POTIONS			
ITEM NAME	DESCRIPTION	PRICE	
Aged Goodberry Wine	This bottle of thick red wine is miraculously made from magical goodberries and peonies using a closely kept family recipe.The bottle comes with 3 servings of the syrupy potion, which each take 1 minute to drink. When you drink this wine, you can regain hit points by spending any number of Hit Dice, as if you'd finished a short rest. You regain 3 extra hit points for each Hit Die you spend in this way. The wine provides enough nourishment to sustain a creature for one day. In addition, for the next hour, whenever you roll a Wisdom or Charisma ability check or saving throw, you add 1d4 to the total of the roll.	120	
Oil Of Etherealness	Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour.	140	
Oil Of Sharpness	This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.	225	
Oil Of Slipperiness	This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.	200	
Potion Of Animal Friendship	When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.	200	
Potion Of Clairvoyance	When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.	960	
Potion Of Climbing	When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.	180	
Potion Of Cloud Giant Strength	When you drink this potion, your Strength score changes to 27 for 1 hour. The type of giant determines the score. The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type	700	
Potion Of Diminution	When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands  to color the clear liquid around it. Shaking the bottle fails to interrupt this process.	270	
Potion Of Fire Breath	After drinking this potion you can use your bonus action to exhale fire at a target within 30 feet. The target takes 4d6 fire damage or half on a successful DC 13 Dexterity saving throw.	150	
Potion Of Fire Giant Strength	When you drink this potion, your Strength score changes to 25 for 1 hour. The type of giant determines the score. The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.	600	
Potion Of Flying	When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.	500	
Potion Of Gaseous Form	When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water.	300	
Potion Of Greater Healing	You regain 4d6 + 10 hit points when you drink this potion. The potion's red liquid glimmers when agitated.	500	
Potion Of Growth	When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.	270	
Potion Of Healing	You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated.	50	
Potion Of Heroism	You gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no concentration required). This blue potion bubbles and steams as if boiling.	380	
Potion Of Hill Giant Strength	When you drink this potion, your Strength score changes to 21 for 1 hour. The type of giant determines the score. The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.	400	
Potion Of Invisibility	This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.	200	
Potion Of Invulnerability	When drunk, a creature gains resistance to all damage.	850	
Potion Of Longevity	When you drink this potion your physical age is permanently reduced by 1d6 + 6 years, to a minimum of 13 years. Each subsequent time a creature drinks this potion, there is a 10% cumulative chance that it will instead age 1d6 +6 years.	900	
Potion Of Maximum Power	The first time you cast a damage-dealing spell of 4th level or lower within 1 minute of drinking the potion, instead of rolling dice to determine the damage dealt, you can instead use the highest number possible for each die and then double the total.	425	
Potion Of Resistance	When you drink this potion, you gain resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below. Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant or Thunder.	300	
Potion Of Speed	When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own.	400	
Potion Of Storm Giant Strength	When you drink this potion, your Strength score changes to 29 for 1 hour. The type of giant determines the score. The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. 	1,000	
Potion Of Vitality	When you drink this potion your exhaustion is removed and any diseases or poison effects are cured. For the next 24 hours, you regain the maximum number of HP for any Hit Die spent.	660	
Potion Of Water Breathing	You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.	200	
Poton Of Extras	This blue pearlescent potion sparkles and swirls with color when shaken. Upon drinking, for the next minute you gain the following bonuses. +2 to AC, +2pts to Score(s) of your choice, +10HP (not temp), +1 attack per round, and +5 to speed.	2,000	

ALCHEMY, TOOLS, AND SUPPLIES			
ITEM NAME	DESCRIPTION	PRICE	
Acid (Vial)	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 for 1d4 rounds or until they wash off the acid.	50	
Alchemist's Fire (Flask)	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 fire as an improvised weapon. On a hit, the target takes 2d8 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 15 Dexterity check to extinguish the flames.	160	
Alchemist's Potion Belt	This enchanted belt has two stoppers that magically resize to fit the mouth of any kind of bottle. The belt can carry up to two potions in this way. The belt can be worn comfortably around your waist or across your chest as a bandolier. While wearing the belt, any potion carried on it seems to magically unstopper and spring to your hand, allowing you to drink it as a bonus action. You can attach a bottle to the belt using an action.

When you roll a 1 on a Dexterity saving throw or are hit by a critical hit, roll a d20. On a 1, one of the bottles on the belt shatters and is destroyed.	900	
Alchemist's Supplies	Alchemist's supplies enable a character to produce useful concoctions, such as acid or alchemist's fire. Crafting alchemical items can be done by using materials worth half the price of purchasing the item.
Alchemist's supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.	50
	
Antitoxin (Vial)	A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.	100	
Brewer's Supplies	Brewing is the art of producing beer and other alcoholic beverages. These supplies also allow for the purification and treatment of water, making it safe to drink. Crafting beer takes weeks of fermentation, but only a few hours of work.

Brewer's supplies include a large glass jug , a quantity of hops, a siphon, and several feet of tubing.	40	
Component Pouch	A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).	50	
Cooks' Utensils	Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.

Cook's utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.	2	
Flask Or Tankard	A flask or tankard can hold 1 pint of liquid.	1	
Glass Bottle	A bottle can hold 1 1/2 pints of liquid.	2	
Jug / Pitcher	A jug or pitcher can hold 1 gallon of liquid.	2	
Oil (Flask)	Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.	2S	
Perfume (Vial)	A fragrant commodity typically used by the wealthy.	10	
Poison (Vial)	You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.	200	
Poisoner's Kit	A poisoner's kit is a favored resource for thieves, assassins, and others who engage in skulduggery. It allows you to apply poisons and create them from various materials. Your knowledge of poisons also helps you treat them.

A poisoner's kit includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod.	
100	

MAGIC ITEMS			
ITEM NAME	DESCRIPTION	PRICE (GP)	
Acid Arrow/Bolt (5)
Ammunition	On hit, the target takes 1d8 acid damage and must pass a 15DC con saving throw or suffer -2 to their AC and have disadvantage on CON saving throws for 3 rounds (does not stack).	45	
Ammunition +3 (2)
Ammunition	You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.	10	
Amulet Of Protection Against Detection
Requires Attunement
Wondrous Item	While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.	1,600	
Animated Shield
Requires Attunement
Shield	While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.	3,000	
Arcanist Gauntlets
Requires Attunement
Gauntlets	This pair of rich silk gloves are guarded by an enchanted mythril shell that sporadically releases arcane power. You can use the gauntlets as a spellcasting focus while wearing them, and when you cast a spell using a spell slot of 5th level or lower, you can choose to roll a d6. If you roll a number on the d6 equal to or greater than the spell's slot level, the spell draws on the magic within the gauntlets, instead of your own, and is cast without expending a spell slot. The slot must be of a level you can normally cast. The gauntlets can provide up to 3 levels worth of spell slots in this way each day, and no two slots can be the same level.

If the number rolled on the d6 is less than the spell slot's level, you cast the spell as normal and expend the spell slot. If you don't have the spell slot to cast the spell, the spell fails and the slot is counted toward the gauntlets' daily provided spell slots.

For example, a 9th-level wizard can use the gauntlets to provide either one 5th-level spell slot or a 4th- and 1st-level spell slot over the course of a day, but not two 2nd- or 3rd-level spell slots.	2,250	
Arrow Of Slaying (1)
Ammunition	An arrow of slaying is a magic ammunition meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 18 CON saving throw, taking an extra 6d10 magical piercing damage on a failed save, or half as much extra damage on a successful one. Once an arrow of slaying deals its extra damage to a creature, it becomes a non magical arrow.	25	
Bag Of Tricks
Wondrous Item	This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. Dmg 154	1,150	
Bands Of The Found & Lost
Requires Attunement
Wrist Bands	The compass-like mechanisms on top of these matching leather bracelets remain motionless until each bracelet is worn by a different creature. While they’re worn, each compass points in the direction of the other matching band. It doesn’t indicate height or depth. The compasses spin wildly if the two bands are worn on different planes of existence.	1,500	
Barricade Shield
Shield	While holding this sturdy iron shield, you can use an action to plant it on the ground and expand its height and width to stretch up to 15 feet across in either direction, potentially becoming a defensive wall or similar platform. The edges of the shield magically conform to fit the shape of an enclosed space, such as the walls of a tunnel or hallway. While holding the expanded shield in place, your speed becomes 0 and you have disadvantage on Dexterity checks and Dexterity saving throws. Regardless of the shield’s size, its weight always remains the same.

The expanded shield is considered a non magical structure that has an AC of 15 and 60 hit points. The shield can remain expanded for up to 1 minute before it reverts back to its normal size. The expanded shield reverts early (but is not destroyed) if it reaches 0 hit points or moves. If you’re holding the expanded shield, you can choose to revert it early using a bonus action.

Once this property has been used, it can’t be used again until after a long rest.	2,200	
Blinding Arrow/Bolt (5)
Ammunition	Arrows with a small clay head with an opening inside, containing a reactive chemical. On hit, the chemical releases a bright flash, blinding the target for 1D4 rounds.	45	
Boots Of Elvenkind
Wondrous Item	While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.	1,500	
Boots Of Striding And Springing
Requires Attunement
Wondrous Item	While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.	1,300	
Boots Of The Winterlands
Requires Attunement
Wondrous Item	These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: You have resistance to cold damage and you ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -75 degrees Fahrenheit.	1,720	
Brooch Of Shielding
Requires Attunement
Wondrous Item	While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.	1,100	
Carpet Of Flying
Requires Attunement
Wondrous Item	You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. 	2,780	
Circlet Of Blasting
Wondrous Item	While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until after your next long rest. Gain an additional use every 4 player levels.	1,600	
Cloak Of Arachnida
Requires Attunement
Wondrous Item	This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: You have resistance to poison damage. You have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You can't be caught in webs of any sort and can move through webs as if they were difficult terrain. You can use an action to cast the web spell (save DC 16).  This feature can’t be used again until after your next long rest.	2,150	
Cloak Of Elvenkind
Requires Attunement
Wondrous Item	While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.	2,300	
Cloak Of Protection
Requires Attunement
Wondrous Item	You gain a +1 bonus to AC and saving throws while you wear this cloak.	2,100	
Crystal Ball
Requires Attunement
Wondrous Item	The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.	2,320	
Dancing Sword
Requires Attunement
Weapon	You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.	2,850	
Decanter Of Endless Water
Requires Attunement
Wondrous Item	This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: "Stream" produces 1 gallon of water. "Fountain" produces 5 gallons of water. "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.	650	
Dragon Scale Mail
Requires Attunement
Armor	Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +2 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales. Black=Acid, Blue=Lightning, Brass=Fire, Bronze=Lightning, Copper=Acid, Gold=Fire, Green=Poison, Red=Fire, Silver=Cold, White=Cold. Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 100 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.	5000	
Dwarven Thrower
Requires Attunement
Weapon	You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.	1,350	
Exploding Arrow/Bolt (5)
Ammunition	These arrows explode on impact. All creatures within a 10ft radius must make a 15DC DEX saving throw or take 4D10 fire damage. Ignites non-worn, non-carried flammable materials in the area.	45	
Flask Of Endless Drink
Requires Attunement
Wondrous Item	Never pay for dragon whiskey or any other liquid of your choice again.  Holds 12oz of any liquid of your choice.  Once filled that liquid will pour forth into your mouth infinitely everytime you drink from the flask.  Does not work with magical liquids but any other retain any of their properties they had as they were added to the flask, and they never go bad, flat, or stale	975	
Folding Boat
Wondrous Item	This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.	1,000	
Frost Brand
Requires Attunement
Weapon	When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Anyone standing in the bright light is instantly warmed by its radiant heat. When you draw this weapon, you can extinguish all non magical flames within 30 feet of you. This property can be used no more than once per hour.	1,285	
Gem Of Brightness
Wondrous Item	This prism has 3 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: The first command word causes the gem to shed bright light in a 10-foot radius and dim light for an additional 10 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 30 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.  The gem regains it’s charges after a long rest.	950	
Gem Of Seeing
Requires Attunement
Wondrous Item	This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains it’s charges after a long rest.	1,275	
Gloves Of Missile Snaring
Requires Attunement
Wondrous Item	These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand and as a bonus action throw it at a target you can see within 30 ft of you.  The atack uses the original attack info.	1,895	
Headband Of Intellect
Requires Attunement
Wondrous Item	Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher.	1,300	
Ice Arrow / Bolt (5)
Ammunition	These arrows are cold to the touch. On hit, the target takes 2d8 cold damage and must pass a 15DC CON saving throw or suffer -10ft to their movement speed and have disadvantage on DEX saving throws for 1D4 rounds (does not stack).	45	
Immovable Rod
Rod	This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 5 feet on a success.	200	
Infinitely Mundane Pouch
Requires Attunement
Wondrous Item	This pouch can hold up to 20 non-magical items weighing no more than 1/2 lb each.  Everytime you add an item to the pouch, it will infinitely duplicate that item every time you pull it out.  This is great for spell, alchemical, and tinkering supplies, but has a variety of use cases for adventuring.  Never buy caltrops again.  Any item pulled from the bag that hasn’t been used within 1 minute vanishes.  If an item is given to another person not attuned to the bag, it vanishes instantly.  Items stored in the pouch can be swapped out at any time by intending to do so when pulling an item from the pouch.	1,000	
Lantern Of Revealing
Wondrous Item	While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.	1,650	
Magefire Arrow / Bolt (5)
Ammunition	Fire arrows that magically ignite once fired. Deals 2d6 extra fire damage and ignites non-worn, non-carried flammable materials in a 10ft radius.	45	
Mantle Of Spell Resistance
Requires Attunement
Wondrous Item	You have advantage on saving throws against spells while you wear this cloak.	2,850	
Manual Of Bodily Health
Wondrous Item	This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.	1,680	
Manual Of Gainful Exercise
Wondrous Item	This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.	2,325	
Manual Of Quickness Of Action
Wondrous Item	This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.	2,285	
Necklace Of Adaptation
Wondrous Item	While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).	1,150	
Necklace Of Fireballs
Wondrous Item	This necklace has 5 beads hanging from it. You can use an action to detach a bead and throw it up to 30 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 16). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.	1,995	
Nine Lives Stealer
Requires Attunement
Weapon	You gain a +3 bonus to attack and damage rolls made with this magic weapon. The sword has 9 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 16 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword regains this ability At the start of each new month.	2,050	
Nolzur’s Marvelous Pigments
Wondrous Item	Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. Each pot of paint is sufficient to cover 10 square feet of a surface, which lets you create inanimate objects or terrain features -- such as a door, a pit, flowers, trees, cells, rooms, or weapons. It takes 10 minutes to cover 10 square feet. When you complete the painting, the object or terrain feature depicted becomes a real, non magical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit. Nothing created by the pigments can have a value greater than 25 . If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.	1,400	
Oathbow
Requires Attunement
Weapon	When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 8d10 piercing damage. While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.	1,800	
Pearl Of Power
Requires Attunement
Wondrous Item	While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until after your next long rest.	1,400	
Portable Hole
Wondrous Item	This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.	1,100	
Quiver Of Ehlonna
Requires Attunement
Wondrous Item	Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.	1,500	
Ring Of Feather Falling
Requires Attunement
Ring	When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.	1,500	
Ring Of Free Action
Requires Attunement
Ring	While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.	1,250	
Ring Of Jumping
Requires Attunement
Ring	While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.	1,300	
Ring Of Protection
Requires Attunement
Ring	You gain a +1 bonus to AC and saving throws while wearing this ring.	2,900	
Ring Of Regeneration
Requires Attunement
Ring	While wearing this ring, you regain 1d6 hit points every minute, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d4 + 1 days if you have at least 1 hit point the whole time.	2,000	
Ring Of Resistance
Requires Attunement
Ring	You have resistance to one type of damage while you wear this ring. The GM chooses the type or determines it randomly from the options below. Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant or Thunder	3,250	
Ring Of Spell Storing
Requires Attunement
Ring	This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it as an action. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.	2,785	
Ring Of Swimming
Ring	You have a swimming speed of 40 feet while wearing this ring.	850	
Ring of the Grammarian
Requires Attunement
Ring	The Ring of the Grammarian can be used, once per day, to alter one letter in a spell title, as you're casting it, for a different effect. For instance, the wearer can start casting Cause Fear and activate the ring to instead cast Cause Bear.	1,345	
Ring Of The Ram
Requires Attunement
Ring	This ring has 3 charges, and it regains 1d4 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 30 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 10 feet of you that isn't being worn or carried. The ring makes a Strength check with a +10 bonus for each charge you spend.	2,185	
Ring Of Warmth
Requires Attunement
Ring	While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.	850	
Robe Of Stars
Requires Attunement
Wondrous Item	This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.	1,100	
Rod Of Absorption
Requires Attunement
Rod	While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy -- not the spell itself -- is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 25 levels of energy. Once the rod absorbs 25 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal.	1,750	
Rod Of Alertness
Requires Attunement
Rod	This rod has a flanged head and the following properties. 

Alertness: While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. 

Spells: While holding the rod, you can use an action to cast one of the following spells from it. Detect Evil and Good, Detect Magic, Detect Poison and Disease, Dispel Magic, See Invisibility, Animate Object, Antilife Shell, Blur or Rope Trick. 

Protective Aura: As an action, you can plant the shaft end of the rod in the ground, whereupon the rod's head sheds bright light in a 30-foot radius and dim light for an additional 30 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until after a long rest.	2,000	
Rope Arrow / Bolt (1)
Ammunition	A 25ft rope is attached to the end of this strengthened arrow.	30	
Scimitar Of Speed
Requires Attunement
Weapon	You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.	2,100	
Sending Stones
Wondrous Item	Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell. Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes non magical.	700	
Shield +3
Requires Attunement
Shield	While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.	3,000	
Slippers Of Spider Climbing
Requires Attunement
Wondrous Item	While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.	1,400	
Sovereign Glue
Wondrous Item	This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a container contains 1d6 + 1 ounces. One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, or with a wish spell.	425	
Tome Of Clear Thought
Wondrous Item	This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.	2,185	
Tome Of Leadership And Influence
Wondrous Item	This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.	2,200	
Tome Of Understanding
Wondrous Item	This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.	2,150	
Universal Solvent
Wondrous Item	This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue.	430	
Wand Of Better Magic Missiles
Wand	This wand has 8 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. The wand regains 1D8+1 expended charges daily.  For each charge you expel, you fire 2 magic missiles that deal 1D6 each.	2,850	
Wand Of Magic Detection
Wand	This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily.	1,450	
Wand Of Polymorph
Requires Attunement
Wand	This wand has 4 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 13) from it. The wand regains 1d4 expended charges daily.	1,850	
Wand Of Secrets
Wand	The wand has 2 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 expended charges daily.	1,850	
Wand Of The War Mage +2
Requires Attunement
Wand	While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. (can only be used by a spellcaster)	3,335	
Winged Boots
Requires Attunement
Wondrous Item	While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 1 hour, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 30 minutes of flying capability for every 12 hours they aren't in use.	1,900	

SPELL SCROLLS					
All scrolls are designed to require no components and can be read by even non-magical users. A scroll will vanish once used except for cantrip scrolls, they can be used 3 times before they vanish.  Due to the customized nature of these scrolls, and their ease of use for non-magical users, they can not be copied into a Spell Tomb.  However, for an additional 150GP fee, all scrolls can be reproduced with a format suitable for duplication.

Note to player, you can use 5e.tools to look up any of these spells. 					
CANTRIP (100GP)	1ST LEVEL (160GP)	2ND LEVEL (220GP)	3RD LEVEL (300GP)	4TH LEVEL (345GP)	
Acid Splash
Blade Ward
Chill Touch
Control Flames
Create Bonfire
Dancing Lights
Druidcraft
Eldritch Blast
Fire Bolt
Friends
Frostbite
Guidance
Gust
Light
Mage Hand
Magic Stone
Mending
Message
Minor Illusion
Mold Earth
Poison Spray
Prestidigitation
Produce Flame
Ray Of Frost
Resistance
Sacred Flame
Shape Water
Shocking Grasp
Spare The Dying
Thaumaturgy
Thorn Whip
Thunderclap
True Strike
Vicious Mockery	Absorb Elements
Alarm
Armor Of Agathys
Bane
Bless
Burning Hands
Charm Person
Chromatic Orb
Command
Comprehend Languages
Detect Magic
Disguise Self
Earth Tremor
Entangle
Expeditious Retreat
Faerie Fire
Feather Fall
Floating Disk
Fog Cloud
Guiding Bolt
Hail Of Thorns
Healing Word
Hellish Rebuke
Hex
Hideous Laughter
Hunter's Mark
Identify
Inflict Wounds
Jump
Mage Armor
Purify Food And Drink
Ray Of Sickness
Sanctuary
Silent Image
Sleep
Speak With Animals
Thunderwave
Unseen Servant
Witch Bolt	Aganazzar's Scorcher
Arcanist's Magic Aura
Augury
Barkskin
Beast Sense
Blindness/Deafness
Blur
Branding Smite
Calm Emotions
Cloud Of Daggers
Continual Flame
Crown Of Madness
Darkness
Detect Thoughts
Dust Devil
Earthbind
Earthen Grasp
Enhance Ability
Enlarge/Reduce
Enthrall
Flame Blade
Gentle Repose
Gust Of Wind
Heat Metal
Hold Person
Invisibility
Levitate
Locate Animals Or Plants
Locate Object
Phantasmal Force
Prayer Of Healing
Protection From Poison
Pyrotechnics
Shatter
Silence
Spider Climb
Spike Growth
Suggestion
Web	Blink
Call Lightning
Counterspell
Crusader's Mantle
Daylight
Dispel Magic
Elemental Weapon
Erupting Earth
Fear
Feign Death
Fireball
Gaseous Form
Glyph Of Warding
Haste
Lightning Arrow
Lightning Bolt
Major Image
Mass Healing Word
Meld Into Stone
Minute Meteors
Nondetection
Phantom Steed
Plant Growth
Protection From Energy
Remove Curse
Revivify
Sending
Sleet Storm
Slow
Speak With Dead
Speak With Plants
Spirit Guardians
Stinking Cloud
Tidal Wave
Tiny Hut
Vampiric Touch
Wall of Water
Water Breathing
Wind Wall	Arcane Eye
Aura Of Life
Aura Of Purity
Banishment
Black Tentacles
Blight
Compulsion
Confusion
Conjure Minor Elementals
Conjure Woodland Beings
Control Water
Death Ward
Dimension Door
Divination
Dominate Beast
Elemental Bane
Fabricate
Faithful Hound
Fire Shield
Freedom Of Movement
Giant Insect
Grasping Vine
Greater Invisibility
Guardian Of Faith
Hallucinatory Terrain
Ice Storm
Locate Creature
Phantasmal Killer
Polymorph
Private Sanctum
Resilient Sphere
Secret Chest
Staggering Smite
Stone Shape
Stoneskin
Storm Sphere
Vitriolic Sphere
Wall Of Fire
Watery Sphere	
5TH LEVEL (500GP)	6TH LEVEL (720GP)	7TH LEVEL (950GP)	8TH LEVEL (1,400GP)	9TH LEVEL (2,250GP)	
Animate Objects
Antilife Shell
Cloudkill
Cone Of Cold
Conjure Elemental
Conjure Volley
Contact Other Plane
Contagion
Control Winds
Creation
Destructive Wave
Dream
Flame Strike
Hallow
Hold Monster
Immolation
Insect Plague
Legend Lore
Mass Cure Wounds
Mislead
Modify Memory
Planar Binding
Reincarnate
Scrying
Seeming
Telekinesis
Telepathic Bond
Transmute Rock
Wall Of Force
Wall Of Stone	Arcane Gate
Blade Barrier
Chain Lightning
Eyebite
Freezing Sphere
Heal
Heroes' Feast
Instant Summons
Move Earth
Planar Ally
Primordial Ward
Programmed Illusion
Sunbeam
Transport Via Plants
True Seeing
Wall Of Ice
Wall Of Thorns
Wind Walk	Delayed Blast Fireball
Etherealness
Fire Storm
Forcecage
Magnificent Mansion
Plane Shift
Prismatic Spray
Project Image
Regenerate
Resurrection
Reverse Gravity
Teleport
Whirlwind	Clone
Control Weather
Earthquake
Holy Aura
Horrid Wilting
Incendiary Cloud
Maze
Mind Blank
Power Word Stun
Sunburst
Telepathy
Tsunami	Astral Projection
Foresight
Gate
Imprisonment
Mass Heal
Meteor Swarm
Power Word Heal
Shapechange
Weird