Willowfen's Root & Remedy

Est. 2025 Half-elf Druid (herbalist)

Willowfen's Root & Remedy

Mara talks to plants and keeps a small patch of potted herbs on the counter that she insists give her tips. She’ll barter rare tinctures for stories, recipes, o...

MA

Shopkeeper

Mara Willowfen, a Half-elf Druid (herbalist) (Lvl 1)

Keeper's Species

Half-elf

8 Misc5 PotionsEst. 567 gp

Shop Inventory

(13)
Miscellaneous8

Small paper-wrapped bundle of dried leaves for calming or alertness (mint, chamomile, willowbark). One use brews a mug.

Minor mood effects: calming tea grants advantage on one short rest's Wisdom saving throw against fear if consumed beforehand; stimulant tea grants +1 to initiative for one encounter.

A small kit containing linen bandages and a jar of salve made from comfrey and plantain.

Healer's-style first aid: stabilizes a dying creature when applied (no Medicine check required if used once).

Standard healer's kit with bandages, salves, and instructions for basic emergency care.

Contains 10 uses. Each use allows a Medicine check to stabilize and restores 1 HP when used as per PHB healer's kit rules.

A cloth-wrapped paste of crushed roots and honey; applied to wounds to staunch bleeding and fight infection.

Heal 3 HPWhen applied as an action during short rest, restores an extra HP to a creature that spends Hit Dice. Additionally, grants advantage on the first saving throw vs disease or poison within 1 hour.

A small vial with a spray-top: quick cleanse for wounds and tools.

Gives +2 to Medicine checks for 10 minutes when treating wounds.

A stitched satchel of roots, chalked leaves, and powdered bark suitable for most non-costly spell components up to 2nd level.

Satisfies component requirements that have no listed GP cost for spells up to 2nd level. Depletes after ~10 spells' worth.

A tightly sealed pouch of rare, narcotic root. Crushed and inhaled, it induces deep sleep in weak-willed subjects.

When dispersed as a cloud in a 5-foot radius, targets in the area must succeed on a Constitution saving throw or fall unconscious for 1 minute. Waking requires an action with a successful Wisdom (Perception) check or taking damage. Single-use; rare.

A cured hollow reed that smolders with aromatic herbs when lit; used to calm livestock or tense crowds.

When burned in an enclosed 5-foot area, creatures that can smell it have disadvantage on Intimidation checks against those within the cloud and advantage on saving throws vs fear for 1 minute.
Potions5

A bottled concentrate of activated wormwood and detoxifying roots. Works like a standard antitoxin.

Grants advantage on saving throws against poison for 1 hour (consumed).

Standard common potion that mends flesh and steadies the heart.

Heal 7 HPHeals HP when consumed (average 7).

A stronger tonic for serious wounds.

Heal 14 HPHeals HP when consumed (average 14).

A jar of sticky balm that knits small wounds quickly.

Heal 5 HPWhen applied as an action, restores HP (average 5). Also cures minor superficial cuts, granting a bonus to AC from eased movement for 1 hour.

A bitter elixir distilled from sharp fennel and brightroot to steady the mind.

For 1 hour after consumption, grants advantage on Constitution saves to maintain concentration and a bonus to Intelligence or Wisdom checks (player choice).
MA

Mara Willowfen

Half-elfDruid (herbalist)Lvl 1

Shop Atmosphere

Mara talks to plants and keeps a small patch of potted herbs on the counter that she insists give her tips. She’ll barter rare tinctures for stories, recipes, or a helping hand tending the herb garden. She refuses to sell Nightroot to anyone who won't promise to use it responsibly and will offer a small free poultice to any child who wanders in hurt.
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