Vellant's Vials & Vitae

Est. 2025 Human Artificer (Alchemist Specialist)

Vellant's Vials & Vitae

The shop smells of citrus and ozone. Maris annotates every sale in a ledger with a slanted, neat hand and a silver ink stamp — she refuses to sell very rare or ...

MA

Shopkeeper

Maris Vellant, a Human Artificer (Alchemist Specialist) (Lvl 13)

Keeper's Species

Human

11 Potions4 MiscEst. 44.9k gp

Shop Inventory

(15)
Potions11

A warm, crimson liquid in a stoppered phial. Heals minor wounds when drunk.

Heal 2 HPRestores HP (standard D&D 5e Potion of Healing)

A bright ruby draught that knits more grievous wounds.

Heal 4 HPRestores HP

A deep, opalescent serum that flushes with life when swallowed.

Heal 5 HPRestores HP

A vial filled with liquid starlight. Extremely potent and rare.

Heal 6 HPRestores HP (legendary-level recovery)

A bubbly amber drink that fills the drinker with confidence and fortitude.

Grants 10 temporary HP and Bless effect (1 hour) — grants a d4 to attack rolls and saving throws; removes fear while active.

Effervescent blue potion that quickens every limb and mind for a short while.

As the Haste spell for 1 minute (double movement, +2 AC, advantage on Dexterity saves, one additional attack), then suffers the usual post-haste fatigue (disadvantage on Dexterity checks and saves until next turn's end) per DM adjudication.

A nearly colorless, cooling liquid. Drinking it turns the imbiber invisible for a short duration.

Grants invisibility for up to 1 hour or until the imbiber attacks or casts a spell.

A chalky-green elixir that settles into the temples. Strengthens mental defenses.

Grants advantage on Intelligence, Wisdom, and Charisma saving throws for 1 hour and makes the drinker's thoughts inaccessible by magical scrying.

A smoky, copper-scented potion. Upon expulsion the drinker breathes a gout of flame.

As per DMG: once, exhale a 15-foot cone dealing fire damage on a Dexterity save for half. Recharge nature: single-use potion.

A thick, root-scented draught that hardens sinew and tendon.

Sets Strength to 21 for 1 hour (useful for grappling, carrying, and melee damage).

A bright, citrus-sweet serum touted to remove exhaustion and mend lingering bruises.

Cures one level of exhaustion and restores all spent Hit Dice up to half max during a short rest window (subject to DM ruling); also removes the poisoned condition.
Miscellaneous4

A bitter, peppermint-smelling liquid that eases the effects of common venoms.

Gives advantage on saving throws against poison for 1 hour or neutralizes one dose of poison depending on type (DM discretion).

A glass flask with a stoppered wick. Breaks on impact and burns fiercely.

Thrown splash weapon: on hit ignites cloth and deals fire damage over time; sells with safety cork and simple instructions.

Silver-iridescent water collected under a full moon, useful in rituals and delicate alchemical work.

Used as a component granting +1 to caster roll for a single ritual or to empower certain potions (DM discretion).

Small glass phials with corks, wrapped in waxed cloth. Convenient and inexpensive.

No magical effect — mundane containers for potions, powders, or inks.
MA

Maris Vellant

HumanArtificer (Alchemist Specialist)Lvl 13

Shop Atmosphere

The shop smells of citrus and ozone. Maris annotates every sale in a ledger with a slanted, neat hand and a silver ink stamp — she refuses to sell very rare or legendary concoctions unless the purchaser explains, in writing, the intended use. A small clockwork hummingbird flits about the rafters, collecting empty glass for recycling; it returns favored customers with small, heat-sealed sample vials.
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