Shop Compendium 1.4 - Digital
Shop Compendium 1.4 - Digital
Shop Compendium 1.4 - Digital
Black Market
Thieve’s tools & Forgery kit
Bookstore
Calligrapher’s & Painter’s supplies
Cartographer’s & Navigator’s tools
SHOP
Camping DnD Must Haves
Camping utilities and Equipment
Clothing Store
Weaver’s & Cobbler’s tools
Food
Leatherworkers D
Leatherworker’s & Cobbler’s tools
Music
Musical instruments
Navy D
Ships & supplies DnD Must Have
Potion Making
Alchemist’s supplies & Poison kits
Glassblower’s & Potter’s tools
Smith Shop
Smith’s tools
Stables D
Mounts, Vehicles & Equipment
Barding
Tattoo Shop
Magical tattoo’s
Wooworking
Carpenter’s & Woodcarver’s tools
DnD Must Have
Services
Hirelings and Renting
Ammunition Armory
Poisons
Name Cost Damage Notes
Assassin’s Blood (Ingested) 150 gp 1d12 poison The target takes damage and is poisoned for 24 hours on a failed DC 10 CON save
Black Sap 300 gp The target cannot be chamed or frightend for 1d6 hours, but fail a DC 15 CON save and be poisond for 2d4 hours.
Blood of the Lycanthrope 500 gp The target must succeed on a DC 12 CON save or be cursed with lycanthropy until the curse is removed by a spell. To determine the type, roll a
d6: 1-3 wererat | 4-5 Werewolf | 6 Wereboar
Burnt Othur Fumes (Inhaled) 500 gp 3d6 poison The target must succeed on a DC 13 CON save or take 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) 200 gp The target must succeed on a DC 13 CON save or be poisoned for 1 minute, being paralyzed. The target can repeat the save at the end of it’s turns.
Dreamlily 1 gp Consuming dreamlily causes disorienting euphoria and brings about remarkable resistance to pain. A creature under the effects of dreamlily
is poisoned for 1 hour. While poisoned in this way, the creature is immune to fear, and the first time it drops to 0 hit points without being killed
outright, it drops to 1 hit point instead. A dose of dreamlily costs around 1 gp, or up to ten times that if purchased through legal channels.
Drow Poison (Injury) 200 gp The target must succeed on a DC 13 CON save 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) 300 gp The target must succeed on a DC 15 CON save or be poisoned for 1 hour, being paralyzed. 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) 250 gp The target must succeed on a DC 15 CON save or become poisoned for 1 hour. The poisoned creature is blinded.
Midnight Tears (Ingested) 1500 gp 9d6 poison The target 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
CON save, damage on a failed save, or half as much damage on a successful one.
Oil of Taggit (Contact) 400 gp The target must succeed on a DC 13 CON save or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it
takes damage.
Pale Tincture (Ingested) 250 gp 1d6 poison The target must succeed on a DC 16 CON save or take damage and become poisoned. The poisoned creature must repeat the saving throw every
24 hours, taking 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.
Basic Poison 100 gp 1d4 poison Use te poison as an action to coat one slashing or piercing weapon or up to three pieces of ammunition. The target hit by the poisoned weapon or
ammunition must make a DC 10 CON save or take damage. Once applied, the poison retains potency for 1 minute before drying.
Purple Worm Poison (Injury) 2000 gp 12d6 poison The target must make a DC 19 CON save, taking damage on a failed save, or half as much damage on a successful one.
Serpent Venom (Injury) 200 gp 3d6 poison The target must succeed on a DC 11 CON save, taking damage on a failed save, or half as much damage on a successful one.
Torper (Ingested) 600 gp The target must succeed on a DC 15 CON save or become poisoned for 4d6 hours. The poisoned creature is incapacitated.
Wyvern Poison (Injury) 1200 gp 7d6 poison The target must make a DC 15 CON save, taking damage on a failed save, or half as much damage on a successful one.
Items
Name Cost Notes
Burglar’s Pack 16 gp Includes a backpack, a bag of 1,000 ball bearings, 10 feet 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 feet of hempen rope strapped to the side of it.
Disguise Kit 25 gp This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical
appearance.
Forgery Kit 15 gp 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.
Poisoner’s Kit 50 gp The kit includes the vials, chemicals, and other equipment necessary for the creation of poisons.
Scale, Merchant’s 5 gp Weighs up to 2 lbs
Thieves’ Tools 25 gp It 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.
Black Market
Camping Equipment
Name Cost Notes
Backpack 2 gp -
Bedroll 1 gp -
Blanket 5 sp -
Candle 1 cp 5ft dim light
Climber’s Kit 25 gp -
Crampons 2 gp Metal spikes strapped to the sole of a boot, can’t fall prone on slippery ice
Dungeoneer’s Pack 12 gp 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 40 gp Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a
disguise kit.
Explorer’s Pack 10 gp Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a
waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Fishing Tackle 1 gp This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet
lures, and narrow netting.
Hunting Trap 5 gp -
Insect Repellent-Incense 1 sp When lit, it burns for 8 hours and repels normal insects within a 20-foot-radius centered on it.
It doesn’t protects against giant insects or the vile swarms of insects
Insect Repellent-Salve 1 gp It contains 20 applications of odorless grease. One application protects its wearer against
normal insects for 24 hours. The salve is waterproof so it doesn’t wash off in rain. It doesn’t
protects against giant insects or the vile swarms of insects
Bookstore Lamp 5 sp 15 ft bright and an extra 30 ft dim light. Burns 6 hours on a flask of oil
Lantern, Bullseye 10 gp 60 ft cone of bright light and an extra 60 ft dim light. Burns 6 hours on a flask of oil
Name Cost Notes Lantern, Hooded 5 gp 30 ft bright and an extra 30 ft dim light. Burns 6 hours on a flask of oil. As an action, you can
Abacus 2 gp Used to make calculations. lower the hood, reducing the light to dim light in a 5 ft radius.
Book 25 gp Could be about anything that can be represented using tekst or pictures Mess Kit 2 sp This tin box contains a cup and simple cutlery. The box clamps together, and one side can be
Calligrapher’s Supplies 10 gp used as a cooking pan and the other as a plate or shallow bowl.
Cartographer’s Tools 15 gp Monster Hunter’s Pack 33 gp Includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy
Case, map or scroll 1 gp Can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches.
Chalk 1 cp Oil (flask) 1 sp -
Diplomat’s Pack 39 gp Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a Signal Whistle 5 cp -
lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap. Tent, Two-Person 2 gp -
Hourglass 25 gp Tinderbox 5 sp -
Ink (1 ounch bottle) 10 gp Torch 1 cp Burns for 1 hour, 20 ft bright light and an extra 20 ft dim light. Deals 1 fire damage
Ink Pen 2 cp Waterskin 2 sp It can hold 4 pints of liquid
Little Bag of Sand 1 sp
Magnifyung Glass 100 gp This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel
when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight
to focus, tinder to ignite, and about 5 minutes for the fire to ignite.
Painter’s Supplies 10 gp
Paper (One sheet) 2 sp
Parchment (One sheet) 1 sp
Playing Card Set 5 sp
Scolar’s Pack 40 gp Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little
bag of sand, and a small knife.
Sealing Wax 4 sp
Spellbook 50 gp
Canvas (1 sq. yd.) 1 sp
Bookstore Camping
Clothingstore Food
Food Supplies
Name Cost Notes Name Cost Name Cost Notes
Boots 2 sp Chicken 2 cp Brewer’s supplies 20 gp
Clothes, Common 5 sp Cinnamon (1 lb.) 2 gp Cook’s Utensils 1 gp
Clothes, Costume 5 gp Cloves (1 lb.) 3 gp Jug or Pitcher 2 cp Can hold 1 gallon of liquid
Clothes, Fine 15 gp Cow 10 gp Mess Kit 2 sp This tin box contains a cup and simple
Clothes, Travelers 2 gp Flour (1 lb.) 2 cp cutlery. The box clamps together, and one
Clothes, Cold weater 10 gp Ginger (1 lb.) 1 gp side can be used as a cooking pan and the
Cobbler’s Tools 5 gp Goat 1 gp other as a plate or shallow bowl.
Pride Silk 100 gp 1 lbs of the silk Ox 15 gp Rations (1 day) 5 sp
Pride Silk Outfit 500 gp AC 11 + DEX Pepper (1 lb.) 2 gp Scale, Merchant’s 5 gp Weighs up to 2 lbs
Robes 1 gp Pig 3 gp
Rope, Hempen (50 ft) 1 gp 2 HP, DC 17 STR to burst Saffron (1 lb.) 15 gp
Rope, Silk (50 ft) 10 gp 2 HP, DC 17 STR to burst Salt (1 lb.) 5 cp
Vestments 2 gp Religious clothing Sheep 2 gp
Weaver’s Tools 1 gp Wheat (1 lb.) 1 cp
Cotton (1 sq. yd.) 5 sp Bread, Loaf 2 cp Meals (per day)
Linen (1 sq. yd.) 5 gp Ale, Gallon 2 sp Name Cost
Ale, Mug 4 cp Squalid 3 cp
Banquet (p.p.) 10 gp Poor 6 cp
Cheese, hunk 1 sp Modest 3 sp
Meat, chunk 3 sp Comfortable 5 sp
Wine, common (pitcher) 2 sp Wealthy 8 sp
Wine, fine (bottle) 10 gp Aristocratic 2 gp
Herbalism
Name Cost Notes
Alms Box 1 sp
Block of Incense 5 sp
Component Pouch 25 gp
Healer’s Kit 5 gp 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 0 hit points, without
needing to make a Wisdom (Medicine) check.
Herbalism Kit 5 gp 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 is required to
create antitoxin and any potion of healing.
Olisuba Leaf 50 gp When made into a tea, your exhaustion level is reduced by 2 instead of 1 at the end of that long
rest.
Scale, Merchant’s 5 gp Weighs up to 2 lbs
Soap 2 cp
Spring of Mistletoe 1 gp Druidic Focus
Theki Root 3 gp Taking the root as an action, you gain advantage on saving throws against the effects of
poisonous or toxic substances for 8 hours.
Totem 1 gp Druidic Focus
Proficiency needed
Proficiency Items
Herbalism kit Antitoxin, potion of healing
Leatherworker’s tools Leather armor, boots
Smith’s tools Armor, weapons
Weaver’s tools Cloaks, robes
Xanathar p128
Potions
Name Cost Damage Notes
Acid (vial) 25 gp Use within 5ft or make a ranged 20ft attack
Alchemist’s Fire (flask) 50 gp 1d4 fire Use within 5ft or make a ranged 20ft attack. On a hit the target takes fire damage at the start of each turn, DC 10 DEX save to extinguish the
flames
Antitoxin 50 gp Drinking it gives you advantage on saving throws against poison for 1 hour
Black Sap 300 gp The target cannot be chamed or frightend for 1d6 hours, but fail a DC 15 CON save and be poisond for 2d4 hours.
Blight Ichor 200 gp Drinking it gives you advantage on wisdom and intelligence checks for 1 hour, but fail a DC 15 CON save and be poisond for 1d6 hours and
suffer the effects of a confusion spell for 1 minute.
Holy Water (Flask) 25 gp 2d6 radiant Use within 5ft or make a ranged 20ft attack. On a hit the target takes radiant damage.
Muroosa Balm 1 gp 1 gp per dose against sunburn, 100 gp for a full application against fire.
Perfume (vial) 5 gp
Soothsalts 150 gp The target gains advantage on all Intelligence checks for 1d4 hours. Taking a DC 15 CON save or gain one level of exhaustion for each dose
consumed
Truth Serum 150 gp The target must succeed on a DC 11 CON save 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.
Items
Name Cost Damage Notes
Alchemist’s Supplies 50 gp
Glassblower’s tools 30 gp The tools include a blowpipe, a small marver, blocks, and tweezers. You need a source of heat to work glass.
Potter’s tools 10 gp Potter’s tools include potter’s needles, ribs, scrapers, a knife, and calipers.
Poisoner’s kit 50 gp A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons.
Bomb 150 gp 3d6 fire Make a ranged attack up to 60 ft. Each creature within 5 ft must succeed a DC 12 DEX save or take damage
Bottle, Glass 2 gp Can hold 1 1/2 pints of liquid
Dynamite (Stick) 10 gp 3d6 bludgeoning Make a ranged attack up to 60 ft. Each creature within 5 ft must succeed a DC 12 DEX save or take damage
Flask or Tankard 2 cp Can hold 1 pint of liquid
Magnifyung Glass 100 gp This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a
magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite.
Oil (flask) 1 sp
Scale, Merchant’s 5 gp Weighs up to 2 lbs
Vial 1 gp It can hold 4 ounces of liquid.
Willowshade Oil 30 gp It can be used as an action to apply the oil to another creature that has been petrified for less than 1 minute, causing the petrified condition on
that creature to end at the start of what would be that creature’s next turn.
Potion Making
Smith Mounts, Vehicles and Equipment
Name Cost Notes Name Cost Notes
Ball Bearings (bag of 1,000) 1 gp Covering a 10 feet square, walk half speed or make a DC 10 DEX to move or fall prone Bit and Bridle 2 gp
Bucket 5 cp Can hold 3 gallons of liquid, or 1/2 cubic foot of solid material Block and Tackle 1gp It allows you to hoist up to four times the weight you can normally lift
Chain (10ft) 5 gp 10 HP, DC 20 strength check Feed (per day) 5 cp Standard Feed
Crowbar 2 gp Advantage on strenth checks Saddle, Exotic 60 gp Required for a aquatic or flying mount
Grappling Hook 2 gp Saddle, Military 20 gp It gives you advantage on any check you make to remain mounted.
Lock 10 gp A key is provided with the lock. Without the key, a creature proficient with thieves’ tools Saddle, Pack 5 gp A standard saddle for a pack mount.
can pick this lock with a successful DC 15 DEX check. Saddle, Riding 10 gp
Manacles 2 gp They can bind a Small or Medium creature. Escaping the manacles requires a successful Saddlebags 4 gp
DC 20 DEX check. Breaking them requires a successful DC 20 STR check. They come with Stabling (per day) 5 sp
one key. Without the key, a creature proficient with thieves’ tools can pick the manacles’
lock with a successful DC 15 DEXcheck. Manacles have 15 hit points. Mounts Vehicle
Mirror, Steel 5 gp Name Cost Notes Name Cost Notes
Pick, Miner’s 2 gp Camel 50 gp Carriage 100 gp
Piton 5 cp Donkey/Mule 8 gp Cart 15 gp
Pot, Iron 2 gp Draft Horse 50 gp Chariot 250 gp
Shovel 2 gp Elephant 200 gp Dogsled 20 gp Speed 10 mph
Smith’s Tools 20 gp Mastiff 25 gp Speed 40 ft. Skyship 100.000 gp
Spikes, Iron (10) 1 gp Moorbounder 500 gp Sled 20 gp
Whetstone 1 cp Pony 30 gp Wagon 35 gp
Iron (1 lb.) 1 sp Riding Horse 75 gp Speed 60 ft.
Copper (1 lb.) 5 sp Sled Dog 50 gp Speed 40 ft, pulling
capacity 360 lbs. Need a
short rest after pulling 1
hour
Warhorse 400 gp Speed 60 ft.
Barding
Name Type Cost Armor Class Strength Stealth
Padded Light 5 gp 11 + DEX — Disadvantage
Leather Light 10 gp 11 + DEX — —
Studded Leather Light 45 gp 12 + DEX — —
Hide Medium 10 gp 12 + DEX (max 2) — —
Chain Shirt Medium 50 gp 13 + DEX (max 2) — —
Scale Mail Medium 50 gp 14 + DEX (max 2) — Disadvantage
Breastplate Medium 400 gp 14 + DEX (max 2) — —
Half Plate Medium 750 gp 15 + DEX (max 2) — Disadvantage
Ring Mail Heavy 30 gp 14 — Disadvantage
Chain Mail Heavy 75 gp 16 STR 13 Disadvantage
Splint Heavy 200 gp 17 STR 15 Disadvantage
Plate Heavy 1500 gp 18 STR 15 Disadvantage
Smith Stables
Services
Name Cost Notes
Coach cap, between towns 3 cp Per mile
Coach cap, within a city 1 cp
Hireling, skilled 2 gp Per day
Hireling, untrained 2 sp Per day
Messanger 2 cp Per mile
Road/Gate toll 1 cp
Ship’s passage 1 sp per mile
Tattoos
Name Rarity Cost Placement
Absorbing Tattoo Very rare
Barrier Tattoo Uncommon - Very rare
Inn Stay (per day)
Coiling Grasp Tattoo Uncommon
Eldritch Claw Tattoo Uncommon Name Cost
Illuminator’s Tattoo Common Squalid 7 cp
Masquerade Tattoo Common Poor 1 sp
Spellwrought Tattoo Common - Rare Modest 5 sp
Comfortable 8 sp
Wealthy 2 gp
Tasha’s Cauldron of Everything p118 Aristocratic 4 gp