Amberglass's Bottled Remedies

Est. 2026 Rock Gnome Artificer

Amberglass's Bottled Remedies

The shop smells of citrus and ozone. Meris keeps small glass animals on shelves that blink when customers haggle. She offers a free 'taste' of nonmagical remedi...

ME

Shopkeeper

Meris Amberglass, a Rock Gnome Artificer (Lvl 5)

Keeper's Species

Rock Gnome

9 Potions2 Misc3 Misc1 MiscEst. 1.4k gp

Shop Inventory

(15)
Potions9

The classic red vial favoured by adventurers. A reliable restorative for battle and travel.

Heal 7 HPWhen drunk, heals hit points (average 7). Consumed on use.

A fuller, deeper vial with a warm glow. Good for when simple first aid won't cut it.

Heal 14 HPWhen drunk, heals hit points (average 14). Consumed on use.

A syrupy, ivy-scented potion that makes hands and feet cling like a gecko's.

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

A flask that smells faintly of smoked pepper. When used, it gives the drinker a short-lived fiery breath.

While under the effect, you can use a bonus action to exhale fire ( fire, 3 uses total).

A clear blue vial with a tiny shell sealed inside. Useful for divers, sailors, and rescuers.

Grants the ability to breathe underwater for 1 hour after consumption.

A thick, silver-tinged draught bottled in a leaded phial. Labels are stamped with the resistance type.

When consumed, grants resistance to a single damage type (fire, cold, lightning, acid, or poison) for 1 hour.

A rare, effervescent red elixir in a sealed phial. Kept behind the counter; sold only to those with credible need.

When consumed, cures disease and removes the blinded, deafened, paralyzed, and poisoned conditions.

A soot-brown salve in a tin. Meris makes a batch of these for commoners and apprentices.

Heal 4 HPHeals hit points (average 4) when applied or drunk; single use.

A mint-blue tonic distilled from frostleaf. Helps against cold climates or frost traps.

When consumed, grants resistance to cold damage for 1 hour and leaves a faint minty chill on skin.
Miscellaneous2

A bitter, herb-heavy vial sold sealed. Often carried on expeditions into spider-haunted ruins.

Provides advantage on saving throws against poison for 1 hour after ingestion.

A small, corked glass vial suitable for carrying potions or samples. Sold in multiples.

Sturdy glass vial for decanting or storing tinctures and samples.
Miscellaneous3

A crude but effective incendiary in a corked glass flask. Sells best to scouts and saboteurs.

Sticky incendiary. On a hit the target takes fire damage at the start of each of its turns until extinguished.

A small, acid-filled ampoule used to etch metal or attack lightly armoured foes.

A vial of corrosive acid; on a hit it deals acid damage.

A squat bottle labeled 'For Signals and Distractions'. Popular with thieves and escape artists.

When ignited, creates dense smoke in a 10-foot radius that heavily obscures the area for up to 1 minute or until dispersed.
Miscellaneous1

A stitched leather roll containing clippers, mortar and pestle, small jars and reference notes.

Required for crafting basic potions of healing and antitoxin; useful for identifying herbs.
ME

Meris Amberglass

Rock GnomeArtificerLvl 5

Shop Atmosphere

The shop smells of citrus and ozone. Meris keeps small glass animals on shelves that blink when customers haggle. She offers a free 'taste' of nonmagical remedies to anyone who hums along to her kettle's whistle and gives a 10% discount if you bring a rare herb in trade.
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