Wandering Merchant

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Every month the wandering merchant rolls up and allows players to browse their wares and purchase new equipment to aid in their quest. Some of the items they have for sale are unique, and can only be acquired from this special time-limited shop (home-brew items).

Players can even sell items you’ve collected on your adventures to the merchant, who will give you gold to the value of half the listed price for each item.

Pricing and rarity limits are subject to your campaign or game-type’s item rarity and pricing restrictions.

Home-Brew Items

Some items for sale from the merchant won’t be found in any other shops, so browse the list of items on offer carefully. The exact list the merchant has available may change each time they visit too! Some of the items of note include:

Healing Missile Dart

This magical dart auto-seeks a target of your choosing within 120ft as an action or bonus action, and provides a decent amount of healing depending on the rarity. Once used the dart vanishes.

Item RarityPriceHealing
Common1002d4+2
Uncommon2504d4+4
Rare10008d4+8
Very Rare400010d4+20

Chaos Potion

These bubbling vials contain a healing potion with a twist. It’s mostly good…

Item RarityPriceHealingTemp HPRandom Stat
Common2002d10+410+/- 1
Uncommon5004d10+820+/- 2
Rare20008d10+1630+/- 3
Very Rare800010d10+3240+/- 4

Chaos Dice

Another popular item for sale provides a one-time free boost to a single roll. You can use this die to add to a save, a check or an attack roll as a Bonus Action during your turn. You can’t use more than one of these dice on a single roll, and once you’ve used it the die vanishes.

Item RarityPriceExtra Roll
Common70d4
Uncommon250d6
Uncommon500d8
Rare1000d10
Rare2500d12
Very Rare5000d20

Chaos Items

These items are exclusively available from the wandering merchant.

ItemItem RarityPriceDescription
Chaos WrapsUncommon350Wrap hands as an Action for finesse unarmed attacks. Speak the command word ‘Chaos’ as a Bonus Action and they erupt in an element of the players choice dealing an extra 2d6 of that damage type on a hit. The bandages burn away after 1d4-1 rounds.

Potion & Tattoos

Consumable items are always popular, and this merchant has plenty. They also sell a special bag so you can use potions even faster. You can only have one of these bags, but it doesn’t need attunement.

ItemItem RarityPriceEffect
Bag of PotionsVery Rare25000Store up to 6 potions, then use any one of these potions as a reaction (rather than action or bonus)
Tattoo Armor (choose damage)Rare9000Temporary Immunity to a chosen damage type for 1d4 rounds, max one active
Tattoo Shield (choose damage)Rare3000Temporary Resistance to a chosen damage type for 1d4 rounds, max one active
Chaos Potion of RecoveryRare2500Combined effects of Greater and Lesser Restoration spells
Chaos Rest PotionRare3000Instant benefits of Long Rest (more than 3 a day and bad things happen)

Runes & Amulets

Other items can be worn or transferred to your weapons or armor to give them new features. Usually these provide a single spell or special action which is a one-time use. You can’t have more than one glyph on a weapon, and you can’t have multiple stones, amulets or boosts active at the same time. None of these items need attunement to use.

ItemItem RarityPriceEffect
Weapon of the Mist (Melee)Uncommon350After a successful attack hit you can cast Misty Step once (consumable)
Weapon of the Mist (Ranged)Uncommon350After a successful attack hit you can cast Misty Step once (consumable)
Weapon of Another World (Melee)Rare2500After a successful attack hit you can cast Dimension Door once (consumable)
Weapon of Another World (Ranged)Rare2500After a successful attack hit you can cast Dimension Door once (consumable)
Weapon Glyph (choose damage)Rare2500Does an extra 3d12+20 of your choice of damage on one hit (consumable)
Blood Magic AmuletRare3500Grants you temp HP equal to half your maximum HP once per day
Chaos-Tongue BladeRare5000+1 Magic weapon, +2d6 damage on hit, choose/change damage type as reaction
Chaos Weapon UpgradeRare3500Add extra weapon die (e.g. 1d12 becomes 2 d12), max one per weapon