Dungeons & Dragons 3.5

Item Shop Generator

Create a named storefront, a quick-roleplay shopkeeper, and a themed inventory built by the same rules as the item and loot generators.

No generative AI: this tool uses deterministic selections, SRD rules, and curated data.

Step 2

Your shop

Ready

The shutters are still closed

Choose a trade and settlement, then generate a ready-to-use shop.

Help shape future updates

Have an idea for these generators?

The existing rules and curated datasets will keep growing in future iterations. Suggestions are welcome, including names, descriptions, new entries or features, and changes to existing data or functionality.

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What the generator stocks

Trade-specific inventory

Armorers sell armor, weaponsmiths sell weapons, apothecaries mix alchemical goods with potions, and specialist shops use item types and keywords to keep results on theme. Only general stores and pawnshops draw freely from miscellaneous goods.

Settlement limits, shop success

Settlement size sets the population and GP limit from Table 5–2, with Megalopolis available as a 1,000,000 gp extension. Shop success determines the default number of inventory lines: a struggling shop is sparse, while a renowned shop carries more stock without exceeding the settlement’s limit.

Shared generator foundations

Inventory is generated by the public item engine, just as loot is. Shopkeepers use the Basic NPC engine with a profession selected for the trade, such as Blacksmith for a weapon shop, Armorer for an armor shop, or Shopkeeper for a general store.

Make the shop part of the setting

Read Building Your Own Campaign Setting for guidance on connecting a settlement’s geography, history, economy, and people. Those details can explain why the generated shop exists and why its stock matters locally.

Example shop recipes

Equip a village militia

Choose Armor Shop, Village, and Modest. The 200 gp settlement limit keeps individual pieces practical, while the success level creates enough stock to outfit several guards without turning the shop into a magic-item warehouse.

Build a themed magic boutique

Choose Magic-Item Shop, a city-sized settlement, and enter fire, dragon as inventory keywords. Shop generation treats those themes as OR: every stocked item must match at least one of them. Use a single keyword when every result should share exactly that theme.

Stock a temple supplier

Choose Religious-Goods Shop for candles, incense, and scrolls drawn from divine spell lists. A Large town or larger settlement raises the GP limit enough to admit more substantial scrolls while retaining ordinary devotional goods.

Keep a recurring pawnshop

Enter a shop name, generate the proprietor and storefront, then lock Shop info. Rerolls preserve that identity while changing the stock. Pawnshop asking prices include their generated markup, so the total can exceed the underlying value of the goods.

How many shops can it make?

A conservative calculation gives more than 185 sextillion (1.85 × 1023) shop configurations before exact ages, heights, weights, population rolls, inventory, quantities, or manual names are counted. Inventory selection, procedural item construction, keywords, and pawnshop pricing multiply the practical result space far beyond that figure.

The identity calculation

The Basic NPC generator documents more than 50 quintillion combinations across 61 professions. Shop generation substitutes 14 trade-specific profession choices, then multiplies that conservative pool by nine settlements, four success levels, 18 generated shop names per trade, and 25 storefront descriptions.

What is still excluded

The estimate deliberately omits exact shopkeeper ages, heights, and weights, plus the 24,983 settlement population states. It also excludes manual shop names. These omissions keep the displayed number readable and ensure it remains a conservative lower bound.

Why inventory is not totaled

Eligible stock changes with shop type, settlement GP limit, keywords, source data, and procedural item compatibility. Shops may carry up to 100 lines, and many lines have variable quantities, enhancements, spells, materials, or prices. Those dependent choices make one exact global inventory count misleading.