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

Advantage on Athletics checks for climbing

50 GP 10
Water of the Wolf Tree 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 50 GP 6
Potion of Greater Healing 4D4 + 4 Healing, can be taken as a bonus action 100 GP 3
Potion of Resistance When you drink this potion, you gain resistance to one type of damage for 1 hour. A D10 roll determines the type randomly. 150 GP 10
Bead of Refreshment 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 Gives Advantage on Animal Handling checks for 1 min 50 GP 8
Spring Spider Dew Relieves one level of exhaustion 150 GP 2
Potion of Jade Vine Allows you to take a bonus action on each of your turns to dash, disengage, or hide, for one minute 200 GP 2
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
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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 Click Here for Description

Casella's Juice Bar[edit | edit source]

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

Juice Effect Price CollapseStock
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[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.

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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 --
Javelin of Lightning Click Here for Description 750 GP 2
Sword of Sharpness Click Here for Description 850 GP 1
Armor of Weightlessness Click Here for Description 800 GP 1
Rod of the Pactkeeper +1 Click Here for Description
Boomerang Shield Click Here for Description 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!

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Item Description Price Stock
Cloak of Protection +1 to AC and all Saving Throws (requires attunement) 750 2
Gloves of Missle Snaring Click Here for Description 500 1
Periapt of Wound Closure 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) 400 1
Robe of Serpents Click Here for Description 300 1
Saddle of the Cavalier 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. 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
Winged Boots 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 1
Ring of Waterwalking While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. 400 1
Wraps of Unarmed Prowess +1 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
Glamerweave Click for Description 250 2
Amulet of the Devout +1 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
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
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