Shop Generator
Generate a shop with a shopkeeper, inventory, and prices for your campaign.
About This Shop Generator
This free D&D 5e shop generator stocks a complete store in one click: a shop name, a fully realized shopkeeper, and a priced inventory ready to read out the moment the party asks what is for sale. Every result is seeded, so you can share a link that recreates the exact same shop.
Inventories draw from 69 hand-written items across 5 shop types (blacksmith, alchemist, general store, magic shop, and bookshop), with standard equipment at Player's Handbook prices and 375 possible shop names. The keeper behind the counter is a complete character from the same engine as the NPC generator, with a personality, voice, bond, flaw, and secret of their own.
Set an optional party level and size to add a Magic Stock section scaled to your table: common items only for low levels, up through very rare stock for level 17-20 parties, with every price drawn from one rarity-based model so the same item never sells for wildly different amounts. You can also rename the coinage (crowns, marks, drakes) for your world; labels only, values stay standard.
Example Shops
Three real results, exactly as the generator produced them, condensed for length. Each link recreates the full shop and inventory from its seed.
- Run by Ssen Amastacia, a half-elf shopkeeper with a story of their own.
- Longsword 15 gp, chain mail 75 gp, warhammer 15 gp: standard arms at Player's Handbook prices.
- Rounds out with workaday stock: horseshoes, an iron cooking pot, and a crowbar.
- A bag of holding (500 gp), a pair of sending stones (250 gp), and spell scrolls of Light and Detect Magic.
- The ring of protection is cracked: +1 to AC and saving throws, but it sometimes flickers.
- Kept by Anan Holimion, an elf whose secret is part of the result.
- Healing potions at the book price of 50 gp, alongside acid, alchemist's fire, and flash powder.
- Stranger stock too: night-eye drops that grant dim-light darkvision for an hour.
- Umarco Marivaldi, a human shopkeeper, minds the counter.
Tips for Running Generated Shops
- Generate the shop when the party first asks what stores the town has, then pin it to the Session Notebook so returning to it later is one click.
- The shopkeeper card is a full NPC: their flaw and secret are ready-made hooks for a haggling scene or a side quest.
- If the party wants something that is not in stock, that is a plot hook; the blacksmith can forge it by next week, for a price.
- Story View turns the result into a narrated paragraph, and the Tone dropdown pushes it gritty or whimsical.
- Share the page URL after generating; the seed in the link reproduces the identical shop for anyone who opens it.
For pricing, stocking, and running a haggling scene at the table, read the guide: D&D Shop Pricing Guide
Common Questions
- Is this shop generator free?
- Yes. Every tool on Tools and Taverns is free, with no account, signup, or generation limit.
- How much does equipment cost in D&D 5e?
- Standard gear uses Player's Handbook prices: a longsword is 15 gp, chain mail 75 gp, a healing potion 50 gp. The generator stocks mundane equipment at those book prices and gives magic items concrete tags (from 25 gp spell scrolls up to a 500 gp bag of holding), so you are never improvising numbers at the counter.
- How do I get the same shop back later?
- Every shop has a seed that is written into the page URL after generating. Copy the link (or use the Share button) and opening it recreates the identical name, shopkeeper, and inventory.
- Can I use generated shops in my campaign, stream, or published adventure?
- Yes. Generated results are yours to use in home games, streams, and published work; no attribution required.
- What shop types can I pick?
- Blacksmith, alchemist, general store, magic shop, and bookshop, or leave it on Random and let the seed decide. Each type has its own item pool and its own set of shop names.
- How does party level affect the shop?
- Leave Party Level on Any and the shop is exactly as before. Set a level and the shop adds a Magic Stock section gated by tier: levels 1-4 see at most one common item, 5-10 add uncommon, 11-16 add rare, and 17-20 add very rare. Shops never sell legendary items, and each shop type only stocks magic it would plausibly carry.