Fizzlenook's Useful Nooks & Trinkets

Est. 2025 Rock Gnome Artificer (Guild Tinkerer background flavor; not mechanically required)

Fizzlenook's Useful Nooks & Trinkets

Fizzlenook hums tunelessly while working, keeps a jar of 'lucky screws' on the counter that he insists are free for good luck, and will insist on polishing any ...

FI

Shopkeeper

Fizzlenook Merriweather, a Rock Gnome Artificer (Guild Tinkerer background flavor; not mechanically required) (Lvl 3)

Keeper's Species

Rock Gnome

10 Misc4 Weapons2 Armor2 PotionsEst. 731 gp

Shop Inventory

(18)
Miscellaneous10

A reliable length of rough hempen rope. Stained in places but serviceable for climbing, tying or hauling.

Dried meats, hard biscuits, and preserved fruits — modest but filling.

A wooden torch; burns brightly for about an hour.

Provides bright light in a 20-foot radius and dim light for an additional 20 feet while lit.

Contains flint, steel and tinder — used to light fires or torches.

A sturdy pack with multiple compartments. Perfect for carrying adventuring gear.

A simple roll of blankets; keeps you from sleeping on the bare ground.

A curated kit of picks, files and small tools used to pick locks and disable traps.

Proficiency with thieves' tools allows use for lockpicking and trap disarming checks.

A sticky, flammable compound in a breakable vial — useful as an incendiary thrown weapon.

On hit, deals initial fire damage; may continue burning the target or object for a short time (DM adjudicates).

A curious wind-up gadget that chirps once when its minute hand reaches zero. Popular with cooks, mages timing ritual segments, and gnomes with punctuality quirks.

Can be set from 1 minute to 30 minutes. When it finishes it emits a single audible chirp and releases a puff of harmless clockwork steam.

Needles, thread, patches and small tools for mending clothes or light leather repairs.

Weapons4

A heavy iron bar; useful for prying doors, lids or crates.

Can be used to pry open stuck doors or containers with a Strength check at the DM's discretion.

A sharp blade with a comfortable handle. Common among travelers and rogues.

Finesse, light, thrown (range 20/60).

A balanced blade favored for its speed.

Finesse, light.

A finely balanced dagger with a shimmering edge and faint runic etchings. Uncommon in a general store, but Fizzlenook occasionally buys/sells exceptional pieces.

Atk Finesse, light, thrown (20/60). Grants +1 to attack and damage rolls.
Armor2

Light armor made from treated leather. Provides reasonable protection without bulk.

AC +11

A wooden shield banded with iron. Adds to the wearer's protection.

AC +2
Potions2

A small vial of rosy liquid that heals wounds when consumed.

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

A pungent vial that eases the effects of most common poisons.

When administered, grants advantage on saving throws against poison for 1 minute or neutralizes a non-magical poison at the DM's discretion.
FI

Fizzlenook Merriweather

Rock GnomeArtificer (Guild Tinkerer background flavor; not mechanically required)Lvl 3

Shop Atmosphere

Fizzlenook hums tunelessly while working, keeps a jar of 'lucky screws' on the counter that he insists are free for good luck, and will insist on polishing any metal item you buy before it leaves the shop. He speaks Common with a rapid stream of gnomish idioms and occasionally demonstrates how to wind up his Tinker's Timer for no charge — then forgets to tell you the chirp means 'time's up.'
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