Vyr's Curious Concoctions

Est. 2025 Half-elf Artificer

Vyr's Curious Concoctions

Maelis hums tunelessly while working and writes little runes on the underside of bottles to 'settle the spirits.' As a half-elf artificer, she keeps a ledger of...

MA

Shopkeeper

Maelis Vyr, a Half-elf Artificer (Lvl 7)

Keeper's Species

Half-elf

5 Potions10 MiscEst. 872 gp

Shop Inventory

(15)
Potions5

A ruby-red vial that mends flesh and bone, restoring vigor when drunk.

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

A shimmering, deep-rose liquid in a heavy crystal bottle for serious wounds.

Heal 4 HPHeals HP when consumed (standard D&D 5e).

A pallid tincture that steadies the body against poisons and venoms.

Grant advantage on saving throws against poison for 1 hour (standard antitoxin effect).

A golden, effervescent draught brewed to fortify the drinker against fatigue and minor curses.

Grants 10 temporary hit points that last 1 hour. Removes exhaustion level 1 when consumed.

A small vial of translucent blue that sharpens cognition and focus for a short time.

Atk For 1 hour after drinking, grants a bonus to Intelligence checks and Intelligence saving throws.
Miscellaneous10

A sticky, volatile mixture in a sealed flask. Shatters on impact and ignites.

On hit, deal fire immediately and at the start of the target's turn until extinguished (Dex to drop).

A bitter, green liquid that eats through flesh and some materials.

Thrown as a splash weapon: on hit, deals acid. May corrode non-magical metal over time.

A small leather satchel containing a sticky potion that bursts into glue when thrown.

On a direct hit: target must succeed on a Dexterity saving throw () or be restrained by sticky residue for 1 minute (escape with Strength check or remove).

A pair of chalky sticks that produce a thick cloud of smoke when snapped.

Creates heavily obscured area (20-foot radius) for 1 minute or until dispersed by wind.

A traveling set with mortar & pestle, glass vials, burners, and basic reagents.

Grants tools proficiency utility; required for crafting many alchemical items.

A greasy flask of lamp oil. Cheap and multipurpose: lamps, traps, or incendiary mixes.

Can be poured to create a slippery patch or ignited as a simple alchemical fire starter.

A brass-capped glass sphere containing condensing air & a sharp plate—detonates in a concussive blast.

On detonation a 10-foot radius creature must make a Constitution saving throw () or be deafened for 1 minute; half damage on success.

A clear liquid useful for dissolving glues, inks, and certain alchemical adhesives.

Dissolves mundane glues and tanglefoot residue on contact; ineffective on magical bonds without a ritual.

A pinch produces a soft, floating mote of light for a short time—handy for spelunkers.

When sprinkled, creates a hovering light (like the light cantrip) for up to 1 hour or until dispersed.

A student's assortment of common acids, bases, and solvents for fieldwork and experimentation.

No direct combat effect, but required for crafting and identifying alchemical reactions.
MA

Maelis Vyr

Half-elfArtificerLvl 7

Shop Atmosphere

Maelis hums tunelessly while working and writes little runes on the underside of bottles to 'settle the spirits.' As a half-elf artificer, she keeps a ledger of customers with small brass tokens. She’s willing to barter (particularly for rare plants, metals, or arcane oddities) but insists on neat handwriting in any agreement.
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