Vell's Vials & Vitalics

Est. 2025 Human Artificer (Alchemist niche)

Vell's Vials & Vitalics

Maris insists on personally stamping every purchased vial with her sigil (a tiny gear wrapped in vines) and will refill empty vials for a small fee. She keeps a...

MA

Shopkeeper

Maris Vell, a Human Artificer (Alchemist niche) (Lvl 4)

Keeper's Species

Human

10 Potions6 MiscEst. 1.3k gp

Shop Inventory

(16)
Potions10

A rosy, effervescent vial that mends flesh. Restores vitality when drunk.

Heal 7 HPHeals HP when consumed (standard Potion of Healing).

A bright crimson elixir, thicker than normal healing potions.

Heal 21 HPHeals HP when consumed.

A syrupy green potion that makes muscles limber and hands sticky.

Grants a climbing speed equal to walking speed and advantage on Strength (Athletics) checks to climb for 1 hour.

A bitter, amber draught that eases the body’s rejection of poisons.

Gives advantage on saving throws against poison for 1 hour; doesn't cure damage already dealt by poison.

A pale, floral-scented vial. After drinking, you can cast animal friendship on beasts as if using a 1st-level spell.

Targets beasts of CR 1/4 or lower; effect lasts 1 hour (as the spell).

A clear, iodized liquid that tastes faintly of the sea. Allows breathing underwater.

Allows you and up to five willing creatures to breathe underwater for 1 hour when consumed (as the spell).

A gray-green potion that coats your insides with a neutralizing sheen.

Grants resistance to acid damage for 1 hour.

A brisk, citrus-tangy shot that clears cobwebs from the mind and restores a bit of stamina.

When consumed, grants the equivalent of a short rest's benefit for Hit Dice recovery (restores HP or grants a single expended Hit Die regain as determined by DM).

A golden, effulgent vial that bolsters courage and vitality for a time.

Grants temporary HP at the start, and the Drinker's is under the effect of bless (no concentration) for 1 hour—DM-adjudicated version for mid-tier parties.

A patchy, violet dropper. Maris brews this as an experimental anti-soporific; results vary.

Drinker gains advantage on saves vs being charmed or put to sleep for 8 hours. Side effects: mild tremors, -1 penalty to Dexterity checks for 1 hour.
Miscellaneous6

A sticky, orange concoction that bursts into clinging flame when thrown.

On hit, ignites the target; ongoing burning damage until extinguished (see DM rules). Considered volatile and sold with warning.

A cheap, greasy fluid used for lanterns, traps, or improvised slicks.

Can be used to coat surfaces, fuel lanterns, or be set alight.

A volatile vial of corrosive fluid. Useful for dissolving locks or in combat if handled carefully.

Causes acid damage; can corrode materials if applied over time.

A faintly luminescent dropper bottle—adds an hour of soft light to a lantern or causes a vial to glow.

Adds 1 hour of dim light (20 ft) when added to a lantern or small container.

A leather roll containing bandages, salves, and splints useful for stabilizing the injured.

Contains 10 uses; each use allows Stabilize without a Wisdom (Medicine) check, or used as DM adjudicates.

Clean, labeled little glass vials—useful for collecting samples or combining potions.

MA

Maris Vell

HumanArtificer (Alchemist niche)Lvl 4

Shop Atmosphere

Maris insists on personally stamping every purchased vial with her sigil (a tiny gear wrapped in vines) and will refill empty vials for a small fee. She keeps a blackboard of 'experimental dates'—customers who buy trial concoctions are often asked to return a week later with notes for improvements. The shop smells of lavender, iron, and citrus; there is a resident ferret named Pismire that sometimes bats at hanging vials. Maris refuses to sell intoxicating draft for use in illegal fights and will demand references for bulk purchases of volatile reagents.
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