Flask & Midnight Distillery

Est. 2026 Tiefling Artificer (Alchemist)

Flask & Midnight Distillery

The shop hums with soft, cycling chimes. Jars labeled in half a dozen scripts line the shelves. Zeraph writes tiny, polite warnings on volatile bottles and will...

ZE

Shopkeeper

Zeraph Flaskborn, a Tiefling Artificer (Alchemist) (Lvl 9)

Keeper's Species

Tiefling

17 Potions3 MiscEst. 20.2k gp

Shop Inventory

(20)
Potions17

A small, ruby-red vial whose liquid glimmers like wet glass. The classic remedy every adventurer keeps tucked away.

Heal 7 HPRegain hit points equal to . Typically consumed as a bonus action in most tables.

A brighter red potion in a squat flask. Warm to the touch.

Heal 14 HPRegain hit points equal to .

A thick, deep-red elixir sealed with black wax. Favored for dire fights.

Heal 28 HPRegain hit points equal to .

A heavy crystal phial filled with blood-dark liquid swirling with motes of gold. Used only for the gravest emergencies.

Heal 45 HPRegain hit points equal to .

A smoky amber vial. When uncorked it smells faintly of charred citrus.

Drink to gain a breath attack usable as a bonus action up to three times in the duration. Targets make a Dexterity save for half.

A clear vial with a silvery sheen. When poured on the palm it warms slightly and clings like dew.

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

A corked vial of aquamarine liquid that smells of sea salt and kelp.

The drinker can breathe underwater for 1 hour.

A glass ampoule filled with a silver mist that constantly tries to escape its container.

Grants the effect of the gaseous form spell for 1 hour. No concentration required.

A pale gold elixir that seems to pulse like a heartbeat. Smells faintly of roses and iron.

Gives the effects of the heroism spell: 10 temporary hit points and advantage on saving throws against being frightened for 1 hour.

A quicksilver bottle that hums faintly. When uncorked, it smells of sharp mint and ozone.

Grants the effect of the haste spell for 1 minute. No concentration required.

A nearly black bottle that seems to swallow light. When shaken, things beside it look briefly blurred.

Grants invisibility for up to 1 hour, including items carried or worn.

A feathered vial that feels impossibly light in the hand and leaves a trace of cold when uncorked.

Grants a flying speed equal to walking speed for 1 hour.

A vial containing embers suspended in honey-thick liquid. It leaves a warm scent of cinnamon on the lips.

For 1 minute after drinking, the drinker's melee attacks deal an extra fire damage and the drinker gains resistance to cold.

A dusky purple flask sealed with a sliver of moonstone. The liquid seems to thin when night falls.

Grants darkvision up to 120 feet (if the drinker already has darkvision, range increases by 60 feet) and advantage on Stealth checks in dim light for 10 minutes.

A quicksilver-tinted ampoule that makes nearby shadows twitch.

AC +1For 1 minute, the drinker ignores nonmagical difficult terrain, gains a bonus to Dexterity (Stealth) checks, and has advantage on Dexterity saving throws to avoid area effects.

A vial that softly hums when held. The label reads: 'For reading a heart, not a mind.'

Grants the drinker telepathic whispers that translate a single creature's surface emotions into brief phrases. Grants advantage on Insight checks to read emotions and on Charisma checks to calm or rile the focused creature once during the potion's duration.

A fragile bottle filled with glittering smoke. A thin label reads: 'Second Breath'.

Once used, the vial's glass collapses into harmless dust. Cannot be used to reroll death saves.
Miscellaneous3

A small vial labeled in several languages, its cork sealed with an official guild stamp.

Functions as universal solvent. Removes adhesives and nonmagical glue as per DM adjudication.

A small tin stamped with a sigil of a potion wheel. Inside, a faintly luminescent salve.

When applied as directed, cures one disease or neutralizes one poison as per Keoghtom's ointment rules. Limited supply per tin as DM decides.

A leather pouch containing a dozen empty glass vials with corks and padded separators.

Contains a set of 12 empty stoppered vials suitable for storing potions or reagents.
ZE

Zeraph Flaskborn

TieflingArtificer (Alchemist)Lvl 9

Shop Atmosphere

The shop hums with soft, cycling chimes. Jars labeled in half a dozen scripts line the shelves. Zeraph writes tiny, polite warnings on volatile bottles and will cheerfully offer a taster sip for nonlethal curiosities. She sometimes answers questions in rhymes and keeps a small glass fox that occasionally pours out one drop of an unlabelled bright-blue liquid as a 'gift'. No refunds on experimental mixtures.
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