlement/area. On a successful check, the pilfered item is
recognized as stolen by the owner, a local investigative authority, or
another suitable individual of the GM's choice.
Magic Item Compendium: Black Market Loot 29
Stolen Holy Article Token of Desire Magic Item
Religious icons, sacred images, and holy relics are just some of Black Market Item Tag
the articles used in rites of worship, or rituals to the gods. Such A merchant's favorite day is when a customer enters their shop
items are typically adorned with holy symbols, markings or other with expendable gold, they are far more likely to make purchases
iconography denoting their consecrated use. These items are on impulse. Less honorable vendors prey on this with enchanted
often made of precious materials (gold, silk, mythril, etc.) and items that seek to influence buyers and create that impulse.
are attractive targets for thieves who disregard potential divine Whenever a creature, other than the crafter, touches a token of
retribution. desire, they immediately make a DC 12 Wisdom saving throw.
On a failed savel, they are charmed by the object. Creatures are
Stolen holy articles gain the following properties: unaware that they are being charmed, whether they succeed or fail
on the initial saving throw. While charmed, the item is the center
Ritual Implement. If the dedicated god's rites are known to a of their desires. If the creature has the coin, they are compelled to
character then the object can act as a focus during ritual spells, try to obtain it. If coin isn’t available, or if the item is too costly, the
cutting the casting time down a number of minutes equal to its creature may try to trade, barter, or take on a mission or quest in
rarity. order to obtain it. In extreme cases, the sudden obsession might
drive some to try to steal the item. This effect ends after 1d10 days
Rarity Ritual Casting Reduction of the creature attempting and failing to obtain the item. A creature
who succeeds on the save is immune to being charmed by that
Common 1 minute specific item.
If the item is obtained, the creature is filled with contentment
Uncommon 2 minute and happiness. While in this state, they feel compelled to try to
meaningfully use the item in any situation they are in, so long
Rare 3 minute as its use fits the item’s general purpose (i.e. a squeaky toy would
likely not make a worthwhile weapon). They will only refrain from
Very Rare 4 minute using the item if their actions would damage or break the item, or
cause them to lose it. Each day, at dawn, the creature must make
Legendary 5 minute a Wisdom saving throw (DC 20 on the first day, and reduced by 1
each day thereafter). On a successful save, the charmed condition
A commonly-worshiped god’s rites can be determined with a ends with the creature having only a vague sense of why they’d
DC 10 Wisdom (Religion) check. The DC increases to 15 for an been so excited to get the item in the first place.
obscure god or 20 for a virtually unknown god.
Stolen Implement. When a party member openly carries or
displays a stolen holy article in an area that worships the god it was
dedicated to, the stolen item may get noticed. Once per day, in that
area, the GM may roll a Wisdom (Perception) check for the local
population and consult the tables below for an appropriate DC. The
rarer the item, and more worship a god has in an area, the lower
the DC greater the chance of it being recognized by someone in
that area (priest, believer, etc.).
Rarity Starting Minor Medium Universal
DC Worship Worship Worship
Common 20
Uncommon 18 -1 -3 -5
16 -1 -3 -5
Rare 14 -1 -3 -5
Very Rare 12 -1 -3 -5
Legendary -1 -3 -5
30 Magic Item Compendium: Black Market Loot
Unstable Magic Item Melee Magical Weapon
Enchanted by those seeking glory, or with designs far above their d8 Unstable Effect
ability and station, some magical items work as they are supposed 1 Defective. The unstable item develops a defect (see
to… until they don't! Black markets are the perfect locales for these
kinds of items as, sometimes, chaotic effects are seen as desirable description on p. 28 for full details).
and unique. More likely, creators of unstable magic items are 2 Backlash. The weapon rebounds on you, dealing no
looking to sell them off quickly and cheaply, before disappearing
into the night to escape the wrath of customers unhappy with their damage to the initial target. Reroll the attack against
shoddy workmanship. yourself.
Whenever a creature uses an unstable object (i.e. when a +1 3 Shrink. The weapon shrinks to half its dimensions for
breastplate is hit, an attack is made with a sword of wounding, or a one minute. Damage dealt with this weapon is halved
figurine of wondrous power is animated) the player must roll a d10. for the duration.
On a result of 1, an unstable effect occurs. Roll on the tables below, 4 Arcanum Reduction. For the next minute, attack
depending on the type of magic item, to see what random unstable and damage rolls made with this weapon have are
effect occurs. made with a -1 penalty. Any bonuses to the attack and
damage rolls of the original weapon are suppressed for
Ranged Magical Weapon the duration (i.e. an unstable +2 greatsword would be
a -1 greatsword for the duration instead).
d8 Unstable Effect 5 Animate. The item animates as if affected by the
1 Defective. The unstable item develops a defect (see animate objects spell, but you have no control over it,
nor are you concentrating on the spell. On your turn,
description on p. 28 for full details). you may use a bonus action to attempt to control it.
2 Misfire. The weapon discharges a second time, You must succeed on a DC 12 Intelligence (Arcana)
check in order to control the object. If you fail, or
affecting the closest creature within range (which may do not attempt to control it, the object attacks you
be an ally). That creature is targeted by the effect of the instead.
item. If multiple creatures are equally close, you may 6 Transform. The weapon permanently morphs into a
choose which creature is affected. different magical melee weapon of the GM's choice.
3 Puff of Smoke. The attack dissipates, casting the A slashing weapon becomes a piercing one, piercing
prestidigitation spell on the target (player's choice what becomes bludgeoning, and bludgeoning becomes
effect occurs on the target). slashing. The new weapon remains unstable.
4 Switcheroo. Switch places with the closest creature to 7 Grow. The melee weapon doubles its dimensions for
you, within 30 feet. If they are unwilling, they must one minute and deals 1 additional damage die (i.e. a
succeed on a DC 12 Charisma saving throw to avoid dagger affected by this result would deal 2d4 damage).
this effect. If they succeed, you teleport to the closest If your Strength is below 18, you wield the weapon
available space to the creature. with disadvantage.
5 Trajectory Shift. Your attack’s course is altered, firing 8 Arcane Strike. Deal an extra 2d6 force damage to
straight upwards before falling directly towards you. this attack roll. If this option is triggered again before
You must succeed on a DC 12 Dexterity saving throw you take a short rest, the item develops a defect (see
or take the weapon’s damage. description on p. 28 for full details).
6 Transform. The weapon permanently morphs into a
different magical ranged weapon of the GM's choice.
The new weapon remains unstable.
7 Forceful. The weapon deals an extra 1d6 force
damage.
8 Double Time. Your weapon attack magically
duplicates in midair. Roll a second attack against the
same target.
Magic Item Compendium: Black Market Loot 31
Consumable Magic Item (potions, scrolls, etc.) Other Magical Items
d8 Unstable Effect d8 Unstable Effect
1 Defective. The unstable item develops a defect (see 1 Defective. The unstable item develops a defect (see
description on p. 28 for full details). description on p. 28 for full details).
2 Rebound. The effect rebounds, targeting you (i.e. 2 Creature Appearance. A CR 0 creature of the GM's
scroll of fireball is centered on you) or does the choice appears in your hands. It is frightened of you
opposite of its intended effects (i.e. potion of healing and isn't under your control.
damages you instead of healing). If the opposite effect 3 Displacement. You, and the magic item, teleport 20
is unclear, the GM can decide an appropriate outcome. feet in a random direction of the GM's choice.
3 Misspell. One letter in the item’s name gets changed 4 Shrink. You must succeed on a DC 12 Constitution
to another letter of the GM's choice, changing the saving throw. On a failed save, you shrink, as if under
nature of the item (i.e. potion of healing could become the effect of the enlarge/reduce spell (reduce option
a potion of tealing, turning the drinker a gentle shade only), for 1d6 minutes.
of blue for a time determined by the GM). 5 Disorientation. You must succeed on a DC 12
4 Gag. The item seals, covers, or becomes lodged in Wisdom saving throw. On a failed save, you become
your mouth. You are unable to speak or put anything confused, as if under the effects of the confusion spell,
else in your mouth for 1d6 minutes. for one minute.
5 Halve Effect. The magic deteriorates, causing only half 6 Something New. A pilfered item of the GM's choice is
damage, restoring half the hit points, or halving the summoned and appears next to you (see description
duration of an effect. (GM's choice, if multiple options on p. 29 for full details).
could apply). 7 Grow. You must succeed on a DC 12 Constitution
6 Transformation. A part of your body (of the GM's saving throw. On a failed save, you grow, as if under
choice) either grows or shrinks in size until you the effect of the enlarge/reduce spell (enlarge option
complete a long rest. only), for 1d6 minutes.
7 Transference. The item instead affects the closest 8 Reproduce. A non-magical, but otherwise identical,
creature within 30ft of the original target (i.e. a potion version of the unstable item appears next to you.
of healing consumed by you instead heals the closest
creature). That creature may be an ally or an enemy.
8 Potent. Effects gain two additional damage or
healing dice (i.e. a potion of healing would restore an
additional 2d4 hit points).
32 Magic Item Compendium: Black Market Loot
Optional Feats
Below are two, new optional feats players may take, given GM
approval. They are based around new weapons introduced in the
Black Market Loot chapter (p. 7).
Arcing Swings
Prerequisite: Extra Attack feature
You have learned to use fluid movement and body mechanics in
order to strike multiple foes. To do this, you give up any extra
attacks, and instead use your attack action to swing your main
weapon once to hit multiple creatures. The maximum number of
extra attacks you normally have determines how many creatures
you can hit with your swing: 1 extra attack = up to 3 creatures; 2
extra attacks = up to 5 creatures; 3 extra attacks = up to 8 creatures.
Each targeted creature must be within your reach, and within 5
feet of one other targeted creature. You cannot use this feature with
melee weapons that have the reach property.
Make a single attack roll against all creatures in the targeted area
and roll normal weapon damage for each successful hit. If you have
advantage and/or disadvantage on one or more of the creatures in
the targeted area, this applies to all creatures for the purposes of
the attack.
Great Scythe Master
You are skilled with attacking with the great scythe and swing with
more precision and ferocity. You gain the following benefits when
attacking with great scythes:
Reaving Room. Prior to taking the attack action, you may use
your bonus action to move 5 feet without triggering opportunity
attacks. This movement must be immediately followed by your
attack action. If your attack action has been used, you cannot use
this ability.
Wide Sweep. The maximum size of your swing is greater. The
area your great scythe can now target is up to 25 feet long. The
area between you and the targeted area must still be free of other
creatures of your size category or larger, and free of any obstacles
that could provide three-quarters cover or total cover.
Brutal Slash. You may choose to focus your great scythe attack on
a single target, for an additional 1d6 weapon damage. The target
cannot be within 5 feet of you. If the target is within 5 feet of you, a
successful hit only deals the weapon’s standard damage.
Magic Item Compendium: Black Market Loot 33
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34 Magic Item Compendium: Black Market Loot