Mira's Melting Vials

Est. 2025 Half-elf Artificer (Alchemist Specialist)

Mira's Melting Vials

The shop is a cluttered sprawl of shelves, crates and hanging vials—each labeled in Mira's jittery handwriting. A perpetual haze of chemical steam and burnt sug...

MI

Shopkeeper

Mira Kest, a Half-elf Artificer (Alchemist Specialist) (Lvl 8)

Keeper's Species

Half-elf

5 Potions14 Misc1 ArmorEst. 2k gp

Shop Inventory

(20)
Potions5

A sticky vial of deep-red liquid that mends minor wounds when drunk.

Heal 2 HPHeals HP (standard D&D 5e potion of healing).

A crystalline vial of brighter red, used to staunch more serious wounds.

Heal 6 HPHeals HP (greater healing).

A compact syringe of pale serum that reduces the effect of natural poisons.

Gives advantage on saving throws against poison for 1 hour (functions as standard antitoxin).

Amber liquid that steadies breathing and steadies limbs against fatigue and harsh air.

Grants advantage on Constitution saving throws and resistance to exhaustion for 1 hour.

A dense vial that hums faintly; restores vigor and helps resist the wastes' madding effects.

Grants temporary hit points equal to + your Constitution modifier and advantage on saving throws vs. environmental hazards for 1 hour.
Miscellaneous14

A hand-blown flask of sticky, incendiary paste — toss at a target to ignite.

On hit: deals fire immediately and at the start of the target's turns until extinguished (save to douse).

A small glass phial of bubbling green acid for corroding locks, armor, or foes.

On hit: deals acid damage. DM ruling for equipment corrosion.

A short clay cylinder that emits a thick, chittering dark smoke when snapped.

Creates a 10-foot radius heavily obscured cloud for 1 minute; wind disperses it. Smell lingers (acrid, metallic).

A gritty salve for binding wounds and slowing bleeding in the field.

Staunching: reduces ongoing bleeding/HP loss; stabilizes a dying creature when applied as an action.

A vile concoction brewed from rotten flora of the wasteland; burns living tissue with necrotic rot.

On hit: necrotic damage and target must succeed on a Constitution save or have its healing reduced by for 1 minute (nonstacking).

A corked sphere that explodes into sticky foam, ensnaring limbs and gears.

On burst: creates a 10-foot bubble. Creatures in area must succeed on Dexterity save or be restrained (escape ) for rounds. Fire burns it away.

Clear, cool water filtered through silver-sand and moss—rare in the wastes.

Safe to drink; removes disease risk from contaminated sources if consumed within 10 minutes of exposure.

Mortar, pestle, alembic, vials and tongs in a patched leather roll—necessary for crafting and repairing potions.

Provides proficiency bonus for crafting / identifying alchemical items when used by a proficient character.

A cheap packet of glittering gray dust gathered from the waste—used to blind or distract.

Thrown at a creature: target must succeed on a Constitution save or be blinded for 1 round and have disadvantage on Perception checks for 1 minute.

A handful of charred seeds and soil tablets that sprout brief, stinking vegetation used to mask tracks or bait beasts.

When planted, produces 5 minutes of fast-growing scrub that provides light cover and a pungent scent to hide a passage for up to 1 hour.

A thin ink-blue serum that dulls reflexes when applied to a weapon or slipped into a drink.

When successfully introduced (weapon coating or drink) target makes a Constitution save or suffers -2 to attack rolls and saves for 1 minute.

A stoppered bottle that glows with ghostly blue light when uncorked for up to 6 hours.

Emits bright light in a 20-foot radius and dim light for an additional 20 feet.

Small pouches of salts, crushed bones, ash, and distilled moss for day-to-day alchemy.

Useful as material components for non-costly spells and experiments.

A tiny brass device that injects a precise measured dose of an alchemical agent; produces reliable effects where manual dosing fails.

When used with a compatible serum (sold separately), applies its effect automatically; grants advantage on administering to an unconscious target.
Armor1

Leather-and-glass respirator that filters ash and choking dust common in the wasteland.

AC +1Grants advantage on saves vs. inhaled poisons and breathing hazards (smoke, ash).
MI

Mira Kest

Half-elfArtificer (Alchemist Specialist)Lvl 8

Shop Atmosphere

The shop is a cluttered sprawl of shelves, crates and hanging vials—each labeled in Mira's jittery handwriting. A perpetual haze of chemical steam and burnt sugar hangs in the air. Mira will haggle for favors rather than coin, and keeps a geck-like salvage hound under the counter that steals shiny bits. She insists on testing new customers with a single question about 'what the wastes taste like' before offering restricted concoctions.
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