Kettlewhit's Curiosa & Concoctions

Est. 2025 Rock Gnome Artificer (Alchemist)

Kettlewhit's Curiosa & Concoctions

Mervin talks to his bubbling beakers as if they were pets and will try to haggle by trading a 'personal touch' (a free sample of a mundane reagent). He stamps e...

ME

Shopkeeper

Mervin Kettlewhit, a Rock Gnome Artificer (Alchemist) (Lvl 7)

Keeper's Species

Rock Gnome

6 Potions9 MiscEst. 1.6k gp

Shop Inventory

(15)
Potions6

A small vial of red liquid that mends wounds (Heals HP). Common, reliably brewed.

Heal 6 HPHeals HP when consumed.

A brighter, fuller red potion that rapidly knits flesh (Heals HP). Favored by adventurers returning from a scrape.

Heal 14 HPHeals HP when consumed.

A bitter green liquid that counters poisons. Drinking it grants advantage on saving throws against poison for 1 hour.

Advantage on saves vs. poison for 1 hour.

A smoky amber potion that grants resistance to fire damage for 1 hour.

Grants resistance to fire damage for 1 hour.

A shimmering blue-green elixir that sharpens reflexes. Experimental but effective when brewed right.

Atk For 10 minutes, grants +1 to attack rolls and +1 to Dexterity (initiative only).

A potent green-gold tonic that cleanses lesser curses and restores vitality. Stronger than common healing brews.

Heal 24 HPHeals HP (Superior Healing), and grants advantage on one saving throw of the drinker's choice within 1 hour.
Miscellaneous9

A sticky, combustible mixture in a sealed flask. Thrown like an improvised weapon to set targets aflame.

On a hit, ignites the target or object; can stick to surfaces. (Use DM ruling for ongoing damage.)

A short, waxed rod that emits thick smoke when ignited for up to 1 minute — fine for escapes or distractions.

Creates heavily obscured 10-foot radius for 1 minute or until dispersed by wind.

A viscous gum that hardens into sticky strands. Applied to a surface or thrown to impede movement or trap small mechanisms.

A target that enters a 5-foot area covered must succeed on a Strength saving throw or be restrained until it frees itself. Break .

A small glass phial containing a potent corrosive. Can be used against barriers, locks, or enemies.

On a hit, corrodes unprotected nonmagical metal; may damage fragile objects per DM ruling.

Beakers, burners, glassware, salts and reagents — the essentials for basic brewing and field repairs.

Provides proficiency checks for crafting alchemical items and performing alchemical tinkering (DM adjudicates).

Three small capsules that explode into choking gray smoke on impact. Useful for escapes or stealthy maneuvers.

Each creates a 10-foot radius of heavily obscured area for 1 minute or until wind clears it.

A small dispenser of powdered alkali used to neutralize acids and cleanse toxins from surfaces.

Negates nonmagical acid effects on objects and gives advantage on checks to clean or disable alchemical traps.

A corked phial containing shimmering dust that induces drowsiness when inhaled.

When thrown into a 10-foot radius, creatures must succeed on a Constitution save or fall asleep for 1 minute (wakes on damage). Creatures immune to being charmed are unaffected.

A set of engineered plans and a small metal bracket allowing a crossbow or sling to more safely hurl alchemical flasks.

When installed by a competent artificer or tinkerer, grants to hit with improvised alchemical flasks and reduces break chance.
ME

Mervin Kettlewhit

Rock GnomeArtificer (Alchemist)Lvl 7

Shop Atmosphere

Mervin talks to his bubbling beakers as if they were pets and will try to haggle by trading a 'personal touch' (a free sample of a mundane reagent). He stamps each purchased potion's cork with a tiny cog-mark; customers sometimes save the stamps as tokens. The back room contains a battered brass bell — if rung thrice, it summons Mervin's apprentice who may offer discounts in exchange for odd jobs.
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