Provisions for the Bold & the Reckless
400 – 500 gp
Any weapon of your choosing, honed beyond mortal craft. +1 to attack and damage rolls. Simple, reliable, and the reason your enemies stop smiling.
64 cubic feet of extradimensional storage in a 2-foot sack. The party will fight over who carries it. The party will be right to.
Three glowing beads. Detach and throw one — 8d6 fire damage in a 20-ft radius, Dex save DC 15. Hand this to whoever makes the worst decisions.
7 charges, regains 1d6+1 at dawn. Cast Web at will and watch entire encounters grind to a halt. The battlefield controller's dream.
Press the button — it stays put. In midair. Holds 8,000 pounds. The single most creative item in 5e. You will break encounters with this. Everyone will love it.
150 – 350 gp
30 feet of bright light that pulls invisible creatures and objects into plain sight. Turns ambushes into fair fights — or at least fights you can see coming.
Uncork it. Heavily obscured 60-ft radius within one round. Perfect for escapes, ambushes, or creating problems that didn't exist before you arrived.
Disguise Self at will, no spell slot required. The roleplay engine. Whoever buys this will derail at least one session — and it will be the best one.
A matched pair. Once per day, send a 25-word message to the other stone's holder. Party walkie-talkies for when you inevitably split up.
60 feet of rope that moves on command — ties itself off, coils back up, holds firm. Solves so many vertical problems it borders on cheating.
A floating glass orb that sheds light wherever you leave it, plus one free Daylight spell per dawn. Clutch against magical darkness.
Play them — DC 15 Wisdom save or frightened in a 30-ft radius. You don't need to be a bard to make a room full of enemies reconsider their life choices.
Once per day, replace an attack roll with a flat 10. No roll, no risk. The paladin will use this to guarantee a smite lands on the boss.
25 – 100 gp
Looks like an ordinary lock. Opens for anyone who knows the secret. Dead drops, safe houses, or a trapped door only your party can open fast.
Any light or medium armor. Wisps of harmless smoke rise off you constantly. Zero mechanical benefit. You look metal as hell. That's the point.
One pouch. Blow it — everyone within 10 feet goes invisible for 2d4 minutes. Consumable, so it's a high-stakes tactical call every time.
Change your outfit at will. Any style, any color, any era. No combat value whatsoever. Infinite fun.
Anything you drink tastes like whatever you want, and you can't get drunk. Perfect for a drinking contest hustle or a character with a past.
Hold it to your ear — advantage on Perception checks that rely on hearing. Looks absolutely ridiculous. Works surprisingly well.
Points north. That is the entire thing it does. Sell it to the ranger who keeps getting the party lost.
Potions, Scrolls & Sundries
|
Potion of Greater Healing
4d4 + 4 hit points. For when things have gone properly sideways.
Potion
|
150 gp |
|
Potion of Water Breathing
Breathe underwater for 1 hour. Niche until the moment it isn't.
Potion
|
100 gp |
|
Scroll of Lesser Restoration
End one disease or condition: blinded, deafened, paralyzed, poisoned.
Scroll
|
75 gp |
|
Scroll of Silence
20-ft radius of no sound. Shuts down casters. Shuts down alarms. Shuts down everything.
Scroll
|
75 gp |
|
Potion of Healing
2d4 + 2 hit points. The bread and butter. Never leave town without one.
Potion
|
50 gp |
|
Potion of Climbing
Climbing speed equal to your walking speed for 1 hour. Spider time.
Potion
|
50 gp |