Sylra's Feyrune General

Est. 2026 Half-elf Druid

Sylra's Feyrune General

Wind-chimes made of leaves tinkle when bargains are fair. The shopkeeper prefers barters of stories or riddles over straight haggling and occasionally offers a ...

SY

Shopkeeper

Sylra Moonroot, a Half-elf Druid (Lvl 6)

Keeper's Species

Half-elf

15 Misc3 Potions3 Weapons4 ArmorEst. 2.2k gp

Shop Inventory

(25)
Miscellaneous15

A length of pitch-soaked wood bound to a haft. Useful for caves or signal fires.

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

Dried meat, hard bread, and a small packet of preserved fruit.

Sustains one person for one day.

A tough leather waterskin, slightly scented with juniper from the shop.

Holds up to 4 gallons of liquid.

A warm bedroll embroidered with tiny leaf patterns.

Comfortable enough for a normal night's rest.

A sturdy pack for adventuring, patched in a few places with fey-silk.

Holds gear; standard dimensions.

A compact kit of bandages and tools used to treat wounds.

Allows stabilizing a creature without a Medicine check and restoring 1 HP with use (see DM rulings).

A reliable length of rope, useful for climbing and restraints.

Normal rope properties.

A full set of thieves' tools kept in a velvet-lined roll.

Used to attempt to pick locks and disable small traps.

A bundle of well-fletched iron arrows, fletching dyed green at the nock.

Standard arrows for bows.

A hooded lantern; good for travel and keeping wolves at bay.

Produces bright light in a 30-foot radius when lit.

A pressed leaf ringed in faint silver runes; it hums softly when danger is near.

Once per short rest the bearer can choose to gain advantage on one Charisma saving throw or one Stealth check. No attunement.

A length of silver-threaded rope that coils like living ivy.

On command, the rope lengthens or shortens up to 50 ft and resists fraying or cutting; once per day it grants advantage on one Athletics check to climb or escape bindings.

A sprig of polished elderwood that glows like a captured firefly.

Emits bright light in a 20-foot radius and dim light for another 20 feet. Once per long rest can cast a silent, non-damaging faerie illumination that outlines creatures (briefly grants advantage on one Perception check to spot them).

A coin that seems to giggle faintly when flipped.

Once per day the coin can store a 25-word whisper that plays to the next holder.

A pocket mirror that shows reflections with tiny flower petals drifting across them.

Once per day creates a silent, small illusory image (visually convincing within 10 ft, lasts up to 1 minute) useful for distractions.
Potions3

A distilled antitoxin from alderbark and spiderwort, popular with travelers to the marshes.

When administered to a poisoned creature, grants advantage on the next saving throw against poison and eases symptoms.

A small crystalline vial of red, gently swirling liquid.

Heal 7 HPCommon healing potion; consumed as an action.

A squat vial that glows with a soft silver light.

Heal 14 HPStronger restorative potion. Consumed as an action.
Weapons3

A balanced blade with a slightly leaf-shaped guard, favored by scouts.

Standard short sword stats.

A well-crafted longsword with a faint green rune etched into the pommel.

Standard longsword statistics.

A short sword whose edge seems to shimmer faintly with moonlight.

Atk Grants +1 to attack and damage rolls. Requires no attunement.
Armor4

Soft leather armor reinforced with stitched bark patterns.

AC +11Base AC 11 + Dex modifier.

Studded leather dyed in mossy colors for woodland stealth.

AC +12Base AC 12 + Dex modifier.

A polished round shield painted with a delicate vine motif.

AC +2+2 to AC while wielded.

A whisper-thin cloak woven from moss and spider-silk that sighs like wind in leaves.

AC +1Grants +1 to AC while worn and grants advantage on Stealth checks in natural outdoor settings once per day (activates automatically when moving through undergrowth).
SY

Sylra Moonroot

Half-elfDruidLvl 6

Shop Atmosphere

Wind-chimes made of leaves tinkle when bargains are fair. The shopkeeper prefers barters of stories or riddles over straight haggling and occasionally offers a small discount for a clever riddle or a pleasant song. Tiny motes of light drift through the rafters and will occasionally rearrange small items when no one is looking.
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