The Thieves Guild
A Collection of D&D 5e Resources
Shops & Vendors

General Store

Hard Sell (daily) at 375 gp (Cheap: 280 gp, Expensive: 500)
Selling Cap (daily) at 750 gp (Cheap: 560 gp, Expensive: 1000 gp)
Trade goods accepted.


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unofficial submissionDenotes unofficial or user created items. Check with your DM first.

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Adventuring Gear
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 2 lb.
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A standard tool used to make calculations.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 70 lb.
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A barrel can hold 40 gallons of liquid, or 4 cubic feet of solid material.
Cost: 5 sp
Cheap: 4 sp
Expensive: 1 gp
Weight: 3 lb.
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A thick, quilted, blanket made to keep you warm in cold weather.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 2 lb.
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A bottle can hold 1 1/2 pints of liquid.
Cost: 5 cp
Cheap: 4 cp
Expensive: 1 sp
Weight: 2 lb.
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A bucket can hold 3 gallons of liquid, or 1/2 cubic foot of solid material.
Cost: 1 cp
Cheap: 1 cp
Expensive: 2 cp
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For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 25 lb.
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A chest can hold 12 cubic feet/ 300 pounds of gear.
Cost: 5 sp
Cheap: 4 sp
Expensive: 1 gp
Weight: 3 lb.
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This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 5 lb.
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This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, and fur-lined leather boots and gloves.

As long as cold weather clothing remains dry, its wearer automatically succeeds on saving throws against the effects of extreme cold (see "Extreme Cold").
Cost: 15 gp
Cheap: 12 gp
Expensive: 30 gp
Weight: 6 lb.
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This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals and gems could be worked into the clothing.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: ¼ lb.
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A crampon is a metal plate with spikes that is strapped to the sole of a boot. A creature wearing crampons can't fall prone while moving across slippery ice.
Cost: 2 cp
Cheap: 2 cp
Expensive: 4 cp
Weight: 1 lb.
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A flask or tankard can hold 1 pint of liquid.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 3 lb.
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This one-handed hammer with an iron head is useful for pounding pitons into a wall.
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
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Ink is typically used with an ink pen to write.
Cost: 2 cp
Cheap: 2 cp
Expensive: 4 cp
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An ink pen is a wooden stick with a special tip on the end. The tip draws ink in when dipped in a vial and leaves an ink trail when drawn across a surface.
Cost: 2 cp
Cheap: 2 cp
Expensive: 4 cp
Weight: 4 lb.
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A jug or pitcher can hold 1 gallon of liquid.
Cost: 1 sp
Cheap: 8 cp
Expensive: 2 sp
Weight: 25 lb.
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This item is a straight, simple wooden ladder.
Cost: 5 sp
Cheap: 4 sp
Expensive: 1 gp
Weight: 1 lb.
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A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 2 lb.
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A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 1 lb.
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A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices.
Cost: 2 sp
Cheap: 16 cp
Expensive: 4 sp
Weight: 1 lb.
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This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: ½ lb.
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A steel mirror is handy when you want to look around corners, signal friends with reflected sunlight, keep an eye on a medusa, make sure that you look good enough to present yourself to the queen, or examine wounds that you’ve received on hard-to-see parts of your body.
Cost: 2 sp
Cheap: 16 cp
Expensive: 4 sp
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A sheet of standard paper is made from cloth fibers.
Cost: 1 sp
Cheap: 8 cp
Expensive: 2 sp
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A sheet of parchment is a piece of goat hide or sheepskin that has been prepared for writing on.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 10 lb.
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A miner's pick is designed to concentrate the force of its blow on a small area.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 10 lb.
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An iron pot can hold 1 gallon of liquid.
Cost: 5 sp
Cheap: 4 sp
Expensive: 1 gp
Weight: 1 lb.
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A cloth or leather pouch can hold 1/5 cubic foot/ 6 pounds of gear - or up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch.

VIEW DETAILS PAGE
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 10 lb.
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Rope, has 2 hit points and can be burst with a DC 17 Strength check.

Unofficial: The rope can be used to push, drag, or lift 8500 lbs. The safe load weight for the rope is 800 lbs (for example: swinging on a rope puts more stress on it. Too much stress can cause the rope to fray or even break. Swinging on 800 lbs. is fine, but a DM could request a DC check if more weight it used).
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 5 lb.
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Rope, has 2 hit points and can be burst with a DC 17 Strength check.

Unofficial: The rope can be used to push, drag, or lift 8500 lbs. The safe load weight for the rope is 800 lbs (for example: swinging on a rope puts more stress on it. Too much stress can cause the rope to fray or even break. Swinging on 800 lbs. is fine, but a DM could request a DC check if more weight it used).
Cost: 1 cp
Cheap: 1 cp
Expensive: 2 cp
Weight: ½ lb.
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A sack can hold 1 cubic foot/ 30 pounds of gear.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 3 lb.
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A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 5 lb.
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A standard shovel used for digging.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
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Each signet ring has a distinctive design carved into it. When you press this ring into warm sealing wax, you leave an identifying mark.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 4 lb.
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Snowshoes reduce the likelihood of their wearer getting stuck in the deep snow.

Traveling across snowy tundra takes more time than other regions. In the snow, without snowshoes, adventurer's and move a 1/4 mile per hour. With snowshoes, they can travel 1/2 mile per hour. In snowy mountains, that travel time is cut in half.

Optional (unofficial): While wearing these you ignore difficult terrain caused by non-magical deep snow but reduce your total walking speed by 5 feet at all times.
Cost: 2 cp
Cheap: 2 cp
Expensive: 4 cp
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A commodity used for bathing.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
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A vial can hold 4 ounces of liquid.
Tools and Kits
Artisan's Tools
Cost: 8 gp
Cheap: 6 gp
Expensive: 16 gp
Weight: 6 lb.
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Skill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items.

Carpenter's tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel.

History: This tool proficiency aids you in identifying the use and the origin of wooden buildings and other large wooden objects.

Investigation: You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can conceal areas from discovery.

Perception: You can spot irregularities in wooden walls or floors, making it easier to find trap doors and secret passages.

Stealth: You can quickly assess the weak spots in a wooden floor, making it easier to avoid the places that creak and groan when they're stepped on.

Fortify: With 1 minute of work and raw materials, you can make a door or window harder to force open. Increase the DC needed to open it by 5.

Temporary Shelter: As part of a long rest, you can construct a lean-to or a similar shelter to keep your group dry and in the shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available , the shelter collapses 1d3 days after being assembled.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 5 lb.
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Although the cobbler's trade might seem too humble for an adventurer, a good pair of boots will see a character across rugged wilderness and through deadly dungeons.

Cobbler's tools consist of a hammer, an awl, a knife, a s hoe stand, a cutter, spare leather, and thread.

Arcana, History: Your knowledge of shoes aids you in identifying the magical properties of enchanted boots or the history of such items.

Investigation: Footwear holds a surprising number of secrets. You can learn where someone has recently visited by examining the wear and the dirt that has accumulated on their shoes. Your experience in repairing shoes makes it easier for you to identify where damage might come from.

Maintain Shoes: As part of a long rest, you can repair your companions' shoes. For the next 24 hours, up to six creatures of your choice who wear shoes you worked on can travel up to 10 hours a day without making saving throws to avoid exhaustion.

Craft Hidden Compartment: With 8 hours of work, you can add a hidden compartment to a pair of shoes. The compartment can hold an object up to 3 inches long and 1 inch wide and deep. You make an Intelligence check using your tool proficiency to determine the Intelligence (Investigation) check DC needed to find the compartment.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 8 lb.
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Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.

Cook's utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.

History: Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture's eating habits.

Medicine: When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.

Survival: When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.

Prepare Meals: As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook's utensils and sufficient food.
Cost: 30 gp
Cheap: 24 gp
Expensive: 60 gp
Weight: 5 lb.
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Someone proficient with glassblower's tools has not only the ability to shape glass but also specialized knowledge of the methods used to produce glass objects.

The tools include a blowpipe, a small marver, blocks, and tweezers. You need a source of heat to work glass.

Arcana, History: Your knowledge of glassmaking techniques aids you when you examine glass objects, such as potion bottles or glass items found in a treasure hoard. For instance, you can study how a glass potion bottle has been changed by its contents to help determine a potion's effects. (A potion might leave behind a residue, deform the glass, or stain it.)

Investigation: When you study an area, your knowledge can aid you if the clues include broken glass or glass objects.

Identify Weakness: With 1 minute of study, you can identify the weak points in a glass object. Any damage dealt to the object by striking a weak spot is doubled.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 5 lb.
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Knowledge of leatherworking extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods.

Leatherworker's tools include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps.

Arcana: Your expertise in working with leather grants you added insight when you inspect magic items crafted from leather, such as boots and some cloaks.

Investigation: You gain added insight when studying leather items or clues related to them, as you draw on your knowledge of leather to pick out details that others would overlook.

Identify Hides: When looking at a hide or a leather item, you can determine the source of the leather and any special techniques used to treat it. For example, you can spot the difference between leather crafted using dwarven methods and leather crafted using halfling methods.
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 8 lb.
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Mason's tools allow you to craft stone structures, including walls and buildings crafted from brick.

Mason's tools consist of a trowel, a hammer, a chisel, brushes, and a square.

History: Your expertise aids you in identifying a stone building's date of construction and purpose, a long with insight into who might have built it.

Investigation: You gain additional insight when inspecting areas within stone structures.

Perception: You can spot irregularities in stone walls or floors, making it easier to find trap doors and secret passages.

Demolition: Your knowledge of masonry allows you to spot weak points in brick walls. You deal double damage to such structures with your weapon attacks.
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 3 lb.
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Potter's tools are used to create a variety of ceramic objects, most typically pots and similar vessels.

Potter's tools include potter's needles, ribs, scrapers, a knife, and calipers.

History: Your expertise aids you in identifying ceramic objects, including when they were created and their likely place or culture of origin.

Investigation, Perception: You gain additional insight when inspecting ceramics, uncovering clues others would overlook by spotting minor irregularities.

Reconstruction: By examining pottery shards, you can determine an object's original, intact form and its likely purpose.
Cost: 20 gp
Cheap: 16 gp
Expensive: 40 gp
Weight: 8 lb.
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Smith's tools allow you to work metal, beating it to alter its shape, repair damage, or work raw ingots into useful items.

Smith's tools include hammers, tongs, charcoal, rags, and a whetstone.

Arcana and History: Your expertise lends you additional insight when examining metal objects, such as weapons.

Investigation: You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork.

Repair: With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 5 lb.
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Weaver's tools allow you to create cloth and tailor it into articles of clothing.

Weaver's tools include thread, needles, and scraps of cloth. You know how to work a loom, but such equipment is too large to transport.

Arcana, History: Your expertise lends you additional insight when examining cloth objects, including cloaks and robes.

Investigation: Using your knowledge of the process of creating cloth objects, you can spot clues and make deductions that others would overlook when you examine tapestries, upholstery, clothing, and other woven items.

Repair: As part of a short rest, you can repair a single damaged cloth object.

Craft Clothing: Assuming you have access to sufficient cloth and thread, you can create an outfit for a creature as part of a long rest.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 5 lb.
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Woodcarver's tools allow you to craft intricate objects from wood, such as wooden tokens or arrows.

Woodcarver's tools consist of a knife, a gouge, and a small saw.

Arcana, History: Your expertise lends you additional insight when you examine wooden objects, such as figurines or arrows.

Nature: Your knowledge of wooden objects gives you some added insight when you examine trees.

Repair: As part of a short rest, you can repair a single damaged wooden object.

Craft Arrows: As part of a short rest, you can craft up to five arrows. As part of a long rest, you can craft up to twenty. You must have enough wood on hand to produce them.


Adapted from tables created by jrobharing for reddit.com/r/DnD users


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