Ribbons & Roots

Est. 2025 Half-elf Druid (Circle of the Land)

Ribbons & Roots

Mirelle hums tunelessly while she works and ties a tiny ribbon on purchases. She offers to read tea leaves or dreamroot for a story in exchange for gossip; she ...

MI

Shopkeeper

Mirelle Thatch, a Half-elf Druid (Circle of the Land) (Lvl 4)

Keeper's Species

Half-elf

13 Misc5 Potions2 Armor2 WeaponsEst. 840 gp

Shop Inventory

(22)
Miscellaneous13

A small bundle containing a candle, string, chalk, a needle and thread, a flint and tinder, and a scrap of cloth — enough to get by in a pinch.

A small linen pouch of dried lavender, valerian, and a pinch of crushed hops. Tied with a ribbon. Hanging it near a bed promotes restful sleep and reduces nightmares.

When hung above a sleeping creature for 8 hours, that creature has advantage on saving throws against being frightened while they sleep and reduces chance of nightmare-related effects (DM discretion). Lasts 7 days.

A length of shimmering ribbon with subtle silver threading. Used to bind wounds or fasten charms; it reacts slightly to moonlight.

Once per long rest, tying the ribbon around a single wound grants temporary hit points to the wearer for 1 hour.

A damp cloth poultice infused with comfrey, plantain, and honey. Promotes cleaning and mild healing of injuries.

When applied, grants advantage on the first Medicine check to stabilize a dying creature and gives +1 to that check.

Crushed mint, rosemary, and citrus in a small tin. Reduces body odor and masks scent for a short period.

When applied, reduces detectability by scent-based trackers; grants advantage on checks to avoid tracking by animals for 1 hour (DM discretion).

Small glass vials and corks for storing tinctures, potion samples, or inks.

A small bound cluster of white sage and tacked herbs. Burned in doorways or rooms as a cleansing ritual.

Useful for roleplay and minor ritual effects; may grant +1 morale on social checks in superstitious towns for 24 hours.

Local wildflower honey. Tastes of clover and pine; useful as antiseptic or sweetener.

Used as an ingredient in Mirelle's home remedies; can be substituted for potion components in DM's discretion.

A knobbly pale root that hums faintly when held. Used to induce vivid dreams or as a component in sleep-affecting brews.

When brewed into a tea, causes vivid, prophetic dreams (roleplay/plot hook). Misuse can cause grogginess (disadvantage on Dexterity checks for hours).

A tough wiry herb used in poultices to staunch bleeding and as a minor repellent.

Applied to an open wound, grants +1 to the first Medicine check and reduces bleeding (roleplay mechanism).

A fragile scroll inked with oak-ash and moonwater. Grants a single casting of speak with animals.

Single-use scroll of the 1st-level spell speak with animals (consumed on use).

A small braided cord with a carved wooden bead. Wards against minor tripping snares and tangling vines.

Wearer has advantage on checks to avoid being restrained by natural plant hazards (vines, brambles) once per day.

A small iron lantern with glass panes and a pint of lamp oil.

Provides bright light in a 30-foot radius, dim for an additional 30 feet. Comes with oil for 6 hours of continuous use.
Potions5

A small glass phial of sweet-tasting liquid brewed from willow bark, yarrow, and honey. Restores minor wounds.

Heal 2 HPRestores hit points (treated as a common homebrew minor potion appropriate for party level 5).

A small jar of greenish salve that, when applied, gives temporary resistance to toxins and eases poisons.

When applied within 1 minute of being poisoned, grants advantage on the first saving throw against the poison and grants resistance to poison damage for 1 minute. Single use.

A tiny sealed vial of a silver liquid that glows faintly. Used by hunters and those wary of enchantments.

When swallowed or applied, grants advantage on saving throws against magical sleep effects for 1 hour and can end an ongoing magical sleep effect if administered within 1 minute (single use).

A small red potion that heals wounds when drunk.

Heal 2 HPStandard DnD5e Lesser Healing: Heals HP.

A thick balsam in a metal tin that accelerates clotting and healing when dabbed on wounds.

Functions like a Potion of Healing () but also grants the recipient advantage on the next Death saving throw within 24 hours. Single use.
Armor2

A durable wool cloak with a deep hood; water-resistant and lined with a pocket for herbs.

AC +1Grants bonus to Stealth checks in natural outdoor environments when the hood is up.

A small round buckler made from layered bark and resin. Lightweight and surprisingly sturdy.

AC +1If used to block natural hazards (thorns, minor debris), grants advantage on a single Dexterity saving throw once per short rest.
Weapons2

A practical spear favored by hunters in the Hollow. Thrown or used in melee.

Light steel-tipped darts, weighted for accuracy. Useful for hunters and foragers who need a silent option.

MI

Mirelle Thatch

Half-elfDruid (Circle of the Land)Lvl 4

Shop Atmosphere

Mirelle hums tunelessly while she works and ties a tiny ribbon on purchases. She offers to read tea leaves or dreamroot for a story in exchange for gossip; she dislikes iron and will not handle it directly (uses a wooden tong for metal items). The shop smells of lavender, pine, and honey; ribbons tied to the rafters flutter slightly even on still days.
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