Erscheinung:

Verkäuferin

Angebot:

Weapons Item Name Price Armor Item Name Price
Simple Melee Weapons Dagger 2 gp Light Armor Studded Leather Armor 45 gp
Handaxe 5 gp
Javelin 5 sp Medium Armor Chain Shirt 50 gp
Light Hammer 2 gp Scale Mail 50 gp
Sickle 1 gp Breastplate 400 gp
Spear 1 gp Half Plate 750 gp
Martial Melee Weapons Battleaxe 10 gp Heavy Armor Ring Mail 30 gp
Flail 10 gp Chain Mail 75 gp
Glaive 20 gp Splint 200 gp
Greataxe 30 gp Plate 1500 gp
Greatsword 50 gp Shield Shield 10 gp
Halberd 20 gp
Lance 10 gp
Longsword 15 gp
Maul 10 gp
Morningstar 15 gp
Pike 5 gp
Rapier 25 gp
Scimitar 25 gp
Shortsword 10 gp
Simple Ranged Weapons Light Crossbow 25 gp
Shortbow 25 gp
Martial Ranged Weapons Hand Crossbow 75 gp
Heavy Crossbow 50 gp
Longbow 50 gp
Arrow (Quantity) Effect Price
Normal (20) Normal 1gp
Silvered (10) Silvered 100gp 5sp
Hammerheads (Blunts) (20) Deals bludgeoning damage. Variant: these arrows do 1 die less damage (e.g. 1d6 instead of 1d8) but on a critical hit these arrows apply the stunned effect to the target until the start of your next turn. 1gp Variant: 2gp 5sp
Broadheads (20) Deals slashing damage. Variant: these arrows do 1 die less damage (e.g. 1d6 instead of 1d8) but on a critical hit these arrows apply a bleeding effect. The target takes 1d4 slashing damage at the end of its next turn unless it uses its bonus action to hold its wound closed (must have a free hand). This effect ends if the target is healed or after 3 turns. 1gp Variant: 2gp 5sp
Corkscrews (20) More effectively travels through water. As long as the arrow was fired from outside the water, ignores the ranged weapon attack underwater combat rules described on pg.198 of the PHB. 3gp
Rope arrow (5) A 25ft rope is attached to the end of this strengthened arrow. 3gp
Fire Arrows (10) Open "cage" with flammable material included. Must be ignited before fired to take effect. Deals 1d4 extra fire damage and ignites non-worn, non-carried flammable materials. 3gp
Blinding arrows (5) Arrows with a small clay head with an opening inside, containing a reactive chemical. On hit, the chemical releases a bright flash, blinding the target until the start of your next turn. Deals bludgeoning damage. 3gp
Smoking arrows (5) Arrows with a small clay head with an opening inside, containing a reactive chemical. On hit, the chemical releases smoke in a 10ft sphere, heavily obscuring vision in that area. The smoke lasts for 10 rounds, unless removed by a strong wind. Deals bludgeoning damage. 3gp
Poisoncloud arrows (Magical) (5) On hit, the arrow releases poisonous gas in a 10ft sphere, lightly obscuring vision in that area. The cloud lasts for 10 rounds, unless removed by a strong wind. Creatures take 1d4 poison damage on entering the cloud, or 1d4 poison damage on the start of their turn if they are in the cloud. 50gp
Magefire arrows (Magical) (5) Fire arrows that magically ignite once fired. Deals 1d6 extra fire damage and ignites non-worn, non-carried flammable materials. 20gp
Explosive arrows (Magical) (5) These arrows explode on hit. All creatures within a 10ft radius must make a 15DC dex saving throw or take 2d10 fire damage. Ignites non-worn, non-carried flammable materials. 50gp
Ice arrows (Magical) (5) These arrows are cold to the touch. On hit, the target takes 1d8 cold damage and must pass a 15DC con saving throw or suffer -10ft to their movement speed and have disadvantage on dex saving throws for 3 rounds (does not stack). 50gp
Acid arrows (Magical) (5) On hit, the target takes 1d8 acid damage and must pass a 15DC con saving throw or suffer -2 to their AC and have disadvantage of con saving throws for 3 rounds (does not stack). 50gp
Thunderclap arrows (Magical) (5) These arrows release a thunderous explosion on hit. All creatures within a 10ft radius must make a 15DC con saving throw or take 2d8 thunder damage, are pushed back 5ft and fall prone. Loose objects are automatically pushed 5ft away. 50gp
Lightning arrows (Magical) (5) These arrows cast a streak of lightning in their wake. Any creatures within 5ft of a line between you and your target (including your target, but not yourself) must make a DC15 dex saving throw or take 1d8 lightning damage. 50gp
Mindpiercers (Magical) (5) On hit, the target takes 1d8 psychic damage and must pass an int saving throw or has disadvantage on intelligence and wisdom saving throws for 3 rounds. 50gp
Holy arrows (Magical) (5) These arrows shine with a holy brilliance. On hit, deals 1d8 radiant damage. An evil-aligned target must pass a DC15 wis saving throw or be frightened of the attacker for 10 rounds or until the line of sight is broken. 50gp
Unholy arrows (Magical) (5) These arrows reek of unholy corruption. On hit, deals 1d8 necrotic damage. A good-aligned target must pass a DC15 wis saving throw or be frightened of the attacker for 10 rounds or until the line of sight is broken. 50gp

Funktion: