Crafting & Gathering: Alchemy, Herbalism, & Poisons
A Guide to Using
the Alchemist's Supplies, Herbalism Kit, and Poisoner's Kit
Supplemental Rules for D&D 5th Edition
Created By Lyydia
(WORK IN PROGRESS)
Recipes
Using a Recipe
An asterisk (*) next to a recipe means that the item is not an official item in D&D, and is considered playtest material and subject to change.
The cost of a recipe includes any mundane ingredients and equipment, which are assumed to be included with the appropriate tool.
Ingredients specifically listed are considered to be 1 unit (such as flowers, bunches, or vials) unless otherwise specified.
Starting Recipes
When you gain a tool proficiency, you learn 3 Common recipes associated with the tool.
Developing New Recipes
When your proficiency bonus increases, you can add a new recipe to your recipes known. This recipe must be of an appropriate level or lower, as indicated by the Discovering Recipes Table below.
Proficiency Bonus | Recipe Level |
---|---|
+2 | Common (3) |
+3 | Uncommon |
+4 | Uncommon |
+5 | Rare |
+6 | Very Rare |
Learning Found Recipes
When you come across a new recipe, you add it to your recipes known. Doing so requires time and money spent in experimentation, as indicated by the Learning Recipes Table below.
Recipe Level | Time | Cost |
---|---|---|
Common | 1 workday | 50 gp |
Uncommon | 5 workdays | 100 gp |
Rare | 10 workdays | 150 gp |
Very Rare | 30 workdays | 200 gp |
Alchemist's Supplies
Using Alchemist's Supplies
Proficiency with alchemist's supplies allows you to produce useful concoctions, such as potions and oils.
Contents
Alchemist's supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients including salt, distilled alcohol, powdered iron, and purified water.
Skill Checks
If you have proficiency in alchemist's supplies, you can use your tool proficiency to give yourself advantage on certain skill checks.
Arcana
Proficiency with alchemist's supplies allows you to unlock more information on Arcana checks involving potions and similar materials.
Investigation
When you inspect an area for clues, proficiency with alchemist's supplies grants additional insight into any chemicals or other substances that might have been used in the area.
Crafting Potions & Alchemical Concoctions
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Common Recipes (DC 10)
Creation of these items costs 25 gp, in addition to the ingredients listed, and 1 workday of time.
Alchemist's Fire
This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Ingredients. Fire Elemental Ember, X Oil
Potion of Climbing
When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
Ingredients. Giant Wolf Spider Hair, Earth Elemental Dust
Potion of Swimming *
When you drink this potion, you gain a swimming speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to swim. The potion is separated into teal, light blue, and indigo layers resembling a deep ocean. Shaking the bottle fails to mix the colors.
Ingredients. Quipper Scale (x3), Water Elemental Droplet
Smokebomb
As an action, you can throw this smokebomb up to 30 feet away from you. On impact, smoke begins to billow from it, creating a heavily obscured area within a 10 foot radius and a lightly obscured area for a further 5 feet. This smoke dissipates after 1 minute, or until it is blown away by some external means.
Ingredients. Air Elemental Whisp
Vial of Acid
As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.
Ingredients. Gray Ooze Residue,
Uncommon Recipes (DC 15)
Creation of these items costs 100 gp, in addition to the ingredients listed, and 3 workdays of time.
Oil of Slipperiness
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
Ingredients.
Potion of Animal Friendship
When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.
Ingredients.
Potion of Fire Breath
After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
Ingredients. Ashblossom, Remorhaz Ichor
Potion of Growth
When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.
Ingredients.
Potion of Giant Strength
When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.
Giant Type | STR Score |
---|---|
Hill | 21 |
Frost or Stone | 23 |
Fire | 25 |
Cloud | 27 |
Storm | 29 |
Ingredients. X , a sliver of fingernail from a giant
Potion of Resistance
When you drink this potion, you gain resistance to one type of damage for 1 hour. The damage type depends on the special ingredient added.
Damage Type | Ingredient |
---|---|
Acid | x |
Cold | Frost Lichen |
Fire | Ashblossom |
Force | x |
Lightning | Lightning Moss |
Necrotic | x |
Poison | x |
Psychic | Mindflayer Stinkhorn |
Radiant | x |
Thunder | Singing Nettle |
Ingredients. x , plus a special ingredient
Potion of Waterbreathing
You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.
Ingredients. Gillyweed, Hagfinger
Rare Recipes (DC 20)
Creation of these items costs 500 gp, in addition to the ingredients listed, and 10 workdays of time.
Midnight Oil*
A small flask of inky black oil that resembles a night sky when viewed in a certain light. When the midnight oil is used to light a lantern, it emits bright light for 5 feet and dim light a further 5 feet for 8 hours. If a creature stays in the light emitted by this oil for the full 8 hours, they get all the benefits of a long rest without needing to sleep, provided they only engage in light activity such as reading, studying, talking, etc.
Ingredients.
Oil of Dragon's Bane
This oil can coat a single weapon for 3 uses, or up to 3 pieces of ammunition can be dipped in the oil for 1 use each. A dragon that takes damage from a weapon or piece of ammunition covered in the oil takes an additional 6d6 damage from the attack. The oil dries after 1 hour and becomes inert.
Ingredients. Dragon's Blood, Wyvern Poison
Oil of Etherealness
Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour.
Ingredients. Ectoplasm,
Potion of Clairvoyance
When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.
Ingredients.
Potion of Diminution
When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.
Ingredients.
Potion of Gaseous Form
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.
Ingredients.
Potion of Heroism
For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.
Ingredients.
Potion of Invulnerability
For 1 minute after you drink this potion, you have Resistance to all damage. The potion's syrupy liquid looks like liquefied iron.
Ingredients.
Potion of Mind Reading
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.
Ingredients.
Very Rare Recipes (DC 25)
Creation of these items costs 1,000 gp, in addition to the ingredients listed, and 30 workdays of time.
Oil of Sharpness
This clear, gelatinous oil sparkles with tiny, ultrathin 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.
Ingredients. Ankheg Ichor, Silverthorn
Potion of Flying
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
Ingredients.
Potion of Invisibility
This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.
Ingredients.
Potion of Longevity
When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.
Ingredients. Imp Heart,
Potion of Speed
When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own.
Ingredients.
Potion of Truesight *
When you drink this potion, you gain truesight for 1 hour.
Ingredients. Fairy Stool, Nothic Tears
Herbalism Kit
Using Herbalism Kits
Proficiency with an herbalism kit allows you to identify both magical and nonmagical plants and safely collect their useful elements, and to create healing salves, potions, and tinctures.
Contents
An herbalism kit includes three pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and five glass jars.
Skill Checks
If you have proficiency in herbalism kits, you can use your tool proficiency to give yourself advantage on certain skill checks.
Arcana
Your knowledge of nature and uses of herbs can add insight to your magical studies that deal with plant creatures and your attempts to identify potions.
Investigation
When you inspect an area overgrown with plants, your proficiency bonus can help you pick out details and clues that others might miss.
Medicine
Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
Nature and Survival
You can identify most plants with a quick inspection of their appearance, smell, and their surrounding environment.
Crafting Salves, Potions, & Tinctures
To create any of the following items, an herbalism kit must be used. Proficiency in herbalism kits allows you to add your proficiency bonus to checks to their creation.
Common Recipes (DC 10)
Creation of these items costs 25 gp, in addition to the ingredients listed, and 1 workday of time.
Antitoxin
A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
Ingredients. Rowan Berries,
Potion of Healing
You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated. It confers no benefit to undead or constructs.
Ingredients. Red Amanita Mushroom,
Soothing Salve *
A sticky, sour smelling salve that can be applied to wounds. When you expend hit dice to recover hit points while using this salve, you recover an additional 3 hit points for each hit die expended. This effect lasts for 1 hour after applied.
Ingredients. Sourgrass
Uncommon Recipes (DC 15)
Creation of these items costs 100 gp, in addition to the ingredients listed, and 3 workdays of time.
Pomander of Warding *
This ball of aromatic spices and perfumes fills an area with a 15 foot radius with a strong scent for 24 hours after being unwrapped. Undead creatures of CR 2 or lower that enter this area must make a Wisdom saving throw (DC 15) or be turned, as detailed in the Turn Undead cleric feature.
Ingredients. Hagfinger,
Potion of Greater Healing
You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated. It confers no benefit to undead or constructs.
Ingredients. Red Amanita Mushroom,
Rare Recipes (DC 20)
Creation of these items costs 500 gp, in addition to the ingredients listed, and 10 workdays of time.
Elixir of Health
When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it. It confers no benefit to undead or constructs.
Ingredients.
Potion of Superior Healing
You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated. It confers no benefit to undead or constructs.
Ingredients. Red Amanita Mushroom,
Tea of Refreshment *
This warm drink removes one level of exhaustion from whoever drinks it.
Ingredients. Morning Dew, Cat's Tongue
Tincture of Werewolf's Bane *
Any lycanthrope that drinks this tincture must make a Constitution saving throw. On a failed save, the lycanthrope takes 3d10 necrotic damage and must change to its humanoid form if it was not already in that form, after which the lycanthrope cannot change form for 24 hours. On a success, the lycanthrope takes half that damage and is not under any additional effects.
Ingredients. Wolfsbane, Silverthorn
Very Rare Recipes (DC 25)
Creation of these items costs 1,000 gp, in addition to the ingredients listed, and 30 workdays of time.
Potion of Supreme Healing
You regain 10d4 + 20 hit points when you drink this potion. The potion's red liquid glimmers when agitated. It confers no benefit to undead or constructs.
Ingredients. Red Amanita Mushroom,
Potion of Vitality
When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
Ingredients.
Poisoner's Kit
Using Poisoner's Kits
Proficiency with a poisoner's kit allows you to create poisons from various materials and handle them without risking exposing yourself to their harmful effects.
Contents
A poisoner's kit includes 5 glass vials, a mortar and pestle, various common chemicals, and a glass stirring rod.
Skill Checks
If you have proficiency in poisoner's kits, you can use your tool proficiency to give yourself advantage on certain skill checks.
History
Your training in poisons can help you when you try to recall facts about infamous poisonings.
Investigation and Perception
Your knowledge of poisons has taught you to handle those substances carefully, giving an edge when you inspect poisoned objects or try to extract clues from events that involve poisons.
Medicine
When you treat the victim of a poison, your knowledge grants you insight into how to provide the best care to your patient.
Nature and Survival
Working with poisons enables you to acquire lore about which plants and animals are poisonous.
Crafting Poisons
Common Recipes (DC 10)
Creation of these items costs 25 gp, in addition to the ingredients listed, and 1 workday of time.
Basic Poison
You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the Poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
Type. Injury
Ingredients.
Liquid Paranoia *
A creature who ingests this poison is inflicted with the frightened condition, with the source of fear being the next humanoid it sees within 5 minutes of ingestion. This fear lasts for 1 hour on a failed Wisdom saving throw (DC 15) or half as long on a success.
Type. Ingested
Ingredients. Moonstalker
Uncommon Recipes (DC 15)
Creation of these items costs 100 gp, in addition to the ingredients listed, and 3 workdays of time.
Assassin’s Blood
A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is Poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t Poisoned.
Type. Ingested
Ingredients.
Philter of Love
The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.
Type. Ingested
Ingredients.
Potion of Poison
This concoction looks, smells, and tastes like a Potion of Healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
Type. Ingested
Ingredients. Potion of Healing
Truth Serum
A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a zone of truth spell.
Type. Ingested
Ingredients.
Rare Recipes (DC 20) 200 gp+
Creation of these items costs 500 gp, in addition to the ingredients listed, and 10 workdays of time.
Burnt Othur Fumes
A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
Type. Inhaled
Ingredients.
Drow Poison
This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Type. Injury
Ingredients. Drider Venom, Mandrake Root
Essence of Ether
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Type. Inhaled
Ingredients.
Oil of Taggit
A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become Poisoned for 24 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage.
Type. Contact
Ingredients.
Torpor
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.
Type. Ingested
Ingredients.
Very Rare Recipes (DC 25) 1,000 gp+
Creation of these items costs 1,000 gp, in addition to the ingredients listed, and 30 workdays of time.
Midnight Tears
A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
Type. Ingested
Ingredients. Nightshade
Deathsleep *
or become poisoned for 24 hours. The poisoned creature appears to be dead, and only a successful Medicine check (DC 20) can determine otherwise.
Type. Ingested
Ingredients.
Gathering & Harvesting
Rules for Gathering
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Pricing Guide
Ingredient Rarity | Cost |
---|---|
Common | 5gp |
Uncommon | 10gp |
Rare | 50gp |
Very Rare | 150gp |
Legendary | 500gp |
Rules for Harvesting
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Pricing Guide
Ingredient Rarity | Cost |
---|---|
Common | 5gp |
Uncommon | 10gp |
Rare | 50gp |
Very Rare | 150gp |
Legendary | 500gp |
Gatherable Plants & Fungi
A
Ashblossom
This tiny flower is bright red with a yellow center, and is found growing only in hot environments. It deals 1d4 fire damage when ingested, but it can be used to brew many fire-related potions by a knowledgeable alchemist.
Rarity. Rare (DC 20)
Gathering. Herbalism Kit (DC 15)
Quantity. 1d6 blossoms
Location. Deserts, Volcanos
Uses. Potion of Resistance (Fire), Potion of Fire Breath
C
Cat's Tongue
F
Fairy Stool
This small pink mushroom is most often found in fairy rings. Ingesting it causes blindness for 1 minute on a failed Constitution saving throw (DC 20), along with vivid hallucinations.
Rarity. Rare (DC 20)
Gathering. Herbalism Kit (DC 15)
Quantity. 1d4 stalks
Location. Feywild, Forests
Uses. Potion of Truesight
Frost Lichen
words
Rarity. Uncommon (DC 15)
Gathering. Herbalism Kit (DC 15)
Quantity. 1d6 bunches
Location. Arctic
Uses. Potion of Resistance (Cold)
G
Gillyweed
This emerald green kelp is found underwater and is always covered in tiny air bubbles, which makes it easy to spot by a trained herbalist.
Rarity. Common (DC 10)
Gathering. Herbalism Kit (DC 10)
Quantity. 2d4 leaves
Location. Coasts, Swamps
Uses. Potion of Waterbreathing
H
Hagfinger
These small tubers are a pale, sickly green and resemble long fingers. When dried and ground up into a powder, it gives off a strong aroma and can be used as an herbalism and potion ingredient.
Rarity. Rare (DC 20)
Gathering. Herbalism Kit (DC 15)
Quantity. 1d4 dried fingers
Location. Forests, Swamps
Uses. Pomander of Warding
L
Lightning Moss
This light blue moss grows only where lightning has struck and gives off a faint static electric shock when touched. If rubbed on the bottom of a creature's feet or pair of shoes, the creature's speed increases by 5 feet for 1 hour.
Rarity. Uncommon (DC 15)
Gathering. Herbalism Kit (DC 15)
Quantity. 1d6 clumps
Location. Coasts, Mountains
Uses. Potion of Resistance (Lightning)
M
Mandrake Root
This twisted pale root resembles a gnarled humanoid infant. It inflicts the poisoned condition for 1 hour when ingested.
Rarity. Uncommon (DC 15)
Gathering. Herbalism Kit (DC 15)
Quantity. 1d4 roots
Location. Underground
Uses. Drow Poison
Mindflayer Stinkhorn
This purple fungus has slimy, tentacle-looking stalks and smells of rotting flesh. A creature who eats this fungus must make a Constitution saving throw (DC10). On a success, the creature can cast detect thoughts at will for 1 hour, requiring no material components. On a failure, the creature takes 1d6 psychic damage.
Rarity. Uncommon (DC 15)
Gathering. Herbalism Kit (DC 10)
Quantity. 1d4 stalks
Location. Underground
Uses. Potion of Resistance (Psychic)
Moonstalker
This pale blue flower grows in pairs and blooms only during the nighttime, and has an ethereal glow. The flower sheds dim light for 5 feet when blooming, and is often mistaken for glowing eyes from a distance.
Rarity. Rare (DC 20)
Gathering. Herbalism Kit (DC 10)
Quantity. 1d4 x2 flowers
Location. Coasts, Swamps
Uses.
Morning Dew
N
Nightshade
It deals 1d4 poison damage when ingested and, on a failed Constitution saving throw, inflicts the poisoned condition for 2d4 hours.
Rarity. Uncommon (DC 15)
Gathering. Herbalism Kit (DC 20)
Quantity. 1d6 flowers
Location. Forests
Uses. Midnight Tears
R
Red Amanita Mushroom
This red-capped mushroom can grow to the size of a small dish. It deals 1d4 poison damage when ingested, but can be used to brew healing potions by a careful herbalist.
Rarity. Common (DC 10)
Gathering. Herbalism Kit (DC 10)
Quantity. 2d4 stalks
Location. Swamps, Forests
Uses. Potion of Healing, Potion of Greater Healing, Potion of Superior Healing, Potion of Supreme Healing
Rowan Berries
These small clusters of red berries grow on the rowan, a tree highly revered by druids. They are known for their purifying properties.
Rarity. Common (DC 10)
Gathering. Herbalism Kit (DC 5)
Quantity. 3d6 clusters
Location. Grasslands, Forests
Uses. Antitoxin
S
Silverthorn
This thorny vine is a pale silver color, and is hard as metal. Patches of silverthorn create difficult terrain, and deal 1d6 piercing damage if moved through at normal speed.
Rarity. Rare (DC 20)
Gathering. Herbalism Kit (DC 15)
Quantity. 1d6 thorns
Location. Arctic, Mountains
Uses. Tincture of Werewolf's Bane, Oil of Sharpness
Singing Nettle
This vine has sharp, stinging hairs covering it. A creature who touches these hairs must make a Wisdom saving throw (DC 15) or be overwhelmed by the urge to bellow a song at the stop of their lungs.
Rarity. Uncommon (DC 15)
Gathering. Herbalism Kit (DC 15)
Quantity. 2d4 leaves
Location. Swamps, Mountains
Uses. Potion of Resistance (Thunder)
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.
Rarity. Uncommon (DC 15)
Gathering. Herbalism Kit (DC 5)
Quantity. 2d4 clumps
Location. Grasslands, Mountains
Uses. Soothing Salve
W
Wolfsbane
This white-grey flower blooms only on a full moon and in high altitudes. Canines who come within 10 feet of wolfsbane must make a Wisdom save (DC 15) or be forced to move as far as they can away from the plant.
Rarity. Rare (DC 20)
Gathering. Herbalism Kit (DC 15)
Quantity. 1d4 flowers
Location. Mountains
Uses. Tincture of Werewolf's Bane
Harvestable Creature Parts
Ankheg
Ankheg Ichor
Carrion Crawler
Crawler Mucus
A creature that comes in contact with this mucus must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 minute. The Poisoned creature is Paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Rarity. Uncommon (CR 2)
Harvesting. Poisoner's Kit (DC 20)
Quantity. 1d4 vials
Creature Condition. Dead or Incapacitated
Uses.
Giant Poisonous Snake
Serpent Venom
A creature hit with an attack by a weapon coated in this venom 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.
Giant Toad
Amphibian Saliva
Purple Worm
Purple Worm Poison
A creature hit with an attack by a weapon coated in this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Wyvern
Wyvern Poison
A creature hit with an attack by a weapon coated in this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.