Bring forth what you can spare

Sell to a Merchant

Set your goods upon the counter, choose an ordinary merchant or an appropriate specialist, and let the ledger total the offer by condition.

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Goods set upon the counter

Prepare a Merchant Sale

Search the sellable ledger, choose the buyer suited to your goods, and prepare an offer for DM approval. Listed offers assume serviceable condition unless you select another.

1201 resale recordsShowing 30 of 1201
Adventuring Gear · General Gear

Abacus

No public description is listed.

1 gp
Adventuring Gear · Alchemical

Acid

Vial used as an improvised corrosive weapon.

12 gp, 5 sp
Armor · Armor (Any Medium or Heavy

Adamantine Armor

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit.

160 gp
Magic Items · Permanent Magic Item

Aegis of Sevenfold Accord

You gain a +2 bonus to AC in addition to the shield's normal bonus. You and friendly creatures within 10 feet of you have advantage on saving throws against being frightened while you are conscious. The aegis has 7 charges. When you or a willing creature within 30 feet takes damage, you can use your reaction and choose up to seven willing creatures within 30 feet, including the original target. Expend 1 charge for each additional creature chosen. Divide the triggering damage as evenly as possible among the chosen creatures after applying the original target's resistance or vulnerability. Damage assigned by the aegis cannot be reduced, prevented, or redirected. It regains 1d6 + 1 charges when you finish a long rest.

80,000 gp
Adventuring Gear · Named Spell Component

Agate — 1,000 gp spell component

A named material component for Awaken. The listed value is the minimum component value specified by the spell.

400 gp
Vehicles · Airborne Vehicle

Airship

An airborne vehicle with a speed of 8 miles per hour, crew 10, passenger capacity 20, cargo capacity 1 ton, Armor Class 13, and 300 Hit Points.

20,000 gp
Trade Goods · Laboratory Salvage

Alchemical Glassware Set

Recovered, cleaned, intact laboratory glassware.

12 gp, 5 sp
Adventuring Gear · Alchemical

Alchemist's Fire

Flask of sticky incendiary liquid.

25 gp
Adventuring Gear · Artisan'S Tools

Alchemist's Supplies

Standard artisan's tools used for relevant proficiency checks and crafting.

25 gp
Magic Items · Permanent Magic Item

Alchemy Jug

This ceramic jug weighs 12 pounds and always seems to slosh when moved. As an action, name one liquid and remove the stopper. The jug produces up to the listed amount, then cannot produce another liquid until the next dawn: acid (8 ounces), basic poison (1/2 ounce), beer (4 gallons), honey (1 gallon), mayonnaise (2 gallons), oil (1 quart), vinegar (2 gallons), fresh water (8 gallons), salt water (12 gallons), or wine (1 gallon).

160 gp
Consumables · Provision

Ale (Mug)

Ordinary food or drink sold per serving.

1 cp
Trade Goods · Gemstone

Amber

Gemstone with an appraised value of 50 gp.

50 gp
Consumables · Consumable Magic Item

Ammunition +1

This price covers one piece of ammunition. You gain a +1 bonus to attack and damage rolls made with it. After it hits a target, the ammunition loses its magic.

80 gp
Consumables · Consumable Magic Item

Ammunition +2

This price covers one piece of ammunition. You gain a +2 bonus to attack and damage rolls made with it. After it hits a target, the ammunition loses its magic.

800 gp
Consumables · Consumable Magic Item

Ammunition +3

This price covers one piece of ammunition. You gain a +3 bonus to attack and damage rolls made with it. After it hits a target, the ammunition loses its magic.

8,000 gp
Weapons · Weapon (Any Ammunition)

Ammunition of Slaying

This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. 1d100 Creature Type 1d100 Creature Type 01–10 Aberrations 51–60 Fey 11–15 Beasts 61–70 Fiends 16–20 Celestials 71–75 Giants 21–25 Constructs 76–80 Monstrosities 26–35 Dragons 81–85 Oozes 36–45 Elementals 86–90 Plants 46–50 Humanoids 91–00 Undead

8,000 gp
Magic Items · Permanent Magic Item

Amulet of Health

Your Constitution Score becomes 19 while attuned to this amulet and wearing it. This amulet can also appear in other accessory forms.

3,200 gp
Magic Items · Permanent Magic Item

Amulet of Proof Against Detection and Location

While wearing this amulet, you cannot be targeted by divination magic or perceived through magical scrying sensors.

2,000 gp
Magic Items · Wondrous Item

Amulet of the Planes

While wearing this amulet, you can take a Magic action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence (Arcana) check. On a successful check, you cast Plane Shift. On a failed check, you and each creature and object within 15 feet of you travel to a random destination determined by rolling 1d100 and consulting the following table. 1d100 Destination 01–60 Random location on the plane you named 61–70 Random location on an Inner Plane determined by rolling 1d6: on a 1, the Plane of Air; on a 2, the Plane of Earth; on a 3, the Plane of Fire; on a 4, the Plane of Water; on a 5, the Feywild; on a 6, the Shadowfell 71–80 Random location on an Outer Plane determined by rolling 1d8: on a 1, Arborea; on a 2, Arcadia; on a 3, the Beastlands; on a 4, Bytopia; on a 5, Elysium; on a 6, Mechanus; on a 7, Mount Celestia; on an 8, Ysgard 81–90 Random location on an Outer Plane determined by rolling 1d8: on a 1, the Abyss; on a 2, Acheron; on a 3, Carceri; on a 4, Gehenna; on a 5, Hades; on a 6, Limbo; on a 7, the Nine Hells; on an 8, Pandemonium 91–00 Random location on the Astral Plane

16,000 gp
Magic Items · Permanent Magic Item

Anchorstep Boots

While wearing these iron-soled boots, you have advantage on ability checks and saving throws made to resist being shoved or moved against your will. The boots have 3 charges. When an effect would knock you prone or move you against your will, you can use your reaction and expend 1 charge to remain standing and reduce the forced movement to 0. The boots regain 1d3 expended charges when you finish a long rest.

1,600 gp
Magic Items · Permanent Magic Item

Animated Shield

While holding this shield, you can speak the designated 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. Remains active for one minute before returning to your hand or falling to the ground if no hand is free.

16,000 gp
Magic Items · Wondrous Item

Anklets of Alacrity

This pair of light silver anklets look like a running cat chasing a swallow in flight. When you roll initiative while wearing the anklets, you can add your PB to your initiative. You can't use this property if you are surprised. Once this feature is used, you can't use it again until you finish a long rest.

20 gp
Trade Goods · Art Object

Antique Bronze Astrolabe

Art Object with an appraised value of 100 gp.

100 gp
Adventuring Gear · Medical

Antitoxin

Temporary protection against poison when consumed.

25 gp
Magic Items · Wondrous Item

Apparatus of the Crab

This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The Apparatus of the Crab is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren’t extended); Immunity to Poison and Psychic damage. To be used as a vehicle, the apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure. A creature in the compartment can take a Utilize action to move as many as two of the apparatus’s levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table.

No ordinary offer
Trade Goods · Precious Gem

Aquamarine

Precious Gem with an appraised value of 250 gp.

250 gp
Adventuring Gear · Spellcasting Focus

Arcane Focus

No public description is listed.

2 gp, 5 sp
Adventuring Gear · Arcane Focus

Arcane Focus, Crystal

Standard arcane focus.

5 gp
Adventuring Gear · Arcane Focus

Arcane Focus, Orb

Standard arcane focus.

10 gp
Adventuring Gear · Arcane Focus

Arcane Focus, Rod

Standard arcane focus.

5 gp