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

Temple Shop

Hard Sell (daily) at 375 gp (Cheap: 281 gp, Expensive: 500)
Selling Cap (daily) at 750 gp (Cheap: 562 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: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 5 lb.
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A small box for alms, typically found in a priest's pack.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
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A standard bell that rings, typically used for signaling.
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: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 5 lb.
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A book of religious teachings relating to a single faith.
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: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 1 lb.
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This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 3 lb.
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A censer is a vessel made for burning incense or perfume in some solid form, typically for religious ceremonies.
Cost: 1 cp
Cheap: 1 cp
Expensive: 2 cp
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A piece of chalk used for writing and marking on various surfaces.
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: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 3 lb.
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This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
Holy Symbol
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 1 lb.
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A holy symbol is a representation of a god or pantheon. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
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A holy symbol is a representation of a god or pantheon. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 2 lb.
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A holy symbol is a representation of a god or pantheon. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
Cost: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 1 lb.
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As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.

A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.
Cost: 1 cp
Cheap: 1 cp
Expensive: 2 cp
Weight: ½ lb.
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Aromatic material that releases fragrant smoke when burned.
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: 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: 1 sp
Cheap: 8 cp
Expensive: 2 sp
Weight: 1 lb.
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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.
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: 5 gp
Cheap: 4 gp
Expensive: 10 gp
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A fragrant commodity typically used by the wealthy.
Cost: 50 gp
Cheap: 40 gp
Expensive: 100 gp
Weight: ½ lb.
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A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.
Cost: 5 sp
Cheap: 4 sp
Expensive: 1 gp
Weight: 2 lb.
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Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Cost: 1 cp
Cheap: 1 cp
Expensive: 2 cp
Weight: 1 lb.
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A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
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A vial can hold 4 ounces of liquid.
Cost: 2 sp
Cheap: 16 cp
Expensive: 4 sp
Weight: 5 lb.
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A waterskin can hold 4 pints of liquid.
Services
Spellcasting
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
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Cure Wounds grants hit points equal to 1d8 + the priest's spellcasting ability (or, at the DM's discretion, allow 8 hit points)
Cost: 50 gp
Cheap: 40 gp
Expensive: 100 gp
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Gentle Repose allows a touched corpse (or other remains) to be protected from decay and can't become undead for 10 days.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
Cost: 50 gp
Cheap: 40 gp
Expensive: 100 gp
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Lesser Restoration cures a single creature of one of the following conditions: blindness, deafness, paralyzation, or poisoning.
Cost: 100 gp
Cheap: 80 gp
Expensive: 200 gp
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Remove Curse ends all curses affecting one creature or object. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.
Cost: 400 gp
Cheap: 320 gp
Expensive: 800 gp
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Revivify creature causes a creature to return to life with 1 hit point, if the creature has died within the last minute. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
Cost: 1000 gp
Cheap: 800 gp
Expensive: 2,000 gp
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This spell brings a touched creature back from the dead, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival-its head, for instance-the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a - 4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.


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


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