Sera's Gilded Grimoire

Est. 2025 Half-elf Wizard (Enchanter)

Sera's Gilded Grimoire

Sera Velmyr is a bespectacled half-elf with silver-streaked black hair tied in a loose knot and a habit of humming old enchantment cadences when sorting stock. ...

SE

Shopkeeper

Sera Velmyr, a Half-elf Wizard (Enchanter) (Lvl 8)

Keeper's Species

Half-elf

15 Misc4 Potions1 Weapons2 ArmorEst. 13.3k gp

Shop Inventory

(22)
Miscellaneous15

A palm-sized clear quartz carved into a faceted orb; aids in spellcasting and identification of ambient magic.

Functions as an arcane focus. When used to identify a magical aura, grants +2 to Arcana checks (once per hour).

A leather pouch with divided compartments for common spell components (powders, bits of bone, chalk, etc.).

Holds common components up to 10 bulk units. Sera's pouches are charcoal-lined to preserve delicate reagents.

Heavy vellum-bound book with a fitted lock and brass corners; ready for scribing spells.

Lockable; lock grants +3 to DC to open if trapped. Scribe-friendly layout and margin indexes.

A bottle of midnight-black arcane ink and a feather quill treated for magical writing; lasts many spells.

Arcane ink resists fading; when used to scribe a spell, grants +1 on the Arcana check to copy it (if required).

Single-use parchment inscribed with the Cure Wounds formula.

Heal 8 HPCast Cure Wounds (1st-level) when read; requires the reader to have the spell on their class list or make an Arcana check () to use.

A thin scrap of vellum bound in iron leaf bearing the word that stills flesh.

Cast Hold Person (2nd-level) once. If the user's class can't cast the spell, an Arcana check () is required.

Charred, ember-scented parchment carrying the explosive incantation.

Cast Fireball (3rd-level) once. If used by someone without the spell on their class list, Arcana check () is required.

A slim maple rod inlaid with tiny sapphires; hums with contained force.

Has 7 charges. Spend charges to cast Magic Missile (1 charge: 1st-level; 2 charges: 2nd-level; etc.). Regains charges at dawn. If brought to 0 charges there is a 1/10 chance it cannot regain them.

A sturdy sack whose mouth shimmers faintly; much larger interior than it appears.

Holds up to 500 lb, not exceeding a 64 cubic foot volume. Retrieving items takes an action. If torn, contents spill to an extradimensional space.

A simple silver band set with a mote of glass that shimmers like frost.

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

A scroll that holds the formula to reveal an item's properties.

Cast Identify (single use). Useful for appraising unknown magical items without the downtime.

A stoppered glass flask filled with sticky, brandable incendiary liquid.

Thrown splash weapon (range 20/60). On a hit, deals fire immediately and an extra at the start of the target's next turn if it remains ablaze. Flasks burn out if exposed to direct flame for 1 round.

A stout padlock whose hasp is tattooed with a tiny abjuration rune.

Adds +2 to DC for thieves' tools to pick and grants advantage on checks to resist tampering by magic (dispel magic still works).

Small clear glass vials with corks, useful for potions and sample collection.

Assorted aromatic cones used in rituals and scrying to steady the mind.

When burned during a short ritual (10 minutes), grants +1 to saving throws vs. fear effects for 1 hour.
Potions4

A ruby-red vial that restores vitality.

Heal 7 HPHeals HP when consumed.

A flask of deep rose liquid that mends more grievous wounds.

Heal 14 HPHeals HP when consumed.

Silvery syrup that slicks the muscles with nimble strength.

For 1 hour, the drinker gains a climb speed equal to their walking speed and advantage on Strength (Athletics) checks to climb.

A warm, amber potion that bolsters courage and vigor.

Grants 10 temporary HP and the effects of the bless spell (no concentration) for 1 hour.
Weapons1

A well-balanced steel longsword with faintly glowing runes along the fuller.

Atk This magical weapon grants +1 to attack and damage rolls.
Armor2

Leather bracers stamped with feathered glyphs that aid ranged fighters.

While wearing these bracers, you gain a bonus to damage rolls on ranged attacks made with bows.

A deep green cloak embroidered with silver runes that feel warm to the touch.

AC +1While wearing this cloak, you gain +1 to AC and +1 to saving throws.
SE

Sera Velmyr

Half-elfWizard (Enchanter)Lvl 8

Shop Atmosphere

Sera Velmyr is a bespectacled half-elf with silver-streaked black hair tied in a loose knot and a habit of humming old enchantment cadences when sorting stock. Her shop smells of lemon oil, sandalwood, and a faint ozone tang. Shelves are arranged like a cabinet of curiosities—crystal clusters, labeled jars of glowing dust, and a low counter with a scale for reagents. She offers an in-shop identify/appraisal service for 50 gp (item must remain overnight), will teach a single cantrip for 10 gp and one afternoon of instruction, and accepts trade-ins (items appraised at 50–75% of inventory price if Sera can resell). Sera dislikes rude customers and always sprinkles cinnamon when packaging potions—'good for travel,' she says. Her shop is a favored stop for level-appropriate adventuring parties seeking reliable consumables, mid-rarity gear, and trustworthy arcane services.
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