The Briny Grimoire

Est. 2025 Half-elf Wizard (School of Conjuration)

The Briny Grimoire

Mirelle always polishes items with seawater — the shop smells faintly of brine and jasmine. She insists on wrapping purchases in algae-treated cloth that keeps ...

MI

Shopkeeper

Mirelle Tidewright, a Half-elf Wizard (School of Conjuration) (Lvl 8)

Keeper's Species

Half-elf

2 Potions8 Misc2 Weapons1 ArmorEst. 4.1k gp

Shop Inventory

(13)
Potions2

A corked vial filled with a clear, slowly swirling liquid; drinking it lets the imbiber breathe underwater for 1 hour.

Grants ability to breathe underwater for 1 hour (as spell).

A small bottle containing slightly effervescent water. Drinking it clears sickness and foul taste.

Cures one mild disease/poison effect (nonmagical) and removes a level of exhaustion (DM discretion).
Miscellaneous8

A damp scroll sealed in wax. Inscribed sigils roll like waves across the paper when unrolled.

One-use: cast Control Water (no spellcasting ability check required if caster level matches scroll level).

Brass-rimmed goggles with lenses like polished aquamarine. They mist faintly in humid air.

Grants advantage on Perception checks relying on sight underwater and darkvision up to 60 ft. while worn.

A palm-sized pearl that floats gently when released into water. Held on a cord it hums softly.

When tossed into water, it causes a 10-foot-radius area to become lightly buoyant: creatures and objects have halved swim speed and ascend 5 ft. per round unless they use action to dive. Usable 1/day for up to 1 hour.

A silver ring engraved with curling wave motifs. When worn, it condenses moisture beneath your feet.

Once per short rest, as a bonus action, you may create a 10-foot-wide path of slippery water for 6 seconds that grants you advantage on Dexterity (Acrobatics) checks to move across difficult aquatic terrain and imposes disadvantage on ranged attacks made through the path by creatures other than the wearer.

A brittle scroll that calls up a shimmering wall of flowing water to protect a creature.

One-time use: grants +2 temporary AC for 1 minute and deals cold damage to melee attackers once per turn (save Dex half for damage).

A small sachet of fine, bluish salt. Tossing a pinch into a bowl soothes agitation.

When sprinkled in a 5-foot radius, it calms emotions for 1 minute: creatures in area have advantage on saving throws against being frightened and have disadvantage on checks to provoke hostility. Single use.

A leather pouch treated with magical oils that resists water and prevents components from dissolving.

Components stored inside are protected from rain and minor flooding; spells that require components can be prepared/cast normally while submerged for up to 10 minutes (DM adjudication).

A carved shell on a cord with a tiny hole that when whistled at produces a mournful, water-like note.

As an action, whistle for attention: creatures within 30 ft. that can hear must succeed on a Wisdom saving throw or be distracted (disadvantage on Perception checks and checks to take reactions) for 1 round. Usable 3 times per day.
Weapons2

A polished trident whose prongs flow with an inner, watery glow. Built for fighters who favor water-based magic or naval combat.

Atk Once per long rest, as an action, you can unleash Tidal Strike: 30-foot line of water (5 ft. wide) dealing bludgeoning and potentially knocking creatures prone (Con save for half and not-prone). Creatures onshore may be pushed up to 5 feet.

A carved wand of driftwood wrapped in kelp fibers. Small drips appear along its length when tapped.

Has 7 charges. Spend 1 charge to cast Create or Destroy Water. Regains charges daily at dawn. If you expend the last charge, roll a d20: on a 1 the wand becomes a normal stick.
Armor1

A sea-blue cloak that never truly dries but never seems soggy. It muffles sound of movement and resists water.

AC +1Provides +1 to AC when worn (as thin magical defense). Grants advantage on stealth checks made to move silently near water and immunity to nonmagical rain, light flooding, and slick surfaces for movement purposes.
MI

Mirelle Tidewright

Half-elfWizard (School of Conjuration)Lvl 8

Shop Atmosphere

Mirelle always polishes items with seawater — the shop smells faintly of brine and jasmine. She insists on wrapping purchases in algae-treated cloth that keeps them cool; she gives free 'tide-taste' (a small sip of flavoured sea syrup) to customers while they browse. If thunder or heavy rain starts, Mirelle will hum an old seafarer's lullaby and tell a related anecdote for barter (often swapping a minor discount for a memorable story).
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