The Verdant Crucible

Est. 2025 Half-elf Artificer (Alchemist Specialist)

The Verdant Crucible

Maris hums tunelessly while mixing; she refuses to sell explosive items to those who smell of recent burning. She keeps a small potted fern (named 'Bub') behind...

MA

Shopkeeper

Maris Vell, a Half-elf Artificer (Alchemist Specialist) (Lvl 7)

Keeper's Species

Half-elf

7 Potions10 Misc2 WeaponsEst. 2.4k gp

Shop Inventory

(19)
Potions7

A small glass phial filled with rosy liquid that knits flesh and closes minor wounds.

Heal 10 HPCures minor bleeding; no additional effects.

A crystalline vial that grants understanding and temporary speaking ability of common local tongues for 1 hour.

You can comprehend and speak up to three common regional languages for 1 hour.

A potent crimson draught used to rapidly close serious wounds.

Heal 4 HPHeals HP when consumed.

A dark, viscous elixir that grants low-light creatures' superior darkvision for 8 hours.

Grants darkvision up to 60 feet for 8 hours. If you already have darkvision, range increases by 30 ft.

A bitter tonic that sharpens reflexes and dulls pain for a short time.

Atk Grants +1 to attack rolls and +1 to Dexterity checks for 10 minutes. Slight jitter after effect ends: -1 to attack for 1 minute.

A warm, ember-scented potion that fortifies the drinker against flames.

Grants resistance to fire damage for 1 hour.

A potent, earthy draught distilled from rare mineral salts that temporarily increases raw strength.

Sets Strength score to 21 for 1 hour (cannot exceed racial max while under effect).
Miscellaneous10

A bitter syrup that grants advantage on saving throws against poison for 1 hour.

Advantage on poison saves for 1 hour.

A short rod that produces a 10-foot-radius cloud of thick smoke for 1 minute when snapped.

Creates heavily obscured area; wind can disperse smoke.

A vial of corrosive acid used to eat through locks, armor, and organic material.

Target object makes Strength check or suffer damage and potential corrosion; creatures take acid damage on hit.

A pouch of sticky powder that quickly entangles a small target or hinders movement in a 5-foot square.

Reduced movement to 5 ft. If hit by area, Strength check to break free each turn.

A small waxed packet containing parchment sheets and a vial of acid-resistant ink for field notes.

A greasy salve applied to wounds to prevent bleeding and stave off infection.

Heal 2 HPStops ongoing bleeding and grants advantage on one Medicine check when applied. Restores 2 HP when used.

A corked bottle that, when uncorked, emits a column of colored smoke visible for a mile on clear nights.

Harmless signaling smoke; color chosen on purchase.

A leather-bound set of sieves, flasks, and reagent charts—essential for crafting alchemical items.

Grants advantage on Alchemist's Supplies checks to craft or identify common alchemical items when used.

An amber vial with a suspended mote that calms small animals and wards off beasts for 10 minutes.

Animals of CR 1/2 or lower treat you as non-hostile for 10 minutes; works once.

A silver-sheen bottle collecting dew infused by moonlight; used in rituals and delicate concoctions.

Grants +2 on spellcasting checks for potions or rituals that require 'pure water' when used as an ingredient.
Weapons2

A sealed bulb containing a volatile compound that ignites on impact, adhering to a target.

Ignites on impact; target catches fire (1 round ongoing) unless Dexterity save.

A potent adhesive incendiary that burns hotter and longer than mundane fire flasks.

Sticky flame; target takes ongoing fire damage until extinguished ( Dexterity to avoid).
MA

Maris Vell

Half-elfArtificer (Alchemist Specialist)Lvl 7

Shop Atmosphere

Maris hums tunelessly while mixing; she refuses to sell explosive items to those who smell of recent burning. She keeps a small potted fern (named 'Bub') behind the counter that reacts to successful bargains by unfurling a new frond.
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