Zahara's Wellspring & Bottled Sun

Est. 2025 Half-elf Alchemist (Artificer)

Zahara's Wellspring & Bottled Sun

Zahara refuses to sell her most potent remedies to anyone who won't answer three questions about their intent; she hums an old caravan lullaby while mixing poti...

ZA

Shopkeeper

Zahara Kesh, a Half-elf Alchemist (Artificer) (Lvl 8)

Keeper's Species

Half-elf

11 Potions2 MiscEst. 1.9k gp

Shop Inventory

(13)
Potions11

A ruby-tinted vial that mends wounds. The familiar, reliable curative most adventuring parties carry.

Heal 8 HPHeals HP when consumed (standard potion of healing effect).

A deeper crimson vial with a faint heartbeat sound from inside — for when bandages and lesser cures fail.

Heal 20 HPHeals HP when consumed.

A thick, wine-colored phial that hums with restorative energy for grievous wounds.

Heal 50 HPHeals HP when consumed.

A clear vial that, when broken, spills enough potable water to fill two canteens (roughly 2 gallons). Favored by desert caravans.

Creates clean, drinkable water (approx. 2 gallons) when uncorked or shattered.

A small, opalescent phial that prevents dehydration and reduces sleep required by half for 24 hours. A lifesaver crossing endless dunes.

Drinker does not suffer effects of dehydration/heat exhaustion for 24 hours; Sleep reduced to 2 hours for a long rest with full benefit.

A gritty, gold-sparked potion that lets the drinker move across loose sand and shifting dunes with uncanny ease.

For 1 hour: ignore nonmagical difficult terrain caused by sand; while moving across sand, you have advantage on Stealth checks and Dexterity (Acrobatics) checks to keep footing.

A smoky amber vial that cools the touch; grants resistance to fire damage.

Grants resistance to fire damage for 1 hour.

A bitter, green vial brewed with cactus gel and jarred viper bile; neutralizes common venom effects when administered.

Advantage on saving throws against poison for 1 hour or neutralizes poison if administered quickly (subject to DM adjudication).

A thin, silver-blue liquid that sharpens sight and dispels desert illusions for a time.

For 1 hour, grants advantage on Wisdom (Perception) checks to see through illusions, mirages, and camouflage in bright, reflective conditions. Advantage on saving throws vs illusion spells and effects.

Strangely useful even in desert lands — can be used in oases, caravans that cross flooded canyons, or when dealing with water elementals.

Allows the drinker and up to three willing creatures to breathe underwater for 1 hour if shared (DM may require an improvised method to share in the field).

A pale, almost-empty vial that makes the drinker invisible for a short time unless they attack or cast offensive spells.

Grants invisibility for up to 1 minute; breaks on attack or casting a spell that deals damage. (Mechanics similar to standard invisibility but short-lived.)
Miscellaneous2

Small, sealed empty phial for carrying potions, water, or personal concoctions. Lined with a thin clay coat to reduce heat transfer.

A pinch of sun-bleached sand bound with faint magic. Sprinkling a pinch on a potion delays degradation from heat for 24 hours.

Prevents a potion from losing potency due to extreme heat for 24 hours when applied to the bottle's stopper.
ZA

Zahara Kesh

Half-elfAlchemist (Artificer)Lvl 8

Shop Atmosphere

Zahara refuses to sell her most potent remedies to anyone who won't answer three questions about their intent; she hums an old caravan lullaby while mixing potions, and the shop smells of dried citrus and crushed cactus. Small jars of 'tea for the throat' (free to weary travelers) sit on the counter; she will barter rare desert reagents for services rather than coin in some cases.
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