Myrra's Bottled Curiosities & Elixirs

Est. 2025 Rock Gnome Artificer (Alchemist)

Myrra's Bottled Curiosities & Elixirs

The shop smells faintly of citrus and ozone. Shelves are arranged by hue rather than effect (reds on the left, blues on the right), and tiny glass chimes above ...

MY

Shopkeeper

Myrra Tinkwater, a Rock Gnome Artificer (Alchemist) (Lvl 3)

Keeper's Species

Rock Gnome

6 Misc8 PotionsEst. 467 gp

Shop Inventory

(14)
Miscellaneous6

Small corked glass vial for carrying potions or components (approx. 1 fl. oz.).

A cloth bundle of pressed herbs and salves. Applied to wounds to staunch bleeding and speed recovery.

Heal 3 HPCan be applied as an action to stabilize a creature and restore a small amount of HP.

A glass flask filled with a sticky, volatile substance that clings to and burns targets.

Thrown (range 20/60). On a hit it deals fire damage and adheres, dealing the ongoing damage at the start of the target's turns until extinguished.

A short tube that, when snapped, pours forth thick, obscuring smoke for a short time.

Creates a 10-foot-radius cloud of smoke that heavily obscures the area for up to 1 minute (wind disperses it).

A small bundle of basic reagents and tools sufficient for one simple potion or field repair.

Clear, drinkable water handled with care — useful when a recipe demands clean liquid.

Potions8

A red, syrupy potion in a pear-shaped bottle. Restores a small burst of vitality when imbibed.

Heal 7 HP

A bitter-smelling amber liquid. Taken orally or injected to blunt poisons.

Gives advantage on saving throws against poison for 1 hour, and neutralizes the effect of nonmagical poisons that are still active when administered.

A viscous green liquid that gives the drinker a sure grip.

For 1 hour, the drinker's climbing speed equals their walking speed and they have advantage on Strength (Athletics) checks to climb.

A cool, blue potion that tastes faintly of brine. Grants the ability to breathe underwater.

Allows the imbiber to breathe underwater for 1 hour.

Sparkling pale-yellow liquid. Used by hunters and scouts to sharpen sight.

Grants advantage on Wisdom (Perception) checks that rely on sight for 1 hour.

A warm, amber draught that wards off cold and frostbite.

Grants advantage on saving throws against extreme cold and environmental cold effects for 1 hour.

A pale green concoction that hums faintly with back-of-the-forest magic.

When consumed, the drinker can cast the effect of animal friendship on the nearest non-hostile beast (DM adjudicates).

A tiny bottle with a swirl of silver; imbibed to steady the mind for a short task.

Grants a bonus to one Intelligence-, Wisdom-, or Charisma-based ability check made within the next hour (single use).
MY

Myrra Tinkwater

Rock GnomeArtificer (Alchemist)Lvl 3

Shop Atmosphere

The shop smells faintly of citrus and ozone. Shelves are arranged by hue rather than effect (reds on the left, blues on the right), and tiny glass chimes above the door tinkle whenever someone speaks the word 'forget.' Myrra greets customers with a polite bow and a tendency to absentmindedly scribble notes into a battered ledger filled with sketches of bubbles and flask schematics.
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