Fenwell's Root & Remedy

Est. 2025 Human Herbalist (Commoner background, practical apothecary skills)

Fenwell's Root & Remedy

Fenwell's Root & Remedy sits at the edge of a thatched farming lane. The shop smells of wet earth, mint and beeswax; jars and drying herbs hang from exposed bea...

MA

Shopkeeper

Mara Fenwell, a Human Herbalist (Commoner background, practical apothecary skills) (Lvl 2)

Keeper's Species

Human

4 Potions10 MiscEst. 149 gp

Shop Inventory

(14)
Potions4

A clear vial with a warm red liquid. Restores hit points when consumed.

Heals HP when used

A bitter-smelling tincture that grants advantage on saving throws against poison for 1 hour.

Advantage on poison saves for 1 hour

Rubbing this salve eases pain and reduces swelling. Heals HP when applied to a single wound.

Heal 4 HPHeals HP (non-magical), soothes to grant +1 to next saving throw vs. fear if used within 10 minutes

A few drops mixed into a nightcap encourage restful sleep. Reduces sleep disturbances and helps cure mild insomnia.

Provides a full long rest's worth of sleep in 4 hours instead of 8 (GM discretion); may have mild drowsiness for an hour after waking
Miscellaneous10

A cloth parcel of mashed herbs. Applied to wounds to stabilize and soothe; usable in place of a short rest healing boost.

Stabilizes a dying creature automatically; once per use grants HP when first applied (not magical)

A simple kit of salves, bandages, and splints. Restores HP when used with a Wisdom (Medicine) check, per standard healer's kit rules.

As healer's kit (stabilize + restore HP once per short rest with use)

A tied bundle of dried common herbs (mint, thyme, plantain, rosemary). Useful for cooking, basic remedies, or ritual components.

Can be used as catalyst for simple rituals or to brew teas that grant comfort (+1 to Constitution checks for 1 hour at GM discretion)

A calming floral tea brewed from recent harvest. Drinking it calms nerves and eases mild ailments.

Grants advantage on one Wisdom saving throw vs. being frightened or poisoned within the next hour (single use)

A handful of enchanted-looking seeds that, when planted or tossed on the ground, sprout clinging vines for a brief time.

When used (tossed and activated by crushing one seed), creates difficult terrain in a 5-foot radius for 1 minute; once used the jar is empty

A solid stone mortar and wooden pestle for grinding herbs and roots.

A canvas satchel with divided pockets sized for bottles, bundles and tools.

A thick balm used by farmers to treat sprains and bites on animals. Can be used on humanoids in a pinch.

When applied to a creature (including animals), it grants resistance to poison damage for 1 hour (folk remedy, not magical).

Sticks of dried aromatic herbs meant for fumigation and cleansing. Useful to clear pests and purify sleeping areas.

When burned in a small area, grants advantage on saving throws vs. being frightened for those inside for 10 minutes (small radius, GM discretion)

Simple linen strips useful for dressing wounds and splints.

MA

Mara Fenwell

HumanHerbalist (Commoner background, practical apothecary skills)Lvl 2

Shop Atmosphere

Fenwell's Root & Remedy sits at the edge of a thatched farming lane. The shop smells of wet earth, mint and beeswax; jars and drying herbs hang from exposed beams. Mara always offers a cup of 'recovery tea' to newcomers and will barter small favors (a tray of baked goods, a handful of fresh roots, or a story) for higher-cost items if her shelves are low. She hums old lullabies while she works and keeps a tame barn owl named Chive that perches on the counter — it is especially fond of shiny buttons and will 'inspect' coins before Mara accepts them.
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