Fizz & Flask Apothecary

Est. 2025 Rock Gnome Artificer (Alchemist)

Fizz & Flask Apothecary

Mirabel whistles tunelessly while she works and keeps a ledger where she rates customers' stories — brave deeds earn small discounts. She never refuses a sample...

MI

Shopkeeper

Mirabel "Fizz" Tonnor, a Rock Gnome Artificer (Alchemist) (Lvl 6)

Keeper's Species

Rock Gnome

9 Potions8 MiscEst. 3.2k gp

Shop Inventory

(17)
Potions9

A ruby-red vial that mends flesh and knits torn muscle. The shop keeps a steady supply for common bruises and quick battlefield patching.

Heal 7 HPHeals HP when consumed.

A deeper garnet liquid in a squat bottle; used for more serious wounds or after a tough skirmish.

Heal 14 HPHeals HP when consumed.

A viscous, shimmering bottle marked with a silver band — reserved for grave injuries and emergencies.

Heal 26 HPHeals HP when consumed.

A bitter-tasting liquid that steadies the stomach and wards off toxins for an hour.

Gives advantage on the next saving throw against poison within 1 hour.

A sticky green draught that stiffens the muscles and furthers grip for an hour.

Grants a climb speed equal to your walking speed and advantage on Strength (Athletics) checks to climb for 1 hour.

A smoky amber vial that tastes faintly of cinnamon. It dulls the burn and steadies the lungs.

Grants resistance to fire damage for 1 hour.

A bright, effervescent draught that clears fever and fatigue. Favored by endurance trainers and exhausted nobles alike.

Removes the poisoned condition, cures 1 level of exhaustion, and restores HP when consumed.

A faintly opalescent flask; drinking it renders the imbiber invisible for a short time.

Grants invisibility for up to 1 hour or until the drinker attacks or casts a spell.

A silvery-blue potion brewed from rare marsh herbs. Calms aggressive animals for a short time.

Functions like a targeted Animal Friendship effect for up to 1 hour (beasts only).
Miscellaneous8

A sealed glass bulb filled with a sticky, volatile compound. Toss to splash and ignite flammable targets.

On a hit, catches target or object on fire. Smoldering persists until doused.

A pale golden droplet that, when smeared on skin or clothing, sheds light.

Creates bright light in a 10-foot radius and dim light for an additional 10 feet for 1 hour.

A cloth bundle of crushed herbs and salves. Slows bleeding and eases pain.

Heal 2 HPWhen applied, stabilizes an unconscious creature and heals 2 HP. Does not restore hit dice.

A small, clear vial with cork. Useful for carrying samples, potions, or mixing simple brews.

A portable satchel with mortar & pestle, glassware, tongs, and common reagents for brewing common potions and tinctures.

Just-clean water in a corked bottle — useful for diluting or cleaning glassware.

A small flask that emits a thick choking smoke when uncorked; good for escapes and distractions.

Creates heavily obscured 10-foot-radius cloud that lasts 1 minute. Wind disperses more quickly.

A buff-colored salve intended to hasten the closing of minor wounds and mend torn leather.

Heal 3 HPHeals HP when applied; can be used to repair up to 5 gp worth of leather/cloth armor as an improvised tool.
MI

Mirabel "Fizz" Tonnor

Rock GnomeArtificer (Alchemist)Lvl 6

Shop Atmosphere

Mirabel whistles tunelessly while she works and keeps a ledger where she rates customers' stories — brave deeds earn small discounts. She never refuses a sample (one sip max) but will lecture you on proper flask-cleaning if you spill. The shop smells of citrus, wintergreen, and a faint ozone tang from experimental batches. She offers a 'bindery day' once a week: trade a rare reagent or tale of a new monster for a 25% commission-free crafting session in her back lab.
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