Juniper & Brass Apothecary

Est. 2026 Rock Gnome Artificer

Juniper & Brass Apothecary

The shop smells faintly of orange peel and camphor; the shopkeeper keeps a ledger full of oddly specific color-swatches for potions and will haggle in exchange ...

MI

Shopkeeper

Miri Juniper, a Rock Gnome Artificer (Lvl 6)

Keeper's Species

Rock Gnome

6 Potions8 MiscEst. 2k gp

Shop Inventory

(14)
Potions6

A small, ruby-red vial of restorative liquid. The most common healing potion adventurers buy.

Heal 7 HP

A deeper red potion, noticeably thicker than the basic healing draught.

Heal 14 HP

A clear, effervescent elixir with tiny bubbles of light. Rare and prized in plague-ridden regions.

A foul-smelling but effective antidotal liquid kept behind the counter for traders and explorers.

A warm, ember-scented draught contained in a copper vial. Useful for delving into heated ruins.

A bitter, chalky draught used by field medics to buy time for injured companions.

Miscellaneous8

A sealed, stoppered flask containing a sticky, flammable compound that bursts into clinging flame on impact.

Target can use an action to attempt to extinguish flames (typically or as the DM rules).

A glass vial of concentrated corrosive acid used to eat through flesh, leather, and weaker materials.

A heavy leather case full of glassware and instruments. Every competent alchemist needs one.

Allows creation of basic alchemical items and identification or neutralization of substances when used with appropriate checks.

A roll of clean cloths, poultices, and glass vials used for battlefield first aid.

A sturdy glass bottle with a cork; useful for adventurers bottling waters, reagents, or potion samples.

Delicate glass with a ribboned stopper; a single whiff can mask the smell of travel for days.

A custom-made alchemical charge favored by scouts and siege-crew for breaking ambushes and disrupting formations.

When thrown, this phial erupts in a blinding flash and concussive boom in a 10-foot radius. Creatures in the area must make a Constitution saving throw. On a failed save they are blinded and deafened until the end of their next turn and are stunned for 1 round; on a success they are dazzled (disadvantage on attack rolls and Perception checks) until the end of their next turn. Nonmagical and magical darkness are dispersed in the area for 1 round. Single-use consumable.

Called 'roadglue' by caravaneers, this sticky tar slows pursuit and can ruin boots and gear if used carelessly.

MI

Miri Juniper

Rock GnomeArtificerLvl 6

Shop Atmosphere

The shop smells faintly of orange peel and camphor; the shopkeeper keeps a ledger full of oddly specific color-swatches for potions and will haggle in exchange for rare flowers, coal from a volcanic vent, or stories about shipwrecks.
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