Thistlefen's Bottles & Binders

Est. 2025 Half-elf Druid

Thistlefen's Bottles & Binders

Mirella always offers a cup of tea before discussing anything; she never sells the exact composition of her stronger brews but will trade samples for interestin...

MI

Shopkeeper

Mirella Thistlefen, a Half-elf Druid (Lvl 3)

Keeper's Species

Half-elf

10 Misc6 Potions1 MiscEst. 1.1k gp

Shop Inventory

(17)
Miscellaneous10

A stitched satchel of bandages, salves, thornsilk tape, and small tools tailored for field herbal care. Grants a healer's kit's uses with herbal flavor.

Provides 10 uses of Stabilize (no Medicine check) and restores HP once per use when used in place of a short-rest hit die by an ally (DM adjudicates).

Compressed leaves and ash bandages. Cheap, useful to prevent infection on superficial wounds.

When applied after combat, reduces chance of lingering infection (flavored; gives advantage on a Medicine check to stabilize or prevents contracting minor diseases at DM's discretion).

A small linen bag filled with crushed moonwort and lavender used to ease restless sleep.

Place under pillow: grants advantage on Wisdom (Perception) checks to notice dreams or messages during a long rest, and reduces chance of disturbed rest (flavored; may negate exhaustion on a 1–2 roll at DM discretion).

A shimmering jar of pollen enhanced by a friendly fey; a pinch can brighten moods or add a touch of luck.

Used as a one-time advantage trigger: sprinkle on an ally to grant advantage on one attack roll, ability check, or saving throw within the next minute. Chance of attracting fey attention (roleplay/DM cue).

Hand-rolled sticks used in minor rituals and to cleanse a small area of minor spirits or rot.

When burned in a 5-foot radius for 10 minutes, grants advantage on Nature and Religion checks about local plant spirits and cures simple blights (DM decides exact effect).

A woven shoulder band that holds small vials and pouches for quick access; helps a healer remain organized in combat.

Grants a bonus to checks made to retrieve a specific small item (Medicine, Sleight of Hand) once per short rest.

A wad of enchanted moss wrapped in oilcloth; in desperate situations it cools and slows bleeding.

Once applied as an action, stabilizes a dying creature automatically and grants temporary hit points equal to (once). Single use.

A small, annotated guidebook describing 40 local plants, their uses, smells, and hazards.

Grants advantage on Nature checks to identify listed herbs and a bonus to Medicine checks when the herbs are used.

A bottle of scented wash used to clean wounds, clothing, or ritual implements.

Cleans cloth and surfaces; applied to a wound grants a bonus to subsequent Medicine checks for 1 hour.

Small cloth packet with common herb seeds (mint, thyme, nettle).

Seeds can be planted and yield herbs in a few days with proper care; flavorful resource for downtime.
Potions6

A clear, slightly sweet liquid that mends smashed skin and bone when drunk.

Heal 2 HPHeals HP (standard Potion of Healing effect in 5e).

A pungent green tincture that eases the effect of a poison when administered within a short time.

Advantage on saving throw against poison for 1 minute or grants advantage on next Poison saving throw when consumed.

A thick, earth-scented salve that eases stiffness and quickens small motions for a brief time.

When applied as an action, grants the user +5 feet movement for 1 hour and advantage on one Strength (Athletics) or Dexterity (Acrobatics) check made within that hour.

A gritty, brown liquid drawn from a sapling's bark; hardens slightly on the skin to offer protection.

AC +1When applied, grants +1 to AC (absorbed into light clothing) for 1 hour. If used on a shield or piece of leather armor, the item gains +1 AC for 8 hours (one application per item).

A viscous ointment brewed from purified nightbloom and marshwort; administered to counter moderate toxins.

Gives advantage on a single saving throw against poison and neutralizes the effect of one dose of common nonmagical poison if applied within 1 minute of being poisoned.

A volatile, experimental brew intended to boost vigor. Rare and risky.

When consumed, grants +1 to Strength checks and saving throws for 10 minutes but causes minor nausea: disadvantage on Dexterity checks for 1 hour after the effect ends (DM may substitute alternate effects).
Miscellaneous1

A brewed tea that calms nerves and eases minor pains; good for travelers and those shaken by conflict.

Gives advantage on one Wisdom (Insight) or Charisma (Persuasion) check over the next hour if the drinker spends the hour conversing or relaxing; grants +1 to saving throws vs fear for 1 hour.
MI

Mirella Thistlefen

Half-elfDruidLvl 3

Shop Atmosphere

Mirella always offers a cup of tea before discussing anything; she never sells the exact composition of her stronger brews but will trade samples for interesting plants or stories. The shop smells of wet earth and lavender; a small carved wooden badger sits on the counter and 'watches' customers. Mirella hums to her jars and will only accept metal coins—she distrusts paper notes and gemstones, preferring the honesty of coins and trade.
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