
Explore the most exquisite collection of sartorial goods designed by the preeminent expert on high fashion, Philomena of Far Isle. Custom projects are available upon request.
Explore the most exquisite collection of sartorial goods designed by the preeminent expert on high fashion, Philomena of Far Isle. Custom projects are available upon request.
Inventory
Potion of Healing
50
Potion, Common
You regain 2d4 + 2 hit points when you drink this potion. The red potion emits a gentle orange glow from the bottle.
Potion of Healing
50
Potion, Common
You regain 2d4 + 2 hit points when you drink this potion. The red potion emits a gentle orange glow from the bottle.
Potion of Healing
50
Potion, Common
You regain 2d4 + 2 hit points when you drink this potion. The red potion emits a gentle orange glow from the bottle.
Potion of Greater Healing
100
Potion, Unommon
You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Potion of Greater Healing
100
Potion, Unommon
You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Potion of Greater Healing
100
Potion, Unommon
You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Potion of Mind Reading
540
Potion, Rare
When you drink this potion, you gain the effect of the Detect Thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.
Potion of Mind Reading
540
Potion, Rare
When you drink this potion, you gain the effect of the Detect Thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.
Potion of Mind Reading
540
Potion, Rare
When you drink this potion, you gain the effect of the Detect Thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.
Infused Ink (1 oz.)
50
Equipment, Uncommon
Ink infused with cloaker venom; enhancing the effects of spells inscribed with it. Wizards who use this ink to inscribe this spell into their spellbook gain a 1 level upcast of that spell without expending a spell slot. The upcast spell cannot exceed your current maximum spell level known.
Infused Ink (1 oz.)
50
Equipment, Uncommon
Ink infused with cloaker venom; enhancing the effects of spells inscribed with it. Wizards who use this ink to inscribe this spell into their spellbook gain a 1 level upcast of that spell without expending a spell slot. The upcast spell cannot exceed your current maximum spell level known.
Infused Ink (1 oz.)
50
Weapon and Rarity varies, requires attunement
Ink infused with cloaker venom; enhancing the effects of spells inscribed with it. Wizards who use this ink to inscribe this spell into their spellbook gain a 1 level upcast of that spell without expending a spell slot. The upcast spell cannot exceed your current maximum spell level known.
Alchemist’s Fire
50
Thrown Item, Common
A 12 inch piece of silver fabric. When a command word is spoken, the fabric immediately flattens and becomes as hard as steel. A second command word reverts the handkerchief back to the fabric form.
Alchemist’s Fire
50
Thrown Item, Common
A 12 inch piece of silver fabric. When a command word is spoken, the fabric immediately flattens and becomes as hard as steel. A second command word reverts the handkerchief back to the fabric form.
Alchemist’s Fire
50
Thrown Item, Common
A 12 inch piece of silver fabric. When a command word is spoken, the fabric immediately flattens and becomes as hard as steel. A second command word reverts the handkerchief back to the fabric form.
Elixir of Mistform
50
Potion, Common
When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water. The flavor is pleasantly minty.
Elixir of Mistform
50
Potion, Common
When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water. The flavor is pleasantly minty.
Elixir of Mistform
50
Potion, Common
When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water. The flavor is pleasantly minty.
Smoke Bomb
50
Equipment, Common
As an action, a character can throw a grenade at a point up to 60 feet away.
One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.
Smoke Bomb
50
Equipment, Common
As an action, a character can throw a grenade at a point up to 60 feet away.
One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.
Smoke Bomb
50
Weapon and Rarity varies, requires attunement
As an action, a character can throw a grenade at a point up to 60 feet away.
One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.
Serpent Venom
200
Poison, Common
This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
Serpent Venom
200
Poison, Common
This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
Serpent Venom
200
Weapon and Rarity varies, requires attunement
This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
Made with 🤍 by Ryan Saunders
