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The Oasis Markets: Difference between revisions

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|800 GP + Cost of Armor
|800 GP + Cost of Armor
| --
| --
|-
|<s>Half Plate Armor of Necrotic Resistance</s>
|You have resistance to necrotic damage while you wear this armor.
|
|0
|-
|-
|Breastplate of Balance
|Breastplate of Balance
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|5000 GP
|5000 GP
|1
|1
|-
|<s>Feywrought Scale Mail Armor</s>
|[https://dnd5e.wikidot.com/wondrous-items:feywrought-armor Click Here for Description]
|
|
|-
|-
|Arrow-Catching Shield
|Arrow-Catching Shield
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|7000 GP
|7000 GP
|1
|1
|-
|<s>Glimmering Moonbow (Shortbow)</s>
|[https://dnd5e.wikidot.com/wondrous-items:glimmering-moonbow Click Here for Description]
|
|
|-
|<s>Mace of Disruption</s>
|
|5000 GP
|
|-
|-
|Starshot Light Crossbow
|Starshot Light Crossbow
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|When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.
|When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.
|8000 GP
|8000 GP
|1
|-
|Animated 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.
|11,000 GP
|1
|-
|Hunter’s Coat
| ''(requires attunement)''

You gain a +1 bonus to AC while wearing this armor.

The coat has 3 charges. When you hit a creature with an attack and that creature doesn't have all its hit points, you can expend 1 charge to deal an extra 1d10 necrotic damage to the target. The coat regains 1d3 expended charges daily at dawn.
|16,000 GP
|1
|-
|Spellguard Shield
|''(requires attunement)''
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
|10,000 GP
|1
|-
|Arrows of Hag Slaying (5)
|If the creature hit is a Hag, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
|10,000 GP
|1
|-
|Arrows of Rose Slaying (5)
|If the creature is made of roses, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
|10,000 GP
|1
|-
|Shortbow of Melodies
| ''(requires attunement)''

This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic.

You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack.

'''Melody of Precision.''' If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead.

'''Melody of Reverberation.''' The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier.
|11,000 GP
|1
|-
|Fool’s Blade Longsword
|''(requires attunement)''

This weapon appears ordinary, but it bears strong illusion magic that allows its wielder to skillfully deceive opponents.

You have a +2 bonus to attack and damage rolls made with this magic weapon. While wielding it, you also gain the following benefits:

'''Fool’s Feint.''' As a bonus action, you can feint, choosing a creature within 5 feet of you as your target. Until the start of your next turn, you have advantage on attack rolls against the target. Once this bonus action is used, it can’t be used again until the next dawn.

'''Misdirect.''' When a creature within 60 feet of you targets you with an attack roll, you can use your reaction to require that creature to make a DC 15 Intelligence saving throw. On a failed save, the attack instead targets another creature of your choice that is within the attacker’s reach. Once this reaction has been used, it can’t be used again until the next dawn.
|12,000 GP
|1
|-
|Fate Cutter’s Shears
|''(requires attunement)''

The blades of these pruning shears bear many nicks and dents but still cut cleanly. The shears function as a magic dagger. The weapon has the following properties:

'''Ever Sharp.''' When you hit with an attack using the shears, the target takes an extra 1d6 force damage.

'''Sever Threads.''' When you hit a creature with the shears, you can cut that creature’s fate. Until the target finishes a long rest, attack rolls against it score a critical hit on a roll of 19 or 20 on the d20. Once this property is used, it can’t be used again until the next dawn.
|13,000 GP
|1
|-
|Scimitar of Speed
|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.
|17,500 GP
|1
|1
|}
|}
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|250 GP
|250 GP
|2
|2
|-
|<s>Belt of Hill Giant Strength</s>
|(requires attunement) While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21.
|
|
|-
|-
|Boots of Levitation
|Boots of Levitation
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|8000 GP
|8000 GP
|1
|1
|-
|<s>Bracers of Defense</s>
|''(requires'' ''attunement'') While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
|
|
|-
|-
|Cloak of the Bat
|Cloak of the Bat
Line 355: Line 397:
|[https://dnd5e.wikidot.com/wondrous-items:rogues-mantle Click for Description]
|[https://dnd5e.wikidot.com/wondrous-items:rogues-mantle Click for Description]
|7000 GP
|7000 GP
|1
|-
|Cape of Enlargement
|The cape has 3 charges. As a bonus action while wearing the cape, you can expend 1 of its charges to enlarge yourself, granting yourself the following benefits:

* Your size increases by one category—from Medium to Large, for example. If there isn’t enough room for your size to increase by one category, you instead become the maximum possible size in the space available.
* You have advantage on Strength checks and Strength saving throws.
* When you hit with an attack roll using a weapon or an unarmed strike, you can add your proficiency bonus to the attack’s damage.

These benefits last for 10 minutes or until you use another bonus action to dismiss them. The cape regains 1d3 expended charges daily at dawn.
|18,000 GP
|1
|-
|Illusionist’s Bracers
|While wearing the bracers. whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time.
|13,000 GP
|1
|-
|Robe of Stars
|[https://www.dndbeyond.com/magic-items/4741-robe-of-stars?srsltid=AfmBOor9ZXLJaZK27qfo4IF6NY7n-V11XzlcLxhqcmIR636hdgpSN1do Click Here for Description]
|16,000 GP
|1
|1
|}
|}

Revision as of 18:54, 17 July 2025

See also: The Acqua Junction Tiangius

Flourish's Cart of Potions (and magic items)

A fey-touched tiefling that grew up in the Oasis, she is an expert at taking the petals of any flower (even floral dragons) and turning them into potions and elixirs and oils. She also procures and sells magic items as a side hobby.

Potion Effect Price Stock
Potion of Climbing Gain Climbing speed equal to your Walking speed for 1 hr

Advantage on Athletics checks for climbing

50 GP 10
Water of the Wolf Tree 1D6 Healing, can be taken as a bonus action 25 GP 4
Potion of Healing 2D4 + 2 Healing, can be taken as a bonus action 50 GP 6
Potion of Hydra Healing 2D6 + 2 Healing, can be taken as a bonus action 35 GP 5
Potion of Greater Healing 4D4 + 4 Healing, can be taken as a bonus action 100 GP 5
Potion of Superior Healing 8D4 + 8 Healing, can be taken as a bonus action 500 GP 5
Elixir of Health When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. 500 GP 7
Potion of Heroism When you drink this potion, 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). 2500 GP 5
Potion of Speed When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). 3500 GP 4
Potion of Resistance When you drink this potion, you gain resistance to one type of damage for 1 hour. A D10 roll determines the type randomly. 150 GP 10
Oil of Azalea Coat a weapon in this oil; on a hit, the target must make a DC 13 Constitution ST or gain the poisoned condition until the end of its next turn 100 GP 4
Cureroot Tonic When taken, cures any single status ailment. If a creature has multiple status ailments, it cures one at random. (This does not include dying or petrification and does not give HP.) 250 GP 2
Salt of the Deer Quartz Gives Advantage on Animal Handling checks for 1 min 50 GP 6
Spring Spider Dew Relieves one level of exhaustion 150 GP 8
Elixir of Lesser Purification Relieves one level of corruption 250 GP 5
Honey Toffee Eating this candy gives a random minor magic effect (When eaten during a session, roll a D100) 5 GP 10
Potion of Hydrangea For one hour, you have advantage of Perceptions checks to sense the presence and precise location of pollutants, poison and poisonous creatures within 1 mile 500 GP 6
Hydrangea Dragon Poison . A creature subjected to this poison must make a DC 15 Constitution saving throw. On a failed save, it takes 4d12 poison damage, suffers 4 levels of exhaustion, and is poisoned until it is treated with hydrangea dragon antidote*. On a successful save, the creature suffers 2 levels of exhaustion and isn't poisoned. 2500 2
Hydrangea Dragon Antidote A creature that has been poisoned that drinks this vial of liquid is no longer poisoned. It also regains 2d12 hit points and reduces its levels of exhaustion by 3. 3000 2
Wisteria Dragon Perfume This light purple translucent perfume is sealed in a glass orb. As an action, you can throw the orb up to 60 feet away from you, shattering it on impact and releasing a powerful scent of wisteria flowers that spreads out in a 20-foot-radius sphere centered on the point orb shattered. The sphere of invisible perfume spreads around corners and lasts for 1d4 rounds. Each creature that starts its turn inside the sphere or enters it on its turn must succeed on a DC 19 Constitution saving throw or fall unconscious for 1 minute.

Floral dragons, except for wisteria dragons, have disadvantage on this saving throw. The effect ends for an affected creature if it takes any damage.

3000 GP 2
Peony Dragon Essence When you cast an abjuration spell, you can add the essence to the spell as a material component to improve one casting of the spell with one of the following benefits:

For 1 minute, the spell does not require concentration.

You gain a + 1 bonus to the spell attack roll or spell save DC of the spell.

You can choose one additional target for the spell.

The spell's duration is doubled.

500 2
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. 1000 3
Potion of Vitality When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. 950 3
Potion of Cloud Giant Strength When you drink this potion, your Strength score changes to 27 for 1 hour 2000 3
Item Description Price Stock
Spell Scroll (Cantrip) Any cantrip, one time use 20 GP --
Spell Scroll (Level 1) Any Level 1 spell, one time use 30 GP --
Spell Scroll (Level 2) Any Level 2 spell, one time use 300 GP --
Spell Scroll (Level 3) Any Level 3 spell, one time use 600 GP --
Spell Scroll (Level 4) Any Level 4 spell, one time use 3000 GP --
Spell Scroll (Level 5) Any Level 5 spell, one time use 6000 GP --
Bell Branch Click Here for Description 6000 GP 1
Canaith Mandolin Click Here for Description 6000 GP 1
Lyre of Building Click Here for Description 6000 GP 1
Staff of Defense Click Here for Description 7500 GP 1
Staff of Healing Click Here for Description 7500 GP 1
Arcane Grimoire (+3) While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

18,000 GP 1
Candle of Dysian Invocation Click Here for Description (Chaotic Good) 13,000 GP 1
Spindle of Fate Click Here for Description (LEGENDARY) 20,000 GP 1

Saffron Teakwood's Magic Armors and Shields

A wood elf who began as a magical blacksmith and grew in his knowledge and expertise of fashioning and infusing magical armors, weapons, and shields. Saffron enjoys taking commissions especially, making weaponry and armors specific to their wielder.

Item Description Price Stock
+1 Weapon/Arcane Focus Adds +1 to attack and damage/Spell DC and attack 500 GP + Cost of Weapon --
+2 Weapon/Arcane Focus Adds +2 to attack and damage/ Spell DC and attack 2000 GP + Cost of Weapon --
+3 Weapon / Arcane Focus Adds +3 to attack and damage/ Spell DC and Attack 8000 GP + Cost of Weapon --
Adamantine Armor Critical Hits do not add extra damage to you 500 GP + Cost of Armor --
Mithral Armor This armor does not give disadvantage on on Dexterity (Stealth) checks or have a Strength requirement 800 GP + Cost of Armor --
Breastplate of Balance Click Here for Description 4500 GP 1
Elven Chain You gain a +1 bonus to AC while you wear this armor (14 + Dex [up to 2 MAX]). You are considered proficient with this armor even if you lack proficiency with medium armor. 5000 GP 1
Arrow-Catching Shield Click Here for Description 5000 GP 1
Longbow of Conflagration Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of your turns until a creature uses an action to extinguish the flames. 9000 GP 1
Corpse Slayer Great Sword You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

4500 GP 1
Dagger of Blindsight This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel. 7000 GP 1
Starshot Light Crossbow Click Here for Description 7000 GP 1
Vicious Longsword When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type. 8000 GP 1
Animated 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. 11,000 GP 1
Hunter’s Coat (requires attunement)

You gain a +1 bonus to AC while wearing this armor.

The coat has 3 charges. When you hit a creature with an attack and that creature doesn't have all its hit points, you can expend 1 charge to deal an extra 1d10 necrotic damage to the target. The coat regains 1d3 expended charges daily at dawn.

16,000 GP 1
Spellguard Shield (requires attunement)

While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

10,000 GP 1
Arrows of Hag Slaying (5) If the creature hit is a Hag, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. 10,000 GP 1
Arrows of Rose Slaying (5) If the creature is made of roses, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. 10,000 GP 1
Shortbow of Melodies (requires attunement)

This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic.

You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack.

Melody of Precision. If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead.

Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier.

11,000 GP 1
Fool’s Blade Longsword (requires attunement)

This weapon appears ordinary, but it bears strong illusion magic that allows its wielder to skillfully deceive opponents.

You have a +2 bonus to attack and damage rolls made with this magic weapon. While wielding it, you also gain the following benefits:

Fool’s Feint. As a bonus action, you can feint, choosing a creature within 5 feet of you as your target. Until the start of your next turn, you have advantage on attack rolls against the target. Once this bonus action is used, it can’t be used again until the next dawn.

Misdirect. When a creature within 60 feet of you targets you with an attack roll, you can use your reaction to require that creature to make a DC 15 Intelligence saving throw. On a failed save, the attack instead targets another creature of your choice that is within the attacker’s reach. Once this reaction has been used, it can’t be used again until the next dawn.

12,000 GP 1
Fate Cutter’s Shears (requires attunement)

The blades of these pruning shears bear many nicks and dents but still cut cleanly. The shears function as a magic dagger. The weapon has the following properties:

Ever Sharp. When you hit with an attack using the shears, the target takes an extra 1d6 force damage.

Sever Threads. When you hit a creature with the shears, you can cut that creature’s fate. Until the target finishes a long rest, attack rolls against it score a critical hit on a roll of 19 or 20 on the d20. Once this property is used, it can’t be used again until the next dawn.

13,000 GP 1
Scimitar of Speed 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. 17,500 GP 1

Cashmere the Magic Tailor

A fairy who loves all things sewing and cloth, she used to hoard all sorts of magical fabrics until the fey queen expressed her interest in seeing someone open a shop that would make magical clothes, gloves, and cloaks available to the people and adventurers of the Oasis. Cashmere also loves making personal and custom commissions for people!

Item Description Price Stock
Glamerweave Click for Description 250 GP 2
Boots of Levitation (requires attunement) While you wear these boots, you can use an action to cast the levitate spell on yourself at will. 6000 GP 1
Bracer of Flying Daggers Click for Description 8000 GP 1
Cloak of the Bat Click for Description 9000 GP 1
Rogue's Mantle Click for Description 7000 GP 1
Cape of Enlargement The cape has 3 charges. As a bonus action while wearing the cape, you can expend 1 of its charges to enlarge yourself, granting yourself the following benefits:
  • Your size increases by one category—from Medium to Large, for example. If there isn’t enough room for your size to increase by one category, you instead become the maximum possible size in the space available.
  • You have advantage on Strength checks and Strength saving throws.
  • When you hit with an attack roll using a weapon or an unarmed strike, you can add your proficiency bonus to the attack’s damage.

These benefits last for 10 minutes or until you use another bonus action to dismiss them. The cape regains 1d3 expended charges daily at dawn.

18,000 GP 1
Illusionist’s Bracers While wearing the bracers. whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time. 13,000 GP 1
Robe of Stars Click Here for Description 16,000 GP 1
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