The Witchery
A simple shop selling some magical items like charms, potions, spell components and various other knicks nacks. It's run by an Orc warlock and her daughter.
They have a teleportation circle in the back of the shop and an alchemy lab.
They sell various spell components, herbs, spell focuses and can craft items on commission.
Expert Magic Shop General
| Name | Rarity | Description | Amount | Price (gp) |
|---|---|---|---|---|
| Healing Salve | Common | 1 hp healing takes 10 minutes | 10 | 5 |
| Potion of Healing | Common | (2d4 + 2) Healing | 8 | 50 |
| Potion of Greater Healing | Uncommon | (4d4 + 4) Healing | 3 | 150 |
| Potion of Superior Healing | Rare | (8d4 + 8) Healing | 2 | 500 |
| Oil of Etherealness | Rare | Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour. | 1 | 1500 |
| Potion of Speed | Rare | When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own. | 1 | 1000 |
| Potion of Invulnerability | Rare | For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron. | 1 | 1000 |
| Everlasting Waterskin | Common | This is a leather waterskin that always appears to be full of water. When someone drinks directly from it, it never empties. However, if water leaves the waterskin in any other fashion (i.e., the water is poured out), the waterskin is emptied after 4 pints are gone. When the waterskin is emptied in this fashion, it will refill itself after 24 hours have passed. | 1 | 100 |
| Lock of Trickery | Common | This lock appears to be an ordinary lock and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have disadvantage. Locks have a base DC of 15. | 1 | 100 |
| Immovable Rod | Uncommon | 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. | 1 | 1500 |
| Air Bubble Cap | Uncommon | While wearing this cap, you can activate it by saying a command word to create a bubble of breathable air around your head. This allows you to breathe normally in areas without breathable air. The bubble will stay with you until you speak the command word again, remove the cap, or dispel it. | 4 | 1000 |
| Arrow +1 | Uncommon | You have a +1 bonus to attack and damage rolls made with this magical arrow. Once it hits a target, the arrow is no longer magical. | 20 | 25 |
| Mind Crystal, Heightened | Rare | While holding the Mind Crystal you cast a spell that forces a Saving Throw. Choose one creature affected by the spell. That creature has disadvantage on the first saving throw it makes against the spell.. The crystal loses its magic after one use and needs 24 hours to recharge. | 1 | 5000 |
| Bag of Holding | Uncommon | 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. | ||
| Nimbus Coronet | Very Rare | While wearing this circlet, you take no damage from falling. Additionally, as a bonus action, you and everything you are wearing or carrying can teleport to an unoccupied space you can see within 15 feet of yourself, reappearing in a puff of shimmering clouds. | 1 | 15000 |
| Shepherd's Staff | Common | While wielding the staff, the holder can dominate beast once per day with a DC 13 wisdom save. Only works on farm animals. | 1 | 50 |
| Wand of Pyrotechnics | Common | This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6 + 1 expended charges daily at dawn. Ifyou expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed. | 1 | 400 |
| Wand of Secrets | Uncommon | The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. | 1 | 1500 |
| Wand of the War Mage +1 | Uncommon | While holding this wand, you gain a +1 bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack. | 1 | 1500 |
| Wand of the War Mage +2 | Rare | While holding this wand, you gain a +2 bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack. | 1 | 4000 |
| Wand of Polymorph | Very Rare | This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. | ||
| Moon-Touched Scimitar | Common | In darkness, the unsheathed blade of this sword. sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. | 1 | 150 |
| Quarterstaff +2 | Rare | This dagger has a +2 bonus to Attack and Damage rolls. | 1 | 4000 |
| Hexrifle +1 | Uncommon | Range 80/160, Attack bonus + 1, 1d12 + 1, 1d12 + 13 critical shot, bludgeoning or piercing damage | 1 | 1500 |
| Hexrifle +2 | Rare | Range 80/160, Attack bonus + 2, 1d12 + 2, 1d12 + 14 critical shot, bludgeoning or piercing damage | 1 | 4500 |
| Red Dragon Wing Bow | Rare | The limb tips of this magic bow are shaped like a red dragon's wings, and the weapon is infused with the essence of a red dragon's breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of Fire damage. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target. | 1 | 5000 |
| Gunhammer | Very Rare | A warhammer with a blunderbuss as the haft. This magical weapon has +1 to hit and damage rolls. It has an unlimited supply of ammunition for the blunderbuss. It fires a cone of force out of the tip when a lever is pulled with a Magic Action in 15 ft, all creatures caught in the blast must make a Dexterity Saving Throw DC15, on failure they take 2d6 Force damage, on success half as much. | 1 | 12000 |
| Studded Leather +1 | Uncommon | This studded leather armor grants an additional +1 to AC | 1 | 1500 |
| Studded Leather +2 | Rare | This studded leather armor grants an additional +2 to AC | 1 | 6000 |
| Mariner’s Half-Plate | Uncommon | 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. | 1 | 4000 |
| Half-Plate +1 | Uncommon | This Half-Plate armor grants an additional +1 to AC | 1 | 2000 |
| Plate +1 | Rare | An enchanted suit of plate. Adds an additional +1 to AC. | 1 | 5000 |
| Robe of the Archmagi | Legendary | While you’re not wearing armor, your base Armor Class is 15 + your Dexterity modifier.You have Advantage on Saving Throws against Magic and Magical Effects. Your Spell Save DC increases by 2. | 1 | 34000 |
| Arcane Focus | Common | An orb, crystal or wand that can be used as an arcane focus. | 10 | 10 |
| Scroll case | Common | A case to keep scrolls dry and safe. | 10 | 1 |
| Magic paper and ink | Common | Enough ink and paper for 1 spell scroll. | 10 | 50 |
| Spellbook | Common | A blank spellbook with 100 pages | 10 | 100 |
| Glass vial | Common | A small vial | 10 | 1 |
| Glass bottle | Common | A medium sized bottle | 10 | 2 |
| Alchemist's Supplies | Common | Supplies for brewing potions, tinctures and poisons. | 10 | 50 |
| Calligrapher's Supplies | Common | Supplies for writing scrolls, books and maps. | 10 | 50 |
The Witchery - Inventory
| Name | Type | Description | Amount | Cost |
|---|---|---|---|---|
| Scroll of Light | Scroll | Light, cantrip | 10 | 10 |
| Scroll of Dancing Lights | Scroll | Dancing Lights, cantrip | 10 | 10 |
| Scroll of Bonfire | Scroll | Bonfire, cantrip | 10 | 10 |
| Scroll of Alarm | Scroll | Alarm, level 1 | 2 | 60 |
| Scroll of Cause Fear | Scroll | Cause Fear, level 1 | 1 | 60 |
| Scroll of Comprehend Languages | Scroll | Comprehend Languages, level 1 | 1 | 60 |
| Scroll of Witch Bolt | Scroll | Witch Bolt, level 1 | 1 | 60 |
| Scroll of Cloud of Daggers | Scroll | Cloud of Daggers, level 2 | 1 | 120 |
| Scroll of Invisibility | Scroll | Invisibility, level 2 | 1 | 120 |
| Scroll of Hold Person | Scroll | Hold Person, level 2 | 1 | 120 |
| Scroll of Suggestion | Scroll | Suggestion, level 2 | 1 | 120 |
| Scroll of Dispel Magic | Scroll | Dispel Magic, level 3 | 1 | 200 |
| Scroll of Counterspell | Scroll | Counterspell, level 3 | 1 | 200 |
| Scroll of Fly | Scroll | Fly, level 3 | 1 | 200 |
| Scroll of Thunderstep | Scroll | Thunderstep, level 3 | 1 | 200 |
| Scroll of Banishment | Scroll | Banishment, level 4 | 1 | 320 |
| Scroll of Dimension Door | Scroll | Dimension Door, level 4 | 1 | 320 |
| Scroll of Teleportation Circle | Scroll | Teleportation Circle, level 5 | 1 | 640 |
| Headband of Hyrsam | Weapon | Unarmed damaged becomes 1d12 and can roll from chaos table | 1 | 3000 |
Purpose / Function
It sells magic potions, items, weapons, armor and spell components.
Type
Shop, Magic
Parent Location
Owner
Characters in Location
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