Mara's Sidereal General & Gear

Est. 2025 Half-elf Artificer

Mara's Sidereal General & Gear

Mara hums an Arian lullaby while she works; she offers a free cup of spiced tea and a blessing from the Arians to anyone who buys three or more items. She refus...

MA

Shopkeeper

Mara Kesh, a Half-elf Artificer (Lvl 4)

Keeper's Species

Half-elf

12 Misc1 Potions3 Weapons1 ArmorEst. 701 gp

Shop Inventory

(17)
Miscellaneous12

A vacuum-sealed, nutrient-balanced meal with a faint tang of star-fruit. Keeps for months and is compact for travel.

Fills hunger for 24 hours; one pack per day recommended.

A compact bedroll lined with insulating microfibers and a waterproof membrane—ideal for damp docks and cold hulls.

Provides comfort and warmth; advantage on saving throws vs. exhaustion from cold if slept inside.

A braided rope with microfilaments that hold to stone and metal—useful for boarding airships and climbing hulls.

Clings to rough surfaces—climbing checks gain +1 when using this rope.

A sealed cylinder that emits a bright, colored plasma flare visible for miles in clear conditions.

Used to mark positions or call pilots; flare burns for 1 minute. Loud on ignition (may alert nearby creatures).

A small, battery-fed hand-lamp producing a steady warm light in a 20-foot cone.

Lights for 6 hours per charge. Rechargeable at Mara's for 1 sp.

A ceramic sphere that emits a concussive pulse on impact, staggering unarmored foes.

On hit: target must succeed on a Constitution save or be stunned until the end of its next turn. Breaks on impact; single-use.

A clip of disposable energy cells for pulse pistols and maintenance tools.

Each charge fires one shot. Stable for extended storage.

A palm-sized device that pings for unusual energy signatures, structural weaknesses, or life signs within 30 feet.

When activated, grants advantage on one Wisdom (Perception) or Intelligence (Investigation) check related to detecting hidden compartments or magical auras. Usable 3 times per day.

A string of glass beads warmed by captured starlight and blessed in Ari's hometown. Carried by believers for comfort.

Once per dawn, a wearer may gain advantage on one Wisdom saving throw after quietly reciting the Arian litany.

A mechanical hook that briefly increases local gravity to anchor itself to hulls or large surfaces, securing ropes or small craft.

Secures to most surfaces for up to 10 minutes; grants advantage on checks to hold or secure lines while deployed.

A compact set of tools for fixing simple mechanical and electronic devices common at space-ports.

Grants proficiency bonus (if applicable) on one tool-based check when used.

A hand-drawn chart showing official tethers and a few whisper-marked alternate channels favored by smugglers.

Provides bonus on checks to navigate local routes or avoid a minor patrol if used as reference.
Potions1

A palm-sized vial of rosy liquid that closes minor wounds and restores vigor.

Heal 2 HPHeals HP when consumed (standard Potion of Healing effect).
Weapons3

A compact handgun that fires a condensed bolt of kinetic energy. Common among freighter crews and port guards.

Range 30/90 ft. One-handed. Requires small cell charges (sold separately). On a critical hit, target glows for 1 round (advantage on tracking).

A practical polearm with a lightweight, reinforced tip—useful for close-quarters on crowded docks.

Versatile for thrown use (range 20/60). Durable against rust and salt.

A finely balanced dagger with a core that hums faintly. The blade is edged with contained plasma that cuts cleaner than steel.

Atk On a hit, deals an extra +1 radiant damage (represented by the +1 attack bonus). Considered a magical weapon for overcoming resistance and immunity.
Armor1

Treated leather with fiber plating—offers modest protection without restricting movement.

AC +11Adds +1 to AC when worn with no shield.
MA

Mara Kesh

Half-elfArtificerLvl 4

Shop Atmosphere

Mara hums an Arian lullaby while she works; she offers a free cup of spiced tea and a blessing from the Arians to anyone who buys three or more items. She refuses to sell more than two stun jars to strangers at once and demands names and a promise to return for purchases of exotic weaponry. The shop smells faintly of ozone and starfruit; a small carved portrait of Ari watches from the wall, sometimes draped in tiny prayer beads placed by visiting pilgrims.
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