The Moss & Moonleaf

Est. 2025 Wood Elf Druid

The Moss & Moonleaf

The shop is built around a living oak whose roots cradle the floorboards; Spanish moss hangs from its branches and drifts down to form natural curtains. Shelves...

SY

Shopkeeper

Sylthae Moongrace, a Wood Elf Druid (Lvl 8)

Keeper's Species

Wood Elf

4 Potions11 Misc1 Weapons1 ArmorEst. 747 gp

Shop Inventory

(17)
Potions4

A small glass phial filled with a warm, rose-tinted liquid. Heals wounds when swallowed.

Heal 2 HPRestores HP when consumed (standard D&D 5e potion of healing).

Bitter, clear liquid distilled from marsh orchids and ironbark. Helps neutralize venoms.

Gives advantage on the next saving throw against poison and halves poison damage on a success (functions as an antitoxin).

A vial of silvery-blue liquid collected from petals that open only in moonlight. Grants a brief glimpse of the night.

Grants darkvision (60 ft) for 1 hour. If consumer already has darkvision, increase range by 30 ft for 1 hour.

A tiny phial of translucent liquid that tastes faintly of rain on granite. Highly regulated among elven circles.

Once consumed, remove one condition: blinded, deafened, poisoned, or stunned. Single-use, rare. (A luxury/rare magical remedy rather than a straight healing potion.)
Miscellaneous11

A stitched linen packet of mashed leaves and salves. Applied to the skin; eases bleeding and mends flesh.

Heal 1 HPHeals HP when applied (action, not potion consumption). Can be used with a Medicine check for additional benefit (+5 on check when applied).

A leather satchel containing ten small vials of sticky, luminescent salve made from sundew extract. Stops infection and closes wounds.

Each use grants advantage on the next saving throw vs. disease or poison for 1 hour. Can be applied to a wound to give +2 temporary HP for 1 hour.

Dried leaves and blossoms chilled with a pinch of powdered starwort. Brewed correctly, it steadies the mind.

Drinker gains advantage on Wisdom (Perception) checks relying on smell or taste for 1 hour and +1 to saving throws vs. being frightened for 1 hour.

A length of living vine-like root braided into rope. Soft to the touch but surprisingly strong.

Functions as hempen rope but grants advantage on checks to hold or restrain plant creatures and grants advantage on Strength (Athletics) checks to climb when used as a makeshift ladder.

A corked jar containing a handful of living moss that resists decay.

Wrap a single perishable item (food, small corpse) and it will not rot for 30 days. Also soothes stench when used in bandaging (grants +2 on saves vs. disease for 24 hours).

A brittle, luminescent blossom used in wards and quiet rituals.

When burned as incense (action), sheds soft light like a candle in a 10-foot radius for 8 hours and masks sound slightly, giving disadvantage to Perception (hearing) checks to detect conversation beyond 30 ft.

A stitched case containing mortar & pestle, drying herbs, small vials, weights, and basic references.

Provides advantage on checks to identify herbs and prepare nonmagical healing salves. Functions as a healer's toolkit for non-medicinal uses.

A bundled roll that, when lit, produces thick, sweet-smelling smoke. Useful for cover or signaling.

When ignited (action), creates a 10-foot radius of heavily obscured smoke for 1 minute. Wind disperses it as normal.

A smooth wooden token carved from an ancient oak twig and treated with protective resin.

When tied about the wrist, grants +1 to saving throws against fear and charm effects for 8 hours. Recharge: needs an hour laid beneath an oak in direct moonlight to recharge for another 8 hours.

Concentrated extract from a flower that opens with the moon; used in rituals, perfume, and potion brewing.

If added to a single spell cast that deals psychic or radiant damage, increases that spell's DC by 1 (single use). Also a sought ingredient for certain bard and cleric rituals.

Dense, dried morsels crafted for campers: filling and long-lasting.

Provides 1 day's worth of rations for one creature (light and nonperishable). Eating while camping grants +1 DC to avoid sickness from spoiled food for the next 24 hours.
Weapons1

Darts tipped with crystallized thornvine sap. They carry a minor living sting.

On a hit, target must succeed on a Strength save or have movement reduced by 5 ft until the end of its next turn as tiny barbs catch in clothing. Sap causes minor irritation (nopersistent damage).
Armor1

A finely stitched cloak of interlaced leaves, faint runes embroidered along the hem. Lightweight and quiet.

AC +1Wearing grants +1 to Dexterity (Stealth) checks made to move silently or hide in natural foliage. Once per long rest, wearer can cast Pass Without Trace (self-only) as a bonus action.
SY

Sylthae Moongrace

Wood ElfDruidLvl 8

Shop Atmosphere

The shop is built around a living oak whose roots cradle the floorboards; Spanish moss hangs from its branches and drifts down to form natural curtains. Shelves are hewn from spalted wood and frequently carpeted with living moss that Sylthae trims with a whisper. Small wind chimes of seedpods tinkle whenever the central tree breathes; Sylthae will often barter knowledge or a favor in exchange for rare fungi or a promise to plant a sapling. She sometimes hums a lullaby that causes the shop's luminescent jars to pulse in time with her voice.
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