Verdant Hand Apothecary

Est. 2025 Half-Elf Druid (Circle of the Shepherd)

Verdant Hand Apothecary

The apothecary smells like wet earth and orange peel. Shelves are carved from living roots, and a low hum of tiny rooted sprites (or overly friendly worms) can ...

TA

Shopkeeper

Tamsin Verdant, a Half-Elf Druid (Circle of the Shepherd) (Lvl 7)

Keeper's Species

Half-Elf

1 Misc7 Misc2 Misc3 Potions1 MiscEst. 1.1k gp

Shop Inventory

(14)
Miscellaneous1

A standard healer's kit with gauze, salves, and small vials of antiseptic distilled from local herbs. Tamsin's version includes a handful of extra wound-herbs.

Heal 1 HPStabilizes a creature and, when used in the prescribed manner, restores 1 HP once per use.
Miscellaneous7

A warm paste of crushed roots and leaves applied to wounds to staunch bleeding and ease pain.

Heal 4 HPGives the patient advantage on the first saving throw against disease for 1 hour.

A week's supply of common culinary and medicinal herbs (mint, thyme, lavender, plantain). Useful for food, teas, or simple poultices.

A more specific serum made from neutralizing extracts and rare reed-flowers used to treat venomous bites.

If administered within 1 minute of a natural venomous bite, it halts further damage from that venom and eases symptoms over the next few rounds.

A fine green powder of crushed basilisk moss and powdered root — used as a material focus substitute for many plant- and animal-affinity spells.

When used as a spell component, it gives the caster a faint scent of fresh earth and may soothe summoned beasts.

A thick, cooling salve that eases pain and can draw out small toxins from the skin.

Heal 6 HPEach application restores a small amount of vitality and grants advantage on the first save vs. poison for 30 minutes.

Sticks of dried sap and herbs designed to calm animals and mask human scents during rites.

When burned in the open, it calms non-hostile animals within 30 feet for up to 10 minutes and masks scent in a 10-foot radius.

A carefully recorded formula detailing mixing times, ingredient proportions, and preparation techniques for a potent wound poultice.

Miscellaneous2

A concentrated distillate of cleansing herbs and mineral salts. It doesn't cure an affliction but helps the body resist it.

Grants advantage on saving throws against poison for 1 hour after consumption.

A bitter syrup that brings on a deep, dreamless sleep when properly administered.

A nonmagical sedative: a typical humanoid failing a Constitution saving throw falls asleep for hours. Effects vary by creature and tolerance.
Potions3

A ruby-tinted flask brewed to mend wounds quickly.

Heal 7 HP

A bright, viscous potion distilled from stronger restorative aromatics and rare lichen.

Heal 14 HP

A potent elixir reserved for near-fatal injuries; prized and rarely kept in stock.

Heal 28 HP
Miscellaneous1

A preserved patch of animated moss that pulses faintly with green light. Planted on a wounded creature it hums and stitches flesh.

Heal 3 HPOnce placed on a dying creature it instantly stabilizes them and grants HP after 1 minute. Recharges at dawn.
TA

Tamsin Verdant

Half-ElfDruid (Circle of the Shepherd)Lvl 7

Shop Atmosphere

The apothecary smells like wet earth and orange peel. Shelves are carved from living roots, and a low hum of tiny rooted sprites (or overly friendly worms) can be heard. Tamsin talks to her plants as if they answer, keeps a ledger of ‘patients’ with pet names, and will only barter rare items for stories of travel rather than coin if she fancies the tale. She refuses to sell sleeping draughts to anyone who looks like they'll use them for theft and offers a free cup of calming tea to anyone who must wait — often chatting for half an hour about the best way to treat traveler's coughs.
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