Nahla's Sundrenched Phials

Est. 2025 human alchemist (artificer-leaning)

Nahla's Sundrenched Phials

Nahla hums an old caravan chant while working; she offers a free sample lozenge and a sun-ward blessing to anyone who can correctly identify the sound of three ...

NA

Shopkeeper

Nahla al-Sahir, a human alchemist (artificer-leaning) (Lvl 6)

Keeper's Species

human

12 Potions6 MiscEst. 4.1k gp

Shop Inventory

(18)
Potions12

A clear, rosy vial that mends minor wounds. A staple for travelers crossing the dunes.

Heal 2 HPHeals HP when consumed (standard D&D 5e potion of healing effect).

A viscous amber liquid brewed from desert aloe and night-blooming cactus resin. For more severe wounds.

Heal 3 HPHeals HP when consumed (standard D&D 5e greater healing).

A deep crimson draught extracted from the bloodroot of the oasis reed. For near-fatal injuries.

Heal 4 HPHeals HP when consumed (standard D&D 5e superior healing).

A blue-green elixir used to ease the effects of poisons, diseases, and some debilitating conditions.

Cures one disease or neutralizes one poison affecting the drinker, or ends one condition (blinded, deafened, paralyzed, or poisoned).

A warm, cumin-scented vial that surrounds the drinker in a thin film of cooling light.

Grants resistance to fire damage for 1 hour.

Clear as desert air but cool to the touch; grants the ability to breathe underwater for a short time — handy for oasis dives and underground cistern searches.

Allows breathing underwater for 1 hour.

A gritty, lemon-scented shot that eases exhaustion from heat and travel.

Removes one level of exhaustion when consumed. Not effective against magical exhaustion.

A pale, shimmering fluid. Grants true invisibility for a time — prized by scouts and tomb raiders.

Grants invisibility for 1 hour (or until the drinker attacks or casts a spell).

A thick, ochre tonic brewed from sunvine and ironroot. Temporarily hardens the drinker's skin against slashing and piercing.

AC +1Grants +1 temporary AC (non-magical stacking prohibited) for 1 hour and advantage on saving throws against being knocked prone by wind or sandstorm effects.

A bitter, greenish fluid distilled from reed-mallow and vipercap. Counters common desert venoms if administered promptly.

If consumed within 1 minute of a nonmagical venomous bite, negates the initial poison damage and the poisoned condition; doesn't cure magical poisons.

A syrupy drink made from ivylike dunevine that lets you walk vertical sand-cliffs and ruin walls.

Grants the effects of the spider climb spell for 1 hour.

A minty draught that wards off drowsiness caused by heat and exhaustion for a few hours.

Prevents falling asleep due to nonmagical fatigue for 4 hours; does not remove exhaustion levels.
Miscellaneous6

A small leaden phial of glittering dust made from crushed mirage-silica. Creates a brief visual distortion.

When thrown, creates a 10-foot-radius visual distortion for 1 minute that imposes disadvantage on Perception checks relying on sight and grants a bonus to stealth checks for creatures within the area (GM adjudicates).

A small lozenge made from desert lime and chalk to calm upset stomachs caused by strange caravan food.

Grants advantage on saving throws against sickness from spoiled food and reduces nausea from heatstroke effects at GM discretion.

Small phial of crystal water pulled from a protected oasis spring. Refreshing and pure.

Slightly cools a drinker, granting advantage on one Constitution (survival) check related to thirst or heat; doesn't negate severe dehydration rules.

Cloth impregnated with healing salve — useful for minor cuts and blisters caused by sand and heat.

Heal 1 HPEach application restores HP (uses: 5).

Two doses of ink that shimmer and can be used to scribe temporary runes or decoys on surfaces.

When used to mark a surface, the ink creates a false illusion of a simple message or symbol for up to 10 minutes (minor sensory illusion).

An empty glass vial treated to keep contents cool through heat of the day; includes a sunstone stopper.

Keeps a liquid at ambient night temperature for up to 6 hours during daylight heat (useful for preserving potions).
NA

Nahla al-Sahir

humanalchemist (artificer-leaning)Lvl 6

Shop Atmosphere

Nahla hums an old caravan chant while working; she offers a free sample lozenge and a sun-ward blessing to anyone who can correctly identify the sound of three different desert birds. She refuses to sell invisibility potions to obviously pickpocket-prone customers and will insist on a proper ID (a stamped trade bead or letters of introduction). The shop smells faintly of citrus and crushed herbs, and every shelf is dusted with a thin line of desert sand kept for 'proper flavoring.'
Visual sheet

Turn Nahla's Sundrenched Phials into a sheet

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