Thursday, May 29, 2025

The Dungeon Master's Comprehensive Guide to Commerce in D&D 5th Edition

 

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."

RaritySuggested PC LevelGeneral Market Value (GP Range)Shop Asking Price (Roll)Consumable Asking Price
Common1st+50 – 100 gp(1d6 + 1) × 10 gp (Avg. 45 gp)Half the rolled Asking Price
Uncommon1st+101 – 500 gp1d6 × 100 gp (Avg. 350 gp)Half the rolled Asking Price
Rare5th+501 – 5,000 gp2d10 × 1,000 gp (Avg. 11,000 gp)Half the rolled Asking Price
Very Rare11th+5,001 – 50,000 gp(1d4 + 1) × 10,000 gp (Avg. 35,000 gp)Half the rolled Asking Price
Legendary17th+50,001+ gp2d6 × 25,000 gp (Avg. 175,000 gp)Half the rolled 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.

Settlement SizeTypical CR Range (Adventurers)Common Magic Items (Stock)Uncommon Magic Items (Stock)Rare Magic Items (Stock)Very Rare Magic Items (Stock)Legendary Magic Items (Stock)
Small Village0-43-6 (Consumables only)0-1000
Town/Outpost1-65-101-30-100
Small City5-108-152-51-20-10
Large City8-1410-204-82-41-20-1 (by special request)
Metropolis/Magical Hub11-20+15-30+6-123-62-30-1 (openly displayed)

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.

  1. Name: Invent a name (e.g., Feruf Ragebrow, Jib Snoth, Elyra Mosswhisper, Tharek Ironmantle, Miriel).
  2. Race: Choose from common D&D races (Human, Elf, Dwarf, Half-Elf, Dragonborn, Gnome, Halfling, Half-Orc, Tiefling).
  3. Gender Identity: (Agender, Female, Genderqueer, Intersex, Male, Non-binary, Pangender, Trans man, Trans woman).
  4. Personality: Pick 2-3 traits (e.g., loves to laugh, sarcastic, slow to trust, kindly, gruff, philosophical, observant).
  5. Background (Brief): A sentence or two about how they came to run this shop (e.g., retired adventurer, family business, reclusive artisan).
  6. Quirk (Optional): A memorable habit (e.g., stutters, collects rare insects, hums while working).
  7. 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.

  1. 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."
  2. Magic Item Inventory (Use the stock numbers from Step 1.A):

    • For each slot of a given rarity, follow these instructions:
      • 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)
      • 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.

      • C. Determine Attunement: Decide if it requires attunement (Yes/No).

      • D. Determine Price: Roll the "Shop Asking Price" dice for its rarity. If it's a consumable, halve that result. Record the final price.

      • E. Add Lore: A brief piece of lore or a unique detail about the item (e.g., origin, known past owners).

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

  1. Stated Price: The shopkeeper states the price you rolled for the item.
  2. 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.
  3. 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.
  4. 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

  1. 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.
  2. 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).
  3. 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.

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