The Gilded Alembic

Est. 2025 Half-elf Artificer (Alchemist specialization)

The Gilded Alembic

Maerwyn hums an old half-elf lullaby while mixing, marking each rare bottle with a tiny pressed violet. She offers a free 'tasting' (two sips from lesser potion...

MA

Shopkeeper

Maerwyn Thistleflask, a Half-elf Artificer (Alchemist specialization) (Lvl 12)

Keeper's Species

Half-elf

15 Potions3 MiscEst. 10.5k gp

Shop Inventory

(18)
Potions15

A warm, ruby liquid that mends deep wounds and knits flesh with glowing threads.

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

A thick, golden syrup that bursts with restorative warmth — favoured by elite bodyguards and front-line champions.

Heal 8 HPHeals HP when consumed.

A crystalline elixir that rejuvenates the drinker, removing exhaustion and curing disease and poison while restoring vitality.

Removes exhaustion (all levels), cures any disease and poison, and restores 10 hit points when consumed.

A brisk blue draught that fills the chest with valor and steady hands.

Gives 10 temporary HP and bless effect (adds to attack rolls and saving throws) for 1 hour.

A fizzing silver potion that sharpens reflexes and doubles the pace of movement.

Grants the effects of the Haste spell for 1 minute (no concentration required); causes slight after-fatigue (disadvantage on next turn's attack rolls) unless the user has a Constitution save ().

A clear, mint-scented vial that eases the effects of many common poisons.

Advantage on saving throws against poison for 1 hour.

A smoky, almost oily potion that seems to suck in light when poured.

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

A pale lavender fluid that sharpens memory and steadies spellcasting nerves.

Gives advantage on one concentration check and restores one expended 1st- or 2nd-level spell slot's worth of focus (treated as a temporary slot for the next hour), at the Artificer's discretion.

A warm, ember-glow liquid in a heatproof phial that cools the skin and steadies breathing.

Grants resistance to fire damage for 1 hour.

A sky-blue potion that lingers like a captured wind.

Grants the effect of the Fly spell for 10 minutes.

A viscous, earth-scented draught that fills muscles with steadiness and raw vigor.

Grants +2 Constitution (max 22) for 1 hour and advantage on saving throws against exhaustion.

A opalescent draught that cools the mind and muffles surface thoughts.

Grants immunity to detection via thought-reading and telepathy for 1 hour; if the drinker dies while the effect lasts, their soul can't be targeted by magic that would read or contain it (minor ward).

A tiny vial containing a shifting mote that twitches to the holder's fortune.

Once used, grants + to a single ability check, attack roll, or saving throw. The mote flashes and then collapses.

A clear, faintly humming sip that sharpens the sense of enchantments for a short time.

Grants the effect of Detect Magic for up to 10 minutes.

A gritty, mineral-laden brew that hardens flesh like rock.

Grants +2 to AC (as temporary natural armor) for 1 minute and resistance to non-magical bludgeoning, piercing, and slashing.
Miscellaneous3

Clean water bottled from Maerwyn's personal spring—good for mixing potions or drinking.

A small, well-sealed glass vial for storing single-dose liquids.

A jar of herbs and binding sap used to staunch bleeding and ease pain.

Heal 1 HPApplies as a healer's kit use to stabilize a dying creature and restore 1 HP.
MA

Maerwyn Thistleflask

Half-elfArtificer (Alchemist specialization)Lvl 12

Shop Atmosphere

Maerwyn hums an old half-elf lullaby while mixing, marking each rare bottle with a tiny pressed violet. She offers a free 'tasting' (two sips from lesser potions) to customers who can answer a riddle about their aims. Shelves are labeled by temperament (Calming, Bolstering, Trickery, Elemental) rather than precise effect, which sometimes confuses non-regulars.
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