Common Magic Items for Commoners

77IM

Explorer!!!
Supporter
The latest Role Playing Tips newsletter has some really great advice for running a game where the PCs own or operate a business. In 5e's implied setting there are no magic item shops (except maybe if you travel to the fabled City of Brass on the elemental plane of fire). This got me thinking: What if the PCs ran a magic item shop??? This would give them a good excuse to raid dungeons for treasure, and allow them to buy and sell magic items! They'd also function as magic item "brokers" which could lead to some good quests and social interactions. I win at campaign design!

So I started thinking, magic items probably sell very slowly. So what does the store do to meet its day-to-day expenses? Probably sells arcane supplies, like component pouches, arcane foci, books of lore, herbalism kits, alchemy supplies, and maybe some rarer items like spyglass, calligraphy inks, and exotic foreign goods.

Then I got thinking, those are all supplies for magic-users, but what kind of magical doodads would ordinary non-adventurers want? The only magic item common enough to be listed in the PHB is the potion of healing, and that's useful, but when I think about folk magic throughout history, it seems like there's a lot of other stuff that would be sold to the superstitious. I imagine in a world of magic people would still buy that stuff, but it would WORK.

Please let me know what you think of these -- are they balanced, and is there any way to streamline the rules for them? Can you think of any others? (I don't want the list growing TOO huge but I may have missed some popular consumer needs.)

Potion of Healing (50 gp)
A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering the potion takes an action.

Common Use: Nobles might have a few of these on hand in case of hunting accidents. Even in small towns, the village reeve or local priest probably has some potions of healing to help seriously injured peasants.

Potion of Fortune (50 gp)
The effects of this sparkling golden potion last 24 hours. Once during this time, you can add +1d4 to the result of a single ability check, attack roll, or saving throw. You can choose to add the bonus after you've seen the initial result of the roll. Drinking or administering the potion takes an action.

Common Use: This item is strictly illegal for use when gambling or at contests and tournaments. At larger tournaments, the winners are subject to identify spells to detect this potion (which lasts for 24 hours regardless of when the bonus is used). Potions of fortune are also taken just before a battle, important performance or negotiation, or childbirth.

Good Luck Charm (100 gp)
These charms come in many shapes and sizes. While you bear this charm can add +1d4 to the result of a single ability check, attack roll, or saving throw. You can choose to add the bonus after you've seen the initial result of the roll. Once the charm has been used, it will not function again for anyone for a year and a day.

Common Use: These are often family heirlooms, passed down to favored children or given to loved ones who are going on a journey or engaging in some risky endeavor such as starting a new business or apprenticeship.

Love Potion (250 gp)
This foul-smelling brew is a weak imitation of the true philter of love. When you drink the potion, make a DC 9 Wisdom saving throw. On a failure, you are charmed by the next creature you see within 10 minutes. While you are charmed, if the charmer is of a species and gender you would normally be attracted to, you experience strong feelings of romantic love for them; otherwise, you feel platonic friendship.

The effect lasts for up to an hour, although you can repeat the saving throw after every 10 minutes. When the potion wears off you may immediately make a DC 9 Wisdom (Insight) check to realize your emotions had been affected by magic.

Common Use: Desperate and lonely people will try anything for love, including buy this expensive potion on credit. Sometimes young nobles will blame their indiscretions on this potion whether it was involved or not.

Talisman of Protection (1000 gp)
While you wear this amulet you are protected from certain types of creatures: aberrations, celestials, elemental, fey, fiends, and undead. Once activated, such creatures have disadvantage on attack rolls against you, and you have advantage on saving throws against the spells and special abilities of such creatures.

The talisman may be activated as an action, or as a reaction to such a creature targeting you with an attack, spell, or special ability. If activated as a reaction, the talisman's effects apply to the attack, spell, or special ability which triggered it. The talisman's effects last 10 minutes. At the end of this time the talisman burns out and becomes useless.

Common Use: These are family heirlooms, sometimes passed down for centuries without ever needing to be activated. New ones are commissioned by wealthy nobles who fear evil spirits, or sometimes gifted to rich children who are travelling abroad in dangerous lands.

Symbol of Bounty (100 gp)
This small trinket or mystical rune that can be placed to affect an outdoor area of no more than 10 acres or an indoor area of no more than 3,000 square feet. Placing the symbol properly takes 1 hour and a successful DC 10 Intelligence (Arcana) check.

Within the area, plant and animal health and growth are stimulated, worker productivity and craft quality increase, and overall success and well-being are magnified. Creatures in the area get a +2 modifier to any ability checks made to practice a craft or profession.

Common Use: Nearly every guild-hall, forge, dockside, and major farm has such a symbol, often placed generations ago. They are so prevalent their influence is already included in the downtime rules for Crafting and Practicing a Profession.

Word of Truth (250 gp)
This small clay tablet, about 6 inches across, is inscribed with a mystical rune. While you have your hand on the rune, you have disadvantage on any Charisma (Deception) checks you make. If you intentionally tell an outright lie while your hand is on the tablet, make a DC 16 Wisdom saving throw. On a failure, the tablet cracks in half and becomes useless.

Common Use: High magistrates have access to these tablets for use only in the most serious of cases. Often the accused must make a 250 gp deposit before testifying on a word of truth, in case it breaks. Royal intelligence agencies use these for interrogation. Occasionally merchants and diplomats may voluntarily offer to negotiate with one hand on a word of truth, but sometimes these tablets are forgeries.
 

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Ahrimon

Bourbon and Dice
Animated broomstick (1 year animation warranty)
Self heating teapot
Bedding that is always comfortable and cleans itself
Cooking fire log that can burn for up to 6 months of continual use. 12 months of off and on.
Bathtub that heats the water and keeps it always clean.
Welcome mat that magically cleans shoes.
Enchanted wardrobe that cleans and repairs any normal clothing placed in it.
Everburning hooded lantern.
Snowboots that let you walk on top of snow like snowshoes.
Magical quill that never needs an inkpot.
Deluxe magical quill that writes what you say.
Magical paper that can be used to copy one page sized area once.
Magical fireplace that burns without the need for wood.

I'm sure I could think of more.
 

77IM

Explorer!!!
Supporter
Those are interesting! I don't want to go too crazy with the amount of magic items in the setting -- mostly I think people would turn to magic for things they can't handle by mundane means, rather than just household conveniences -- but I'm sure over the years there have been plenty of attempts to introduce labor-saving magic. You have inspired me thusly!


Animated Broom (400 gp)
This is a regular floor broom, dust broom, or feather duster. Upon command, it will begin cleaning its immediate vicinity, sweeping up dust and dirt into appropriate containers or out of doors. It takes about 1 minute to clean a 5-foot square area, after which it will move on to the next dirty area. The broom won't go through closed doors or across running water. It will continue cleaning until given a separate command word to stop or until it is no longer within 60 feet of a dirty area.

The broom can be safely used for up to an hour each day. After that, there is a 5% cumulative chance per hour that it goes berserk and starts treating all objects and creatures as "dirt" to be removed. The berserk broom begins smashing objects, ripping down curtains, and knocking over furniture. It will even attack creatures in the area. Use the stats for an animated sword (Monster Manual p.20), but the broom deals non-lethal bludgeoning damage only, and is vulnerable to fire. After knocking creatures unconscious, it sweeps them out of the area. The berserk broom won't damage walls, windows, stairs, doors, or other structural elements. It does not respond to the command words while berserk, although a dispel magic spell cast on the broom ends the berserk effect. Otherwise, the broom continues destroying and "cleaning" things until it has cleared out everything within 60 feet of itself, at which point it stops and returns to normal, or until it is reduced to 0 hit points.

Common Use: A luxury item for reclusive spellcasters, hedge wizards, or elderly nobles. The broom's propensity for destruction makes it too risky for most people who are able to afford it, and many villages have local legends about an animated broom that ran amok.

Continual Lantern (100 gp)
This is a lantern (of any sort) with a continual flame spell cast within it. It casts light as a normal lantern, but produces no heat and never needs oil.

Common Use: Adventurers and wealthy guards or guides are most likely to carry this expensive, fuel-free version of a lantern. Some nobles may have a few in the house, more as curiosities than for utility.

Nystul's Anti-Aging Ointment (200 gp)
This noxious unguent takes 1 minute to apply. It causes wrinkles to fade, skin to clear, hair to regrow, sagging body parts to perk up back up, and creates an overall youthful appearance. The effects are purely cosemetic, and grant you advantage on Charisma (Deception) checks to pass yourself off as a much younger person. The ointment has no effect on someone who is a young adult or younger.

The effects last for a year and a day. At the end of this time, make a Constitution saving throw with a DC of 10 + 1 per year that you have used Nystul's anti-aging ointment. On a success, your appearance reverts to normal for your age. On a failure, you become ancient and decrepit; your Strength, Dexterity, and Constitution scores are reduced to half their normal value (round down). This penalty can only be removed with a greater restoration spell or another application of Nystul's anti-aging ointment.

Common Use: Only the very wealthiest of nobles can afford this potion. The aftereffect of increased aging causes many users to become addicted to the unguent, driving them into debt.

Panacea (25 gp)
This translucent white potion treats a wide variety of diseases and chronic conditions, including injuries and magical diseases. It contains 3 doses. Each time you drink a dose, make a Constitution saving throw with advantage against the most serious disease or chronic condition you are suffering. If the disease or chronic condition doesn't already have a defined saving throw DC, the DM determines the DC using exisisting diseases as a guideline. On a success, the negative effects of that disease or chronic condition are suppressed for 30 days (although, in the case of injury, lost body parts do not re-grow). If you fail, panacea won't work for you for 30 days. If you are suffering multiple illnesses, you may take multiple doses of panacea, each one affecting the next-most-serious disease or condition; however, if you fail the saving throw for any of these, you lose all the effects of panacea for 30 days.

If a disease or chronic condition is suppressed by panacea for a full year and a day, it is cured.

Common Use: Panacea is one of the most common of potions, often sold to the elderly, inbred nobility, or honored war veterans. It can be produced using an herbalists' kit.

Pot of Plenty (600 gp)
This magic cook-pot produces nutritious yet simple fare, such as past, stew, or savory pie (the type of food is decided when the cook-pot is created and can't be changed later). On command, the pot begins cooking. Every 10 minutes it produces enough food for a hearty meal for 10 medium-sized creatures. A separate command word reduces the pot to a simmer (keeping food warm without producing more) and another command word stops the pot altogether.

The pot can produce food safely for 10 minutes each day. After that, there is a cumulative 5% chance per 10 minutes that the pot goes haywire and begins spewing forth at an alarming rate. This spew looks and smells like food, but it tastes bad and has no nutrient value, and decomposes into grayish-brown water after about 5 minutes.

The spew initially expands to fill a 5-foot radius sphere around the pot, and each round there is a 50% chance that the spew's radius increases by another 5 feet. Anyone in the area the spew expands into can make a DC 12 Dexterity saving throw to leap 5 feet out of the way. The sphere can reach around corners, and if it has no further area to expand into it may break through doors, windows, or weaker walls and ceilings, at the DM's discretion. The sphere won't expand beyond a 120-foot radius (because the outermost spew begins decomposing at the same rate the pot is producing more).

Any creature caught in the area of the spew is restrained, although it can still move 5 feet by taking an action and making a DC 12 Strength (Athletics) check. Creatures more than 5 feet from the edge of the area must hold their breath or begin drowning. Each 5-foot cube section of spew has AC 10 and 8 hit points, and is immune to poison and psychic damage.

Once the pot begins spewing, it will continue to do so until someone speaks the command word to make it stop. Because of the density of the spew, the speaker must be within 5 feet of the pot and shout the word. A dispel magic cast on the pot or the area of the spew will also stop the pot.

Common Use: This item is usually found with village wise-women and hospitable hermits. For most people wealthy enough to purchase such a pot, it's less risky to just hire staff to cook for them.
 

Samloyal23

Adventurer
Define "Commoner" in your campaign. How much can they actually afford? That said, a ring for Mending or Prestidigitation would actually make the average working stiff's life much easier than most other items already in the game...
 

erf_beto

First Post
They could also sell "art" objects, with an arcane/esoteric theme. Antiques, Tapestries, Paintings, Statues, Crystal balls, Ouija boards, Books of arcane theories and "practices", monster guides, stuffed animals (or monsters), etc. Collector's stuff. How much would one pay for a book written by an Archmage? Wouldn't that signature jewelry worn by a known enchantress, now adorning the duchess neck, be the talk of the king's ball? The seller guaranteed it would turn every man's eye on her. Oh my, that must have cost a fortune!
Or even religious stuff, why not? Figurines of gods, braziers, chalices, or any item that belonged to (or were blessed by) a long dead prestigious priest would cost much higher than the generic holy symbol.
Not everything in a magic shop needs to be Magik! :)
 

77IM

Explorer!!!
Supporter
Totally. Right now I am thinking the name of the store is "Tolliver's Antiques and Exotic Goods" or possibly "Tolliver's Curiosities." I figure the average person has trouble distinguishing genuine magic items from worthless crap so most "magic shops" in the setting sell just a few trinkets and potions. Only those in the know realize that Tolliver's has the genuine goods stored in the basement vault.

And by "commoner" I really mean "anybody who is not an adventurer." Since magic items are expensive I think most people would generally not invest in magical items that do things you can just pay a peasant to do, such as mending. Instead they'd focus on magic items with hard-to-replicate effects like luck, medicine, Defense Against the Dark Arts, etc. An item of mending or prestidigitation might be on sale at Tolliver's but as more of a curiosity or luxury than something to fulfill a function.
 

Samloyal23

Adventurer
Sure, but imagine being say, a butler, to an aristocrat. What could be a better reward than a ring that lets you use all of the applications of a spell like Prestidigiation. Just read that description, it would cut your work in half. Do not underestimate the usefulness of cantrips. A ray of frost could let a butcher quickly freeze meat for storage or allow a bartender to chill drinks in an instant.
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
A magical guardian- similar to a familiar- might be used to warn safeguard a proprietor or watchman by alerting him when the perimeter it patrols has been breached. Who would suspect a tavern cat could wake the owner to an intrusion, silently and quickly?
 

Samloyal23

Adventurer
A store could be enchanted with open/close on its door to make it easier for customers to go in and out.

Silverware and dishes could be enchanted with detect poison.

Doors could be enchanted with Ghost Sound to roar when someone passes through them.
 

Paraxis

Explorer
Here are a few ideas.

  • Harlot's amulet, magical contraceptive
  • Spies Journal, what is written in one is magically transcribed in the other
  • Bachelor's dishes, set of magical dishes that clean themselves at night
  • Everclean chamberpot, sort of self explanatory
  • Cold box, keeps everything in it cool, smaller box inside freezes things
 

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