Miri's Sundries & Arcana

Est. 2025 Half-elf Wizard (Arcane Traditions: Lore)

Miri's Sundries & Arcana

Miri loves to test useful items on customers for a small fee (usually 1 sp) and will enthuse for five minutes about alternate uses. The shop smells of citrus oi...

MI

Shopkeeper

Miri Fenlock, a Half-elf Wizard (Arcane Traditions: Lore) (Lvl 6)

Keeper's Species

Half-elf

14 Misc3 Potions3 Misc2 Misc2 Armor1 WeaponsEst. 5.1k gp

Shop Inventory

(25)
Miscellaneous14

A well-made leather pack with extra straps and small internal pouches; treated to resist light moisture.

Small hidden pocket sewn into the lining (not extradimensional) suitable for valuables.

Plain but neat clothes suitable for travel or blending in with a town's populace.

Standard wooden torches, burn about 1 hour each.

One torch in the bundle has been lightly charmed: shed dim blue light for 1 minute on command (no spell required).

Dried meats, hard bread, cheese and preserved fruits, sealed and shelf-stable.

Includes pitons, boot tips, harness, line, and chalk; useful for ascending cliffs or ruins.

Advantage on checks to secure climbing gear when used by someone proficient in Athletics or Survival.

Chalk imbued to hold simple arcane sigils; marks last for up to 24 hours or until erased.

Used to draw ritual sigils; provides a +1 to Arcana or Spellcasting checks when used as part of a ritual.

A small backpack designed to store and summon items from its compartments (apprentice-grade, slightly less reliable).

Functions like a Handy Haversack 75% of the time. On a roll of 1 on a d20 when retrieving an item, the item is retrieved but takes an extra action. Miri discloses this quirk openly.

A brass ring that keeps the wearer's hands and feet comfortably warm.

Protects the wearer from cold weather: they won't suffer effects from cold exposure short of extreme environments.

A leather pouch organized with common spell components and small reagents for low-level casting.

Contains components for spells up to 3rd level (no costly material components).

A small pouch that, when opened, produces a jet of dense smoke covering a 10-foot radius for 1 minute.

Creates heavy obscurement for 1 minute; wind of moderate strength disperses it in 1 round.

A candle that casts a steady light like a torch but never melts.

Provides bright light in a 20-foot radius and dim light for an additional 20 feet. Cannot be extinguished by mundane means while held.

A small carved feather that transforms into a swan mount capable of flight for a short duration.

When used, becomes a swan that can carry one Medium creature and fly at 60 ft. speed for up to 1 hour or until dismissed. Single use.

A compact set of picks, a tension wrench, and small tools for delicate work.

Grants a bonus to Dexterity (Sleight of Hand) checks to pick locks when used by someone proficient in thieves' tools.

A tiny glass bead that can produce a small, silent illusion (simple image) once per long rest.

Creates a static visual illusion no larger than 5 feet in any dimension. Lasts up to 10 minutes or until dispelled.
Potions3

A small vial of red liquid; restores vitality when swallowed or applied.

Heal 2 HPHeals HP (standard D&D 5e Potion of Healing).

Neutralizes common poisons, granting advantage on saving throw vs poison for 1 hour.

Gives advantage on saving throws against poison for 1 hour after drinking.

A pale blue vial that soothes ailments, curing one condition or removing disease/poison.

Cures one disease or neutralizes one poison affecting the drinker. Also restores ability score loss from some magical effects as per Lesser Restoration.
Miscellaneous3

A parchment with the Detect Magic spell scribed on it; single-use when read aloud.

Casts Detect Magic (concentration up to 10 minutes). Usable by anyone who can read the scroll or deciphers it.

Casts Feather Fall on up to five falling creatures. Handy in caves or towers.

Single-use spell scroll. If the reader lacks the spell on their spell list, a Arcana check is required to use.

When read, creates a brief magical shield that grants +5 to AC until the start of your next turn.

AC +5Functions as casting Shield. If the reader is not a spellcaster, Arcana check required.
Miscellaneous2

A slim ebony wand allowing the wielder to cast Dancing Lights using charges.

Use an action to expend a charge to cast Dancing Lights (can create up to four lights). Regains charges daily at dawn.

A short glass rod with starry inclusions that can unleash magical force at a target.

Spend 1 charge to cast Magic Missile as a 1st-level spell (create three darts as normal for 1st-level). Regains charges each dawn. If expended, wand becomes inert.
Armor2

A fashionable cloak that billows dramatically at the wearer's command.

Once per short rest, the wearer can use a bonus action to make the cloak billow with no mechanical benefit beyond style. Miri's version is padded and grants +1 to Charisma (Performance) checks when used theatrically.

Quality studded leather offering flexible protection for stealthy adventurers.

AC +12Standard studded leather (AC 12 + Dex modifier). Miri can tailor it to fit a customer for 5 gp.
Weapons1

A well-balanced arrow whose tip glows faintly; +1 to attack and damage when shot.

Atk Adds +1 to attack rolls and damage rolls. Not consumed by magic; standard ammunition rules apply.
MI

Miri Fenlock

Half-elfWizard (Arcane Traditions: Lore)Lvl 6

Shop Atmosphere

Miri loves to test useful items on customers for a small fee (usually 1 sp) and will enthuse for five minutes about alternate uses. The shop smells of citrus oil and ink; a tired tabby (named Glyph) naps on piles of cloth by the counter. Miri will accept barter in exotic herbs, spell components, or interesting trinkets — and she secretly keeps a ledger of favored customers, offering them small discounts and the occasional 'first look' at curios.
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