Potion Crafting and Gathering
A Supplementary Guide to DnD 5e for Expanded Features of the Alchemy, Herbology and Poison Kits
by piccolo917 and Lyydia (adapted by casualjan)
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.
Every adventurer knows for Potions of Minor Healing and Potions of Healing. Adventurers proficient with the herbalism kit can choose two additional common recipes.
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. If the player gets a higher proficiency bonus, they can instantly learn a new recipe without any cost.
Proficiency Bonus | Recipe Level |
---|---|
+2 | Common (3) |
+3 | Uncommon |
+4 | Uncommon |
+5 | Rare |
+6 | Very Rare |
Learning new 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 | 250 gp |
Rare | 10 workdays | 500 gp |
Very Rare | 30 workdays | 1000 gp |
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.
Healing Potions
Jeder Abenteuerer hat auf seinen Reisen gelernt, Potions of Minor Healing und Potions of Healing zu brauen. Stärkere Heiltränke sind jedoch komplizierter und erfordern eine gewisse Routine.
Durch Proficiency mit dem Herbalism Kit ist es möglich, die Zutation schneller und besser vorzubereiten, sodass Tränke schneller und sicherer gebraut werden können, und es darf der der Proficiencybonus auf den Skill Check addiert werden.
Das Brauen eines Heiltrankes erfordert nur die Zutaten (Red Amanita Mushrooms) und kein zusätzliches Gold. Wenn das Brauen eines Heiltrankes fehlschlägt, gehen die Zutaten aber auf jeden Fall verloren.
Potion of... | Rarity | HP Regained | Time / DC |
---|---|---|---|
Minor Healing | Common | 2d2-1 | 1h (0,5h) DC10 |
Healing | Common | 2d4+2 | 4h (3h) DC10 |
Greater Healing | Uncommon | 4d4+4 | 5d (4d) DC15 |
Superior Healing | Rare | 8d4+8 | 21d (18d) DC20 |
Supreme Healing | Very rare | 10d4+20 | 32d (29d) DC25 |
Potion of Minor Healing (Common)
You regain 2d2 - 1 hit points when you drink this potion. The potion's dark liquid shines red when held into the light. It confers no benefit to undead or constructs.
Ingredients: 0,5 Red Amanita Mushroom
Potion of Healing (Common)
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
Potion of Greater Healing (Uncommon)
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 (2)
Potion of Superior Healing (Rare)
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 (3)
Potion of Supreme Healing (Very Rare)
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 (4)
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, Cat’s Tongue
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, Gillyweed
Muroosa Balm
This paste made from the muroosa bush is known to help prevent sunburn, but it is also a fire retardant. After spending 1 minute applying a quarter pint of muroosa balm to your skin, you gain resistance against fire damage for 1 hour.
Ingredients: Flask of Oil, Muroosa twigs
Willowshade Oil
A dark blue oil can be extracted from the fruit of the Willowshade plant. A creature can use its action to apply the oil to another creature that has been petrified for less than 1 minute, causing the petrified condition on that creature to end at the start of what would be that creature’s next turn.
Ingredients: Willowshade Fruit
Uncommon Recipes (DC 15)
Creation of these items costs 100 gp, in addition to the ingredients listed, and 3 workdays of time.
Blight Ichor
This bitter chartreuse concoction is distilled from a fungus native to the Blightshore badlands. The sickly green liqueur harbors potent psychedelic properties. Provided it is neither a construct nor undead, a creature subjected to a dose of blight ichor gains advantage on Intelligence and Wisdom checks, as well as vulnerability to psychic damage, for 1 hour.
For each dose of blight ichor consumed, the creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1d6 hours and suffer the effects of a confusion spell for 1 minute. An undead creature subjected to a dose of blight ichor gains advantage on all Dexterity checks and is immune to the frightened condition for 1 hour.
Ingredients: Blight spores
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
Tea of Refreshment *
This warm drink removes one level of exhaustion from whoever drinks it.
Ingredients: Morning Dew, Cat's Tongue
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: Fairy Stool, Gillyweed
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 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: Morning Dew (2), Cat’s Tongue (2), Olisuba Leaf
Gathering & Harvesting
Rules for Gathering
Certain areas CAN contain certain harvestable plants, fungi or, rarely, animals. To determine what good can be found in areas, make a nature check. If the check is:
- ≥10 all common plants and fungi bound to that environment are identified
- ≥15 all common and uncommon plants and fungi bound to that environment are identified
- ≥20 all common, uncommon and rare plants and fungi bound to that environment are identified
The DM can decide to be more or less lenient depending on the area, a lush jungle may contain more interesting herbs and fungi than a windswept dessert, after all.
Inspecting an area to make the nature check takes 30 minutes. If the DM allows it, a +3 can be added to the check for each additional 30 minutes spent on investigating the area to a maximum of +6. The player can repeatedly search an area without repercussions on the amount of ingredients obtained from an area.
Rules for Harvesting
Once a herb or fungi is identified and the player is proficient with the herbalism kit, they can throw a d20 and add their proficiency bonus and their Potion Making Level modifier (See final page) to that throw to determine if they can harvest the ingredient. Harvesting an ingredient takes 30 minutes. If the DM allows it, a +3 can be added to the check for each additional 30 minutes spent on investigating the area to a maximum of +6. The player must decide beforehand how long they want to spent on harvesting the ingredient.
If the player fails to harvest an ingredient, a d4 is thrown. On a:
- 1: the ingredient is destroyed
- 2: the quantity of the ingredient is reduced by half
- 3: the quantity of the ingredient is reduced by a quarter
- 4: the ingredient is unaffected
Obtaining animal based ingredients doesn’t require proficiency with the associated kit, but must have access to the kit, though doing so provides the player with a -3 modifier instead of the proficiency modifier when the player is proficient with the kit. If the DM allows it, a +3 can be added to the check for each additional 30 minutes spent on harvesting the ingredient to a maximum of +6. A player is always proficient with a knife.
Attempting to harvest the ingredients can be done only once, failure results in the destruction of all harvestable ingredients.
Potion Crafting
When the player has gathered all required potion ingredients, tools and recipes and decides to make a certain potion or other product with one of their kits, the player must spend the required amount of gold (See below), as well as the number of workdays working on their project. The workdays don’t have to be subsequent and can be broken down further into single hours of work, with each workday is lasting 8 hours.
After the player has spent the required time working on the potion, they roll a d20, add their proficiency and their Potion Making Level modifier (See final page) to the total. If the player makes the check, the product is successfully completed. If the player fails the check, they are allowed to recover the ingredients, though lose the gold invested.
Pricing Guide
The total cost of a potion is predetermined. The price of an ingredient is subtracted from that total depending on the rarity of that ingredient. All additional costs in gp are subtracted once potion making is commenced.
If a potion making Check is failed, the original ingredients are returned, though gold spent is lost.
Ingredient Rarity | Cost |
---|---|
Common | 5gp |
Uncommon | 10gp |
Rare | 50gp |
Very Rare | 150gp |
Legendary | 500gp |
An exception to this are Red Amanita Mushrooms which cost usually less than 1gp due to their poisonous nature.
Gatherable Plants & Fungi
Noted below are all fungi and plants that can be collected
Ashblossom
This tiny flower is bright red with a yellow centre, 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 (4): Smokebomb, Potion of Fire Breath, Potion of Resistance (Fire), Burnt Othur Fumes
Black Sap
This tarry substance harvested from the dark boughs of the death’s head willow is a powerful intoxicant. It can be smoked as a concentrate or injected directly into the bloodstream. A creature subjected to a dose of black sap cannot be charmed or frightened for 1d6 hours.
For each dose of black sap consumed, a creature must succeed on a DC 15 Constitution saving throw or become poisoned for 2d4 hours—an effect that is cumulative with multiple doses.
Rarity: Rare (DC 20)
Gathering: Herbalism Kit (DC 115)
Quantity: 1d6 doses
Location: Sites of frequent or large scale death
Uses (2): Malice, Pale Tincture
Blight Spores
Bright red spores from Blightshrooms, growing exclusively in caves on the Blightshore and the Eastern side of the Penumbra Range. A creature exposed to a large dose of the spores must succeed a DC 16 Constitution saving throw or be Poisoned for 3d6 hours. While the creature is poisoned, it experiences the same effects as if it were under the Confusion spell. A restoration spell or a dose of antitoxin can remove the effect.
Rarity: Rare (DC 20)
Gathering: Herbalism Kit (DC 15)
Quantity: 1d6 doses
Location: Blightshore Caves
Uses (1): Blight Ichor
Cat's Tongue
This mid-sized herbaceous plant has bundles of small, 5 bladed, purple/white flowers that quickly turn and ripen into fig sized pods. The pods have a slightly toxic outer shell revealing an inner fruit that has a tard taste and great nutritional properties.
Rarity: Common (DC 10)
Gathering: Herbalism Kit (DC 10)
Quantity: 2d4 pods
Location: Grassland, Forests
Uses (6): Potion of Animal Friendship, Potion of Diminution, Potion of Heroism, Antitoxin, Tea of Refreshment, Potion of Vitality
Dreamlilly
A white, slightly silvery 5 pointed flower with an intoxicating smell. It can be soaked in warm water to create a psychoactive liquid that smells and tastes like your favorite beverage. A creature under the effects of dreamlily is poisoned for 1 hour. While poisoned in this way, the creature is immune to fear, and the first time it drops to 0 hit points without being killed outright, it drops to 1 hit point instead
Rarity: Common (DC 10)
Gathering: Herbalism Kit (DC 10)
Quantity: 2d6 flowers
Location: Grasslands, Coasts
Uses (1): Potion of Poison
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 (5): Potion of Invisibility, Potion of Truesight, Elixer of Health, Philter of Love, Truth Serum
Frost Lichen
An eyeblindingly white lichen that grows on rocks in regions of year long freezing temperatures.
Rarity: Uncommon (DC 15)
Gathering: Herbalism Kit (DC 15)
Quantity: 1d6 bunches
Location: Arctic
Uses (2): Potion of Giant's Strength, Potion of Resistance (Cold)
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 (3): Potion of Waterbreathing, Soothing Salve, Elixer of Health
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 (4): Potion of Resistance, Potion of Waterbreathing, Potion of Heroism, Pomander of Warding
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 (3)v Potion of Resistance (Lightning), Torpor, Potion of Speed
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 (4): Potion of Clairvoyance, Drow Posion, Ether of Essence, Torpor
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 (3): Potion of Resistance (Psychic), Potion of Mind Reading, Truth Serum
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 (3): Potion of Diminution, Potion of Mind Reading, Liquid Paranoia
Morning Dew
This plant grows into either a large shrub or small tree and seems to reproduce via root systems since it has no flowers of any kind. The long, narrow leaves of this plant are used in teas and medicine.
Rarity: Common (DC 10)
Gathering: Herbalism Kit (DC 10)
Quantity: 2d6 leaves
Location: Forests, Savannahs
Uses (3): Potion of Clairvoyance, Tea of Refreshment, Potion of Vitality, Malice
Muroosa bush
Growing in arid areas in Savannahs and deserts, this bush seems to be utterly unaffected by heat and the sun no matter the intensity
Rarity: Uncommon (DC 15)
Gathering: Herbalism Kit (DC 15)
Quantity: 1d6 twigs
Location: Deserts, Savannahs
Uses (1): Muroosa Balm
Nightshade
An inky black flower with purple stalk. 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 (6): Potion of Resistance (Necrotic), Midnight Oil, Basic Potion, Essence of Ether, Midnight Tears, Pale Tincture
Olisuba Leaf
These dried leaves of the Olisuba tree, when steeped to make a tea, can help a body recover from strenuous activity. If you drink a dose of Olisuba tea during a long rest, your exhaustion level is reduced by 2 instead of 1 at the end of that long rest.
Rarity: Uncommon (DC 15)
Gathering: Herbalism Kit (DC 10)
Quantity: 2d6 leaves
Location: Forests, Grasslands
Uses (1): Potion of Vitality
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 (5): Potion of Longevity, Potion of Minor Healing, 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 (3): Potion of Growth, Potion of Resistance (Poison), Antitoxin
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 (3): Tincture of Werewolf's Bane, Oil of Sharpness, Potion of Vitality
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 top of their lungs.
Rarity: Uncommon (DC 15)
Gathering: Herbalism Kit (DC 15)
Quantity: 2d4 leaves
Location: Swamps, Mountains, Forests
Uses (3): Potion of Resistance (Thunder), Potion of Gaseous Form, Potion of Flying
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 (3): Soothing Salve, Potion of Growth, Potion of Resistance (Radiant)
Theki Root
This thick root tastes bitter but is thought to aid digestive health. When you use an action to consume a dose, you gain advantage on saving throws against the effects of poisonous or toxic substances for 8 hours.
Rarity: Uncommon (DC 15)
Gathering: Herbalism Kit (DC 15)
Quantity: 1d6 Roots
Location: Marshes
Uses (1):
Willowshade Fruit
A pepper shaped fruit with great digestive aiding properties.
Rarity: Uncommon (DC 15)
Gathering: Herbalism Kit (DC 15)
Quantity: 1d8 fruit
Location: Marshes, Coasts, Riversides
Uses (1): Willowshade Oil
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 (3): Tincture of Werewolf's Bane, Oil of Taggit
Inorganic materials
Lightning Struck Metal
A piece of metal struck by metal weighing at least 0,5 Ounces. Coinage struck by lightning is excluded.
Rarity: Rare (DC 20)
Gathering: -------
Quantity: -------
Location: -------
Uses (1): Potion of Invulnerability
Soothsalt Geode
A geode covered in a crystalline substance that can be extracted into soothsalts.
Rarity: Rare (DC 20), Common (DC 10, only in the Miskath pit)
Gathering: Pickaxe or Crowbar (DC 10) (no modifier)
Quantity: 1d4 Geodes
Location: Blightshore
Uses (1): Soothsalts
Harvestable Creature Parts
Noted below are all animals that can be killed to harvest ingredients
Ankheg
Large monstrosity, unaligned (CR 2)
location: nests beneath fields and forests
Ingredients:
- Ankheg Ichor: 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 (DC15)
Harvesting: Poisoner's Kit (DC 15)
Quantity: 1d4 vials
Creature Condition: Dead or Incapacitated
Uses (2): Oil of Sharpness, Midnight Tears
Carrion Crawler
Large monstrosity, unaligned (CR 2)
Location: Caves, sewers, dungeons, forested marshes, battlefields and cemeteries (anywhere with carrion and where other carrion eaters cannot move freely)
Ingredients:
- 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 (DC 15)
Harvesting: Poisoner's Kit (DC 20)
Quantity: 1d4 vials
Creature Condition: Dead or Incapacitated
Uses (3): Potion of resistance (Acid), Vial of Acid, Oil of Slipperiness
Drider
Large Monstrosity, Chaotic Evil (CR 6)
Location: Underdark
Ingredient:
- Drider Posion
Rarity: Rare (DC 20)
Harvesting: Poisoner’s Kit (DC 15)
Quantity: 1d6
Creature condition: Dead or Incapacitated
Uses: Drow Poison
Eagle
Small Beast, unaligned (CR 0)
Location: Coastal, Grassland, Hill, Mountain
Ingredient:
- Eagle Claw
Rarity: Uncommon (DC 15)
Harvesting: a Knife (DC 10)
Quantity: 1d8
Creature condition: Dead or Incapacitated
Uses: Potion of Speed
Elementals
Large elemental, unaligned (CR 5)
Location: Desert and Mountain (Air), Underdark (Earth), Desert (Fire), Coastal, Swamp and Underwater (Water)
Ingredient:
- Respective elemental essence
Rarity: Rare (DC 20)
Harvesting: Alchemist’s Kit (DC 15)
Quantity: 1d6
Creature condition: Trade or Dead or Incapacitated
Uses (2/1/1/1): (Air) Smokebomb, Potion of Flying, (Earth) Potion of Climbing, (Fire) Alchemist’s Fire, (Water) Potion of Swimming
Ghost
Medium undead, unaligned (CR 4)
Location: Underdark, Urban
Ingredient:
- Ectoplasm
Rarity: Uncommon (DC 15)
Harvesting: Alchemist’s kit (DC 15)
Quantity: 1d4 flasks
Creature Condition: Unrelated
Uses (2): Potion of Gaseous Form, Oil of Etherealness
Giants
Huge Giants, Varies (CR Varies)
Location: Hills and Forests (Hill), Artic (Frost), Caves (Stone), Volcanoes and Rocky Mountains (Fire), High Altitude Mountains (Cloud), Extreme Altitude Mountains (Storm)
Ingredient:
- Giant’s fingernail
Rarity: Rare (DC 20)
Harvesting: a knife (DC 10)
Quantity: 7
Creature Condition: Dead or Incapacitated, or trade
Uses (1): Potion of Giant’s Strength
Giant Centipede
Small beast, unaligned
Location:
Ingredients:
- Centipede's venom: A creature hit with an attack by a weapon coated in this venom must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 Hit Points, the target is stable but Poisoned for 1 hour, even after regaining Hit Points, and is Paralyzed while Poisoned in this way.
Rarity: Common (DC 10)
Harvesting:
Giant Poisonous Snake
Medium beast, unaligned (CR 1/4)
Location: desert, forest, grassland, swamp, underdark, urban
Ingredients:
- Serpent’s 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.
Rarity: Common (DC 10)
Harvesting: Poisoner's Kit (DC 10)
Quantity: 1d3 vials
Creature Condition: Dead or Incapacitated
Uses (1): Philter of Love
Giant Toad
Large beast, unaligned (CR 1)
Location: coastal, desert, forest, swamp and underdark
Ingredients:
- Amphibian Saliva
Rarity: Uncommon (DC 15)
Harvesting: Poisoner's Kit (DC 15)
Quantity: 1d4 vials
Creature Condition: Dead or Incapacitated
Uses (2): Potion of Resistance (Force), Oil of slipperiness
Giant Wolf Spider
Medium Beast, unaligned (CR 1/4)
Location: coastal, desert, forest, grassland, Hill
Ingredients
- Giant Wolf Spider Hair
Rarity: Common (DC 10)
Harvesting. A knife
Quantity. 1d8
Creature Condition. Dead or Incapacitated
Uses (1). Potion of Climbing
Gray Ooze
Medium Beast, unaligned (CR 1/2)
Location: Underdark
Ingredients
- Grey Ooze Residue
Rarity: Uncommon (DC 15)
Harvesting: Alchemist’s Kit (DC 15)
Quantity: 1d4
Creature Condition: Dead
Uses (1): Vial of Acid
Imp
Tiny Fiend (Devil), Lawful evil (CR 1)
Location: Varies
Ingredients
- Imp Heart
Rarity: Rare (DC 20)
Harvesting: A Knife (DC 15)
Quantity: 1
Creature Condition: Dead
Uses (1): Potion of Longevity
Nothic
Medium Aberration, Neutral Evil (CR 2)
Location: Locations of Magical Learning, Underdark
Ingredients
- Nothic Tears: When used as eyedrops provide 1d4 hours of darksight
Rarity: Uncommon (DC 15)
Harvesting: nothing
Quantity: 1d4 vials
Creature Condition: Dead or incapacitated, or trade
Uses (1): Potion of Truesight
Purple Worm
Gargantuan monstrosity, unaligned (CR 15)
Location: desert and Underdark
Ingredients:
- 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.
Rarity: Very Rare (DC 20)
Harvesting: Poisoner's Kit (DC 20)
Quantity: 1d8 vials
Creature Condition: Dead or Incapacitated
Uses (1): Deathsleep
Quipper
Tiny Beast, Unaligned (CR 0)
Location: Underwater
Ingredients:
- Quipper scale
Rarity: Common (DC 10)
Harvesting: a knife (DC 5)
Quantity: 1d4
Creature condition: Dead or incapacitated
Uses (2): Potion of Animal Friendship, Potion of Swimming
Remorhaz
Large/Huge monstrosity, Unaligned (CR 5/11)
Location: Artic
Ingredients:
- Remorhaz Ichor
Rarity: Rare (DC 20)
Harvesting: Alchemist’s Kit (DC 20)
Quantity: 1d6, 3d6
Creature condition: Dead or incapacitated
Uses (1): Potion of Firebreath
Skulk
Medium Humanoid, Chaotic Neutral (CR 1/2)
Location: Coastal, Forest, Swamp, Underdark, Urban
Ingredients:
- Skulk Claw
Rarity: Uncommon (DC 15)
Harvesting: a knife (DC 10)
Quantity: 1d10
Creature condition: Dead
Uses (1): Potion of Invisibility
True Dragons
Varying Dragon, Varying Alignment (CR Varies)
Location: Varies
Ingredients:
- Dragon’s blood
Rarity: Rare (DC 20)
Harvesting: a knife (DC 10) (1/4 of normal Exp.)
Quantity: Xd8 (X depends on size of the dragon) when Dead or Incapacitated, 1d4 when trading
Creature condition: Dead or Incapacitated, or Trade
Uses (1): Oil of Dragon’s Bane
Wyvern
Gargantuan monstrosity, unaligned (CR 15)
Location: Hills and Mountains
Ingredients:
- 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.
Rarity: Rare (DC 18)
Harvesting: Poisoner's Kit (DC 15)
Quantity: 1d8 vials
Creature Condition: Dead or Incapacitated
Uses (1): Oil of Dragon’s Bane
Environments
A convenient list with all available resources sorted based on environments
Artic
- Frost Lichen (DC 15)
- Silverthorn (DC 20)
- Remorhaz (DC 20)
Blightshore
- Blightshrooms (DC 20)
Coast
- Gillyweed (DC 10)
- Dreamlilly (DC 10)
- Lightning Moss (DC 15)
- Willowshade Bush (DC 15)
- Moonstalker (DC 20)
- Water Elemental (DC 20)
- Eagle (DC 15)
- Giant Toad (DC 10)
- Giant Wolf Spider (DC 10)
- Skulk (DC 15)
Desert
- Muroosa Bush (DC 15)
- Giant Toad (DC 15)
- Air Elemental (DC 20)
- Purple Worm (DC 20)
Feywild
- Fairy Stool
Forests
- Cat's Tongue (DC 10)
- Red Amanita Mushroom (DC 10)
- Rowan Berry (DC 10)
- Morning Dew (DC 10)
- Nightshade (DC 15)
- Olisuba Bush (DC 15)
- Singing Nettle (DC 15)
- Fairy Stool (DC 20)
- Hagfinger (DC 20)
- Giant Poisonous Snake (DC 10)
- Giant Wolf Spider (DC 10)
- Skulk (DC 15)
- Giant Toad (DC 15)
- Ankheg (DC 15)
- Hill Giant (DC 20)
Grasslands
- Cat's Tongue (DC 10)
- Dreamlilly (DC 10)
- Morning Dew (DC 10)
- Olisuba Bush (DC 15)
- Rowan Berry (DC 10)
- Sourgrass (DC 15)
- Giant Poisonous Snake (DC 10)
- Giant Wolf Spider (DC 10)
- Ankheg (DC 15)
- Eagle (DC 15)
Hill
- Eagle (DC 15)
- Wyvern (DC 18)
- Hill Giant (DC 20)
Mountains
- Singing Nettle (DC 15)
- Sourgrass (DC 15)
- Lightning Moss (DC 15)
- Silverthorn (DC 20)
- Wolfsbane (DC 20)
- Eagle (DC 15)
- Wyvern (DC 18)
- Air Elemental (DC 20)
- Cloud Giant (DC 20)
- Fire Giant (DC 20)
- Storm Giant (DC 20)
Savannahs
- Morning Dew (DC 10)
- Muroosa Bush (DC 15)
Swamp
- Red Amanita Mushroom (DC 10)
- Gillyweed (DC 10)
- Singing Nettle (DC 15)
- Theki Root (DC 15)
- Willowshade Bush (DC 15)
- Hagfinger (DC 20)
- Moonstalker (DC 20)
- Giant Poisonous Snake (DC 10)
- Carrion Crawler (DC 15)
- Giant Toad (DC 15)
- Skulk (DC 15)
- Water Elemental (DC 20)
Urban areas
- Carrion Crawler (DC 15)
- Ghost (DC 15)
- Giant Poisonous Snake (DC 10)
- Nothic (DC 15)
- Skulk (DC 15)
Underdark
- Ghost (DC 15)
- Giant Poisonous Snake (DC 10)
- Giant Toad (DC 15)
- Gray Ooze (DC 15)
- Nothic (DC 15)
- Purple Worm (DC 20)
- Skulk (DC 15)
Underground
- Mandrake Root (DC 15)
- Mindflayer Stinkhorn (DC 15)
- Stone Giant (DC 20)
Underwater
- Water Elemental (DC 20)
- Quipper (DC 10)
Varies
- Elementals (DC 20)
- Giants (DC 20)
- Imp (DC 20)
- True Dragons (DC varies)
Volcanos
- Ashblossom (DC 20)
- Fire Giants (DC 20)
Potion Making Level System (Playtest, not used)
If both the player and the DM want to, this Potion Leveling system can be implemented to allow the player to make their character progressively better at making potions.
Each time a player identifies or successfully gathers an ingredient, learns a new recipe or successfully completes a product a certain amount of Potion Making Exp. is awarded according to rarity and quantity. The values of those are depicted in the table below.
EXP. | Identify | Gather | Produced | Recipe learned |
---|---|---|---|---|
Common | 5 | 2 | 100 | 200 |
Uncommon | 10 | 8 | 300 | 1000 |
Rare | 20 | 12 | 1000 | 2000 |
Very Rare | 20 | 3000 | 6000 | |
Legendary | 40 |
When a player investigates an area, they get a reward for each herb ingredient Identified, based on rarity. No Exp. reward is obtained from identifying animals. A player can only receive Exp. once for identifying an herb in an area. Subsequent investigation can be performed to find rarer ingredients, awarding Exp. to the player only for newly identified ingredients. So, if the player identifies Gillyweed, Red Aminata Mushrooms and Singing Nettles during the same investigation, they receive 5 + 5 + 10 = 20 Exp. If the player investigates the area again, rolls higher and finds Gillyweed, Red Aminata Mushrooms, Singing nettles, Hagfinger and Moonstalker, the player receives 20 + 20 = 40 Exp.
Once a player has identified ingredients and successfully collects them, they get a reward for each unit of that ingredient acquired, based on rarity. So, if a player successfully harvests 4 vials of Purple Worm Poison, they receive 4 * 40 = 160 Exp. The player can also obtained rewards for learning new recipes and producing potions or other products, depending on rarity. Recipes can only be learned once (the recipe learning process is described on page 1). No Exp. Is awarded to recipes learned via character leveling.
An Excel spreadsheet with all ingredient rarities is also available: (https://drive.google.com/file/d/14KB0KTRPMHxkBGut_D4Mu8OqQBhrIe5V/view?usp=sharing). This spreadsheet can also be used to automatically record the players Exp., ingredient stock, product stock and Potion Making Level. The file is nonfunctional in Drive, but can be downloaded as a .xlsx file and works well that way.
Potion making modifier
Once the player has reached a certain Exp. value, they level up their potion making abilities to a maximum of level 10. Each level above level 1 provides a cumulative +1 to check made to determine if a potion was made successfully.
Level | EXP | Bonus |
---|---|---|
Lvl. 1 | 0 | 0 |
Lvl. 2 | 150 | +1 |
Lvl. 3 | 450 | +2 |
Lvl. 4 | 900 | +3 |
Lvl. 5 | 1500 | +4 |
Lvl. 6 | 2250 | +5 |
Lvl. 7 | 3150 | +6 |
Lvl. 8 | 4200 | +7 |
Lvl. 9 | 5400 | +8 |
Lvl. 10 | 6750 | +9 |
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
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, Flask of Oil
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, ashblossom
Ink
Used in writing.
Ingredients: Charcoal
Blasting Powder
This volatile alchemical powder comes in a small pouch. When ignited by an open flame or a fuse, the powder explodes. Each creature within 5 feet of the exploding pouch must make a DC 13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
A character can bind multiple pouches of blasting powder together so they explode at the same time. Each additional pouch increases the damage by 1d6 (maximum of 10d6) and the blast radius by 5 feet (maximum of 20 feet).
Ingredients: Ashblossom, Charcoal
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
Soothsalts
Soothsalts are derived from a naturally occurring crystalline. Soothsalts are consumed orally in lozenge-sized doses, and frequent users can be identified by the telltale crimson stain around their mouths. A creature subjected to a dose of soothsalts gains advantage on all Intelligence checks for 1d4 hours.
For each dose of soothsalts consumed, the creature must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion—an effect which is cumulative with multiple doses.
Ingredients: Soothsalt Geode
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, Crawler Mucus
Uncommon Recipes (DC 15)
Creation of these items costs 100 gp, in addition to the ingredients listed, and 3 workdays of time.
Ink (Rare)
Used in writing: Sufficient for Lvl. 1-5 spell writing.
Ingredients: Charcoal, finely ground iron
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: Flask of Oil, Crawler mucus, Amphibian Saliva
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: Cat’s tongue, Quipper Scale
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: Sourgrass, Rowan berry, Giant Wolf Spider Hair
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.
Ingredients: Frost Lichen, a sliver of fingernail from a corresponding giant
Giant Type | Strength Score |
---|---|
Hill | 21 |
Frost or Stone | 23 |
Fire | 25 |
Cloud | 27 |
Storm | 29 |
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.
Ingredients: Hagfinger, plus a special ingredient
Damage Type | Ingredient |
---|---|
Acid | Crawler Mucus |
Cold | Frost Lichen |
Fire | Ashblossom |
Force | Amphibian Saliva |
Lightning | Lightning Moss |
Necrotic | Nightshade |
Poison | Rowanberry |
Psychic | Mindflayer Stinkhorn |
Radiant | Sourgrass |
Thunder | Singing Nettle |
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.
Ink (Very Rare)
Used in writing. Sufficient for Lvl. 6-8 spell writing.
Ingredients: Charcoal, finely ground iron, Willowshade Fruit
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: Flask of Oil, Nightshade
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
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: Ectoplasm, Singing Nettle
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, Flask of Oil
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: Morning Dew, Mandrake Root ####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: Cat’s Tongue, Moonstalker
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: Hagfinger, Cat’s Tongue
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: A piece of metal struck by lightning
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: Mindflayer Stinkhorn, Moonstalker
Very Rare Recipes (DC 25)
Creation of these items costs 1,000 gp, in addition to the ingredients listed, and 30 workdays of time.
Ink (Legendary)
Used in writing. Sufficient for Lvl. 9 spell writing.
Ingredients: Charcoal, finely ground iron, Willowshade Oil (3)
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: Air Elemental Whisp, Singing Nettle
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: Skulk fingernail, Fairy Stool
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, Red Amanita Mushroom
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: Eagle’s claw (4), Lightning Moss, Sugar
Potion of Truesight *
When you drink this potion, you gain truesight for 1 hour.
Ingredients: Fairy Stool, Nothic Tears
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: Nightshade
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: Basic Poison, Moonshade
Malice
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.
These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Type: Inhaled
Ingredients: Morning Dew, Black Sap
Pale Tincture
A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.
Type: Ingested
Ingredients: Black Sap, Nightshade
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: Fairy Stool, Serpent’s Venom
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, Dreamlilly
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: Fairy Stool, Mindflayer Stinkhorn
Rare Recipes (DC 20)
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: Ashblossom, Moonshade
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: Nightshade, Mandrake Root
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: Flask of Oil, Wolfsbane
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: Mandrake Root, Lightning Moss
Very Rare Recipes (DC 25)
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 (3), Ankheg ichor
Deathsleep *
A creature that Ingests this poison must succeed at DC 19 Constitution saving throw 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: Tea of Refreshment, Purple Worm Poison
Credits
This guide is a slightly adapted variant of https://www.gmbinder.com/share/-MNG6P6I8-1tJM3aroaV, a guide by piccolo917 who extended on Lyydia's work-in-progress guide. piccolo917 added some systems, filled in a lot of empty spaces and added more items to make as well as catalogues to make the guide easier to use. I only adapted the rules for healing potions.
casualjan only adapted the guide to his D&D group with homebrewed healing potion rules.
Artwork
Cover: "Alchemist's Satchel" by Tibor Sulyok
Page 2: "Potions" by Unknown
Page 3: "Superior Healing Potion" by Not Another D&D Podcast Wiki Contributors
Page 3: "Magical Items" by Unknown
Page 5: "Scrolls" by Unknown
Page 6: "Imp" by Wizards of the Coast
Page 8: "Noctas Monoculas" by Emma Lazauski
Page 9: "Poison Bottle" by Blue Crystal Atelier
Page 11: "Gloomflower" by Kobald Press
Page 14: "Violet Fungus" by Wizards of the Coast
Page 16: "Eagle" by Wizards of the Coast
Page 17: "Pseudodragon" by Wizards of the Coast
Page 18: "Remorhaz" by Wizards of the Coast
Page 19: "Fire Snake" by Wizards of the Coast
Page 21: "Female Human Progenitor Druid" by Wizards of the Coast