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Rapi's Emporium

Magic shop - The shop is a two-story half-timbered building, with several stained glass windows. Owner - The shopkeeper is a tall male dwarf named Rapi Heitison. He's got a painful limp on his right leg and often clutches his right side in pain when he moves around.   Rapi has a good relationship with the Scavengers and that's where he gets some of his supplies.

Inventory

Unless otherwise noted, Rapi one has one of each item (or one pair).

Misc. trinkets (ask DM)

Who knows if these trinkets actually do anything? But his shop is full of them

Low quality magic items (ask DM)

Rapi's got a bunch of lower quality magical items on hand for sale, but they are priced variously

M-movable Rod (450gp)

Use a bonus action* to teleport in any direction 40 ft.

Eggless of Equiping (150gp)

A little wooden neckless in the shape of an egg. Remains on the user when in Wildshape form. As a bonus action, the user can draw an item from their inventory while in wildshape form.   1 use per long rest

Monster Sphere (100gp)

Allows the user to attempt to capture a single monster with the CR rating of 1/2 their level.   When inside the ball, the monster is unable to act or take damage, being considered in stasis.   Can be used as a 1 time summoning, where the monster will attack on your behalf.  

Frightening in a Bottle (250gp)

A frightening that lives in a bottle. Frightenings are small spirits that have a language with only one word "Sheenaa"and 3 million tones in which to say it.   Once per day the user can remove the cork from the bottle and say "Sheenaa" where upon the frightening will pop its head out of the bottle. If no command is given, the frightening will burst out of the bottle, stretching 10x its size, yelling "Sheenaa" casting fear on surrounding creatures.   A command can be given to it where it will sneak up on a creature before casting fear.   Upon successful end of the spell, the frightening will return to its normal size with its head poking out of the bottle and beseechingly ask "Sheenaa?" For approval.   The user must reply "Sheenaa Sheenaa" upon which the frightening returns to the bottle and stoppers the cork. If the user forgets to do this, the frightening gains the trait "under appreciated" and departs the bottle and looks for a better community elsewhere.  

40gp - Potion of Healing (9 in stock)

A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes a bonus action. If taken as a full action, regain 10hp instead of rolling.

160gp - Flanking Longsword

Once per turn, when you hit a target with the Flanking Longsword, you may deal additional damage equal to the number of creatures hostile to the target within 5ft. of the target other than yourself. For example, if you hit a target who is surrounded by 4 creatures hostile to the target, including yourself, you would deal an additional 3 damage to that target.

200gp - Periapt of Health

You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant.

220 - Sentinel Blade

You can use a bonus action to toss this thin blade into the air and speak the command word, causing it to hover above you. Whenever a Tiny or larger creature comes within 10 feet of you, the dagger stabs you for 1d4 piercing damage to awaken you.

300gp - Boots of Striding and Springing

(requires attunement) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

350gp - Vicious weapon (multiple types; price may vary)

When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.

400gp - Bag of Holding

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.   If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.   Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

400gp - Sending Stones

Sending Stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.   Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

500gp - Mariner's Armor (multiple kinds; price may vary)

While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

500gp - Pearl of Power

(requires attunement by a Spellcaster)   While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.

600gp - Javelin of Lightning

This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.   The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

1,000gp - Quiver of Ehlonna

Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.   You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.

1,200 - Armor of Cold Resistance

You have resistance to cold damage while you wear this armor.

2,000gp - Amethyst Die

(requires attunement)   This gaming die is carved from a fragment of powerful psionic crystal and resonates with a remnant of its power. This die has 3 charges and regains all expended charges daily at dawn. When you make d20 test, you can expend 1 charge to roll a d6 and add the number rolled to the d20 test. Immediately after the d20 test is resolved, you take psychic damage equal to twice the number you rolled on the d6.

3,000gp- Alchemy Jug (Orange)

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.   You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.   Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.

4,000gp - Immovable Rod

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

5,000gp - Iron Bands of Bilarro

This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.   Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.   A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.   Once the bands are used, they can't be used again until the next dawn.

20,000gp - Ring of Regeneration

(Requires Attunement)   While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
Type
Shop, Magic

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