Barzun's Bargains & Burnt Baubles

Est. 2025 Human Rogue (Merchant background)

Barzun's Bargains & Burnt Baubles

Barzun buys goods cheap and sells them at a premium; he often whispers 'Found it in a wet brick or it wasn't worth the coin.' He insists on pawning paperwork (o...

BA

Shopkeeper

Barzun Kettlewick, a Human Rogue (Merchant background) (Lvl 7)

Keeper's Species

Human

3 Weapons2 Armor1 Misc5 Misc2 Potions1 Misc2 Misc3 Misc1 Misc1 Misc1 Misc1 Misc1 Misc1 Misc1 MiscEst. 56.7k gp

Shop Inventory

(26)
Weapons3

A heavy longsword with iridescent scales welded along the fuller. Hums faintly when dragon-scent is near.

Atk Advantage on checks to track or identify dragon wyrm traces; once per day on hit, deals extra radiant vs. chromatic-drake type (DM calls).

A short dagger with a chipped black blade. The edge flakes orange when exposed to air for long.

Atk On a critical hit, target catches minor brimstone burns (additional fire over 2 rounds, save to halve). Once per long rest, user can cast flaming sphere (2nd level).

A well-balanced warhammer with the head silvered. Slight pitting reveals use versus fiends once upon a time.

Counts as silvered (useful vs. certain creatures).
Armor2

Dark-linked mail that seems to drink moonlight. Offers good protection without sticking to the wearer.

AC +16While worn at night or in dim light, wearer gains +1 to Stealth (stacking with other bonuses). Once per long rest, cast darkness (self-centered, 15 ft) as 2nd-level spell.

Leather vest inlaid with glassy beetle-shells that glint like many eyes.

AC +12Grants +2 to Perception checks related to sight. Once per long rest, wearer can turn invisible for up to 1 minute (ends on attack or interaction).
Miscellaneous1

A jet ring set with a tiny ember-stone that never cools. Popular with tomb-robbers and night guards.

Wearer gains Darkvision 60 ft (if they already have it, increases range by 30 ft). Once per day, can sense undead presence within 120 ft (directional ping).
Miscellaneous5

A tarnished silver amulet with a topaz that seems to flip images of tunnels and runes when stared at.

Once per day, when touching a stone wall or floor, wearer learns the location of the nearest hidden door or secret compartment within 120 ft (as the spell locate object but for architectural features).

A thin circlet scored with battle marks. Bestows simple authority over lesser minds.

Once per day, cast command (). Additionally, advantage on Persuasion checks made to intimidate or coerce creatures of CR 2 or lower.

A carved jade drop that feels icy. Locals say it came from a drowned shrine.

Wearer can breathe underwater for up to 1 hour per day, divided as they choose. Once per long rest, cast misty step as a 2nd-level spell styled as a clutch of cold water.

A battered iron lantern that never needs oil. Its light is faint and blue.

Provides a steady dim light in a 60-foot radius and bright light in a 20-foot radius. Cannot be extinguished by normal means; suppressed only by dispel magic or greater anti-magic effects.

A fine silver ring set with a moonstone that faintly phases through colors under low light.

Wearer gains +2 to saving throws vs. fear. Once per long rest, cast faerie fire (no concentration) centered on self as a 1st-level spell.
Potions2

A cloudy vial that tastes faintly of root and iron. Cures one condition like blinded, deafened, paralyzed, or poisoned.

Removes one condition (blinded, deafened, paralyzed, or poisoned) when consumed.

A glass phial of ink-blue liquid. Drinker falls into magical sleep and dreams of their true fears (useful for scrying/quests).

When consumed, puts the drinker into a magical sleep for 1 hour; during this, a spellcaster can attempt a limited dream-scry (DM adjudicates). Also grants a single clue tied to the drinker's greatest fear (roleplay/plot device).
Miscellaneous1

A jagged circlet of petrified stone and set with a mottled bloodstone. Said to be looted from a ruined watchtower.

AC +1Grants resistance to petrification and advantage on checks to resist magical petrification. Once per week, animate a single gargoyle-esque stone statuette to fight for up to 10 minutes (as conjure minor elementals but weaker; DM determines exact stats).
Miscellaneous2

Sturdy boots with gritty soles and tied with hide-thongs. Fit for spelunkers.

Wearer ignores nonmagical difficult terrain while moving and gains +10 ft walking speed when in caves or tunnels. Advantage on saving throws against falling rock/slide damage once per short rest.

A pair of worn bronze bracers inscribed with a faded ward.

AC +1While worn, grants +1 to AC (stacks with armor) and once per long rest can absorb a single ranged attack, granting resistance to that attack's damage type.
Miscellaneous3

A patched leather satchel full of useful junk: a coil of hemp rope (50 ft, worn), three pitons, two tinderboxes, 5 candles, and a vial of lamp oil (quarter-full).

Useful starter gear; items are used but serviceable.

A singed piece of parchment showing part of an old dungeon level. Contains a crude note in Draconic initials: 'Keep the Gate cold.'

Provides a partial layout of a dungeon floor that may be used as a clue. DM decides usefulness in campaign.

A cracked brass compass that points not to north but to the nearest marked waypoint on an old map series.

If the user possesses part of a known treasure map (even a fragment), the compass will point toward the nearest related landmark within 2 miles.
Miscellaneous1

A round shield with a rune scored in its face that faintly glows when danger approaches.

AC +2Provides +2 to AC when wielded (shield grants +2). Once per short rest, can cast shield (reaction) on behalf of the bearer.
Miscellaneous1

A small pouch containing a dozen strange teeth — some humanoid, some oversized and curved.

Can be used as components for dark rituals or sold to apothecaries. When thrown and shattered, they produce a 1/round cacophony for 1 minute (nonmagical), useful as a distraction.
Miscellaneous1

A brittle scroll inked with runes that fizz when handled too eagerly.

Single-use scroll that replicates dispel magic at 1st-level effect (DM may require Arcana check if caster level mismatch).
Miscellaneous1

A key made from polished cold iron fashioned in the shape of a canine tooth.

Works as a masterwork lockpick for simple/dungeon locks; may open special ghost-warded locks once (single use) if the DM chooses.
Miscellaneous1

A palm-sized lapis with veins like frozen blood. Often used in artisan magic or sold to collectors.

Can serve as a spell component worth 500 gp when crafting or paying for certain spells.
Miscellaneous1

A single sheaf of pages from a larger arcane text. Pages contain ritual notes and a sigil for silencing rooms.

Contains a single-use ritual-like procedure to create a 20-ft radius zone of silence for up to 10 minutes if performed with proper components and time (DM adjudicates).
Miscellaneous1

A battered kit with a few bandages, salves, and splints. Good for stabilizing and light field care.

Functions as a healer's kit for medicine checks; hit points when stabilizing per use (flavor only).
BA

Barzun Kettlewick

HumanRogue (Merchant background)Lvl 7

Shop Atmosphere

Barzun buys goods cheap and sells them at a premium; he often whispers 'Found it in a wet brick or it wasn't worth the coin.' He insists on pawning paperwork (ownership notes) and likes to trade maps or small favors for discounts. He keeps a locked back cubby with 'rotating artifacts' that appear only to customers he deems 'interesting'—he may show one artifact a week for the right price or information. Barzun hates magic that leaves a 'pleasant' glow; he prefers items with scars and stories.
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