The Wandering Star & Sundry

Est. 2025 Half-Elf Bard (College of Lore)

The Wandering Star & Sundry

Khalir hums quiet sea shanties while weighing goods and stirs a teapot that never empties. He collects small oddities—sealed bottles of moonlight, single coins ...

KH

Shopkeeper

Khalir Voss, a Half-Elf Bard (College of Lore) (Lvl 13)

Keeper's Species

Half-Elf

15 Misc3 Potions1 Armor3 WeaponsEst. 88.7k gp

Shop Inventory

(22)
Miscellaneous15

Sturdy, hand-braided rope useful for climbing, hauling, and makeshift traps.

A bundle of simple torches; burn for 1 hour each.

A well-stitched bedroll that provides the basics for a decent night's rest on the road.

A leather water-sack. Holds roughly 4 pints.

Preserved food and dried meats for five days of travel.

A leather kit containing bandages, salves and splints. Stabilizes the wounded.

Use to stabilize a creature or expend a use to restore hit points (as per PHB rules).

A quiver of twenty standard wooden arrows with iron heads.

Lockpicks, small mirrors, pliers and other implements for bypassing locks and traps.

Used to make Dexterity (Sleight of Hand) checks to pick locks per PHB rules.

An enchanted sack whose interior is larger than its exterior. A staple of resourceful travelers.

Interior holds up to 500 lb, not exceeding 64 cubic feet. If torn or overloaded, consequences follow DMG rules.

A plain band that can hold spells cast into it for later use. Extremely sought after by spellcasters.

Can store up to 5 levels' worth of spells. Spells can be cast from the ring using the stored spell slots by the wearer, following DMG rules.

A single-use parchment containing one 6th-level spell. Spell identity may vary (buyer may request particular spells if available).

Single use. Spell can be cast if the user has the spell on their class list; otherwise a Spellcasting ability check (DC = 10 + spell level) is required.

A small glass orb that floats and sheds light on command.

Can be commanded to float and cast Light or Daylight once per day (as appropriate to the driftglobe's variant).

A corked bottle that, when opened, pours out thick, continuous smoke.

When uncorked, creates heavy smoke as per the item description; useful for escapes or concealment. Smoke continues until recorked.

A brass compass whose needle favors mystical destinations.

Needle points to the nearest place of arcane or divine power within 1 mile (dungeon, shrine, leyline node) rather than magnetic north. Works in nonmagical conditions; fails in antimagic fields.

A corked jar containing a single bioluminescent 'starfish' from a remote tidal pool. A peculiar, coveted curiosity.

The starfisher emits dim light in a 10-foot radius and bright light for 5 feet. Once per day, while within 5 feet of the open jar, a creature can cast Water Breathing (PHB, concentration not required) on themselves for 1 hour. The starfisher needs to be returned to salt water for a day once every 30 days or it weakens and the jar's effects fail until purified.
Potions3

A glass vial with a bitter brown liquid; grants advantage on saves against poison for 1 hour.

When consumed, grants advantage on saving throws against poison for 1 hour.

A glossy red potion that mends flesh and vigor.

Heal 14 HPRestores HP (average 14). Single-use.

A thick crimson draught, rare and prized in dire circumstances.

Heal 26 HPRestores HP (average 26). Single-use.
Armor1

A finely woven cloak embroidered with subtle runes. Grants a modest protective aura.

AC +1Wearer gains bonus to AC and saving throws.
Weapons3

A balanced longsword with a faint magical edge. Works as a normal longsword plus enchantment.

Atk Adds +1 to attack and damage rolls.

A masterwork blade whose edge seems to sing when swung. A formidable weapon for experienced fighters.

Atk Adds +2 to attack and damage rolls.

A charred wood wand tipped with a glass bead. Holds multiple charges of explosive flame.

7 charges. Use 1 charge to cast Fireball (3rd-level, ); can expend additional charges to upcast. Regains charges daily at dawn. If reduced to 0 charges and another is used, roll a d20 — on a 1 the wand crumbles and releases a final, uncontrolled blast.
KH

Khalir Voss

Half-ElfBard (College of Lore)Lvl 13

Shop Atmosphere

Khalir hums quiet sea shanties while weighing goods and stirs a teapot that never empties. He collects small oddities—sealed bottles of moonlight, single coins from distant cities—and barters in stories as often as coin (10 gp discount for a tale of genuine danger). He refuses to sell soulbound items, avoids taking in gemstones as payment unless shown true provenance, and will haggle more readily with creatures that answer his questions in rhyme. He always pockets a small keepsake: a brass star the size of a fingernail that he taps three times before sleep.
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