The Gentle Draught

Est. 2025 Half-elf Artificer (Alchemist)

The Gentle Draught

The shop is suffused with faint, slow chimes and the sound of a small indoor fountain — customers often leave calmed. Mirelle always offers a free cup of chamom...

MI

Shopkeeper

Mirelle Thistledown, a Half-elf Artificer (Alchemist) (Lvl 6)

Keeper's Species

Half-elf

10 Potions6 MiscEst. 1.6k gp

Shop Inventory

(16)
Potions10

A warm, ruby-red vial. Classic restorative: drink to knit flesh and color your cheeks.

Heal 7 HPHeals HP when consumed (avg 7). Common, non-magical appearance.

A brighter crimson vial, heavier glass. Favored for tougher scrapes and broken ribs.

Heal 14 HPHeals HP when consumed (avg 14).

A heavy vial of deep garnet glass, wrapped in wax and silk. Reserved for serious wounds.

Heal 26 HPHeals HP when consumed (avg 26).

A clear, bitter liquid in a small phial. Short, effective protection from venom's worst effects.

You gain advantage on saving throws against poison for 1 hour after drinking.

A frothing golden tincture that lends boldness — a favorite before difficult negotiations or a risky push.

Grants 10 temporary hit points and the effects similar to the bless spell for 1 hour (no concentration required).

A pale blue, slightly effervescent drink that slows the pulse and settles the tongue.

On consumption casts an effect similar to the Calm Emotions spell () centered on the drinker and those within 10 feet for up to 1 minute; suppresses hostile emotions and can end charms/hostility as appropriate.

Thick, amber syrup sold in a small dropper bottle. Sweet and strongly scented with chamomile and lemon balm.

Gives advantage on saving throws against being frightened for 8 hours after taking a single dose.

A clear, silvery liquid that calms a racing mind and steadies breath.

For 1 hour after drinking, you have advantage on Constitution saving throws to maintain concentration and a bonus to Intelligence-based ability checks related to study or focus.

A pale, slightly viscous potion that tastes faintly of salt and mint.

You can hold your breath for up to 8 hours and gain advantage on checks and saves relating to suffocation or inhaled hazards for 1 hour after consumption.

A small, opalescent vial; on the tongue it is cool and tastes faintly of mint and honey.

Heal 6 HPGrants temporary hit points (avg 6) and advantage on saves against fear for 1 hour.
Miscellaneous6

A single tea sachet of powdered blue-bloom and valerian. Steep before bed to ease the mind.

When consumed as tea, it grants a peaceful, undisturbed sleep; once per long rest, the first long rest after drinking is treated as if it were uninterrupted for purposes of removing one level of exhaustion.

A neat set of small stoppered vials for carrying potions and tinctures.

Mortar, pestle, scales, measuring glass, and basic reagents — everything needed to brew common potions and tinctures.

Worn but serviceable; good for grinding herbs and basic reagents.

Bandages, salves, splints and instructions for stabilizing the wounded.

Allows stabilization of a dying creature with 5 uses; contains 10 uses of basic first aid (per PHB Healer's Kit rules).

Small sticks that burn clean and scent a room with lavender and bergamot.

When burned in a closed room, grants a mild soothing effect: creatures inside have advantage on Wisdom saving throws to resist being frightened for the duration (up to 1 hour).
MI

Mirelle Thistledown

Half-elfArtificer (Alchemist)Lvl 6

Shop Atmosphere

The shop is suffused with faint, slow chimes and the sound of a small indoor fountain — customers often leave calmed. Mirelle always offers a free cup of chamomile tea to new faces and labels each sold potion with a tiny handwritten instruction note. She hums lullabies while working and will barter calming tinctures for stories about restful places.
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