Marilla's Warm Vial

Est. 2025 Half-elf Artificer (Alchemist Specialist)

Marilla's Warm Vial

Marilla hums tunelessly while she works and insists on labeling every vial with a tiny wax seal stamped with a crescent leaf. She offers a free 'sipping' sample...

MA

Shopkeeper

Marilla Vey, a Half-elf Artificer (Alchemist Specialist) (Lvl 6)

Keeper's Species

Half-elf

9 Potions5 MiscEst. 6.9k gp

Shop Inventory

(14)
Potions9

A ruby-red, viscous liquid that glows faintly. Restores vitality when swallowed.

Heal 2 HPHeals HP when consumed (standard Potion of Healing).

Thicker and darker than the basic healing draught. It stitches deeper wounds.

Heal 3 HPHeals HP when consumed (Greater Healing).

A silvery liquid that tastes of iron and honey. Mends severe injuries.

Heal 4 HPHeals HP when consumed (Rare).

A bulbous, muddy-green vial; muscles twine on the inside. Temporarily boosts physical might.

Sets Strength score to 21 for 1 hour. (Rare)

A clear, chilly draught. The drinker and their gear become unseen for a short time.

Grants invisibility for up to 1 hour or until the drinker attacks or casts a spell. (Rare/Very Rare depending on DM)

A sparkling blue vial. The world seems to slow while you move like a gust of wind.

Atk AC +2Grants effects similar to the Haste spell for 1 minute: doubles movement, +2 AC, advantage on Dexterity saves, extra attack (one weapon attack only). (Rare)

A faintly opalescent draught that steadies thought and wards against mental probing.

Grants advantage on saves vs being charmed or frightened for 1 hour and blocks simple detection of thoughts (DM adjudication).

A clear blue potion that soothes aches and lifts curses of a lesser kind.

Cures one condition: blinded, deafened, paralyzed, or poisoned. (Uncommon)

Marilla will attempt to brew a potion to a customer's specification if the request is reasonable and components are available.

Effects and rarity determined by DM; Marilla charges base fee and time ( days) plus cost of rare reagents.
Miscellaneous5

A bitter, pale-green syrup that helps neutralize common poisons.

Advantage on saving throws against poison for 1 hour (standard Antitoxin).

A hand-sized bottle of sticky, burning alchemical mixture. Toss to ignite.

On hit, deals fire immediately and an extra at the start of next turn. Usable as improvised thrown weapon (range 20/60).

A palm-sized spherical pellet that produces a 10-ft radius smoke cloud for 1 minute.

Creates heavy obscurement in a 10-foot radius for 1 minute (or until dispersed).

A small bundle of salts, herbs, and glass vials useful for simple potion-making or repairs.

A tin of cooling salve and linen strips; soothes wounds and staunches bleeding.

Heal 1 HPWhen applied as an action by someone proficient with a healer's kit, grants HP (DM option) and stabilizes a dying creature.
MA

Marilla Vey

Half-elfArtificer (Alchemist Specialist)Lvl 6

Shop Atmosphere

Marilla hums tunelessly while she works and insists on labeling every vial with a tiny wax seal stamped with a crescent leaf. She offers a free 'sipping' sample of non-magical tonics to anyone who brings a curious pet to the shop, and keeps a ledger of regular customers with favored brews. She dislikes customers who name-check exotic ingredients without having the coin to back them up and will hide a particularly potent batch behind a false shelf if she suspects thieves.
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