Crafting Your Own Magic Shop: A Summary
Based on the comprehensive guide and the diverse examples you've provided, here's a consolidated approach to creating your own compelling magic shop in Dungeons & Dragons 5th Edition:
1. The Shopkeeper: A Character, Not Just a Vendor
Think of your shopkeeper as a full-fledged NPC who happens to run a business. Their personality and history should shine through every interaction, making the shop more than just a place to exchange gold for goods.
- Identity: Give them a Name, Race (or creature type), and Gender Identity. These basic details shape their appearance and initial impression.
- Background & Personality: How did they come to own such a valuable establishment? Were they a retired adventurer, a reclusive artisan, or perhaps someone with a unique connection to magic? Infuse them with distinct Personality Traits (e.g., sarcastic, jovial, gruff, philosophical) and Quirks (e.g., stutters, forgets names, hums while working).
- Biases & Relationships: Do they favor certain races or alignments? Are they in a relationship, polyamorous, or a loner? These details can subtly influence prices, information offered, or even quest hooks.
2. The Shop Itself: A Place of Wonder (and Security)
The physical space of the shop should convey its magical nature and reflect the shopkeeper's personality. It's also a place of valuable goods, so security is paramount.
- Location & Appearance: Where is it? A bustling city market, a hidden forest glade, or a mountain outpost? Describe its Appearance (e.g., ivy-draped cottage, stone forge, tree hollow) and engage the senses (e.g., smells of herbs, clanging of metal, soft glowing runes).
- Atmosphere & Quirk: What's the overall Atmosphere? Cozy, arcane, dangerous, whimsical? Does the shop itself have a Quirk (e.g., chimes that tinkle with magic, whispering walls, floating displays)?
- Security: Given the valuable inventory, consider Security Measures. This could be simple mundane locks, powerful magical wards (like an antimagic field), loyal companions, illusions, or even self-activating traps. Make it clear that attempting to steal from this shop would be a serious, potentially deadly, endeavor.
3. The Inventory: Balanced & Enticing
The items for sale are, of course, the main draw. Balance them with the party's level and your campaign's power level, while making them sound exciting.
- Target Level: Curate items appropriate for the adventurer level you expect to visit. Avoid giving out game-breaking items too early.
- Rarity & Price: Utilize the D&D 5e rarity system (Common, Uncommon, Rare, Very Rare, Legendary) as your primary guide for pricing. Remember that consumables (potions, scrolls) often have lower prices than permanent items of the same rarity. Your provided lists offer excellent examples within these ranges.
- Description & Lore: Don't just list mechanical effects. Craft concise, evocative Descriptions that highlight the item's appearance, feel, and even its history or unique magical signature. Weave in Shop Lore and Unique Details about the items' origins or the shop's history to deepen immersion and potentially spark new quests.
- Mundane & Services: Include mundane, thematic items (e.g., climber's kits, herbal teas) and offer Blacksmithing or Enchanting Services (e.g., sharpening, custom enchantments). These add utility and allow players to invest in their existing gear.
The Business End of a Magic Shop in D&D 5e
This section focuses on the practical mechanics of how many items a shop would have, their rarity, how to handle bartering, and determining the inventory in a way that feels fair and balanced for your campaign.
1. How Many Magic Items Would a Shop Have?
The number of magic items a shop has depends heavily on the size and magical saturation of the settlement, and the shopkeeper's reputation/resources.
-
Village/Small Town (CR 0-4 Equivalent Area):
- Permanent Items: 0-3 Uncommon. Maybe 1 very weak Rare item (e.g., a Galeblade Shortsword or Runed Warhammer of Thunder might be the most powerful item they've ever seen).
- Consumables: 3-6 Common, 1-3 Uncommon (e.g., Potions of Healing/Greater Healing, Spell Scrolls up to 2nd level, Antitoxins).
- Total Magic Items: 5-12.
- Rationale: Smaller settlements have limited access to magic and fewer buyers for high-tier items. These shops are for emergencies or very minor upgrades.
-
Town/Small City (CR 5-10 Equivalent Area):
- Permanent Items: 1-5 Uncommon, 1-3 Rare. Possibly a very rare item on consignment or as a unique, heavily-guarded centerpiece.
- Consumables: 5-10 Common, 3-6 Uncommon, 1-3 Rare (e.g., Potions of Superior Healing, Spell Scrolls up to 4th level, specialized oils).
- Total Magic Items: 10-25.
- Rationale: This is where most magic shops would thrive. Enough demand to keep a decent stock, but not so much that powerful items are common. This is where your examples like "Blacksmith's Forge of the Arcane Edge" would fit.
-
Large City/Metropolis (CR 11-16 Equivalent Area):
- Permanent Items: 3-8 Uncommon, 3-6 Rare, 1-3 Very Rare. A Legendary item might be known by rumor but rarely for sale, or only by special, high-stakes commission.
- Consumables: 10-20+ Common, 6-12 Uncommon, 3-6 Rare, 1-2 Very Rare.
- Total Magic Items: 20-50+.
- Rationale: Major trade hubs with high-level adventurers passing through. Multiple magic shops might exist, specializing or competing. "Ironheart Forge" could be found here.
-
Magically Charged Hub (e.g., Floating city, ancient wizarding academy, major planar crossroads - CR 17+ Equivalent Area):
- Permanent Items: 5-15 Uncommon, 5-10 Rare, 2-5 Very Rare, 0-1 Legendary (possibly by commission only).
- Consumables: 20+ Common, 10+ Uncommon, 5+ Rare, 2-3 Very Rare, 1 Legendary (e.g., Potion of Storm Giant Strength).
- Total Magic Items: 30-70+.
- Rationale: Magic is a part of daily life. These shops are highly specialized and deal in truly powerful artifacts.
Rule of Thumb: Fewer, more powerful permanent items; more, less powerful consumables. Consumables are the "bread and butter" of most magic shops.
2. How Common Are They (in terms of availability)?
The rarity of an item directly dictates its general availability.
- Common: Readily available in most towns and cities with a dedicated magic shop or even a general store with an arcane sideline. Elyra's Potion of Healing is a prime example.
- Uncommon: Found in most decent-sized towns or smaller cities. These items are common enough that a discerning adventurer might find one, but not so common that every guard carries one.
- Rare: Typically found only in larger cities or specialized, well-connected shops. They might require a bit of searching or a special request.
- Very Rare: Extremely difficult to find for sale. These are often the subject of quests, commissions, or require deep connections with powerful merchants. A shop might only have one or two on display, and they would be under heavy security.
- Legendary: Almost never sold openly. If available, it's usually by word-of-mouth, through underground channels, as part of a grand quest, or requiring an exorbitant price and likely a favor from a powerful entity. The Sovereign Glue and Crystal Ball of Telepathy are perfect examples – something like these being on offer implies a very unique and highly secure establishment, likely in a major magical hub.
Specific Item Availability: Even within rarity, consider the item's nature. A Potion of Healing is always more common than a Ring of Warmth, even if both are Common. A +1 weapon (Uncommon) is more common than a Bag of Holding (Uncommon), which is a utility item.
3. How Would They Barter (Negotiation Mechanics)?
Bartering should be a roleplaying encounter with mechanical support, not just a simple roll.
- Starting Point: The DM sets a base price (usually the midpoint of the rarity range, or the XGtE suggested price). This is the shopkeeper's desired profit margin.
- Player Initiative: The players must initiate bartering.
- Roleplaying Matters: Encourage players to justify their lowball offers, flatter the shopkeeper, or express genuine need. The shopkeeper's personality (as generated for Feruf or Jib) comes into play here.
- Feruf (Slow to Trust, Creative): Might appreciate a well-reasoned argument, or an offer of a rare material she could use in her crafting. Insults or overly aggressive haggling will likely shut her down.
- Jib (Sarcastic, Insulting): Might enjoy a witty back-and-forth. Players who can give as good as they get (in a playful way) might earn her respect and a better deal.
- Miriel (Kindly, Lore-focused): Might be swayed by genuine appreciation for her lore, a story of heroism, or a promise to use the item for good.
- Elira (Experienced Adventurer): Might respect a fellow adventurer, or be willing to cut a deal if the item aids a worthy cause.
- Skill Check: If roleplaying is good, allow a Charisma (Persuasion) check. The DC should be fluid based on the roleplaying.
- DC 10-12 (Easy): Modest discount (5-10%). Good roleplaying or a very reasonable initial offer.
- DC 13-15 (Moderate): Decent discount (10-15%). Solid roleplaying.
- DC 16-18 (Hard): Significant discount (15-20%). Exceptional roleplaying or a critical success.
- DC 19+ (Very Hard): Major discount (20-25%+). Critical roleplaying, or possibly a natural 20.
- Consequences of Failure:
- Slight Failure: No discount, shopkeeper holds firm.
- Moderate Failure: Shopkeeper is slightly offended, might increase the price by 5-10%, or refuse to sell that specific item.
- Critical Failure: Shopkeeper is insulted, might ban the party from the shop, or demand a significantly higher price.
- Limits: The shopkeeper will always have a minimum acceptable price (e.g., 70-80% of the base price for standard items, perhaps 90% for very rare/legendary items). They're running a business, not a charity.
4. How Do We Determine Their Inventory? (DM Control vs. Randomness)
This is a blend of DM design and, optionally, random generation.
-
DM Design (Recommended for Core Stock):
- Determine Shop Specialization: Is it a general magic shop, a blacksmith, a potion brewer, a trinket seller? This immediately narrows down the type of items. (Your examples do this perfectly: Ironheart Forge = weapons/armor; Verdant Vial = potions; Glimmerglen = trinkets).
- Set Power Tier: What level of adventurers usually visit? This helps you decide on the appropriate rarity range for permanent items.
- "Must-Have" Items: Select a few key items that you want the party to have a chance to acquire because they're thematic, cool, or directly useful for upcoming challenges. These items are specifically chosen, not random.
- Thematic Items: Populate the rest of the fixed inventory with items that fit the shop's lore or the shopkeeper's background (e.g., elemental weapons for a forge on an elemental node, forest-themed potions for a herbalist).
- Consumables: Always have a good stock of basic consumables appropriate for the shop's tier. These are reliable sellers.
-
Random Elements (for "Surprise Stock" or larger inventories):
- Use Magic Item Tables (A-I): For larger shops or to add unpredictability, you can roll a few times on the standard Magic Item Tables (A-I) from the DMG.
- Adjust by Rarity: Don't just roll on any table. If it's a town shop, maybe 1d4 rolls on Table A or B. For a city, 1d2 rolls on Table C or F.
- DM Veto: Always reserve the right to re-roll or swap out an item if it's utterly unsuited for the shop, too powerful, or just plain boring. These are your tables now.
- "Recent Acquisitions": Have 1-2 new, possibly rarer, items that just "came in" (perhaps from a recently defeated adventurer, or a fresh expedition). This allows you to introduce higher-tier items occasionally without having them as permanent stock.
- Limited Stock: Clearly state if an item is "limited stock." This creates urgency and explains why the shop doesn't have an infinite supply.
- Use Magic Item Tables (A-I): For larger shops or to add unpredictability, you can roll a few times on the standard Magic Item Tables (A-I) from the DMG.
-
Custom Commissions (for Higher-Tier Items):
- For Very Rare or Legendary items, it's often more engaging for them to be commissioned rather than bought off the shelf. This provides quest hooks (finding rare components, dealing with dangerous creatures) and justification for the high price.
- The shopkeeper might have a catalog of blueprints or legends of items they could make, if the adventurers prove worthy and provide the resources.