Sinbad & Bartholomule: Caravan Wares
Est. 2025 • Human Ranger
Sinbad & Bartholomule: Caravan Wares
Sinbad is a grizzled, dry-humored desert trader who travels with his cantankerous camel Bartholomule (insists: not a mule). He often bargains with stories, offe...
Shopkeeper
Sinbad, a Human Ranger (Lvl 6)
Keeper's Species
Human
Shop Inventory
(14)A finely curved scimitar with faintly warm metal and etchings of dunes. Grants a +1 to attack and damage. Once per long rest you can expend a bonus action to summon a gust of abrasive sand that deals slashing (sand-forged) and imposes disadvantage on the target's next Perception (sight-based) check until the end of its next turn.
A javelin with a blistering tip. Acts as a +1 javelin; on a hit you can expend 1 charge (3 charges, regains at dawn) to unleash a cone of whipping sand (15 ft cone, STR saving throw for half) that deals bludgeoning and imposes disadvantage on perception checks relying on sight for 1 round.
Light armor crafted from the hide of a desert lizard, reinforced with metal studs. Grants +1 to AC in addition to normal studded leather benefits and grants advantage on checks to hide in dunes or rocky desert terrain once per short rest.
A squat leather-wrapped flask with a brass spout. Functions as a Decanter of Endless Water (stream and fountain settings). Sinbad has had the spout fitted to sling from saddle bags for easy pouring into waterskins.
A pinch of silvery powder harvested from salt flats. When sprinkled on wet clothing or a small pool, it absorbs moisture equivalent to up to 2 gallons in a minute.
Reinforced leather boots with segmented soles that leave nearly no trail in soft sand. Grants advantage on saving throws and checks to avoid sinking or being restrained by quicksand and counts as light boots for movement in dunes.
A small golden scarab on a cord. While worn, grants the wearer +1 to saving throws against poison and disease. Once per day, as a reaction, it can grant resistance to poison damage for 1 round.
A double-walled waterskin wrapped in reflective cloth. Keeps water cool for 24 hours even under direct sun.
A partially enchanted, folding parchment that updates faintly when major shifting of nearby dunes occurs. Grants advantage on Survival checks to navigate local desert for 12 hours once attuned.
A sealed roll containing a waterskin (empty), 1 week's rations (trail rations), 50 ft hempen rope, flint & steel, oil (1 pint), and a small coil of camel-harnessing cord.
Fresh, cool water in a treated waterskin (about 1 gallon). Priced with scarcity in mind; Sinbad occasionally trades stories for water at half price.
A small clay ball that bursts into a 10-foot cloud of choking sand when shattered. Creatures in the cloud must succeed on a Constitution save or be blinded until the end of their next turn. The cloud lingers for 1 round.
A vial of rosy liquid. Heals hit points when consumed.
A bright, crystalline vial. Heals hit points when consumed.
Sinbad
Shop Atmosphere
“Sinbad is a grizzled, dry-humored desert trader who travels with his cantankerous camel Bartholomule (insists: not a mule). He often bargains with stories, offering small discounts in exchange for useful rumors, water sources, or safe routes. Bartholomule is deeply offended if customers call him a mule; Sinbad will correct them sharply and then ask them to apologize to the camel—only then will he consider haggling.”
Turn Sinbad & Bartholomule: Caravan Wares into a sheet
A high-res, share-ready sheet you can post or print.