Fenwick's Fizz & Elixirs

Est. 2025 Human Artificer (Alchemist)

Fenwick's Fizz & Elixirs

Marla insists every purchase comes with a short safety lecture and a complimentary peppermint vial. She catalogs her inventory in a leatherbound ledger in which...

MA

Shopkeeper

Marla Fenwick, a Human Artificer (Alchemist) (Lvl 3)

Keeper's Species

Human

10 Potions5 MiscEst. 2.2k gp

Shop Inventory

(15)
Potions10

The classic red vial used by adventurers. Reliable first-aid in a bottle.

Heal 7 HPWhen consumed, restores hit points (average 7). Drinking takes an action.

A stronger red tonic favored for tougher fights.

Heal 14 HPWhen consumed, restores hit points (average 14). Drinking takes an action.

A clear red elixir with tiny bubbles of light. Saved for when conditions, not wounds, are the problem.

Cures disease and removes the blinded, deafened, paralyzed, and poisoned conditions when consumed.

A layered brown, silver, and gray potion that clings like stone to your limbs.

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

A cloudy green drink smelling faintly of salt and seaweed, with a jellyfish-like bubble trapped inside.

You can breathe underwater for 1 hour after drinking.

A silvery, almost smoke-like potion that fades from sight when uncorked.

When consumed, the drinker becomes invisible for 1 minute or until they attack or cast a spell.

A warm amber bottle that leaves a faint smoky scent on the tongue.

Grants resistance to fire damage for 1 hour when consumed.

A fizzing golden concoction reserved for desperate moments or wealthy buyers.

When consumed grants the effects of the haste spell for 1 minute. No concentration required.

A thick green brew Marla sells for a fraction of a real potion of healing. Not magical but useful between fights.

Heal 3 HPHeals hit points when consumed (average 3). Suitable for small cuts and bruises.

A fizzy amber shot with a spicy aftertaste. Young adventurers buy it for a quick edge.

Grants +1 to initiative for the next combat encounter if consumed within 10 minutes before combat. Lasts 1 minute in combat.
Miscellaneous5

A small glass vial of pale liquid used to protect against poisons.

Drinking grants advantage on saving throws against poison for 1 hour. No effect on undead or constructs.

A small vial of dark, viscous liquid. Illegal in many cities but commonly sought by unsavory types.

A vial of basic poison. Can be applied to a weapon or ammunition according to DM rules.

A small bandage-and-ointment kit in a vial. Handmade and handy in a pinch.

If applied to a creature at 0 HP within 1 minute of going down, the vial stabilizes them automatically (no Wisdom (Medicine) check). Single use.

A corked wooden box containing ten labeled glass vials, each padded with cloth.

Set of ten small sealed glass vials for storing potions, tinctures, or samples.

A leather roll with needles, salves, and bandages. Very practical between battles.

A healer's kit contains bandages and salves and grants advantage on stabilizing a creature and allows use of its supplies per DM guidance.
MA

Marla Fenwick

HumanArtificer (Alchemist)Lvl 3

Shop Atmosphere

Marla insists every purchase comes with a short safety lecture and a complimentary peppermint vial. She catalogs her inventory in a leatherbound ledger in which she doodles tiny potion labels for fun.
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