The Glass Cauldron Apothecary

Est. 2025 Human Artificer

The Glass Cauldron Apothecary

Mirelle rearranges potions by scent rather than color, humming the same tune when brewing. The shop has a cozy internal sitting area with embroidered cushions, ...

MI

Shopkeeper

Mirelle Voss, a Human Artificer (Lvl 7)

Keeper's Species

Human

10 Potions5 MiscEst. 3.6k gp

Shop Inventory

(15)
Potions10

A warm, rosy vial that glows faintly. Restores vitality when drunk.

Heal 7 HPHeals HP when consumed (average 7).

A brighter, crimson liquid in a faceted vial. For more serious wounds.

Heal 14 HPHeals HP when consumed (average 14).

A deep, opalescent potion that hums softly when uncorked.

Heal 26 HPHeals HP when consumed (average 26).

A heavy crystal vial containing a liquid like liquid starlight. Reserved for dire emergencies.

Heal 45 HPHeals HP when consumed (average 45).

Golden liquid that softly effervesces. Imbues courage and vigor.

Grants 10 temporary HP and the effect of a bless-like bonus (no attack roll bonus but gives + to attack rolls/saves as flavour) for 1 hour.

A shimmering blue vial. Drink to move and strike with blinding quickness for a short time.

Grants the effects of the Haste spell for 1 minute (bonus action to drink).

A clear, cold vial; the liquid inside seems to swallow light.

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

Thick, warm liquid that smells faintly of cinnamon and coal.

Grants resistance to fire damage for 1 hour.

A mint-scented draught in a squat bottle. Restores more than simple remedies.

Cures one disease and removes the blinded, deafened, paralyzed, and poisoned conditions.

A bottle with a feather motif; the liquid smells of hay and wildflowers.

For 1 hour, the drinker can cast Animal Friendship (as spell) on beasts that fail a Wisdom save.
Miscellaneous5

Bitter, amber liquid that steadies the stomach and sharpens the mind.

Grants advantage on saving throws against poison for 1 hour.

A stoppered flask of sticky, flammable compound. Toss to ignite foes or objects.

On a hit, target takes initial fire damage and continues to take fire damage until extinguished (see DM rules).

A short, carved rod that emits thick smoke for cover when lit.

Produces dense smoke for 10 feet radius for 1 minute (useful for escapes or dramatic exits).

A warm cup brewed by Mirelle. Slightly sweet, calms nerves and eases mild aches.

Offers roleplay benefits: advantage on one short Recovery-themed skill check (story-dependent).

Mineral water drawn from a spring enchanted to fizz. Refreshing and palate-cleansing.

Minor roleplay refreshment; restores no hit points but removes one level of exhaustion at Mirelle's discretion if used ceremonially.
MI

Mirelle Voss

HumanArtificerLvl 7

Shop Atmosphere

Mirelle rearranges potions by scent rather than color, humming the same tune when brewing. The shop has a cozy internal sitting area with embroidered cushions, a small hearth, and a low table where customers can sample teas and discuss potion uses; Mirelle often offers tasting notes and potion pairings, and she will sometimes refuse to sell certain volatile items to those who refuse to sit and answer a short questionnaire about intended use.
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