D&D 5E Magic Item Shops in Your Campaign

What Magic Items Are Available for Purchase In Your Game?

  • None. Magic items are not for sale in my game world.

    Votes: 26 32.5%
  • Rarity: Common Items

    Votes: 46 57.5%
  • Rarity: Uncommon Items

    Votes: 38 47.5%
  • Rarity: Rare Items

    Votes: 23 28.8%
  • Rarity: Very Rare

    Votes: 12 15.0%
  • Rarity: Legendary

    Votes: 6 7.5%
  • Type: Armor and Shields

    Votes: 21 26.3%
  • Type: Potions

    Votes: 43 53.8%
  • Type: Rings

    Votes: 23 28.8%
  • Type: Rods

    Votes: 20 25.0%
  • Type: Staffs

    Votes: 22 27.5%
  • Type: Wands

    Votes: 24 30.0%
  • Type: Weapons

    Votes: 24 30.0%
  • Type: Wondrous Items

    Votes: 25 31.3%
  • Use: Single-use items

    Votes: 33 41.3%
  • Use: Limited number of uses

    Votes: 24 30.0%
  • Use: Reusable/Permanent items

    Votes: 21 26.3%
  • Special: The party may purchase Artifacts

    Votes: 6 7.5%
  • Special: The party may purchase Cursed items

    Votes: 14 17.5%
  • Table: Table A items

    Votes: 12 15.0%
  • Table: Table B items

    Votes: 11 13.8%
  • Table: Table C items

    Votes: 9 11.3%
  • Table: Table D items

    Votes: 7 8.8%
  • Table: Table E items

    Votes: 7 8.8%
  • Table: Table F items

    Votes: 9 11.3%
  • Table: Table G items

    Votes: 7 8.8%
  • Table: Table H items

    Votes: 7 8.8%
  • Type: Scrolls (woops!)

    Votes: 33 41.3%


Lowcountry Low Roller
I used the Sane Magical Item Price list for my shop in Waterdeep, it worked out fine and the PCs were able to trade in some older items for more useful things. Nothing was particularly cheap, but it made for a fun RP session one time.

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Choose a city in your D&D game world, the closest one to what your characters would consider "home base," the place where they are expected to do their shopping. Then vote for the items that can be purchased there, checking as many boxes as are applicable.

Technically only potions, scrolls, common magic weapons and common magic armor are available in a metropolis level city. You could get dwarven magic items in the Ice Dwarf capital of Igloo or the Stout Halfling village of Nanook. The 5 elven capital sells elven magic weapons. The dragonborn and tieflings city states might have legendary cursed items for sale.

The Church of White Gold give away rare magic items if they have a branch in that city and you are a good tither.

In a major city there are.

1d6-2 apothecaries
1d6-2 herbalists
1d6-2 brewers
1d6-3 master blacksmiths
1d6-3 master whitesmiths
1d6-3 master wood crafters.
1d6-3 master leather workers
1d6-4 master calligraphers
1d6-4 master jewelers
1d6-4 master cobblers
1d6-4 master glassblowers
1d6-4 master sewers.

None. All magic items are soulbound and can only be inherited.


Downloaded it, printed a copy and looking through it.
Certainly interesting.
Made me wonder if I should have played a bit more with what I gave my player's character at 2nd level.
Aasimar Folk Hero Paladin +1 longsword has the ability to shrink to the size of a dagger to be carried easier.

Human Acolyte Cleric Reliquary of Wondrous Power grants the ability to summon a Lantern Archon intended more as a plot device than major magical item.

Half Elven Shadow Sorceror a Cape of Commanding grants advantage to his Performance checks once he figured it out allowed him to cast Command 3/day but was an Orc relic that the entire species was actively trying to find.

Half Elven Rogue has her own band of Bards intended as the start of her own Guild sadly she wasn't that interested in the game so left her character for her partner the sorceror to run and he thought them worthless despite them not being part of his character.

Should have stuck with the sword only having the ability to shrink down to a dagger in size like the moon touched sword, the reliquary being a divine focus the cleric could rely upon when he's deprived of his powers when his deity is replaced by the Strife Emperor with it providing another way of accessing those abilities.
The Cape stick with it granting advantage with performance checks and as for the rogue perhaps have her recruited into a thieves guild instead.

Retrospect is a great thing.


Not your screen monkey (he/him)
I marked Common and Uncommon rarity items, but I really allow PCs to buy more based mostly on using Xanathar's downtime options. I'm running a game in Greyhawk, so I let the players buy virtually anything they wanted of Common/Uncommon rarity in the Free City of Greyhawk on a short turn-around. Anything else is downtime procedure.
I do try to make consumables, mainly potions and some scrolls, more readily available than other magic items because I want to encourage players to use consumables rather than saddle the game with too many permanent items. But I am NEVER going back to allowing any kind of spell be in a wand as in 3e. That way lies madness.

Snarf Zagyg

Notorious Liquefactionist
Here at Smith Barney D&D Campaign, we players get magic items the old fashioned way.....




Magic items sellers are NPCs with hooks and personalities. I have no problem with low level scrolls, potions and common items being… well… common. So available in part in any town.

Anything more powerful or rarer has to be tracked down with the downtime rules. Nice and simple.

It depends. Basically, I like the 5e stated premise about magic items being rare and special, but I try to extrapolate what makes sense into the world also. So the fine arts market makes sense, but that doesn't just mean auctions--there may be some shops based on locale.

In any place where it is assumed there are wizards, whether resident as more that one or two, or traveling through, there will probably be a magic shop.

A magic shop is essentially a spellcaster supply shop. They sell spell components (I assume PCs go to such a place in down time to fill their spell components pouch with cheap consumables), spell book and scroll scribing inks (which they have to specifically state they are buying and keep track of other than the freebies a wizard gets on level up), arcane spellcasting components, blank spell books, etc. Sometimes they will offer the service of allowing you to learn a spell by copying it from a spell book they have. In that case, I randomly roll to see if the particular spell the characters are looking for is on offer there (unless it's something that should definitely be or not be available).

In some locations, you may be able to pay an individual wizard for such goods and services rather than a shop. It isn't considered odd to ask the local wizard when a shop isn't present.

As far as actual magic items, potions of healing are probably available somewhere in town--usually at temples. A random selection of spell scrolls are often available at a magic shop, and can often be commissioned at shops or temples (again, it's always a random selection, not the whole list). Potions are the same.

Beyond that I will tend to roll some additional random items from the DMG tables, based on the size and commonality of magic in the locale. The number might be zero in some places, but likely is 1d4 in a small-medium shop, which is almost always the biggest shop available. In Waterdeep, there are a few such shops, some of them specialized.

Now, in a real planar metropolis like Sigil, you will have full-fledged magic item stores, and even potentially magic items in high-end version of other stores, like the party found a bag of holding in a clothing store. In those full-fledged magic item stores, they will have some specific randomly rolled items available, and probably a (tiny) percentage chance of having any particular other magic item the party might specifically ask about, or being able to get one for an extra cost.

One can never just assume what you are looking for is available. When our party was in Sigil they wanted to get some bags of holding. I think they found one at a clothing shop, another couple at a magic item shop, and the fourth may have been at yet another magic item shop. Each shop has its own interesting character and NPC proprietor.

I should also mention that it's often a better deal to trade magic items they have at the shops rather than paying in cash. If the shop is interested in the item they will get a better deal, though if they aren't it may be a worse deal.

Other than potions and scrolls, I don't actually treat common rarity magic items as common. They tend to be luxury baubles that only make sense existing in areas where magic items are widespread like Eberron, or to a lesser extent Sigil. While a PC with Arcana has probably heard of most of the items in the DMG, they probably haven't heard of things like XGtE "common" items unless it's Eberron.

To me, this keeps magic items in a place that makes sense in the world. Players can relatively easily get supplies they should be able to, but finding any specific item requires luck or work and can't be done just anywhere.
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Nothing so boring as a shop for selling/buying magic items. You want a potion or single-use scroll? Go visit the local wizard or priest and work out a deal. Or maybe there is a Faction or Guild that can be joined, which comes with certain privileges, like limited access to more permanent magic items, like being a member of the Adventurer's League. But you also have to do jobs for them to stay in good standing and keep that access. Anyone just offering up magic for sale on a street corner or in an alley or a formerly abandoned storefront is not to be trusted.


41st lv DM
I checked everything (though artifacts are pretty much only rumors as far as sales/purchasing).
But in reality it depends upon what you want & where you go. And in some cases who you are.


Mind Mage
I am a big fan of "rituals" that can do almost anything and can require almost anything. They can cover just about any of the magical phenomena that happens in reallife folkbelief − and in modern movies.

Is a player tired of being a Dragonborn and now want to become a Duergar? There is a ritual for that!

Do players want to build a floating city? There is a ritual for that!

Does a player want to meet the noble while in full regalia before the clock strikes at midnight? There is a ritual for that!

In my view, the D&D classes are primarily fighting styles, wielding various power sources. Spells are conveniently packaged weapons and tools. But rituals cover the more whimsical and quirkier aspects of magic.

When players want to do something magically unusual, it can be an adventure to track down someone who knows how to do it, or to get items for it, or downtime to figure out how to go about it themselves.

A "ritual" can be anything, such as meeting a certain person at a certain time and doing or saying something specific.


In my town for my players there is a "Night Market" that occurs every month. The location and details are scrawled in Thieves Cant on walls in chalk (so the rain will wash it off), this means it is the Rogue who learns about it and the location of it changes each time.

As you might imagine, the Night Market is legally dubious.

Each time the players visit, I create a chart for them to roll on to see what they find. Last time it was potions and poisons that they went for. As they get to higher levels, I will put better stuff on the chart to tempt them to spend more of their gold.

It serves as a good place for plot development too. Last time they visited they were hired by someone at the Night Market to break into an evil sorcerer's mansion.


Elder Thing
Same. I've replaced it with healing herbs that take 1 minute to apply, giving players the same option for out of combat healing, but preventing in combat healing with it.
In one campaign I ruled that there were no healing potions other than Keoghtom's Ointment, but made it a nonmagical item that warlocks could brew. It worked out pretty well.

Point of clarification: Warlocks were the only full caster class in that campaign, which worked so well I made it a general rule when I run 5e.


Without checking, I think it's pretty much only common potions and scrolls. I might have allowed the occasional common wondrous item or weapon to be bought if the campaign had gone longer but it wouldn't have been on a shelf in a store.


Registered Ninja
The only thing readily available are standard potions of healing, and even those I limit the number they can by because one of my groups would stockpile hundred of potions if they had the chance.

Otherwise I use a modified version of the rules in Xanethar's, so it's possible most of the things on the list could be for sale, but far form any guarantee.


As a player I prefer there be a magic shop but that there are just a bunch of random items for sale in said shop. What is for sale should change every 2-4ish weeks or so.


Victoria Rules
Type: random.
Rarity: random.
Availability: random, limited.

When they get to a city I'll randomly generate a "shopping list" of what's available in town (if they look for it) from a whacking big excel file that takes care of the rarity factor in generating said list. The length of this list is also somewhat random, based on my roll for, relative to normal, how much happens to be available right now.

Poll doesn't really cover these options unless I vote for everything on the list, except doing that would wrongly imply everything's for sale all the time. So, no votes from me.


I didn't vote because my system is a bit different.

The only magic items that are readily available are basic healing potions.

Aside from that, I have an NPC in my world who has a small selection of randomly rolled magic items at any time. The rarity of what he has available at the beginning of the campaign is only common and uncommon, but this increases gradually throughout the campaign (as he finds investors for his business). The PCs can also invest in the business in order to accelerate this availability.

However, it's not a magic shop as the idea is normally presented. You can't simply walk in, plop down a bag of gold, and buy a Flametongue Greatsword, outside the small chance that this merchant has one of those currently available. PCs can, however, pay the merchant a commission to keep an eye out for a certain item, which increases the odds that one will become available. That said, unless the player gets very lucky, the wait is likely to be at least a few game sessions.

Epic Threats

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