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Ewin's Trinkets

Ewin's Trinkets, originally Earvin's Treasures, is a shop in Bremen that sells items that are found by treasure-hunters that came to town. It's owned by the halfing Ewin, who purchased it from it's previous owner.

Purpose / Function

Under the ownership of its founder, the shop sold small items of a magical nature. Once it changed hands, it began to sell locally found treasures, gems, and jewelry.   
Name Description Properties Qty/Cost
- A twelve-sided die engraved with alien symbols. Using an Action, you can roll this strange die. On a roll of a 6 or higher, you cast Bless targeting only yourself (no concentration required). On a roll of 5 or lower, you cast Bane, targeting only yourself (no concentration required).  1/ 5 gp
- A working wooden miniature of a ballista. Acts as a hand crossbow. If targeted by Dispel Magic, it will enlarge into a full sized ballista, and any ammunition currently loaded into it will also increase in size. Uses Ballista statistics. 1/ 35 gp
- A monstrous eye floating in a bottle of clear red fluid If ingested (as an action), you can cast Hold Monster (DC 14) without requiring verbal components or Concentration, with the contents replacing the material component of the spell. If the target ends the effect on itself early, you vomit and are incapacitated for 1 minute. 1/ 25 gp
- A leather bracer inscribed with the motto "By blade and by honor" This bracer has a hidden dagger in it.  1/ 1 gp
- An empty wooden box which rattles when shaken After rattling this box, roll a d20. On a roll of 15 or higher, the box holds a random small Magical Cypher. This trinket disappears after 1 hour, and the box cannot be opened again until the next dawn. On a roll of 5 or lower, the box contains a Demon of CR 2 or lower. (DM's chooses). It is hostile to every non-demon and prioritizes attacking the one that opened the box.  1/ 10 gp
- A crystalline shard trapped in the coils on an iron serpent. Acts an Arcane Spellcasting Focus. When used to cast a spell that deals Necrotic or Poison damage, you can reroll 1 of the damage die, but you must keep the new result. 1/ 20 gp
-  A pendant of black stone carved in the form of a spider. When exposed to heat or water, the pendant will transform into a spider familiar bonded to its bearer. When killed, the spider will transform back into a pendant. Roll a d6. On a 1, the pendant shatters.  1/ 20 gp
- A darkwood fragment, charred by flames. When held and activated, the cypher burns away, and conjures a Fire Elemental for 2d6 minutes. The elemental is unaligned, and will attack anyone who is hostile to it or attempts to command it. 1/ 15 gp
- A broken rosewood staff smeared with golden ichor.  When held and activated, the cypher conjures a shield of force (+2 AC) until you take a rest. 1/ 75 gp
- A jagged shard of ruby damaged by flame When impaled into flesh, the cypher dissolves and increases your speed by 10 feet for 1d6 rounds. 1/ 45 gp
- A slender shard of green glass containing a flickering flame When impaled into flesh, the cypher dissolves and grants you darkvision until you take a long rest. 1/ 15 gp
- A broken platinum rod engraved with incoherent labyrinths. When thrown at a target, the cypher explodes into a flash of darkness (6d6 necrotic damage, Con save half). 1/ 30 gp
- A kraken's tooth on a leather cord. When held and activated, the cypher conjures and hurls nine arrows (range 150/600 feet, 4d8 piercing damage). 1/ 5 gp
- A griffon's claw smeared with crimson blood. When held and activated, the cypher conjures a blade of lightning (2d8 lightning damage) for 1 minute. When the sword disappears, roll a d8. On a 1, the claw crumbles away.  1/ 120 gp
- A pewter ring inscribed with the word "Love" When held and activated, the cypher conjures a maul of ice (2d6 bludgeoning and 2d6 cold damage, heavy, two-handed) for 1 minute. When the maul disappears, roll a d8. On a 1, the ring shatters and melts into a small puddle of water. 1/ 540 gp
- A small hourglass filled with fine grey ash When thrown at a target, the cypher explodes into a small fireball (2d6 fire damage, Dex save half). 1/ 25 gp
- A knot of witch hair When ingested, the cypher dissolves and restores a dying creature to half its maximum hit points. 1/ 10 gp
- A crystalline bottle filled with a strange green slime When ingested, the cypher dissolves and transforms you into an octopus for 1d6 rounds. 1/ 10 gp
- A dragonscale bracer inlaid with alchemical symbols in brass When held and activated, the cypher conjures a bolt of lightning (range 100 feet, 1d6 lightning damage, Dex save half). 1/ 220 gp
Type
Shop, Magic
Parent Location

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