Avatar

Fantasy Costco Online

@fantasycostcocatalog / fantasycostcocatalog.tumblr.com

Welcome to Fantasy Costco Online! Your online source for all your adventuring needs.
Avatar
Avatar

Crown of the Martyr

Price: Free, if you can brave the Tomb of the Weeping Priestess behind the manager’s office.

Description: It’s a thorny crown that requires attunement by a druid or a cleric. Whenever you target another creature with a healing spell, you can sacrifice any number of your own hit-dice to heal them further. 

(you cannot heal yourself with your sacrificed hit-dice and AoE healing spells require an extra dice for each individual target – if you choose)

Avatar
Avatar

Cape of Withdrawl

Prerequisites: none

A fine silk cape that seems to slip perfectly out of grasp. When worn, it forces Disadvantage against any attacks of opportunity or grappling attempts while its wearer Disengages. When using the Dash action, the wearer may move an additional number of spaces equal to half of their movement (ex. 50 feet if normal is 20).

The Cape cannot be worn with heavy armor.

Cost: 200g

Avatar
Avatar

Velvet Cloak of Weeds

Prerequisites: attunement

A dark green velvet cloak with ivy green embroidery and tassels on the bottom edge that meets with an almost invisible fastening on the top. The embroidery towards the bottom depicts vines and ivy leaves entwined and encircling densely. While worn, it grants the wearer the cantrip thorn whip and the ability to cast the spell grasping vine once per day. While the wearer is in a forest or other heavily forested area, the Cloak gains them Advantage on any Stealth checks, although this is nullified if the wearer is wearing heavy armor. If the wearer has no armor, they may cast the tree stride spell as if it were a cantrip.

Cost: 500g

Avatar
Avatar

Summoning Staff of the Pirate's Bay

Prerequisites: spellcaster, non-lawful neutral or evil alignment

A metal staff that has clearly seen its fair share of the world and has been inscribed with the runes, notes, passages, and other instructions for spells from every sort of magical practice, it was once owned by a well-known magician and thief. The Staff holds ten charges, which may be recharged in libraries, universities, or other magical institutions. The wielder may expend one charge to cast any spell of their level that they can name and describe without reference, regardless of class restrictions or component requirements (although the Staff will naturally require a Verbal component to function).

If all charges are expended, the Staff’s inscriptions fade and the Staff becomes unusable.

Cost: 1000g, or at the DM’s choice, a very good sleight of hand roll

Avatar
Avatar

Eight-Ball of Divination

Prerequisite: Scorpio zodiac

A grimy blue eight-ball, it has a round window on one face with a white triangular piece. If held by someone of the correct Zodiac, it can be asked one yes/no question per day. If attempted to be held by someone not of the Zodiac, it spawns eight bright blue spiders that crawl over the holder and attempt to bite the holder until the Ball is dropped.

Not terribly useful as a shop item, but fun as loot if you have a player who qualifies.

Avatar
Avatar

Ribbon of the Water Witch

Prerequisites: Wizard or Druid

A ribbon dyed with lapis lazuli, it allows the wearer to manipulate a large body of water (up to a 200 foot cube in volume) for their concentration up to 10 minutes, shaping and holding the water in place. Though the water can be made to subvert some of the laws of physics, it must retain a strong tether to the ground and cannot change forms (ex. becoming ice or vapor). This ability may be used once per day.

Cost: 300g

Avatar
Avatar

Eye Ring

Prerequisites: attunement

A silver ring with a stone that strongly resembles an eye, it allows the wearer to cast the arcane eye spell once per day. Alternatively, the wearer may leave the ring in a given location and (for up to 24 hours) see everything within the ring’s field of view.

Cost: 200g

Avatar
Avatar

Gloves of Life

Prerequisites: Cleric of the Life domain or Necromancer, level 9

Thick white leather gloves with runes encrypted in an unknown language on the edges and palms of the hands in gold etching. They resemble gardening gloves in length and fitting, and somehow always avoid becoming dirty or otherwise stained. Clerics of Life have no trouble wearing and using them, but necromancers must succeed on a Constitution saving throw (DC 20) when putting them on or be painfully and instantaneously reduced down to 1 HP. (Trying again knocks the necromancer in question unconscious.)

Using a fifth-level or higher spell slot, the wearer may touch a living creature and reduce the creature in question down to 1 HP as if casting the inflict wounds spell at a high level, with waves of incredibly strong and painful energy rippling through the victim’s body. Using this ability requires the wearer to roll a Constitution saving throw (DC 15) or suffer from 2d4 psychic damage. Necromancers who wear these gloves may use their Grim Harvest feat to absorb half of the victim’s lost HP, up to their maximum HP, and roll for Constitution against a DC 15, with the same rules applied.

While wearing the gloves, the wearer can never deliver a killing blow, only ever reducing enemies down to 1 HP. However, their special ability may be used as many times as slots available.

Cost: 3000g, although at the DM’s decision they may be an otherworldly gift

Avatar
Avatar

Ring of Magical Resistance

No prerequisites; Cursed

Cost: 500g

A dark, thick ring with an amber stone held and protected by thick metal, it grants the wearer Resistance to all forms of magically-caused damage. However, this also prevents the wearer from benefiting from any magical shields, buffs, or any forms of magical healing. If the wearer wishes to use magic, they must first make a Strength saving throw (DC 15) or automatically fail. In addition, any magical boosts earned are rendered ineffective by the Ring’s own magic. The Ring can be removed with a DC 20 Strength check.

A great gift for your Fighter!

Avatar
Avatar

Cursed Turkey Baster “Preserves your Juices” Price: Free with the purchase of Devil’s Cookbook

It’s a filthy, seven-inch-long Baster.

While attuned to the Turkey Baster, taking more than 15 damage at once will cause it to gain a charge (represented by a dark, red poison filling the baster).

The more charges the Baster accumulates, the deadlier the poison gets. (I don’t feel like working out the exact numbers right now leave me alone)

The user can take an action to squeeze the baster, spraying the poison into the air, on a weapon, on a croissant, whatever. But once the Baster is used, all charges are spent and the tube is emptied.

Avatar

Happy Candlenights season, shoppers!

Have you decided what you’re getting your fellow guild-mates, enemies, friends or family? Fret not, if you haven’t, or even if you have, Fantasy Costco is filled with all sorts of different treasures. We’re bound to have a present for that special someone! We just received shipments of the seasons hottest items, such as “Icebox Pockets” and the “Snowglobe of Doom”, make sure you pick them up while supplies last. And, happy holidays to all!

Avatar
Avatar

Friendship is Magic Mage Bracelets

The buyer gets two friendship bracelets that the buyer gives to a non magic friend. Once per day per long rest, the non magic friend can choose to use a cantrip from the buyer’s cantrips. Can be upgraded to use a first level spell, but takes one of the buyer’s spell slots.

Cost: 1000 gp and 700 gp for the upgrade

Avatar
Avatar

Jester's skull

The skull of a jester wearing a funny hat that has been brought back to life using necromancy, as a free action you can tell this skull a joke and if it likes the joke it will give you advantage but if it doesn’t like the joke it bites your finger dealing 1D4 points of damage.

Avatar
Avatar

Cattle Prod ‘o Teamwork

The wielder of the device can use their bonus action to “tag” a friendly creature with the Cattle Prod. The wielder must make an attack roll, but the target can choose to let the attack land automatically.

The Prod deals 1d8 damage for every level/CR the target has. If the target receives this damage, they get an extra, full turn at initiative -10.

Price: 10 gp, and 10 gp extra for every Barbarian spotted in the party.

You are using an unsupported browser and things might not work as intended. Please make sure you're using the latest version of Chrome, Firefox, Safari, or Edge.