The Sundown Philter & Sundries

Est. 2025 Half-elf Artificer (Alchemist)

The Sundown Philter & Sundries

Maribel hums old railroad shanties and measures doses with a pocket watch wound backwards. She insists each potion be drunk with a single large gulp and will ba...

MA

Shopkeeper

Maribel 'Dustmouth' Kaye, a Half-elf Artificer (Alchemist) (Lvl 3)

Keeper's Species

Half-elf

12 Potions2 MiscEst. 940 gp

Shop Inventory

(14)
Potions12

A sticky, red liquid that glows faintly when agitated. Heals minor wounds.

Heal 2 HPRestores hit points when consumed (standard Potion of Healing).

Thin, amber liquid with the scent of juniper. A weak, fast-acting healer for grazes and bruises.

Heal 1 HPRestores hit points. Works quickly but leaves a metallic taste that causes disadvantage on Persuasion checks for 10 minutes.

A thick green serum drawn from a petrified desert cactus. Grants temporary might at a cost.

Atk For 1 hour, grants +1 to attack rolls and increases carrying capacity by a small amount (as Bull's Strength effect). After effect ends, the drinker suffers -1 penalty to Dexterity checks and saving throws for 10 minutes as muscles cramp.

A fizzing, silver-blue drink that makes the world seem to strobe. Rushes of energy follow.

Atk Grants the effects of the Haste spell for 1 minute (as DMG/uncommon adjustments). Tradeoff: while under the effect your Stealth checks have disadvantage due to loud, involuntary humming and slurping noises; when it ends you are slowed (your speed halved and -2 to attack rolls) for 1 round as you catch your breath.

A potent moonshine mixed with powdered bone and a single silvered grain of rice. Encourages wild chances.

For 1 minute, once per attack roll or ability check, the drinker may reroll and choose either result (in effect a single-use Lucky). Tradeoff: after the minute, roll a d6 — on a 1, you take psychic damage from a flash of regrettable memories and suffer disadvantage on Intelligence checks for 10 minutes.

Cloudy yellow liquid that causes brief, sand-blurred visions of nearby terrain.

Grants the drinker the ability to see through 30 feet of nonmagical darkness and gain advantage on Perception checks to notice movement for 10 minutes. Tradeoff: eyes become gritty and tear-prone, imposing disadvantage on ranged attacks for minutes after effect ends.

Bitter, charcoal-tinted liquid distilled from the bark of a river ash. Counters ordinary toxins.

Neutralizes one nonmagical poison affecting the drinker (as antitoxin). Tradeoff: causes a temporary coldness that reduces fire resistance by 1 for 10 minutes.

A translucent purple syrup that makes a thinker braver and choices bolder.

For 10 minutes, grants bonus to one chosen skill check or saving throw (declared before roll) once. Tradeoff: immediately after the effect is used, roll a d10 — on a 1–3 the drinker gains a folly: compelled to attempt a risky action suggested by the DM within the next minute (roleplay hook).

Small, clear vial of sea-salt tasting fluid. Settles the stomach and clears head-fog.

Removes minor exhaustion (one level) or grants advantage on first Constitution saving throw within 1 hour. Tradeoff: mildly diuretic—disadvantage on Stealth checks for 30 minutes as you fidget.

Syrupy blue compound that tastes like iron and molasses. Sharpens hands-on skill.

For 1 hour, grants proficiency (or expertise if already proficient) with one artisan's tool chosen when imbibed. Tradeoff: while effect lasts, the drinker suffers -1 penalty to Sleight of Hand and Dexterity saving throws due to awkward fixations.

A heavy vial with tiny crystals floating inside. Hardens flesh for brief protection.

AC +2Grants bonus to AC for 10 minutes (as a minor Stoneskin). Tradeoff: movement reduced by 5 feet and disadvantage on Athletics checks involving flexibility for the duration.

A thimble-sized cup containing a silvery liquid that tastes of old campfires. Retrieves scattered memories.

When consumed, grants the drinker a brief flashback that reveals one specific piece of information about a place they previously visited (subject to DM discretion). Tradeoff: the memory is accompanied by a vivid emotional residue that imposes disadvantage on Wisdom saving throws for 1 hour.
Miscellaneous2

A tiny phial of pale, dusty powder used to calm and dull senses.

If thrown into a 5-foot radius and inhaled, creatures must succeed on a Constitution saving throw or fall asleep for 1 minute. Tradeoff: the thrower also has a 25% chance to inhale some and gain the effect themselves.

Small packets of dried herbs, bandage strips, corks, and single-use glass droppers — random useful junk.

Mostly mundane: can be used for minor crafting, first aid, or as component material.
MA

Maribel 'Dustmouth' Kaye

Half-elfArtificer (Alchemist)Lvl 3

Shop Atmosphere

Maribel hums old railroad shanties and measures doses with a pocket watch wound backwards. She insists each potion be drunk with a single large gulp and will barter odd favors (a borrowed horse, a story, a favor owed) in lieu of coin for particularly rare concoctions. The shop smells of soot, sage, and licorice; jars are labeled in both common and a half-forgotten desert script. Some bottles carry tiny tradeoffs written on their corks in a child's hand — Maribel claims a mischievous apprentice once signed them.
Visual sheet

Turn The Sundown Philter & Sundries into a sheet

A high-res, share-ready sheet you can post or print.