Deeptusk's Frost & Philter

Est. 2025 walrusfolk Artificer (Alchemist Specialist)

Deeptusk's Frost & Philter

Deeptusk's shop sits in a carved ice-cavern warmed by a brazier of ever-hot coal, and Nokuk greets customers with a deep, blubbery chuckle and a ritual slap of ...

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Shopkeeper

Nokuk Deeptusk, a walrusfolk Artificer (Alchemist Specialist) (Lvl 15)

Keeper's Species

walrusfolk

7 Potions9 MiscEst. 32.9k gp

Shop Inventory

(16)
Potions7

A glass phial filled with a viscous, rosy liquid that warms the lips when drunk.

Heal 8 HPHeals HP (standard D&D 5e greater healing effect described numerically as 8 HP here for quick-reference; treat as ).

A crystalline bottle with a clear, silvered fluid that mists when uncorked.

Heal 32 HPHeals HP (standard D&D 5e superior healing effect; shown here as numeric reference for ease of play).

A heavy phial with liquid like melted moonlight; drinks are said to fix near-fatal wounds.

Heal 62 HPHeals HP (standard D&D 5e supreme healing; numeric reference here).

A clear vial that releases a faint breath of chilled air when uncorked.

Grants resistance to cold damage for 1 hour.

A bitter, pale-blue draught that numbs and sharpens the limbs.

Atk For 10 minutes after drinking: +1 to attack rolls and melee weapon attacks deal an extra cold damage once per turn. Usable once per bottle.

A broad-necked flask containing an opalescent blue liquid that makes the drinker feel hulking.

Sets Strength score to 23 for 1 hour (Frost Giant Strength effect).

A bitter, green liquid stored in a sealed vial that cuts the spread of common toxins.

Gives advantage on saving throws against poison for 1 hour.
Miscellaneous9

Small phial containing a sliver of ice that never melts; the surface is always frosted.

When poured onto a surface, it creates a 5-foot square patch of slick ice that lasts 1 minute (Con save for creatures to avoid falling).

A ceramic sphere painted white; when thrown it bursts into dense, frigid smoke.

Creates a 20-foot-radius heavily obscured area of cold-tinged smoke for 1 minute. Creatures that start their turn in the smoke take cold damage ( Con save halves).

A short horn carved from polished tusk that echoes like a distant whale-song.

When blown, emits a sound audible up to 1 mile away across open ice; creatures of the sea within 300 feet have disadvantage on Stealth for 1 minute if they fail a Wisdom save.

A thimble-sized ampoule containing condensed essence of a frostbrand blade.

Pour on a nonmagical weapon to temporarily grant it the Frostbrand property for 1 minute: weapon deals + cold damage and sheds dim light in 5-ft radius. Single use.

A tightly wrapped bundle of preserved meat and kelp, sweetened and preserved with arctic salts.

Counts as one day's rations; eating grants temporary +1 to Constitution saves vs. cold for 8 hours.

A small tin of salve that staunches minor wounds and soothes frostbite.

Heal 1 HPUsing the ointment restores HP (or grants a bonus to a single Medicine check to stabilize a creature).

A perfect hexagonal crystal the size of a coin that softly hums in tune with cold winds.

Can be used as an arcane focus. Once per long rest, as an action, it grants the caster the ability to cast silence centered on self (10-foot radius) or fog cloud (20-foot radius) infused with cold that deals cold on area start/enter (Dex save halves).

A compact compass in a carved whale-bone case whose needle points toward the nearest warm current or habitable shore.

Functions as a normal compass, but when held and activated (bonus action), it points reliably toward safety (nearest settlement or warm current) for up to 8 hours. Once per dawn recharge.

A sticky flask of volatile, burning liquid — standard alchemical incendiary.

Range 20/60, on hit deals fire at impact and fire at start of target's turns until extinguished ( Dex to avoid catching).
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Nokuk Deeptusk

walrusfolkArtificer (Alchemist Specialist)Lvl 15

Shop Atmosphere

Deeptusk's shop sits in a carved ice-cavern warmed by a brazier of ever-hot coal, and Nokuk greets customers with a deep, blubbery chuckle and a ritual slap of his tusks on the counter. He stores his most precious bottles in a sealed 'cold locker' behind a curtain of hanging kelp. Bargains are struck not only with coin but with tales: a good story of survival on the ice will earn a small discount or a free vial. Nokuk refuses to sell to those who disrespect the sea or animals; he polices who may buy certain curios and will ask for provenance of magical items. He speaks slowly, with a rasp like ice cracking, and will often offer a sample of 'seal-soup' (free) to guests he trusts.
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