Fen's Bottles and Ember

Est. 2026 Rock Gnome Artificer

Fen's Bottles and Ember

The shop permanently smells of citrus and scorched sugar. The proprietor insists on labeling every vial with a little wax seal stamped with a tiny owl and will ...

MA

Shopkeeper

Marissa Fen, a Rock Gnome Artificer (Lvl 6)

Keeper's Species

Rock Gnome

3 Potions15 MiscEst. 903 gp

Shop Inventory

(18)
Potions3

A small red vial of restorative liquid. The staple of any adventurer's pack.

Heal 7 HPRestores hit points when consumed. Drinking is a bonus action.

A larger, brighter red potion favored after tougher fights.

Heal 14 HPRestores hit points when consumed. Bonus action to drink.

A concentrated tonic brewed by Marissa to help with quick exposure to mild toxins.

Grants advantage on saving throws vs poison for 10 minutes (shorter and weaker than full antitoxin).
Miscellaneous15

A glass phial containing a bitter, amber liquid that eases toxins.

Gives advantage on saving throws against poison for 1 hour. No effect on undead/constructs.

A vial of corrosive acid sealed with wax. Shatters on impact to splash acid.

On a hit deals acid damage.

A sticky, adhesive fluid in a glass flask that ignites on exposure to air.

On a hit the target takes fire damage at the start of each of its turns until extinguished. A creature can spend its Action to make a Dexterity check to extinguish the flames.

A leather kit containing glassware and reagents for making potions, acids and salves.

Includes beakers, mortar and pestle, a metal frame and a small pouch of common reagents. Enables crafting of basic alchemical consumables.

A simple glass bottle used for storing liquids, reagents, and finished potions.

A clay flask of lamp oil; useful for lighting and improvised incendiary uses.

Can be poured to cover a 5-foot square; if lit it burns for 2 rounds dealing 5 fire damage to creatures that enter or end their turn in the area (creature only takes this once per turn).

A basic wooden torch bound with cloth; standard camp illumination.

Burns for 1 hour; melee attack deals 1 fire damage if used as weapon.

A leather roll with pestles, jars and pressed herbs. Handy for creating basic remedies and identifying botanicals.

Grants advantage on checks to identify plants and brew basic healing potions when used as instructed by rules/house DM.

A small clay pellet filled with crushed smokeblossom and reactive salts. Break to produce thick smoke that fills a 10-foot radius (blocks vision lightly) for 1 minute or until dispersed.

Common consumable that creates a dense, short-lived smoke cloud. Useful for cover and escapes.

A polished glass orb with a filament of pale ash inside. Used by thieves and scouts to blind sentries briefly.

When smashed creates a bright flash and a spray of fine ash. Creatures within a 5-foot cone must succeed on a Constitution saving throw or be blinded until the end of their next turn.

A corked bulb of frothy green foam that balloons and hardens on impact.

On a failed Dexterity saving throw the target is entangled in sticky foam: movement speed halved and disadvantage on Dexterity checks for 1 round. A Strength check () frees the target early.

A tiny sachet of emberdust that bursts into hot, short-lived sparks when exposed to air.

A pinch thrown into a flame produces an immediate bright flare; in controlled conditions it adds +2 to fire-starting checks.

A small tin of cooling salve favored by field medics; eases pain and staunches minor wounds.

Heal 5 HPHeals hit points when applied to wounds; cleans minor infections. Not a substitute for magical healing in serious cases.

A tiny phial of concentrated focus brewed from bitter roots. Used by apprentices when identifying reagents.

When drunk grants advantage on one Intelligence- or Wisdom-based skill check related to alchemy or identifying substances within 10 minutes.

A bar of soap infused with neutralizing agents and mild alkalines. More useful to craftsmen than heroes, but priceless to those who work with reagents.

Can be used to neutralize a single vial of weak acid if applied immediately.
MA

Marissa Fen

Rock GnomeArtificerLvl 6

Shop Atmosphere

The shop permanently smells of citrus and scorched sugar. The proprietor insists on labeling every vial with a little wax seal stamped with a tiny owl and will only bargain if you can correctly identify three herbs from a small sample she offers.
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