Crafting Potions
To craft potions you need to find an exotic ingredient appropriate to the potion. Once you have found the ingredient, make an Intelligence (nature) or a Wisdom (medicine) check to determine how many ingredients are collected from one source. You can use an alchemist or herbalist kit to help your roll. Alternatively, you can try to buy exotic ingredients at high cost in an alchemist shop. However, ingredients beyond uncommon are extremely hard to come by and wont be found outside of the most powerful spellcaster's laboratory.
Roll | Number of Ingredients |
---|---|
0-9 | 0 |
10-14 | 1 |
15-19 | 2 |
20-24 | 3 |
25-29 | 4 |
30+ | 5 |
Common Potions
Crafting a common potion takes 1 day, costs 25 gp. in basic ingredients per potion, and its exotic ingredient is hidden behind a CR1-3 encounter determined by the DM. Receiving the help of characters proficient with an alchemist or herbalist kit allows you to divide the crafting duration by how many people are working on the brew, up to a duration of 8 hours.
d10 | Potion | Ingredient |
---|---|---|
1 | Acid | Acidic |
2 | Alchemist Fire | Flammable |
3 | Antitoxin | Poisonous |
4 | Basic Poison | Poisonous |
5-6 | Oil | Oily |
7 | Potion of Climbing | Animal |
8-9 | Potion of Healing | Pure |
10 | Potion of Infravision | Ocular |
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.
Alchemist 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.
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.
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.
Oil
Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged Attack against a target creature or object, treating the oil as an Improvised Weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
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.
Potion of Healing
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, a potion of healing heals 2d4+2 hit points. Whatever its potency, the potion’s red liquid glimmers when agitated.
Potion of Infravision
When you drink this potion, your eyes become iridescent for 1 hour. During this time, you have advantage on Wisdom (Perception) checks you make to detect living or fire related creatures. The potion is blue but becomes yellow and red wherever you touch the vial.
Uncommon Potions
Crafting an uncommon potion takes 1 week, costs 100 gp. in basic ingredients per potion, and its exotic ingredient is hidden behind a CR4-8 encounter determined by the DM. Receiving the help of characters proficient with an alchemist or herbalist kit allows you to divide the crafting duration by how many people are working on the brew, up to a duration of 8 hours.
d20 | Potion | Ingredient |
---|---|---|
1 | Oil of Slipperiness | Oily |
2 | Philter of Love | Deceiving |
3 | Poisoned Potion of Healing | Poisonous |
4 | Potion of Agility | Animal |
5 | Potion of Animal Friendship | Animal |
6 | Potion of Defense | Mineral |
7 | Potion of Fire Breath | Flammable |
8 | Potion of Fortitude | Mineral |
9 | Potion of Genius | Mental |
10 | Potion of Growth | Gigantic |
11 | Potion of Hill Giant Strength | Giant Nail |
12 | Potion of Insight | Mental |
13 | Potion of Mind Focusing | Mental |
14 | Potion of Mirrored Eyes | Ocular |
15-18 | Potion of Resistance | Special |
19 | Potion of Stone Form | Mineral |
20 | Potion of Water Breathing | Aquatic |
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.
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.
Poisoned Potion of Healing
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.
Potion of Agility
When you drink this potion, your Dexterity score changes for 1 hour. The potion gives you a Dexterity of 20. The potion has no effect on you if your Dexterity is equal to or greater than that score.
This potion’s pink liquid tries to escape its vial.
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.
Potion of Defense
When you drink this potion, your armor class cannot go bellow 16 for 1 hour.
This potion’s liquid looks like liquid rock.
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.
Potion of Fortitude
When you drink this potion, your Constitution score changes for 1 hour. The potion gives you a Constitution of 20. The potion has no effect on you if your Constitution is equal to or greater than that score.
This potion’s brown liquid seems to be solid until you open the vial.
Potion of Genius
When you drink this potion, your Intelligence score changes for 1 hour. The potion gives you a Intelligence of 20. The potion has no effect on you if your Intelligence is equal to or greater than that score.
This potion’s looks like water, you have to be very intelligent to notice the difference.
Potion of Greater Healing
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, a potion of healing heals 4d4+4 hit points. Whatever its potency, the potion’s red liquid glimmers when agitated.
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.
Potion of Hill Giant Strength
When you drink this potion, your Strength score changes for 1 hour. The hill giant potion gives you a strength of 21. 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.
Potion of Insight
When you drink this potion, you gain advantage on all Wisdom and Charisma checks for 1 minute.
This potion is deep blue and never ripples.
Potion of Mind Focusing
When you drink this potion, you gain advantage on all Dexterity and Intelligence checks for 1 minute.
This potion has a white pallet in its bottom that fizzles.
Potion of Mirrored Eyes
For 1 hour after you drink this potion, you will have advantage against all gaze-based attacks. If you are the target of a gaze attack, you can use your reaction to make the attacker also target itself.
This potion has a petrified eyeball in it.
Potion of Resistance
When you drink this potion, you gain resistance to one type of damage for 1 hour. The exotic ingrediant must be related to the specific damage type you want.
d10 | Damage Type |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Force |
5 | Lightning |
6 | Necrotic |
7 | Poison |
8 | Psychic |
9 | Radiant |
10 | Thunder |
Potion of Stone Form
You are petrified for 10 minutes. This potion looks like mud.
Potion of Water Breathing
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.
Rare Potions
Crafting a rare potion takes 5 weeks, costs 1000 gp. in basic ingredients per potion, and its exotic ingredient is hidden behind a CR9-12 encounter determined by the DM. Receiving the help of characters proficient with an alchemist or herbalist kit allows you to divide the crafting duration by how many people are working on the brew, up to a duration of 8 hours.
d20 | Potion | Ingredient |
---|---|---|
1-3 | Elixir of Health | Pure |
4 | Oil of Absorption | Gelatinous |
5 | Oil of Etherealness | Gaseous |
6-7 | Potion of Clairvoyance | Ocular |
8-9 | Potion of Clarity | Mental |
10 | Potion of Diminution | Miniature |
11 | Potion of Fire Giant Strength | Giant Nail |
12-13 | Potion of Frost / Stone Giant Strength | Giant Nail |
14 | Potion of Gaseous Form | Gaseous |
15-16 | Potion of Heroism | Pure |
17 | Potion of Invulnerability | Mineral |
18 | Potion of Mind Reading | Mental |
19-20 | Potion of Superior Healing | Pure |
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.
Oil of Absorption
This translucent gelatinous oil expands and thickens upon contact with air. 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. For 1 hour, the affected creature will be immune to the first bludgeoning or lightning damage it will receive. The oil effect stops immediately after absorbing either damage.
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.
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.
Potion of Clarity
This potion will maintain clarity and order from encroaching chaos and insanity. After drinking this potion, the imbiber feels an overwhelming feeling of calm and purpose and becomes immune to the charmed and frightened condition for 1 hour. There is a turquoise bead floating in the center of this potion.
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.
Potion of Fire Giant Strength
When you drink this potion, your Strength score changes for 1 hour. The fire giant potion gives you a strength of 25. 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.
Potion of Frost Giant Strength / Potion of Stone Giant Strength
When you drink this potion, your Strength score changes for 1 hour. The frost and stone giant potions gives you a strength of 23. 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.
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.
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.
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.
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.
Potion of Superior Healing
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, a potion of healing heals 8d4+8 hit points. Whatever its potency, the potion’s red liquid glimmers when agitated.
Very Rare Potions
Crafting a very rare potion takes 12 weeks, costs 10 000 gp. in basic ingredients per potion, and its exotic ingredient is hidden behind a CR13-18 encounter determined by the DM. Receiving the help of characters proficient with an alchemist or herbalist kit allows you to divide the crafting duration by how many people are working on the brew, up to a duration of 8 hours.
d10 | Potion | Ingredient |
---|---|---|
1 | Oil of Sharpness | Mineral |
2 | Potion of Cloud Giant Strength | Giant Nail |
3 | Potion of Explosion | Flammable |
4 | Potion of Flying | Animal |
5 | Potion of Invisibility | Deceiving |
6 | Potion of Longevity | Mineral |
7 | Potion of Magic Shielding | Crystalline |
8 | Potion of Speed | Oily |
9 | Potion of Supreme Healing | Pure |
10 | Potion of Vitality | Pure |
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.
Potion of Cloud Giant Strength
When you drink this potion, your Strength score changes for 1 hour. The cloud giant potions gives you a strength of 27. 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.
Potion of Explosion
This potion can be thrown up to 20 feet. Upon impact, it inflicts 8d6 fire damage in a 20-foot radius sphere. The fire spreads around corners. It ignites flammable objects in the area that are not being worn or carried. Each creature in the area of effect are allowed a DC12 Dexterity saving throw to take half damage. This potion is extremely volatile and looks like black ooze.
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.
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.
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.
Potion of Magic Shielding
When you drink this potion, you gain advantage on saves against spells for 1 minute. The potion emits a dull green light.
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.
Potion of Supreme Healing
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, a potion of healing heals 10d4+20 hit points. Whatever its potency, the potion’s red liquid glimmers when agitated.
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.
Legendary Potions
Crafting a legendary potion takes 25 weeks, costs 50 000 gp. in basic ingredients per potion, and its exotic ingredient is hidden behind a CR19+ encounter determined by the DM. Receiving the help of characters proficient with an alchemist or herbalist kit allows you to divide the crafting duration by how many people are working on the brew, up to a duration of 8 hours.
Potion of Storm Giant Strength
When you drink this potion, your Strength score changes for 1 hour. The storm giant potions gives you a strength of 29. 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.
Exotic Ingredient Keyword: Storm giant.
Oil of Magic Blocking
This iridescent oil looks like a starry sky. 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. For 1 hour, the affected creature will be immune to the first spell of level 4 or lower to affect it. The oil effect stops immediately after absorbing a spell.
The oil also prevent the affected creature from casting spells.
Exotic Ingredient Keyword: Antimagic.