The Sundown Philter & Salve

Est. 2025 Human Alchemist (Artificer-flavored herbalist)

The Sundown Philter & Salve

The shop looks like a one-room western apothecary fused with an ancient caravan trader's stall: sun-bleached bottles hung from rafter ropes, animal skulls with ...

MA

Shopkeeper

Maribel 'Dustwhistle' Corne, a Human Alchemist (Artificer-flavored herbalist) (Lvl 2)

Keeper's Species

Human

8 Potions5 MiscEst. 675 gp

Shop Inventory

(13)
Potions8

A sugar-syrup smelling vial that mends wounds (Heals ). A standard curative brewed from willow resin and honey.

Heal 6 HPNone beyond healing

A bitter amber liquid. Grants advantage on saving throws against poison for 1 hour.

Advantage on poison saves for 1 hour

A slimy, greenish potion harvested from deep desert cacti. Heals and grants +1 temporary HP per hour for 4 hours.

Heal 5 HP+1 temp HP per hour for 4 hours

A lavender-tinged tincture that aids sleep. When sipped before a short rest, it reduces the short rest by 10 minutes (minimum 10) but imposes a -1 penalty to Perception checks for the next 8 hours.

Short rest shortened by 10 minutes when consumed before resting

A spicy amber shot that sharpens reflexes. Grants +1 to initiative for 1 hour but causes feet to itch, imposing -2 to Stealth checks for that hour.

+1 to initiative for 1 hour

A rare, blue-sparked vial that steadies the arm for ranged attacks. For 10 minutes, grants advantage on one ranged attack per turn, but on a failed save vs. forced movement the drinker drops their ranged weapon (or it's pushed 5 ft).

Atk Advantage on ranged attacks (once per turn) for 10 minutes

A cheap yellow vial sold at the bar. For 1 hour you have +2 on one Charisma (Deception or Persuasion) check, but you gain a compulsive urge to wager small valuables until the effect ends.

+2 on one Charisma social check within 1 hour

A gritty brown liquid that toughens the skin. Grants a bonus to AC (for 1 hour). This is a watered-down, temporary version of barkskin suitable for low levels.

AC +1+1 AC for 1 hour
Miscellaneous5

A greasy paste applied to stiff joints. Restores HP over 10 minutes and grants advantage on the first Athletics/Acrobatics check made within an hour for clumsy limbs.

Heal 2 HPAdvantage on first movement-related check within 1 hour

A silvery ointment rubbed on the face. Grants the effect of Disguise Self (visual only) for 1 hour. While active, the user sheds faint mirage-heat waves, causing creatures within 5 ft to have disadvantage on Perception checks to notice small concealed items.

Disguise Self for 1 hour

A tiny leather pouch containing enough cold iron dust to sprinkle on a weapon or wound. While used on a weapon it grants +1 vs. fey/shapechangers for 1 minute. If applied to an open wound it causes a faint burning (1 HP) but wards fey for 1 hour.

Atk +1 vs. fey/shapechangers for 1 minute when sprinkled on a weapon

A short stick to light and inhale the vapors. Grants temporary advantage on checks to spot tracks or scents for 30 minutes, but causes a persistent peppery cough that gives away position on a failed Constitution save.

Advantage on tracking/perception related to smell/tracks for 30 minutes

A jar of crushed herbs used as a base for many other concoctions. Cheap and versatile—useful as a component or crude poultice.

Can be used in place of common non-magical herbal components
MA

Maribel 'Dustwhistle' Corne

HumanAlchemist (Artificer-flavored herbalist)Lvl 2

Shop Atmosphere

The shop looks like a one-room western apothecary fused with an ancient caravan trader's stall: sun-bleached bottles hung from rafter ropes, animal skulls with glass eyes, and a battered piano barrel by the door. Maribel entertains customers by whistling off-key sea shanties and counts change with bone dice she occasionally rolls to determine discounts (players may ask for a 'discount roll' once per visit; she grants a 5%–15% discount on successful DC 12 Persuasion/Deception to mirror her mood). She insists on bartering stories as well as coin—customers who share a short, interesting story about a past exploit get a 1 gp credit toward a purchase. Many concoctions have clear tradeoffs; Maribel will point them out but won't sugarcoat consequences. The shop closes at sundown but the back window sometimes glows with a faint, wandering light that could be the source of a future plot hook.
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