Odds & Ephemerals

Est. 2025 Changeling Bard

Odds & Ephemerals

Odds & Ephemerals sits in Sunstream Alley, a narrow lane of colored lanterns and drifting laundry. Shelves crowd the shop, each item labeled in looping ink—some...

MA

Shopkeeper

Malk the Magnificent (Malka), a Changeling Bard (Lvl 6)

Keeper's Species

Changeling

3 Misc2 Misc1 Potions2 Misc1 Armor1 Weapons3 MiscEst. 1.4k gp

Shop Inventory

(13)
Miscellaneous3

A delicate silver earring in the shape of a sleeping dragon. It emits a faint warmth and once per day emits a soft chime audible only to the wearer's closest kin.

When worn, the earring is inexplicably drawn to the presence of dragon eggs or dragon-parental wards within 1 mile, causing the wearer to feel a pull and the earring to vibrate softly. Malk insists it's 'just sentimental.'

A small brass compass whose needle spins frantically when someone nearby tells a lie.

Within 30 feet, the compass spins wildly whenever someone speaks a deliberate falsehood. It cannot reliably identify the liar but pinpoints the sector from which the falsehood originated with rough accuracy (10-foot cone).

A glass oil lamp etched with names in languages you barely recognize. When lit, faint letters shimmer over the nearest humanoid's forehead.

When lit for up to 1 minute, the lamp reveals a common name (what the creature calls itself) above the nearest creature within 30 feet. Does not reveal true names, secret identities, or what lies beneath disguises (DM may permit advantage on Insight checks).
Miscellaneous2

A velvet pouch containing seven oddly faceted dice that only ever roll the number 7. They clack merrily but do not behave like normal d20s.

When used in place of a mundane randomizer (games of chance, deciding minor outcomes), they force a '7' result. Untested in formal skill checks—DM discretion; they can annoy or amuse judges.

A tarnished coin that breathes a single whispered suggestion when flipped.

When flipped, the coin whispers a 1-sentence suggestion to the flipper (purely cosmetic; provides advantage on a single Persuasion check once per day at DM discretion if used theatrically).
Potions1

A small vial of rosy liquid. Heals wounds in a comforting warmth.

Heal 2 HPHeals HP (standard potion of healing in 5e).
Miscellaneous2

A faded scroll that, when read, casts feather fall on up to five willing creatures you can see within range.

Single-use, spell is cast at standard level. If misused by someone who cannot read or cast spells, the scroll harmlessly unfurls and emits a sneeze (no effect).

A brittle scroll that sometimes works and sometimes insists the caster say 'please' in a theatrical voice as part of the casting.

On a roll of 1 on a d6, the spell works but targets an adjacent object or plant instead (it becomes charmed and insists it was always your friend); otherwise it functions as charm person. Malk considers this 'quirky'.
Armor1

A dark cloak that seems to shimmer at the edges. It occasionally phases like a failing illusion.

AC +1Grants +1 to AC when worn. Once per long rest, the wearer can attempt to become partially insubstantial (as per blur for 1 minute). On a roll of 1 on a d8 when activating, the cloak flickers and imposes disadvantage on Stealth checks for 10 minutes instead.
Weapons1

A charred wooden wand that promises small fireworks but is spotty in performance.

Has three charges. Each charge can cast a harmless shower of sparks ( thunder damage to small object in 5 ft or provide light) or, on a roll of 1 on a d6 when used, produce a loud pop that draws attention (roll on the DM's wandering table). Recharge: charges each dawn.
Miscellaneous3

A lacquered wooden box with a tiny keyhole and a painted eye that blinks once each hour. Malk sells these with a theatrical flourish.

Opening the box requires a Sleight of Hand or simple key. Inside is a random minor magic item or trinket (DMG/DM table or roll on a home minor magic table). There is a 10% chance the item is cursed (minor nuisance curse, such as causing sneezes, mildly glowing skin, or a compulsion to sing when nervous). Malk offers a 'no-curse' suffix at +25 gp that he 'swears' to provide—this is just a charm that negates the 10% curse chance once if purchased.

An hourglass missing half its sand. It seems to slow time for small moments… or so Malk says.

When turned, roll a d20. On a 19-20, you gain a bonus to initiative that encounter. On any other roll it does nothing but make the user feel slightly more patient. Clearly a novelty.

A mixed lot of curious odds: a strand of luminous thread, a glass eye, a key that fits no lock, a chip of singing stone, and other tiny wonders.

Mostly cosmetic. A DM may assign one item a minor mechanical benefit if it fits the story (e.g., the glass eye grants advantage on Perception checks in dim light once).
MA

Malk the Magnificent (Malka)

ChangelingBardLvl 6

Shop Atmosphere

Odds & Ephemerals sits in Sunstream Alley, a narrow lane of colored lanterns and drifting laundry. Shelves crowd the shop, each item labeled in looping ink—some labels move about. Malk (Malka) performs small illusions to display wares; they shift personas mid-conversation, adopting the mannerisms of whichever customer they feel will buy. Haggling is a performance: customers who trade a story or secret can get a 10–20% discount. Beware: 'faulty' goods are Malk's specialty—he'll gladly demonstrate how unpredictable charm is part of the fun. He tends to lean toward dramatic sales pitches and occasionally slips into another visage to test a buyer; secrets traded in confidence are often peppered into shop gossip later as harmless tales. If a buyer named Uliq enters, Malk will be particularly insistent (and unusually sentimental) about the dragon-shaped earring.
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