5th Age Campaigns' home rules
Selling a Magic item
Locations: Villages, Towns or Cities.
In this campaign, there are no “magic superstores” where all magic items are on display, or any single location where adventurers can do their shopping for magic items. When someone wants to sell a special item, magic, masterwork, or made of special material, they have to spend time and money to find a buyer, and the seller must remain cautious to avoid being robbed too easily.
For enhancement and protection magic, the characters can look for an enchanter whose Reforging skill allows them to transfer one enhancement or protection bonus to another new item.
Because the character is letting the word get out, the selling character must spend one mundane activity time period per day and be reachable during that time at a specific location, which must be the same every consecutive day.
He can use his time otherwise as he sees fit.
Finding a buyer
Investigation is the main skill used
At the very beginning of each sell, it is possible to spend gold to get the word out and increase the Investigation skill check for each item being sold.
The seller must define a place where they will be each day thereafter at a given time (using a mundane activity)
Then they spend 10gp per item being sold, plus 25 gp for each +1 bonus (up to the character’s charisma modifier), as well as +5 gp for each point of renown in that location if the character decides to use their renown as a marketing tool.
Note that renown means that the word also get out about the person making the sale. Renown should not be used to remain incognito.
This expense and the items for sale must be defined spent before any roll is done, and will be valid for all investigation rolls each consecutive days.
The DM makes a roll for each item to determine how many days elapse before a buyer may be found for each item (according to the location on the table below).
When the time comes for each item which is part of the sale, a DC20 Investigation check can be made for each item. The seller can decide to offer a discount to the final price, for a +1 for each 10% discount to the price.
This discount decision can be made made after the result of each roll is known.
A success (DC20) brings up an offer for that item that day.
A roll of 1 brings a Complications for that item.
Tricking a buyer
See Crime/Heist downtime activity instead.
Establishing the offer price
The character makes a Charisma check for each item he receives an offer for, using the base price for the item found here.
There is no complication possible on that check, just the base price offered, and the total result of that check indicates the offer being made.
Note that for magical armor and weapons, the price of the item itself is added to the base price of the magical item.
1-4 price 10% under
5-14 price between high and low range
15-19 price 10% over
20+ price at 1% above high range for each point over 20
Bargaining can then take place as needed with an extra mundane action.
If a seller refuses an offer, the next investigation checks for the same item will be made with disadvantage.
It is possible to trade an item a character is selling with an item in the potential buy list if if the character is using the Buy magic item downtime activity. In this case, it is considered a simple exchange of items in the list.