Greenbloom's Hearth & Elixirs

Est. 2025 Human Druid (Herbalist)

Greenbloom's Hearth & Elixirs

Mara hums low sea-shanty lullabies while she works, keeps a cat named Thimble that curls into open robes, and always offers a 'Lucky Mint Drop' to visitors. She...

MA

Shopkeeper

Mara Greenbloom, a Human Druid (Herbalist) (Lvl 7)

Keeper's Species

Human

5 Misc12 PotionsEst. 17.8k gp

Shop Inventory

(17)
Miscellaneous5

A small corked glass vial ideal for carrying a single dose of potion, tincture, or sample herb infusion. Clean, hand-blown with a faint lavender scent from storage.

Simple leather strip with ten tied glass vials and corks—keeps small doses handy for adventuring.

A small tin of sticky, herb-scented salve used to clean and protect minor wounds. Homemade and reliably soothing.

Heal 4 HPHeals HP when applied; grants advantage on Medicine checks to stabilize for 1 hour.

A little bottle of infused oil used in massage, for sleep, and to ease tension and nausea.

Rubbing on temples grants advantage on saving throws to resist being frightened or on checks to resist nausea for 1 hour.

A small sugared mint blessed by Mara. She hands one to each visitor and keeps a jar at the door.

Once within the next 10 minutes after consumption, the user may gain a bonus to a single saving throw (Mara's blessing — one-time use).
Potions12

A warm, rosy vial that soothes and knits small wounds. A staple for any traveler.

Heal 7 HPRestores HP when consumed (average shown).

A brighter crimson potion, balanced with quick green notes that speed healing beyond the common brew.

Heal 14 HPRestores HP when consumed (average shown).

A deep violet elixir used for grievous wounds. Reserved for emergencies and trusted customers.

Heal 28 HPRestores HP when consumed (average shown).

A rare, shimmering draught that can save a life when all else fails. Mara keeps only one or two in the back.

Heal 45 HPRestores HP when consumed (average shown).

A clear, sharp draught that steadies the constitution against venoms and rot.

Grants advantage on saving throws against poison for 1 hour; does not remove poison already in effect beyond helping to resist it.

A bright golden elixir that steadies the heart and brightens courage.

Grants 10 temporary hit points and the effects similar to bless for 1 hour (uncommon potion).

A fizzing blue brew that prickles the skin and quickens movement and thought for a short time.

Grants Haste effect for 1 minute (as the spell): extra action, increased movement, and +2 to AC but ends abruptly when duration ends.

A light, airy perfume-filled vial that lifts the drinker gently from the ground.

Grants the ability to fly for 1 hour (as the fly spell effect).

A gritty moss-scented salve rubbed into the skin to toughen it like tree bark.

AC +16Grants Barkskin effect for 8 hours (target's AC can't be less than 16 while the salve lasts).

A restorative amber tincture used to shake off deep fatigue and mend lingering ills.

Heal 13 HPRemoves one level of exhaustion, cures common disease symptoms in the drinker, and restores HP when consumed (average shown).

A concentrated brew of elderflower, willow, and wintergreen intended to combat contagion and strengthen resistance.

Cures a non-magical disease affecting the drinker if taken as directed; grants advantage on saving throws vs disease for 24 hours.

A potent and rare tincture Mara keeps locked away. It's brewed only when ingredients align with certain moons.

When consumed, functions as a Greater Restoration spell (removes debilitating magical effects, reduces ability score drains, etc.).
MA

Mara Greenbloom

HumanDruid (Herbalist)Lvl 7

Shop Atmosphere

Mara hums low sea-shanty lullabies while she works, keeps a cat named Thimble that curls into open robes, and always offers a 'Lucky Mint Drop' to visitors. She writes precise notes on small brown cards for customers with recommended dosages and encourages 'tea first'—she often gives a small calming infusion free to anyone visibly rattled. Loyal customers get a jar of antiseptic salve on the house every few visits, and Mara will barter small services or local herbs for stories, recipes, or rare seeds rather than always taking coin.
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