Merrin's Elixirs & Sundries

Est. 2025 Gnome (Rock) Artificer (Alchemist)

Merrin's Elixirs & Sundries

Merrin hums an old gnomish tune while working and keeps a small mechanical familiar (a brass hummingbird named 'Fizz') perched on the counter. The shop smells o...

ME

Shopkeeper

Merrin Vell, a Gnome (Rock) Artificer (Alchemist) (Lvl 53)

Keeper's Species

Gnome (Rock)

18 Potions6 MiscEst. 12500195.3k gp

Shop Inventory

(24)
Potions18

A ruby-red phial that restores vitality when drunk. The standard adventurer's first aid.

Heal 7 HPRestores hit points when consumed.

A deeper garnet potion favoured for serious wounds.

Heal 14 HPRestores hit points when consumed.

A thick, shimmering elixir used to pull comrades back from death's door.

Heal 26 HPRestores hit points when consumed.

A legendary scarlet draught. Very few shops have a vial on hand; Merrin keeps an insured lockbox.

Heal 45 HPRestores hit points when consumed.

A clear, effervescent tonic that warms your chest and clears the mind.

Cures one disease or condition (poisoned or blinded), removes one level of exhaustion, and restores HP if taken within 1 minute of an injury.

A golden-sparked potion that steadies the heart and bolsters courage.

Gives 1 hour of 10 temporary hit points and grants the effects of the bless spell (attack rolls and saving throws benefit) while the temp HP lasts.

A sparkling blue potion that makes the drinker move like the wind for a short time.

When consumed, grants the effects of the haste spell for 1 minute (no concentration required for the potion's effect).

A silvery, light-refracting liquid. Steals you from sight while you remain still or act cautiously.

Grants invisibility for up to 1 hour or until you attack or cast a spell.

A clear, cold draught that lets lungs mimic gills for a short time.

Allows a creature to breathe underwater for 1 hour.

A viscous amber potion that makes hands and feet cling to surfaces.

Grants a climb speed equal to your walking speed and advantage on Strength (Athletics) checks to climb for 1 hour.

A viscous green dropper that steadies the stomach and shields from lingering venoms.

Gives advantage on saving throws against poison for 1 hour and neutralizes one dose of ingested poison if administered promptly.

A dull grey serum that temporarily dulls supernatural shimmer around the imbiber.

Suppresses magical effects on the drinker for 1 minute (treated like nondetection against effects on the drinker and prevents concentration on newly cast spells; does not dispel ongoing magic already affecting them, DM adjudicates).

A pale, airy potion that lets you stride across water as if it were solid ground.

Grants water-walking effect for up to 8 hours to the drinker and up to five willing creatures touching the drinker.

A cobalt elixir that tingles on the tongue and sharpens the mind to weave magic more freely.

Restores two expended spell slots up to 3rd level total (DMG-tier utility; cannot restore slots above 3rd). Effects consumed on first use.

A pale gold draught used to mend wounds on the soul as much as the body.

Removes one level of exhaustion, cures one instance of ability score reduction, and ends one effect reducing a creature's maximum HP.

A thick, warm liquid with a faint metallic tang, distilled from dragon-shed scales and infused with sunlight.

For 24 hours grants resistance to one chosen damage type (acid, cold, fire, lightning, or poison) and once during that period the imbiber may exhale a breath weapon ( damage, Dexterity save for half; recharge after a long rest).

An ancient, iridescent draught said to be distilled from a combination of rare reagents and old divinations. One taste can alter fate's margin.

Legendary: Grants bonus to all ability checks, saving throws, and attack rolls for 24 hours; once consumed, the user also gains advantage on one death saving throw and one opposed ability check of DM's choice during that day.

A thick, herb-laced potion prized by healers for treating arcane corruption.

Cures one disease, neutralizes one curse of a non-epic tier, and removes poison from the bloodstream. Does not restore spells or ability scores beyond what Restoration would do.
Miscellaneous6

A small sealed bottle emitting a steady soft light; when uncorked, the light fills a 20-foot radius.

Emits bright light in a 20-foot radius and dim light for an additional 20 feet; never consumes fuel. Re-sealable.

A delicate, stoppered vial suitable for recording a single-dose potion.

A compact set of pestle, flame-sealed vials and reagents for making or stabilizing minor potions in the field.

Allows crafting of simple non-magical tinctures and stabilizing magic potions for short periods (DM adjudication required).

Clean, alchemical-treated bandages for battlefield triage.

Provides a small bonus to Medicine checks when used within 10 minutes of injury.

Water filtered and enchanted to be free of contaminants; also used as a base for many potions.

A crucial ingredient for several rare draughts when properly prepared; very toxic if mishandled.

Used in making certain poisons and antidotes; requires proficiency in Alchemist's supplies to prepare safely.
ME

Merrin Vell

Gnome (Rock)Artificer (Alchemist)Lvl 53

Shop Atmosphere

Merrin hums an old gnomish tune while working and keeps a small mechanical familiar (a brass hummingbird named 'Fizz') perched on the counter. The shop smells of citrus and ozone; rows of labeled vials are illuminated by tiny everbright lamps. For very expensive or legendary draughts Merrin requires proof of intent, signs a ledger in invisible ink, and offers a short oral safety tutorial before the sale. Frequent customers get clipped loyalty seals that reduce prices slightly; enemies get a faintly spiced cup of tea 'to remind them of hospitality.'
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