The Enchanted Seahorse

Est. 2025 Human Druid (Circle of the Land)

The Enchanted Seahorse

Maris hums softly while she works and labels everything by scent as much as name. She refuses to sell certain potent remedies to those who get too boastful abou...

MA

Shopkeeper

Maris Greenwell, a Human Druid (Circle of the Land) (Lvl 3)

Keeper's Species

Human

5 Potions10 MiscEst. 623 gp

Shop Inventory

(15)
Potions5

A clear vial with a faintly sweet herbal aroma; restores vitality when drunk.

Heal 2 HPHeals (standard D&D 5e Potion of Healing).

A green-tinted vial that visibly shimmers; for more serious wounds.

Heal 4 HPHeals (Potion of Greater Healing).

A bitter, steaming draught in a short vial that eases the body against poison.

When administered, gives advantage on saving throw against poison for 1 hour or grants neutralization depending on DM ruling.

A viscous brown elixir that smells of pine and damp earth; grants a harder hide for an hour.

AC +16For 1 hour, target's AC becomes 16 if it would otherwise be lower (similar to barkskin effect).

A silvery liquid distilled from a rare root; lightens fatigue and steadies hands.

When consumed, grants advantage on one Dexterity-based skill or tool check made within the next hour (not for attacks).
Miscellaneous10

A handmade paste of crushed comfrey and moss; speeds healing of bruises and minor wounds.

Heal 1 HPApplied to a creature during a short rest: the creature regains an additional HP once during that rest.

Clear, slightly vinegar-smelling liquid used to cleanse wounds and prevent infection.

When applied, grants advantage on first Constitution saving throw to avoid infection/poison caused by a wound within 24 hours (DM discretion).

A kit of pressed herbs, crushed roots, and instructions; specific to common regional venoms.

Grants advantage on first saving throw against listed common serpent/arachnid venoms, or reduces poison damage by half on a successful DC check (DM adjudicates).

A bundle of dried mint, lavender, and bluebloom; burning it masks scent and calms beasts.

When burned, animals within 10 feet have disadvantage on Wisdom (Perception) checks that rely on smell for 1 minute and may become pacified (DM decides).

Small sewn cloth pouches of common culinary and medicinal herbs (thyme, sage, chamomile).

Useful as spell components for low-level spells or to make simple remedies (no mechanical benefit unless used creatively).

A sturdy stone mortar and pestle for grinding roots, leaves, and crystals.

Required for efficient preparation of most herbal remedies; grants a bonus to a Nature or tool check involving herbs when used (DM discretion).

Small, corked vials for potions, tinctures, and samples.

Striped bandages treated with bindweed and tonic salt; close wounds and staunch bleeding quickly.

When applied after battle, stabilizes a creature automatically and grants +1 to the next healing roll on them within 24 hours.

A silvery herb that glows faintly in moonlight; prized by casters and herbalists.

Can be burned as a spell component to provide a bonus to the DC of a single nature or healing spell (limited and subject to DM ruling).

A small pump bottle containing an aromatic mist designed to soothe panic and anger.

When sprayed in a 10-foot cone, creatures must make a Wisdom saving throw or be calmed (disadvantage on hostile actions) for 1 minute. Creatures hostile to the user may auto-save (DM discretion). Single-use, nonmagical.
MA

Maris Greenwell

HumanDruid (Circle of the Land)Lvl 3

Shop Atmosphere

Maris hums softly while she works and labels everything by scent as much as name. She refuses to sell certain potent remedies to those who get too boastful about combat; she'll barter rare herbs for stories of distant forests. The shop smells of damp earth and citrus; a small hummingbird-shaped brass bell rings when the door opens.
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