Nerys' General & Arcane Sundries

Est. 2025 Half-Elf Artificer

Nerys' General & Arcane Sundries

Nerys' General & Arcane Sundries is a narrow, two-storied shop wedged between a stonemason and a teahouse. The front windows display mundane wares — coils of ro...

MA

Shopkeeper

Maelis Nerys, a Half-Elf Artificer (Lvl 52)

Keeper's Species

Half-Elf

20 Misc4 Potions3 Weapons1 ArmorEst. 1127.6k gp

Shop Inventory

(28)
Miscellaneous20

Standard pine torches soaked in pitch. Each burns about an hour; bundle keeps a camp lit for a night.

Half of the torches are treated to resist rain; burn time unchanged.

Sturdy hemp rope rated for everyday adventuring use (approx. 500 lb break).

A simple bedroll with a thin weather flap and tie straps. Comfortable enough for a night's rest.

Preserved meats and hardtack packed to last; intended to sustain one person for seven days.

A single ration eaten while performing a short rest reduces exhaustion by 1 (small comfort).

Leather waterskin with a sealed cork. Holds about 4 pints.

Reliable flint and steel for starting fires and lighting lanterns.

Sparks can light even damp fuel with a Survival/Arcana check.

Forged iron hook on a short chain. Use with rope to gain purchase on ledges.

A woven pouch with an extradimensional interior. A staple for traveling casters and pack-bound warriors.

Holds up to 500 lb, not exceeding 64 cubic feet. Breathing creatures placed inside suffocate after 10 minutes.

A circular sheet of black cloth that creates a 6-foot-deep extradimensional space when spread.

Creates a 10 ft diameter, 6 ft deep extradimensional hole. Dangerous when combined with certain other extradimensional items.

A dark green cloak with silver thread. Woven with protective enchantments.

AC +1Grants bonus to AC and saving throws while worn.

A slender ring set with a small moonstone. Helpful to any front-line or spellcaster.

AC +1Grants +1 to AC and saving throws while worn.

Fine boots that quicken the wearer's step and reflexes.

While activated, doubles walking speed and grants advantage on Dexterity checks; lasts up to 10 rounds per day (split as desired).

A wide leather belt with a hammered iron buckle. Imbues the wearer with titanic strength.

Sets the wearer's Strength score to 29 while worn.

A carefully scribed parchment containing the Teleport spell. Single-use — consumed when cast.

Casts Teleport when read by a spellcaster able to cast 7th-level spells. Risk of mishap if destination unknown or conditions are poor.

An ornate scroll containing the ritual words to restore life to the departed. Only for dire needs.

Casts True Resurrection; single use. Requires a knowledgeable caster to read reliably.

A thick ring with a hollow runic groove capable of storing spells for later use.

Can store up to 5 levels worth of spells cast into it, which can later be cast by the wearer without expending their own slots.

A pale, translucent stone that orbits the wearer's head when attuned. Grants a minor permanent boon.

Grants +2 to Intelligence while orbiting. Simple maintenance every year required.

A heavy book bound in storm-blue hide. Reading it permanently increases Wisdom after careful study.

When read over a number of days and attuned, grants a permanent increase to Wisdom (DM adjudicated)—unique and heavily controlled.

Standard iron-headed arrows for use with longbows and shortbows.

A metal lantern with glass panes and a wick. Hooded design allows reduced light to avoid detection.

Gives bright light in 30 ft and dim for 60 ft; hooded reduces to 15/30 ft when hooded.
Potions4

A ruby-red potion that mends wounds when imbibed. Standard adventuring staple.

Heal 7 HPHeals HP when consumed.

A bright orange potion. Favored for serious injuries after combat.

Heal 14 HPHeals HP when consumed.

An opalescent flask that restores large amounts of vitality.

Heal 28 HPHeals HP when consumed.

A vial of shimmering silver liquid that mends grievous wounds and saves lives.

Heal 45 HPHeals HP when consumed.
Weapons3

A masterfully forged longsword with a faintly glowing rune on the blade. +3 to attack and damage rolls.

Atk On a critical hit, the blade hums and deals an extra radiant damage once per short rest.

A blackened staff topped with a crystal that hums faintly. A versatile arcane focus and weapon.

Atk Grants +2 to attack rolls, AC, and saving throws; stores charges used to cast multiple spells (Fireball, Lightning Bolt, etc.). Requires attunement by a spellcaster.

A scorched ebony wand inlaid with tiny rubies. Imbues the user with firepower in bursts.

Can expend charges to cast Fireball at various slot levels (base cost: 1 charge for 3rd-level Fireball). Regains charges each dawn.
Armor1

A heavy shield embossed with warding sigils. Grants a bonus to AC while wielded.

AC +3Once per long rest, absorb and reflect a single targeted spell (save ) back at its caster.
MA

Maelis Nerys

Half-ElfArtificerLvl 52

Shop Atmosphere

Nerys' General & Arcane Sundries is a narrow, two-storied shop wedged between a stonemason and a teahouse. The front windows display mundane wares — coils of rope, lanterns, and neatly stacked rations — but the back room is where the candles are kept dim and the real inventory glows faintly. Shelves creak under a curious mix of common adventuring goods and carefully curated arcana. Maelis Nerys runs the shop behind a high wooden counter cluttered with ledgers, brass scales, and a small clockwork owl that fetches stamped receipts. Maelis herself is an elegant, quick-handed half-elf artificer whose left sleeve is embroidered with sigils that steam faintly when she’s accounting for magic items. She speaks with the warm patience of a veteran merchant and a faint scholar's curiosity, pricing goods fairly but never selling certain artifacts to those she judges reckless. Regular customers know to leave identification and a deposit for high-tier items; Maelis keeps a ledger of bargains struck and favors owed—she'll sometimes trade rare stock for a useful tale, a favor, or a sample of exotic material. The shop hums with subtle wards, and the back door opens to a narrow alley where a sign reads: “Repairs by dusk; inquiries by appointment.”
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