The Thyme & Thorn Emporium

Est. 2025 Half-Elf Druid

The Thyme & Thorn Emporium

The shop smells of warm bread, wet earth, and honey. Merrin insists on offering a slice of honeybread and a cup of tea to every customer and will hagglingly tra...

ME

Shopkeeper

Merrin Thistledown, a Half-Elf Druid (Lvl 7)

Keeper's Species

Half-Elf

16 Misc1 Potions1 Weapons1 ArmorEst. 9.3k gp

Shop Inventory

(19)
Miscellaneous16

A smooth yew twig wrapped with twine and a sprig of dried thyme. Functions as a spellcasting focus and slightly steadies minor cantrips.

Provides advantage on concentration checks for cantrips cast by the wielder once per short rest (ambient, minor).

A rain-mottled scroll that, when read, unleashes a storm-conjuring spell. Useful on the frontier for harassing bandit camps and watering desperate fields.

Cast Call Lightning (as the spell, spell save ) once. Single-use. Requires druid or cleric/wizard with knowledge of storm magic to fully appreciate.

A linen pouch containing 20 seeds — hardy grains, root vegetables, and a handful of medicinal herbs adapted to the frontier soil.

If planted and tended for a season, yields enough produce to feed 4 people for a month. Some seeds have minor druidic wards that encourage growth (+1 to survival checks when gardening).

A dense, sweet loaf made with wildflower honey and rosemary. Merrin's own recipe — comfort food that keeps well on the trail.

Heal 2 HPEating a portion restores 2 hit points and grants advantage on one Nature or Survival check within the next hour (consumer's choice).

A slender wand carved from elder root, studded with tiny phosphorescent fungi. Emits a faint glow and can outline foes in luminous color.

Spend 1 charge to cast Faerie Fire (no save to illuminate; saves are normal for effect). Regains charges at dawn. If all charges are expended, roll a d20 — on a 1 the wand becomes dormant and must be recharged by a ritual.

A small charm carved from riverstone and bound with root fiber. Offers modest protection and attunes the wearer to nearby water and plant life.

AC +1 wearer gains +1 to checks to locate water or edible plants and a bonus to AC against natural hazards (brambles, thorns) once per short rest.

A jar of mashed herbs and salves that staunch bleeding and close superficial wounds.

Heal 4 HPApplying the poultice during a short rest grants an additional HP when using Hit Dice to recover (one use).

A simple iron ring with a tiny patch of living soil set into its bezel. Lets the wearer tug at earth and hold footing in treacherous ground.

While worn, once per short rest the wearer can cast Mold Earth as a cantrip at will and, as a reaction, gain advantage on saving throws to avoid being moved against their will by beasts or spells that push/drag.

A volatile amber liquid used for controlled burns and clearing underbrush. Smells faintly of citrus and smoke.

If applied to a patch of brush and lit, it adds +2 to the DC of any checks to douse the resulting fire for the first round. Dangerous in enclosed spaces.

A restorative tea made from local mint, thyme, and a dash of juniper. Restores calm and clarity.

Drinking tea grants advantage on one Wisdom (Perception) or Intelligence (Investigation) check related to natural surroundings within the next hour.

A parchment scored in green ink that cures one disease or removes one condition (paralysis or blindness) when read.

Single-use. Useful against frontier-borne ailments and fungal spores.

Sturdy sacks sewn from coarse burlap, ideal for hauling grain, seeds, or small treasure.

Dried meats, hard cheeses, preserved fruit, and a parcel of honeybread — cured to survive a week's travel.

Heal 5 HPConsuming as part of a long rest counts as a hearty meal; grants +1 to one saving throw the following day.

A small whistle carved from the bone of a long-dead stag. Can call small forest creatures or calm an animal.

Once per short rest, can be blown to cast Speak with Animals (duration 10 minutes). Animals are more likely to be cooperative if fed or befriended with food.

Silver-flecked water collected from a glade under a full moon. Used in rituals and to anoint wounds.

Heal 2 HPWhen sprinkled on a small plant or seedbed, it grants a bonus to the next ability check to grow or coax plants. Can also be used to soothe nightmares (minor roleplay benefit).

A delicate scroll that, when read, renders the reader invisible for up to 1 minute or until they attack or cast a spell.

Single-use. Useful for frontier scouts infiltrating camps or rescuing livestock.
Potions1

A gritty, herbal elixir that causes the drinker's skin to take on the texture and toughness of tree bark for 1 hour (non-stacking with other barkskin effects).

AC +16Grants a minimum AC of 16 for 1 hour (works like the barkskin spell).
Weapons1

A polished staff topped with a cluster of living moss. Channels the power of growth and soft earth. Suited to a level-appropriate druid or nature cleric.

Atk While attuned, once per long rest the wielder can cast Entangle (as 1st-level) and Plant Growth (as 3rd-level) without expending a spell slot. Gains +1 to spell attack rolls that summon or control plants.
Armor1

Soft-leather boots with embroidered clovers. They whisper of paths and avoid hidden snares.

Wearer has advantage on saving throws to avoid nonmagical difficult terrain and can move through nonmagical undergrowth without being slowed. Once per long rest, the wearer can cast Pass without Trace (self only).
ME

Merrin Thistledown

Half-ElfDruidLvl 7

Shop Atmosphere

The shop smells of warm bread, wet earth, and honey. Merrin insists on offering a slice of honeybread and a cup of tea to every customer and will hagglingly trade spare baked goods for stories of distant soils. She keeps a small corner oven for loaves and a terrarium near the counter where a skeptical wren lives; if the wren leaves before a sale, Merrin refuses to close the deal (superstition). On full moons she makes special deals for farmers.
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