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| Category | Rarity | Cost | ||
|---|---|---|---|---|
Strong rope made from hemp fibers, essential for climbing and securing items | Adventuring Gear | Common | 2 Gold | |
A brand that burns for 1 hour, providing bright light in a 20-foot radius | Adventuring Gear | Common | 0.01 Gold | |
Dry foods suitable for extended travel, including jerky, dried fruit, hardtack | Adventuring Gear | Common | 2 Gold | |
A warm blanket and padding for sleeping outdoors | Adventuring Gear | Common | 1 Gold | |
A leather pack with one large compartment that holds roughly 1 cubic foot | Adventuring Gear | Common | 2 Gold | |
A lantern with shuttered sides that burns oil for 6 hours on 1 pint of oil | Adventuring Gear | Common | 5 Gold | |
Oil usually comes in a clay flask that holds 1 pint, can be used as fuel or thrown as a weapon | Adventuring Gear | Common | 0.1 Gold | |
A four-pronged hook designed for climbing and securing ropes | Adventuring Gear | Common | 2 Gold | |
A set of tools including lockpicks, small files, and other implements for bypassing locks | Tools | Common | 25 Gold | |
A leather pouch containing bandages, salves, and splints for treating wounds | Tools | Common | 5 Gold | |
An iron bar used for prying open doors, chests, and other objects | Tools | Common | 2 Gold | |
A small, watertight leather belt pouch that holds spell components | Spellcasting Focus | Common | 25 Gold | |
A specially prepared crystal that can be used as a spellcasting focus | Spellcasting Focus | Common | 10 Gold | |
A holy symbol worn as an amulet, used as a spellcasting focus for clerics and paladins | Spellcasting Focus | Common | 5 Gold | |
A wand made from a special wood that can be used as a druidcraft focus | Spellcasting Focus | Common | 10 Gold | |
Ingested poison. DC 10 Constitution save or take 1d12 poison damage and be poisoned for 24 hours | Poison | Rare | 150 Gold | |
Ingested poison. DC 11 Constitution save or be poisoned for 1 hour and unable to knowingly speak lies | Poison | Rare | 150 Gold | |
Injury poison. DC 13 Constitution save or be poisoned for 1 hour, unconscious if failed by 5+ | Poison | Rare | 200 Gold | |
Injury poison. DC 11 Constitution save or take 3d6 poison damage, half on success | Poison | Rare | 200 Gold | |
Contact poison. DC 13 Constitution save or be poisoned and paralyzed for 1 minute | Poison | Rare | 200 Gold | |
Ingested poison. DC 16 Constitution save or take 1d6 poison damage and be poisoned, damage cannot be healed | Poison | Rare | 250 Gold | |
Inhaled poison. DC 15 Constitution save or be poisoned and blinded for 1 hour | Poison | Rare | 250 Gold | |
Inhaled poison. DC 15 Constitution save or be poisoned and unconscious for 8 hours | Poison | Very Rare | 300 Gold | |
Contact poison. DC 13 Constitution save or be poisoned and unconscious for 24 hours | Poison | Very Rare | 400 Gold | |
Inhaled poison. DC 13 Constitution save or take 3d6 poison damage, repeat save each turn | Poison | Very Rare | 500 Gold | |
Ingested poison. DC 15 Constitution save or be poisoned and incapacitated for 4d6 hours | Poison | Very Rare | 600 Gold | |
Injury poison. DC 15 Constitution save or take 7d6 poison damage, half on success | Poison | Very Rare | 1200 Gold | |
Ingested poison. No effect until midnight, then DC 17 Constitution save or take 9d6 poison damage | Poison | Legendary | 1500 Gold | |
Injury poison. DC 19 Constitution save or take 12d6 poison damage, half on success | Poison | Legendary | 2000 Gold | |
Required for Chromatic Orb spell. Not consumed when used | Spell Component | Uncommon | 50 Gold | |
Required for Identify spell and other divination magic. Not consumed when used | Spell Component | Uncommon | 100 Gold | |
Required for Revivify spell. Consumed when used to bring back the dead | Spell Component | Rare | 300 Gold | |
Required for Raise Dead spell. Consumed when used to restore life | Spell Component | Very Rare | 500 Gold | |
Required for Resurrection spell. Consumed when used to restore life | Spell Component | Very Rare | 1000 Gold | |
Required for Gate spell. Not consumed when used to create planar portals | Spell Component | Legendary | 5000 Gold | |
Required for True Resurrection spell. Consumed when used for ultimate revival magic | Spell Component | Legendary | 25000 Gold | |
Required for Continual Flame spell. Consumed when used to create permanent magical light | Spell Component | Uncommon | 50 Gold | |
Required for Arcane Lock spell. Consumed when used to magically seal doors and containers | Spell Component | Uncommon | 25 Gold | |
Required for Ceremony spell. Consumed when used for religious rituals | Spell Component | Uncommon | 25 Gold | |
Required for Find Familiar spell. Consumed when used to summon a magical companion | Spell Component | Common | 10 Gold | |
Required for Astral Projection spell. Consumed when used for planar travel | Spell Component | Uncommon | 100 Gold | |
Required for Drawmij's Instant Summons spell. Consumed when used to create magical recall | Spell Component | Very Rare | 1000 Gold | |
Required for Awaken spell. Consumed when used to grant sentience to plants or animals | Spell Component | Very Rare | 1000 Gold | |
Required for Astral Projection spell. Consumed when used for planar travel | Spell Component | Very Rare | 1000 Gold |