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


NameRarityDescriptionAmountPrice (gp)
Healing SalveCommon1 hp healing takes 10 minutes105
Potion of HealingCommon(2d4 + 2) Healing850
Potion of Greater HealingUncommon(4d4 + 4) Healing3150
Potion of Superior HealingRare(8d4 + 8) Healing2500
Oil of EtherealnessRareBeads 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.11500
Potion of SpeedRareWhen 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.11000
Potion of InvulnerabilityRareFor 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron.11000
Everlasting WaterskinCommonThis 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.1100
Lock of TrickeryCommonThis 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 15.1100
Immovable RodUncommonThis 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.11500
Air Bubble CapUncommonWhile 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.41000
Arrow +1UncommonYou 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.2025
Mind Crystal, HeightenedRareWhile 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.15000
Bag of HoldingUncommonThis 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 CoronetVery RareWhile 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.115000
Shepherd's StaffCommonWhile wielding the staff, the holder can dominate beast once per day with a DC 13 wisdom save. Only works on farm animals.150
Wand of PyrotechnicsCommonThis 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.1400
Wand of SecretsUncommonThe 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.11500
Wand of the War Mage +1UncommonWhile 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.11500
Wand of the War Mage +2RareWhile 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.14000
Wand of PolymorphVery RareThis 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 ScimitarCommonIn 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.1150
Quarterstaff +2RareThis dagger has a +2 bonus to Attack and Damage rolls.14000
Hexrifle +1UncommonRange 80/160, Attack bonus + 1, 1d12 + 1, 1d12 + 13 critical shot, bludgeoning or piercing damage11500
Hexrifle +2RareRange 80/160, Attack bonus + 2, 1d12 + 2, 1d12 + 14 critical shot, bludgeoning or piercing damage14500
Red Dragon Wing BowRareThe 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.15000
GunhammerVery RareA 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.112000
Studded Leather +1UncommonThis studded leather armor grants an additional +1 to AC11500
Studded Leather +2RareThis studded leather armor grants an additional +2 to AC16000
Mariner’s Half-PlateUncommonWhile 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.14000
Half-Plate +1UncommonThis Half-Plate armor grants an additional +1 to AC12000
Plate +1RareAn enchanted suit of plate. Adds an additional +1 to AC.15000
Robe of the ArchmagiLegendaryWhile 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 2.134000
Arcane FocusCommonAn orb, crystal or wand that can be used as an arcane focus.1010
Scroll caseCommonA case to keep scrolls dry and safe.101
Magic paper and inkCommonEnough ink and paper for 1 spell scroll.1050
SpellbookCommonA blank spellbook with 100 pages10100
Glass vialCommonA small vial101
Glass bottleCommonA medium sized bottle102
Alchemist's SuppliesCommonSupplies for brewing potions, tinctures and poisons.1050
Calligrapher's SuppliesCommonSupplies for writing scrolls, books and maps.1050

 

The Witchery - Inventory


NameTypeDescriptionAmountCost
Scroll of LightScrollLight, cantrip1010
Scroll of Dancing LightsScrollDancing Lights, cantrip1010
Scroll of BonfireScrollBonfire, cantrip1010
Scroll of AlarmScrollAlarm, level 1260
Scroll of Cause FearScrollCause Fear, level 1160
Scroll of Comprehend LanguagesScrollComprehend Languages, level 1160
Scroll of Witch BoltScrollWitch Bolt, level 1160
Scroll of Cloud of DaggersScrollCloud of Daggers, level 21120
Scroll of InvisibilityScrollInvisibility, level 21120
Scroll of Hold PersonScrollHold Person, level 21120
Scroll of SuggestionScrollSuggestion, level 21120
Scroll of Dispel MagicScrollDispel Magic, level 31200
Scroll of CounterspellScrollCounterspell, level 31200
Scroll of FlyScrollFly, level 31200
Scroll of ThunderstepScrollThunderstep, level 31200
Scroll of BanishmentScrollBanishment, level 41320
Scroll of Dimension DoorScrollDimension Door, level 41320
Scroll of Teleportation CircleScrollTeleportation Circle, level 51640
Headband of HyrsamWeaponUnarmed damaged becomes 1d12 and can roll from chaos table13000

Purpose / Function

It sells magic potions, items, weapons, armor and spell components.
Type
Shop, Magic
Parent Location
Characters in Location
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