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Magic Item Store

With the advent of numerous adventurers and the rising wealth among them, a new store focusing specifically on magical items has opened. This store is named the Principled Prince's Property and is run by Cugel Roache. Players can buy from the store and sell select items back to the store. The store is restocked and has new items added periodically. Check with Sean in the #dnd-shopping chat to see exact stocks and to receive the exact stat block.  

Magical Armor and Weapons

Currently, the only magical is gleaming armor. There are 2 sets of each type of armor (except full plate armor).   Gleaming Armor costs 4 times the base price of the armor type and uses the same statistics of the base armor.

Gleaming Armor

Adventuring Gear The above armor is magically enchanted to always be spotlessly clean. Varies

Cost: 4 times the price of the base armor Weight: See above armor


 
  As for weapons, there are 3 Scourge's in stock currently, costing 3gp each.

Cultist's Cookbook

Scourge

Weapon Martial Melee, Finesse, Reach, Two Handed Uncommon (this item requires attunement) [No]

When you attack with the scourge, roll 3 attack die. For each hit, deal 2 slashing damage. When attacking with advantage, double the damage dealt before any modifiers instead of rolling more dice. When attacking with disadvantage, halve the damage dealt (minimum of 1) before any modifiers instead of rolling more dice. This only counts as one attack and one hit for all game purposes, including when adding bonus damage (such as Strength modifier). For any extra attacks (such as the extra attack feature) add another attack die, rather than making another attack. You cannot make more than 1 attack per turn with the scourge. A dice with a natural 1 deals no damage. A dice with a natural 20 counts as a critical hit, doubling that dice’s damage and making the attack count as a critical hit for any extra features, I.E. sneak attack.

Type Damage Damage Range Properties
None 2 per Hit Slashing Martial Melee, Finesse, Reach, Two Handed

Cost: 3 gp Weight: 2 lbs


 
  A shipment of magical weapons has come in. There are 2 of each weapon type in stock. Each weapon costs 800gp in addition to the base price of the weapon.

+1 Weapon

Weapon Uncommon (this item requires attunement)

A +1 weapon.   This weapon has the same base damage type and statistics as the base weapon. However the weapon deals a magical version of base damage and gives the user +1 to hit and an additional +1 damage. All weapons of this type require attunement.

Cost: 800gp + base weapon cost Weight: Same as Base Weapon


 
 

Bardic Instruments

The Doss Lute and the Fochlucan Bandore have been stocked in town. The Doss Lute costs 800gp and the Fochlucan Bandore costs 1000gp. There are 3 of each of the following Bardic Instruments:
Item NameItem CostNumber of Items Available
Doss Lute800gp3
Fochlucan Bandore1000gp3

Doss Lute

Instrument Requires Attunement by a bard Uncommon (this item requires attunement)

An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.   You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.   When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.   The Doss Lute can cast the following spells:

  • Animal friendship
  • Protection from energy (fire only)
  • Protection from poison

Cost: 800gp Weight: 2lbs


 

Fochlucan Bandore

Instrument Requires attunement by a Bard Uncommon (this item requires attunement)

An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.   You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.   When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.   The Fochlucan Bandore can cast the following spells:

  • Entagle
  • Faerie Fire
  • Shillelagh
  • Speak with Animals

Cost: 1000gp Weight: 5lbs


 
 

Wands

Wands are magical tools and spellcasting foci for Wizards. A character does not need to be a Wizard in order to use the functions of a wand.  
Item NameItem CostNumber of Items Available
Wand of Magic Detection400gp3
Wand of Magic Missile600gp3
Wand of Secrets800gp2
 

Wand of Magic Detection

Wand Uncommon

This wand has 3 charges.   While holding it, you can spend 1 charge as an action to cast the detect magic spell from it.   The wand regains 1d3 expended charges daily at dawn.

Cost: 400gp


 

Wand of Magic Missile

Wand Uncommon

This wand has 7 charges.   While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.   The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Cost: 600gp


 

Wand of Secrets

Wand Uncommon

The wand has 3 charges.   While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you.   The wand regains 1d3 expended charges daily at dawn.

Cost: 800gp


 
 

Seals

Seals are magical devices that can be attached to a wide variety of items. Seals are one time use items and disintegrate after use. Once affixed, the seal cannot be removed without destroying the seal.
Item NameItem CostNumber of Items Available
Seal of Returning100gp2
Seal of Sealing50gp2
Seal of Good Vibrations15gp10
Seal of Rapturous Smells20gp10
Seal of the Dolorous Bell15gp10
Seal of Horrid Stenches20gp10
 

Seal of Returning

Wondrous Item Uncommon

A series of runic printings on velum allow a one use spell to be placed on an item. Removing the seal from the item destroys the seal in the process.   While within 120ft of the seal, as an action you can speak a command word and return the sealed object to your hands.   If there are obstacles blocking the most direct path between you and the seal, the object becomes wedged against the obstacle.

Cost: 100gp


 

Seal of Sealing

Adventuring Gear Common

A series of runic printings on velum allow a one use spell to be placed on an item. Removing the seal from the item destroys the seal in the process.   Once affixed to an object, a thin but protective coating forms around the object closing it off to the outside world. The object sealed must not be greater than small in size. There are two ways to stop the sealing effect. If the sealing effect takes 10 points of damage, the sealing effect is broken. If sealing effect is in place for a week, then the sealing effect is automatically released.

Cost: 50gp


 

Seal of Good Vibrations

Adventuring Gear Common

A series of runic printings on velum allow a one use spell to be placed on an item. Removing the seal from the item destroys the seal in the process.   Once affixed to an object, a command word can trigger the activation of the seal. Once activated the seal sends out pleasant music for the next minute.

Cost: 15gp


 

Seal of Rapturous Smells

Adventuring Gear Common

A series of runic printings on velum allow a one use spell to be placed on an item. Removing the seal from the item destroys the seal in the process.   Once affixed to an object, a command word can trigger the activation of the seal. Once activated the seal sends out a pleasant scent in a 20ft area for the next 5 minutes

Cost: 20gp


 

Seal of the Dolorous Bell

Adventuring Gear Common

A series of runic printings on velum allow a one use spell to be placed on an item. Removing the seal from the item destroys the seal in the process.   Once affixed to an object, a command word can trigger the activation of the seal. Once activated the seal sends out discordant music for the next minute.

Cost: 15gp


 

Seal of Horrid Stenches

Adventuring Gear Common

A series of runic printings on velum allow a one use spell to be placed on an item. Removing the seal from the item destroys the seal in the process.   Once affixed to an object, a command word can trigger the activation of the seal. Once activated the seal sends out awful smells within a 10ft area for the next 5 minutes.

Cost: 20gp


 
   

Wondrous Items

Item NameItem CostNumber of Items Available
Peterman’s Hat of Desiccation100gp2
Ventriloquist’s Hat25gp3
Cloak of the White Knight50gp4
The Utensils of Self-Feeding25gp10
The Mop Stone10gp10
Unbalanced Goblet5gp/15gp6/3
Tonguesheath3gp5
Kang’s Jellyfish Bath200gp2
Spring Heel Boots50gp4
Phollion Leaves5gp per leaf15
Many Tiered Hat10gp2
Jealous Guardian200gp2
Cloak of Many Styles50gp3
Hat of Many Styles50gp2
Ring of Many Styles50gp2
Boots of Many Styles50gp2
Dress of Many Styles50gp2
 

Peterman’s Hat of Desiccation

Wondrous Item The wearer of this hat and his possessions will remain completely dry as long as the hat itself is never completely submerged. Anyone who is wet will become instantly dry upon wearing it. It also instantly and completely evaporates any liquid possessions of the wearer. Uncommon

Cost: 100gp


 

Ventriloquist’s Hat

Wondrous Item A black felt top hat, inscribed around its brim as are laughing faces that glow when the hats powers are used.   A voice is projected from the hat. You project your voice up to 30ft away from you. You can do this a number of times equal to your charisma modifier (minimum of 1). The hat regains all charges at the end of a long rest. Common

Cost: 25gp


 

Cloak of the White Knight

Wondrous Item This cloak has 3 charges and regains all charges at the end of a long rest. By using a two charges and an action, you can shed sunlight out to 30ft for a number of rounds equal to your charisma modifier (minimum of 1). By using one charge you can change your appearance to all white armor and an exaggerated appearance for a number of minutes equal to your charisma modifier (minimum of 1). Uncommon

Cost: 50gp


 

The Utensils of Self-Feeding

Wondrous Item Common

This set of enchanted mess kit consists of a Fork, Spoon, Steak Knife and multipurpose plate/bowl. After speaking the starting command word, the mess kit will rise into the air and the cutlery will feed the user what is on the plate at a reasonable pace. Speaking various command words can either speed up or slow down the pace at which the cutlery feeds the user.

Cost: 25gp Weight: 1lb


 

The Mop Stone

Wondrous Item Common

After placing the mop stone on a surface and speaking the command word, the mop stone will clean any surface at a pace of five square feet per five minutes.

Cost: 10gp Weight: 1lb


 

Unbalanced Goblet

Wondrous Item Common

A plain wooden goblet at first sight. When set down on any surface the goblet lists at a twenty degree angle.   After speaking a command word and pointing at a target within 15ft, the goblet will sway violently pouring its contents over a target.   A gilded and gem encrusted version can be purchased at the higher rate.

Cost: 5gp/15gp Weight: 1lb


 

Tonguesheath

Adventuring Gear Common

After affixing the item on a users tongue, no taste can be imparted to the user.

Cost: 3gp


 

Kang’s Jellyfish Bath

Wondrous Item Uncommon

A large and deep brass bathtub that has stylistic jellyfish and other aquatic life etched into the side of the tub.   After speaking the tub's command word, it magically fills with a thick viscous fluid that is similar in appearance to jellyfish. Spending short rest within the tub will grant the user an additional number of d8 hit die equal to their level.

Cost: 200gp Weight: 380lbs


 

Spring Heel Boots

Adventuring Gear Common

These brown walking boots contain a minor secret. Within each heel is a compressed spring that is linked to the users heel.   As a bonus action, the user can double their High Jump Distance.   Once the springs have been sprung, the user's walk speed is halved until the springs are re-compressed.   The user can re-compress the springs as a bonus action.

Cost: 50gp Weight: 3lbs


 

Phollion Leaves

Adventuring Gear Uncommon

A magically bred leaf from the coastal region of Areioland, the dried leaves of this plant have an apothelogical and hallucinogenic properties. The people of Areioland use these leaves to "Communicate with the gods".   When soaked in water and then placed against the tongue for a period of at least 5 minutes, any poison that enters the body through ingestion is neutralized.   However, If the leaf is used for a time greater than 1 hour, the user must make a DC 24 Constitution saving throw. If the save is failed, the user has strong hallucinations akin to blindness that are only cleared after a long rest.

Cost: 5gp per Leaf


 

Many Tiered Hat

Adventuring Gear Common

A top hat with six different gilded rings on the brim of the hat.   Turning one of the rings adds an additional layer of a vibrant color to the top of the hat.   Used as a ceremonial garment within the cult of Bahati and Heppni, someone who misuses the hat in front of a follower of the cult would be subject to ridicule.

Cost: 10gp


 

Jealous Guardian

Wondrous Item Rare

The jealous guardian is a tiny construct that is made out of a crystalline substance. After spending ten minutes denoting up to four objects within a 10 foot in radius of each other with an accompanied crystal chalk piece, any creature other than the user that interacts with the denoted objects becomes the jealous guardians target. Once targeted, the jealous guardian makes an oppressive ringing sound at the target for 30 seconds as a warning. Following the warning period, the jealous guardian explodes in a shower of shrapnel. The target must make a DC 14 Dexterity save, taking 20 piercing damage on a fail and half as much on a save.   The Jealous Guardian is no longer useable if it explodes.

Cost: 200gp Weight: 1lb


 

Cloak of Many Styles

Wondrous Item Uncommon

While wearing this cloak, you can use a bonus action to change the color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloak, it doesn’t gain their magical properties

Cost: 50gp


 

Hat of Many Styles

Wondrous Item Uncommon

While wearing this hat, you can use a bonus action to change the shape, color, and apparent quality of the garment. The hat’s weight doesn’t change. Regardless of its appearance, the hat can’t be anything but a hat. Although it can duplicate the appearance of other magic hat, it doesn’t gain their magical properties.

Cost: 50gp


 

Ring of Many Styles

Wondrous Item Uncommon

While wearing this ring, you can use a bonus action to change the shape, color, and apparent quality of the ring. The ring’s weight doesn’t change. Regardless of its appearance, the ring can’t be anything but a ring. Although it can duplicate the appearance of other magic rings, it doesn’t gain their magical properties.

Cost: 50gp


 

Boots of Many Styles

Wondrous Item Uncommon

While wearing these boots, you can use a bonus action to change the shape, color, and apparent quality of the boots. The boot’s weight doesn’t change. Regardless of its appearance, the boots can’t be anything but boots. Although it can duplicate the appearance of other magic boots, it doesn’t gain their magical properties.

Cost: 50gp


 

Dress of Many Styles

Wondrous Item Uncommon

While wearing this dress, you can use a bonus action to change the shape, color, and apparent quality of the dress. The dress’s weight doesn’t change. Regardless of its appearance, the dress can’t be anything but a dress. Although it can duplicate the appearance of other magic dresses, it doesn’t gain their magical properties.

Cost: 50gp


 

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