Travelling alchemist/herbalist and proud owner of The Cracked Cauldron.
The Cracked Cauldron is a precariously constructed 2 story wagon covered in a plants, herbs, and flowers in a wide variety of pots and planters. Bee's fly back and forth from the plants and the hive constructed in a corner of the roof. Many pipes of different sizes stick out of the roof letting out different colored streams smoke. The wagon is pulled by 2 large owlbears named Squawks and Peepers.
(Homebrew items are published and you should be able to find them on DNDbeyond)
Last update: Wind,2454 (stock refresh at start of each month)
Name | Price | Quantity | Description |
Potions: | |||
Healing Potion | 50gp | 6 | A round vial containing an opaque red liquid, when shaken the liquid glimmers. The liquid tastes sweet but has a bitter after taste. After drinking the potion the imbiber regains 2d4+2 healing points. |
Greater Healing Potion | 150gp | 5 |
A round vial containing a slightly less opaque red liquid, when shaken the liquid glimmers. The liquid tastes sweet but has a bitter after taste. After drinking the potion the imbiber regains 4d4+4 healing points. |
Superior healing Potion | 500gp | 4 | A round vial containing a dark red liquid, when shaken the liquid glimmers. The liquid tastes sweet but has a bitter and metallic after taste. After drinking the potion the imbiber regains 8d4+8 healing points. |
Potion of Troll Healing | 800gp | 1 | A vial containing a viscous green chunky liquid. The liquid has a foul bitter scent and taste. |
Potion of Water breathing | 200gp | 2 | A teal glass bottle containing cloudy green fluid that smells of the sea and has a jellyfish-like bubble floating in it. You can breathe underwater for 1 hour after drinking this potion. |
Potion of Cure Disease | 250gp | 3 | A rectangle bottle bottle with a cork stopper containing a clear yellow liquid, when agitated it has a golden sparkle. After consuming the potion, the imbiber can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. |
Potion of Blur | 300gp | 2 | A small round vial containing a murky purple liquid. After consuming the potion, the imbiber gains the effect of the Blur spell for 1 minute but does not require concentration to maintain the effect. |
Potion of Flying | 400gp | 1 | This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it. |
Oils | |||
Oil of Sharpness | 1500gp | 2 | This clear, gelatinous oil sparkles with tiny, ultra thin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. |
Powders, Ointments and Salves | |||
Ointment of cuts | 50gp | 3 | After application, for the next hour if the user drops to 0 hp they automatically stabilize as wounds and cuts close. This effect can only happen once. However for the full hour the user has a -2 charisma penalty due to the awful smell of the ointment. |
Salve of Accuracy | 50gp | 2 | When applied to the face. Once per day for 10 minutes the user can gain +1 bonus and +20ft range on all ranged weapons. However the user loses all proficiency with non-ranged weapons for that day. |
Bug spray | 50gp | 4 | When sprayed on a person, it repels pesky disease carrying insects making it less likely for them to get diseased, but other wildlife might be come attracted to the smell. For the next 8 hours the user gains immunity to disease. The spray will be washed off if the user becomes submerged in water. |
Minty Toothpaste | 75gp | 2 |
When using this in the morning, it gives the user a minty fresh breath. Once per day at will, the user the user gains a +2 charisma bonus for social situations (spell casting not affected). The effect lasts for 5 minutes or when the social encounter ends. This effect does not work on elves or fey. |
Moisturizer | 50gp | 5 | After applying this moisturizer to your face, it looks and feels more hydrated and young. It provides the user an 3 minutes to hold their breath underwater. The effect starts as soon as the user is submerged and washes off after 1 hour. |
Refreshing Facemask | 50gp | 2 |
Applying this mask the night before and following an uninterrupted sleep. The users skin looks rejuvenated and refreshed the following morning. For the full day the user is more alert and cannot be surprised. Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you. |
Sunscreen | 100gp | 1 | After applying the sunscreen. The user is protected against damaging UV rays of the sun. Their skin dimly glows (5ft). For the next hour the user gains resistance against fire and radiant damage, in addition the user has a disadvantage on stealth and a -5 penalty on stealth. |
Scented soap | 50gp | 1 | After the soap is used, for the following 24 hours the user gains a +1 on persuasion, deception, and intimidation. This bonus goes up to +2 when trying to seduce someone from the soaps specific humanoid race. However the scent has a chance to attract unwanted attention from other races who wish to seduce you. |
Makeup | 50gp | 2 |
The user takes an hour to apply the make up. Once applied for the next day the user gain a +2 bonus to charisma (max 20). However, the user becomes easily distracted by reflective surfaces and must make a dc 15 wisdom save or be forced to inspect their reflection for a minute. If the user is unable to perform this task they take 1d6 dmg and their worst personality traits become dominant until the make-up is removed. Reflective surfaces include but are not limited to: mirrors, windows, water, silverware, tins, metal shields etc. |
Forget-me tea | 75gp | 3 | A pinch of dried tea leaves, blackberries and blackcurrant in twist of paper. The tea smells strongly of fruit, along with a particular burnt metallic scent. The tea tastes lovely however after drinking the tea, the drinker must make a DC 15 Intelligence saving throw. If they fail they will have no memory of the next 15 minutes and will think they enjoyed the tea. On a pass they can drink the tea as normal without any effect. |
Hale Draught | 50gp | 2 | This tincture is made from burdock, nettle, and yarrow. After it is imbibed, it grants advantage on the first saving throw made within the next hour against any ongoing disease. |
Tea of Refreshment | 75gp | 4 | This lightly green colored tea has a floral but bitter taste. After consuming the tea, the user will feel themselves relax. This warm drink removes one level of exhaustion from whoever drinks it. Limited to 1 use per day. Drinking it more than once per day might have adverse effects. |
MIsc. | |||
Tanglefoot bag | 125gp | 5 | This small sack is filled with black tar, resin, and other sticky substances. As an action, you can throw the bag at a point up to 20 feet away or 60 feet with disadvantage. The bag bursts on impact and covers a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area or crosses it has its speed halved for that turn. Alternatively you can throw the bag at a creature or object within range. Make a ranged attack against the targeted creature or object, treating the tanglefoot bag as an improvised weapon. On a hit, the bag comes apart and goo bursts out, gluing the target to the ground for 1 minute. A creature counts as being restrained as long it is glued to the ground. As an action, a creature can try to free itself or another creature within its reach from the black adhesive, doing so with a successful DC 15 Strength (Athletics) check. |
Mournful Lute | 3000gp | 1 | A lute expertly crafted from a black wood. The fittings are gold and strings are made from a bright silver. The notes from this lute sound incredibly mournful, creatures that can hear the lute have difficulty holding back their tears. Three times per day the user may target a creature within a 60ft range that can hear the user. It must succeed on a Wisdom saving throw or take 3d6 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. In addition, this expertly crafted instrument provides a +2 performance bonus when performing with it. |
Liar's leaves | 500gp | 1 | A small brown bag containing ten healthy oak leaves. Legend says the leaves come from an oak planted by Silvanus himself. When placed into the palm of someone's hand, the leaf will immediately wilt after they've told a lie. |
Jar of Butterfly Swam | 1500gp | 1 | Once per day, this jar allows the user to transform in a swarm of butterflies for up to 1 hour, the user reverts back to their original form, or when they run out of hit points. |
Fire Starting Fire Poker | 250gp | 1 | A long, wrought-iron fire poker with a long pair of spikes at the one end. The user can ignite flammable objects by simply placing the poker against the desired object and uttering the command word. |
Fire Thermos | 150gp | // | A large steel thermos that is sealed by hefty latches. The outside has been stained by smoke and fire. Anything placed inside this thermos remains at it's original temperature until removed. |
Sky Stone | 250gp | 1 | This smooth, round pebble shifts in color to reflect what the local weather will be in the next 24 hours. For instance, it turns yellow before a sunny day, dark blue before a thunderstorm, white before snowstorm, and so on. |
Love Charm | 100gp | 3 | This pink crystal, typically hung on a necklace, turns deep red in the presence of a person who has a romantic interest in the wielder. It lasts for three days after it is first worn, after which the crystal becomes gray and clouded. |
Yew Arrow | 150gp | 2 | A target hit by one of these pale yellow arrows bleeds copious amounts of unnaturally bright red blood. All Survival checks made to track the target have advantage for the next 8 hours. The bleeding effect cannot be stopped by normal means and the target cannot bleed to death from the effect of this arrow. |
Iron Charm | 100gp | 1 | This iron nail is covered in runes and hangs at the end of a loop of leather. If at any time it is brought within 30 feet of an ongoing illusion spell of 2nd level or lower, it glows red-hot for up to one minute, after which its runes fade and it becomes permanently inert. |
Clover Bag | 150gp | 1 | This pouch contains 1d4+1 green four-leaf clovers. If eaten, a clover grants advantage on the first saving throw made within the next hour to resist an enchantment spell of 1st level or lower cast by a fey creature. |
Fairy Dust | 150gp | 1 | This sooty dust flares with an incandescent white light if it is sprinkled on a magical object or fey creature. It is typically sold in a glass vial or leather pouch that contains 1d4+1 uses. |
Silver Bell | 100gp | // | When rung in the presence of fey, this beautiful bell issues a piercing shriek and shatters. All fey within 30 feet suffer extreme pain and must make a Wisdom saving throw (DC 8) or gain disadvantage on all attacks and ability checks made until the beginning of your next turn. |
Elf Lock | 100gp | 3 | This charm, favored by thieves and pranksters, is made from a twisted plait of human hair. If unwoven, it grants advantage on the first Sleight of Hand check made within the next hour. |
Shroud of Sleep | 2000gp | 1 | A light grey woven blanket. When the corpse of a medium or smaller sized creature is rolled into it, it will halts the decay and rigor mortis of the body for up to 6 months. |
*Prices may be subject to change.
She will also offer rewards to those who bring her ingredients from the following list:
Ingredient | Description | Location |
Gillyweed | A green seaweed which is often found along sea coasts. It will always have tiny air bubbles on it, which the telltale sign. | Seacoasts |
Berries of a nettle bush | It looks like a dead shriveled shrub with sharp thorns. It only provides berries during spring. | Deserts and other dry arid locations |
Dragontongue root | Dragontongue: The root is highly toxic to dragons when prepared correctly. The petals come in shades of red to yellow. They're shaped like a dragons mouth with a forked tongue sticking out. | Locations with volcanic activity |
Sourgrass | This green, long-bladed grass has a pungent smell and flavor. Humanoids who come within 5 feet of uncut sourgrass must make a successful Constitution saving throw (DC 10) or become overwhelmed with nausea and inflicted with the poisoned condition for 30 seconds. | Grasslands, Mountains |
Ruben Mould | A purple slimey, stringy, mould that grows mostly on decomposing plant matter in humid locations. It can be identified by gently poking it as it will subtract its stringy tentacle back to the core in the center of the mould. | Sub-tropical regions. |
Singing flower | The flower emits a feint hum when up-close. The leaves are a dark green with small red dots. The petals can come in a variety of bright colours. | Streams with latent magical energy. |
Hagfingers | These small tubers are a pale, sickly green and resemble long fingers. | Swamps and forests |
The eye of a hag/beholder/beholder-kin. | ||
Hair of a Unicorn | ||
Scales of a guardian Naga | ||
Feet of a Quickling | ||
Wyvern' Stinger | ||
The core of a fire and water elemental | ||
Root of a shambling mound. | ||
Poison from a Pseudodragon | ||
Stone skin of a Gargoyle | ||
Ectoplasm, dropped by ghosts/wraiths or similar incorporeal creatures. | ||
Whisp of a Wisp | ||
Essence of an air elemental | ||
Feathers of a Vrock | ||
Feathers of a Sphinx | ||
Tears of a Kirin willingly given. | ||
The bottled breath of a good-aligned dragon
|
||
The last whisper of an Attic Whisperer
|
||
Vampire Ashes |