Thistlewick's Flask & Filter

Est. 2025 Rock Gnome Artificer (Alchemist)

Thistlewick's Flask & Filter

The shop smells of citrus and ozone; glassware clinks in an almost musical pattern as bottled concoctions cool on racks. Sybille hums tunelessly while she works...

SY

Shopkeeper

Sybille Thistlewick, a Rock Gnome Artificer (Alchemist) (Lvl 6)

Keeper's Species

Rock Gnome

15 Misc5 Potions1 MiscEst. 2.1k gp

Shop Inventory

(21)
Miscellaneous15

A leather roll containing flasks, funnels, glassware, a small burner, mortar & pestle, measuring spoons and a notebook of basic formulas. Required for crafting many alchemical items.

Used as tools for crafting alchemical items and for making Intelligence (Investigation) or Wisdom (Medicine) checks related to concoctions.

Small stoppered vials for potions, reagents, and samples.

Porcelain mortar with a weighted pestle, carved for extracting oils and powders.

Provides advantage on herbalism-style checks related to extracting plant essences when used properly.

A sticky, volatile flask that bursts into flames on impact.

On a hit, deals fire damage immediately and then at the start of the target's turn for 1 round (target can use an action to try to extinguish). Splash can ignite flammable material.

A corroding liquid contained in a wax-sealed bottle.

A successful hit deals acid damage and can corrode non-magical metal at DM's discretion.

A cloth sack that shatters into sticky fibers on impact.

On a hit, the target must succeed on a Dexterity saving throw () or be restrained (escape ) for up to 1 minute; on a success movement is halved for 1 minute.

A corked globe containing a powder that pours out thick, obscuring smoke.

Creates a 10-foot-radius heavily obscured sphere for 1 minute or until dispersed by strong wind. Useful for escapes or stealth.

A fast-hardening adhesive suitable for weapon hafts, jars and field repairs.

Bonds two non-magical objects together strongly within 1 minute of application; breaking requires a Strength check () or suitable solvent.

A refined reagent that dissolves most adhesives and minor glue-based traps once per use.

When poured on a bonded surface, negates the effect of non-magical adhesives instantly. Usable 3 times before expended.

Small amounts of sulfur, powdered iron, mercury, distilled water and basic herbs used in many formulas.

Consumed when crafting simple alchemical items. Carries trace amounts that smell faintly of brimstone.

A common fuel for lanterns and torches. Burns cleanly for hours.

Can be ignited to create a small area of fire; flammable materials catch more easily.

A jar of tiny, magically-stabilized fireflies that give off soft light for hours.

Provides dim light in a 10-foot radius for 8 hours.

A reinforced satchel with sealed compartments to safely carry volatile reagents and finished potions.

Provides advantage on checks to protect and organize reagents while traveling; small wards inside help prevent accidental mixing.

Herbal-treated bandages that slow bleeding and speed clotting.

When applied, stabilize a dying creature automatically and provide temporary +1 to recovery checks; will not restore hit points unless used with a healer's kit or magical healing.

A viscous resin scraped from a rare arborescent plant; prized in both alchemy and ritual circles.

Can be used as a component in crafting uncommon magical potions or in rituals. Highly sought after, Sybille accepts trade offers.
Potions5

A bitter, greenish draft that grants temporary resistance to toxins and helps the body fight poison.

When administered, the drinker has advantage on saving throws against poison for 1 hour. If already poisoned, the drinker makes a Constitution saving throw () with advantage to end the poisoned condition.

A small red potion that mends minor wounds.

Heal 7 HPHeals HP when consumed.

A potent ruby elixir favored by veteran adventurers.

Heal 14 HPHeals HP when consumed.

A slick amber potion that makes vertical surfaces less fearful.

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

A restorative tonic brewed to cleanse the body and soothe maladies.

Cures one disease affecting the drinker and neutralizes mild poisons (DM discretion). Also stabilizes and grants a light, refreshing vigor for 1 hour (+1 to saving throws vs. poison during that time).
Miscellaneous1

A stout ceramic jug that can produce a variety of liquids on command (small, common outputs).

Once per day, the jug can produce one type of liquid from a short list (water, oil, vinegar, ale). Output quantity and type limited by table printed on the jug. Useful for long trips and fieldwork.
SY

Sybille Thistlewick

Rock GnomeArtificer (Alchemist)Lvl 6

Shop Atmosphere

The shop smells of citrus and ozone; glassware clinks in an almost musical pattern as bottled concoctions cool on racks. Sybille hums tunelessly while she works and insists customers test the aroma of every potion before purchase. She keeps one locked cabinet labelled "Do Not Open" and will sometimes accept rare ingredients or stories of distant locales in trade rather than strict coin. If a purchaser brings a live botanical specimen, Sybille offers a 10% discount after examining it.
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