Fantasy Costco

What is Fantasy Costco?

Fantasy Costco is the premier trader on the Bureau of Balance secret Moon base. Owned by an outside contractor, this is the only place on the moon where magical items can be bought and sold. Talk to Garfield the Deals Warlock and see if you can snag yourself the deal of a lifetime! All decisions are final.

Healing Potion


  • Cost: 50gp each

A small vial with a reddish liquid inside. When imbibed, it heals the user for 2d4+2 HP.

Jar of Bees


  • Cost: 100gp

It's a jar of bees...

It can be thrown and smashed to distract enemies.

Stone of Far Speech


  • Cost: 100gp each

A small stone that can connect to other similar stones and allow for communication between the owners.

Unlimited Pasta Pass


  • Cost: 100gp

Can be used at any participating Olive Garden for free unlimited pasta for the owner of the pass and free soft drinks for their guests.

Glasses of Lightning Comprehension


  • Cost: 200gp

These glasses allow the wearer to read and comprehend any text, in a language they know, up to 10 times faster.

Mockingbird Gum


  • Cost: 200gp

A pack of gum containing 5 pieces. Whoever chews a piece of this gum is able to emulate the voice of another person for up to an hour. They must have heard the person talk in order to emulate them.

Ring of Pointing


  • Cost: 200gp

A copper ring with an inlaid ruby that can project a small yet visible dot onto any surface. Useful for distracting those with simple minds, and for presenting the projected numbers for Q2.

Haunted Doll


  • Cost: 300gp

A very creepy looking doll. When the owner of this doll fails a third death saving throw, the doll will die in place of its owner.


Mystery Bag


  • Cost: 300gp

A small, velevet bag. What’s inside? It’s a mystery!

Nunchucks of Twirling


  • Cost: 300gp

A pair of wooden nunchucks connected by an iron chain. With a DC 7 Dexterity Saving Throw, the user gains advantage on an intimidation check. On a failed saving throw, the user takes 1d4 damage as they hit themselves, and have disadvantage on intimidation checks.

They can also be used as an improvised finesse weapon, dealing 1d6 damage.

Raul's Panties of Curious Confidence


  • Cost: 300gp

A lacy red thong number that (when worn) provides the wearer with a +1 to all charisma roles.

Due to delicate nature of the lace however, should the wearer suffer any critical failures, the panties will bunch, causing -1 to dexterity until the wearer can remove their pants to... sort out the situation.

Also available in leopard print.

Tankard of Potent Drink


  • Cost: 300gp

A mug that makes alcoholic beverages in it much more potent. In addition, when filled with water, it will sober up any inebriated individual that drinks from it.

Extreme Teen Bible


  • Cost: 350gp

A +1 holy symbol that contains a cover featuring a rad skateboarder. Allows the user to more easily spread the good word of their deity.

Mystery Powder


  • Cost: 400gp

A bag of refilling magical powder that can be used once a day. When the powder is thrown on a target (friend or foe), the user rolls a d100. The DM refers to the Wild Surge Table located in the Player's Handbook 5th Edition on page 104, to see what effects occur, and implements accordingly.

No-Sodium Salt Shaker


  • Cost: 400gp

A simple silver salt shaker with a skull and crossbones engraved on the side. The contents of the shaker have been bewitched to turn a bright shade of pink if sprinkled over food or drink that contains poison. It also makes any food or drink taste extra delicious.

Rusted Can of Crystal Pepsi


  • Cost: 400gp

A rusty can of Crystal Pepsi. It looks a little rough around the edges, but the can itself is still intact, and it seems to be radiating magical energy.

All-or-Nothing Coin


  • Cost: 500gp

Once a day, the owner of the coin can substitute a regular 2-sided coin flip in place of a d20 roll. If the coin lands on heads, it is considered a Critical Hit. If the coin lands on tails, it is considered a Critical Fail.

Alchemist Ring


  • Cost: 500gp

When the wearer of this ring imbibes a healing potion, they receive an additional 1d6 hit points.

The Lore Axe


  • Cost: 500gp

A plain looking handaxe with an intricately carved handle. The axes does 1d8 damage, and gives the user +1 to history and nature checks. It also speaks for the trees, allowing the user to cast the spell Speak with Plants once per day.

Plastic Sheriff Badge


  • Cost: 500gp

A plastic sheriff badge that looks like it was made for or by a child. Presenting the badge gives a +3 to Bluff checks when impersonating a person of authority.

Scrying Bones


  • Cost: 500gp

Three small bones with a happy and sad face carved on opposing sides of each. Once per day, the user can toss these bones and ask a question to the fates. All happy faces means yes, all sad faces means no, and a mixture of the two means maybe. If the bones stand up on end, you're probably getting close to ruining the plot, so have some chill.

Scuttle Buddy


  • Cost: 500gp

A small mechanical beetle that can spy on unwitting victims. It allows the user to hear anything happening in the room the buddy is sent into, able to climb walls and fit through small gaps to get to hard to reach places. The owner can wind it up four times before it breaks, as it is very fragile.

The Anti-Gravity Sphere


  • Cost: 500gp

A small, fist sized glass ball filled with a silver smoke. When the sphere is destroyed, it disables the effect of gravity on everything in a 30ft radius.


Grappling Hook


  • Cost: 600gp

It's a grappling hook, and it's cool as hell. Once per day, the user can make a ranged melee attack against any grappleable surface to attempt to repel to it. On a success, the user can travel up to 30 feet while looking hella fly.

Liar's Lingerie


  • Cost: 600gp

A very fashionable pair of undergarments with a smiling elven figure on the crotch. While wearing the lingerie, the wearer can choose to take 1d4 fire damage (as the lingerie begins to smoulder) and reroll a failed Deception check. If the wearer fails this reroll however, the lingerie bursts into flame, doing 1d8 fire damage and - as your pants are on fire - revealing to all that you were lying. At least you'll never have to shave your Underdark again.

Phantom Fist


  • Cost: 600gp

A gauntlet that grants the user +1 to unarmed attack rolls. When successful, the target must succeed a DC 15 Dexterity saving throw or be knocked back 2d4 feet.

Lens of Straight Creeping


  • Cost: 700gp

A monocle that allows the user to see the footprints of a specific person or creature that has been within the area. They must know the person or creature they are looking for, and the lens can only be used once per day.


  • Cost: 700gp

A pair of wooden rings, carved with a rad symbol of a ram. When the user and another user of their choosing wear these rings and touch them together, both get +2 to AC for 10 minutes. This only works once a day.

The Glutton's Fork


  • Cost: 750gp

A small, silvery fork with an intricately carved handle. Once a day, this fork allows the user to eat any non-magical item they can fit in their mouth, regaining 2d6 HP after consumption. Just tap the fork on the item and it will turn edible, and probably not turn back until it's left your system.

Anchorman's Coin


  • Cost: 800gp

Once per day, you can flip the coin and ask it a yes or no question. The DM secretly rolls a D20: on a 9 or greater, the DM answers the question truthfully with a yes or no. On an 8 or lower, the DM lies.

Billow Branch


  • Cost: 800gp

This small tubular device resembling an electric cigarette. This dope item grants the user advantage on Persuasion and Intimidation checks when smoking it.

Ring of the Grammarian


  • Cost: 800gp

The wearer of this ring can, once a day, change one letter of a spell's title to alter the spell’s effect accordingly. The effect of the spell is determined by the DM, but with the caster’s intentions taken into account.

Tarantula's Bracelet


  • Cost: 800gp

A small black bracelet that looks like a spooky spider! Once per day, this bracelet allows the wearer to cast Spider Climb on themselves for 10 minutes. While climbing, they will also have Advantage on Stealth checks.

The Champion's Belt


  • Cost: 800gp

This ornate belt is given to someone who has bested all opponents in a test of strength. Once per day, the wearer may substitute their Strength score for their Wisdom or Charisma when making a check.

Buffoon's Pantaloons


  • Cost: 600gp

A gaudy pair of pantaloons only the most confident (or dimwitted) person could sucessfully pull off. There's always a price for fashion though. While these loose pantaloons give +1 to AC, whenever the wearer rolls a Crticial Fail the pantaloons will fall around their ankles. Until the wearer spends and action pulling them up, they will suffer disadvantage on all checks.

Diadem of Fabulous Truthiness


  • Cost: 900gp

An elaborately carved silver diadem, with an emerald-crested eagle in the front. Once per long rest, the wearer can cast a free Zone of Truth on a single target rather than a large area. Confound your enemies, emasculate your friends, and free up your cleric's spell slots so he can do some actual healing.

Magnetic Charge


  • Cost: 900gp

A fist-sized glass ball with a blue button on top. When the button is pressed, the ball will begin to glow and produce a magnetic field that lasts 2 rounds of combat. The field repels any metal objects within 10ft of the ball. Takes 1 day for enough charge to be built up to allow use again.


Stronmaus' Laughing Amulet


  • Cost: 900gp

Traditionally worn by a high priest of the boisterous and jovial, smiling God. The amulet carries the image of a stylized human face, mouth open in laughter. Whenever a foe is defeated, the wearer may activate the amulet by tapping it twice and then delivering the best taunting joke or victorious one-liner applicable to the current situation. If the jest pleases Stronmaus (DM), he rewards the adventurer by recharging up to 1d10+CON HP. But Stronmaus is a fickle god; jokes that fail are punished with a small bolt of lightning, dealing 1d6 lightning damage per failure.

The Nit Picker


  • Cost: 900gp

A miniature garden gnome holding set of lock picking tools in his hands. When placed in front of a locked object, the gnome will come to life and start unlocking it. While he's picking the lock, the Nit Picker will critique any or all members of the party on their recent performance in the campaign. Nothing escapes the critical eye of the Nit Picker, no matter how small the perceived offence. After the lock is picked, or after he discovers it cannot be picked, the Nit Picker reverts to an inanimate statue.

Very-Crossbow


  • Cost: 900gp

An ill-conceived and short-lived partnership between Elven bowyers and Dwarven engineers resulted in a crossbow that should have remained a dumb idea. The Very-Crossbow combines the beauty of Elven woodwork, the prowess of Dwarven design, and the burning hatred these two races felt about being forced to work together.

The Very-Crossbow acts as a normal crossbow, doing 1d8+1 damage per bolt. As part of an attack action, the user may attempt tap into the seething hatred imbued in the Very-Crossbow by insulting it. If they succeed on a DC 12 Intimidation check, the Very-Crossbow burns with rage and shoots an extra flaming bolt for 1d12 damage. If they fail the check, the Very-Crossbow will sullenly refuse to work for the remainder of the current fight.

Arcane Trickster's Glove


  • Cost: 1000gp

Allows a spellcaster who can use the spell Mage Hand to turn the conjured hand invisible. It also allows the conjured hand to perform stealthy actions, such as pickpocketing, sleight of hand, or other acts of remote legerdemain. For these checks, the caster uses their Arcana score.

Hourglass of Sympathetic Blood


  • Cost: 1000gp

A small glass amulet with two tear drop shaped containers attached on a pivot. Each container can be filled with a small amount of blood from a given individual. When filled with blood from two differing people, the orientation of the hourglass can be used to "swap" the health pools of each. This effect lasts for 10 minutes, or until the hourglass is turned again.

Pocket Spa


  • Cost: 1000gp

A small, pop-up tent which easliy fits in the owners pocket when folded up. Inside the tent is a magical spa, with lotions, warming baths, and mediocre cucumber sandwiches. When used during a short rest, the tent provides an additional 3 hit points for each Hit Dice used.

Pocket Workshop


  • Cost: 1000gp

From the makers of the Pocket Spa comes the Pocket Workshop. Our top of the line master-craftsman’s woodworking shop is concealed within a battered red toolbox. When opened, the toolbox reveals a descending staircase that leads to a pocket dimension containing the deluxe Craftsman’s workshop. The Workshop is well lit, properly ventilated, and equipped with saws, planes, blades, and dozens of hand tools. Everything you need to make your project a success. The workshop is always stocked with the highest quality wood from across the realms, as well as nutritious snacks and refreshments.

The Pocket Workshop can hold up to two people at a time within its pocket dimension.

Ring of Mishaps


  • Cost: 1000gp

A small, golden ring that allows the spellcaster wearing it to regain a spell slot after having failed in casting a spell. Although, it looks a little too big to fit on a finger...

Immovable Rod


  • Cost: 1100gp

A flat iron bar with a small button on one end. When the button is pressed (taking a move action to do so), the rod will not move from where it is, even if staying in place defies gravity. Thus, the owner can lift or place the rod wherever they wish, push the button, and let go. An immovable rod can support up to 8,000 pounds before falling to the ground. If a creature pushes against an immovable rod, it must make a DC 30 Strength check to move the rod up to 10 feet in a single round.

The Slicer of Tapir-Weir Isles


  • Cost: 1100gp

An item that is, itself, useless, but with a good enough sales pitch, the owner can convince anyone of its value and get them to trade their most valuable possession for it.

Virtuoso's Mask


  • Cost: 1100gp

A simple, white mask which would cover approximately half of the user's face. When worn, it allows the user to cast Disguise Self as a cantrip rather than a !st-level spell. However, it also makes the wearer look more suspicious, giving them disadvantage on Deception checks.


Astro Shell


  • Cost: 1200gp

A plain looking conch shell, which, when used, allows the user to interrogate the souls of the recently deceased. Only works on souls that have passed less than two minutes ago.

Shield of Heroic Memories


  • Cost: 1200gp

This perfectly round silver shield initially has a mirror finish. As a hero takes it into battle it remembers the enemies encountered, gaining a +1 to AC on any subsequent battle with creatures of that type. The events of the battle are intricately engraved onto the shield’s surface (which has a seemingly endless capacity for detail).


The bearer of the shield may also attempt to recount past battles (real or imagined) to the shield. Upon a DC 10 charisma check or DC 15 bluff check, the shield confers a +1 AC against the creatures described in the tall tales.


3 failed attempts at recounting stories cause the shield to be cleared of all of its memories. The engravings disappear. It reverts to its mirror finish. All bonuses are lost.

Throwing Shield


  • Cost: 1200gp

A metallic shield with a golden star emblazoned on the front. The shield gives +2 to AC, and can be used as a thrown weapon. It can travel in a straight line up to 30 feet, and deals 1d8 + STR/Prof. damage. It has a small dent off to the side, with a note attached:

It doesn't come back to you afterwards! Don't try and ricochet this piece of shit either.

Matthias, The Living Grimoire


  • Cost: 1300gp

This clockwork owl has been owned by dozens of different wizards throughout its lifespan and can now recite arcane knowledge on command. All Arcana checks made by the user who owns this item, gains advantage. In addition, the user can use this item to prepare a spell they do not know once per day. This spell still takes up a spell slot of the spell’s level.

Wand of Switcharoo


  • Cost: 1300gp

Once a day, when pointed at another creature of similar size within 100ft, the target and the holder of the wand will switch places. If the target is unwilling to switch, it must succeed a DC 17 Constitution saving throw to remain in place.

Rickle Axager's Pocket Guide to Adventuring (5th Edition)


  • Cost: 1500gp

Once per day, the owner of this guide may read a section associated with a particular skill to gain Advantage on all rolls relating to that skill for the next 24 hours. The owner may also read the passage out loud to grant one additional party member the same benefit.

Flaming Poisoning Raging Sword of Doom


  • Cost: 60,000gp

A sword with a gigantic blade, wreathed in flames and with a crooked, oozing scorpion's stinger affixed to its point. Functions as normal longsword, dealing 1d8 damage (or 1d10 when wielded with two hands), but also delivers an extra 20 damage with each blow. The Flaming Poisoning Raging Sword of Doom will also Critical hit on a 19 or 20.