Alchemist's Den

Est. 2025 Human Artificer (Alchemist)

Alchemist's Den

Peyron is constantly fiddling with a glass rod and hissing softly when customers handle his iron-glass cases. He will nervously lock the inner cabinet if town g...

PE

Shopkeeper

Peyron Venitas, a Human Artificer (Alchemist) (Lvl 10)

Keeper's Species

Human

12 Potions5 MiscEst. 11.5k gp

Shop Inventory

(17)
Potions12

A small ruby-red vial that mends flesh and stitches bruises. Standard, reliable healing brew.

Heal 7 HPHeals hit points when drunk.

A brighter red potion in a squat bottle. More potent than the common draught; favored for dangerous forays.

Heal 14 HPHeals hit points when drunk.

A deep garnet vial that hums faintly. Peyron only sells these to trusted customers or for princely sums.

Heal 28 HPHeals hit points when drunk.

A vial sealed with black wax; the liquid inside glitters like living fire. Peyron keeps only one or two on hand and will not display them.

Heal 45 HPHeals hit points when drunk.

A layered bottle like bands of rock. Drink and you find your limbs cling to stone like a mountain goat.

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

A cloudy green vial with a tiny suspended bubble. Smells faintly of seawater and kelp.

Allows the drinker to breathe underwater for 1 hour.

A smoky vial whose color shifts when you tilt it. Useful for temporary protection against a known threat.

Grants resistance to one damage type for 1 hour (type chosen when brewed or rolled).

A bright, syrupy yellow elixir that thrums with urgency. Rare and highly prized by scouts and duelists.

Grants the effects of the haste spell for 1 minute (no concentration required).

A glass that appears empty until you touch it. Drink and step into shadows as if you had never been seen.

Grants invisibility for up to 1 hour; anything you carry is invisible with you.

An orange, smoky bottle that puffs a faint ember when opened. Speaks to Peyron's study of dragon remnants.

As a bonus action, exhale a 15-foot cone: Dexterity save, fire damage on failed save, half on success. Usable three times.

A small vial labelled in Peyron's cramped handwriting. He claims it results from an extra step in distillation that 'cleans the blood.'

Neutralizes one dose of poison when administered; grants advantage on saving throws against poison for 1 hour.

A cool, ink-dark elixir Peyron distilled with mushroom spores and moonwater. Popular with night-watchers and thieves.

Grants darkvision 60 feet for 8 hours. For the first hour after drinking, grants +2 to Stealth checks made in dim light or darkness.
Miscellaneous5

A squat clay bottle with a cork and a painted spiral. Commonly used by thieves, diversions, or panicked alchemists.

When thrown or opened, fills a 10-foot radius area with smoke, heavily obscuring it for up to 1 minute. Wind can disperse it.

A delicate bottle containing a sliver of living ember. Peyron insists it is safer than common alchemist's fire — safer if you are not clumsy.

Functions like a toned-down alchemist's fire: on hit deals fire immediately and ongoing fire damage (Dex save negates ongoing). Single use.

A glossy, silvery salve kept in a tiny tin. Crafted with ground mithril dust and a secret stabilizer, according to Peyron's notes.

Applied to a nonmagical weapon: for 1 hour the weapon gains +1 to attack and damage rolls and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.

A padded wooden box containing ten slender vials whose rims are bound in blackened iron.

Special iron-glass vials designed to resist magical reagents; Peyron uses these for volatile brews.

A well-worn leather satchel of alchemist's tools—essential for anyone who wants to brew or tinker.

Contains mortar and pestle, small alembic, beakers, measuring spoons, cloth filters, and a pouch of basic reagents.
PE

Peyron Venitas

HumanArtificer (Alchemist)Lvl 10

Shop Atmosphere

Peyron is constantly fiddling with a glass rod and hissing softly when customers handle his iron-glass cases. He will nervously lock the inner cabinet if town guards pass by, but will open it for anyone with a token from the palace. He offers small favors to city constables (cheap potions for a quiet coin) and will refuse sales that smell of blatant thievery or open hostility. He mutters recipes under his breath and apologizes to his glassware if a flask chips.
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