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<small>See also: [[The Acqua Junction Tiangius]]</small>
<small>See also: [[The Acqua Junction Tiangius]]</small>
== Flourish's Cart of Potions (and magic items) ==
== Flourish's Cart of Potions (and magic items) ==
A fey-touched tiefling that grew up in the [[The Oasis|Oasis]], she is an expert at taking the petals of any flower (even floral dragons) and turning them into potions and elixirs and oils. She also procures and sells magic items as a side hobby.
A fey-touched [[tiefling]] that grew up in the [[The Oasis|Oasis]], she is an expert at taking the petals of any flower (even floral [[dragons]]) and turning them into potions and elixirs and oils. She also procures and sells magic items as a side hobby.
{| class="wikitable mw-collapsible"
{| class="wikitable mw-collapsible"
!Potion
!Potion
!Effect
!Effect
!Price
!Stock
|-
|-
|Potion of Climbing
|Potion of Climbing
|Gain Climbing speed equal to your Walking speed for 1 hr
|Gain Climbing speed equal to your Walking speed for 1 hr
Advantage on Athletics checks for climbing
Advantage on Athletics checks for climbing
|50 GP
|10
|-
|-
|Water of the Wolf Tree
|Potion of Healing
|1D6 Healing, can be taken as a bonus action
|25 GP
|8
|-
|Potion of Healing
|2D4 + 2 Healing, can be taken as a bonus action
|2D4 + 2 Healing, can be taken as a bonus action
|50 GP
|6
|-
|-
|Potion of Greater Healing
|Potion of Hydra Healing
|4D4 + 4 Healing, can be taken as a bonus action
|2D6 + 2 Healing, can be taken as a bonus action
|100 GP
|3
|-
|-
|Potion of Resistance
|Potion of Heroism
|When you drink this potion, you gain resistance to one type of damage for 1 hour. A D10 roll determines the type randomly.
|When you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no Concentration required).
|150 GP
|10
|-
|-
|Bead of Refreshment
|Potion of Speed
|When you drink this potion, you gain the effect of the ''haste'' spell for 1 minute (no concentration required).
|This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison.
|5 GP
|24
|-
|Potion of Sweet Pea Petals
|This vial can be thrown to cause 1D6 Poison Damage on a hit
|10 GP
|4
|-
|Oil of Azalea
|Coat a weapon in this oil; on a hit, the target must make a DC 13 Constitution ST or gain the poisoned condition until the end of its next turn
|100 GP
|4
|-
|Singer's Tonic Tea
|(Tea made from Nightingale Flower) Gives adv on Performance checks to sing or recite for 3 hours
|25 GP
|3
|-
|Cureroot Tonic
|When taken, cures any single status ailment. If a creature has multiple status ailments, it cures one at random. (This does not include dying or petrification and does not give HP.)
|250 GP
|1
|-
|Oil of Clematis
|Coat a weapon in this oil; On a hit, target makes a DC 16 Constitution ST taking 1D8 on failure or half as much on a save. A creature that fails the save is also paralyzed through the end of its next turn unless immune to the poisoned condition, once it has been paralyzed by this effect, it is immune for the next 24 hrs.
|100 GP
|1
|-
|Potion of the Floral Queen
|After drinking, you have advantage on all Charisma checks (Deception, Intimidation, Performance & Persuasion) and Wisdom Saving throws against being charmed or frightened for 8 hours
|500 GP
|6
|-
|-
|Salt of the Deer Quartz
|Salt of the Deer Quartz
|Gives Advantage on Animal Handling checks for 1 min
|Gives Advantage on Animal Handling checks for 1 min
|50 GP
|8
|-
|-
|Elixir of Lesser Purification
|Spring Spider Dew
|Relieves one level of exhaustion
|Relieves one level of corruption
|150 GP
|2
|-
|-
|Peony Dragon Essence
|Potion of Jade Vine
|When you cast an abjuration spell, you can add the essence to the spell as a material component to improve one casting of the spell with one of the following benefits:
|Allows you to take a bonus action on each of your turns to dash, disengage, or hide, for one minute
For 1 minute, the spell does not require concentration.
|200 GP

|2
You gain a + 1 bonus to the spell attack roll or spell save DC of the spell.
|-
|Honey Toffee
|Eating this candy gives a random minor magic effect (When eaten during a session, roll a D100)
|5 GP
|7
|-
|Spiced Hamplant Soup
|Consuming this soup adds 1D4 Radiant Damage to all attacks for 1 hour
|100 GP
|12
|}
{| class="wikitable mw-collapsible"
|+
!Item
!Description
!Price
!Stock
|-
|Spell Scroll (Cantrip)
|Any cantrip, one time use
|10 GP
| --
|-
|Spell Scroll (Level 1)
|Any Level 1 spell, one time use
|60 GP
| --
|-
|Wind Fan
|While holding this fan, you can cast Gust of Wind (save DC 13) from it. Each subsequent time the fan is used before the next dawn, it has a cumulative 20 percent chance of not working; if the fan fails to work, it tears into useless, nonmagical tatters.
|750 GP
|1
|-
|Bloodwell Vial +1
|[https://dnd5e.wikidot.com/wondrous-items:bloodwell-vial Click Here for Description]
|650 GP
|1
|}


You can choose one additional target for the spell.
== Casella's Juice Bar ==

The caretaker of the royal orchard has come down from the tree tops to take delicious juices from those fruits, which have naturally magical effects
The spell's duration is doubled.
{| class="wikitable mw-collapsible"
!Juice
!Effect
!Price
!Stock
|-
|Glareberry Juice
|Consumed as an action, Advantage on all sight based Perception and Investigation checks for one hour. Passive Perception during this time becomes a minimum of 20.
|50 GP
|6
|-
|Pomegranites
|(NOT A JUICE) There are hundreds of tiny round slippery stone like seeds inside this fruit. When fruit is thrown or cut open and the seeds spilled out, it can cover an area up to 10 feet square. When a creature moves across this area, they must make a DC 10 Dex Saving Throw or fall prone. Moving through the area at half speed prevents having to make this saving throw.
|5 GP
|10
|-
|Fire Breath Pepper Juice
|Consumed as an action, you can breathe fire once within the next ten minutes, in a 15 foot cone, everything in this area must make a DC 14 Dex Saving Throw or take 4D10 fire damage, or half as much on a success. The creature that breathed fire then also takes 1D10 fire damage.
|200
GP
|6
|-
|Passionfruit Juice
|Consumed as an action, Advantage on all Charisma checks against a creature that finds you attractive for one hour
|50 GP
|6
|}
|}
== Saffron Teakwood's Magic Armors and Shields ==
== Saffron Teakwood's Magic Armors and Shields ==
Line 185: Line 72:
| --
| --
|-
|-
|Breastplate of Balance
|Javelin of Lightning
|[https://roll20.net/compendium/dnd5e/Javelin%20of%20Lightning Click Here for Description]
|[https://dnd5e.wikidot.com/wondrous-items:breastplate-of-balance Click Here for Description]
|750 GP
|4500 GP
|2
|1
|-
|-
|Elven Chain
|Sword of Sharpness
|You gain a +1 bonus to AC while you wear this armor (14 + Dex [up to 2 MAX]). You are considered proficient with this armor even if you lack proficiency with medium armor.
|[https://roll20.net/compendium/dnd5e/Sword%20of%20Sharpness#content Click Here for Description]
|850 GP
|5000 GP
|1
|1
|-
|-
|Arrow-Catching Shield
|Armor of Weightlessness
|[https://dnd5e.wikidot.com/wondrous-items:armor-of-weightlessness Click Here for Description]
|[https://roll20.net/compendium/dnd5e/Arrow-Catching%20Shield#content Click Here for Description]
|800 GP
|5000 GP
|1
|1
|-
|-
|Longbow of Conflagration
|<s>Rod of the Pactkeeper +1</s>
|Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of your turns until a creature uses an action to extinguish the flames.
|[https://dnd5e.wikidot.com/wondrous-items:rod-of-the-pact-keeper Click Here for Description]
|9000 GP
|
|
|1
|-
|-
|Corpse Slayer Great Sword
|Boomerang Shield
|You gain a +1 bonus to attack and damage rolls made with this magic weapon.
|[https://dnd5e.wikidot.com/wondrous-items:boomerang-shield Click Here for Description]
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
|500 GP
|4500 GP
|1
|-
|Dagger of Blindsight
|This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel.
|7000 GP
|1
|-
|Starshot Light Crossbow
|[https://dnd5e.wikidot.com/wondrous-items:starshot-crossbow Click Here for Description]
|7000 GP
|1
|-
|Vicious Longsword
|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.
|8000 GP
|1
|-
|Animated Shield
|While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
|11,000 GP
|1
|-
|Hunter’s Coat
| ''(requires attunement)''

You gain a +1 bonus to AC while wearing this armor.

The coat has 3 charges. When you hit a creature with an attack and that creature doesn't have all its hit points, you can expend 1 charge to deal an extra 1d10 necrotic damage to the target. The coat regains 1d3 expended charges daily at dawn.
|16,000 GP
|1
|-
|Spellguard Shield
|''(requires attunement)''
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
|10,000 GP
|1
|-
|Arrows of Hag Slaying (5)
|If the creature hit is a Hag, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
|10,000 GP
|1
|-
|Arrows of Rose Slaying (5)
|If the creature is made of roses, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
|10,000 GP
|1
|-
|Shortbow of Melodies
| ''(requires attunement)''

This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic.

You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack.

'''Melody of Precision.''' If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead.

'''Melody of Reverberation.''' The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier.
|11,000 GP
|1
|-
|Fool’s Blade Longsword
|''(requires attunement)''

This weapon appears ordinary, but it bears strong illusion magic that allows its wielder to skillfully deceive opponents.

You have a +2 bonus to attack and damage rolls made with this magic weapon. While wielding it, you also gain the following benefits:

'''Fool’s Feint.''' As a bonus action, you can feint, choosing a creature within 5 feet of you as your target. Until the start of your next turn, you have advantage on attack rolls against the target. Once this bonus action is used, it can’t be used again until the next dawn.

'''Misdirect.''' When a creature within 60 feet of you targets you with an attack roll, you can use your reaction to require that creature to make a DC 15 Intelligence saving throw. On a failed save, the attack instead targets another creature of your choice that is within the attacker’s reach. Once this reaction has been used, it can’t be used again until the next dawn.
|12,000 GP
|1
|-
|Fate Cutter’s Shears
|''(requires attunement)''

The blades of these pruning shears bear many nicks and dents but still cut cleanly. The shears function as a magic dagger. The weapon has the following properties:

'''Ever Sharp.''' When you hit with an attack using the shears, the target takes an extra 1d6 force damage.

'''Sever Threads.''' When you hit a creature with the shears, you can cut that creature’s fate. Until the target finishes a long rest, attack rolls against it score a critical hit on a roll of 19 or 20 on the d20. Once this property is used, it can’t be used again until the next dawn.
|13,000 GP
|1
|-
|Scimitar of Speed
|You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
|17,500 GP
|1
|1
|}
|}


== Cashmere the Magic Tailor ==
== Cashmere the Magic Tailor ==
A fairy who loves all things sewing and cloth, she used to hoard all sorts of magical fabrics until the fey queen expressed her interest in seeing someone open a shop that would make magical clothes, gloves, and cloaks available to the people and adventurers of the Oasis. Cashmere also loves making personal and custom commissions for people!
A [[fairy]] who loves all things sewing and cloth, she used to hoard all sorts of magical fabrics until the fey queen expressed her interest in seeing someone open a shop that would make magical clothes, gloves, and cloaks available to the people and [[adventurers]] of [[the Oasis]]. Cashmere also loves making personal and custom commissions for people!
{| class="wikitable mw-collapsible"
{| class="wikitable mw-collapsible"
|+
|+
Line 220: Line 195:
!Stock
!Stock
|-
|-
|Glamerweave
|Cloak of Protection
|[https://dnd5e.wikidot.com/wondrous-items:glamerweave Click for Description]
| +1 to AC and all Saving Throws (requires attunement)
|250 GP
|750
|2
|2
|-
|-
|Boots of Levitation
|Gloves of Missle Snaring
|(requires attunement) While you wear these boots, you can use an action to cast the ''levitate'' spell on yourself at will.
|[https://roll20.net/compendium/dnd5e/Gloves%20of%20Missile%20Snaring Click Here for Description]
|6000 GP
|500
|1
|1
|-
|-
|Periapt of Wound Closure
|Bracer of Flying Daggers
|[https://dnd5e.wikidot.com/wondrous-items:bracer-of-flying-daggers Click for Description]
|While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. (requires attunement)
|8000 GP
|400
|1
|1
|-
|-
|Robe of Serpents
|Cloak of the Bat
|[https://dnd5e.wikidot.com/wondrous-items:robe-of-serpents Click Here for Description]
|[https://roll20.net/compendium/dnd5e/Cloak%20of%20the%20Bat#content Click for Description]
|9000 GP
|300
|1
|1
|-
|-
|[[Rogue]]'s Mantle
|Saddle of the Cavalier
|[https://dnd5e.wikidot.com/wondrous-items:rogues-mantle Click for Description]
|While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.
|7000 GP
|600
|2
|-
|Slippers of Spider Climb
|While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
|450
|1
|1
|-
|-
|<s>Cape of Enlargement</s>
|Winged Boots
|The cape has 3 charges. As a bonus action while wearing the cape, you can expend 1 of its charges to enlarge yourself, granting yourself the following benefits:
|While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. (requires attunement)

|750
* Your size increases by one category—from Medium to Large, for example. If there isn’t enough room for your size to increase by one category, you instead become the maximum possible size in the space available.
|1
* You have advantage on Strength checks and Strength saving throws.
* When you hit with an attack roll using a weapon or an unarmed strike, you can add your proficiency bonus to the attack’s damage.

These benefits last for 10 minutes or until you use another bonus action to dismiss them. The cape regains 1d3 expended charges daily at dawn.
|18,000 GP
|
|-
|-
|<s>Illusionist’s Bracers</s>
|Ring of Waterwalking
|While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.
|While wearing the bracers. whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time.
|400
|1
|-
|<s>Wraps of Unarmed Prowess +1</s>
|While you’re wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +1 bonus to the attack and damage rolls of your unarmed strikes
|
|
|
|0
|-
|-
|Robe of Stars
|Glamerweave
|[https://dnd5e.wikidot.com/wondrous-items:glamerweave Click for Description]
|[https://www.dndbeyond.com/magic-items/4741-robe-of-stars?srsltid=AfmBOor9ZXLJaZK27qfo4IF6NY7n-V11XzlcLxhqcmIR636hdgpSN1do Click Here for Description]
|16,000 GP
|250
|2
|-
|Amulet of the Devout +1
|[https://dnd5e.wikidot.com/wondrous-items:amulet-of-the-devout Click for Description] (requires attunement by Paladin or Cleric)
|650
|2
|-
|Boots of Elvenkind
|While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
|550
|1
|1
|-
|Gloves of Thievery
|These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
|600
|2
|}
|}
[[Category:The Court of Bloom and Blade]]
[[Category:The Court of Bloom and Blade]]

Latest revision as of 13:37, 8 August 2025

See also: The Acqua Junction Tiangius

Flourish's Cart of Potions (and magic items)[edit | edit source]

A fey-touched tiefling that grew up in the Oasis, she is an expert at taking the petals of any flower (even floral dragons) and turning them into potions and elixirs and oils. She also procures and sells magic items as a side hobby.

Potion Effect
Potion of Climbing Gain Climbing speed equal to your Walking speed for 1 hr

Advantage on Athletics checks for climbing

Potion of Healing 2D4 + 2 Healing, can be taken as a bonus action
Potion of Hydra Healing 2D6 + 2 Healing, can be taken as a bonus action
Potion of Heroism When you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no Concentration required).
Potion of Speed When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required).
Salt of the Deer Quartz Gives Advantage on Animal Handling checks for 1 min
Elixir of Lesser Purification Relieves one level of corruption
Peony Dragon Essence When you cast an abjuration spell, you can add the essence to the spell as a material component to improve one casting of the spell with one of the following benefits:

For 1 minute, the spell does not require concentration.

You gain a + 1 bonus to the spell attack roll or spell save DC of the spell.

You can choose one additional target for the spell.

The spell's duration is doubled.

Saffron Teakwood's Magic Armors and Shields[edit | edit source]

A wood elf who began as a magical blacksmith and grew in his knowledge and expertise of fashioning and infusing magical armors, weapons, and shields. Saffron enjoys taking commissions especially, making weaponry and armors specific to their wielder.

Item Description Price Stock
+1 Weapon/Arcane Focus Adds +1 to attack and damage/Spell DC and attack 500 GP + Cost of Weapon --
+2 Weapon/Arcane Focus Adds +2 to attack and damage/ Spell DC and attack 2000 GP + Cost of Weapon --
+3 Weapon / Arcane Focus Adds +3 to attack and damage/ Spell DC and Attack 8000 GP + Cost of Weapon --
Adamantine Armor Critical Hits do not add extra damage to you 500 GP + Cost of Armor --
Mithral Armor This armor does not give disadvantage on on Dexterity (Stealth) checks or have a Strength requirement 800 GP + Cost of Armor --
Breastplate of Balance Click Here for Description 4500 GP 1
Elven Chain You gain a +1 bonus to AC while you wear this armor (14 + Dex [up to 2 MAX]). You are considered proficient with this armor even if you lack proficiency with medium armor. 5000 GP 1
Arrow-Catching Shield Click Here for Description 5000 GP 1
Longbow of Conflagration Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of your turns until a creature uses an action to extinguish the flames. 9000 GP 1
Corpse Slayer Great Sword You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.

4500 GP 1
Dagger of Blindsight This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel. 7000 GP 1
Starshot Light Crossbow Click Here for Description 7000 GP 1
Vicious Longsword 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. 8000 GP 1
Animated Shield While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. 11,000 GP 1
Hunter’s Coat (requires attunement)

You gain a +1 bonus to AC while wearing this armor.

The coat has 3 charges. When you hit a creature with an attack and that creature doesn't have all its hit points, you can expend 1 charge to deal an extra 1d10 necrotic damage to the target. The coat regains 1d3 expended charges daily at dawn.

16,000 GP 1
Spellguard Shield (requires attunement)

While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

10,000 GP 1
Arrows of Hag Slaying (5) If the creature hit is a Hag, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. 10,000 GP 1
Arrows of Rose Slaying (5) If the creature is made of roses, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. 10,000 GP 1
Shortbow of Melodies (requires attunement)

This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic.

You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack.

Melody of Precision. If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead.

Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier.

11,000 GP 1
Fool’s Blade Longsword (requires attunement)

This weapon appears ordinary, but it bears strong illusion magic that allows its wielder to skillfully deceive opponents.

You have a +2 bonus to attack and damage rolls made with this magic weapon. While wielding it, you also gain the following benefits:

Fool’s Feint. As a bonus action, you can feint, choosing a creature within 5 feet of you as your target. Until the start of your next turn, you have advantage on attack rolls against the target. Once this bonus action is used, it can’t be used again until the next dawn.

Misdirect. When a creature within 60 feet of you targets you with an attack roll, you can use your reaction to require that creature to make a DC 15 Intelligence saving throw. On a failed save, the attack instead targets another creature of your choice that is within the attacker’s reach. Once this reaction has been used, it can’t be used again until the next dawn.

12,000 GP 1
Fate Cutter’s Shears (requires attunement)

The blades of these pruning shears bear many nicks and dents but still cut cleanly. The shears function as a magic dagger. The weapon has the following properties:

Ever Sharp. When you hit with an attack using the shears, the target takes an extra 1d6 force damage.

Sever Threads. When you hit a creature with the shears, you can cut that creature’s fate. Until the target finishes a long rest, attack rolls against it score a critical hit on a roll of 19 or 20 on the d20. Once this property is used, it can’t be used again until the next dawn.

13,000 GP 1
Scimitar of Speed You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. 17,500 GP 1

Cashmere the Magic Tailor[edit | edit source]

A fairy who loves all things sewing and cloth, she used to hoard all sorts of magical fabrics until the fey queen expressed her interest in seeing someone open a shop that would make magical clothes, gloves, and cloaks available to the people and adventurers of the Oasis. Cashmere also loves making personal and custom commissions for people!

Item Description Price Stock
Glamerweave Click for Description 250 GP 2
Boots of Levitation (requires attunement) While you wear these boots, you can use an action to cast the levitate spell on yourself at will. 6000 GP 1
Bracer of Flying Daggers Click for Description 8000 GP 1
Cloak of the Bat Click for Description 9000 GP 1
Rogue's Mantle Click for Description 7000 GP 1
Cape of Enlargement The cape has 3 charges. As a bonus action while wearing the cape, you can expend 1 of its charges to enlarge yourself, granting yourself the following benefits:
  • Your size increases by one category—from Medium to Large, for example. If there isn’t enough room for your size to increase by one category, you instead become the maximum possible size in the space available.
  • You have advantage on Strength checks and Strength saving throws.
  • When you hit with an attack roll using a weapon or an unarmed strike, you can add your proficiency bonus to the attack’s damage.

These benefits last for 10 minutes or until you use another bonus action to dismiss them. The cape regains 1d3 expended charges daily at dawn.

18,000 GP
Illusionist’s Bracers While wearing the bracers. whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time. 0
Robe of Stars Click Here for Description 16,000 GP 1
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