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The Thieves Guild > Tables > Shady / Illicit Shop
Dungeons & Dragons 5e Tables

Shady / Illicit Shop



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Hard Sell (daily) at 375 gp (Cheap: 281 gp, Expensive: 500)
Selling Cap (daily) at 750 gp (Cheap: 562 gp, Expensive: 1000 gp)

unofficial submissionDenotes unofficial or user created items
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Adventuring Gear
Acid (vial) Cost: 25 gp Cheap: 20 gp Expensive: 50 gp Premium Locale: 1 lb.
As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.
Antitoxin (vial) Cost: 50 gp Cheap: 40 gp Expensive: 100 gp Premium Locale:
A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
Black Suit Cost: 30 gp Cheap: 24 gp Expensive: 60 gp Premium Locale: 1 lb.
This very tight-fitting garment is made of black silk. It is used by rogues and infiltrators when sneaking around at night. Wearing the suit allows you to try to hide when you are lightly obscured from the creature from which you are hiding. However, the bodysuit provides no benefit if you wear other clothing or armor, other than belts, pouches, scabbards, or bandoleers, on top of it.
Caltrops (bag of 20) Cost: 1 gp Cheap: 8 sp Expensive: 2 gp Premium Locale: 2 lb.
As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.
Clothes, Costume Cost: 5 gp Cheap: 4 gp Expensive: 10 gp Premium Locale: 4 lb.
This set of clothes is fashioned after a particular costume, typically meant for entertaining.
Finger Blades Cost: 20 gp Cheap: 16 gp Expensive: 40 gp Premium Locale:
These are very short razor-sharp blades that fit over the fingers. They are used to cut through purse strings or garments and grant advantage on Dexterity (Sleight of Hand) checks to do so. They are too short to be used as effective weapons, causing only scratches at most.
Listening Cone Cost: 20 gp Cheap: 16 gp Expensive: 40 gp Premium Locale: 1 lb.
This device is made for listening through doors and other solid surfaces. It provides advantage on Wisdom (Perception) checks made to listen through a door or some other relatively thin, solid obstacles. The DM can decide if the cone is ineffective on certain surfaces, such as solid stone.
Manacles Cost: 2 gp Cheap: 16 sp Expensive: 4 gp Premium Locale: 6 lb.
These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.
Oil (flask) Cost: 1 sp Cheap: 8 cp Expensive: 2 sp Premium Locale: 1 lb.
Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
Ram, Portable Cost: 4 gp Cheap: 3 gp Expensive: 8 gp Premium Locale: 35 lb.
You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.
Spikes, Iron (10) Cost: 1 gp Cheap: 8 sp Expensive: 2 gp Premium Locale: 5 lb.
Standard iron spikes typically used with a hammer.
Smoke Stick Cost: 20 gp Cheap: 16 gp Expensive: 40 gp Premium Locale: ½ lb.
This stick produces a thick plume of smoke when ignited with flame. You can hold on to the stick or throw it to a point up to 20 feet away as part of the action used to ignite it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The smoke persist for 1 minute and then dissipates.
Weapons
Martial Melee Weapons
Canesword Cost: 50 gp Cheap: 40 gp Expensive: 100 gp Premium Locale: 4 lb.
While sheathed, this weapon appears to be just a regular, if slightly heavier than normal, gentleman's cane. However, by releasing a hidden catch, the user can draw the blade hidden inside (1d6 piercing, finesse, light).

Optionally (DM's discretion), while sheathed this weapon can be used as a heavy club. When unsheathed, the handle and blade form a shortsword while the reinforced sheath can be used as a club (1d4 buldgeoning, finesse, light). Sheathing and unsheathing the blade requires a bonus action.
Poison
Poison, Basic (vial) Cost: 100 gp Cheap: 80 gp Expensive: 200 gp Premium Locale:
You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
Assassin's Blood
poison, ingested
Cost: 150 gp Cheap: 120 gp Expensive: 300 gp Premium Locale:
A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
Burnt Othur Fumes
poison, inhaled
Cost: 500 gp Cheap: 400 gp Expensive: 1,000 gp Premium Locale:
A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.

Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Crawler Mucus
poison, contact
Cost: 200 gp Cheap: 160 gp Expensive: 400 gp Premium Locale:
This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.
Drow Poison
poison, injury
Cost: 200 gp Cheap: 160 gp Expensive: 400 gp Premium Locale:
This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw 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.

Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
Essence of Ether
poison, inhaled
Cost: 300 gp Cheap: 240 gp Expensive: 600 gp Premium Locale:
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Malice
poison, inhaled
Cost: 250 gp Cheap: 200 gp Expensive: 500 gp Premium Locale:
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.

Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Midnight Tears
poison, ingested
Cost: 1500 gp Cheap: 1,200 gp Expensive: 3,000 gp Premium Locale:
A creature that ingests this poison 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 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
Oil of Taggit
poison, contact
Cost: 400 gp Cheap: 320 gp Expensive: 800 gp Premium Locale:
A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.

Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.
Pale Tincture
poison, ingested
Cost: 250 gp Cheap: 200 gp Expensive: 500 gp Premium Locale:
A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison 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.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
Purple Worm Poison
poison, injury
Cost: 2000 gp Cheap: 1,600 gp Expensive: 4,000 gp Premium Locale:
This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
Torpor
poison, ingested
Cost: 600 gp Cheap: 480 gp Expensive: 1,200 gp Premium Locale:
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
Truth Serum
poison, ingested
Cost: 150 gp Cheap: 120 gp Expensive: 300 gp Premium Locale:
A creature subjected to this poison must succeed on a DC 11 Constitution saving throw 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.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
Wyvern Poison
poison, injury
Cost: 1200 gp Cheap: 960 gp Expensive: 2,400 gp Premium Locale:
This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
Tools and Kits
Disguise Kit Cost: 25 gp Cheap: 20 gp Expensive: 50 gp Premium Locale: 3 lb.
The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity.

A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing.

Deception: In certain cases, a disguise can improve your ability to weave convincing lies.

Intimidation: The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.

Performance: A cunning disguise can enhance an audience's enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.

Persuasion: Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.

Create Disguise: As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound.

At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes.
Forgery Kit Cost: 15 gp Cheap: 12 gp Expensive: 30 gp Premium Locale: 5 lb.
A forgery kit is designed to duplicate documents and to make it easier to copy a person's seal or signature.

A forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal.

Arcana: A forgery kit can be used in conjunction with the Arcana skill to determine if a magic item is real or fake.

Deception: A well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie.

History: A forgery kit combined with your knowledge of history improves your ability to create fake historical documents or to tell if an old document is authentic.

Investigation: When you examine objects, proficiency with a forgery kit is useful for determining how an object was made and whether it is genuine.

Other Tools: Knowledge of other tools makes your forgeries that much more believable. For example, you could combine proficiency with a forgery kit and proficiency with cartographer's tools to make a fake map.

Quick Fake: As part of a short rest, you can produce a forged document no more than one page in length. As part of a long rest, you can produce a document that is up to four pages long. Your Intelligence check using a forgery kit determines the DC for someone else's Intelligence (Investigation) check to spot the fake.
Gaming Set
Dice Set Cost: 1 sp Cheap: 8 cp Expensive: 2 sp Premium Locale:
The dice set consists of several evenly weighted (fair) dice that can be used to play a variety of dice games.

History: Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.

Insight: Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.

Sleight of Hand: Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll.

Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt.

DC 15 - Catch a player cheating
DC 15 - Gain insight into an opponent's personality
Playing Card Set Cost: 5 sp Cheap: 4 sp Expensive: 1 gp Premium Locale:
This gaming set includes a complete set of playing cards.

History: Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.

Insight: Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.

Sleight of Hand: Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll.

Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt.

DC 15 - Catch a player cheating
DC 15 - Gain insight into an opponent's personality
Poisoner's Kit Cost: 50 gp Cheap: 40 gp Expensive: 100 gp Premium Locale: 2 lb.
A poisoner's kit is a favored resource for thieves, assassins, and others who engage in skulduggery. It allows you to apply poisons and create them from various materials. Your knowledge of poisons also helps you treat them.

A poisoner's kit includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod.

History: Your training with poisons can help you when you try to recall facts about infamous poisonings.

Investigation, Perception: Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect poisoned objects or try to extract clues from events that involve poison.

Medicine: When you treat the victim of a poison, your knowledge grants you added insight into how to provide the best care to your patient.

Nature, Survival: Working with poisons enables you to acquire lore about which plants and animals are poisonous.

Handle Poison: Your proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects.
Thieves' Tools Cost: 25 gp Cheap: 20 gp Expensive: 50 gp Premium Locale: 1 lb.
Perhaps the most common tools used by adventurers, thieves' tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks.

Thieves' tools include 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.

History: Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.

Investigation and Perception: You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.

Set a Trap: Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.
Adapted from tables created by jrobharing for reddit.com/r/DnD users