Buying and Selling Magic Items, Herbal Ingredients, Poisons, and Other Rarities
Selling your magic items
Selling your magic items and poisons can be done either during sessions or during Downtime activities like selling herbs can be. However, finished products are looked for by potential customers far more often than just the ingredients. This is mostly due to the lack of ability to craft such items for most NPCs.
The pricing for all magic items is in the charts below, or if you made the item then it is double the total cost of all components. However, these are just base pricing, and the charts below go off of the base pricing. The player always has the opportunity to price these items themselves, and the DM can respond at their discretion.
You can expect to sell up to half of your magic wares to potential buyers in most cities and towns, and only a small amount to villages. This of course depends on how much money you are willing to sacrifice. However, the more damage, healing, or power a concoction provides, the less often a buyer will be available.
When selling your magic items to a potential buyer, the player will need to perform a DC 15 Charisma check to find potential buyers of their products. Just like with other skill checks, other player in the party can assist, granting the original player advantage on this roll.
On a failure, no buyer can be found for that item type until the player tries again after a long rest and makes another attempt.
On a success, the player is able to find a nearby buyer immediately, or if during Downtime, it takes a number of days as per the chart below. Remember, that the more rare the item is, the harder it will be to sell.
Sale Price Modifier
Rarity | d20 Offered Sale Price Modifier* | Days to find Buyer |
Common | +2 | 1d6 |
Uncommon | +0 | 1d8 |
Rare | -2 | 1d10 |
Very Rare | -3 | 1d12 |
Legendary | -4 | 1d100 |
Offered Sale Price
d% + Mod | You find... |
4 or lower | A buyer offering a tenth of the base price |
5 - 6 | A buyer offering a fifth of the base price, and a shady buyer offering quarter the base price |
7 - 8 | A buyer offering a quarter of the base price, and a shady buyer offering half of the base price |
9 - 12 | A buyer offering a third of the base price, and a shady buyer offering half of the base price |
13 - 16 | A buyer offering a half of the base price, and a shady buyer offering two thirds of the base price |
17 - 18 | A buyer offering half of the base price, and a shady buyer offering the full price, no questions asked |
19 or higher | A buyer offering two thirds of the base price, and a shady buyer offering up to double the full price, no questions asked |
Magic Item and Poison Values
Herbalism ingredient values are listed in the herbalism tables.
DM READMEYour world need not sell the magic items for the prices given below. Your world does not even need to sell the magic items below at all. The primary purpose of the tables below is to establish the relative price of magic items so that you can have a reasonably sane economy and/or so that you can quickly eyeball how much the swag you're giving your players is worth. You are free to modify the prices as you will, just be sure to tell your players that you are doing so in advance to the game start.
The items are divided into a few different lists for your convenience. The lists are as follows:
- Consumables are items that are used some set amount of times (usually once) and then are gone.
- Combat Items are items that primarily make the user better at killing things. Some also have other killing-unrelated effects, but these are not the primary source of their utility.
- Noncombat Items are items that primarily make the user better at solving problems in a killing-unrelated manner. Some also make the user better at killing things, but this is not the primary source of their utility.
- Summoning Items are items that summon creatures to kill things or solve problems for you.
- Gamechanging Items are items that can have major effects on the way the players engage with the world or that can resculpt the campaign world in some major way all on their own. They are not necessarily overpowered, but the GM should take a look at them to make sure that the items they allow are compatible with the sort of game and world they want to create.
Each is discussed further in their own section. By adjusting the prices of the various lists, the GM can make it easier or harder to get their hands on various types of problem solving abilities.
Again, the prices below are not absolute. The GM may adjust the prices of items individually or by list, they may make any item available or not, they may say that magic items can't be sold for gold at all and that the below prices only roughly estimate value when people are trading magic items for other magic items or they may even not show these tables to their PCs at all and just use them to estimate treasure values. The below lists are intended as a tool, not an imposition on your campaign world. Consumables
Consumables represent all items that can be used up when used in their intended manner. By default, consumables are somewhere around one tenth the price of an equivalent permanent item. The scroll prices below represent a typical scroll of that level. Scrolls with significant direct value, such as scrolls of fabricate or wish, may be priced differently.
Item | Price(gp) |
---|---|
Spell Scroll Level 0 | 10 |
Ammunition +1(each) | 25 |
Potion of Healing | 50 |
Quaal's Feather Token Anchor | 50 |
Spell Scroll Level 1 | 60 |
Philter of Love | 90 |
Ammunition +2(ea) | 100 |
Potion of Poison | 100 |
Dust of Dryness(1 pellet) | 120 |
Elixir of Health | 120 |
Keoghtom's Ointment(Per dose) | 120 |
Spell Scroll Level 2 | 120 |
Potion of Fire Breath | 150 |
Potion of Greater Healing | 150 |
Potion of Climbing | 180 |
Potion of Heroism | 180 |
Potion of Invisibility | 180 |
Potion of Mind Reading | 180 |
Potion of Water Breathing | 180 |
Scroll of Protection | 180 |
Nolzur's Marvelous Pigments | 200 |
Potion of Animal Friendship | 200 |
Spell Scroll Level 3 | 200 |
Quaal's Feather Token Fan | 250 |
Quaal's Feather Token Whip | 250 |
Potion of Diminution | 270 |
Potion of Growth | 270 |
Dust of Disappearance | 300 |
Necklace of Fireballs(One bead) | 300 |
Potion of Gaseous Form | 300 |
Potion of Resistance | 300 |
Universal Solvent | 300 |
Spell Scroll Level 4 | 320 |
Ammunition +3(ea) | 400 |
Potion of Speed | 400 |
Sovereign Glue | 400 |
Horn of Blasting | 450 |
Potion of Superior Healing | 450 |
Dust of Sneezing and Choking | 480 |
Necklace of Fireballs(Two beads) | 480 |
Oil of Slipperiness | 480 |
Potion of Flying | 500 |
Arrow of Slaying(ea) | 600 |
Spell Scroll Level 5 | 640 |
Bead of Force | 960 |
Elemental Gem | 960 |
Necklace of Fireballs(Three beads) | 960 |
Potion of Clairvoyance | 960 |
Potion of Vitality | 960 |
Spell Scroll Level 6 | 1280 |
Potion of Supreme Healing | 1350 |
Chime of Opening | 1500 |
Necklace of Fireballs(Four beads) | 1600 |
Oil of Etherealness | 1920 |
Ioun Stone Absorption | 2400 |
Spell Scroll Level 7 | 2560 |
Quaal's Feather Token Bird | 3000 |
Quaal's Feather Token Swan Boat | 3000 |
Oil of Sharpness | 3200 |
Necklace of Fireballs(Five beads) | 3840 |
Potion of Invulnerability | 3840 |
Gem of Brightness | 5000 |
Spell Scroll Level 8 | 5120 |
Deck of Illusions | 6120 |
Necklace of Fireballs(Six beads) | 7680 |
Spell Scroll Level 9 | 10240 |
Ioun Stone Greater Absorption | 31000 |
Rod of Absorption | 50000 |
Talisman of Ultimate Evil | 61440 |
Talisman of Pure Good | 71680 |
Robe of Useful items - Cost of contained items multiplied by 5 Combat items
Combat items are primarily good for killing things. A few have other uses as well, like the luckstone or the Ioun Stone Mastery, but their biggest effect is making their owner better at killing or not getting killed. Increase the price of these items if you want your players mostly getting oddball magic items that don't interact much at all with combat.
All items which are weapons or armor add the cost of the base weapon or armor that makes them up to their price.
Item | Price(gp) |
---|---|
Vicious Weapon | 950 |
Adamantine Armor | 900 |
Mithral Armor | 1800 |
+1 Weapon | 2000 |
Sword of Life-Stealing | 2200 |
Ioun Stone Protection | 2200 |
Wand of the War Mage +1 | 2200 |
Bracers of Archery | 2500 |
Circlet of Blasting | 2500 |
Javelin of Lightning | 1500 |
Prayer Bead - Smiting | 1500 |
Wind Fan | 1800 |
Sword of Sharpness | 2700 |
Staff of the Adder | 2800 |
Dancing Sword | 3000 |
Glamoured Studded Leather | 3000 |
Pipes of the Sewers | 3000 |
Prayer Bead - Bless | 2000 |
Saddle of the Cavalier | 2000 |
Sword of Wounding | 3000 |
Frost Brand | 2200 |
Dagger of Venom | 3500 |
Gloves of Missile Snaring | 5000 |
Ioun Stone Agility | 6000 |
Ioun Stone Fortitude | 6000 |
Ioun Stone Insight | 6000 |
Ioun Stone Intellect | 6000 |
Ioun Stone Leadership | 6000 |
Ioun Stone Strength | 6000 |
Staff of Withering | 5000 |
Cloak of Protection | 5500 |
Oathbow | 5500 |
Ring of Protection | 5500 |
+2 Weapon | 8000 |
Boots of Speed | 7000 |
Dragon Scale Mail | 4000 |
Elven Chain | 8000 |
Ioun Stone Regeneration | 9000 |
Iron Bands of Bilarro | 6000 |
Prayer Bead - Curing | 4000 |
Rope of Entanglement | 4000 |
Wand of Enemy Detection | 6000 |
Luckstone | 6200 |
Wand of the War Mage +2 | 6800 |
Flame Tongue | 10000 |
Periapt of Wound Closure | 5000 |
Ring of Evasion | 7000 |
Ring of the Ram | 5000 |
Tentacle Rod | 5000 |
Animated Shield | 6000 |
Armor of Resistance | 8000 |
Arrow-Catching Shield | 8000 |
Belt of Dwarvenkind | 8000 |
Bracers of Defense | 6000 |
Ioun Stone Reserve | 12000 |
Pearl of Power | 6000 |
Pipes of Haunting | 9000 |
Ring of Resistance | 9000 |
Robe of Scintillating Colors | 9000 |
Scimitar of Speed | 14000 |
Shield of Missile Attraction | 7000 |
Giant Slayer | 7000 |
Mace of Smiting | 14000 |
Brooch of Shielding | 7500 |
Amulet of Health | 8000 |
Dragon Slayer | 18000 |
Gauntlets of Ogre Power | 9000 |
Headband of Intellect | 9000 |
Mace of Disruption | 18000 |
Mace of Terror | 18000 |
Nine Lives Stealer(Fully Charged) | 18000 |
Wand of Magic Missiles | 18000 |
Wand of Web | 18000 |
Staff of Thunder and Lightning | 10000 |
Wand of Binding | 12000 |
Wand of Fear | 12000 |
Ioun Stone Awareness | 14000 |
Rod of the Pact Keeper +1 | 15000 |
Staff of Charming | 15000 |
Sunblade | 24000 |
Staff of Healing | 16000 |
Ring of Shooting Stars | 14000 |
Ioun Stone Mastery | 15000 |
+3 Weapon | 18000 |
Hammer of Thunderbolts | 18000 |
Rod of the Pact Keeper +2 | 18000 |
Staff of Fire | 16000 |
Staff of Swarming Insects | 16000 |
Wand of Paralysis | 16000 |
Ring of Fire Elemental Command | 17000 |
Dwarven Thrower | 18000 |
Wand of the War Mage +3 | 19200 |
Efreeti Chain | 20000 |
Ring of Free Action | 20000 |
Sentinel Shield | 20000 |
Staff of Striking | 21000 |
Ring of Spell Storing | 24000 |
Vorpal Sword | 34000 |
Ring of Water Elemental Command | 25000 |
Rod of Alertness | 25000 |
Staff of Frost | 26000 |
Instrument of the Bards - Fochulan Bandlore | 26500 |
Instrument of the Bards - Mac-Fuirmidh Cittern | 27000 |
Rod of Lordly Might | 28000 |
Rod of the Pact Keeper +2 | 28000 |
Instrument of the Bards - Doss Lute | 28500 |
Instrument of the Bards - Canaith Mandolin | 30000 |
Mantle of Spell Resistance | 30000 |
Ring of Spell Turning | 30000 |
Prayer Bead - Favor | 32000 |
Wand of Fireballs | 32000 |
Wand of Lightning Bolts | 32000 |
Wand of Polymorph | 32000 |
Instrument of the Bards - Cli Lyre | 35000 |
Scarab of Protection | 36000 |
Sword of Answering | 36000 |
Staff of the Woodlands | 44000 |
Spellguard Shield | 50000 |
Cloak of Displacement | 60000 |
Robe of Stars | 60000 |
Weapon of Warning | 60000 |
Prayer Bead - Wind Walking | 96000 |
Instrument of the Bards - Anstruth Harp | 109000 |
Instrument of the Bards - Ollamh Harp | 125000 |
Prayer Bead - Summons | 128000 |
Holy Avenger | 165000 |
Ring of shooting stars: A version of this item where the areas of the shooting stars cannot be overlapped would cost only 4000 gold.
Wands of Magic Missiles/Lightning Bolts/Fireballs: A version of one of these items that can't use multiple charges to cast at higher levels would cost 3000 for magic missiles and 8000 for lightning bolts or fireballs.
Instruments of the bards: Cost 20,000 gold less without the ability to grant disadvantage on saves against charm effects.
Rod of the pact Keeper: Rods which grant a warlock spell slot of a fixed level rather than whatever level you happen to have cost less.
Rods limited to 1st level cost 3000/7000/19000 for +1/+2/+3
Rods limited to 2nd level cost 4000/8000/20000 for +1/+2/+3
Rods limited to 3rd level cost 6000/10000/22000 for +1/+2/+3
Rods limited to 4th level cost 9000/13000/24000 for +1/+2/+3
Noncomat items give some sort of problem-solving ability not directly related to combat. Some, like the Eversmoking Bottle and the Boots of Levitation are also useful in combat, but that isn't where the bulk of their utility comes from. Increase the price of these items if you'd rather have your players resort to combat more predictably instead of coming up with complicated schemes that avoid direct fighting.
Item | Price(gp) |
---|---|
Helm of Comprehend Languages | 500 |
Driftglobe | 750 |
Trident of Fish Command | 800 |
Cap of Water Breathing | 1000 |
Eversmoking Bottle | 1000 |
Quiver of Ehlonna | 1000 |
Ioun Stone Sustenance | 1000 |
Ring of Warmth | 1000 |
Goggles of Night | 1500 |
Horseshoes of the Zephyr | 1500 |
Mariner's Armor | 1500 |
Necklace of Adaption | 1500 |
Ring of Water Walking | 1500 |
Wand of Magic Detection | 1500 |
Wand of Secrets | 1500 |
Gloves of Swimming and Climbing | 2000 |
Heward's Handy Haversack | 2000 |
Rope of Climbing | 2000 |
Ring of Feather Falling | 2000 |
Boots of Elvenkind | 2500 |
Eyes of Minute Seeing | 2500 |
Eyes of the Eagle | 2500 |
Ring of Jumping | 2500 |
Dimensional Shackles | 3000 |
Eyes of Charming | 3000 |
Medallion of Thoughts | 3000 |
Ring of Swimming | 3000 |
Bag of Holding | 4000 |
Boots of Levitation | 4000 |
Ring of Animal Influence | 4000 |
Boots of Striding and Springing | 5000 |
Cloak of Arachnida | 5000 |
Cloak of Elvenkind | 5000 |
Gloves of Thievery | 5000 |
Hat of Disguise | 5000 |
Horseshoes of Speed | 5000 |
Immovable Rod | 5000 |
Lantern of Revealing | 5000 |
Periapt of Health | 5000 |
Periapt of Proof Against Poison | 5000 |
Slippers of Spider Climbing | 5000 |
Cloak of the Bat | 6000 |
Cloak of the Manta Ray | 6000 |
Ring of X-Ray Vision | 6000 |
Cape of the Mountebank | 8000 |
Portable Hole | 8000 |
Apparatus of Kwalish | 10000 |
Boots of the Winterlands | 10000 |
Folding Boat | 10000 |
Ring of Invisibility | 10000 |
Helm of Telepathy | 12000 |
Cube of Force | 16000 |
Ring of Mind Shielding | 16000 |
Rod of Rulership | 16000 |
Mirror of Life Trapping | 18000 |
Amulet of Proof Against Detection and Location | 20000 |
Robe of Eyes | 30000 |
Gem of Seeing | 32000 |
Plate Armor of Etherealness | 48000 |
Summoning items give their users shiny new friends to help them destroy their enemies or solve problems. With the exception of the Onyx dog, the Silver Raven and the Ivory Goat of Terror, the value of these items is heavily dependent on how expensive mercenaries are in your campaign world. The basic rules makes hiring even quite competent allies startlingly cheap, and while these items aren't based on the ridiculous 2 gp/day rule, they do assume that hiring combat ready minions is a relatively cheap activity that most players will be doing a little bit of if the situation warrants it. Adjust the below prices accordingly if this is not true in your campaign world.
Item | Price(gp) |
---|---|
Ivory Goat(Travail) | 400 |
Golden Lion(ea) | 600 |
Ivory Goat(Traveling) | 1000 |
Staff of the Python | 2000 |
Onyx Dog | 3000 |
Silver Raven | 5000 |
Silver Horn of Valhalla | 5600 |
Marble Elephant | 6000 |
Bowl of Commanding Water Elementals | 8000 |
Brazier of Commanding Fire Elementals | 8000 |
Censer of Controlling Air Elementals | 8000 |
Stone of Controlling Earth Elementals | 8000 |
Brass Horn of Valhalla | 8400 |
Bronze Horn of Valhalla | 11200 |
Iron Horn of Valhalla | 14000 |
Ivory Goat(Terror) | 20000 |
Gamechanging Items
Gamechanging items significantly impact either the gameworld as a whole or the sort of things that are capable of challenging their holders. I don't really see either of these as a problem, but they may not fit with some campaigns or some settings, so the DM should take a careful look at the items on this list and decide whether or not they are allowed.
Item | Price(gp) |
---|---|
+1 Armor | 1500 |
+1 Shield | 1500 |
Sending Stones | 2000 |
Wings of Flying | 5000 |
Alchemy Jug | 6000 |
+2 Armor | 6000 |
+2 Shield | 6000 |
Ebony Fly | 6000 |
Bronze Griffon | 8000 |
Broom of Flying | 8000 |
Serpentine Owl | 8000 |
Winged Boots | 8000 |
Dwarven Plate | 9000 |
Potion of Longevity | 9000 |
Carpet of Flying | 12000 |
Ring of Regeneration | 12000 |
Sphere of Annihilation | 15000 |
Armor of Invulnerability | 18000 |
Talisman of the Sphere | 20000 |
+3 Armor | 24000 |
+3 Shield | 24000 |
Defender | 24000 |
Ring of Earth Elemental Command | 31000 |
Robe of the Archmagi | 34000 |
Ring of Air Elemental Command | 35000 |
Cubic Gate | 40000 |
Crystal Ball | 50000 |
Helm of Teleportation | 64000 |
Daern's Instant Fortress | 75000 |
Ring of Telekinesis | 80000 |
Cloak of Invisibility | 80000 |
Rod of Security | 90000 |
Staff of Power | 95500 |
Obsidian Steed | 128000 |
Decanter of Endless Water | 135000 |
Amulet of the Planes | 160000 |
The +X armors and shields, dwarven plate, defender, staff of power and robe of the archmagi all allow the user to boost their AC out of the range of bounded accuracy. Enough AC and a character becomes functionally immune to low level checks on their ability to run rampant, like the town guard or small armies. This sort of thing is possible using items not on this list, but it requires significantly more investment in terms of the player's attunement slots. Characters eventually growing up to the point where they don't care about low level NPCs isn't a bad thing, but it doesn't fit all campaigns.
The armor of invulnerability is on this list for about the same reason.
All items that grant either flying or a flying mount are on the list for a similar reason, though they obsolete enemies without flying or a strong ranged attack rather than low level nonmagical enemies.
The Cloak of invisibility likewise obsoletes enemies that can't see invisible things.
The Helm of Teleportation, Amulet of Planes and Cubic Gate are here because they essentially obsolete any quest involving travel times, and in the later cases many quests involving things being on another plane. Additionally, they give an almost absurdly strong panic button to the holder.
Sending Stones and the Crystal ball are here because of their impact on the world, both massively change the rate of travel of information, and the latter doubles as an extremely potent knowledge gathering tool in PC hands, which bears looking into for that reason alone.
The Alchemy Jug, Decanter of Endless Water, Sphere of Annihilation and Ring of Telekinesis are here for their massive effect on the economy. All three can potentially make a profit that dwarfs their listed price if used in a clever enough manner over a long timespan.
The Potion of Longevity are here for medical reasons which should be fairly clear.
Daern's Instant Fortress potentially has a huge impact on grand military strategy.