The Dungeon Master's Comprehensive Guide to Commerce in D&D 5th Edition
This guide provides a step-by-step system for DMs to create a dynamic marketplace, manage magic item prices, handle buying and selling, and integrate treasure rewards into their campaign.
Part 1: The Foundation - Magic Item Pricing & Rarity
The value of a magic item is tied to its rarity. This table provides the general market value and how to determine an "asking price."
Important Notes on Pricing:
- Consumables: If an item is single-use (like most potions or spell scrolls), its asking price should be halved from the rolled value in the table.
- Attunement: Items that require attunement often lean towards the higher end of their rarity's price range due to their increased power or unique utility.
- DM Discretion: These are guidelines. Adjust prices for narrative reasons, campaign balance, or specific item importance.
Part 2: Building a Magic Shop from Scratch
Here's how to create a unique and functional magic shop.
Step 1: Determine the Market Scale and Shop Type
The size and magical inclination of the settlement directly affect what a shop will sell.
Shop Type: Decide on a specialization, which will influence the types of items found.
- General Magic Shop: Mix of all magic item types.
- Alchemist/Herbalist: Potions, salves, antitoxins, elixirs.
- Arcane Blacksmith/Enchanter: Weapons, armor, magical tools.
- Jeweler/Trinket Shop: Rings, amulets, wondrous items, charms.
- Scroll & Tome Merchant: Spell scrolls, books, knowledge-based items.
Step 2: Design the Shopkeeper
Make them a memorable NPC.
- Name: Invent a name (e.g., Feruf Ragebrow, Jib Snoth, Elyra Mosswhisper, Tharek Ironmantle, Miriel).
- Race: Choose from common D&D races (Human, Elf, Dwarf, Half-Elf, Dragonborn, Gnome, Halfling, Half-Orc, Tiefling).
- Gender Identity: (Agender, Female, Genderqueer, Intersex, Male, Non-binary, Pangender, Trans man, Trans woman).
- Personality: Pick 2-3 traits (e.g., loves to laugh, sarcastic, slow to trust, kindly, gruff, philosophical, observant).
- Background (Brief): A sentence or two about how they came to run this shop (e.g., retired adventurer, family business, reclusive artisan).
- Quirk (Optional): A memorable habit (e.g., stutters, collects rare insects, hums while working).
- Bias (Optional): A preference or dislike for certain races, classes, or alignments.
Step 3: Generate the Inventory
This is the core of your shop's stock.
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Mundane Items & Services:
- List 3-5 non-magical items relevant to the shop's type and location (e.g., Climber's Kit, Winter Cloak, Herbal Poultice, Adventurer's Hammer and Tongs Set). Assign a fixed, low GP price (1-50 gp).
- List 1-2 services the shop offers (e.g., Weapon Sharpening, Custom Engraving, Custom Enchantments). Assign a fixed GP price or note that it "varies."
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Magic Item Inventory (Use the stock numbers from Step 1.A):
- For each slot of a given rarity, follow these instructions:
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A. Determine Item Type (Roll 1d4 or 1d6 based on rarity):
- Common (Roll 1d4):
- 1: Minor Utility Wondrous Item (e.g., Charm of Gentle Breeze, Tankard of Sobriety, Glowbug Pendant)
- 2: Simple Consumable (e.g., Potion of Healing, Glowcaps, Antitoxin)
- 3: Minor Enchanted Weapon/Armor (e.g., Smoldering Armor, Armor of Gleaming)
- 4: Basic Spell Scroll (Cantrip or 1st Level)
- Uncommon (Roll 1d6):
- 1: +1 Weapon/Shield
- 2: Useful Consumable (e.g., Potion of Greater Healing, Potion of Climbing, Potion of Water Breathing, Potion of Barkskin)
- 3: Utility Wondrous Item (e.g., Bag of Holding, Goggles of Night, Immovable Rod, Robe of Useful Items)
- 4: Minor Combat Wondrous Item (e.g., Bracers of Archery, Cloak of the Manta Ray, Eyes of Charming)
- 5: Enchanted Weapon/Armor with minor elemental/utility effect (e.g., Stormpiercer Spear, Galeblade Shortsword, Shadowfang Dagger with +1)
- 6: Spell Scroll (2nd or 3rd Level)
- Rare (Roll 1d6):
- 1: +1 Armor
- 2: Weapon with significant elemental/special effect (e.g., Flamekissed Longsword, Runed Warhammer of Thunder, Hammer of the Avalanche, Blade of the Frostguard)
- 3: Protective Wondrous Item (e.g., Cloak of Protection, Stoneheart Amulet, Periapt of Health)
- 4: Utility Wondrous Item with major effect (e.g., Robe of Useful Items, Amulet of Health, Boots of the Mountain Hare)
- 5: Potent Consumable (e.g., Potion of Frost Giant Strength, Elixir of Vitality, Potion of Superior Healing)
- 6: Spell Scroll (4th or 5th Level)
- Very Rare (Roll 1d4):
- 1: +2 Weapon/Shield
- 2: Powerful Combat Wondrous Item (e.g., Belt of Giant Strength, Boots of Speed, Ioun Stone, Agility)
- 3: Major Utility Wondrous Item (e.g., Carpet of Flying, Portable Hole, Staff of the Python)
- 4: Consumable with high impact (e.g., Potion of Supreme Healing, Spell Scroll 6th-8th Level)
- Legendary (Roll 1d4):
- 1: +3 Weapon/Armor/Shield
- 2: Major Combat Wondrous Item (e.g., Ring of Spell Turning, Scarab of Protection, Vorpal Sword)
- 3: Potent Utility Wondrous Item (e.g., Crystal Ball of Telepathy, Daern's Instant Fortress, Sovereign Glue)
- 4: Powerful Attunement Item (e.g., Staff of Power, Tome of Leadership and Influence)
- Common (Roll 1d4):
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B. Determine Specific Item (DM's Choice or Invent): Select an item from your known list (or invent one on the spot) that fits the rarity and type. Give it a short, evocative name and a 1-2 sentence description.
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C. Determine Attunement: Decide if it requires attunement (Yes/No).
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D. Determine Price: Roll the "Shop Asking Price" dice for its rarity. If it's a consumable, halve that result. Record the final price.
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E. Add Lore: A brief piece of lore or a unique detail about the item (e.g., origin, known past owners).
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- For each slot of a given rarity, follow these instructions:
Step 4: Establish Shop Security
- Determine Security Level: Appropriate for the highest value item.
- Examples: Magical wards (e.g., Alarm spells, a localized Antimagic Field at the door, magical traps), mundane locks/bars, powerful guardians (e.g., animated armors, hired mercenaries, constructs), or the shopkeeper's own formidable magical or martial prowess.
Part 3: Transactions - Buying, Selling, & Bartering
How players interact with the shop's economy.
1. Buying Items from the Shop
- Stated Price: The shopkeeper states the price you rolled for the item.
- Player Bartering (Optional):
- Initiation: Players must clearly state they want to haggle.
- Roleplaying: Encourage players to justify their offer (e.g., "We're heroes!", "This will help save the town!", flattery, wit).
- Skill Check: After good roleplaying, call for a Charisma (Persuasion) check.
- DC 10 (Easy): 5-10% discount.
- DC 13 (Moderate): 10-15% discount.
- DC 16 (Hard): 15-20% discount.
- DC 19+ (Very Hard): 20-25% discount (rare).
- Natural 20: Max discount (up to 25% if appropriate), or a bonus item/favor.
- Failure Consequences:
- Slight Failure (DC 9 or less): No discount, shopkeeper holds firm.
- Moderate Failure (Poor roleplay or very low roll): Shopkeeper is annoyed; might increase price by 5-10%, or refuse to sell that specific item.
- Critical Failure (or insulting behavior): Shopkeeper is offended; might ban the party, or significantly inflate all prices.
- Minimum Price: The shopkeeper will never sell below a certain profit margin (e.g., no lower than 70% of the base market value for Common/Uncommon/Rare, and 85% for Very Rare/Legendary items). They are running a business.
- Payment: Typically gold, but consider accepting trade goods, rare magical components, or a quest/favor for exceptionally high-value items.
2. Selling Items to the Shop
- Shopkeeper's Offer: A magic shop will generally offer 25-50% of an item's base market value. This allows them profit for holding, advertising, and eventually selling the item.
- Higher Offer (50-75%): For items highly desirable to the shopkeeper, or those fitting their specialization perfectly.
- Lower Offer (<25% or Refusal): For items they have no interest in, already have too many of, or items of questionable origin.
- Finding a Buyer for High-Value Items: For Very Rare or Legendary items, a shop might not have the capital or interest to buy outright. Selling such an item might become a quest in itself:
- Brokerage: The shopkeeper might offer to broker a deal for a percentage.
- Travel: The party might need to travel to a larger city or magical hub.
- Time: Selling high-value items should take time (days, weeks, or even months).
- Consumables: Easier to sell, but still at a discount (e.g., 50% of the price the shop would sell it for).
Part 4: Treasure and Rewards for Adventuring (How the Market is Fed)
The market's supply of magic items comes from the loot adventurers find.
1. Individual Treasure
- Purpose: Small, immediate rewards from single creatures or minor caches.
- Method: Consult the "Individual Treasure" tables in the Dungeon Master's Guide (DMG), based on the monster's Challenge Rating (CR).
- Result: Mostly coins (CP, SP, EP, GP, PP), occasionally a mundane item.
2. Treasure Hoards
- Purpose: Significant rewards for defeating major threats (e.g., a dragon's lair, a dungeon boss). This is the primary source of magic items.
- Method: Consult the "Treasure Hoard" tables in the DMG, based on the encounter's CR.
- Coins: Roll the indicated dice for various denominations.
- Gems/Art Objects: Roll a d100, then consult the "Gems" and "Art Objects" tables in the DMG to determine specific items and their values.
- Magic Items: Roll a d100 on the "Magic Items" column of the Hoard table. This will direct you to roll on specific Magic Item Tables (A-I) a certain number of times.
- DM Veto/Adjustment: Always feel free to re-roll, swap, or withhold an item if it doesn't fit your campaign, is too powerful, or is redundant. You control the flow of magic.
3. Non-Monetary Rewards
Remember that not all rewards are monetary or magical. Consider:
- Information or access to lore.
- Favors from powerful NPCs or factions.
- Titles, land, or strongholds.
- Permanent boons or unique abilities.
Conclusion: A Dynamic & Engaging Market
By following these steps, you can create a vibrant, logical, and engaging commercial system in your D&D 5th Edition campaign. Remember:
- Consistency: Be consistent with your pricing and availability rules.
- Story Integration: Weave commerce into the narrative; shops are not just places to buy, but sources of rumors, quests, and memorable interactions.
- Player Agency: Allow players to try to influence prices and make their own economic decisions.
- Economy Evolves: As players gain wealth and power, the focus will shift from Common items to the pursuit of Rare, Very Rare, and Legendary artifacts.