The Luminous Phial

Est. 2025 Human Artificer (Alchemist)

The Luminous Phial

The shop's windows are draped with thin, opalescent curtains that refract moonlight even on cloudy days. Bottles hang from the ceiling in delicate nets and chim...

MA

Shopkeeper

Marisella Thorne, a Human Artificer (Alchemist) (Lvl 6)

Keeper's Species

Human

14 Potions3 MiscEst. 7.8k gp

Shop Inventory

(17)
Potions14

The classic red healing draught. Warm to the touch and humming faintly with restorative magic.

Heal 7 HPWhen drunk, restores hit points equal to .

A stronger red elixir favored by adventurers who plan to be in the thick of things.

Heal 14 HPWhen drunk, restores hit points equal to .

A potent restorative reserved for dire needs. The liquid swirls like molten copper.

Heal 28 HPWhen drunk, restores hit points equal to .

A gritty, layered potion that makes scaling walls and cliffs far less harrowing.

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

An amber vial that tastes faintly of iron and warm ash. Grants a limited fiery breath for short bursts.

After drinking, you can use a bonus action to exhale fire (range 30 feet). Target makes a Dexterity save, taking fire damage on a failed save, half on success. Usable three times or for 1 hour.

A cerulean draught that fills the chest with courage. Popular with guards and mercenaries alike.

For 1 hour, grants 10 temporary hit points and the effects of the bless spell (no concentration required).

A small bottle of quicksilver-looking liquid that leaves the drinker buzzing for a short time.

When drunk, grants the effect of the haste spell for 1 minute (no concentration required).

A cloudy vial whose tint settles on a particular element when uncorked.

Drinking grants resistance to one damage type for 1 hour (type chosen by DM or rolled randomly).

A murky glass that smells faintly of damp leaves and riverbank mud.

When drunk, allows the caster to cast the animal friendship spell (save ) as if they had cast it for 1 hour.

A glass vial with smokelike silver liquid. Perfect for a thief's desperate night.

When drunk, you and anything you wear or carry become invisible for 1 hour. Effect ends early if you attack or cast a spell.

A vapor-gray elixir that makes you feel like you might float away.

When drunk, grants the effect of the gaseous form spell for 1 hour (no concentration required) or until ended early.

A minor warding elixir brewed by the shop's alchemist. Useful for a quick, defensive boost.

AC +1For 1 minute after drinking, grants bonus to AC (does not stack with shields or magic items that set AC).

A night-bottle sold to scouts and watchmen. Its glowless depth betrays no magic until uncorked.

Grants non-darkvision creatures darkvision out to 60 feet for 8 hours. Does not stack with existing darkvision.

A vial containing distilled starlight. A favorite of infiltrators who prize subtlety over spectacle.

For 1 hour, grants advantage on Dexterity (Stealth) checks made in dim light or darkness when the user does not attack or cast spells that break stealth.
Miscellaneous3

A small vial of bitter, herb-smelling liquid used to ward off poisons and venoms.

Drinking this grants advantage on saving throws against poison for 1 hour.

A small bundle of empty glass vials, sealed in waxed cloth.

Useful for carrying small doses, crafting, or selling on.

A stitched leather roll with mortar and pestle, labeled jars, and a sheaf of pressed leaves.

Proficiency with this kit is required to brew basic potions or make herbal remedies as per crafting rules.
MA

Marisella Thorne

HumanArtificer (Alchemist)Lvl 6

Shop Atmosphere

The shop's windows are draped with thin, opalescent curtains that refract moonlight even on cloudy days. Bottles hang from the ceiling in delicate nets and chime softly when a customer enters. Marisella keeps a tiny, trained moth named Lumen that flits between shelves and will sometimes dip into a bottle and flutter out glowing for a full minute. The shop offers a 'simmer and sample' policy: customers may smell (but not sip) potions and are often told an anecdote about the first time that potion saved someone's skin.
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