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D&D 5e Catalog of Item Prices

for Industrialised Fantasy World


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~~: Compiled by Bringer-of-Doom :~~

Compiled here are many lists of items that can be reasonably commonly be expected to be
able to be purchased in most towns and cities of a World having entered some form of
Industrialized Era. A world where Magic is no longer the sole domain of Wizards, where
Gold has much more value, and where technology, industry and magic are driving society
ever forward. Of the official Settings for D&Dtm, Eberron would be a good example of a
setting where this Catalog could be used without any problem.

On the whole, the items compiled here can almost all be found in the
Dungeons & Dragonstm: Player’s Handbook (5th edition): indeed, the only main difference
would be the changed prices and the price range of availability and quality presented within
the compiled lists. This catalog will be using mostly items, item descriptions, and item stats
and rules found within the 5th edition of D&D. However, it should be noted that in few
places, some item descriptions may lift elements from previous editions of Dungeons &
Dragons, most notably the venerable 3.5 Edition of the game. And at times, completely new
items will be included in lists and item descriptions, which are lifted wholly from mine own
imagination. These items are used in my own, largely homebrewed setting of an
Industrialized Fantasy World, reminiscient of Victorian Era England in many respects. Other
Dungeon Masters are free to to use what parts of this Catalog they desire.

Lastly, I would wish to thank most profusely Reddit user jrobharing of the r/DND
sub-reddit, for their outstanding work on “D&D Shop Catalog”, upon which most of this
Catalog is based on. This including the use of different prices for different quality of the
item, many of the prices themselves, and the ideas of limited stock, and item’s availability in
different locations and locales. Their work on what I consider to be the original catalog is
well worth praise, and more than deserving of my thanks.
Common, Poor & Exquisite: In most items, these differences in cost denote the quality of
item being sold, and do not have mechanical value. However, with Weapons and Armour,
Items which are poor quality have -1 AC or damage, and Exquisite items have +1 AC or
Damage. These mechanical differences carry over to magical weapons and armour
mentioned later in this Catalog. Roleplaying-wise, Normal items are of common quality,
Poor items are old, used, worn-down and inferior, while Exquisite items are custom made to
order of much higher quality.

Selling Items: Most cities have emporiums and small shops that do buy used items. When
selling your items, so long as they are in reasonable condition, the money you get is either
the item’s Poor cost, or half it’s Normal quality, if it has no Poor price range.

BASIC ARMOUR
ITEM NAME Cost Cost Cost Limited Outside AC Weight
(Normal) (Poor) (Exquisite) Stock? Cities
Light Armour
Padded 3 gp 1 gp 8 gp - X +11 +Dex 8 lb.
Leather 7 gp 4 gp 14 gp - X +11+Dex 10 lb.
Studded Leather 14 gp 10 gp 28 gp - X +12+Dex 13 lb.
Medium Armour
Hide 6 gp 4 gp 12 gp X X +12+Dex(up to 2) 12 lb.
Chain Shirt 30 gp 20 gp 45 gp X - +13+Dex(up to 2) 20 lb.
Scalemail 40 gp 30 gp 65 gp X X +14+Dex(up to 2) 45 lb.
Breastplate 75 gp 60 gp 100 gp - X +14+Dex(up to 2) 20 lb.
Half Plate 125 gp 100 gp 200 gp X - +15+Dex(up to 2) 40 lb.
Heavy Armour
Ring Mail 40 gp 30 gp 65 gp X X 14 40 lb.
Chain Mail 75 gp 60 gp 100 gp X - 16 55 lb.
Splint 150 gp 110 gp 300 gp - - 17 50 lb.
Full Plate 450 gp 350 gp 900 gp X - 18 65 lb.
Shield
Light Shield 7 gp 5 gp 14 gp - X +1 3 lb.
Medium Shield 10 gp 6 gp 25 gp - X +2 6 lb.
Heavy Shield 20 gp 17 gp 50 gp X - +4 10 lb.
BASIC WEAPONS
ITEM NAME Cost Cost Cost Limited Outside DMG Weight
(Normal) (Poor) (Exquisite) Stock? Cities?
Simple Melee
Club 1 sp 3 cp 3 sp - X 1D4 bludgeoning 2 lb.
Dagger 8 sp 4 sp 2 gp - X 1D4 piercing 1 lb.
Greatclub 2 sp 1 sp 4 sp X X 1D8 bludgeoning 10 lb.
Handaxe 2 gp 1 gp 5 gp - X 1D6 slashing 2 lb.
Javelin 4 sp 2 sp 8 sp X X 1D6 piercing 2 lb.
Light Hammer 2 gp 1 gp 3 gp X - 1D4 bludgeoning 2 lb.
Mace 5 gp 3 gp 8 gp - X 1D6 bludgeoning 4 lb.
Quarterstaff 2 sp 1 sp 3 sp - X 1D6 bludgeoning 4 lb.
Sickle 1 gp 7 sp 2 gp - X 1D4 slashing 2 lb.
Spear 1 gp 7 sp 2 gp - X 1D6 piercing 3 lb.
Unarmed - - 1 gp X X 1 bludgeoning -
Simple Ranged -
Light Crossbow 8 gp 5 gp 20 gp X X 1D8 piercing 5 lb.
Dart 5 cp 3 cp 8 cp - X 1D4 piercing 1/4 lb.
Shortbow 7 gp 4 gp 14 gp X X 1D6 piercing 2 lb.
Sling 1 sp 7 cp 2 sp - X 1D4 bludgeoning -
Martial Melee
Battleaxe 8 gp 4 gp 12 gp X X 1D8 slashing 4 lb.
Flail 8 gp 6 gp 14 gp X - 1D8 bludgeoning 2 lb.
Glaive 16 gp 12 gp 24 gp X - 1D10 slashing 6 lb.
Greataxe 24 gp 18 gp 36 gp X X 1D12 slashing 7 lb.
Greatsword 38 gp 28 gp 70 gp X X 2D6 slashing 6 lb.
Halberd 18 gp 12 gp 30 gp X - 1D10 slashing 6 lb.
Lance 8 gp 6 gp 16 gp X - 1D12 piercing 6 lb.
Longsword 14 gp 10 gp 20 gp - X 1D8 slashing 3 lb.
Maul 10 gp 7 gp 15 gp X - 2D6 bludgeoning 10 lb.
Morningstar 12 gp 8 gp 20 gp X - 1D8 piercing 4 lb.
Pike 3 gp 1 gp 5 gp - X 1D10 piercing 12 lb.
Rapier 20 gp 15gp 40 gp X - 1D8 piercing 2 lb.
Scimitar 16 gp 11 gp 24 gp X - 1D6 slashing 4 lb.
Shortsword 10 gp 7 gp 14 gp - X 1D6 piercing 2 lb.
Trident 5 gp 3 gp 8 gp X X 1D6 piercing 4 lb.
Warpick 5 gp 3 gp 8 gp X - 1D8 piercing 2 lb.
Warhammer 14 gp 10 gp 20 gp - - 1D8 bludgeoning 2 lb.
Whip 2 gp 1 gp 3 gp - X 1D4 slashing 3 lb.
Martial Ranged
Blowgun 1 gp 6 gp 3 gp X X 1 piercing 1 lb.
Hand Crossbow 45 gp 25 gp 75 gp X - 1D6 piercing 3 lb.
Heavy Crossbow 12 gp 8 gp 25 gp X X 1D10 piercing 14 lb.
Longbow 10 gp 5 gp 20 gp - X 1D8 piercing 2 lb.
Net 9 sp 6 sp 2 gp - X - 3 lb,
CLOTHING & APPAREL
ITEM NAME Cost Cost Cost Limited Outside
(Normal) (Poor) (Exquisite) Stock? Cities?
Common Clothes
Clothes, Common 5 sp 3 sp 8 sp - X
Clothes, Pauper’s 5 cp 3 cp - - X
Clothes, Merchant’s 1 gp 5 sp 3 gp - X
Clothes, Traveller’s 7 sp 4 sp 1 gp - X
Clothes, Worker’s 4 sp 2 sp 7 sp - X
Clothes, Sailor’s 4 sp 3 sp 1 gp - X
Clothes, Chef’s 4 sp 3 sp 8 sp X X
Clothes, Uniform 8 sp 6 sp 2 gp X -
Clothes, Army Uniform 1 gp 7 sp 5 gp X -
Clothes, Official’s 1 gp 7 sp 3 gp X -
Clothes, Servant’s 6 sp 4 sp 2 gp - X
Clothes, entertainer’s 6 sp 5 sp 1 gp - -
Clothes, Costume 8 sp 6 sp 2 gp X -
Clothes, Hazardous Work 9 sp 7 sp 4 gp X -
Special Clothes
Vestments, Temple Acolyte 8 sp 6 sp 2 gp X -
Vestments, Cleric 1 gp 7 sp 3 gp X X
Vestments, Priest 3 gp 1 gp 6 gp X -
Vestments, High Priest 6 gp 3 gp 12 gp X -
Robes, Druid Acolyte 3 sp 2 sp 5 sp X X
Robes, Druid 7 sp 4 sp 1 gp X X
Robes, Arch Druid 1 gp 8 sp 2 gp X X
Robes, Novice Mage 1 gp 7 sp 3 gp X X
Robes, Mage 3 gp 1 gp 6 gp X -
Robes, Arch Mage 8 gp 4 gp 16 gp X -
Fine Clothes
Clothes, Fine 10 gp 7 gp 21 gp X X
Clothes, Formal Wear 15 gp 11 gp 32 gp X -
Clothes, Noble’s 50 gp 40 gp 125 gp X -
Clothes, Royal Official’s 20 gp 15 gp 50 gp X -
Clothes, Royal Servant’s 10 gp 7 gp 21 gp X -
Other
Clothes, Thieves 8 sp 6 sp 2 gp X X
Robes, Cultist Acolyte 5 sp 3 sp 8 sp X X
Robes, Cultist 1 gp 7 sp 3 gp X X
Tribal Wear 6 sp 4 sp 1 gp - X
Clothes, Aviators 1 gp 7 sp 4 gp X -
Jewellery
Necklace, Gold 50 gp 30 gp 150 gp X X
Necklace, Silver 38 gp 25 gp 100 gp X X
Ring, Gold 40 gp 25 gp 100 gp X X
Ring, Silver 25 gp 15 gp 60 gp X X
TOOLS AND GEAR
ITEM NAME Cost Cost Cost Limited Outside Weight
(Normal) (Poor) (Exquisite) Stock? Cities?
Artisan’s Tools
Alchemist’s Tools 50 gp 38 gp 75 gp X - 8 lb.
Brewer’ Tools 20 gp 15 gp 30 gp X - 9 lb.
Calligrapher’s Tools 10 gp 7 gp 15 gp X - 5 lb.
Carpenter’s Tools 15 gp 11 gp 23 gp - X 6 lb.
Cartographer’s Tools 10 gp 7 gp 15 gp X X 6 lb.
Cobbler’s Tools 25 gp 18 gp 38 gp - X 5 lb.
Cook’s Tools 50 gp 38 gp 75 gp - X 8 lb.
Entertainer’s Tools 8 gp 5 gp 16 gp X - 7 lb.
Glassblower’s Tools 30 gp 22 gp 45 gp X - 5 lb.
Jeweler’s Tools 25 gp 18 gp 35 gp X - 2 lb.
Leatherworker’s Tools 5 gp 3 gp 8 gp - X 5 lb.
Mason’s Tools 10 gp 7 gp 15 gp - X 8 lb.
Painter’s Tools 10 gp 8 gp 15 gp X - 5 lb.
Potter’s Tools 10 gp 7 gp 15 gp - X 3 lb.
Scribe’s Tools 15 gp 10 gp 30 gp - X 6 lb.
Smith’s Tools 20 gp 14 gp 38 gp - X 8 lb.
Tinker’s Tools 50 gp 38 gp 75 gp X - 10 lb.
Weaver’s Tools 1 gp 7 sp 2 gp - X 5 lb.
Woodcarver’s Tools 2 gp 1 gp 4 gp - X 5 lb.
Adventurer’s Kits
Climber’s Kit 25 gp 18 gp 38 gp - X 12 lb.
Disguise Kit 25 gp 18 gp 38 gp X - 3 lb.
Forgery Kit 15 gp 11 gp 23 gp X - 5 lb.
Healer’s Kit 5 gp 3 gp 8 gp X X lb.
Herbalism Kit 5 gp 3 gp 8 gp - X 3 lb.
Navigator’s Kit 25 gp 18 gp 38 gp X X 2 lb.
Poisoner’s Kit 50 gp 38 gp 75 gp X - 2 lb.
Thieves Kit 25 gp 18 gp 38 gp X - 1 lb.
Equipment Packs
Burglar’s Pack 16 gp 11 gp 26 gp X X -
Diplomat’s Pack 39 gp 28 gp 55 gp X X -
Dungeoneer’s Pack 12 gp 8 gp 21 gp X X -
Entertainer’s Pack 40 gp 30 gp 60 gp X X -
Explorer’s Pack 10 gp 8 gp 20 gp X - -
Priest’s Pack 19 gp 15 gp 35 gp X X -
Scholar’s Pack 40 gp 30 gp 65 gp X X -
ITEM NAME Cost Cost Cost Limited Outside Weight
(Normal) (Poor) (Exquisite) Stock? Cities?
Daily Items
Abaccus 2 gp 1 gp 3 gp - X 1 lb.
Barrel 1 gp 7 sp 2 gp - X 70 lb.
Blanket 5 sp 3 sp 8 sp - X 3 lb.
Block and Tackle 1 gp 7 sp 2 gp - X 5 lb.
Book, Journal 5 gp 2 gp 10 gp - X 3 lb.
Book, Reading 5-10 gp 2-5 gp 12-30 gp - X 2-6 lb.
Bottle, Glass 1 sp 7 cp 4 sp - X 2 lb.
Backpack 1 gp 7 sp 2 gp - X 5 lb.
Bucket 5 cp 3 cp 8 cp - X 2 lb.
Candle 1 cp 1 cp 2 cp - X -
Chalk (1 piece) 1 cp 1 cp 2 cp - X -
Chest 3 gp 2 gp 6 gp - X 25 lb.
Crowbar 2 gp 1 gp 3 gp - X 5 lb.
Flask or Tankard 2 cp 1 cp 3 cp - X 1 lb.
Hammer 8 sp 4 sp 2 gp - X 3 lb.
Hammer, Sledge 2 gp 1 gp 3 gp X X 30 lb.
Ink (1 ounce bottle) 2 gp 1 gp 4 gp X X -
Ink Pen 3 gp 1 sp 8 gp X X -
Jug or Pitcher 2 cp 1 cp 3 cp - X 4 lb.
Ladder (10-foot) 1 sp 7 cp 2 sp X X 25 lb.
Lamp 2 gp 1 gp 5 gp - X 1 lb.
Lantern, Hooded 3 gp 1 gp 7 gp X X 2 lb.
Lantern 1 gp 7 sp 3 gp - X 2 lb.
Lock 10 gp 5 gp 20 gp X X 1 lb.
Mess Kit 2 sp 1 sp 3 sp - X 1 lb.
Mirror, Glass 10 gp 6 gp 30 gp X - 6 lb.
Mirror Steel 4 gp 2 gp 8 gp X X  1/2 lb.
Paper (1 sheet) 1 sp 5 cp 3 sp X X -
Paper (10 sheets) 1 gp 5 sp 3 gp X X 1 lb.
Parchment (1 sheet) 3 sp 1 sp 5 sp X - -
Parchment (10 sheet) 3 gp 1 gp 5 gp X - 1 lb.
Pen 1 sp 7 cp 3 sp - X -
Pick, Miner’s 2 gp 1 gp 3 gp - X 10 lb.
Pot, Iron 2 gp 1 gp 3 gp - X 10 lb.
Pouch 3 sp 1 sp 8 sp - X 1 lb.
Rope, Hempen (50 feet) 1 gp 7 sp 2 gp - X 10 lb.
Rope, Silk (50 feet) 10 gp 7 gp 15 gp X X 5 lb.
Sack 1 cp 1 cp 2 cp - X 1/2 lb.
Scale, Merchant’s 5 gp 3 gp 8 gp X - 3 lb.
Shovel 6 sp 3 sp 1 gp - X 5 lb.
Signet Ring 8 gp 4 gp 20 gp X - -
Soap 2 cp 1 cp 3 cp - X -
Vial 2 sp 8 cp 5 sp X X -
ITEM NAME Cost Cost Cost Limited Outside Weight
(Normal) (Poor) (Exquisite) Stock? Cities?
Adventurer Gear
Ball Bearings (Bag of 1,000) 1 gp 7 sp 2 gp X - 2 lb.
Bedroll 9 sp 6 sp 2 gp - X 7 lb.
Bell 1 gp 7 sp 2 gp - - -
Caltrops (Bag of 20) 1 gp 7 sp 2 gp X X 2 lb.
Case, Crossbow bolt 1 gp 7 sp 2 gp - X 1 lb.
Case, Map or Scroll 1 gp 7 sp 2 gp - X 1 lb.
Chain (10 feet) 4 gp 3 gp 8 gp X - 10 lb.
Grappling Hook 2 gp 1 gp 3 gp X - 4 lb.
Hunting Trap 3 gp 1 gp 6 gp X X 25 lb.
Lantern, Bullseye 8 gp 6 gp 15 gp X X 2 lb.
Manacles 2 gp 1 gp 4 gp X X 6 lb.
Oil (Flask) 1 sp 7 cp 2 sp X X 1 lb.
Piton 8 cp 4 cp 2 sp - X 1/4 lb.
Pole, 10-foot, collapsible 6 sp 3 sp 1 gp X - 6 lb.
Quiver 1 gp 7 sp 2 gp - X 1 lb.
Ram, Portable 4 gp 3 gp 6 gp X - 35 lb.
Rations (1 day) 5 sp 3 sp 8 sp - X 2 lb.
Signal Whistle 5 cp 3 cp 8 cp - X -
Spyglass 4 gp 3 gp 10 gp X - 1 lb.
Tent, 2-person 2 gp 1 gp 5 gp X X 20 lb.
Timepiece 28 gp 16 gp 45 gp X - -
Tinderbox 5 sp 3 sp 8 sp - X 1 lb.
Torch 1 cp 1 cp 2 cp - X 1 lb.
Waterskin 2 sp 1 sp 4 sp - X 5 lb. (full)
Ammunition
Arrows (20) 1 gp 7 sp 2 gp - X 1 lb.
Blowgun Needles (50) 1 gp 7 sp 2 gp X X 1 lb.
Crossbow Bolts (20) 1 gp 7 sp 2 gp - X 1 1/2 lb.
Sling Bullets (20) 4 cp 3 cp 6 cp - X 1 1/2 lb.
Musical Instruments
Bagpipes 30 gp 22 gp 45 gp X - 6 lb.
Drum 6 gp 4 gp 9 gp - X 3 lb.
Dulcimer 25 gp 18 gp 38 gp X - 10 lb.
Guitar 35 gp 26 gp 50 gp X - 5 lb.
Flute 2 gp 1 gp 3 gp - X 1 lb.
Hurdy Gurdy 40 gp 32 gp 75 gp X - 12 lb.
Lyre 30 gp 22 gp 45 gp X X 2 lb.
Horn 3 gp 2 gp 5 gp - X 2 lb.
Pan Flute 12 gp 9 gp 18 gp - X 2 lb.
Trumpet 30 gp 22 gp 45 gp X - 6 lb.
Violin 30 gp 22 gp 45 gp X - 1 lb.
ITEM NAME Cost Cost Cost Limited Outside Weight
(Normal) (Poor) (Exqui- Stock? Cities?
site)
Gaming Supplies
Dice Set 1 sp 7 cp 2 sp - X -
Chess Set 1 gp 7 sp 6 gp - X 1 lb.
Playing Card Set 5 sp 3 sp 8 sp - X -
Tarot Card Set 1 gp 7 sp 3 gp - X -
Board Game (regional variants) 3 gp 2 gp 5 gp X - 2 lb.
Faith Supplies
Alms Box 4 gp 2 gp 7 gp - X 4 lb.
Book, Scripture 20 gp 15 gp 34 gp X X 4 lb.
Book, Prayers 15 gp 10 gp 25 gp X X 4 lb.
Book of Faith 30 gp 22 gp 50 gp X - 6 lb.
Censer 5 gp 3 gp 8 gp X - 4 lb.
Divine Focus 15 gp 10 gp 22 gp X X 1 lb.
Holy Symbol 5 gp 3 gp 10 gp X X 1 lb.
Holy Symbol, Reliquary 60 gp 40 gp 125 gp X - 3 lb.
Holy Water (flask) 25 gp 18 gp 38 gp X X 1 lb.
Incense (1 Block) 2 cp 1 cp 4 cp - X 1/4 lb.
Arcane Supplies
Arcane Focus (Crystal) 14 gp 8 gp 20 gp X - 2 lb.
Arcane Focus (Orb) 20 gp 15 gp 30 gp X - 3 lb.
Arcane Focus, (Rod) 10 gp 7 gp 15 gp X X 2 lb.
Arcane Focus (Staff) 5 gp 3 gp 8 gp X X 4 lb.
Arcane Focus (Wand) 8 gp 4 gp 15 gp X X 1 1/2 lb.
Component Pouch 18 gp 11 gp 25 gp X X 2 lb.
Druidic Focus (Misttletoe) 1 gp 7 sp 2 gp - X -
Druidic Focus (Totem) 6 gp 3 gp 10 gp X X 2 lb.
Druidic Staff (Wooden Staff) 5 gp 3 gp 8 gp - X 4 lb.
Druidic Focus (Yew Wand) 10 gp 7 gp 15 gp X X 1 lb.
Spellbook 45 gp 32 gp 70 gp X - 3 lb.
Spellbook, Primer 25 gp 15 gp 35 gp X X 3 lb.
Spell Components See Spell See Below See Below X X -

Spell Components: With many spells that require spell components, the actual cost of the
required item is already named in the required material component. However, some spells
do not straight away name the price required for the particular material component. In these
cases, The actual cost of such un-priced material component would be
Spell level x 10 gold=Component Price.
If you really want to nitpick about getting a poor or exquisite quality material component,
the DM can lower or raise the individual price of the Component as suits the component and
situation.
ITEM NAME Cost Cost Cost Limited Outside Weight
(Normal) (Poor) (Exquisite) Stock? Cities?
Alchemical Supplies
Acid, Vial 10 gp 6 gp 18 gp X - 1 lb.
Alchemist’s Fire, Flask 6 gp 4 gp 12 gp X X 1 lb.
Alchemist’s Frost, Flask 20 gp 14 gp 30 gp X - 1 lb.
Alchemist’s Timer 25 gp 18 gp 40 gp X - 1 lb.
Antitoxin, Vial 15 gp 10 gp 20 gp X X 1/4 lb.
Clearwater Tablets, Pack of 5 3 gp 1 gp 5 gp X X 1 lb.
Firerocket 2 gp 1 gp 4 gp X X 1 lb.
Firerocket, Pack of 6 10 gp 5 gp 20 gp X - 6 lb.
Hearthfire, Pack of 12 8 gp 5 gp 10 gp X X 3 lb.
Number 5 Powder, Flask 25 gp 18 gp 50 gp X X 5 lb.
Number 5 Powder, Keg 300 gp 220 gp 500 gp X - 50 lb.
Oil of Nausea, Flask 25 gp 12 gp 40 gp X - 1 lb.
Perfume, Vial 5 gp 3 gp 8 gp X - 1/4 lb.
Rustcube 65 gp 45 gp 90 gp X - 1 lb.
Shadow Veil, Vial 40 gp 20 gp 60 gp X - 1 lb.
Smoke Stick, Pack of 3 3 gp 1 gp 6 gp X - 2 lb.
Sunrod 30 gp 20 gp 45 gp X - 3 lb.
Tanglefoot Bag 30 gp 20 gp 45 gp X X 2 lb.
Thunderstone 16 10 gp 22 gp X - 1 lb.
Tindertwig, Pack of 10 1 gp 7 sp 2 gp - X 1 lb.
Alchemist’s Blaster Supplies
Alchemist’s Blaster 300 gp 250 gp 600 gp X - 7 lb.
Alchemist’s Blaster, Cleaning Kit 15 gp 12 gp 25 gp X - 1 lb.
Alchemist’s Blaster, Shell 2 gp 1 gp 4 gp X - -
Ammo, Bag of 10 5 gp 3 gp 10 gp X - 1 lb.
Blasting Ammo, Pack of 4 20 gp 12 gp 40 gp X - 1 lb.
Scatter Ammo, Pack of 4 12 gp 8 gp 20 gp X - 1 lb.
Spark Wax 15 gp 10 gp 25 gp X - 1 lb.
Poisons (Commercial)
Poison, Rodent Killer 2 gp 1 gp 4 gp - X 2 lb.
Poison, Monstrous Rodent Killer 10 gp 6 gp 15 gp X X 2 lb.
Poison, Ooze Repellent 10 gp 6 gp 15 gp X X 2 lb.
ITEM NAME Cost Cost Cost Limited Outside Weight
(Normal) (Poor) (Exquisite) Stock? Cities?
Miscallenous
Basket 3 sp 2 sp 6 sp - X 2 lb.
Fishing Tackle 7 sp 4 sp 1 gp - X 4 lb.
Hourglass 5 gp 3 gp 10 gp X X 1 lb.
Magnifying Glass 2 gp 1 gp 5 gp X - -
Sealing Wax 5 sp 3 sp 1 gp - X -
Spikes, Iron (10) 1 gp 7 sp 2 gp - X 5 lb.
Whetstone 3 cp 2 cp 6 cp - X 1 lb.
Tack, Harness & Drawn Vehicles
Barding x4 x3 x6 X X x2
Bit and Bridle 2 gp 1 gp 4 gp - X 1 lb.
Carriage 180 gp 120 gp 300 gp X X 700 lb.
Cart 80 gp 40 gp 180 gp X X 400 lb.
Saddle, Exotic 40 gp 30 gp 120 gp X - 40 lb.
Saddle, Military 15 gp 10 gp 25 gp X X 30 lb.
Saddle, Pack 8 gp 5 gp 20 gp - X 15 lb.
Saddle, Riding 12 gp 8 gp 25 gp - X 25 lb.
Saddlebags 4 gp 2 gp 10 gp - X 8 lb.
Sled 15 gp 12 gp 30 gp X X 300 lb.
Wagon 35 gp 20 gp 70 gp X X 400 lb.
Trade Goods
1 lb. of Wheat 2 cp 1 cp 4 cp - X 1 lb.
1 lb. of Flour 3 cp 2 cp 6 cp - X 1 lb.
1 lb. of Salt 5 cp 4 cp 1 sp X X 1 lb.
1 lb. of Iron 1 sp 7 cp 2 sp - X 1 lb.
1 lb. of Copper 5 sp 5 sp 5 sp - X 1 lb.
1 lb. of ginger 1 gp 7 sp 3 gp X X 1 lb.
1 lb. of Cinnamon or Pepper 2 gp 1 gp 4 gp X X 1 lb.
1 lb. of Cloves 2 gp 1 gp 4 gp - X 1 lb.
1 lb. of Silver 5 gp 5 gp 5 gp X - 1 lb.
1 lb. of Saffron 4 gp 3 gp 12 gp X - 1 lb.
1 lb. of Gold 50 gp 50 gp 50 gp X X 1 lb.
1 lb. of Platinum 500 gp 500 gp 500 gp X - 1 lb.
one Chicken 1 sp 7 cp 2 sp - X -
one Goat 2 gp 1 gp 4 gp X X -
one Sheep 4 gp 3 gp 8 gp X X -
one Pig 6 gp 4 gp 12 gp X X -
1 Squareyard of Canvas 2 sp 1 sp 4 sp - X -
1 Squareyard of Cotton Cloth 6 sp 4 sp 1 gp - X -
1 Squareyard of Linen 4 gp 3 gp 8 gp X X -
1 Squareyard of Silk 12 gp 10 gp 24 gp X - -
ITEM NAME Cost Cost Cost Limited Outside
(Normal) (Poor) (Excuisite) Stock? Cities?
Food
Simple Meal 1 sp 7 cp 2 sp - X
Medium Meal 2 sp 1 sp 4 sp - X
Large Meal 8 sp 6 sp 2 gp - X
Banquet 20 gp 15 gp 50 gp X -
Drink, Cold 7 cp 5 cp 1 sp - X
Drink, Hot 1 sp 7 cp 2 sp - X
Bread 1 sp 6 cp 2 sp - X
Snack 5 cp 3 cp 1 sp - X
Candy 1 sp 8 cp 3 sp - X
Meat 4 sp 2 sp 1 gp X X
Fruit, Single 9 cp 6 cp 2 sp - X
Fruit, Bushel 30 gp 25 gp 50 gp X -
Vegetable, Bushel 20 gp 15 gp 40 gp - X
Room Prices
Inn, Commoner 7 cp 4 cp 1 sp - X
Inn, Modest 3 sp 2 sp 8 sp - X
Inn, Wealthy 4 gp 3 gp 10 gp X -
Rental, Poor (2 weeks) 7 gp 5 gp 14 gp - X
Rental, Modest (2 weeks) 14 gp 10 gp 28 gp - X
Rental, Wealthy (2 weeks) 40 gp 30 gp 80 gp X -

ITEM NAME Cost Cost Cost Limited Outside Weight


(Normal) (Poor) (Excuisite) Stock? Cities?
Alcohol (bottle)
Ale 6 cp 3 cp 1 sp - X 1 lb.
Deep Brew Ale 1 sp 7 cp 2 sp - X 2 lb.
Rum 1 sp 6 cp 2 sp - X 1 lb.
Wine 1 gp 7 sp 2 gp X X 1 lb.
Fey-Wine 10 gp 7 gp 20 gp X - 1 lb.
Moonshine 8 cp 6 cp 2 sp - X 2 lb.
Hard-Shine 2 sp 1 sp 3 sp X X 1 lb.
Absinthe (“Green Fairy”) 6 sp 4 sp 1 gp X - 1 lb.
Brandy 1 gp 7 sp 2 gp X X 1 lb.
Coctail (glass) 1 sp 7 cp 2 sp X - -
Coctail, Arcane (glass) 4 sp 2 sp 7 sp X - -
Alchemist’s Tonic 8 sp 5 sp 2 gp - X 2 lb.
Cider 5 sp 3 sp 1 gp - X 1 lb.
Blessed Spirits (temple wine) 5 gp 3gp, 5 sp 10 gp X - 2 lb.
ITEM NAME Cost Cost Cost Limited Outside Unlicensed? Weight
(Normal) (Poor) (Exquisite) Stock? Cities?
Tobacco & Co. (pack)
Chewing Tobacco 4 cp 2 cp 6 cp - X - 1 lb.
Tobacco 4 cp 3 cp 8 cp - X - 1 lb.
Snuff 6 cp 4 cp 1 sp - X - 1 lb.
Pipeweed 2 sp 1 sp 3 sp - X - 1 lb.
Pipeweed, Halfling 4 sp 2 sp 8 sp - X - 1 lb.
Strong Pipeweed 8 sp 6 sp 2 gp - X - 1 lb.
Opium 2 gp 1 gp 5 gp X - Trade only 1 lb.
Drugs (pack)
Verdant Blossoms 3 gp 2 gp 5 gp X X - 2 lb.
Green Coffee, Cup 6 sp 4 sp 1 gp X X Trade Only -
Verdant Emeralds 20 gp 16 gp 40 gp X - X -
Cocaine 5 gp 3 gp 10 gp X - Trade Only 1 lb.
Pixie Dust 30 gp 20 gp 50 gp X - X 1/2 lb.
Coffee Tablets 2 sp 1 sp 4 sp - - - 1/2 lb.
Red Tint 40 gp 30 gp 70 gp X - X 1/2 lb.
Drake’s Delight 70 gp 50 gp 120 gp X - Trade Only 2 lb.
Blood-Tincture 40 gp 30 gp 80 gp X - Trade Only 4 lb.
Mad Caps 40 gp 30 gp 80 gp X X Trade Only 1/2 lb.
Fey Dream 20 gp 12 gp 40 gp X X Trade Only 1 lb.
Grave Dust 50 gp 40 gp 80 gp X - X -
Illithid Absinthe 75 gp 50 gp 150 gp X - X 2 lb.
Godsmoke 50 gp 40 gp 80 gp X X X 2 lb.
Dream Incense 40 gp 20 gp 70 gp X - Trade Only 1/2 lb.
Deep Crimson Crystals 75 gp 60 gp 150 gp X - X 2 lb.
Common Magic Items

With the advance of technological and magical development, the invention of


the Spell-Forges, and large-scale social upheaval and growth, what once was the sole
property of Nobles, Wizards, and rich adventurers, has become available to even the bottom
rungs of the society. Granted, buying magical trinkets is still costly, and to the lowest, a pricy
investment, but the very fact that it is still within their possible grasp is a sign of changed
times.

The items listed below are considered at least somewhat common in these days, and in most
cases, exceedingly common. When listed with two prices, Common and Exquisite,
the common is is for an item that has been forged solely in the spell forges, with no extra
customization, no needless decorations, a product of industry and factories. The Exquisite
has been made to order, custom made at some workshop or store with a small Spell-Forge,
with far more detailed craftsmanship.

Magical Armour, Clothing and Weapons

To get magical armour, clothing and weapons, that are regular Spell-Forged, you need to
choose either a normal or exquisite cost piece of armour or a weapon from one of the
previous lists on this Catalog, and add onto it the cost of any effects listed here. The summ
total of item and effects will be the cost of the finished piece. A Normal Cost piece would be
something just pulled from a shops stockpiles, something made with no real custom-fitting or
decorations, while Exquisite piece would be custom made in a smaller workshop or store, to
the exact desires of the client.

Only one of each type of effect can be put on the common magic items made with these
rules. When it comes to armour and clothes, the price is for an entire set of armour or
clothing (chest, legs, belt, feet, hands/wrists and a head piece for clothing, with added
shoulder slot for armour). Of course, for one reason or another you might not want to pay for
an entire set if you only want selected pieces of armor or clothing, in which case, negotiate
the proper price with your DM.

Items, Spells, and activation

There will be many items mentioned and listed on the following pages that contain a spell of
some kind that can be released. No matter the item in question, it can be activated by it’s
current wielder with thought, intent and touch; You need to be touching the item, intending it
to activate, and thinking of activating it. Magical Jewellery can be activated with reaction or
action, and anything else can be activated with an action.
Magic Armours
Name Cost Cost Outside Effect
(Normal) (Exquisite) Cities?
Ability Score +1 50 gp 100 gp X Increase to an Ability Score by 1.
Ability Score +2 100 gp 200 gp - Increase to an Ability Score by 2.
Ability Score +3 200 gp 400 gp - Increase to an Ability Score by 3.
AC +1 50 gp 100 gp X Increase the Armor’s AC value by 1.
AC +2 100 gp 200 gp X Increase the Armor’s AC value by 2.
AC +3 150 gp 300 gp - Increase the Armor’s AC value by 3.
Bag of Holding 50 gp 100 gp X Contains a Bag of Holding (size 1).
Bonded Armour 100 gp 200 gp X Automatic Proficiency for the armour.
Damage Resistance
DR, Acid 100 gp 200 gp X Damage Resistance to Acid damage.
DR, Fire 100 gp 200 gp X Damage Resistance to Fire damage.
DR, Frost 100 gp 200 gp X Damage Resistance to Frost damage.
DR, Lightning 100 gp 200 gp X Damage Resistance to Lightning damage.
Re-charger, 2 charges 50 gp 100 gp X 2 charges to re-charge a magic item.
Re-charges daily.
Re-charger, 4 charges 100 gp 200 gp X 4 charges to re-charge a magic item.
Re-charges daily.
Re-charger, 8 charges 200 gp 400 gp - 8 charges to re-charge a magic item.
Re-charges daily.
Skill Level +1 50 gp 100 gp X Increase to a Skill modifier by 1.
Skill Level +2 100 gp 200 gp - Increase to a Skill modifier by 2.
Skill Level +3 150 gp 300 gp - Increase to a Skill modifier by 3.
Spell Resistance 100 gp 200 gp - Spell resistance for the wearer.
Warding, Body 200 gp 350 gp X Protection against body effects.
Warding, Mind 200 gp 350 gp X Protection against mind effects.
Warding, Mind & Body 600 gp 1000 gp - Protection against body and
mind effects.

When choosing enchantments for Magical Armour, it is important to remember that you can
have only one of each type of enchantment on the Armour. For example, if you chose to add
Ability Score +1 (Con) and Ability Score +2 (Str) on to a piece of armour, only the high-
est level of enchantment would actually work, and the lower one would just be wasted, even
though they boost different stats. And on the other side, you could have the “Ability Score +2
(Str)” and “Skill Level +1 (perception)” on a piece of armour, and both would be working at
the same time, because they are a different TYPE of stat boosting enchantments.
Magic Weapons
Name Cost Cost Outside Effect
(Normal) (exquisite) Cities?
Bonding Blade 45 gp 90 gp X Automatic Proficiency with the weapon.
Damage +1 50 gp 100 gp X +1 damage to attacks.
Damage +2 100 gp 200 gp X +2 damage to attacks.
Damage +3 200 gp 400 gp - +3 damage to attacks.
Elemental Damage
Cold 50 gp 150 gp X Weapon deals Cold damage.
Cold +1 100 gp 200 gp X Weapon deals +1 Cold damage.
Cold +2 150 gp 300 gp - Weapon deals +2 Cold damage.
Cold +3 300 gp 450 gp - Weapon deals +3 Cold damage.
Fire 50 gp 150 gp X Weapon deals Fire damage.
Fire +1 100 gp 200 gp X Weapon deals +1 Fire damage.
Fire +2 150 gp 300 gp X Weapon deals +2 Fire damage.
Fire +3 300 gp 450 gp - Weapon deals +3 Fire damage.
Force 50 gp 150 gp X Weapon deals Force damage.
Force +1 100 gp 200 gp - Weapon deals +1 Force damage.
Force +2 150 gp 300 gp - Weapon deals +2 Force damage.
Force +3 300 gp 450 gp - Weapon deals +3 Force damage.
Lightning 50 gp 150 gp X Weapon deals Lightning damage.
Lightning +1 100 gp 200 gp X Weapon deals +1 Lightning damage.
Lightning +2 150 gp 300 gp - Weapon deals +2 Lightning damage.
Lightning +3 300 gp 450 gp - Weapon deals +3 Lightning damage.
Radiant 50 gp 150 gp X Weapon deals Radiant damage.
Radiant +1 100 gp 200 gp - Weapon deals +1 Radiant damage.
Radiant +2 150 gp 300 gp - Weapon deals +2 Radiant damage.
Radiant +3 300 gp 450 gp - Weapon deals +3 Radiant damage.
Foe-Seeker 200 gp 400 gp - Advantage on Attack Rolls.
Heart-Seeker 200 gp 400 gp - Advantage on Damage Rolls.
Slayer, Aberration 400 gp 600 gp - Advantage on Attack & Damage rolls
against Aberrations.
Slayer, Beast 400 gp 600 gp X Advantage on Attack and Damage rolls
against Beasts.
Slayer, Outsider 400 gp 600 gp - Advantage on Attack and Damage rolls
against Outsiders.
Slayer, Undead 400 gp 600 gp X Advantage on Attack and Damage rolls
against Undead.

Just like with Magical Armour, only the highest of each type of enchantment can work on a
Magical Weapon at a time. Furthermore, a weapon cannot have both “Damage +1/2/3” and
some elemental damage enchantment at the same time, because they both boost the weapons
damage. This is the main reason why all those different elemental damage increasing
enchantments are on the List.
Wands
Name Cost Cost Outside Effect
(Normal) (Exquisite) Cities?
Cantrip Wands
Adventurers Rod 300 gp 500 gp - Light, Mending, Mold Earth and Spare
the Dying Cantrips. Unlimited Use.
Basic Cantrip Wand 75 gp 150 gp X 1 Cantrip from the Cantrip List.
Unlimited Use.
Druids Wand 400 gp 650 gp X Control Flames, Create Bonfire, Gust,
Mold Earth & Shape Water Cantrips.
Unlimited use.
Jesters Stick 200 gp 400 gp - Dancing Lights, Prestidigitation and
Thaumathurgy Cantrips.
Unlimited Use.
Maids Wand 150 gp 250 gp X Light, Mending, and Prestidigitation
Cantrips. Unlimited use.
Shaper’s Wand 200 gp 400 gp X Control Flames, Mold Earth and
Shape Water Cantrips. Unlimited Use.
Battle Support Wands
Battle Support Wand 100 gp 200 gp X One Spell from the Battle Support
List. 3 Charges.
Battle Support Wand + 150 gp 300 gp - One Spell from the Battle Support
List. 4 Charges/day, Re-charging.
Greater Support Wand 200 gp 400 gp - 2 Spells from the Battle Support List.
5 Charges.
Wand of Healing 400 gp 600 gp X Cure Wounds, Lesser Restoration and
(“Pocket Cleric”) Revify Spells. 4 Charges/day,
Re-charging.
Wand of Chaos 400 gp 600 gp - Color Spray, Confusion and Ray of
(“Chaos Stick”) Enfeeblement Spells. 4 Charges/day,
Re-charging.
Wand of Constriction 500 gp 750 gp X Hold Monster, Hold Person and Web
(“Guards Blaster”) Spells. 4 Charges/day, Re-charging.
Battle Wands
Basic Battle Wand 150 gp 300 gp X One Spell from the Attack Spell List.
4 Charges.
Greater Battle Wand 250 gp 500 gp One Spell from the Attack Spell List.
5 Charges/day, Re-charging.
Utility Wands
Basic Utility Wand 100 gp 200 gp X One Spell from the Utility Spell List.
3 Charges.
Greater Utility Wand 200 gp 350 gp - One Spell from the Utility Spell List.
4 Charges/day, Re-charging.
Detectors Wand 500 gp 800 gp - Detect Magic, Detect Poison and
Disease, Identify and Locate Object
Spells. 4 Charges/day, Re-charging.
Wand Spell Lists

Cantrip Spells List


- Control Flames - Light - Shape Water
- Create Bonfire - Mending - Spare the Dying
- Dancing Lights - Mold Earth - Thaumathurgy
- Gust - Prestidigitation

Battle Support Spells List


- Color Spray - Dispel Magic - Hold Person - Ray of Sickness
- Confusion - Enhance Ability - Lesser Personality - Revify
- Conjure Minor - Enlarge/Reduce - Mass Cure Wounds - Shatter
Elementals - Entangle - Protection From - Silence
- Cure Wounds - Fear Energy - Wall of Fire
- Daylight - Hold Monster - Ray of Enfeeblement - Web
- Witch Bolt

Battle Attack Spells List


- Acid Splash - Fire Bolt - Melf’s Acid Arrow
- Chaos Bolt - Ice Storm - Ray of Frost
- Chromatic Orb - Lightning Bolt - Scorching Ray
- Cone of Cold - Magic Missile

Utility Spells List


- Animate Objects - Feather Fall - Minor Illusion - Tenser’s
- Create/Destroy Water - Heat Metal - Misty Step Floating Disc
- Detect Magic - Identify - Plant Growth(instant cast)- Unseen Servant
- Detect Poison And - Levitate - Snare
Disease - Locate Object - Sending

The Wands marked here all weight 1 lb., are usually made of wood, and can be activated
only once a turn with an action, regardless of how many different spells they may contain.
If the wand has limited number of uses, you can use one re-charge from another item, or
expend one spell-slot to re-charge wands number of casts.

The Spell Save for all of these wands is DC 14.


Magic Jewellery
Name Cost Cost Outside Effect
(Normal) (Exquisite) Cities?
Enchanted Jewellery
Necklace, Ability Score +1 150 gp 250 gp - Increases chosen Ability Score by 1.
Necklace, Ability Score +2 300 gp 500 gp - Increases chosen Ability Score by 2.
Necklace, Warding, Body 200 gp 400 gp - Immunity to body affecting effects.
(Polymorph, Reduce, etc.)
Necklace, Warding, Mind 200 gp 400 gp - Immunity to mind affecting effects.
(Charm, Friends, etc.)
Ring, Recharging 150 gp 250 gp X 2 charges to re-charge a magic item.
Recharges daily.
Ring, Greater Recharging 225 gp 400 gp X 4 charges to re-charge a magic item.
Recharges daily.
Ring, Skill Level +1 150 gp 250 gp X Increases chosen Skill Modifier by 1.
Ring, Skill Level +2 300 gp 500 gp Increases chosen Skill Modifier by 2.
Ring of Holding 200 gp 400 gp X Contains a Bag of Holding (size 1).
Spell-Casting Necklaces
Aura Necklace 400 gp 600 gp X Wearer is under constant effect of one
spell from Aura Necklace Spell list.
Greater Aura Necklace 700 gp 1000 gp - Wearer is under constant effect of two
spells from Aura Necklace Spell List.
Spell-Necklace 300 gp 500 gp - 1 Spell from Necklace Spell List.
2/day, recharging.
Greater Spell-Necklace 400 gp 700 gp - 1 Spell from Necklace Spell List.
4/day, recharging.
Spell Casting Rings -
Battle Ring 300 gp 500 gp - 1 Spell from Battle Ring Spell List.
2/day, recharging.
Greater battle Ring 500 gp 700 gp - 1 Spell from Battle Ring Spell List.
4/day, recharging.
Spell Ring 200 gp 350 gp X 1 Spell from Spell Ring List. 2/day,
recharging.
Greater Spell Ring 300 gp 500 gp - 1 Spell from Spell Ring List. 4/day,
recharging.
Magic Jewellery comes generally in two varieties; Necklaces and Rings. A character is
allowed to wear one necklace and two rings, while still benefitting from their effects. Of
course, a character is allowed to wear as much as non-magical jewellery as they want besides
the allowed one necklace and two rings of magical power.

Unlike with Magical Armour, a character could wear, say, two Rings that boost the same
skill, and both would be adding to the skill in question; Jewellery that boosts a character stat
adds their effect on top of any other effect, unlike when stacking stat-boosting enchantments
on armour, where only the highest boost is counted, and the others are wasted, even if all the
boosts are for different stats.
Magic Jewellery Spell Lists

Aura Necklace Spell List


- Antilife Shell - Enhance Ability - Mage Armor - Tongues
- Armor of Agathys - Feather Fall - Protection from - Waterbreathing
- Aura of Life - Freedom of Energy
- Aura of Purity Movement - Protection from Poison
- Comprehend - Longstrider - See Invisibility
Languages

Necklace Spell List


- Arms of Hadar - Dragon’s Breath - Investiture of Flame/ - Phantom Steed
- Aura of Vitality - False Life Ice/ Stone/ Wind - Shield
- Blur - Fire Shield - Message - Spider Climb
- Clairvoyance - Fly - Misty Step - Telekinesis
- Darkvision - Gaseous Form - Mordenkainen’s
- Detect Magic - Haste Faithful Hound

Battle Ring Spell List


- Bigby’s hand - Inflict Wounds - Spirit Guardians
- Death Ward - Shadow Blade - Vampiric Touch
- Flame Blade - Shocking Grasp - Zephyr Strike
- Hellish Rebuke - Spare the Dying

Spell Ring List


- Blink - Feign Death
- Contingency - Foresight
- Darkvision - Gaseous Form
- Feather Fall - Light

Any Jewellery containing a spell marked in here can be activated with either reaction or
action, user’s choice. The Battle Rings with spells with range “Touch” can be activated by
making an unarmed melee attack, and landing the attack succesfully.

The Spell Save for any of these spells cast from Magic Jewellery is DC 14.
Potions
Name Cost Cost Limited Outside Effect
(Normal) (Poor) Stock? Cities?
Potion of Enlarge 100 gp 65 gp X - Enlarge Spell.
Potion of Fly 100 gp 65 gp X - Fly Spell.
Potion of Gaseous Form 100 gp 65 gp X - Gauseous Form Spell.
Potion of Haste 45 gp 25 gp - - Haste Spell.
Potion of Healing 25 gp 15 gp - X Heals 1D8+3 Hit points.
Potion of Greater Healing 75 gp 50 gp - X Heals 2D8+5 Hit points.
Potion of Superior Healing 200 gp 150 gp X - Heals 4D8+7 Hit points.
Potion of Supreme Healing 400 gp 300 gp X - Heals 8D8+9 Hit points.
Potion of Lesser Restoration 50 gp 35 gp - X Lesser Restoration Spell.
Potion of Reduce 100 gp 65 gp X - Reduce Spell.
Potion of Remove Curse 200 gp 125 gp X - Remove Curse Spell.
Potion of Revify 100 gp 65 gp - X Revify Spell.
Potion of Spider Climb 100 gp 75 gp X - Spider Climb Spell.
Potion of Waterbreathing 75 gp 50 gp - X Waterbreathing Spell.

All Potions weight 1 lb. and using one yourself or administering it to someone else takes one
action. You can pull a potion out of somewhere not immediatly available, like your bag,
(although if you have it in your pocket, I would argue that it’s a free action to pull the
potion out. The use of one is still one Action though.) with a move action or action. As long
as the potion remains unopened, it will last for years, centuries even. If the potion container
is left open or cracked or whatever, It will only last for few days. The Spell contained within
is always cast at it’s basic form, as written in the books. The exception to this is the Potions
of Healing, which just straight up heal you.

Furthermore, Poor quality potions have a 20% chance to fail upon use, leaving your
character with, shall we say, “Digestive Side Effects”. This chance is to be rolled on the
moment of consumption.

Spell Scrolls
Item Cost Cost Limited Outside Spell- Effect
(Normal) (Exquisite) Stock? Cities? save DC
Spell Scroll, 25 gp 50 gp - X 13 One Spell from Cantrip List.
Cantrip
Spell Scroll, 1st 50 gp 100 gp - X 13 One Spell from 1st Level List.
Spell Scroll, 2nd 100 gp 200 gp X X 13 One Spell from 2nd Level List.
Spell Scroll, 3rd 200 gp 350 gp X - 15 One Spell from 3rd Level List.
Spell Scroll, 4th 350 gp 500 gp X - 15 One Spell from 4th Level List.
Spell Scroll, 5th 500 gp 800 gp X - 17 One Spell from 5th Level List.
Spell Scroll Spell Lists
Cantrip List
- Blade Ward - Minor Illusion
- Create Bonfire - Sacred Flame
- Message - Vicious Mockery

1st Level List


- Alarm - Find Familiar - Silent Image
- Catapult - Fog Cloud - Snare
- Comprehend - Illusory Script - Unseen Servant
Languages - Identify

2nd Level List


- Enlarge / Reduce - Locate Object - Shatter
- Gentle Repose - Mirror Image - Silence
- Lesser Restoration - Rope Trick - Skywrite

3rd Level List


- Dispel Magic - Magic Circle - Sending
- Glyph of Warding - Major Image - Speak with Dead
- Leomund’s Tiny Hut - Remove Curse - Speak with Plants

4th Level List


- Banishment - Hallucinatory - Mordenkainen’s
- Conjure Minor Terrain Private Sanctum
Elementals - Leomund’s Secret - Stone Shape
Chest

5th Level List


- Animate Objects - Creation - Passwall - Teleportation Circle
- Awaken - Far Step - Planar Binding - Transmute Rock
- Conjure Elemental - Legend Lore - Seeming - Wall of Stone

Spell Scrolls are one-use magic items, that contain one spell, which can be used with touch,
thought and intent by the user. Using a Scroll costs an action. The Spells are cast at their
basic form when cast from Scrolls. Anyone can use a scroll, so long as they have enough
intelligence to use one. Furthermore, if the spell on the Scroll is from the characters Spell
list, and the Scroll is of Exquisite Quality, they can learn it and copy it, even if they aren’t yet
capable of using it.
Other Magic Items
Item Cost Cost Limited Outside Weight
(Normal) (Exquisite) Stock? Cities?
Bag of Holding, Size 1 50 gp 100 gp - X 2 lb.
Bag of Holding, Size 2 100 gp 175 gp - X 15 lb.
Bag of Holding, Size 3 150 gp 300 gp - X 25 lb.
Bag of Holding, Size 4 300 gp 500 gp X - 35 lb.
Bag of Holding, Size 5 500 gp 800 gp X - 60 lb.
Crate of Holding 1500 gp 3000 gp X - 400 lb.
Goggles of Darkvision 50 gp 100 gp X X 2 lb.
Goggles of See Invisibility 75 gp 150 gp X - 2 lb.
Image Projector, Small 150 gp 280 gp X X 10 lb.
Image Projector, Large 250 gp 400 gp X - 40 lb.
Image Projector Slides, Single 1 sp 5 sp - X -
Image Projector Slides, Pack of Ten 9 sp 2 gp X - 1 lb.
Lantern of Detect magic 100 gp 200 gp X - 2 lb.
Lantern of Detect Undead 200 gp 400 gp X X 2 lb.
Lantern of Detect Living 150 gp 300 gp X - 2 lb.
Lantern of Discern Lies 400 gp 650 gp X - 2 lb.
Spell Blaster, one-handed 100 gp 200 gp - X 4 lb.
Spell Blaster, two-handed 200 gp 300 gp X - 10 lb.
Spell Blaster, Modular 500 gp 1000 gp X - 12 lb.
Spell Blaster Module, Magic Missile 150 gp 300 gp X - 3 lb.
Spell Blaster Module, High-Impact 75 gp 150 gp X - 3 lb.
Spell Blaster Module, Muffled 150 gp 300 gp X - 1 lb.
Spell Blaster Module, Long Range 150 gp 300 gp X - 2 lb.
Spell Blaster module, Cartridge Case 50 gp 100 gp X - 1 lb.
Spell Blaster, Repeater 400 gp 800 gp X - 16 lb.
Spell Trigger 150 gp 300 gp X - 2 lb.
Spell Trigger, Scroll 200 gp 400 gp X - 4 lb.
Spell Trigger, Timepiece 300 gp 600 gp X - 3 lb.
Re-Charge Cartridge 3 sp 5 sp - X 1/4 lb.
Re-Charge Pouch 1 gp 2 gp X X 1 lb.
Unlicensed Items
The “Unlicensed” is a term used to implicate and indicate certain items and spells, the ownership
of which without the proper permits is considered illegal. Of course, Goverments themselves
generally speaking love to abuse them, so they cannot be technically illegal. And thus, to obtain
or own one of these items legally requires you to have difficult to obtain permits, which
basically force you to hand over all knowledge of yourself to the Goverment, and force you to
not use it against the Goverment and it’s agents, and even THEN, they are ridiculously
expensive.

Of course, these spells being supremely good in criminal activity, means that various criminals
and criminal organizations have obtained to their possession these items, or worse yet, means to
manufacture some of these items. Thus, they are sold at criminal prices for criminals.
Underground bazaars, black markets and fences alike can be found with limited selections of
these items, and they will no doubt accept to buy them too at greatly lower value. (“Now this is
a tad dingy, and grimy, and the craftsmanship really isnt that good... This looks to be an older,
worn-down model too, I doubt that it can even hold full charge anymore-”)

Unlicensed items all have Spell Save DC 15. All the rules and details mentioned on previous
pages for the various magic items pertain to their Unlicensed versions as well, save for the Spell
Save DC as mentioned above. Using one of these items publically is, at the very least, going to
raise eyebrows, and more than likely it’s going to make any goverment worker to question if you
have a permit for that.

When it comes to learning these spells, it is much the same thing; People who can openly cast
it have obtained a similar permission from the goverment, which is generally so costly as to be
rather difficult to obtain by any mage that isn’t working directly to the goverment. Of course,
since criminality does exist, some Mages know how to cast these spells anyway, and unless they
give enough reason for suspect, the goverment generally can’t just demand them to hand over
their Spellbook for inspection.

Unlicensed Spell List


- Animal Messenger - Enthrall - Modify Memory - Zone of Truth
- Arcane Eye - Fireball - Nondetection
- Bestow Curse - Friends - Phantasmal Force
- Blindness/Deafness - Geas - Phantasmal Killer
- Charm Person - Greater Invisibility - Planar Binding
- Compulsion - Illusory Script - Polymorph
- Crown of Madness - Immolation - Reincarnate
- Danse Macabre - Infernal Calling - Seeming
- Detect Thoughts - Invisibility - Suggestion
- Disguise Self - Magic jar - Summon Greater Demon
- Dominate Person - Mass Suggestion - Summon Lesser Demon
- Enemies Abound - Mislead - Symbol
Unlicensed Items
Item Cost Cost Outside
(Criminal) (Licensed) Cities?
Magic Items
Necklace 700 gp 1200 gp -
Ring 800 gp 2200 gp -
Scroll 400 gp 800 gp X
Wand 500 gp 1000 gp X
Goggles of Truesight 600 gp 1200 gp -
Potion of Greater Invisibility 400 gp 800 gp -
Potion of Invisibility 200 gp 600 gp X
Potion of Nondetection 400 gp 700 gp -
Spell-Blaster Module, Fireball 1000 gp 3000 gp -

Poisons (Dose)
Assassin’s Blood 150 gp 300 gp -
Burnt Othur Fumes 500 gp illegal -
Crawler Mucus 200 gp 400 gp -
Deep Poison 200 gp 400 gp X
Essence of Ether 300 gp 600 gp -
Malice 250 gp 500 gp -
Midnight Tears 1500 gp illegal -
Oil of Taggit 400 gp 800 gp -
Pale Tincture 250 gp illegal -
Purple Worm Poison 2000 gp illegal X
Serpent Venom 200 gp 400 gp X
Torpor 600 gp 1200 gp -
Truth Serum 150 gp 300 gp -
Wyvern Poison 1200 gp 2400 gp X
Item Descriptions
Basic Armour
Light Armour:

Padded: The lightest, least obstructive armour commonly available, it simply consists of
clothing padded with materials. It’s easily integrated in a civilian outfit. Disadvantage on
Stealth checks.

Leather: The most common kind of light armour, it’s usually made from tanned leather.
Exquisite versions can come with minor enchantments and decorative flairs, allowing it to be
a fashion statement as well as utilitarian.

Studded Leather: Like leather, but adorned with metal studding to make it sturdier and more
protective.

Medium Armour:

Hide: Made from animal hide, even normal quality versions can sometimes be found with
fur adornments from the animal it came from. Exquisite versions, meanwhile, often come
with fur capes or animal head dresses, for the wealthy citizen that wants to pretend to
reconnect with their base hunter-gatherer ancestry.

Chain Shirt: Made from interlinking metal rings, this type of armour is easily integrated
with other outfits and allows for greater mobility than other medium armours.

Scalemail: Slightly more protective than Chain Shirt, this armour is made of interlinking
metal “scales”, that are equally often incorporated in other clothing as it is worn seperately
as an armour. Disadvantage on Stealth checks.

Breastplate: A full metal chest covering, providing greater protection to vital zones but also
inhibiting movement more.

Half Plate: A more complex array of metal plates that cover most of the upper torso and
arms. It’s more complex to equip, though exquisite versions can come with enchantments
and fabric adornments that both make it more comfortable to wear and easier to slip on.
Disadvantage on Stealth checks.
Heavy Armour:

Ring Mail: Originally made to be a cheaper alternative to a full chain mail, this armour is
barely ever seen these days, save by some desperate folks. Disadvantage on Stealth checks.

Chain Mail: Similar to chain shirts, but much denser and stronger. The dense array of
interlinking metal chains make for excellent protection while allowing for more mobility
than full plate. Still, it’s very heavy and only suited for users that are experienced with it and
don’t need to get anywhere in a hurry. Disadvantage on Stealth checks.

Splint: This armour consists of metal strips attached to leather backing. It’s most suitable
as limb protection, as it doesn’t inhibit limb movement as much as full plate or even chain
would. It’s probably the most favoured of the heavy armours in this age, as it lends itself well
to fanciful embellishments and enchantments. Disadvantage on Stealth checks.

Full Plate: Nowadays largely found watching over the hallways of old noble estates, the full
plate armour has fallen out of general use due to its unwieldy nature, large material cost and
extreme physical requirements. Its market price reflects this, and very few blacksmiths
produce it, likely requiring it to be made to order. Disadvantage on Stealth Checks.

Shields:

Light Shield: Small, usually wooden shield. Exquisite versions come with metal studding
and painted decorations.

Medium Shield: Usually made from iron or steel, this type of shield is still commonly used
by some melee fighters. Exquisite versions come with engravings and colourful decorations.
Also often enchanted to increase protective capabilities.

Heavy Shield: Not very commonly seen, this large type of shield requires a strong arm to
hold up, but also has a lot of stopping power. Exquisite versions come with intricate
decorations that make use of the large canvas it provides. Disadvantage on Stealth checks
when actively used.
Basic Weapons
Basic Weapon Rules:

Many weapons have special properties related to their use, as shown in their descriptions
below.

Ammunition: you can use a weapon that has the ammunition property to make a ranged
attack only if you have ammunition to fire from the weapon. Each time you attack with the
weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case,
or other container is part of the attack. At the end of the battle, you can recover half your
expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the
weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling
must be loaded to deal any damage when used in this way.

Finesse: When making an attack with a finesse weapon, you use your choice of your
Strength or Dexterity modifier for the attack and damage rolls. You must use the same
modifier for both rolls.

Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy
weapon’s size and bulk make it too large for a Small creature to use effectively.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with
two weapons.
TWO-WEAPON FIGHTING
When you take the Attack Action and attack with a light melee weapon that you’re holding in one
hand, you can use a Bonus Action to attack with a different light melee weapon that you’re
holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack,
unless that modifier is negative. If either weapon has the Thrown property, you can throw the
weapon, instead of making a melee attack with it.

Loading: Because of the time required to load this weapon, you can fire only one piece of
ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of
the number of attacks you can normally make.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses
after the ammunition or thrown property. The range lists two numbers. The first is the
weapon’s normal range in feet, and the second indicates the weapon’s maximum range.
When attacking a target beyond normal range, you have disadvantage on the attack roll. You
can’t attack a target beyond the weapon’s long range.

Reach: This weapon adds 5 feet to your reach when you attack with it.
Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged
attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll
and damage roll that you would use for a melee attack with the weapon. For example, if you
throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your
Strength or your Dexterity, since the dagger has the finesse property.

Two-Handed: This weapon requires two hands to use.

Versatile: This weapon can be used with one or two hands. A damage value in parentheses
appears with the property- this is the damage when the weapon is used with two hands to
make a melee attack.

IMPROVISED WEAPONS
Sometimes characters don’t have their weapons and have to attack with whatever is dose at hand.
An improvised weapon indudes any object you can wield in one or two hands, such as broken
glass, a table leg, a frying pan, a wagon wheel, or a dead enemy. In many cases, an improvised
weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin
to a club. At the DM’s option, a character proficient with a weapon can use a similar object as if it
were that weapon and use his or her proficiency bonus.

An object that bears no resemblance to a weapon deals ld4 damage (the DM assigns a damage
type appropriate to the object). If a characler uses a ranged weapon to make a melee attack, or
throws a melee weapon that does not have the thrown property, it also deals ld4 damage. An
improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.

SILVERED WEAPONS
Some monsters that have immunity or resistance to non-magical weapons are susceptible to silver
weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can
silver a single weapon or ten pieces of ammunition for 80 gp. This cost represents not only the
price of the silver, but the time and expertise needed to add silver to the weapon without making it
less effective.

Special Weapons:
Weapons with special rules are described here.

Lance: Vou have disadvantage when you use a lance to attack a target within 5 feet of you.
Also, a lance requires two hands to wield when you aren’t mounted.

Net: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect
on creatures that are formless, or creatures that are Huge or larger. A creature can use its
action to make a DC 10 Strength check, freeing itself or another creature within its reach
on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without
harming it, ending the effect and destroying the net. When you use an action, bonus action,
or reaction to attack with a net, you can make only one attack regardless of the number of
attacks you can normally make.
Basic Weapons
Simple Melee Weapons:

Club: A weighty wooden bludgeoning stick. Exquisite versions come with small iron knobs
or spikes attached to the top. Light.

Dagger: A short, sharp-tipped metal blade, usually made from iron or steel. Exquisite
versions come with sturdier blades, padded grips or decorated hilts and shafts. Finesse,
Light, Thrown (range 20/60).

Greatclub: A very large and fairly heavy bludgeoning weapon, more suitable to large and
strong users. Two-handed.

Handaxe: A small combat axe suited for one-handed use. Light, Thrown (range 20/60).

Javelin: A type of spear most commonly used for throwing. Thrown (range 30/120).

Light Hammer: A small one-handed hammer, useful against opponents in heavy armour.
Also effective against nails. Light, Thrown (range 20/60).

Mace: A metal-topped brutal bludgeoning weapon. Exquisite versions come with fearsome
spikes and terrifying head designs.

Quarterstaff: A long, usually wooden staff favoured by monks. Exquisite versions can be
made from other materials, such as light metals or special kinds of wood. Versatile (1D8).

Sickle: A gardening tool first, a very cruel and fearsome weapon second. Light.

Spear: A spear suited for close-ranged combat, useful for keeping enemies at a safe distance.
Exquisite versions can come with cross barriers and more sophisticated, sharp-edged heads.
Thrown (range 20/60), Versatile (1D8).

Unarmed: Your own bare hands. You know more about them than we do.
Simple Ranged Weapons:

Light Crossbow: An easy-to-use ranged weapon usable by just about everyone with hands.
They fire specially suited bolts that can have a wide range of special qualities. Exquisite
versions can come with more unique mechanical functionality, making reloading easier, as
well as decorations. Ammunition (range 80/320), Loading, Two-handed.

Dart: A simple, convenient throwing weapon that doesn’t require any extra equipment to be
used. Can also be used recreationally in fun bar games. Finesse, Thrown (range 20/60).

Shortbow: A small, less powerful bow, more easily transportable and usable than longbows.
Ammunition (range 80/320), Two-handed.

Sling: A favourite of naughty children, but also suitable for causing bludgeoning damage at a
range. Ammunition (30/120).

Martial Melee Weapons:

Battleaxe: A large, powerful axe designed specifically for combat. A favourite among
dwarves. Versatile (1D10).

Flail: A heavy head on a chain attached to the tip of a hilt. Allows for the tripping of
opponents, and looks very intimidating.

Glaive: Essentially a shortsword on a stick, this weapon is deadly in strong hands. Heavy,
Reach, Two-handed.

Greataxe: An especially heavy battleaxe, favoured by those with the muscles to support it.
Heavy, Two-handed.

Greatsword: A very heavy, very powerful two-handed sword. Intimidating and deadly in the
right hands. Heavy, Two-handed.

Halberd: A flamboyant spear. It’s sweeping attacks can be devastating. Heavy, Reach,
Two-handed.

Lance: A traditional weapon to be used on horseback, and a favorite of heavy cavalry.


Reach, Special.

Longsword: One of the most common types of weapons available, and a traditional weapon
of various Knights Orders. Versatile (1D10).

Maul: An exceptionally heavy form of warhammer, that can cause more damage than the
relatively more “precise” warhammer. Heavy, Two-handed.
Morningstar: An extremely intimidating, very hard to use weapon that can just as easily hurt
its user as it can their foes.

Pike: A heavier and more powerful spear, traditionally used in deep ranked units against
cavalry charges. Heavy, Reach, Two-handed.

Rapier: A narrow-bladed sword used for piercing attacks. A favourite among gentlefolk of
status, and a traditional dueling weapon. Finesse.

Scimitar: A light, curved sword designed for fast slashing attacks, and effective roll catching.
Finesse, Light.

Shortsword: A short blade suitable for one-handed use, favorite in tight spaces, where
swinging a longsword may not be an option. Finesse, Light.

Trident: An unusual spear-like weapon with three to four branching tips. Commonly
associated with aquatic races. Thrown (range 20/60), Versatile (1D8).

Warpick: Similar to a warhammer, but the pointed head makes it useful for piercing attacks.

Warhammer: A rather “light” heavy weapon, this hammer is adept at breaking armor and
bodies. Versatile (1D10).

Whip: There is a way. Finesse, Reach.

Martial Ranged Weapons:

Blowgun: A small, silent, easy to hide weapon, this is commonly used with various poisoned
ammunition, and is thus a favorite of assassins. Ammunition (range 25/100), Loading.

Hand Crossbow: A one-handed crossbow, exquisite models of this weapon are often able to
be quickly folded away, and even faster to ready and fire. Another favorite of assassins and
rogues. Ammunition (range 30/120), Light, Loading.

Heavy Crossbow: This heavy and powerful crossbow was the favorite of certain soldiers
and warriors who preferred to fight at range, before the popularity of blasters. Ammunition
(range 100/400) Heavy, Loading, Two-handed.

Longbow: One of the more powerful, and definetly one of the longest ranged weapons,
this bow remains the favorite of Rangers, who hunt silently. Ammunition (range 150/600),
Heavy, Two-handed.

Net: A fishing tool adapted to combat and capturing of enemies. Thrown (range 5/15),
Special.
Tools, Kits, Packs and Crafting
Artisan’s Tools

A Tool helps you to do something you couldn’t otherwise do, such as craft or repair an item.
Your race, class, background, or feats give you proficiency with certain tools, as well as the
DM can grant you necessary tool proficiencies as fits the character.

Proficiency with a tool allows you to add your proficiency bonus to any ability
check you make using that tool. Tool use is not tied to a single ability, since proficiency with
a tool represents broader knowledge of its use. For example, the DM might ask you to make
a Dexterity check to carve a fine detail with your woodcarver’s tools, or a Strength check
to make something out of particularly hard wood.

The Artisan’s Tools listed in this catalog include the items needed to pursue a craft or trade.
Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability
checks you make using the tools in your craft. Each type of artisan’s tools requires a separate
proficiency.

In addition, using Artisan’s Tools that you have proficiency in allows you to craft items that
either clearly fit the Tool, or at least can be reasonably be explained to be be created with that
set of Tools.

When attempting to use these Tools to craft an item, the Player would need to roll an abil-
ity check with the proficiency bonus. Generally speaking, this check ought to be Wisdom or
Knowledge check, but both the difficulty of the roll and the exact Ability check used is up
for the DM to decide.

Variant Rule: Crafting Formula

As an optional, variant rule, a character can attempt to craft an item using Artisan’s Tools,
and then follow the following formulas to roll for the successful crafting.

Time it takes to craft: One Hour per 20 gold (rounding up) of the attempted item’s
price.

DC of the craft roll: 10 + 1 per 20 gold (rounding up) of the attempted item’s price.

Your crafting Bonuses: Wisdom Modifier + Proficiency Bonus + any other fitting
modifier.
Kits

A Kit is a specific set of tools and supplies, used to do something specific. Just like with
Tools, you can gain proficiency in the kits use. Each kit has unique effects, and while you
can use them without proficiency, having that proficiency will allow you to use them much
more effectively.

Climber’s Kit: A climber’s kit includes special pitons, boot tips, gloves, and a harness. You
can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more
than 25 feet from the point where you anchored yourself, and you can’t climb more than 25
feet away from that point without undoing the anchor.
Moreover, using this kit gives you an Advantage on Athletics checks when climbing.

Disguise Kit: This pouch of cosmetics, hair dye, and small props lets you create disguises
that change your physical appearance. Proficiency with this kit lets you add your proficiency
bonus to any ability checks you make to create a visual disguise.

Forgery Kit: This small box contains a variety of papers and parchments, pens and inks,
seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing
forgeries of physical documents. Proficiency with this kit lets you add your proficiency
bonus to any ability checks you make to create a physical forgery of a document.

Healer’s Kit: This kit is a leather pouch containing bandages, salves, and splints. The kit has
ten uses. As an action, you can expend one use of the kit to stabilize a creature that has
zero hit points, without needing to make a Wisdom (Medicine) check.
Moreover, if a character has a Proficiency with Medicine or with Healer’s Kit, they gain
Advantage on their skill checks with either.

Herbalism Kit: This kit contains a variety of instruments such as clippers, mortar and pestle,
and pouches and vials used by herbalists to create remedies and potions. Proficiency with
this kit lets you add your proficiency bonus to any ability checks you make to identify or
apply herbs and herbal products.
Moreover, proficiency with this kit allows you to make Nature skill checks with an
Advantage.

Navigator’s Tools: This set of instruments is used for navigation at sea. Proficiency with
navigator’s tools lets you chart a ship’s course and follow navigation charts. In addition,
these tools allow you to add your proficiency bonus to any ability check you make to avoid
getting lost at sea.

Poisoner’s Kit: A poisoner’s kit includes the vials, chemicals, and other equipment necessary
for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to
any ability checks you make to craft, identify or to use poisons. The rules governing Crafting
written on previous page apply to Poisoner’s Kit.
Thieves’ Tools: This set of tools includes a small file, a set of lock picks, a small mirror
mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency
with these tools lets you add your proficiency bonus to any ability checks you make to
disarm traps or open locks.

Packs

Packs contain a set of items that could be described as starting equipment for a character.
Each Pack will have different items, and generally speaking it is cheaper to get Pack than to
buy all these items individually. These packs can be obtained at most large cities.

Burglar’s Pack: Includes a backpack, a bag of 1,000 ball bearings, 10 feel of string, a bell, 5
candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations,
a tinderbox, and a waterskin. The pack also has 50 feel of hempen rope strapped to the side
of it.

Diplomat’s Pack: Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle
of ink, an ink pen, a lamp, 2 flasks of oil, 20 sheets of paper, a journal, a vial of perfume,
sealing wax, and soap.

Dungeoneer’s Pack: Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches,


a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope
strapped to the side of it.

Entertainer’s Pack: Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations,


a waterskin, and a disguise kit.

Explorer’s Pack: Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days
of rations, and a waterskin. The pack also has 50 feel of hempen rope strapped to the side of
it.

Priest’s Pack: Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, a holy
symbol, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.

Scholar’s Pack: Includes a backpack, a book of lore, a bottle of ink, an ink pen, 20 sheets of
parchment, 20 sheet of paper, a journal, a little bag of sand, and a small knife.
Alchemical Supplies
Acid: A small vial of yellow-green liquid. As an action, you can splash the contents of this
vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on
impact. In either case, make a ranged attack against a creature or object, treating the acid as
an improvised weapon. On a hit, the target takes 2d6 acid damage.

Alchemist’s Fire: This sticky, adhesive fluid ignites when exposed to air. As an action, you
can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a
creature or object, treating the alchemist’s tire as an improvised weapon. On a hit, the target
takes Id4 tire damage at the start of each of its turns. A creature can end this damage by using
its action to make a DC 10 Dexterity check to extinguish the flames. Alchemist’s Fire can be
used to set a blaze on anything flammable.

Alchemist’s Frost: As an action, you can splash the contents of this vial onto a creature with-
in 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make
a ranged attack against a creature or object, treating the Alchemist’s Frost as an improvised
weapon. On a hit, the target takes 2d4 cold damage. In addition, using Alchemist’s Frost on
non-magical flames will instantly put up to a 5 foot square of fire out, and splashing this on
water will instantly freeze solid up to a 5 foot cube of water.

Alchemist’s Timer: This small device looks like a stripped down Timepiece, mostly because
it is. This device is intended to be attached to other containers, after which the device can be
set to activate after a time period between 1 Turn and 1 hour. After this, the device will cause
a small explosion and spark, detonating/activating whatever it was attached to. Bear in mind
that the Alchemist’s Timer cannot be used to activate magic items by itself, and is usually
meant to be used with Number 5 Powder kegs and flasks.

Antitoxin: A small vial of dark-brown, smelly liquid. A creature that drinks this vial of liquid
gains advantage on saving throws against poison for I hour. It confers no benefit to undead or
constructs.

Clearwater Tablets: Small black tablets that smell of tar. Purifies 1 gallon of water per tablet,
removing diseases, poisons and other toxins (though leaving a slight tar-like aftertaste and a
slight dark discolouration). Does not work on magical liquids, oils or alcohol, and it doesn’t
remove magical effects or magical substances.

Fire Rockets: A small, cardboard tube with a pointed cap, small stick and a fuse sticking
out of it’s bottom, packed full of Number 5 Powder and various alchemical ingredients. This
small explosive device is meant to be sticked down to the ground by the stick, with the cap
pointed to the open sky, and then the fuse is lit. The result is that the whole thing flies to the
skies on a tail of fire, before exploding in a cloud of pretty colours and lights good 10
seconds later. A fire rocket deals 1D6+2 Fire Damage to anyone hit by it, and it can ignite
flammable things. More importantly, it can be used to make a signal flare.
The Number 5 Powder: Technically speaking, the Number 5 Powder can be produced
completely without magic, from crushing and mixing a careful combination of volcanic
minerals and organic compounds, but it can be more quickly be created with
magical and alchemical components. It is by now a famous alchemists creation, a black-grey
powder that when set on fire sparkles and explodes. It is dangerous creation, and it is often
stored carefully, and selling it is monitored somewhat. Yet it has become a more common
tool for adventurers and explorers to use in place of alchemists fire, for it’s use in quickly
breaking obstacles and in battle. It is used by civilians in mining, landscaping, and in the
creation of fire rockets for entertainment.
The Number 5 Powder comes in flasks and kegs. Approximately one fourth ( 1/4 ) of the
powder can be poured out without it affecting the effectiveness of the container. A flask can
be used like an alchemists fire. A keg can be used like an alchemists fire by a creature of size
Large or greater. A flask of Number 5 Powder, when it explodes, deals 3d6 Fire Damage to
anything within 10 feet, while a Keg of it deals 7D6 Fire Damage up to 15 feet.
The explosion deals full damage to objects. Setting fire to an ounce of Number Five Powder
causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for
an additional 30 feet.

(Author’s Note: Yes, this is literally just gunpowder. Use it like one. That is, Carefully.)

Oil of Nausea: As an action, you can splash the contents of this vial onto a target within
5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a
ranged attack against a creature or object, treating the Oil of Nausea as an improvised
weapon. On a hit, the target and anyone within 5 ft. of the target must make a DC15
Constitution Save, or become Poisoned for 3 Turns. This effect lingers on the point of impact
for 3 Turns, affecting anyone getting within 5 ft. Anyone immune to being Poisoned is
immune to this effect. Passing the Constitution check renders you immune to further effects
of Oil of Nausea for 24 hours.

Besides all this, the oil smells terrible.

Perfume: A combination of rare (and often disgusting) ingredients create a clear oil, that
masks almost any stench and bodily odour with an elegant, flowery fragrance. The downside
of course, is that you can be much easily be tracked by smell alone.

Rustcube: half-inch cube of rusted metal, often made to resemble a dice. As an action, you
can throw the cube up to 20 feet, shattering it on impact. This is a ranged attack with
improvised weapon. Any non-magical armour hit takes a permanent -4 to AC, and any
magical armour takes -2 to AC. Any armour which is reduced to zero or lower by a rustcube
is destroyed. If somehow hit with by a weapon, a Rustcube will impose a permanent -3 to
Damage Rolls on non-magical weapons, and a -1 on magical weapons. Any weapon gaining
a total of -5 from Rustcube will be destroyed.
Shadow Veil: A vial containing liquid darkness. As an action, you can splash the contents
of this vial onto a target within 5 feet of you or throw the vial up to 20 feet, shattering it on
impact. In either case, make a ranged attack against a creature or object, treating the Shadow
Veil as an improvised weapon. All non-magical fires within 10 foot radius of the hit location
are instantly extinguished.

Smokestick: Alchemically treated stick. When lit, the Smokestick creates a 10 ft. Cube of
Opaque smoke in an area, providing Half Cover to anyone hiding behind or in the smoke.
The smoke dissipates after 5 Turns, or if a powerful enough external force blows it away.

Sunrod: A 1-foot long iron wand, it’s tip made of gold. When the Sunrod is struck, it will
emit 30 feet of light, and another 30 feet of shadowy illumination for 6 hour, after which the
Sunrod is spent.

Tanglefoot Bag: A small bag made of thin cloth, and seemingly filled with something very
viscous. As an action, a character can throw the Tanglefoot Bag up to 20 feet. Make a ranged
attack against the target, treating the bag as an improvised weapon. On a hit, if the target
is touching the ground, target’s speed becomes 0, and it can’t benefit from any bonus to its
speed or dexterity, for 1 minute. If the target is flying with wings, it must make a Dexterity
saving throw (DC 16) or fall. Once it hits the ground, it is affected as a creature touching the
ground.

On its round, the target can spend its action to make Strength saving throw (DC 16). If
successful, the creature is no longer affected.

Thunderstone: A small, lumpy, yellow stone. As an action, you can throw the thunderstone
up to 20 feet. This is a ranged attack with an improvised weapon. Upon impact, the
Thunderstone will make a very loud bang, forcing everyone within 10 feet to make a
Constitution save DC15, or be Deafened for an hour.

Tindertwigs: A small stick, with a waxen lump of alchemical ingredients at one end. When
dry and scraped against a hard surface, the wax-end ignites immediatly.

Alchemist’s Blaster: Newest in Alchemical innovations, this is a blaster that is made to work
completely without magic. Instead of cartridges, a shell containing a mixture of Number 5
powder and other ingredients is slotted in the space that would normally hold majority of a
blaster’s magic functions. A special ammunition is slotted in front of the shell, and then the
shell is ignited with a blaster trigger mechanism and the force of the exploding shell fires the
special ammunition along an empty tube, mimicking length of a real blaster. No Magic.

Alchemist’s Blaster
Martial proficiency. 2D6+3 Piercing Damage. Ammunition (range 30/300), Heavy,
Loading, Two-handed. Requires both a Shell and Ammo to fire.
Alchemist’s Blaster, Cleaning Kit: The Alchemist’s Blaster requires even more regular
upkeep than a regular blaster, due to the increasing amounts of grime and soot from each
firing of the weapon. This set of small, collapsible and extending hard brushes and scrapers
are used to clean the Alchemist’s Blaster from just such impurities.

Alchemist’s Blaster, Shell: This bright-red coloured cardboard shell is packed with
Number 5 Powder and some other alchemic components. At it’s bottom is a small waxen
lump of Spark Wax, that when struck with sufficient force will ignite the whole thing. At the
other end is an indent, which will hold the actual ammunition inside the Alchemist’s Blaster
before shooting. The thing looks like a larger Re-charge Cartridge painted red, although it
operates more like a fire rocket.

Alchemist’s Blaster, Ammo: A simple, heavy iron ball bearing, carved with a series of
grooves that will help the shot not only move faster, but also help in tearing the target.
Usually simply mould-cast, and then cleaned up.

Alchemist’s Blaster, Blasting ammo: A much more complex piece of ammunition,


the Blasting Ammo is a hollow ball bearing, filled Number 5 Powder and the hole capped
with the same spark wax used in the Alchemist’s Blaster Shell. The ammo needs to be
carefully set with the Spark Wax facing out of the firing barrel, so that it won’t explode
inside the Alchemist’s Blaster.

Blasting Ammo changes the Alchemist’s Blaster’s Profile as follows:


Martial Proficiency. 4D6+2 Fire Damage. Ammunition (range 30/250), Heavy,
Loading, Two-handed. Requires both a Shell and Ammo to fire.

Alchemist’s Blaster, Scatter Ammo: This piece of ammo is actually a small paper tube,
similar to a Re-charge Cartridge, filled with very small, simple ball bearings. Instead of a
single powerful shot, there would be a number of smaller yet equally damaging hits made
with a single shot.

Scatter Ammo changes the Alchemist’s Blaster’s Profile as follows:


Martial Proficiency. 2D6+4 Piercing Damage. Ammunition (range 5/50 ft. / 50-ft. Cone),
Heavy, Loading, Two-handed. Requires both a Shell and Ammo to fire.

Spark Wax: A combination of modified Number 5 Powder, candle wax, and same
ingredients that are used in few other alchemist’s products makes this stick of supposedly
sealing wax that when struck produces a small spark, that can be used to ignite flammable
things. Understandably, it is often used with Number 5 Powder, and with devices designed to
be used on Number 5 Powder.
Poisons
Poisons come in the following four types:

Contact: Contact poison can be smeared on an object and remains potent until it is touched
or washed off. A creature that touches contact poison with exposed skin suffers its Effects.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its Effects. The
dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced
effect, such as allowing advantage on the saving throw or dealing only half damage on a
failed save.

Inhaled: These poisons are powders or gases that take effect when inhaled.
Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The
resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against
inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.

Injury: Injury poison can be applied to Weapons, Ammunition, trap Components, and other
Objects that deal piercing or slashing damage and remains potent until delivered through a
wound or washed off. A creature that takes piercing or slashing damage from an object
coated with the poison is exposed to its Effects.

Assassin’s Blood (Ingested): A creature subjected to this poison must make a DC 10


Constitution saving throw. On a failed save, it takes 1d12 poison damage and is Poisoned for
24 hours. On a successful save, the creature takes half damage and isn’t Poisoned.

Burnt Othur Fumes (Inhaled): A creature subjected to this poison must succeed on a DC 13
Constitution saving throw or take 3d6 poison damage, and must repeat the saving throw at
the start of each of its turns. On each successive failed save, the character takes 1d6 poison
damage. After three successful saves, the poison ends.

Crawler Mucus (Contact): This poison must be harvested from a dead or Incapacitated
crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving
throw or be Poisoned for 1 minute. The Poisoned creature is Paralyzed. The creature can
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Deep Poison (Injury): This poison is typically made only by the drow, and only in a place
far removed from sunlight. A creature subjected to this poison must succeed on a DC 13
Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more,
the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes
damage or if another creature takes an action to shake it awake.
Essence of Ether (Inhaled): A creature subjected to this poison must succeed on a DC 15
Constitution saving throw or become Poisoned for 8 hours. The Poisoned creature is
Unconscious. The creature wakes up if it takes damage or if another creature takes an action
to shake it awake.

Malice (Inhaled): A creature subjected to this poison must succeed on a DC 15 Constitution


saving throw or become Poisoned for 1 hour. The Poisoned creature is Blinded.

Midnight Tears (Ingested): A creature that ingests this poison suffers no effect until the
stroke of midnight. If the poison has not been neutralized before then, the creature must
succeed on a DC 17 Constitution saving throw, taking 9d6 poison damage on a failed save,
or half as much damage on a successful one.

Oil of Taggit (Contact): A creature subjected to this poison must succeed on a DC 13


Constitution saving throw or become Poisoned for 24 hours. The Poisoned creature is
Unconscious. The creature wakes up if it takes damage.

Ooze Repellant (contact): This poison is made specifically made to combat oozes. To all
other creatures this substance does nothing save smells bad, but any Ooze-type creature that
comes into contact with it feels burning pain, and suffers 3D6 Acid damage, and is Poisoned
for 24 hours. Oozes can smell this concoction, and they instinctively know that it burns them.
This poison remains even after it is touched, and only washing it off will get rid of it.

Pale Tincture (Ingested): A creature subjected to this poison must succeed on a DC 16


Constitution saving throw or take 3 (1d6) poison damage and become Poisoned.
The Poisoned creature must repeat the saving throw every 24 hours, taking 1d6 poison
damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed
by any means. After seven successful Saving Throws, the effect ends and the creature can
heal normally.

Purple Worm Poison (Injury): This poison must be harvested from a dead or Incapacitated
Purple Worm. A creature subjected to this poison must make a DC 19 Constitution saving
throw, taking 12d6 poison damage on a failed save, or half as much damage on a successful
one.

Rodent Killer (Ingested): This poison is made in bright colours, usually yellow, to warn of
its poisonous nature to people. A creature subjected to this poison must make a DC 10
Constitution saving throw. On a failed save, it takes 1D6+2 poison damage, and is poisoned
for 24 hours. On a successful save, the creature takes half damage and isn’t Poisoned.
Giant Rodent Killer (Ingested): A creature subjected to this poison must make a DC 14
Constitution saving throw. On a failed save, it takes 3D6+3 poison damage, and is poisoned
for 24 hours. On a successful save, the creature takes half damage and isn’t Poisoned.

Serpent Venom (Injury): This poison must be harvested from a dead or Incapacitated Giant
Poisonous Snake. A creature subjected to this poison must succeed on a DC 11 Constitution
saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a
successful one.

Torpor (Ingested): A creature subjected to this poison must succeed on a DC 15 Constitution


saving throw or become Poisoned for 4d6 hours. The Poisoned creature is Incapacitated.

Truth Serum (Ingested): A creature subjected to this poison must succeed on a DC 11


Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature can’t
knowingly speak a lie, as if under the effect of a Zone of Truth spell.

Wyvern Poison (Injury): This poison must be harvested from a dead or Incapacitated
Wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw,
taking 7d6 poison damage on a failed save, or half as much damage on a successful one.
Alcohol, Tobacco and Drugs

Alcohol

Ale: The most widely known and available alcoholic drink, that comes in almost as many
different varieties as there are inns in the world, with several places offering different
varieties of their most common variety. Also known as beer, and a number of more or lot less
flattering names.

Deep Brew Ale: So named due to it being brewed almost exclusively in the Underdark, and
other underground locations. A number of deep underground mushrooms and plants are
required for this drink, and it is generally much stronger than regular ales. Sometimes called
dwarven ale, usually either by people who don’t know dwarves, or by certain bartender
dwarves.

Rum: This strong-tasting drink is made typically from sugarcanes, and vast quantities of the
world-wide supply are made around Farport in Arthar. It can be most often be found in Port
cities, but most cities do still offer it.

Wine: Commonly brewed from certain berries and grapes, this drink grows better with age,
and thus it is favored by elves and other similarly long-lived races who enjoy it’s taste, or at
least the pretense of being better than others simply by having lived longer.

Fey-Wine: Rare drink, Fey-Wine is a wine brewed from a number of magical ingredients,
and left to soak magic for at least 10 years, though of course, they are almost always sold as
“Thousand-year old” wine, regardless of it’s actual age. Favored by elves who delude
themselves about being Eladrin or their descendant, this drink is actually almost as shallow
in it’s taste as the claims of its drinkers.

Moonshine: This name encompasses the uncountable “home-brew” drinks of varying


decrees of taste, strength and legality. Most commonly brewed in farming communities,
these drinks can be found almost everywhere in the world.

Hardshine: This drink and it’s countless variations are born of the delusion that moonshine
isn’t strong enough of a drink. The end result is almost always the same; a clear, pungently
smelling liquid that is strong enough to satisfy even most dwarves with one or two drinks.
Some of the more easily replicated versions are used in medicine and industry as
disinfectants and in cleaning wounds.
Absinthe: Also known as “Green Fairy”, it is a strong and sweet drink, naturally green in
colour. Known to induce hallucinations, it is favored by artists, bards, and certain magic
casters and scholars, as well as certain types of high society.

Brandy: Traditionally distilled wine, it can be generally made from distilling nearly any sort
of alcohol and then either by aging or spicing it. Thus, there are numerous varieties, and most
have their own connotations and preferred drinkers.

Cocktail: Another popular drink, there are at least as many different kinds of cocktails as
there are those willing to mix them, vast majority of whom are generally people who do not
know what they are doing. Traditionally, a certain kinds of rums are used in the making of
cocktails, but with the habit having been spread far and wide, many places offer their own
mixes.

Cocktail, Arcane: As if a regular cocktail wasn’t bad enough, Some people decided that
mixing magic and very strong drinks was a brilliant ideas. An Arcane Cocktail that induces
merely light vomiting is considered either a smashing success, or a shameful disappointment,
depending on the crowd.

Alchemist’s Tonic: A mixture of cocaine and and alcohol, typical some form of rum, but
hardshine and cocktail-based Tonics are not unheard of either, this drink is so strong and
generally gives such a good buzz, that it is sometimes sold as a painkiller in small enough
doses, including to children.

Cider: Often produced by fermenting fruits, this light drink is most often found near farming
communities, where it is made of the local produce.

Blessed Spirits: Often also called Temple Wine, these special forms of wine are often mixed
with strong herbs and mushrooms, inducing visions and thus more easily allowing a drinker
to come in contact with Gods. Almost exclusively sold in Temples for obvious reasons.

Tobacco & Co.

Chewing Tobacco: Common among certain professions who work in enviroments where
starting fires is not just frowned on but often also dangerous. Most brands are made of
tobacco surplus and by products, generally making chewing tobacco to be the “lesser” of the
various tobacco produce.

Tobacco: A popular drug, it is grown in many places and with many different variations, and
used almost as widely. One common thing to almost all variations that it is smoked in one
form or another; pipe smoking and wrapping it in a dried tobacco leave and then smoking the
whole thing are the most common ways.
Snuff: This brand of tobacco, while outwardly rather similar to the much cheaper chewing
tobacco, is actually lot more difficult to manufacture. It is produced after a lengthy process,
which includes fermenting tobacco leaves, seasoning with herbs, multiple separate crushing
of the leaves, and so on. It is technically more traditional than smoking tobacco, though it is
less common these days.

Pipeweed: Instead of the leaves of tobacco, pipeweed is made of assorted plant leaves that
are known to have a relaxing and sometimes hallucinative effects. Pipeweed smoking is
preferred by many over regular tobacco, though it is a little costlier.

Pipeweed, Halfling: The most famous pipeweed is made by halflings and their weed farmers
around the world, with most plantations under the control of long standing halfling families
and halfling controlled and owned Trade Companies. Halfling pipeweed is stronger, more
pleasant, and generally just a better pipeweed, which means it is also costlier.

Strong Pipeweed: While Halfling Pipeweed is rather strong, the few Stronger varieties of
pipeweed are so strong and quickly affecting, that they are often used as painkillers. Just high
enough dose can work as a both sleep drug and anaesthetic, while too large overdoses could
cause death. For this reason, there is some control on the sale of strong pipeweed, and most
people who use it are often chronically ill, beyond the help of most spells.

Opium: Refined from the alchemical liquids found in certain poppies, Opium is a powerful
drug that dulls the mind and body in equal terms, much stronger than even strongest
pipeweed, and with also dangerous side effects. This is why it is traditional to mix it with
something else, and to enjoy it only in small doses, which has given raise to many different
ways of consumption. Selling opium without a license is illegal, but using it isn’t.

Drugs

Verdant Blossoms: Also known as “Greens”, are a bright green swamp plant, which when
properly prepared, can give an user a surge of energy similar to coffee, but stronger.
However, while it gives one the endurance and boost of strength to its user, the crash after
the effect ends is considerable, and in some cases not worth the positives. It can be eaten,
smoked or brewed into a tea, and it’s consumption and trading is legal in these forms.

Green Coffee: Someone had a bright idea of mixing coffee and Verdant Blossoms, and some
other herbs. The finished product is often called “Wake-Up Juice”, due to it being able to
wake you and keep you awake for hours. Strong blends can even make the world move
slightly slower around the user. Side-effects include itchiness, jittery behavior, and all the
regular side-effects of coffee ramped up, as well as staining the whites of your eyes pale
green so long as the drug is in your system. Technically legal, but selling it requires you to
have permit, and you can’t sell it to someone more than once a day. Overdosing is lethal with
extended uses for longer than approximately a week.
Verdant Emeralds: Some absolute idiot thought of first making Green Coffee, then
alchemically purifying and condensing large amounts of it’s purest form into tiny crystals,
like small-ish, green salt crystals. These are called Verdant Emeralds, that when used keeps
you awake, insanely alert and and with increased reaction time. Duration ranges from 1 day
to week, depending on the quality. Using more than one crystal within a minimum of month
is instantly lethal. Using just one is potentially lethal. Absolutely illegal. Stains your eyes
green for years, causes sunlight sensitivity during and after use, and after the use you fall
unconscious immediately, putting you into coma from days to even years.

Cocaine: Made from the leaves of certain plants after a lengthy alchemical process, Cocaine
or “Coke” is commonly snorted, inhaled as smoke, or dissolved and injected into a vein.
Mental effects may include loss of contact with reality, an intense feeling of happiness, or
agitation. It can be found in several different forms, depending on how it is meant to be used.
Due to it’s highly addictive nature and possible lethality, it’s trade is controlled.

Pixie Dust: Magically infused forms of cocaine, it sparkles and comes in many different
colours, depending on the kinds of spells used in it’s creation, and the type and quality of the
cocaine. It is a favored recreational drug of many, though it is strictly speaking illegal drug,
owing to the effects and possible lethality if it is made poorly.

Coffee Tablets: Made in a somewhat similar process to Verdant Emeralds, Coffee tablets are
condensed and partially crystallized small discs of coffee, which offer the effects of coffee
stronger and faster, but it tastes absolutely foul. It is usually used by those who don’t have
time for coffee but still need it’s effects. Or by those with no sense of smell or taste.

Red Tint: Imported from the Northern City-States for the most part, this bright red
powder is often snorted like cocaine. It can put anyone using it in a state of mindless rage,
their strength increasing to the point that the user might accidentally tear their own muscles
apart in their mindless rage. Traditional berserker drug for this very reason, and traditionally
it was given to those who were already going to die before their last battle, most notably to
old warriors looking for an honorable death. Illegal in most places for it’s destructive
potential on both it’s user and those around them.

Drake’s Delight: An alchemical compound of opium, Verdant Blossoms and few other
choice ingredients creates an incense with heavy, slightly magic charged and multi-colored
misty smoke. Causes extreme relaxation, and a very warm feeling, increasing your body
temperature. Consequently, increases hunger and thirst greatly after use. As the name
suggests, it is specifically favored by dragons due to it’s effects and potency; regular
human can’t be inhaling too much of this without risking considerable side-effects, but to
most dragons and creatures of similar physical resilience it works as a top grade cocaine and
opium. Not illegal, but monitored slightly so that regular mortals don’t overdose themselves
on it by sheer stupidity.
Blood-Tincture: Another alchemic mixture, this compound is made from opium, alcohol,
blood, and some “mystery” ingredients. It is a drink made specifically for vampires,
werewolves, and other creatures who “naturally” crave or wish to consume blood. It causes
a great feeling of satisfaction, contentment and relaxation in those beings. In other beings it
generally can cause effects similar to Red-Tint, or violent illness. It is monitored heavily, but
not illegal.

Mad Caps: These mushrooms, usually found deep in forests, are favored and used by many
Druidic Circles in their sacred rituals. Others use it as a natural hallucinogenic with
practically none of the usual negatives of other drugs. It’s trade is still controlled, mostly due
to deals with the Druidic Circles that provide them.

Fey Dream: A combination of opiates, alchemic ingredients, vast amounts of infused


magic, after a lengthy alchemical process creates the Fey Dream, an incense that causes vivid
dreams of pleasure and delight, which can easily last several days at a time, if not used
carefully. It’s trade is controlled for the risk of death when over-used.

Grave Dust: A mixture of cocaine and other alchemical ingredients (vampire dust is often
claimed to be part of making this drug, but that is just superstition) creates a grey, fine
powder that causes vivid, nearly nightmarish hallucinations. Grave dust is known to make its
user sluggish and unresponsive to normal bodily stimuli, with over-dose capable of
leaving you in coma. Many claim to have spoken to the dead while under the influence, and
it is known that some necromantic ingredients are a part of it’s creation. For these reasons,
it’s creation, trade and use is illegal.

Illithid Absinthe: A mixture of absinthe, opiates, and unknown illithid secretions and
ingredients create this highly illegal drink. It’s drinker is known to experience the memories,
knowledge, and thoughts of the creature used in its making so vividly, that in some extreme
cases the original mind of the drinker is overwritten with the one contained in the drink.
Almost exclusively produced in the illithid city-state Farah’vaar, beyond the Pale Wastes.

Godsmoke: Nobody knows what this thing is made of exactly. It is extremely heavy and
slow-moving pure white smoke that never stops billowing, that smells of either something
sour and disgusting, something sweet and fragrant, or a combination of both. It is stored in
strong glass bottles with tight spigots to make it easier to proportion it. Inhaling godsmoke
does what it’s name suggests, and makes the user feel like a god, immortal, all-powerful,
invincible and all-knowing. It also causes megalomania, delusions of grandeur,
hallucinations of power, and more importantly, changes in one’s flesh.

Known signs of a frequent user are completely black eyeballs, extremely pale skin,
pronounced veins, and at stages right before godsmoke induced death, melting and
transformation of flesh. Godsmoke is gathered exclusively from the Pale Wastes to the East,
where it billows in great clouds from the pale, flesh-like tumors that cover the landscape. It is
illegal to own, sell and use in almost everywhere.
Dream Flake: Thin slivers of a dried, black fungus, grown and found wild in the Underdark,
but it can be coaxed to grow above ground too in certain conditions. When placed between
cheek and gum, it induces hallucinations and euphoria. When smoked, the user enters an
extremely vivid waking dream, which can last for hours. Extended use blackens the teeth and
makes nightmarish ‘bad trips’ more common. Mildly addictive, and it’s trade is monitored.

Deep Crimson Crystals: Also known as “robbers rubies”, This is a military grade combat
drug that increases user’s strength, agility and reaction time, but it also renders the user
paranoid, prone to violence, and unable to understand complex concepts, such as orders
beyond “stop” and “attack”. Also, it has a long list of side-effects that can linger for months
even after a single use, which include psychosis, muscle cramps, random pains, hunger
pangs, chance to develop multiple personality disorder, loose bowels, and internal bleeding
at random. For these reasons, it’s use is heavily monitored and discouraged, but somehow,
the formula and samples of it ended in criminal hands, and doses of the stuff can
occasionally be found on the black market.
Common Magic Items
Magic Armour Effects

Ability Score Increase: Adding this effect to armour increases one of the Ability Scores of
that character by the amount chosen (+1, +2 or +3) while wearing this armour. You add this
bonus temporarily to the Ability Score itself, not to the Ability Score Modifier, although
increasing the Ability Score might end up increasing that Ability’s Modifier. This effect
cannot be stacked with itself on the same piece of armour, even if you would choose to
increase different Ability Score with each separate effect.

Armour Class Increase: Adding this effect to armour increases the AC Value of that char-
acter by the amount chosen (+1, +2 or +3) while wearing this armour. This effect cannot be
stacked with itself on the same piece of armour.

Bag of Holding: Adding this effect to armour will add a pocket or pockets to your armour
that act as a single, Type 1 Bag of Holding (up to 75 lbs. , or 10 cubic feet worth of space).
This Bag of Holding cannot be removed from the armour without breaking it. This effect
cannot be stacked with itself on the same piece of armour.

Bonding Armour: This effect gives the wearer an automatic proficiency with the enchanted
armour. Furthermore, the armour can re-size itself to the wearer, so long as the armour
is made for the same size category. For example, the armour could re-size itself between
a dwarf, an elf, and a half-orc, but not between human and gnome. This effect cannot be
stacked with itself on the same piece of armour.

Damage Resistance: Adding one of these effects- Acid, Fire, Frost or Lightning- to your
armour gives you Damage Resistance against the chosen type, meaning that while you wear
armour with this effect, any damage of that type you take is halved. This effect cannot be
stacked with itself on the same piece of armour, even if you would choose different Damage
Resistances with each effect.

Re-charger: Adding this effect to armour will allow the wearer to re-charge any item that
could be re-charged with spell slots or re-charge cartridges. Each use will count as having
used one re-charge cartridge, and the amount of times per 24 hour period will depend on the
exact re-charger effect chosen. After 24 hours of first having been used, the effect re-charges
itself, but only after that amount, not after long rest. This effect cannot be stacked with itself
on the same piece of armour, even if you would choose different Re-charger Effects with
each effect.

Skill Level: Wearing this Armour adds a bonus to checks made with a chosen skill. You do
not need to have proficiency with the chosen skill. This bonus applies only while wearing
the armour. This effect cannot be stacked with itself on the same piece of armour, even if you
would choose different Skills with each effect.
Spell Resistance: Adding this effect to armour grants the wearer Resistance against spells,
meaning they roll any spell saving throws with an advantage. This Resistance only remains
so long as the armour is worn, and it cannot be stacked with itself.

Warding, Body: This effect gives the wearer protection against effects that would affect the
wearer’s form beyond physical damage. The wearer cannot be Paralyzed, Petrified or
Polymorphed while wearing this armour. Please note that certain powerful beings and effects
out in the world can overcome the protection this effect grants, but most are stopped by it.
This effect cannot be stacked with other Armour Warding Effects.

Warding, Mind: This effect protects the wearer from attacks and effects against their mind.
The wearer can’t be Charmed, Frightened, or Possessed while wearing this armour. Please
note that certain powerful beings and effects out in the world can overcome the protection
this effect grants, but most are stopped by it. This effect cannot be stacked with other Armour
Warding Effects.

Warding, Mind and Body: This ultimate and rarest form of Warding protects both the body
and mind of the wearer. The wearer of this armour cannot be Charmed, Frightened,
Paralyzed, Petrified, Polymorphed or Possessed. Please note that certain powerful beings and
effects out in the world can overcome the protection this effect grants, but most are stopped
by it. This effect cannot be stacked with other Armour Warding Effects.
Magic Weapon Effects

Note: Adding even one of these Effects to weapons will make it count as a magic weapon.

Bonding Weapon: This effect gives the wielder of the weapon an automatic proficiency with
the enchanted weapon. Furthermore, the weapon can re-size itself to the wearer, so long as
the weapon is made for the same size category. For example, the weapon could re-size itself
between a dwarf, an elf, and a half-orc, but not between human and gnome. This effect
cannot be stacked with itself on the same weapon.

Damage Increase: Adding one of these effects increases the damage the weapon deals by
the marked bonus. This is purely physical damage. This effect cannot be stacked with itself
on the same weapon, nor can it be stacked with other Elemental Damage Effects.

Elemental Damage: Adding one of these effects- Cold, Fire, Force, Lightning or Radiant-
changes the damage type of weapon of the weapon to the chosen elemental type.
In addition, instead of just changing the type, choosing one of the Bonus Elemental
Damage types also increases the damage that weapon does by the amount described. This
effect cannot be stacked with itself on the same weapon, even if you choose different
elemental damage or elemental bonus damage effect, nor can it be stacked with other
Damage Increase Effects.

Foe-Seeker: This effect allows the wielder to attack with Advantage, meaning the wielder,
when attacking using this weapon, can roll twice to attack with each attack, and choose the
better roll. This effect cannot be stacked with other Seeker effects or with itself on the same
weapon.

Heart-Seeker: This effect allows the wielder to roll their damage rolls with this weapon with
Advantage, meaning the damage dice is rolled twice, and the better result is chosen.
This effect cannot be stacked with other Seeker effects or with itself on the same weapon.

Slayer: Adding one of these effects - Aberration, Beast, Outsider, Undead- to a weapon,
allows both the attack rolls and damage rolls against the chosen creature type be made with
an Advantage. This effect cannot be stacked with itself on the same weapon, even if you
choose different creature type for each effect.
Other Magic Items
Bag of Holding: Bafs of holding have been a very popular and universally useful magic for
milennia. And with the coming of Spell-Forges, and Spell-Forged goods, Bags of holding are
an item almost everyone will have, either as part of their clothing or seperately.

Bag of Holding The bag of holding opens into a nondimensional space: its inside is larger
than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed Amount.
This weight, and the limits in weight and volume of the bag’s contents, depend on the bag’s
size category. If a bag of holding is overloaded, or if sharp objects pierce it (from inside or
outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a
bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must
be put right before it can be used again. If living creatures are placed within the bag, they can
survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from
a bag of holding is an action. Magic items placed inside the bag do not offer any benefit to
the character carrying the bag.

If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the
space: bag and hole alike are sucked into the void and forever lost: the hole, the bag, and any
creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of
holding in the process.

Size Category ContentsWeight Contents Volume Weight


Limit Limit
Size 1 75 lb. 10 cubic ft. 2 lb.
Size 2 250 lb. 30 cubic ft. 15 lb.
Size 3 500 lb. 70 cubic ft. 25 lb.
Size 4 1000 lb. 150 cubic ft. 35 lb.
Size 5 1500 lb. 250 cubic ft. 60 lb.

Crate of Holding: A natural evolution to the Bag of Holding, Crates of holding have become
a reasonably common way to haul great amounts of items, and they are usually used by
Trade Companies and other large organizations who need to transport vast amounts of goods.
Their size makes them somewhat cumbersome, but using one will increase any existing
transports capacity to multiple times larger.

Crate of Holding’s internal volume is 600 cubic feet, and they can hold weight up to 4000 lb.
Most have enchanted lights inside them, but other wise they are just like Bags of holding,
including having the same limitations.
Goggles of Darkvision: These are the most widely used and spread magic goggles originally
made and developed by the Looking Glass Trading Company, based in Lumios, Kingdom of
Arthar. And for good reason: they are adjustable to many different kinds of humanoid heads,
their large lenses fit for many different kinds of eyes, and they are more durable than most
other similar products.
These Goggles grant their user a dark vision up to 60 ft.

Goggles of See Invisibility: Another original product of Looking Glass Trading Company,
these goggles are most often purchased by government agents, guards and other officers of
Law, Adventurers specializing in invisible enemies, and people living near certain
high-magic areas, where invisible creatures can and will attempt to kill you if you’re not
careful.
These Goggles put their user under a permanent See Invisibility spell, so long as the goggles
are being used.

Magic Lanterns: These were commonly used in the olden times in few, highly magical
nations and city-states, of which Lumios is one of the few to still produce them. They all
work under the same basic principle, despite what spell is actually used inside them: They
can continually shed light, and it can be turned on and off with one action. However, when
detecting the thing it was built to detect (undead, living, etc.), the light it emits will turn to a
different shade depending on the lantern, if the thing is with 60 feet. Furthermore, the closer
the lantern is to the target or targets, the brighter and more focused the light becomes, until
the lantern is shining a bright beam at the target. The Lanterns can track multiple fitting
targets at the same time and potentially creating separate different beams for each one.

The Commercially, commonly available versions of the Lantern comes in the following
varieties: Detect Magic, Detect Undead, Detect Living and Detect Lies. In the case of the
latter, the Lantern will start shining different colour the moment a creature within 60 feet
knowingly lie, in either spoken word or in writing, at which point it will start to emit a beam
pointing at the liar. That beam will last for 5 minutes at a time for each lie, or until it is
turned off. The Lantern won’t detect anyone holding the lantern.

Re-Charge Cartridge: A small cardboard tube with a printed simple rune design on the side,
filled with magically charged alchemic dust, these small batteries of arcane energy
essentially power the whole of this industrious new age. Simply held it against charge-port
of an item, or slot it in the newer versions, and the power of the item is instantly re-filled, the
Cartridge is instantly turned into finest dust and practically disappears. They are produced
both locally in small specialised spell-forges, and in vast factories.

Re-charge Pouch: These are the original and first form of recharging made, a small leather
pouch filled with magically charged sand. They leave much more of a mess behind after use,
and you need more of the sand than you would need of the dust in the modern cartridges.
These days they are used purely by the rich and the vain, as an ill-conceived status symbols.
Spell Blaster, One-Handed: A length of rune and arcane marking etched steel rod is solidly
attached to a wooden stock with steel reincorcements the size and and shape of a light hand
crossbow. The back end of the weapon, around the trigger and the back end of the rod is
covered in steel mechanical parts, that seem to rotate a legth of steel tube around a small bit
of the rod, as well as a ornate looking small hammer, seemingly meant to strike the bottom of
the rod at the pull of the trigger. The butt of the handle has rounded edges and covered with a
steel cap, with more arcane carvings on it, along with a small slot, just large enough to hold a
re-charge cartridge. The whole thing, while clearly magical in nature, gives a fairly
utilaterian air.

Range (10/200) ft.; Damage 1D6+2 Piercing


Simple Proficiency. 10 shots/re-load, Light. Recharge by expending a spell slot, or use a
re-charge item. Can shoot twice per attack action. The “Ammunition” doesn’t re-charge by
itself. You do not add your Ability Modifier to the damage.

Spell Blaster, Two-handed: A steel-reinforced length of carved wood, covered in arcane


markings rendered in decorative steel, worked into a similar shape to a heavy crossbow’s,
holds a large and considerably longer, rune covered steel rod. The precise mechanical parts
are far more complex than the ones on your common Spell Blaster. This long-range weapon
is a new and terrifying creation of war.

Range (15/450) ft; Damage 1D10+3 Piercing


Martial Proficiency. 16 shots/re-load, Two-handed. recharge by expending a spell slot, or
use a re-charge item. You can fire this twice per attack action. The “Ammunition” doesn’t
re-charge by itself. You do not add your Ability Modifier to the damage.

Spell Blaster, Modular: A weapn made entirely of steel, this new creation of mechanical
ingenuiety has no decorations whatsoever. All of it’s mechanical working parts are made to
be easy to remove and re-assemble. Instead of a traditional re-charge port in the handle, it
has special spring-loading chamber for cartridges sticking out of the length of the barrel, in
which a new re-charge cartridge can easily be slotted back in. This two-handed weapon has a
sinister feel to it.

Range (15/500) ft; Damage 1D10+1 Piercing


Martial Proficiency. 18 shots/re-load, Two-handed, Finesse. Recharge by a re-charge
cartridges. You can fire thrice per attack action. The “Ammunition” doesn’t re-charge by
itself. You do not add your Ability Modifier to the damage.
Spell Blaster Module, Fireball: This strangely-shaped, rune covered piece of metal, wood
and mechanics fits perfectly over the barrel of the Modular Spell Blaster. Inserting this
Module to the Modular Spell Blaster is a Full-Round Action. Using this module changes the
weapon profile of the Modular Spell Blaster as written below, and it cannot be used
alongside any other Module unless otherwise specified.

Range (20/150) ft; Damage 7D6+7 Fire


Martial Proficiency. 4 Shots/re-load, Two-handed. The “Ammunition” doesn’t re-charge
by itself. You do not add your Ability Modifier to the damage. At the point of impact of each
shot a 10-foot diameter explosion blossoms, dealing the damage specified above.

Spell Blaster Module, High Impact: This strangely-shaped, rune covered piece of metal and
mechanics fits perfectly over the barrel of the Modular Spell Blaster. Inserting this Module
to the Modular Spell Blaster is a Full-Round Action. Using this module changes the weapon
profile of the Modular Spell Blaster as written below, and it cannot be used alongside any
other Module unless otherwise specified.

Range (15/300) ft; Damage 3D10+8 Piercing


Martial Proficiency. 8 Shots/re-load, Two-handed, Heavy. The “Ammunition” doesn’t
re-charge by itself. You do not add your Ability Modifier to the damage.

Spell Blaster Module, Long Range: This piece of steel slips partially over the barrel of the
Blaster, and extends the barrel somewhat. It has a number of screws and and other
mechanical apparatus that allows it to fit almost any barrel shape. Inserting this Module to
the Modular Spell Blaster is a Full-Round Action. This Module can be used in addition to
any others.
Using this module increases the range of shots from the Modular Spell Blaster by 150 feet.

Spell Blaster Module, Magic Missile: Replacing most of the barrel and core blaster parts,
this long, thin steel box holds inside it several smaller rune-carved rods, as well as an array
of small lenses. Inserting this Module to the Modular Spell Blaster is a Full-Round Action.
Using this module changes the weapon profile of the Modular Spell Blaster as written below,
and it cannot be used with other Modules unless otherwise specified.

Range (5/100) ft; Damage 1D6+1 Force


Martial Proficiency. 18 shots/re-load, Two-handed. recharge by a re-charge cartridges. Can
fire 3 shots per attack action that automatically target and hit up to 3 seperate targets.
The “Ammunition” doesn’t re-charge by itself. You do not add your Ability Modifier to the
damage.
Spell Blaster Module, Muffled: This solid rune covered block of steel can be screwed to the
end of the Modular Spell Blaster’s barrel. Inserting this Module to the Modular Spell Blaster
is a Full-Round Action. This Module Can be used in addition to any others.

A spell Blaster with this module makes no sound as it is fired. This effect only applies to
shots fired out of the Blaster, the Blaster can still make sound by, for example, when it is
being used as an improvised weapon.

Spell Blaster Module, Cartridge Case: This thin metallic box has a simple design and simple
mechanics, but it is very effective. Reloading a Case is a Full-Round Action. Switching cases
for a Modular Spell Blaster is a Bonus Action. This Module can be used with any others.

A Cartridge Case can hold up to 6 re-charge cartridges, each of which is capable of


re-charging the Spell Blaster fully. When a spell Blaster using a Cartridge Case runs out of
shots, it will automatically slot in a cartridge from the Case, untill the case is empty.

Spell Blaster, Repeater: This hefty two-handed weapon is generally reserved to specialist
soldiers. The weapon is made mostly of steel, with only the handle and few parts of it’s
underside being wood. It has a complex mechanical design, that seems to rotate an array of
of six rune-covered steel rods, which you’d normally see in other spell blasters. It has a small
crank handle on the side, that can be used to unleash a deadly hail of fire. It is reloaded by
loading a number of cartridges in a special chamber on the side of the Repeater Blaster.

Range (5/120 ft./80 ft Cone); Damage 1D6+2 Piercing


Martial Proficiency. 24 shots/re-load, Two-handed. Recharge by using Re-charge
Cartrdiges (the weapon can hold up to 6 at a time, spent cartrdiges are reduced to fine ash).
Up to 6 shots a turn against a single target, or alternatively, you can spend 6 “ammo” to make
an 80 ft. Cone attack, where everything in the cone has to take a Dexterity Saving throw at
DC 12 + [your strength modifier]. Anything that fails that save takes 1D6+2 damage.

Attack rolls with Repeater Spell Blaster use the Strength Modifier instead of Dexterity. The
“Ammunition” doesn’t re-charge by itself. You do not add your Ability Modifier to the
damage.
Spell Trigger: This device looks like a stripped down Spell Blaster, with instead of the
majority of the internal arcane mechanisms and the barrel, there are a number of thin copper
wires braided to malleable but otherwise rigid strings and several different kinds of clamps
and adjustable holders. A single, round crystal lens is attached where the tip of the Blaster
would normally be.

This device allows one to use a single, attached magic item twice per action. The magic item
must have originally been able to be activated as a standard action or less. The item must be
of a Size small enough that it can be used with the Spell Trigger. Attaching an item to the
Spell Trigger takes a Full Round Action. Attached Item’s range or effect is not otherwise
changed. The Spell trigger itself counts as a Light weapon for purposes of wielding it and
another item.

Spell Trigger, Scroll: A Spell Trigger activation mechanism has been attached to a length of
small, hollow tube, sometimes leather or wood, sometimes metal, and covered in runes
regardless of material used. A slot for spell cartridges has been included on the underside of
the tube, and the tube can be opened from the top, to allow a scroll be placed inside. A length
of rune-carved steel rod pokes out from beneath the scroll case.

Scroll Spell Trigger is a little more special than a regular Spell Trigger. Instead of just
allowing an item to be used more often, it allows a Scroll, which are generally meant to be
used only once, to be used many more times.

A Scroll containing a spell can be inserted into the Scroll Spell Trigger as a Full Round
Action. It can then be activated twice per standard action. Each activation will cost one
charge, the charges can be re-charged with a re-charge cartridge, using one being
a bonus action, and one Cartridge providing 3 charges.

Spell Trigger, Timepiece: This looks like a timepiece was vandalized with pieces from a
Spell Blaster. A trigger from a spell blaster is sticking out of the side of the thing, and
numerous copper wires stick out of the back of the device.

Timepiece Spell Trigger can be attached to a magic item that can be activated. Attaching
Timepiece Spell trigger is a full round action. Once attached, the Timepiece Spell Trigger
can be either activated manually, or by setting a timer to activate it within 24 hours. In case
the Timepiece Spell Trigger isn’t destroyed, it can be set to repeat the activation of the magic
item every 24 hours for up to 14 days at a time, at which point it will run out of power un-
less recharged with a cartridge for another 14 days. If the Magic Item requires aiming of any
kind, it will simply cast it’s magic in the general direction it is pointed at.

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