Brightcoin & Co. General

Est. 2026 Human Artificer

Brightcoin & Co. General

Brightcoin & Co. General opened its doors in a narrow lane where city traffic gives way to market stalls. The shop is a two-story timber building with flapping ...

GA

Shopkeeper

Garrim Brightcoin, a Human Artificer (Lvl 14)

Keeper's Species

Human

3 Potions12 Misc4 Armor2 WeaponsEst. 64.7k gp

Shop Inventory

(21)
Potions3

A small glass vial filled with reddish liquid that mends flesh and staunches blood.

Heal 7 HP

A corked phial whose liquid glows warmly; heals substantial wounds.

Heal 14 HP

A heavy crystal bottle filled with a bright, restorative elixir favored by battlefield medics.

Heal 26 HP
Miscellaneous12

A worn leather sack with a faint glyph stitched into its mouth; much sought after by travelers.

Stores items in an extradimensional space; items placed inside do not weigh the carrier.

A thin band of polished metal engraved with a small shield-shaped rune.

AC +1Wearer gains bonus to AC and saving throws.

A blackened wand of polished ash with a small steel tip that hums with combative energy.

Atk +1 to spell attack rolls while holding the wand.

A loose scroll tied with ash-bark ribbon; the parchment is warm to the touch.

Casts Fireball (3rd-level).

A star-patterned circle of fabric that folds into a neat square when not in use.

Creates a 6-foot-deep extradimensional space when spread on the ground; stores and retrieves items safely.

A small silver amulet engraved with a steadying sigil.

Stabilizes the wearer when they drop to 0 hit points and doubles healing received from hit dice during short rests.

A palm-sized stone with veins of copper that glows faintly when held.

Prevents food from spoiling while active within a 5-foot radius.

A leather quiver with an internal buffering charm and an embroidered hunting sigil.

When fired, the +1 arrows count as magical for overcoming resistances and bypassing nonmagical armor.

A cylindrical leather case lined with oiled silk and faint wards.

Once per day, the case can reveal the original language of a weathered map, making it legible to the holder for 1 hour.

A simple iron ring set with a chip of smoky quartz; it hums faintly in the predawn hours.

A compact kit of hammers, tongs, spare rivets, and enchanted needles for small repairs.

Grants a bonus to checks to repair mundane items over a short rest when used by a competent crafter.

A travel-ready bundle for hunters and scouts, wrapped in oiled cloth.

Oil doubles as tinder and deals minor fire damage when applied and ignited.
Armor4

A deep green cloak lined in faint silver runes that shimmers when danger approaches.

AC +1Wearer gains bonus to AC and saving throws.

A suit of gleaming plate subtly etched with runes of warding along the breastplate.

AC +1

Soft leather boots with padded soles that make footsteps whisper-quiet.

Wearer has advantage on Dexterity (Stealth) checks that rely on moving silently.

Heavy leather gauntlets with iron studs; straps are carved with the symbol of a mountain giant.

Weapons2

A master-forged longsword whose edge hums faintly and whose pommel is inset with a blue chip.

Atk

A finely balanced blade with an edge that never seems to dull; favored by rangers and shipwrights.

Atk
GA

Garrim Brightcoin

HumanArtificerLvl 14

Shop Atmosphere

Brightcoin & Co. General opened its doors in a narrow lane where city traffic gives way to market stalls. The shop is a two-story timber building with flapping awnings; shelves sag under a blend of common wares and carefully curated magical curios. The front room smells of oiled leather, pipe smoke, and a citrus cleaner Garrim insists keeps runaway enchantments calm. A brass bell carved like a coin rings thrice every time the door opens. Garrim Brightcoin, the proprietor, sits at the back on a high stool, poring over a ledger and polishing a piece of mithral every other minute. He is a human artificer, level 14, with a silvered eyebrow, quick laugh, and a visible mechanical brace on his left forearm. Garrim knows the city's trade routes, the best blacksmiths and enchanters, and has an easy policy for adventurers: reasonable haggling, notes for rare goods, and an unlisted 'finder's fee' arrangement for parties that bring back curios he can resell. Quirks of the shop: a sleepy raven that repeats short bargains, a candle that always flickers toward hidden doors, and a red ink ledger that rearranges itself overnight to remind Garrim of debts and bargains he has forgotten.
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