The Gilded Grimoire Emporium

Est. 2026 Half-Elf Artificer

The Gilded Grimoire Emporium

The shop hums faintly; wind chimes tinkle when a new magic item is brought in. The owner insists all purchases be cleansed with a choice of tea.

MA

Shopkeeper

Maris Veylan, a Half-Elf Artificer (Lvl 9)

Keeper's Species

Half-Elf

7 Potions45 Misc11 Armor38 Weapons2 Misc3 Misc4 Misc3 Misc1 Misc3 MiscEst. 158.5k gp

Shop Inventory

(117)
Potions7

A small glass vial of red liquid that heals wounds when consumed.

Heal 10 HP

A stronger red potion that heals more severe wounds.

Heal 25 HP

A rare, potent healing potion.

Heal 50 HP

Extremely potent potion used in dire emergencies.

Heal 70 HP

A potion that lets the imbiber climb sheer surfaces as if they had a climbing speed.

Grants climbing speed equal to walking speed for 1 hour

A faintly smoky potion that muffles movement.

Gives advantage on Stealth checks for 1 hour

Bubbles inside and tastes faintly of salt; lets you breathe underwater temporarily.

Grants water breathing for 1 hour
Miscellaneous45

A small charm bottle used to store fresh water or other nonmagical liquids.

Absorbs up to 50 lbs of liquid into a tiny reservoir

A small globe that sheds light like a torch when activated.

Glows on command

A ceramic jug with many possible magical liquid outputs.

Produces various liquids; table of outputs included with item

A cloth-lined sack with multiple compartments that magically holds more than it appears.

Holds at least 500 lbs; cosmic extradimensional space

A backpack with internal compartments that never tangle and keeps contents easily accessible.

Functions like a Bag of Holding but organized; always returns requested item to top compartment

A parchment inscribed with a single cantrip-level spell.

A single-use scroll holds one spell; spell level indicated on scroll

A scroll containing a 1st-level spell; consumed when cast.

Single-use 1st-level spell

A carefully scribed scroll containing a 3rd-level spell.

Single-use 3rd-level spell

A small quiver of reinforced bolts and arrows for adventuring.

Has 3 silvered arrows included

A small pearl that helps studious spellcasters recall a spell.

Restores one expended 1st-level spell slot per day (wearer: spellcaster)

A black bottle that releases a cloud of choking smoke.

When uncorked, produces smoke that grants concealment

A small stone with a carved face; useful to the forgetful and the curious.

Once per day, speaks one short command in common

A magnifying lens that reveals the nature and secrets of magic items.

Can cast Identify once per day

A belt that hums faintly when lifting heavy loads.

Once per day, cast Levitate

A delicate circlet lined with soft leather.

Once per day, cast Silence (concentration-free for 10 minutes variant)

A deck of ornate cards used by prankster mages.

Summons up to tiny illusions to distract for 1 minute

A tiny charm worn on a necklace, used as a message tag.

Emits faint telepathic ping once per dawn

Small glass spheres that produce loud bangs or flashes when shattered.

Explodes into harmless sparks when thrown (visual only)

A flask containing volatile alchemical fire.

Ignites on impact; deals fire damage

A lantern that never needs fuel and can be dimmed by thought.

Lights extinguish on command

A brass lantern etched with sigils of sight.

Reveals invisible creatures within 10 ft for 1 minute

A small glass phial that traps ephemeral spell energy.

Once per long rest, absorb and store a single spell of up to 3rd level to be released later

A canvas bag lined with simple magic for carrying provisions.

Enchanted to keep materials dry and preserved

A flask that never empties fully; useful for traps or torches.

Works as a normal flask of oil but is fireproof

A rolled map that updates itself when stored near a cartographer's tool.

Holds detailed map up to 1 square mile

A seed-filled globe used by druids and green mages.

When planted, grows a 10-foot thorn barrier over 1 minute

A metal globe filled with corrosive ether for specialized operatives.

On command, sprays acid in a 15-foot cone once per long rest

A heavy crystal orb used by some clerics for ritual displays.

Explodes in a burst of light on command, blinding for 1 round

A small vial set for carrying poisons or reagents.

Can be enchanted to hold toxins

A carved whistle used by rangers to call beasts.

Once per day casts Speak with Animals

A wooden totem carved with minor runes.

Used as a component for some rituals; holds a single cantrip

A small bell that absorbs sound when rung and put away.

Creates a 10-foot cube of silence for 1 minute once per day

A brass key that hums with translocation magic.

Once per week, opens a portal to a known safehouse (attuned)

A brooch shaped like a feather that steadies sudden falls.

Once per day, cast Feather Fall on attuned wearer and companions within 10 ft

A coil of copper wire wound with small runes for arcane crafting.

Mildly conductive; used for crafting

A torch that never burns out until commanded.

Can store 10 charges of light

A scroll tube enchanted to keep documents safe.

Absorbs dampness and preserves scrolls

A circlet worn by mountain explorers.

Grants ability to breathe in thin air and reduces exhaustion from altitude

A carved bone that helps foretell immediate outcomes.

Once per long rest, cast Augury

A brass mirror framed in runes that stores items out of phase.

Creates a small demiplane storage space once per long rest

A small phial of concentrated spellglow used by lantern-makers.

Helps preserve light spells

A whistle that calls a trained hawk when blown by someone who knows its tone.

Used for signaling or starting fires

A polished brass monocle favored by inquisitive wizards.

Once per day, cast Detect Magic in a 30-foot radius

A heavy orb used by siege mages and demolitions experts.

Can be thrown to create a 10-foot burst of force once per day

A small windchime that soothes animal aggression.

When set, creates a 10-foot radius area of calm for 1 minute once per day
Armor11

A simple cloak woven with faint wards that helps protect the wearer.

AC +1 bonus to AC while worn

A finely crafted breastplate of magical make.

AC +2Grants +2 to AC while worn

Boots that soften footsteps and muffle sound.

Grants advantage on Stealth checks

A light shield that shimmers faintly when danger approaches.

AC +1Grants +1 to AC and saving throws

A scarf infused with warding runes to filter air.

Allows wearer to breathe even in noxious gases for 1 hour

A hooded cloak woven from protective fibers.

AC +1Grants +1 to AC and a small resistance to a single damage type chosen when attuned

A hood embroidered with shadow-silk used by thieves and scouts.

Targets under the effect have disadvantage on perception checks to find wearer

Leather armor reinforced with reactive fibers.

AC +1Grants a bonus to AC and advantage on saves vs traps

A gloved set that helps pickpockets with finesse.

Allows wearer to pull small objects from pockets at range once per short rest

Chain mail with inner runes that shift to meet threats.

AC +2Provides resistance to one energy type chosen on attunement

A silver bracelet etched with guardian sigils.

Grants limited resistance to charm and compulsion effects
Weapons38

A finely balanced blade with an edge that seems to hum with minor magic.

Atk +1 to attack and damage when wielded

A shortbow etched with runes that grant a minor edge to archers.

Atk +1 to attack and damage with ranged attacks

A masterwork blade favored by duelists and champions.

Atk +2 to attack and damage

A hammer with a faint holy glow favored by paladins.

First strike deals an extra radiant damage once per short rest

A small blade blessed at a shrine, useful against the unliving.

Deals radiant damage to undead once per short rest

A longsword that shines faintly when undead are near.

On command, emits light and deals +1 radiant on hit vs undead

A small hammerhead used by tinkerers to disrupt constructs.

On hit vs constructs: deals + force

A well-balanced spear with an ash wood shaft.

Poison-coated variant available on request

A halberd whose blade sings when swung.

Once per day, can emit a gust to push creatures back

A spearhead forged with a streak of stormsteel.

Glows blue and can channel lightning bolt once per long rest

A reliable shortsword for adventuring parties.

Edge resists rust and corrosion

A greatsword imbued with a hunger for combat.

On kill, restores a small fraction of the wielder's vitality once per long rest

A mace reinforced with a heavy crystal that reverberates on impact.

On hit, can do small push effect once per short rest

A rapier designed for nimble dueling and sudden evasions.

Once per day, cast Blur on the wielder

A shortspear forged to handle extremes of temperature.

Can be heated or cooled with a word

A metal throwing axe with a leather-wrapped haft.

Balanced for throwing

A short scimitar favored in coastal towns.

Edge can be used to cut through webs with advantage

A crystalline blade infused with winter's chill.

Emits a burst of frost; slows enemies for 1 round

A glaive inscribed with runes of draining.

On a hit, can deal an extra necrotic once per short rest

A compact blowgun set with 20 darts.

Familiar scent given to the user on request

A sturdy quarterstaff made of ironwood.

Can be used as a polearm and for improvised vaulting

A lance with a shaft bound in leather and runes for balance.

Balanced specially for cavalry use

A bastard sword honed for opportunity strikes.

Deals + slashing on first strike of combat once per short rest

A shortbow carved from the heartwood of a frozen tree.

Once per day emits a cone of cold

A simple mace with an iron head lined with runes.

Edges are silvered

A crossbow with a reinforced stock and an arcane sight.

On hit, deals extra force damage to constructs

A longspear used by city watch and patrols.

Well-balanced for shield-bashing

A two-handed sword infused with motifs of sun and dawn.

Deals extra radiant on command

A short, blunted blade with a suppressing edge.

On hit, can silence target for 1 round once per long rest

A balanced handaxe bound with a returning charm.

Can be thrown and returns to hand once per short rest

A heavy crossbow carved from a single piece of darkwood.

Fires bolts that ignore half cover once per long rest

A rapier favored by fencing masters.

Well-balanced and light

A kukri with a wicked curve.

Can be heated to cauterize wounds

A sturdy handaxe with a keen edge.

Balanced for throwing and melee

A trident used by fishermen and coastal defenders.

Edge notches grant better grip in wet conditions

A glaive that can slice through spirit-thin defenses.

On command, becomes intangible for 1 round once per day

A dagger favored by hunters of the deep wood.

Hunts and skips through darkness with ease; grants darkvision for 1 hour

A heavy club with a core of resonant ore.

Can unleash a thunderous blast once per long rest
Miscellaneous2

A polished walnut wand inlaid with a single pearl.

Cast Magic Missile using charges; regains charges daily

A scorched rod that warms in your hand.

Cast Scorching Ray 3 times per day
Miscellaneous3

A ring carved from a feathered stone that saves you from falls.

Allows wearer to feather fall once per day

A slim ring that slips off and dissolves bonds magically.

Once per long rest, negates one grapple or restrain effect

A pair of matching rings used by scouts and spies.

Grants telepathic link between attuned users within 1 mile
Miscellaneous4

A compact stone focus carved with fiery runes.

Once per long rest, can cast Fireball (3rd level)

A simple wooden staff used as a caster's focus.

Glows on command

A crystal orb that pulses when magic is near.

Allows user to cast Dispel Magic once per long rest

A crystal skull used by diviners to glimpse other realms.

Allows limited planar comprehension for divination spells
Miscellaneous3

A clasp that, once per day, breaks minor charms and charms of compulsion.

Cancels one enchantment effect on target when used

A silvered amulet with an aquamarine gem.

Once per day, cast Purify Food and Drink and Water Breathing for 10 minutes

A pendant that warms when near a sought item.

Lets wearer cast Locate Object once per day
Miscellaneous1

A worn tome that helps scholars remember facts.

Grants advantage on History checks about a single type of knowledge each dawn
Miscellaneous3

A set of finely carved tools for herbalists and apothecaries.

Improves chance of finding herbs

A scribe's kit with enchanted inks.

Used to clean and stabilize scrolls and inks

An enchanted quill and parchment set.

Grants a bonus to checks to decipher or translate one language a day
MA

Maris Veylan

Half-ElfArtificerLvl 9

Shop Atmosphere

The shop hums faintly; wind chimes tinkle when a new magic item is brought in. The owner insists all purchases be cleansed with a choice of tea.
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