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5E Enchanted Emporium
5E Enchanted Emporium
My collection of magical items and equipment sold by an eccentric gnome transmuter who seems to be
everywhere at once and able to pull off incredible craftsmanship like no other. Pulled from some official
and mostly homebrew sources, I used the prices in this PDF to adjust for my own games. I tend to throw
fair amounts of loot around and offer good discounts, so these prices are fair as far as I see it. Use as you
like!
A to Z
Ever-burning Light - (Torch, 60 GP) (Hooded Lantern, 120 GP) (Bullseye Lantern, 160 GP)
This otherwise normal torch has a continual flame spell cast on it. It sheds light like a regular torch,
but it does not emit heat or deal fire damage. Comes with a leather cover for easy travel. The
hooded and bullseye lanterns have slides which can completely cover the emitted light of the
continual flame.
Self-Playing Instrument - (Drum 2 lbs. 300 GP, Harp, 5 lbs. 500 GP)
This musical instrument has two command words. The first causes the instrument to float 2 ft.
above the ground and play a song for the character who spoke the command word. The second
causes the instrument to stop playing songs, and to float itself 20 ft. towards the hands of the
character who spoke the command word before ceasing to float. The user must be within 20 ft. of
the instrument for it to respond to a command word. If it is currently floating and the user is no longer
within 20 ft. of the instrument, it stops playing and falls to the ground. Self-Playing Instruments are
poor musicians but can carry a simple tune using a performance check of (Drum DC 10, Harp DC
12). A talented musician may be able to synchronize multiple of them to play a more complex song
giving them advantage on their performance check.
Staff of Healing - (4 lbs., 15,000 GP, requires attunement by a bard, cleric, or druid)
This green tinged wooden staff has a curved top wrapping around a white glass orb. It has 10
charges and regains 1d4+1 expended charges daily at dawn. While attuned and holding it, you can
use an action to expend 1 or more of its charges to cast one of the following spells from it, using
your spell save DC and spellcasting ability modifier: Cure Wounds (1 charge per spell level, up to
4th), Lesser Restoration (2 charges). or Mass Cure Wounds (5 charges). If you expend the last
charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.