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Buying, Selling & Making Magic Items

Purchasing Magic Items This can be attempted in Downtime and takes 1 work week (5 work days), one item per character searching. The N/PC chooses an item to search for, spends 25gp, then rolls an Investigation check against the listed DC. Assistance may give Advantage on the roll. Acquiring the Formula for an item has the listed Investigation DC+5.  1. Bag of Holding DC 23 - 2000gp 2. Boots of Striding and Springing DC 21 - 1000gp 3. Cloak of Elvenkind DC 22 - 1500gp 4. Gauntlets of Ogre Power DC 25 - 4000gp 5. Gloves of Swimming and Climbing DC 21 - 1000gp 6. Goggles of Night DC 21 - 1000gp 7. Headband of Intellect DC 25 - 4000gp 8. Keoghtom’s Ointment (5 doses) DC 19 - 500gp 9. Wand of Magic Detection DC 21 - 1000gp 10. Wand of the War Mage +1 DC 21 - 1000gp 11.  +1 shield DC 21 - 1,500gp  12. Potion of Climbing  DC 12 (1d4) - 50gp each 13. Potion of Healing DC 10 (2d4+) - 50gp each 14. Cloak of Billowing DC 16 - 200gp 15. Potion of Growth DC 17 - 250gp 16. Potion of hill giant strength DC 17 - 250gp 17. Ring of mind shielding DC 23 - 2,000gp 18. Ring of swimming DC 23 - 2,000gp 19. Perfume of Bewitchment DC 12 (1d4)  - 50gp each 20. Ring of Warmth DC 23 - 2,000gp 21.  +1 studded leather (light) or +1 hide (medium) DC 24 - 3,000gp 22.  +1 elven chain shirt (medium/special) DC 25 - 4,000gp 23. +1 breastplate (medium) DC 25 - 5,000gp 24. +1 half plate (medium) DC 25 - 6,000gp 25. +1 full plate (heavy) DC 26  - 8,000gp 26. Cloak of Protection DC 21 - 1,500gp 27. Ring of Protection DC 24 - 5,000gp 28. +1 simple weapon DC 21 - 800gp 29. +1 martial weapon DC 20 - 1,000gp 30. +2 shield DC 26 - 8,000gp 31. Bracers of Defense DC 28 - 8,000gp 32. +2 simple weapon DC 24 - 4,000gp 33. +2 martial weapon DC 23 - 6,000gp 34. Potion of Greater Healing (1d3) DC 15 - 200gp 35. Potion of Superior Healing (1d2) DC 20 - 2,000gp 36. Potion of Supreme Healing (1) DC 25 - 12,000gp 37. Scroll Level 1 (1-4) DC 12 - 50gp each 38. Scroll Level 2 (1-4) DC 17 - 500gp each 39. Scroll Level 3 (1-4) DC 22 - 1,000gp each 40. Scroll Level 4 (1-4) DC 27 - 5,000gp each 41. Scroll Level 5 (1-2) DC 30 - 10,000gp each 42. Wand of the War Mage +2 DC 28 - 8,000gp 43. Dragonscale armour (white, black) DC 26 - 10,000gp 44. Dragonscale armour (green, blue) DC 27 - 11,000gp 45. Dragonscale armour (red) DC 28 - 12,000gp 46. Armour of Resistance (Studded, Breastplate, Half Plate or Plate) DC 25 - 6,000gp 47. Ring of Resistance (any) DC 25 - 6,000gp Common Items 1 Armor of Gleaming Armor Common  medium or heavy xge 136 DC 16 - 200gp + base armour cost 2 Cast-Off Armor Armor Common  light, medium, or heavy xge 136 DC 18 - 400gp + base armour cost 3 Shield of Expression Armor Common  shield xge 139 DC 16 - 200gp  4 Smoldering Armor Armor Common   xge 139 DC 16 - 200gp + base armour cost 5 Potion of Climbing Potion Common   dmg 187 DC 12 (1d4), 50gp each 6 Potion of Healing Potion Common   dmg 187 DC 10 (2d4) - 50gp each 7 Spell Scroll, 1st Level Scroll Common   dmg 200 DC 12 50gp  8 Spell Scroll, Cantrip Scroll Common   dmg 200 DC 12 (1d4), 25gp each 9 Staff of Adornment Staff Common   xge 139 DC 16 - 200gp  10 Staff of Birdcalls Staff Common   xge 139 DC 16 - 200gp 11 Staff of Flowers Staff Common   xge 139 DC 16 - 200gp 12 Wand of Conducting Wand Common   xge 140 DC 16 - 200gp 13 Wand of Pyrotechnics Wand Common   xge 140 DC 16 - 200gp 14 Wand of Scowls Wand Common   xge 140 DC 16 - 200gp 15 Wand of Smiles Wand Common   xge 140 DC 16 - 200gp 16 Moon-Touched Sword Weapon Common  any sword xge 138 DC 17 - 250gp 17 Unbreakable Arrow Weapon Common  arrow xge 139 DC 16 - 200gp  18 Walloping Ammunition Weapon Common  any ammunition xge 139 DC 12 (1d4), 50gp each 19 Bead of Nourishment Wondrous Item Common   xge 136 DC 12 (1d4), 50gp each 20 Bead of Refreshment Wondrous Item Common   xge 136 DC 12 (1d4), 50gp each 21 Boots of False Tracks Wondrous Item Common   xge 136 DC 16 - 200gp 22 Candle of the Deep Wondrous Item Common   xge 136 DC 16 - 200gp 23 Charlatan's Die Wondrous Item Common yes  xge 136 DC 16 - 200gp 24 Cloak of Billowing Wondrous Item Common   xge 136 DC 16 - 200gp 25 Cloak of Many Fashions Wondrous Item Common   xge 136 DC 16 - 200gp 26 Clockwork Amulet Wondrous Item Common   xge 137 DC 16 - 200gp 27 Clothes of Mending Wondrous Item Common   xge 137 DC 16 - 200gp 28 Dark Shard Amulet Wondrous Item Common yes warlock xge 137 DC 16 - 200gp 29 Dread Helm Wondrous Item Common   xge 137 DC 16 - 200gp 30 Ear Horn of Hearing Wondrous Item Common   xge 137 DC 16 - 200gp 31 Enduring Spellbook Wondrous Item Common   xge 137 DC 16 - 200gp 32 Ersatz Eye Wondrous Item Common yes  xge 137 DC 16 - 200gp 33 Hat of Vermin Wondrous Item Common   xge 137 DC 16 - 200gp 34 Hat of Wizardry Wondrous Item Common yes wizard xge 137 DC 16 - 200gp 35 Heward's Handy Spice Pouch Wondrous Item Common   xge 137 DC 16 - 200gp 36 Horn of Silent Alarm Wondrous Item Common   xge 137 DC 16 - 200gp 37 Instrument of Illusions Wondrous Item Common yes  xge 137 DC 16 - 200gp 38 Instrument of Scribing Wondrous Item Common yes  xge 138 DC 16 - 200gp 39 Lock of Trickery Wondrous Item Common   xge 138 DC 16 - 200gp 40 Mystery Key Wondrous Item Common   xge 138 DC 10 - 50gp 41 Orb of Direction Wondrous Item Common   xge 138 DC 16 - 200gp 42 Orb of Time Wondrous Item Common   xge 138 DC 16 - 200gp 43 Perfume of Bewitching Wondrous Item Common   xge 138 DC 12 (1d4) - 50gp each 44 Pipe of Smoke Monsters Wondrous Item Common   xge 138 DC 16 - 200gp 45 Pole of Angling Wondrous Item Common   xge 138 DC 16 - 200gp 46 Pole of Collapsing Wondrous Item Common   xge 138 DC 16 - 200gp 47 Pot of Awakening Wondrous Item Common   xge 138 DC 16 - 200gp 48 Rope of Mending Wondrous Item Common   xge 138 DC 16 - 200gp 49 Ruby of the War Mage Wondrous Item Common yes spellcaster xge 138 DC 16 - 200gp 50 Talking Doll Wondrous Item Common yes  xge 139 DC 16 - 200gp 51 Tankard of Sobriety Wondrous Item Common   xge 139 DC 16 - 200gp 52 Veteran's Cane Wondrous Item Common   xge 139 DC 16 - 200gp Bargaining - Optional Persuasion Check (d20) 9 or lower: Seller is offended, and will not sell at any price. 10-14: Seller is offended and will only sell at +50%. 15-19: Seller refuses offer, but will sell at list price. 20-24: Seller will lower price to 90% listed. 25-29: Seller will lower price to 80% listed. 30-34: Seller will lower price to 70% listed. 35-39: Seller will lower price to 60% listed. 40+: Seller will lower price to 50% listed. Commissioned Items Purchase Prices Common - 200 gp, requires level 3 crafter & 5 work days/1 week Uncommon - 1,000 gp, requires level 3 crafter & 10 work days/2 weeks Rare - 8,000 gp, requires level 6 crafter & 50 work days/5 weeks Very Rare - 40,000 gp (if available), requires level 11 crafter & 125 work days/25 weeks Legendary - 200,000 gp (if available), requires level 17 crafter & 250 work days/50 weeks Selling Magic Items (adapted from XGTE) Selling a Magic Item Selling a magic item is by no means an easy task. Con artists and thieves are always looking out for an easy score, and there’s no guarantee that a character will receive a good offer even if a legitimate buyer is found. Resources.  A character can find a buyer for one magic item by spending  one workweek and 25 gp , which is used to spread word of the desired sale. A character must pick one item at a time to sell. House Rule: In many areas Common & Uncommon items may always be sold at half base price, without needing to spend a workweek or 25gp. Resolution.  A character who wants to sell an item must make a  Charisma  ( Persuasion ) check to determine what kind of offer comes in. The character can always opt not to sell, instead forfeiting the workweek of effort and trying again later. Use the Magic Item Base Prices and Magic Item Offer tables to determine the sale price. Magic Item Base Prices Rarity Base Price Common 100 gp (consumable 50gp) Uncommon 400 gp (consumable 200gp) Rare 4,000 gp (consumable 1,000gp*) Very rare 20,000 gp (consumable 5,000gp*) Legendary 100,000 gp (consumable 25,000gp*) *change from XGTE. These prices are indicative only. Item prices may vary within a rarity bracket, eg magic  padded armour +1  will likely sell for less than magic  plate armour +1 . Magic Item Offer (Persuasion Check) Check Total Offer 5 or less 6-9 10-14 No buyer 25% of base price 50% of base price 15-19 20-24 75% of base price 100% of base price 25-29 30 or higher 150% of base price 200% of base price
XGTE Making Magic Items Adapted from  here Requirements  (Not applicable to creating spell scrolls or brewing healing potions. See below): Formula . Just like in the DMG, a  formula  is needed. Materials . Exotic materials are required, like skin of a Yeti or a vial of water from a whirlpool in the Elemental Plane of Water. Finding these materials should take place as part of the adventure and in thematically-congruent locations. A Challenge Rating table for encounters where a character can acquire these materials is provided below. Gold Cost and Time Required . Just like in the DMG, there is a cost and time required associated with item rarity. However, this table differs significantly from the DMG because players are gathering materials by encountering creatures. Tool and Skills Proficiencies . Characters need to be proficient in any tools or skills appropriate for creating the item, such as Jeweler’s Tools and Arcana, for instance. Item Rarity Caster Level Standard Crafting Cost Common             3                    50gp Uncommon         3                  200gp Rare                    6                2,000gp Very Rare           11              20,000gp Legendary          17            100,000gp Item Rarity (min crafter level) Material CR Range GP Cost* Work Weeks Common (level 3) 1-3 50-100 1 (5 days) Uncommon (level 3) 4-8 200-400  eg gauntlets of ogre power (19),  Boots of Levitation 2 (1 Tenday) Rare - Standard (level 6) Rare - Superior (level 8) 9-10 11-12 2,000-4,000  eg Wand of Lightning Bolts,  bracers of defense , necklace of fireballs, belt of hill giant strength (21), +1 armour, +2 weapon, +0 Flame Tongue,  Winged Boots, Potion of Flying , +1 flaming weapon (d6 fire damage)   4,000-8,000  eg Wand of Fireballs, +1 glamoured studded leather, +1 Flame Tongue,   Broom of Flying,  Wings of Flying, Cloak of the Bat,  +0 Frost Brand 10 (50 days) 20 (100 days) Very Rare - Standard (level 11) Very Rare - Superior (level 14) 13-15 16-18 20,000-40,000  eg +3 Weapon, belt of stone giant strength (23),+2 flaming weapon (d6 fire damage),    +1 Frost Brand, +2 armour,  Ring of Invisibility 40,000-80,000  eg +3 Dwarven Thrower hammer, belt of fire giant strength (25), +2 Flame Tongue,  Carpet of Flying 25 (125 work days) 50 (250 work days) Legendary - Standard (level 17) Legendary - Superior (level 20) 19-24 25-30 100,000-200,000  eg +3 Holy Avenger, belt of cloud giant strength (27), +3 flaming weapon (d6 fire damage),   +2 Frost Brand, +3 armour 200,000-400,000  eg Sphere of Annihilation, belt of storm giant strength (29),  +3 Flame Tongue, +3 Frost Brand, +4 weapon or shield *Use the higher number where the special components are purchased rather than quested for. 50 (250 work days) 100 (500 work days) Any magic item that is consumable may halve or quarter the cost and creation time required (such as a potion). Note that a “workweek” means you are working 5 days a week, 8 hours per day. These days don’t need to be consecutive. Costs associated with creating the item cover other materials and tools required. Weapons & Armour '+': Typical Material for Metal Gear +1:  Starmetal Iron, or other High Quality Steel +2: Mithril +3: Adamantine Item Crafting Challenges For Dungeon Masters, Xanathar’s Guide also provides a table for possible complications that could arise while crafting an item. Check it out: D6 Table for Crafting Challenges Rumors swirl that what you’re working on is unstable and a threat to the community. Your tools are stolen, forcing you to buy new ones. A local wizard shows keen interest in your work and insists on observing you. A powerful noble offers a hefty price for your work and is not interested in hearing no for an answer. A dwarf clan accuses you of stealing its secret lore to fuel your work. A competitor spreads rumors that your work is shoddy and prone to failure. These challenges might  involve a rival . Crafting a Spell Scroll A spell may be transferred by a spellcaster onto a scroll, creating a spell scroll. Pg. 133 of XGtE. Requirements: Resources . Time and money are required for crafting a spell scroll. See the table below. Arcana Skill . Characters crafting spell scrolls must be proficient in the Arcana skill. Material Components . Material components required by the spell must be provided and potentially consumed (according to the spell) in order to create a spell scroll. Prepared Spell . The spell being transferred to the spell scroll must be prepared or among the character’s known spells in order to be scribed. Spell Scroll Costs Spell Level Time Cost Cantrip 1 Day 15 gp 1st 1 Day 25 gp 2nd 3 Days 250 gp 3rd 1 Workweek 500 gp 4th 2 Workweeks 2,500 gp 5th 4 Workweeks 5,000 gp 6th 8 Workweeks 15,000 gp 7th 16 Workweeks 25,000 gp 8th 32 Workweeks 50,000 gp 9th 48 Workweeks 100,000 gp Brewing Potions of Healing Brewing healing potions has a separate set of requirement. A character who is proficient with the herbalism kit can brew potions. Here are the other requirements: Type Cost Time Healing (level 1) 2d4+2 hp 25 gp 1 Day (1 Workweek at level 1-2) Greater Healing (Uncommon, level 3) 4d4+4 hp 100 gp 1 Workweek Superior Healing (Rare, level 6) 8d4+8 hp 1,000 gp 3 Workweeks Supreme Healing (Very Rare, level 11) 10d4+20 hp 10,000 gp 4 Workweeks Tool Proficiency Requirements From  here.  Provided below are some examples of how tools may be used in creating magic items. For instance, a player who wishes to brew a potion may need proficiency in Alchemist’s Tools. Smith’s tools : Armor, weapons, ammunition, metal gear and accessories Weaver’s tools : Cloaks, capes, robes, cloth gear, bags, and accessories Tinkerer’s tools : Trinkets, ammunition, clockwork Leatherworker’s tools : Leather armor, leather gear, bags, boots Jeweler’s tools : Rings, necklaces, gems, jeweled gear, amulets, gemcutting Alchemist’s tools : Potions, elixirs Cobbler’s tools : Boots Glassblower’s tools : Glasswork Herbalism kit : Antitoxin, potions Poisoner’s kit : Poison, Antitoxin Potter’s tools : Pottery, ceramics