The Amber Vial Apothecary

Est. 2025 Human Artificer (Alchemist)

The Amber Vial Apothecary

The shopkeeper insists every purchaser signs a tiny parchment acknowledging the risks of 'experimental blends' and will tuck in a sliver of dried mandrake root ...

SY

Shopkeeper

Sybil Mirth, a Human Artificer (Alchemist) (Lvl 7)

Keeper's Species

Human

14 Potions2 MiscEst. 45k gp

Shop Inventory

(16)
Potions14

A small ruby vial of healing liquid. The most common curative potion carried by adventurers.

Heal 7 HPRestores hit points when consumed (use as an action or bonus action at DM discretion).

A larger, warm red vial. For deeper wounds and to keep an ally on their feet.

Heal 14 HPRestores hit points when consumed.

A potent vial reserved for grievous injuries and desperate moments.

Heal 36 HPRestores hit points when consumed.

The most prized curative available through legal channels. Rare and expensive.

Heal 45 HPRestores hit points when consumed.

A layered, earthy vial that tastes faintly of loam and pine. Used by scouts and spelunkers.

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

A seawater-scented flask useful for underwater exploration or river crossings.

You can breathe underwater for 1 hour after drinking.

A spark-pricked flask that grants the ability to breathe a gout of flame a few times.

After drinking, you may use a bonus action to exhale fire (range 30 ft). Targets must make a Dexterity save; on a failed save take fire damage, half on success. Usable three times or until 1 hour passes.

A clear, uncanny bottle that tricks the eye. Highly valued by infiltrators and thieves.

Grants invisibility for 1 hour. Effect ends early if you attack or cast a spell. Anything you wear or carry is invisible with you.

A clear, thick vial flecked with a pale sliver. One drink makes the bearer surprisingly strong for a short time.

Sets your Strength score to 21 for 1 hour. No effect if your Strength is already equal or greater.

A vial designed to ward against a single elemental or venomous threat. Handy before known hazards.

For 1 hour after drinking, you gain resistance to one damage type (chosen at purchase): acid, cold, fire, lightning, or poison. Single-use.

A practical, cheap antidote for bite- or sting-sized troubles.

Neutralizes common toxins in the body. Grants advantage on the next saving throw against poison and gives resistance to poison damage for 10 minutes.

A house-made tonic favored by local mercenaries for a quick buffer before a job.

Grants temporary hit points for 1 hour. Bonus: while the temp HP lasts you have advantage on Death saving throws once. Single-use.

A bright crimson elixir that hums with restorative magic and is sold only to those who can afford a true cure.

Removes one level of exhaustion and cures any non-magical disease or poison. For 24 hours after drinking you regain maximum HP from spent Hit Dice once during a short rest.

A sparkling blue draught brewed for scouts and thieves needing a short burst of agility.

Grants 10 minutes of enhanced speed and coordination: you gain +2 to Dexterity checks and +2 to initiative for 10 minutes.
Miscellaneous2

A box of ten empty vials, clean and labeled, used by apothecaries and adventurers alike.

Empty glass vials and corks, boxed set of 10.

Small demonstration flasks of alchemical acid; not as potent as true Alchemist's Fire but useful in a pinch.

When thrown and shattered on impact, deals acid damage to target and to creatures within 5 ft. (nonmagical combustible mixture).
SY

Sybil Mirth

HumanArtificer (Alchemist)Lvl 7

Shop Atmosphere

The shopkeeper insists every purchaser signs a tiny parchment acknowledging the risks of 'experimental blends' and will tuck in a sliver of dried mandrake root with every purchase. Customers who hum while browsing get a sample of the shop's signature 'sleep-sweet' sachet.
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