Sinbad's Sundries & Sandsmiths

Est. 2025 Human Bard (College of Lore)

Sinbad's Sundries & Sandsmiths

Sinbad favors tall tales and haggles with a ritual flourish — he'll always offer a story for a chance to reduce the price by 5–20%. He travels with a patient ca...

SI

Shopkeeper

Sinbad, a Human Bard (College of Lore) (Lvl 6)

Keeper's Species

Human

7 Misc2 Misc1 Armor3 Weapons1 Misc2 Potions2 Misc1 MiscEst. 3.2k gp

Shop Inventory

(19)
Miscellaneous7

Sturdy leather waterskin filled; Sinbad treats these with a tiny blessing that slows spoilage and helps stave off thirst in the desert.

Contents remain fresh for 7 days in desert conditions; a creature drinking from it gets advantage on one Constitution saving throw to resist exhaustion from heat once per day.

Dried fruits, seasoned jerky, and flatbread prepared for long desert travel.

Provides 7 days of light rations; flavored with sandroot spice to help retain moisture.

Fibre rope treated to resist abrasion from sand and sun.

Takes half as much wear (DM judgement) from sandy abrasion.

A curved horn used to communicate across a dune sea; ranges like a shout and carries well.

Sound can be heard up to 600 feet in calm conditions; when blown, allies within 60 feet gain advantage on initiative to act together once.

Reinforced saddlebags that secure gear during long desert voyages; includes water straps and hidden pockets.

Two small hidden compartments (each fits up to 1 lb) and straps to secure a waterskin and bedroll.

A weathered map marking lesser oases, dangerous quicksands, and caravan checkpoints in the region.

Grants advantage on Survival checks to navigate the mapped area and reduces chance of getting lost while following the map.

A small cloth-bound booklet of Sinbad's own travel tales. Buying it earns him a smile and a little extra goodwill.

When read aloud, grants one ally within 30 feet inspiration () once per tale (DM discretion).
Miscellaneous2

A brass-bound canteen that keeps its water cool and drinkable no matter the ambient temperature.

The water inside is always cool (no exhaustion from heat while used regularly). Once per long rest, drinking grants 1 hour of advantage on saves vs. heat/exhaustion.

A brass handlamp that produces adjustable, warm light without smoke.

Produces bright light in a 30-foot radius and dim light for an additional 30 feet; lasts 12 hours per day and recharges at dawn.
Armor1

Heavy, hooded cloak woven from camel wool. Keeps grit out of clothes and can be used as shelter from sun and sand.

AC +1Provides +1 to passive Stealth checks in dunes and grants advantage on saves vs. sandstorms once per long rest.
Weapons3

A well-made scimitar with a slightly curved blade and an inlaid brass guard.

Short composite bow optimized for mounted use — easy to handle from a camel.

Grants +1 to attack rolls when used while mounted.

Lightweight javelins designed for throwing across dunes; tips resist chipping.

No special effects beyond durability.
Miscellaneous1

A finely balanced scimitar with a faint warmth to the touch. Favored by caravan guards.

Atk Once per day on a hit, deals an additional radiant damage as sunlight flares along the blade.
Potions2

A small vial of red liquid that heals minor wounds.

Heal 7 HPRestores HP when consumed.

A brighter, stronger elixir bottled in blue glass.

Heal 14 HPRestores HP when consumed.
Miscellaneous2

A pinch of magical sand in a satchel. Throwing it into an enemy's face causes temporary blindness.

Target must succeed on a Constitution save or be blinded for 1 round and suffer disadvantage on attacks for the next round.

A volatile oil sold in a sealed gourd; used like alchemist's fire but scented faintly of incense.

On a hit, deals fire immediately and at the start of the target's turn for 1 round (save negates ongoing). Usable as improvised thrown weapon (range 20/60).
Miscellaneous1

A polished scarab carved from black onyx set on a leather thong; hums faintly when storms approach.

AC +1Wearer gains +1 to AC (when not wearing heavy armor) and has advantage on saves to resist environmental effects from sand, wind, and dust once per short rest.
SI

Sinbad

HumanBard (College of Lore)Lvl 6

Shop Atmosphere

Sinbad favors tall tales and haggles with a ritual flourish — he'll always offer a story for a chance to reduce the price by 5–20%. He travels with a patient camel named Zahra who occasionally nudges customers toward items Sinbad wants to sell. He dislikes selling rare artifacts he believes are 'cursed' and will refuse trades if the buyer is disrespectful to the desert.
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