Merchant's Merch Plot in Velheim | World Anvil
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Merchant's Merch

Merch Merch

Merchant's Merch Merchandise:
  Staff of Silence - A tall, sleek wooden staff. The top curves to the side, with a bell hanging off it. The bell makes no sound. When using this staff to cast spells, you can expend a charge to remove the verbal requirements for casting. Alternatively, you can expend two charges to cast Silence. The staff has a maximum of four charges. It regains 1d4 charges at dawn. 300G
  Helm of Shifting - When attuned to this helmet, twice a day you may shift to the ethereal plane/border ethereal for 1 minute. 700G
  The Diverging Fates - A small, brilliant prism. Requires attunement. The wielder can use this prism once per day. When the wielder falls under the effects of this item, they are split on the plane of space, and the axis of time for 4 rounds. Both halves of the wielder have independent actions, but move on the same initiative. The wielder's current HP, spell slots and current class, race and feat abilities are split evenly between the two halves, everything is rounded down. All damage dealt by either half is halved. Any damage dealt to either half affects the health of the combined total, when the halves recombine. Should a half reach 0 HP, it dissipates and returns its remaining abilities to the remaining half. The wielder must make a con save DC 14 or become stunned until the end of their next turn. Should both halves be reduced to 0 HP at the same time, the bodies remerge to the nearest unoccupied space and the wielder begins making death saving throws. If the halves are further than 20 ft from each other when they go unconscious, the wielder suffers 2d6 force damage/loses a death save. 3000G
  Woodland's Fury - A blade seemingly carved out of wood. Green leaves can be seen growing out of the hilt. This is a + 1 longsword. It has two charges, which are returned after a long rest. A charge can be used with no action needed to cast the Entangle spell, with no components necessary. The save DC for this is 14. 800G
  Hannigen's Handy Helper - A wooden model figurine, 10 inches tall. Requires attunement. Once attuned, the figurine springs to life. (Mendigo) It understands all of the languages you speak, and obeys your verbal commands. It acts semi-independently within the restrictions of its commands, working to the best of its ability to fulfil them, but able to somewhat adapt to unexpected scenarios, so long as the intended result remains possible. It cannot speak, but can communicate simple ideas though miming. AC 11 - HP 7. 2500G
  Goldfish in a bubble - clockwork goldfish in a glass orb. Can become a real fish (familiar) for 5 minutes each day, but if the fish is killed/time runs out it turns back to a clockwork goldfish but does not return to the orb. 100G
  Bind of Blessing - Seemingly ordinary belt with a red string near the buckle. While attuned to this item, if you use a bonus action to pull the red string, (DM) roll a d4. On a 1, nothing happens, 2 you pull a poison that appears exactly like a healing potion (Arcana DC 15). On a 3-4 you pull a regular healing potion. Any potions you pull from this belt will disappear by the new dawn. 800G
  Mirror of Muster - A medium baby blue handheld looking glass. While attuned to this mirror, if you look into the mirror, make a wisdom save DC 14. If you fail, you summon a hostile hell beast, if you succeed you summon a fey creature (under the effects of *animal friendship). 1000G
  The Opus of Cultivation - A tome with a very aged purple cover and a golden lock. To unlock the book, you have to be attuned to the tome. Once attuned you can read the book for 10 minutes at any time to gain a +5 to any ability check for 1 hour or a +1 to all for 8 hours. However, every time you use this book you have to roll a wisdom save (DC 12) or lose your thoughts to the Opus for 1d4 hours before you can make the save again. If you fail a second time, you must make a strength save (DC 14) or get pulled into the book. If you succeed you will have to make the wisdom save again in 1d4 hours, or the cycle continues. 1200G
  Canteen of Courage - Drink from the canteen twice per long rest to gain advantage on a skill check, attack roll or saving throw. However, if you still fail the check, you are poisoned for the next hour. 500G
  Glamourous Guide - A necklace with a pendant of what appears to be a compass that contains an upside down spinning top. The top doesn’t spin on its own, but can be spun from the bottom of the pendant. If you are attuned to this item, as long as the top remains spinning, you are under the effect of a glamour spell, allowing you to appear however you want while retaining your true size and weight underneath. 3000G
  Circlet of Omens - Once a day while attuned to and wearing this circlet, you will receive flashes of an event that will occur near you within the next 24 hours. The flashes will always appear extremely ominous, but their fortune could be completely mundane. 900G
  Fortune’s Helm - While attuned to this helmet, any strike that would knock you unconscious or take a death save (magical or otherwise) will be forced to reroll as if using a luck point. 3200G Lullaby Box - Small white music box with unicorn figurines and a handle crank. While the music plays (it plays twice as long as you cranked it for) your nerves will be calmed. If you fall asleep to it, you will be protected from nightmares, as well as scrying/possession. Any creature that can hear will be soothed, but any evil-aligned creatures will be aggravated by the sound. 700G
  Leading Lantern - A beautiful metal intricately crafted lantern with a candle that, when lit, burns with a green flame. Twice a day, if you picture a creature and whisper their name into the lantern while lit, the flame will blow in the direction of the creature with that name for 1 minute. You must be familiar with the creature you’re seeking to guarantee the flame points the right way. 450G
  Pouch of Exchange - A small pouch, a little larger than a human hand. To return things taken from you, or obtain things you’re familiar with. Anything you put into the pouch is lost forever. In return, you can remove from the pouch something that you are familiar with (from anywhere in any plane) that is of lesser or equal value to whatever thing you placed into the pouch. 3000G
  Ribbon of Flair - Any performance made with this ribbon is given a +2, and any onlookers will have to make a charisma save or be ‘charmed’ by the performer for an hour, becoming attracted to them or seeing them as their idol. If they make the save and/or after it wears off, they’ll be aware of the effect. 1500G
  Medallion of Modesty - A silver medallion with a golden gear on the face. When the wearer turns the gear, a voice in their head gives them honest feedback. If unprompted by any event or request, the feedback will be on appearance. Any request can be made before turning the gear, and it will answer in kind. User warning, the voice has no sensitivity settings and can be quite brutal. 85G
  Fisheyes of Fishness - Three fisheyes in a vial. Swallow one and gain the water breathing, swim speed, darkvision, slimy scales and awful stench of a fish for 8 hours. 1000G each.
  Pocket Ghost - A tiny skull that, when activated (once a day* concentration, for 10 minutes), grows to humanoid size and summons an undead woman made of dark smoke (the skull becomes the head) who will follow your commands. If the summoner loses concentration, she’s freed to act on her own accord and will not return to the skull when the summons ends. Otherwise she will return to the skull until the next time she’s summoned. 10,000G
  Cloak of Recognition - While attuned to this cloak, everyone who is not familiar with you that looks you in the eye feels as though they recognize you. They must make a charisma saving throw, if they don’t meet DC 14, they think you are an old friend whose name they can’t remember. Otherwise it’s up to their discretion how they respond to ‘recognizing’ you. 800G
  Goggles of Sight - Gives Darkvision of 60 ft. and twice a day you can cast See Invisibility through them for 10 mins. 500G
  Stick of Glowing - Twice a day crack it to cast Daylight. 50G
  Surprise Bag - Once a day you can put your hand in and pull out a surprise. It could be *anything* https://donjon.bin.sh/5e/random/#type=trinket roll a d10 (cut out Spellbook), roll another d10. 1000G (*risk/reward moderate*)
  Miss You Rings (The Merchant wears one himself) - If you tap or rub the ring while wearing it, the ring will glow and slightly warm and so will any ring of the same set. Each ring is 10G
  Hat of Hatting - Every time you take the hat off and put it back on it becomes a different hat. 20G
  Party Potions - Various experimental mixtures (Poisons of varying deadliness, acids of varying effectiveness, potions that could give you true sight/send you to the border ethereal/make you trip for 8 hours (d4), potions of scrying that could let you scry (15-20)/make you see Hell(4-6)/make you see god (7-10)/send you to your worst nightmare (1-3)/send you to your greatest fantasy (11-14), potions of glowing that could make you luminescent, make everyone else look like they’re glowing or could massively intoxicate you (like 10 shots at once), potions of fire breathing that could let you breath fire for 4 hours or could burn your stomach or could set you on fire (comes with a free bottle of water). **BRAND NEW!** Potions of shapeshifting that could let you shapeshift to whatever humanoid you want (15-20) /turn you into a random humanoid (10-14) /turn you into a random animal (5-9) /turn you into a mistake (1-4) 150-1500G
  Flashback - A hail mary device that affects everyone in a 20ft radius with an altered modify memory spell. Everyone in the radius makes a charisma save (at advantage if you’re the one activating it or if you know what’s about to happen), if they fail they lose the last 24 hours of memory for 1 hour and have to make a wisdom saving throw or be considered ‘confused’. 2500G
  Sparkler Stones - Once a day these stones can be activated (by throwing) and they sparkle and flash with bright light. Anyone that can see the stones must make a wisdom saving throw or have disadvantage on their next attack or check. 40G
  Shockwaves (2) - Questionably functional devices that can variably cast Thunderwave when activated for one use (with possible potential repair). Roll a 1 and it explodes, hitting the user and everyone within 5ft with 2d6 thunder damage and 3d6 lightning damage, 2-3 and it stalls, 4-16 it casts Thunderwave (15ft cube around you, 3d8 con save DC 14 to halve and not get pushed back 10ft), 17-19 it does and extra 1d8, nat 20 it does another extra 1d8 and the 15ft cube expands to 25ft and the pushback increases to 20ft. 800G each
  Sands of the Stars - An hourglass. Highly dangerous item. If you turn it, a series of effects will follow. All effects stack (one effect every 2hrs), last the entire duration, and are increasingly risky, but interrupting the hourglass before it’s finished is far more ill-advised. Whoever chooses to interrupt the hourglass before it's finished - they and the person who started the hourglass will be struck dead instantly and everyone within the 200ft radius will make a dex save to halve 6d6 from an earthquake. The hourglass takes 24 hours to empty of sand. Once complete, all temporary effects and summoned creatures will vanish but objects and wishes remain. If interrupted, temporary effects and items vanish, but summoned creatures remain (under no command or effect). Death will not be reversed, but revival is possible. Effects in order: 1. Every ally (of the one who started the hourglass, including themselves) within 200ft radius gains advantage on attack rolls and saving throws. - If they don't attack a creature within 10 rounds, they'll attack themselves. 2. Every enemy (of the one who started at the time that the enemy entered the radius, not accounting for any changes in mindset) within 200ft is under disadvantage on attacks and saves. - They will no longer have control of themselves and will fight to the death. 3. Every ally within 200ft has 20 temporary HP and a plus +5 to AC. - Those hit points are temporarily removed from random people in the world, and if the hit points of one person are taken all at once their soul is lost (d6, 1=child(5), 2-4=commoner(10), 5=warrior(15), 6=adventurer(40). 4. Every ally within 200ft has advantage and +2 to any ability check and every enemy within has disadvantage and -2 to ability checks. - If every ally doesn't kill someone in 2hrs, they will have to wis save every round until they do. 5. Five Saber-toothed tigers appear as your allies. 5 Ogres appear outside of the radius and seek out targets elsewhere. 6. Four Ghosts appear as your allies. - Four succubi appear outside the radius to find other targets. 7. Three young bronze dragons appear as your allies. - Three young white dragons appear outside the radius and seek other targets. 8. Every ally within gains 100 000 P. - One ally every hour is struck by lightning (8d6, dex save) 9. Every ally gains a magical item of their choosing. - Every ally is affected by one wild magic surge every hour. 10. Every ally receives 40 points of healing. - Any dead enemies lose their death saves and souls and their bodies are reanimated as hostile ghouls with random targets. 11. One dead ally within is revived. - Everyone else in the radius mentally live through the death of all their loved ones, allies and themselves and have to make a wisdom save (18) to avoid being afraid and paralyzed for an hour. 12. Every living ally gets 1 Wish (that can't be used to reverse any effect.) - Whatever they wish, the opposite effect happens to someone else. (1-ally, 2-significant figure, 3-acquaintance, 4-commoner, 5-warrior, 6-adventurer)

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