and Poisoncraft Guide
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Picture | Artist | Company | Name | Pages |
---|---|---|---|---|
Photograph | Nadine Doerlé | pixabay.com | Witchcraft | 7, 11, 15, 53, 59, 65 |
Photograph | Ancient Symbols | ancient-symbols.com | Emerald Tablet of Thoth | 13 |
Photograph | Karolina Grabowska | pexels.com | Urn | 14 |
Photograph | Emilija Randjelovic | dreamstime.com | Skull and Candle | 16, 21 |
Photograph | Angelo Rosa | pixabay.com | Book | 17 |
Photograph | Gilberto Olimpio | pexels.com | Blue Flower | 18 |
Photograph | Angelo Rosa | pixabay.com | Book, Pestle & Mortar | 19 |
Photograph | Angelo Rosa | pixabay.com | Two Books, Pestle & Mortar | 20, 23 |
Photograph | Petr Kratochvil | publicdomainpictures.net | Potion Bottles | 24, 26-27, 31 |
Photograph | Samiramay | dreamstime.com | Witches Potion | 32-33 |
Photograph | Cotton Bro | pexels.com | Alchemy Supplies | 35 |
Photograph | Petr Kratochvil | publicdomainpictures.net | Medieval Bottles | 36, 38-39 |
Photograph | Emilija Randjelovic | dreamstime.com | Absinthe | 37 |
Photograph | Aleks Labuda | dpchallenge.com | Laertes' Poisoned Blade | 40-41 |
Photograph | Beketov | deviantart.com | Poison Knife | 43 |
Photograph | Jess Bailey Designs | pexels.com | Rose | 46-47 |
Photograph | Ylanite Koppens | pexels.com | Flower | 48 |
Photograph | Jess Bailey Designs | pexels.com | Flower | 49 |
Photograph | Himerka | dreamstime.com | Snake Creeps to Face | 50-51 |
Photograph | Samiramay | dreamstime.com | Skull on Book | 52 |
Photograph | Graham Hobster | pixabay.com | Scotney Castle | 54-55 |
Photograph | StockSnap | pixabay.com | Alley | 56-57 |
Photograph | Erik Mclean | pexels.com | Unnamed Witch | 58 |
Painting | Albert Bierstadt | The Smithsonian Institution | Among the Sierra Nevada, California 1868 | 60, 66-70 |
Painting | Robin Tran | deviantart.com | Medieval Town | 71 |
Drawing | Rosanbandi | favpng.com | Stones And Rocks - Drawing Crystal Mineral Quartz | 72 |
Table of Contents
Part I
Alchemy and the
Alchemical Process
Alchemy
One of the oldest traditions among both those magically attuned and those seeking simple medicinal healing, alchemy has a place in every corner of the known world. Alchemy, as you may have discerned, is the act of mixing, boiling, and distilling various substances to obtain their chemo-magical properties and create potions and poisons.
Alchemical ingredients can include, but are not limited to, extracts from plants, animals, undead, and Demons. Prospective alchemists often need to experiment with ingredients to gauge what effects can be created, usually by eating samples of ingredients. This lovely practice known as wortcraft is one of the fundamental processes of alchemy. So I hope you are ravished because nothing quite satisfies like a bit of butterfly wing and trolls teeth.
The Art of Alchemy:
From the following guidelines one will gather the knowledge of how to construct the finest potions and deadliest of poisons. As you develop your notes of various ingredients keep track of similar effects in a journal. You will find that the process of discovery is often one walked alone, however, as with the wizard's pursuit of magical knowledge, the alchemist's pursuit of scientific knowledge can often be shared and passed from teacher to student.
The Alchemist's Journal
Much like a Wizards spell book is where spells and arcane knowledge is noted, the alchemist's journal is where the recipes and scientific experiments are noted. Any character that makes an attempt at learning the Art of Alchemy must have access to at least one (often more) journal in which he can write down his findings.
Types of Alchemical Substances
Alchemy is a broad subject that can be broken down into three categories: Alchemy, Poisoncraft and Herbalism. Within these categories, different types of alchemical substances can be made: Alchemy can make - Potions, Ambrosias and Alchemical Liquids; Poisoncraft can make - Poisons, Venoms and Bombs; Herbalism can make - Poultices and Pastes.
Different tools are required to create substances from the various categories and abilities that effect poisons, for example, don't necersarily have any effect on bombs or venom, despite being in the same alchemical category.
The Tools of the Alchemist
Alchemy requires many tools in order to be made effectively and efficiently. Many of these tools only speed up or cheapen the process and so are not essential. Ask your GM for guidelines surrounding how you might gain proficiency in a given tool, but remember, this is solely up to the GM and they will decide whether having multiple tool proficiencies is suitable for the campaign or not.
Alchemists Supplies - To even attempt Alchemy, you must have proficiency in the use of and possession of a set of alchemist's supplies. These are the tools you’ll be using when grinding together ingredients, boiling the powders, and making sure the potion is potent enough to reward the desired effects.
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, powdered iron, and purified water.
Alchemist's Suppies are used in the creation of all Potions, Ambrosias and Other Alchemical Substances all listed in their own sections below.
Poisoner's Kit - To even attempt Poisoncraft, you must have proficiency in the use of and possession of a poisoner's kit. These are the tools you’ll be using when grinding together ingredients, boiling the powders, and making sure the poison is potent enough to reward the desired effects.
A poisoner's kit includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod.
Poisoner's Kit is used in the creation of all Poisons, Venoms and Bombs all listed in their own sections below.
Herbalist's Kit - Proficiency in the use of and possession of a herbalist's kit helps the Alchemist to harvest, store and prepare herbs and foliage from the wild. When harvesting from the wild as explained in the 'Foraging for Ingredients' section, you may add 1d4 specimens to your collection rather than one. This kit is not used when harvesting from mineral or organic sources in the wild as the below kits are used instead.
Additionally, Herbalist's Kit is also used in the creation of all Poultices and Pastes all listed in their own sections below.
New Tool - Butcher's Tools - Proficiency in the use of and possession of a hunter's kit helps the Alchemist to harvest, store and prepare animal parts from kills in the wild. When harvesting from an organic source in the wild as explained in the 'Harvesting a Kill' section, you may add 1d4 different parts of a single creature to your collection rather than one.
New Tool - Excavation Kit - Proficiency in the use of and possession of an excavation kit helps the Alchemist to harvest, store and prepare gems, minerals and rocks found in the wild. When harvesting from a mineral source in the wild as explained in the 'Foraging for Ingredients' section, you may add 1d4 usable specimens to your collection rather than one.
Glassblower's Tools - Proficiency in the use of and possession of glassblower's tools allows you to create your own glass vials. If you successfully pass the craft DC for the desired item, this reduces the cost of vials when creating potions or poisons by half.
Brewer's Supplies - Proficiency in the use of and possession of brewer's supplies allows you to create your own solvent out of water. If you successfully pass the craft DC for the desired item, this reduces the cost of the solvent when creating potions or poisons by half.
Cost of Production
The cost of a potion is entirely dependent on the cost of the vials used and the quality of the solvents. The listed price assumes that you are buying the glass vials and solvents from a vendor.
Vials | Cost | Craft DC |
---|---|---|
Tincture | 10gp | 10 |
Dram | 20gp | 15 |
Solution | 30gp | 20 |
Elixir | 40gp | 25 |
Solvent | Cost | Craft DC |
---|---|---|
Natural | 50gp | 10 |
Clear | 150gp | 15 |
Filtered | 450gp | 20 |
Purified | 1,350gp | 25 |
Quality
Potions and Poisons have four tiers of quality to them: Simple, greater, superior, and supreme. These different tiers are always available to craft if the ingredients, solvent and vials are available.
Each crafting of potions, poisons, or venoms requires 2-5 different ingredients (all ingredients must have different names), at least 1 vial of the correct size and some solvent of the correct quality, as shown in the table below:
Quality | No. of Ingredients | Vial Type | Solvent Type |
---|---|---|---|
Simple | Catalyst + 1 | Tincture | Natural |
Greater | Catalyst + 2 | Dram | Clear |
Superior | Catalyst + 2 + Mineral |
Solution | Filtered |
Supreme | Catalyst + 2 + Mineral + Special |
Elixir | Purified |
Crafting Time
It almost always takes around an hour of time to experiment, test or create something using the various alchemy skills.
Weight
One Tincture weighs 1/2 pound, one Dram weighs 1 pound, one Solution weighs 2 pounds, and one Elixir weighs 3 pounds.
Expiry Times
Ingredients don't last forever and no matter how well they are stored, they still rot. Once an ingredient rots it becomes useless and can no longer be used in Alchemy. The typical rotting times for materials are as follows:
Ingredient Type | Standard Rot |
---|---|
Any Terrain | 1d20 Days |
Any Organic | 1d4 Days |
Any Mineral | Doesn't Rot |
Any Special or Legendary Ingredient |
Doesn't Rot |
The Process
Foraging for Ingredients:
As players travel between locations they can decided to move at a Slow Pace, searching for ingredients as they do so. When a player decides to search for ingredients have them make a Forage check. If they succeed on foraging, then they can add one ingredients of that terrain to their inventory. Roll a d20 to determine the results of the discovered ingredient.
If a fresh cadaver or mineral is discovered, the player then rolls on the organic or mineral table. Alternatively, if a special ingredient is discovered, the GM must choose the most appropriate ingredient for the character to find given the location.
Alternatively if a player is looking for a specific ingredient then they can decide to carouse various shops and vendors. The prices for which are listed next to each ingredient.
Harvesting a Kill:
After players kill a creature, or if they discover a fresh kill along their travels, a character may attempt a harvest check on the creature to attempt to harvest useful parts of the creature for later use in brewing alchemical supplies. If the check is passed the character can roll on the organic ingredient table to determine what part they were able to harvest.
If a special ingredient is rolled, the GM must choose the most appropriate special ingredient that the dead creature may yield (including a mineral if appropriate). If nothing is appropriate from the mineral or special ingredients list, the character should roll again twice on the organic table and ignore special.
Alternatively a character may keep small or tiny animal specimens in captivity within their workshops or laboratories in order to harvest the creatures parts as the need arises. Doing this eliminates the need for rolling on a harvest check but the GM decides how the character is able to come into possession of such creatures as well as keep such creatures in captivity.
Forage
The character can keep an eye out for ready sources of Food and Water, making a Wisdom (Survival) check when the DM calls for it. (The Dungeon Master’s Guide has rules for Foraging.)
Harvest
The character can attempt to harvest a part of a recently deceased creature, making a Wisdom (Survival) check when the DM calls for it.
Discovering Effects:
When an ingredient has been acquired the player can decided to do a number of things with it to begin discovering it's effects. Each ingredient has one catalytic effect (always displayed as no.1 effect) and 3 different ingredient effects which can be discovered by attempting to brew a potion with two ingredients, by taking the time to properly investigate the effects of the specimen, or by 'eating' the ingredient, revealing the first ingredient effect only (not including the catalytic effect).
Alchemical Note - Cooking
Some Ingredients list 'Cooking' as the first effect. This means that they do not have catalytic properties and are instead used in cooking food as their primary purpose and not alchemy.
If you take the time to investigate the effects you can ascertain up to all four of the effects with an hour of investigation. This costs the ingredient and requires the use of either the Alchemist's Supplies or the Poisoner's Kit (along with proficiency in the chosen tool). You can roll an Investigation check to see how many effects you discover. You can make this roll with advantage if you have the herbalist's kit for plant matter, butcher's tools for animal matter or excavation kit for mineral matter. Use the table below to see the DC's:
Effect No. | Investigation DC |
---|---|
1 | 8 |
2 | 12 |
3 | 18 |
4 | 22 |
If you fail to discover all of the effects on the first attempt, you may retry with another sample but the ingredient DCs do not change. The forth effects are usually more powerful and unique and so will always be harder to discover.
If you successfully brew a potion, blindly using two or more ingredients, then note down the effects as best as you can and continue to experiment. As well when exploring new towns and villages look to bargain with the local herbalists and alchemists for recipes on potions or poisons based on the local flora.
Attached to this supplement at the very end, is an alchemy sheet. Similar to a spell sheet this page is a basic guideline for helping understand and keeping track of your alchemical notes.
Alchemical Notes - Ingredient List
As a Dungeon Master I would recommend not letting your players read the effects of all the ingredients. Let them discover these as they adventure and reward the dedicated note taker who maps and builds potions from the various discoveries they have made. You can also supply mentors, tomes of recipes, or laboratories with specific ingredients thrown about to help develop your players lexicon of potions.
Experimentation
Before you can produce alchemical items reliably and efficiently, you must first test and experiment with ingredients in order to ascertain the correct recipe. To do this you must roll an Intelligence or Wisdom check against the discovery DC of the recipe you wish to discover, using the relevant tool (that you must be proficient with).
You must have discovered that the ingredients produce the necessary effects for the recipe in order to attempt to discover it. You may make blind attempts with ingredients that you do not know the effects of but a success only produces the single potion and does not result in the discovering of a stable recipe.
Alchemical Notes - Recipe List
As a Dungeon Master I would recommend insisting that the budding alchemist notes down any discovered recipes in the alchemy journal in the exact same way as a Wizard would note the spells in his spellbook. This helps the players to get used to looking at the alchemy side of the game as an important mechanic like spellcasting and will encourage more engagement between players during downtime.
Production
Once you have a recipe, the relevant tools, the correct supplies and the ingredients, you are ready to produce an alchemical item in batches rather than singularly. During this time you will roll in the same way as with the experimentation stage except you will be against the brew DC and you will produce a number of draughts or doses equal to the number you beat the DC by.
Example: You score an 18 on a potion with a brewing DC of 15, so you create 18-15=3 potion draughts.
You must have enough of the relevant vials in order to store the draughts/doses. Any draught that cannot be stored in its own vial is lost.
Alchemical Notes - Bookkeeping
It is recommended that as a Dungeon Master you start enforcing a stricter book keeping approach to the game if you are going to allow production of potions during down time. Remember that, although one can brew thousands of healing potions, they still must acquire the necessary ingredients, vials and solvents which all have a cost (in time or money) as well as a weight.
Start enforcing encumbrance to stop characters carrying 50 potions each and insure that the alchemist accounts for how he is acquiring all of the materials to mass produce whatever he wishes to brew.
Part II
Alchemical Equipment
The Laboratory
If a character has access to a permanent residence with room enough for the equipment needed, Then they may set up a laboratory in order to aid in their alchemical pursuits. The areas of a lab include the Alchemical Altar, the Holding Cages, the Storage Cases and the Study Desk. This equipment is not taken with the adventurer as they travel and the Alchemist's Supplies or Poisoner's Kit is used when on the open road. Instead, this equipment remains in the characters home base or permanent residence for use during downtime between adventures.
Alchemical Altar: (200 GP)
For the practiced alchemist one might seek out an Alchemical Altar to help hone their skills and develop more advanced potions. Alchemical Altars are made up of a number of useful tools. The devices provided at an Alchemical Altar are the Alembic, Aludel, Athanor, Crucible, Cupels, Retort, and of course your common mortar & pestle.
Each device provides new alchemical methods that alter the process of either the discovery of new recipes or the mass brewing of multiple potions.
Alembic:
Additional Cost: 80GP
The alembic is an alchemical tool consisting of two vessels connected by a tube, used for distilling.
While using an Alembic at an Alchemical Altar you can produce more potions or poisons during each attempted brewing. The brewing DC is reduced by 2.
Aludel:
Additional Cost: 120GP
The Aludel, sometimes called the Hermetic Vase, is a subliming pot, used in alchemy, consisting of tubes and pots without bottoms fitted over each other which diminish as the device gets taller. The lowest pot is adapted into a small furnace, wherein the matter is sublimed. At the top is a head to retain the alchemical condensation, which ascends.
While using a Hermetic Vase at an Alchemical Altar you can determine the effects of ingredients more easily. The DC for discovering each ingredient effect is reduced by 2.
Athanor:
Additional Cost: 150GP
The athanor is a furnace used to provide a uniform and constant heat for alchemical digestion.
While using an Athanor at an Alchemical Altar you can more easily determine the correct way the create a new portion. The Discovery DC is lowered by 2 for any potion or poison.
Crucible:
Additional Cost: 50GP
The crucible is a large pot used for melting down various alchemical ingredients.
While using a Crucible at an Alchemical Altar you can use up to two ingredients with the same name to brew a potion or poison batch. The brewing DC increases by 5.
Cupels:
Additional Cost: 180GP
The cupels are delicate coned cups used for refining alchemical ingredients and separating their properties in a cupellation furnace.
While using a Cupel at an Alchemical Altar you can use one single ingredient in the brewing of two different potions or poisons. The brewing DC of both alchemical items is increased by 5.
Retort:
Additional Cost: 200GP
The retort is an airtight vessel in which alchemical substances are heated producing gaseous products to be collected in droplets.
While using a Retort at an Alchemical Altar you can create extracts of ingredient properties. Choose 1d4 properties of an ingredient, each property is collected in a tincture vial and can be used for crafting potions later. The ingredient is destroyed in the process and the property must be stored in a tincture vial. Whilst stored this way the property can be kept indefinitely.
Mortar & Pestle:
Additional Cost: 20GP
The mortar and pestle are used to prepare ingredients or substances by crushing and grinding them into a fine paste or powder.
These pastes and powders are much easier to work with than raw ingredients and as such the discovery and brewing DC of all Potions and Poisons are reduced by 2.
Holding Cages (500 GP)
Here you can hold small animals for easy access to organic ingredients. Each animal must be of a size small or lower (unless the GM allows otherwise). An Alchemist has access to any organic material of the animals kept in the cages and each animal killed returns 1d6 different organic components. These animals never return special ingredients and it is up to the character to figure out a way to acquire fresh specimens to store in the cages.
Storage Cases (800 GP)
Similar to the holding cages, these storage cases are used to store and archive various flora biomatter. Ingredients found in the wilderness can be stored safely in these cases and any standard ingredient that would rot or lose it's potency, can be stored in these cases for ten times as long and still be usable in alchemical activities.
Study Desk (150 GP)
This area is where notes and recipes can be better written, filed and organized. An Alchemist that uses this desk during his experiments shortens each attempt to discover a potion or poison recipe by half. The study desk also has multiple draws and storage areas to store miscellaneous supplies, materials, books and papers.
Artifacts & Magic Items:
The history of alchemical artifacts is one of heretic prophecy, discovery, mystery and lost art. Many who understand alchemy withold these teachings for fear their apprentices might begin to wonder or indulge in the ventures of discovering such erroneous treasures.
"The necessity of concealing the Art is one of the chief anxieties of alchemists." Hermes-Thoth
The Emerald Tablets of Thoth:
Wonderous item, artifact (requires attunement) The Emerald Tablets of Thoth, or the Tabula Smaragdina are writings from the ancient deity Thoth. These teachings hold the secrets of all hermetic knowledge throughout alchemical history. However as the ancient lands vanished beneath the sands and crumbled into dust so too were the tablets broken, now only thirteen remnants of it's knowledge remain.
You may read the tablet for 1 minute, and gain the following knowledge for up to 1 hour or until you finish an alchemical experiment to discover a recipe. After the effect wears off, the magic ceases to function until you finish a long rest.
-
History of Thoth. You gain the knowledge of all alchemical ingredients in the Minerals & Crystals category.
-
Halls of Amenti. You gain the knowledge of all alchemical ingredients in the Cavernous category.
-
Key of Wisdom. You gain the knowledge of all alchemical ingredients in the Grassland category.
-
Space Born. You gain the knowledge of all alchemical ingredients in the Desert category.
-
Dweller of Unal. You gain the knowledge of all alchemical ingredients in the Mountain category.
-
Key of Magic. You gain the knowledge of all alchemical ingredients in the Hill category.
-
Seven Lords. You gain the knowledge of all alchemical ingredients in the Urban category.
-
Key of Mysteries. You gain the knowledge of all alchemical ingredients in the Coastal category.
-
Key of Freedom of Space. You gain the knowledge of all alchemical ingredients in the Arctic category.
-
Key of Time. You can gain the knowledge of all alchemical ingredients in the Forest category.
-
Key to Above and Below. You gain the knowledge of all alchemical ingredients in the Underwater category.
-
Key of Prophecy. You gain the knowledge of all alchemical ingredients in the Grassland category.
-
Keys of Life and Death You gain the knowledge of all alchemical ingredients in the Organic category.
Alkahest
Wondrous item, very rare
Alkahest is a wondrous alchemical solvent capable of being used to create powerful potions and dissolve any substance.
When brewing batches of potion or poisons you may substitute any quality of solvent with Alkahest. Additionally, when brewing on the Alchemical Altar you do not need to roll against the brew DC to create potions and poisons. Instead you automatically succeed and create 1d6 of the potion or poison type.
The Pale Vial
Wondrous item, legendary
The Pale Vial is a legendary bottle forged in the days when the winters of the world were unending and ice had frozen the seas. The small tincture was made by a goddess of winter who infused the Vial with the first snow of a frozen world and gifted it to the greatest alchemist of a long forgotten kingdom. It is said that the vial will replenish whatever fluid is placed inside of it endlessly.
Any potion or poison crafted using The Pale Vial will refill over the course of 1 minute. The Pale Vial is considered a tincture.
Everfull Urn
Wondrous item, very rare
This ceramic urn appears to be able to hold a gallon of liquid and weighs 15 pounds. Peering into the urn you can see what appears to be an endless pool of water.
You can use an action and name one solvent from the table below to cause the urn to produce the chosen solvent. Afterward, you can produce a number of potions with the provided solvent. The maximum amount of solvent the urn can produce depends on the solvent you named.
Once the urn starts producing a solvent, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
Solvent Produced
Solvent | Max Amount |
---|---|
Natural | 5 |
Clear | 3 |
Filtered | 1 |
Alumentum & Nitor Powders
Wondrous item, Uncommon
Alumentum & Nitor powders can be mixed in with any potion or poison to create explosive or gaseous results when the glass is broken. You can choose to toss or throw these Concoctions at your opponents, in which case you treat the potion or poison as an improvised weapon with a range of 20/60 feet. These powders cannot be used to augment blade venoms, bombs, poultices or pastes in any way.
Alumentum: Each creature within 15ft of where the potion burst will need to make a dexterity saving throw or be subjected to the effects of the concoction.
Nitor: Within 20ft of where the potion or poison was released a thick alchemical sphere of fog appears. When a creature enters the fogs area for the first time on a turn or starts its turn there, they must make a Constitution saving throw. On a failed save the creature is subjected to the effects of the concoction at it's lowest quality, on a success nothing happens. Creatures that hold their breath or don’t need to breathe are immune to this.
The alchemical fog lasts for the duration of the effects, or until all the maximum amount of the potion or poison is consumed. A wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Alchemical Fog Durations & Amounts.
When determining the effect amounts an alchemical fog can produce take the maximum amount a potion can produce. For example take a Healing potion crafted at the superior quality using a Crucible. This would result in a potion that restores 4d4+4 hit points. The maximum for that potion would then be 20 hit points. Every time a creature is effected by the Alchemical Fog for this potion they would restore hit points at the effects lowest quality or in this case 1d4+1.
Once that character consume the 1d4+1 amount deduct it from the maximum the fog produced. Assuming they rolled a total of 3 then the fog can now still restore 17 hit points to the next effected creature.
If an effect has a duration listed anywhere in the effects description or quality then use the duration listed.
Part III
Alchemical Effects
and the Items they are used for
Potions
Potions are the most commonly created and used alchemical item. A skilled alchemist can make a tidy profit and a good living, brewing and selling potions in a shop and any character that chooses to engage in professional alchemy during their downtime can generate a good income for themselves.
Potions are stored in a vial; take a bonus action to drink; and offer a wide variety of effects.
Known Recipes - Potions from a known recipe can be crafted over the course of an hour of uninterrupted work. During this time, you roll against the potion's brewing DC and produce an amount of potion equal to the number you beat the DC by.
Experiments - Experimenting with ingredients can be done during a long rest or downtime, taking a minimum of one hour of time. This is done by using Alchemist's Supplies to combine two ingredients with similar effects together and add them to a solvent within a glass vial. You must roll against the discovery DC to see if you are successful, and if you are you may note your discovery down in your journal. A successful process always produces a single draught of potion.
Catalysts - Potions require one of four catalytic ingredients: Restorative for Restorative Potions, Ward for Ward Potions, Boost for Boost Potions or Spellwork for Spellwork Potions.
Restorative Sources
Ingredient | Region |
---|---|
Arctic Poppy | Arctic |
Erigeron | Arctic |
Faerzress Stem | Cavernous |
Silver Hibiscus | Carvernous |
Apple Blossom | Coastal |
Lavender Sprig | Coastal |
Orcus Slime | Coastal |
Cactus Juice | Desert |
Violet Soldier | Desert |
Artamasco Lily | Grasslands |
Mullein Seeds | Grassland |
Ingredient | Region |
---|---|
Arrow Root | Forest |
Bloodroot | Forest |
Verdent Nettle | Forest |
Beard-Moss | Hill |
Selfheal | Hill |
Dyers Broom | Mountain |
Mountain Iris | Mountain |
Bogbean | Swamp |
Musk Sedge | Swamp |
Algae | Underwater |
Barnacles | Underwater |
Kelp | Underwater |
Ward Sources
Ingredient | Region |
---|---|
Bearberry | Arctic |
Globe Thistle | Arctic |
Northland Moss | Arctic |
Genko Brush | Cavernous |
Shrieker | Carvernous |
Amanita Cap | Coastal |
Hawthorn | Coastal |
Desert Thistle | Desert |
Olibanum | Desert |
Eyebright | Grasslands |
Mistflower | Grassland |
Ingredient | Region |
---|---|
Blackberry | Forest |
Miner's Lettuce | Forest |
Azalea | Hill |
Linnaea | Hill |
Dwarf Clover | Mountain |
Krummholz Branches | Mountain |
Button Bush | Swamp |
Sea Lavender | Swamp |
Bladderwrack | Underwater |
Mermaid's Fan | Underwater |
Boost Sources
Ingredient | Region |
---|---|
Cottongrass | Arctic |
Filmy-Fern | Arctic |
Fire Lichen | Cavernous |
Violet Fungi | Carvernous |
Black Henbane | Coastal |
Sallowthorn | Coastal |
Drakus Flower | Desert |
Thurber's Gilia | Desert |
Bryony Root | Grasslands |
Meadow Saffron | Grassland |
Ingredient | Region |
---|---|
Ironwood Heart | Forest |
Juniper | Forest |
Amaranth | Hill |
Birnam Wood | Hill |
Persimmon | Hill |
King's Crown | Mountain |
Queen's Crown | Mountain |
Horsetail | Swamp |
Skullcap | Swamp |
Elkhorn | Underwater |
Sea Shell | Underwater |
Spellwork Sources
Ingredient | Region |
---|---|
Faerzress Stem | Arctic |
Water Yew | Arctic |
Barrelstalk | Cavernous |
Ripplebark | Carvernous |
Fairy Caps | Coastal |
Hyacinth Nectar | Coastal |
Mirabilis | Desert |
Sweet Alyssum | Desert |
Agrimony | Grasslands |
Cardinal Flower | Grassland |
Owl's Crown | Grassland |
Ingredient | Region |
---|---|
Cat's Claw | Forest |
Harrada Leaf | Forest |
Butterfly Weed | Hill |
Shy Maidens | Hill |
Columbine | Mountain |
Miners Candle | Mountain |
Blue Lobelia | Swamp |
Manna Grass | Swamp |
Feather Stars | Underwater |
Peacock's Tail | Underwater |
Restorative Potions
Healing
This effect restores hit points to whoever consumes it.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1d4+1 | 10 | 8 |
Greater | 2d4+2 | 15 | 12 |
Superior | 4d4+4 | 20 | 18 |
Supreme | 5d4+10 | 25 | 22 |
Ingredient | Region |
---|---|
Boneflower | Arctic |
Emerald Bog | Arctic |
Pearlwort | Arctic |
Genko Brush | Cavernous |
Hyacinth Nectar | Coastal |
Arrow Root | Forest |
Cat's Claw | Forest |
Juniper | Forest |
Beardmoss | Hills |
Selfheal | Hills |
Columbine | Mountain |
Ingredient | Region |
---|---|
Bottonbush | Swamp |
Barnacles | Underwater |
Mermaid's Fan | Underwater |
Famous Pie | Urban |
Mugwort Seeds | Urban |
Heart | Organic |
Mineral | For What? |
---|---|
Silver | Superior + |
Special | For What? |
---|---|
Red Butterfly Wing |
Supreme |
Health
This effect grant temporary HP to the consumer for 1 day.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 10 | 10 | 8 |
Greater | 20 | 15 | 12 |
Superior | 40 | 20 | 18 |
Supreme | 60 | 25 | 22 |
Ingredient | Region |
---|---|
Bluecap | Cavernous |
Devil's Bloodleaf | Cavernous |
Russet Mold | Cavernous |
Apple Blossom | Coastal |
Blue Toadshade | Coastal |
Drakus Flower | Desert |
Violet Soldier | Desert |
Azalea | Hill |
Bogbean | Swamp |
Scamp Stool | Swamp |
Ingredient | Region |
---|---|
Ginseng | Urban |
Pear | Urban |
Teeth | Organic |
Mineral | For What? |
---|---|
Iron | Superior + |
Special | For What? |
---|---|
Emperor's Moth Wing |
Supreme |
Ether
This effect restores 1 spell slot to whoever consumes it.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | Slot Level 1d4 | 15 | 12 |
Greater | Slot Level 1d4 + 1 | 18 | 15 |
Superior | Slot Level 1d4 + 2 | 25 | 20 |
Supreme | Slot Level 1d4 + 4 | 28 | 25 |
Ingredient | Region |
---|---|
Bluecap | Cavernous |
Orcus Slime | Coastal |
Hydrathistle | Coastal |
Olibanum | Desert |
Prickly Poppy | Desert |
Blackberry | Forest |
Butterfly Weed | Hills |
Purple Coneflower | Hills |
Columbine | Mountain |
Sea Lavender | Swamp |
Ingredient | Region |
---|---|
Sea Anemone | Underwater |
Grapes | Urban |
Tobacco | Urban |
Watermelon | Urban |
Tongue | Organic |
Mineral | For What? |
---|---|
Gold | Superior + |
Special | For What? |
---|---|
Blubber Oil | Supreme |
Recovery
This effect restores a number of hit dice to whoever consumes it.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 | 10 | 8 |
Greater | 1d4 | 15 | 12 |
Superior | 1d8 | 20 | 18 |
Supreme | 1d12 | 25 | 22 |
Ingredient | Region |
---|---|
Water Yew | Coastal |
Desert Thistle | Desert |
Ironwood Heart | Forest |
Amaranth | Hills |
Columbine | Mountain |
Algae | Underwater |
Sea Shell | Underwater |
Ingredient | Region |
---|---|
Pear | Urban |
Fennel Seeds | Urban |
Flax Seeds | Urban |
Nose/Beak | Organic |
Mineral | For What? |
---|---|
Platinum | Superior + |
Special | For What? |
---|---|
Orange Dragonfly | Supreme |
Boost Potions
Strength
This effect grants whoever consumes it an increase to their strength modifier for 1 minute.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 | 10 | 10 |
Greater | 2 | 15 | 15 |
Superior | 3 | 20 | 20 |
Supreme | 4 | 25 | 25 |
Ingredient | Region |
---|---|
Queen Meadow Seeds | Arctic |
Blackthorn | Coastal |
Sallowthorn | Coastal |
Drakus Flower | Desert |
Figwort | Forest |
Verdant Nettle | Forest |
Mountain Iris | Mountain |
Ingredient | Region |
---|---|
Garlic | Urban |
Leek | Urban |
Mineral | For What? |
---|---|
Titanium | Superior + |
Special | For What? |
---|---|
Honeycomb | Supreme |
Constitution
This effect grants whoever consumes it an increase to their constitution modifier for 1 minute.
When this effect begins the extra health created is added to the character's current HP but when the effect ends, only the max HP is reduced and the current HP is left untouched (unless its higher than max HP).
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 | 10 | 10 |
Greater | 2 | 15 | 15 |
Superior | 3 | 20 | 20 |
Supreme | 4 | 25 | 25 |
Ingredient | Region |
---|---|
Cottongrass | Arctic |
Purple Saxifrage | Arctic |
Barrelstalk | Cavernous |
Fiend's Ivy | Cavernous |
Obliviax Moss | Cavernous |
Orcus Slime | Coastal |
Ironwood Heart | Forest |
Ingredient | Region |
---|---|
Brittlegill | Swamp |
Mineral | For What? |
---|---|
Adamantium | Superior + |
Special | For What? |
---|---|
Ancient Bone Meal | Supreme |
Dexterity
This effect grants whoever consumes it an increase to their dexterity modifier for 1 minute.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 | 10 | 10 |
Greater | 2 | 15 | 15 |
Superior | 3 | 20 | 20 |
Supreme | 4 | 25 | 25 |
Ingredient | Region |
---|---|
Erigeron | Arctic |
Amanita Cap | Coastal |
Moss Rose | Coastal |
Harrada Leaf | Forest |
Verdant Nettle | Forest |
Corn | Urban |
Ingredient | Region |
---|---|
Garlic | Urban |
Mineral | For What? |
---|---|
Mithral | Superior + |
Special | For What? |
---|---|
Falcon Feathers | Supreme |
Intelligence
This effect grants whoever consumes it an increase to their intelligence modifier for 1 minute.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 | 10 | 10 |
Greater | 2 | 15 | 15 |
Superior | 3 | 20 | 20 |
Supreme | 4 | 25 | 25 |
Ingredient | Region |
---|---|
Filmy-Fern | Arctic |
Northland Moss | Arctic |
Obliviax Moss | Cavernous |
Dyssodia | Desert |
Starflower | Desert |
Figwort | Forest |
Scarlet Poppy | Grassland |
Ingredient | Region |
---|---|
Musk Sedge | Swamp |
Fennel Seeds | Urban |
Mineral | For What? |
---|---|
Electrum | Superior + |
Special | For What? |
---|---|
Rat Tail | Supreme |
Wisdom
This effect grants whoever consumes it an increase to their wisdom modifier for 1 minute.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 | 10 | 10 |
Greater | 2 | 15 | 15 |
Superior | 3 | 20 | 20 |
Supreme | 4 | 25 | 25 |
Ingredient | Region |
---|---|
Globe Thistle | Arctic |
Ripple Bark | Cavernous |
Shreiker | Cavernous |
Lavender Sprig | Coastal |
Dyssodia | Desert |
Mirabilis | Desert |
Cardinal Flower | Grassland |
Ingredient | Region |
---|---|
Birnam Wood | Hill |
Mouse-Ear | Hill |
Mineral | For What? |
---|---|
Copper | Superior + |
Special | For What? |
---|---|
Hornet Larvae | Supreme |
Charisma
This effect grants whoever consumes it an increase to their charisma modifier for 1 minute.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 | 10 | 10 |
Greater | 2 | 15 | 15 |
Superior | 3 | 20 | 20 |
Supreme | 4 | 25 | 25 |
Ingredient | Region |
---|---|
Bearberry | Arctic |
Cottongrass | Arctic |
Bluecap | Cavernous |
Fire Lichen | Cavernous |
Violet Soldier | Coastal |
Bryony Root | Grassland |
Meadow Saffron | Grassland |
Flapwort | Hill |
Ingredient | Region |
---|---|
Leek | Urban |
Dawn Sugar | Urban |
Mineral | For What? |
---|---|
Tin | Superior + |
Special | For What? |
---|---|
Peacock Feather | Supreme |
Talent
This effect grants whoever consumes it Advantage on all checks with any one skill or tool for a time.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 10 | 10 |
Greater | 1 Minute | 15 | 15 |
Superior | 1 Hour | 20 | 20 |
Supreme | 24 Hours | 25 | 25 |
Ingredient | Region |
---|---|
Erigeron | Arctic |
Rock Samphire | Coastal |
Blackberry | Forest |
Agrimony | Grassland |
Boneset | Grassland |
Eelgrass | Underwater |
Mermaid's Fan | Underwater |
Ingredient | Region |
---|---|
Strawberry | Urban |
Famous Pie | Urban |
Mineral | For What? |
---|---|
Limestone | Superior + |
Special | For What? |
---|---|
Monkey Brains | Supreme |
Martial Skill
This effect grants whoever consumes it Advantage on all attacks made with any one weapon for a time.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 10 | 10 |
Greater | 1 Minute | 15 | 15 |
Superior | 10 Minutes | 20 | 20 |
Supreme | 1 Hour | 25 | 25 |
Ingredient | Region |
---|---|
Hyacinth Nectar | Coastal |
Desert Thistle | Desert |
Juniper | Forest |
Boneset | Grassland |
Feather Stars | Underwater |
Cheese | Urban |
Mineral | For What? |
---|---|
Flint | Superior + |
Special | For What? |
---|---|
Boar Tusk | Supreme |
Magical Skill
This effect grants whoever consumes it Advantage on all spell attacks for a time.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 10 | 10 |
Greater | 1 Minute | 15 | 15 |
Superior | 10 Minutes | 20 | 20 |
Supreme | 1 Hour | 25 | 25 |
Ingredient | Region |
---|---|
Hyacinth Nectar | Coastal |
Bloodroot | Forest |
Boneset | Grassland |
Bryony Root | Grassland |
Dyer's Broom | Mountain |
Carrot | Urban |
Mineral | For What? |
---|---|
Salt | Superior + |
Special | For What? |
---|---|
Raven Beak | Supreme |
Spellwork Potions
Feather
This effect grants feather fall to whoever consumes it. See the Feather Fall spell for details.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Minute | 10 | 10 |
Greater | 10 Minutes | 15 | 15 |
Superior | 1 Hour | 20 | 20 |
Supreme | 8 Hours | 25 | 25 |
Ingredient | Region |
---|---|
Sweet Alyssum | Desert |
Glory-of-the-Snow | Mountain |
Gulf Weed | Underwater |
Flax Seeds | Urban |
Grapes | Urban |
Mineral | For What? |
---|---|
Rose Quartz | Superior + |
Special | For What? |
---|---|
Griffon Plume | Supreme |
Levitate
This effect grants whoever consumes it or whatever object it is poured upon, the ability to levitate. See the Levitation spell for details.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Minute | 10 | 10 |
Greater | 10 Minutes | 15 | 15 |
Superior | 1 Hour | 20 | 20 |
Supreme | 8 Hours | 25 | 25 |
Ingredient | Region |
---|---|
Arctic Poppy | Arctic |
Mother's Hair | Arctic |
Belladonna | Coastal |
Mistflower | Grasslands |
Figwort | Forest |
Tomato | Urban |
Mineral | For What? |
---|---|
Sky Quartz | Superior + |
Special | For What? |
---|---|
Fairy Wing | Supreme |
Bless
This effect blesses whoever consumes it. See the Bless Spell for details.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 10 | 10 |
Greater | 1 Minute | 15 | 15 |
Superior | 10 Minutes | 20 | 20 |
Supreme | 1 Hour | 25 | 25 |
Ingredient | Region |
---|---|
Purple Saxifrage | Arctic |
Thimbleweed | Arctic |
Hawthorne | Coastal |
Holy Tea Leaves | Desert |
Smearwort | Desert |
Whitethorn | Desert |
Owl's Crown | Grasslands |
Starworts | Grasslands |
Ingredient | Region |
---|---|
Catchfly | Hills |
Manna Grass | Swamp |
Mineral | For What? |
---|---|
Silver Quartz | Superior + |
Special | For What? |
---|---|
Angel Feather | Supreme |
Invisibility
This effect grants whoever consumes it or whatever object it is poured upon, invisibility. See the Invisibility spell for details.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Minute | 10 | 10 |
Greater | 10 Minutes | 15 | 15 |
Superior | 1 Hour | 20 | 20 |
Supreme | 8 Hours | 25 | 25 |
Ingredient | Region |
---|---|
Erigeron | Arctic |
Scarlet Poppy | Grassland |
Catchfly | Hills |
Narcissus | Mountains |
Peacock's Tail | Underwater |
Strawberry | Urban |
Mineral | For What? |
---|---|
Yellow Quartz | Superior + |
Special | For What? |
---|---|
Imp Tail | Supreme |
Water Breathing
A creature subjected to this effect is granted the ability to breath water. See the Water Breathing spell for details.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 10 Minutes | 10 | 10 |
Greater | 1 Hour | 15 | 15 |
Superior | 8 Hours | 20 | 20 |
Supreme | 1 Day | 25 | 25 |
Ingredient | Region |
---|---|
Bogbean | Swamp |
Algae | Underwater |
Barnacles | Underwater |
Gulf Weed | Underwater |
Kelp | Underwater |
Onion | Urban |
Mineral | For What? |
---|---|
Aqua Quartz | Superior + |
Special | For What? |
---|---|
Aboleth Gill | Supreme |
Sight
This effect grants different ways to see for 10 minutes to whoever consumes it.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | Darkvision 60ft | 10 | 10 |
Greater | Blindsight 60ft | 15 | 15 |
Superior | Tremorsense 60ft | 20 | 20 |
Supreme | Truesight 60ft | 25 | 25 |
Ingredient | Region |
---|---|
Agrimony | Grassland |
Eyebright | Grassland |
Dwarf Clover | Mountain |
Blue Lobelia | Swamp |
Carrot | Urban |
Onion | Urban |
Tomato | Urban |
Mineral | For What? |
---|---|
Black Quartz | Superior + |
Special | For What? |
---|---|
Sphinx Mane | Supreme |
Ward Potions
Fire Ward
This effect grants whoever consumes it resistance to fire damage for a time. If a creature has resistance or vulnerability to fire damage, it positively raises that feature by one step instead of granting resistance.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 10 | 10 |
Greater | 1 Minute | 15 | 15 |
Superior | 10 Minutes | 20 | 20 |
Supreme | 1 Hour | 25 | 25 |
Ingredient | Region |
---|---|
Devil's Bloodleaf | Cavernous |
Fire Lichen | Cavernous |
Hawthorn | Coastal |
Drakus Flower | Desert |
Olibanum | Desert |
Whitethorn | Desert |
Juniper | Forest |
Mullein Seeds | Glasslands |
Dragonshead | Mountain |
Ingredient | Region |
---|---|
Brittlegill | Swamp |
Cheese | Urban |
Marrow | Organic |
Mineral | For What? |
---|---|
Ruby | Superior + |
Special | For What? |
---|---|
Salamander Tail | Supreme |
Radiant Ward
This effect grants whoever consumes it resistance to radiant damage for a time. If a creature has resistance or vulnerability to radiant damage, it positively raises that feature by one step instead of granting resistance.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 10 | 10 |
Greater | 1 Minute | 15 | 15 |
Superior | 10 Minutes | 20 | 20 |
Supreme | 1 Hour | 25 | 25 |
Ingredient | Region |
---|---|
Cottongrass | Arctic |
Lavander Sprig | Coastal |
Cactus Juice | Desert |
Smearwort | Desert |
Manna Grass | Swamp |
Dawn Sugar | Urban |
Mineral | For What? |
---|---|
Diamond | Superior + |
Special | For What? |
---|---|
Thrice Blessed Incense | Supreme |
Cold Ward
This effect grants whoever consumes it resistance to cold damage for a time. If a creature has resistance or vulnerability to cold damage, it positively raises that feature by one step instead of granting resistance.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 10 | 10 |
Greater | 1 Minute | 15 | 15 |
Superior | 10 Minutes | 20 | 20 |
Supreme | 1 Hour | 25 | 25 |
Ingredient | Region |
---|---|
Arctic Poppy | Arctic |
Emerald Bog | Arctic |
Filmy-Fern | Arctic |
Northland Moss | Arctic |
Purple Saxifrage | Arctic |
Fennel Silk | Cavernous |
Blackthorn | Coastal |
Sallowthorn | Coastal |
Cardinal Flower | Grassland |
Dwarf Clover | Mountain |
Ingredient | Region |
---|---|
Elkhorn Coral | Underwater |
Milk Thistle Seeds | Urban |
Lungs | Organic |
Mineral | For What? |
---|---|
Aquamarine | Superior + |
Special | For What? |
---|---|
Yeti Claw | Supreme |
Lightning Ward
This effect grants whoever consumes it resistance to lightning damage for a time. If a creature has resistance or vulnerability to lightning damage, it positively raises that feature by one step instead of granting resistance.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 10 | 10 |
Greater | 1 Minute | 15 | 15 |
Superior | 10 Minutes | 20 | 20 |
Supreme | 1 Hour | 25 | 25 |
Ingredient | Region |
---|---|
Radiant Synthseed | Cavernous |
Amanita Cap | Coastal |
White Henbane | Desert |
Bryony Root | Grassland |
Meadow Saffron | Grassland |
Bladderwort | Swamp |
Scamp Stool | Swamp |
Elkhorn Coral | Underwater |
Ingredient | Region |
---|---|
Corn | Urban |
Finger/Toe | Organic |
Mineral | For What? |
---|---|
Sapphire | Superior + |
Special | For What? |
---|---|
Thunderbird Beak | Supreme |
Poison Ward
This effect grants whoever consumes it resistance to poison damage for a time. If a creature has resistance or vulnerability to poison damage, it positively raises that feature by one step instead of granting resistance.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 10 | 10 |
Greater | 1 Minute | 15 | 15 |
Superior | 10 Minutes | 20 | 20 |
Supreme | 1 Hour | 25 | 25 |
Ingredient | Region |
---|---|
Hellebore | Arctic |
Barrelstalk | Cavernous |
Violet Fungi | Cavernous |
Belladonna | Coastal |
Fairy Caps | Coastal |
Smearwort | Desert |
Miner's Lettuce | Forest |
Nightshade Berries | Forest |
Azalea | Hill |
Giant Hogweed | Hill |
Monkshood | Mountain |
Ingredient | Region |
---|---|
Buttonbush | Swamp |
Spearwort | Swamp |
Bladderwrack | Underwater |
Gracilaria | Underwater |
Liver | Organic |
Mineral | For What? |
---|---|
Emerald | Superior + |
Special | For What? |
---|---|
Naga Fang | Supreme |
Acid Ward
This effect grants whoever consumes it resistance to acid damage for a time. If a creature has resistance or vulnerability to acid damage, it positively raises that feature by one step instead of granting resistance.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 10 | 10 |
Greater | 1 Minute | 15 | 15 |
Superior | 10 Minutes | 20 | 20 |
Supreme | 1 Hour | 25 | 25 |
Ingredient | Region |
---|---|
Liverwort | Arctic |
Funguswood | Cavernous |
Russet Mold | Cavernous |
Silver Hibiscus | Cavernous |
Violet Fungi | Cavernous |
Nightshade Berries | Forest |
Bladderwort | Swamp |
Buttonbush | Swamp |
Ingredient | Region |
---|---|
Scamp Stool | Swamp |
Sea Lavender | Swamp |
Sea Anemone | Underwater |
Pelt/Skin | Organic |
Mineral | For What? |
---|---|
Peridot | Superior + |
Special | For What? |
---|---|
Blue Ooze | Supreme |
Reflect
This effect makes you reflect magic away from you, granting you advantage on saves against spells and similar effects.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 10 | 10 |
Greater | 1 Minute | 15 | 15 |
Superior | 10 Minutes | 20 | 20 |
Supreme | 1 Hour | 25 | 25 |
Ingredient | Region |
---|---|
Water Yew | Coastal |
Witches' Thimbles | Coastal |
Elderberry | Forest |
Agrimony | Grassland |
Feverfew | Grassland |
Glasswort | Swamp |
Ingredient | Region |
---|---|
Strawberry | Urban |
Mineral | For What? |
---|---|
Garnet | Superior + |
Special | For What? |
---|---|
Grasshopper | Supreme |
Necrotic Ward
This effect grants whoever consumes it resistance to necrotic damage for a time. If a creature has resistance or vulnerability to necrotic damage, it positively raises that feature by one step instead of granting resistance.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 10 | 10 |
Greater | 1 Minute | 15 | 15 |
Superior | 10 Minutes | 20 | 20 |
Supreme | 1 Hour | 25 | 25 |
Ingredient | Region |
---|---|
Black Mourning Bride | Desert |
Prickly Poppy | Desert |
Helen's Flower | Swamp |
Rose Mallow | Swamp |
Skullcap | Swamp |
Eye | Organic |
Mineral | For What? |
---|---|
Amethyst | Superior + |
Special | For What? |
---|---|
Mummy Dust | Supreme |
Poisons
Poisons are made in much the same way as potions, and for many poisons, the ingredients are also the same as their potion counterparts. The difference between poisons and potions is that the Poisoner's Kit is designed to aid the brewer in bringing out the negative qualities of an ingredient. Like two sides of a coin, each ingredient's effect can be used for positive or negative consequences and an alchemist would typically consider a negative effect as a failure in the experiment. For this reason, the art of the poisoner is considered abhorrent to most alchemists and they tend to shun those they dub 'Apothecary'.
Poisons need to be consumed for their effects to take hold. They can be used to poison food which can then be eaten but to do so requires a successful DC 12 Poisoner's Kit check. All poison effects only happen if the consumer fails a constitution save.
Poisoner DC - The difficulty to resist your poisons or venoms is determined by your poisoner DC. This equals:
8 + your proficiency bonus + your Intelligence or Wisdom modifier (you choose).
Known Recipes - Poisons from a known recipe can be crafted over the course of an hour of uninterrupted work. During this time, you roll against the poison's brewing DC and produce an amount of poison equal to the number you beat the DC by.
Example: You score an 18 on a poison with a brewing DC of 15, so you create 18-15=3 poison doses.
You must have enough of the relevant vials in order to store the poison doses. Any dose that cannot be stored in its own vial is lost.
Experiments - Experimenting with ingredients can be done during a long rest or downtime, taking a minimum of one hour of time. This is done by using Poisoner's Kit to combine two ingredients with similar effects together and add them to a solvent within a glass vial. You must roll against the DC to see if you are successful, and if you are you may note your discovery down in your journal. A successful process always produces a single dose of poison.
Catalysts - Most poisons require one of the same four catalytic ingredients as potions: Restorative for Deterioration Poisons, Ward for Vulnerability Poisons, Boost for Bane Poisons or Spellwork for Spellwork Poisons. Some, however require the special Plague catalyst for Plague poisons.
Plague Sources
Ingredient | Region |
---|---|
Mother's Hair | Arctic |
Purple Saxifrage | Arctic |
Fiend's Ivy | Cavernous |
Fungus Wood | Carvernous |
Belladonna | Coastal |
Witches' Thimbles | Coastal |
Black Mourning Bride | Desert |
Smearwort | Desert |
White Henbane | Desert |
Boneset | Grasslands |
Fleabane | Grassland |
Ingredient | Region |
---|---|
Elderberry | Forest |
Nightshade Berries | Forest |
Black Rose | Hill |
Purple Coneflower | Hill |
Chiming-bells | Mountain |
Monkshood | Mountain |
Glasswort | Swamp |
Rose Mallow | Swamp |
Glassweed | Underwater |
Laurencia | Underwater |
Deterioration Poisons
Deadly Poison
This effect deals poison damage to the consumer.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1d6+1 | 10 | 8 |
Greater | 2d6+2 | 15 | 12 |
Superior | 4d6+4 | 20 | 18 |
Supreme | 5d6+10 | 25 | 22 |
Ingredient | Region |
---|---|
Boneflower | Arctic |
Emerald Bog | Arctic |
Pearlwort | Arctic |
Genko Brush | Cavernous |
Hyacinth Nectar | Coastal |
Arrow Root | Forest |
Cat's Claw | Forest |
Juniper | Forest |
Beardmoss | Hills |
Selfheal | Hills |
Columbine | Mountain |
Ingredient | Region |
---|---|
Bottonbush | Swamp |
Barnacles | Underwater |
Mermaid's Fan | Underwater |
Famous Pie | Urban |
Mugwort Seeds | Urban |
Heart | Organic |
Mineral | For What? |
---|---|
Silver | Superior + |
Special | For What? |
---|---|
Blue Butterfly Wing |
Supreme |
Health Bane
This effect reduces the max hp of the consumer for 1 day.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 20 | 10 | 8 |
Greater | 30 | 15 | 12 |
Superior | 40 | 20 | 18 |
Supreme | 50 | 25 | 22 |
Ingredient | Region |
---|---|
Bluecap | Cavernous |
Devil's Bloodleaf | Cavernous |
Russet Mold | Cavernous |
Apple Blossom | Coastal |
Blue Toadshade | Coastal |
Drakus Flower | Desert |
Violet Soldier | Desert |
Azalea | Hill |
Selfheal | Hill |
Bogbean | Swamp |
Scamp Stool | Swamp |
Ingredient | Region |
---|---|
Ginseng | Urban |
Pear | Urban |
Teeth | Organic |
Mineral | For What? |
---|---|
Iron | Superior + |
Special | For What? |
---|---|
Moon Moth Wing |
Supreme |
Nether
This effect reduces the spell slots of the consumer by 1d4 until its next long rest.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | Slot Level 1d4 | 15 | 12 |
Greater | Slot Level 1d4 + 1 | 18 | 15 |
Superior | Slot Level 1d4 + 2 | 25 | 20 |
Supreme | Slot Level 1d4 + 4 | 28 | 25 |
Ingredient | Region |
---|---|
Bluecap | Cavernous |
Orcus Slime | Coastal |
Hydrathistle | Coastal |
Olibanum | Desert |
Prickly Poppy | Desert |
Blackberry | Forest |
Butterfly Weed | Hills |
Purple Coneflower | Hills |
Columbine | Mountain |
Sea Lavender | Swamp |
Ingredient | Region |
---|---|
Sea Anemone | Underwater |
Grapes | Urban |
Tobacco | Urban |
Watermelon | Urban |
Tongue | Organic |
Mineral | For What? |
---|---|
Gold | Superior + |
Special | For What? |
---|---|
Blubber Oil | Supreme |
Deterioration
This effect reduces the available hit dice of the consumer. The dice count as having been spent and return in the same way as other hit dice.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 | 10 | 8 |
Greater | 1d4 | 15 | 12 |
Superior | 1d8 | 20 | 18 |
Supreme | 1d12 | 25 | 22 |
Ingredient | Region |
---|---|
Water Yew | Coastal |
Desert Thistle | Desert |
Ironwood Heart | Forest |
Amaranth | Hills |
Columbine | Mountain |
Algae | Underwater |
Sea Shell | Underwater |
Ingredient | Region |
---|---|
Pear | Urban |
Fennel Seeds | Urban |
Flax Seeds | Urban |
Nose/Beak | Organic |
Mineral | For What? |
---|---|
Platinum | Superior + |
Special | For What? |
---|---|
Green Dragonfly | Supreme |
Bane Poisons
Strength Bane
This effect lowers the strength modifier of whoever consumes it for 1 minute.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 | 10 | 10 |
Greater | 2 | 15 | 15 |
Superior | 3 | 20 | 20 |
Supreme | 4 | 25 | 25 |
Ingredient | Region |
---|---|
Queen Meadow Seeds | Arctic |
Blackthorn | Coastal |
Sallowthorn | Coastal |
Drakus Flower | Desert |
Figwort | Forest |
Verdant Nettle | Forest |
Mountain Iris | Mountain |
Ingredient | Region |
---|---|
Garlic | Urban |
Leek | Urban |
Mineral | For What? |
---|---|
Titanium | Superior + |
Special | For What? |
---|---|
Queen Bee | Supreme |
Constitution Bane
This effect lowers the constitution modifier of whoever consumes it for 1 minute.
The consumer does not regain lost health when this effect ends.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 | 10 | 10 |
Greater | 2 | 15 | 15 |
Superior | 3 | 20 | 20 |
Supreme | 4 | 25 | 25 |
Ingredient | Region |
---|---|
Cottongrass | Arctic |
Purple Saxifrage | Arctic |
Barrelstalk | Cavernous |
Fiend's Ivy | Cavernous |
Obliviax Moss | Cavernous |
Orcus Slime | Coastal |
Ironwood Heart | Forest |
Ingredient | Region |
---|---|
Brittlegill | Swamp |
Mineral | For What? |
---|---|
Adamantium | Superior + |
Special | For What? |
---|---|
Wight Skin | Supreme |
Dexterity Bane
This effect lowers the dexterity modifier of whoever consumes it for 1 minute.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 | 10 | 10 |
Greater | 2 | 15 | 15 |
Superior | 3 | 20 | 20 |
Supreme | 4 | 25 | 25 |
Ingredient | Region |
---|---|
Erigeron | Arctic |
Amanita Cap | Coastal |
Moss Rose | Coastal |
Harrada Leaf | Forest |
Verdant Nettle | Forest |
Corn | Urban |
Ingredient | Region |
---|---|
Garlic | Urban |
Mineral | For What? |
---|---|
Mithral | Superior + |
Special | For What? |
---|---|
Hawk Egg | Supreme |
Intelligence Bane
This effect lowers the intelligence modifier of whoever consumes it for 1 minute.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 | 10 | 10 |
Greater | 2 | 15 | 15 |
Superior | 3 | 20 | 20 |
Supreme | 4 | 25 | 25 |
Ingredient | Region |
---|---|
Filmy-Fern | Arctic |
Northland Moss | Arctic |
Obliviax Moss | Cavernous |
Dyssodia | Desert |
Starflower | Desert |
Figwort | Forest |
Scarlet Poppy | Grassland |
Ingredient | Region |
---|---|
Musk Sedge | Swamp |
Fennel Seeds | Urban |
Mineral | For What? |
---|---|
Electrum | Superior + |
Special | For What? |
---|---|
Rat Pelt | Supreme |
Wisdom Bane
This effect lowers the wisdom modifier of whoever consumes it for 1 minute.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 | 10 | 10 |
Greater | 2 | 15 | 15 |
Superior | 3 | 20 | 20 |
Supreme | 4 | 25 | 25 |
Ingredient | Region |
---|---|
Globe Thistle | Arctic |
Ripple Bark | Cavernous |
Shreiker | Cavernous |
Lavender Sprig | Coastal |
Dyssodia | Desert |
Mirabilis | Desert |
Cardinal Flower | Grassland |
Ingredient | Region |
---|---|
Birnam Wood | Hill |
Mouse-Ear | Hill |
Mineral | For What? |
---|---|
Copper | Superior + |
Special | For What? |
---|---|
Hornet Sting | Supreme |
Magical Clumsiness
This effect inflicts whoever consumes it Disadvantage on all attacks with spells for a time.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 10 | 10 |
Greater | 1 Minute | 15 | 15 |
Superior | 10 Minutes | 20 | 20 |
Supreme | 1 Hour | 25 | 25 |
Ingredient | Region |
---|---|
Hyacinth Nectar | Coastal |
Bloodroot | Forest |
Boneset | Grassland |
Bryony Root | Grassland |
Dyer's Broom | Mountain |
Ingredient | Region |
---|---|
Carrot | Urban |
Mineral | For What? |
---|---|
Salt | Superior + |
Special | For What? |
---|---|
Raven Egg | Supreme |
Charisma Bane
This effect lowers the charisma modifier of whoever consumes it for 1 minute.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 | 10 | 10 |
Greater | 2 | 15 | 15 |
Superior | 3 | 20 | 20 |
Supreme | 4 | 25 | 25 |
Ingredient | Region |
---|---|
Bearberry | Arctic |
Cottongrass | Arctic |
Bluecap | Cavernous |
Fire Lichen | Cavernous |
Violet Soldier | Coastal |
Bryony Root | Grassland |
Meadow Saffron | Grassland |
Flapwort | Hill |
Ingredient | Region |
---|---|
Leek | Urban |
Dawn Sugar | Urban |
Wheat | Urban |
Mineral | For What? |
---|---|
Tin | Superior + |
Special | For What? |
---|---|
Peacock Beak | Supreme |
Martial Clumsiness
This effect inflicts whoever consumes it Disadvantage on all attacks made with any weapon for a time.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 10 | 10 |
Greater | 1 Minute | 15 | 15 |
Superior | 10 Minutes | 20 | 20 |
Supreme | 1 Hour | 25 | 25 |
Ingredient | Region |
---|---|
Hyacinth Nectar | Coastal |
Desert Thistle | Desert |
Juniper | Forest |
Boneset | Grassland |
Feather Stars | Underwater |
Cheese | Urban |
Mineral | For What? |
---|---|
Flint | Superior + |
Special | For What? |
---|---|
Boar Tail | Supreme |
Inability
This effect inflicts whoever consumes it Disadvantage on all checks with skills or tools for a time.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 10 | 10 |
Greater | 1 Minute | 15 | 15 |
Superior | 1 Hour | 20 | 20 |
Supreme | 24 Hours | 25 | 25 |
Ingredient | Region |
---|---|
Erigeron | Arctic |
Rock Samphire | Coastal |
Blackberry | Forest |
Agrimony | Grassland |
Boneset | Grassland |
Eelgrass | Underwater |
Mermaid's Fan | Underwater |
Ingredient | Region |
---|---|
Strawberry | Urban |
Famous Pie | Urban |
Mineral | For What? |
---|---|
Limestone | Superior + |
Special | For What? |
---|---|
Monkey Paw | Supreme |
Spellwork Poisons
Fear
This effect inflicts fear to whoever consumes it. See the Fear spell for details.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 15 | 10 |
Greater | 1 Minute | 18 | 15 |
Superior | 10 Minutes | 22 | 20 |
Supreme | 1 Hour | 28 | 25 |
Ingredient | Region |
---|---|
Boneflower | Arctic |
Shrieker | Cavernous |
Blue Toadshade | Coastal |
Black Rose | Hill |
Mouse-Ear | Hill |
Krummholz Branches | Mountain |
Queen's Crown | Mountain |
Ingredient | Region |
---|---|
Spiderwort | Swamp |
Mineral | For What? |
---|---|
Jade | Superior + |
Special | For What? |
---|---|
Monstrous Spider Silk | Supreme |
Bane
This effect inflicts bane to whoever consumes it. See the Bane spell for details.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 15 | 10 |
Greater | 1 Minute | 18 | 15 |
Superior | 10 Minutes | 22 | 20 |
Supreme | 1 Hour | 28 | 25 |
Ingredient | Region |
---|---|
Wandering Slime | Cavernous |
Black Henbane | Coastal |
Water Yew | Coastal |
Fleabane | Grassland |
Stinging Nettle | Hill |
Helen's Flower | Swamp |
Mineral | For What? |
---|---|
Obsidian | Superior + |
Special | For What? |
---|---|
Fiend's Blood | Supreme |
Confusion
This effect inflicts Confusion to whoever consumes it. See the Confusion spell for details.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 15 | 10 |
Greater | 1 Minute | 18 | 15 |
Superior | 10 Minutes | 22 | 20 |
Supreme | 1 Hour | 28 | 25 |
Ingredient | Region |
---|---|
Wandering Slime | Cavernous |
Cactus Juice | Desert |
Burnam Wood | Hill |
Catchfly | Hill |
Monkshood | Mountain |
Feather Stars | Underwater |
Hypnea | Underwater |
Mineral | For What? |
---|---|
Agate | Superior + |
Special | For What? |
---|---|
Otyugh Spores | Supreme |
Slow
This effect inflicts slow to whoever consumes it. See the Slow spell for details.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 15 | 10 |
Greater | 1 Minute | 18 | 15 |
Superior | 10 Minutes | 22 | 20 |
Supreme | 1 Hour | 28 | 25 |
Ingredient | Region |
---|---|
Globe Thistle | Arctic |
Ripple Bark | Cavernous |
Olibanum | Desert |
Blue Toadshade | Forest |
Pear | Urban |
Leek | Urban |
Mineral | For What? |
---|---|
Turquoise | Superior + |
Special | For What? |
---|---|
Giant Snail Slime | Supreme |
Suggestive
This effect inflicts suggest to whoever consumes it. The first person to whisper an instruction in the creature ear after it is effected is the instruction it will carry out. See the Suggest spell for details.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 15 | 10 |
Greater | 1 Minute | 18 | 15 |
Superior | 10 Minutes | 22 | 20 |
Supreme | 1 Hour | 28 | 25 |
Ingredient | Region |
---|---|
Mother's Hair | Arctic |
Thimble Weed | Arctic |
Feverfew | Grassland |
Black Rose | Hill |
Linnaea | Hill |
Dyer's Broom | Mountain |
Ingredient | Region |
---|---|
Queen's Crown | Mountain |
Mineral | For What? |
---|---|
Amber | Superior + |
Special | For What? |
---|---|
Aberrant's Tentacle | Supreme |
Love
Whoever consumes this potion is charmed by the first creature it sees. See the Charm Person / Charm Monster spells for details (Apply the appropriate spell effect).
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 15 | 10 |
Greater | 1 Minute | 18 | 15 |
Superior | 10 Minutes | 22 | 20 |
Supreme | 1 Hour | 28 | 25 |
Ingredient | Region |
---|---|
Belladonna | Coastal |
Bleeding Heart | Forest |
Mistletoe | Forest |
Verdant Nettle | Forest |
Starworts | Grasslands |
Dyer's Broom | Mountain |
King's Crown | Mountain |
Ingredient | Region |
---|---|
Blue Lobelia | Swamp |
Musk Sedge | Swamp |
Mineral | For What? |
---|---|
Pearl | Superior + |
Special | For What? |
---|---|
Succubus Tongue | Supreme |
Stone
A creature subjected to this poison is petrified. See the Flesh to Stone spell for details on being petrified with the following exception. Instead of concentration the potions duration determines how long until they are petrified
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 15 | 10 |
Greater | 1 Minute | 18 | 15 |
Superior | 10 Minutes | 22 | 20 |
Supreme | 1 Hour | 28 | 25 |
Ingredient | Region |
---|---|
Genko Brush | Cavernous |
Fairy Caps | Coastal |
Rock Samphire | Coastal |
Fumitory | Grasslands |
Cedarwood | Mountain |
Queen's Crown | Mountain |
Glasswort | Swamp |
Ingredient | Region |
---|---|
Barnacles | Underwater |
Glassweed | Underwater |
Mineral | For What? |
---|---|
Fool's Gold | Superior + |
Special | For What? |
---|---|
Gorgon Eye | Supreme |
Silence
This effect inflicts silence to whoever consumes it. See the Silence spell for details.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 15 | 10 |
Greater | 1 Minute | 18 | 15 |
Superior | 10 Minutes | 22 | 20 |
Supreme | 1 Hour | 28 | 25 |
Ingredient | Region |
---|---|
Emerald Bog | Arctic |
Harrada Leaf | Forest |
Milkweed | Grassland |
Glory-of-the-Snow | Mountain |
Narcissus | Mountain |
Spearwort | Swamp |
Hypnea | Underwater |
Mineral | For What? |
---|---|
Onyx | Superior + |
Special | For What? |
---|---|
Displacer Beast Tendril | Supreme |
Vulnerability Poisons
Fire Vulnerability
This effect grants whoever consumes it vulnerability to fire damage for a time. If a creature has resistance or immunity to fire damage, it negatively lowers that feature by one step instead of inflicting vulnerability.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 10 | 10 |
Greater | 1 Minute | 15 | 15 |
Superior | 10 Minutes | 20 | 20 |
Supreme | 1 Hour | 25 | 25 |
Ingredient | Region |
---|---|
Devil's Bloodleaf | Cavernous |
Fire Lichen | Cavernous |
Hawthorn | Coastal |
Drakus Flower | Desert |
Olibanum | Desert |
Whitethorn | Desert |
Juniper | Forest |
Mullein Seeds | Glasslands |
Dragonshead | Mountain |
Ingredient | Region |
---|---|
Brittlegill | Swamp |
Cheese | Urban |
Marrow | Organic |
Mineral | For What? |
---|---|
Ruby | Superior + |
Special | For What? |
---|---|
Salamander Tongue | Supreme |
Radiant Vulnerability
This effect grants whoever consumes it resistance to radiant damage for a time. If a creature has resistance or immunity to radiant damage, it negatively lowers that feature by one step instead of inflicting vulnerability.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 10 | 10 |
Greater | 1 Minute | 15 | 15 |
Superior | 10 Minutes | 20 | 20 |
Supreme | 1 Hour | 25 | 25 |
Ingredient | Region |
---|---|
Cottongrass | Arctic |
Lavander Sprig | Coastal |
Cactus Juice | Desert |
Smearwort | Desert |
Manna Grass | Swamp |
Dawn Sugar | Urban |
Mineral | For What? |
---|---|
Diamond | Superior + |
Special | For What? |
---|---|
Holy Oil | Supreme |
Cold Vulnerability
This effect grants whoever consumes it resistance to cold damage for a time. If a creature has resistance or immunity to cold damage, it negatively lowers that feature by one step instead of inflicting vulnerability.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 10 | 10 |
Greater | 1 Minute | 15 | 15 |
Superior | 10 Minutes | 20 | 20 |
Supreme | 1 Hour | 25 | 25 |
Ingredient | Region |
---|---|
Arctic Poppy | Arctic |
Emerald Bog | Arctic |
Filmy-Fern | Arctic |
Northland Moss | Arctic |
Purple Saxifrage | Arctic |
Fennel Silk | Cavernous |
Blackthorn | Coastal |
Sallowthorn | Coastal |
Cardinal Flower | Grassland |
Dwarf Clover | Mountain |
Ingredient | Region |
---|---|
Elkhorn Coral | Underwater |
Milk Thistle Seeds | Urban |
Lungs | Organic |
Mineral | For What? |
---|---|
Aquamarine | Superior + |
Special | For What? |
---|---|
Yeti Fur | Supreme |
Lightning Vulnerability
This effect grants whoever consumes it resistance to lightning damage for a time. If a creature has resistance or immunity to lightning damage, it negatively lowers that feature by one step instead of inflicting vulnerability.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 10 | 10 |
Greater | 1 Minute | 15 | 15 |
Superior | 10 Minutes | 20 | 20 |
Supreme | 1 Hour | 25 | 25 |
Ingredient | Region |
---|---|
Radiant Synthseed | Cavernous |
Amanita Cap | Coastal |
White Henbane | Desert |
Bryony Root | Grassland |
Meadow Saffron | Grassland |
Bladderwort | Swamp |
Scamp Stool | Swamp |
Elkhorn Coral | Underwater |
Ingredient | Region |
---|---|
Corn | Urban |
Finger/Toe | Organic |
Mineral | For What? |
---|---|
Sapphire | Superior + |
Special | For What? |
---|---|
Thunderbird Feathers | Supreme |
Poison Vulnerability
This effect grants whoever consumes it resistance to poison damage for a time. If a creature has resistance or immunity to poison damage, it negatively lowers that feature by one step instead of inflicting vulnerability.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 10 | 10 |
Greater | 1 Minute | 15 | 15 |
Superior | 10 Minutes | 20 | 20 |
Supreme | 1 Hour | 25 | 25 |
Ingredient | Region |
---|---|
Hellebore | Arctic |
Barrelstalk | Cavernous |
Violet Fungi | Cavernous |
Belladonna | Coastal |
Fairy Caps | Coastal |
Smearwort | Desert |
Miner's Lettuce | Forest |
Nightshade Berries | Forest |
Azalea | Hill |
Giant Hogweed | Hill |
Monkshood | Mountain |
Ingredient | Region |
---|---|
Buttonbush | Swamp |
Spearwort | Swamp |
Bladderwrack | Underwater |
Gracilaria | Underwater |
Liver | Organic |
Mineral | For What? |
---|---|
Emerald | Superior + |
Special | For What? |
---|---|
Naga Eye | Supreme |
Acid Vulnerability
This effect grants whoever consumes it resistance to acid damage for a time. If a creature has resistance or immunity to acid damage, it negatively lowers that feature by one step instead of inflicting vulnerability.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 10 | 10 |
Greater | 1 Minute | 15 | 15 |
Superior | 10 Minutes | 20 | 20 |
Supreme | 1 Hour | 25 | 25 |
Ingredient | Region |
---|---|
Liverwort | Arctic |
Funguswood | Cavernous |
Russet Mold | Cavernous |
Silver Hibiscus | Cavernous |
Violet Fungi | Cavernous |
Nightshade Berries | Forest |
Bladderwort | Swamp |
Buttonbush | Swamp |
Ingredient | Region |
---|---|
Scamp Stool | Swamp |
Sea Lavender | Swamp |
Sea Anemone | Underwater |
Pelt/Skin | Organic |
Mineral | For What? |
---|---|
Peridot | Superior + |
Special | For What? |
---|---|
Yellow Ooze | Supreme |
Necrotic Vulnerability
This effect grants whoever consumes it resistance to necrotic damage for a time. If a creature has resistance or immunity to necrotic damage, it negatively lowers that feature by one step instead of inflicting vulnerability.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 10 | 10 |
Greater | 1 Minute | 15 | 15 |
Superior | 10 Minutes | 20 | 20 |
Supreme | 1 Hour | 25 | 25 |
Ingredient | Region |
---|---|
Black Mourning Bride | Desert |
Prickly Poppy | Desert |
Helen's Flower | Swamp |
Rose Mallow | Swamp |
Skullcap | Swamp |
Eye | Organic |
Mineral | For What? |
---|---|
Amethyst | Superior + |
Special | For What? |
---|---|
Mummy Wraps | Supreme |
Magical Vulnerability
This effect makes you attract magical effects, imposing you disadvantage on saves against spells and similar effects.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 10 | 10 |
Greater | 1 Minute | 15 | 15 |
Superior | 10 Minutes | 20 | 20 |
Supreme | 1 Hour | 25 | 25 |
Ingredient | Region |
---|---|
Water Yew | Coastal |
Witches' Thimbles | Coastal |
Elderberry | Forest |
Agrimony | Grassland |
Feverfew | Grassland |
Glasswort | Swamp |
Ingredient | Region |
---|---|
Strawberry | Urban |
Mineral | For What? |
---|---|
Garnet | Superior + |
Special | For What? |
---|---|
Locust | Supreme |
Plague Poisons
Once consumed, these poisons inflict the creature with plagues. A creature is afflicted by a plague for a time and must take a constitution test every turn to see if it is effected by the plague.
Additionally, if another creature touches the afflicted creature, it too must begin taking tests every turn or be effected also. Once the plagues time is up, it ceases to be active and all effected creatures cease to be effected.
If a creature ends its turn within 5ft of an afflicted creature, it must pass a constitution test with advantage of become afflicted with the plague and start taking tests each turn.
Plague poisons can be thrown like contact venoms with a range 20/40. If you hit your target it must pass a constitution save with advantage or become inflicted with the plague and start taking tests each turn.
Disease
This effect inflicts one random disease upon the afflicted.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Minute | 15 | 10 |
Greater | 10 Minutes | 18 | 15 |
Superior | 1 Hour | 22 | 20 |
Supreme | 8 Hours | 28 | 25 |
Ingredient | Region |
---|---|
Liverwort | Arctic |
Devil's Bloodleaf | Cavernous |
Moss Rose | Coastal |
Arrow Root | Forest |
Black Cohosh | Forest |
Miner's Lettuce | Forest |
Arrowleaf Balsamroot | Grassland |
Scullcap | Swamp |
Ingredient | Region |
---|---|
Kelp | Underwater |
Sea Colander | Underwater |
Mineral | For What? |
---|---|
Bloodstone | Superior + |
Special | For What? |
---|---|
Plaguetouched Obsidian | Supreme |
Deafen
This effect confers the deafened status upon the afflicted.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Minute | 15 | 10 |
Greater | 10 Minutes | 18 | 15 |
Superior | 1 Hour | 22 | 20 |
Supreme | 8 Hours | 28 | 25 |
Ingredient | Region |
---|---|
Pearlwort | Arctic |
Fumitory | Grassland |
Chiming-Bells | Mountain |
Rattleweed | Mountain |
Mineral | For What? |
---|---|
Bloodstone | Superior + |
Special | For What? |
---|---|
Plaguetouched Obsidian | Supreme |
Blind
This effect confers the blind status upon the afflicted.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Minute | 15 | 10 |
Greater | 10 Minutes | 18 | 15 |
Superior | 1 Hour | 22 | 20 |
Supreme | 8 Hours | 28 | 25 |
Ingredient | Region |
---|---|
Black Mourning Bride | Desert |
Butterfly Weed | Hill |
Shy Maiden | Hill |
Dwarf Clover | Mountain |
King's Crown | Mountain |
Mare's Tail | Swamp |
Mineral | For What? |
---|---|
Bloodstone | Superior + |
Special | For What? |
---|---|
Plaguetouched Obsidian | Supreme |
Paralyze
This effect confers the paralyzed status upon the afflicted.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Minute | 15 | 10 |
Greater | 10 Minutes | 18 | 15 |
Superior | 1 Hour | 22 | 20 |
Supreme | 8 Hours | 28 | 25 |
Ingredient | Region |
---|---|
Genko Brush | Cavernous |
Shreiker | Cavernous |
Violet Fungi | Cavernous |
Blackberry | Forest |
Monkshood | Mountain |
Rattleweed | Mountain |
Mermaid's Fan | Underwater |
Mineral | For What? |
---|---|
Bloodstone | Superior + |
Special | For What? |
---|---|
Plaguetouched Obsidian | Supreme |
Poison
This effect confers the poisoned status upon the afflicted.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Minute | 15 | 10 |
Greater | 10 Minutes | 18 | 15 |
Superior | 1 Hour | 22 | 20 |
Supreme | 8 Hours | 28 | 25 |
Ingredient | Region |
---|---|
Hellebore | Arctic |
Liverwort | Arctic |
Pearlwort | Arctic |
Fiend's Ivy | Cavernous |
Fire Lichen | Cavernous |
Black Henbane | Coastal |
White Henbane | Desert |
Arrow Root | Forest |
Black Cohosh | Forest |
Cat's Claw | Forest |
Miner's Lettuce | Forest |
Ingredient | Region |
---|---|
Black Chokeberry | Hill |
Persimmon | Hill |
Fireweed | Mountain |
Helen's Flower | Swamp |
Laurencia | Underwater |
Mineral | For What? |
---|---|
Bloodstone | Superior + |
Special | For What? |
---|---|
Plaguetouched Obsidian | Supreme |
Sleep
This effect confers the incapacitated status upon the afflicted.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Minute | 15 | 10 |
Greater | 10 Minutes | 18 | 15 |
Superior | 1 Hour | 22 | 20 |
Supreme | 8 Hours | 28 | 25 |
Ingredient | Region |
---|---|
Mirabilis | Desert |
Starflower | Desert |
Mistletoe | Forest |
Milkweed | Grassland |
Mullein Seeds | Grassland |
Owl's Crown | Grassland |
Black Chokeberry | Hill |
Mountain Iris | Mountain |
Mineral | For What? |
---|---|
Bloodstone | Superior + |
Special | For What? |
---|---|
Plaguetouched Obsidian | Supreme |
Laden
A creature subjected to this plague must make a Constitution saving throw or be have the perception that everything has become heavier. Add 100lb to the creature's total encumbrance. This effect can stack with multiple fails.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Minute | 15 | 10 |
Greater | 10 Minutes | 18 | 15 |
Superior | 1 Hour | 22 | 20 |
Supreme | 8 Hours | 28 | 25 |
Ingredient | Region |
---|---|
Amanita Cap | Coastal |
Pilewort | Forest |
Giant Hogweed | Grassland |
Persimmon | Grassland |
Bogbean | Swamp |
Feather Stars | Underwater |
Carrot | Urban |
Ginseng | Urban |
Tomato | Urban |
Watermelon | Urban |
Mineral | For What? |
---|---|
Bloodstone | Superior + |
Special | For What? |
---|---|
Plaguetouched Obsidian | Supreme |
Psychedelic
A creature subjected to this plague must make a Constitution saving throw or gain a warped vision of how things are meant to be. Roll to determine which direction you move and how far you move (1d6 x 5). If you can't move anywhere you walk in place until your movement is used up.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Minute | 15 | 10 |
Greater | 10 Minutes | 18 | 15 |
Superior | 1 Hour | 22 | 20 |
Supreme | 8 Hours | 28 | 25 |
Ingredient | Region |
---|---|
Flapwort | Hill |
Horsetail | Swamp |
Hypnea | Underwater |
Peacock's Tail | Underwater |
Tobacco | Urban |
Mineral | For What? |
---|---|
Bloodstone | Superior + |
Special | For What? |
---|---|
Plaguetouched Obsidian | Supreme |
Betrayer Madness
A creature subjected to this plague must make a Constitution saving throw or use their action to cast a spell that does damage on a random target or they must make an attack against a randomly determined creature within their reach. If there is no creature within reach or range, the consumer does nothing this turn
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Minute | 15 | 10 |
Greater | 10 Minutes | 18 | 15 |
Superior | 1 Hour | 22 | 20 |
Supreme | 8 Hours | 28 | 25 |
Ingredient | Region |
---|---|
Bearberry | Arctic |
Fennel Silk | Cavernous |
Fairy Caps | Coastal |
Dyssodia | Desert |
Shy Maiden | Hill |
Mineral | For What? |
---|---|
Bloodstone | Superior + |
Special | For What? |
---|---|
Plaguetouched Obsidian | Supreme |
Mutation
A creature subjected to this plague must make a Constitution saving throw or change shape. Roll on the Reincarnation Table to determine which race you transform into. If you are already under the effects of a transformation then you are changed back
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 10 Minutes | 15 | 10 |
Greater | 1 Hour | 18 | 15 |
Superior | 8 Hours | 22 | 20 |
Supreme | 1 Day | 28 | 25 |
Ingredient | Region |
---|---|
Reindeer Lichen | Arctic |
Obliviax Moss | Cavernous |
Violet Soldier | Desert |
Scarlet Poppy | Grassland |
Struikhei | Mountain |
Mineral | For What? |
---|---|
Bloodstone | Superior + |
Special | For What? |
---|---|
Plaguetouched Obsidian | Supreme |
Brittle Bones
A creature subjected to this plague must make a Constitution saving throw or be subjected to brittle bones. Whenever they attempt an action they take damage equal to the size of their hit dice.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Minute | 15 | 10 |
Greater | 10 Minutes | 18 | 15 |
Superior | 1 Hour | 22 | 20 |
Supreme | 8 Hours | 28 | 25 |
Ingredient | Region |
---|---|
Flapwort | Hill |
Giant Hogweed | Hill |
Fireweed | Mountain |
Krummholz Branches | Mountain |
Miner's Candle | Mountain |
Bladderwort | Swamp |
Scullcap | Swamp |
Ingredient | Region |
---|---|
Eelgrass | Underwater |
Seashell | Underwater |
Mineral | For What? |
---|---|
Bloodstone | Superior + |
Special | For What? |
---|---|
Plaguetouched Obsidian | Supreme |
Venoms & Bombs
Venoms are made in the exact same way as poisons but with the following additional rule:
Venom Risk - Where poisons must be ingested to take effect, venoms can be applied to weapons and in some cases only need contact with the skin to take effect. As such, venoms require an additional saving throw, against the poisoner DC when attempting to create them. Failure to pass this save, results in you immediately taking the effect of the venom upon yourself. If you fail to actually produce a working venom, then the effect of failing the poisoner DC is moot and causes you no harm.
Bombs are also made in the same way as other poisons and venoms but they don't require a Venom Risk save. Each brewing only yeild 1d4 bombs regardless of how much you beat the Brew DC by. More about bombs are listed in the bombs section
Poisoner DC - The difficulty to resist your poisons or venoms is determined by your poisoner DC. This equals:
8 + your proficiency bonus + your Intelligence or Wisdom modifier (you choose).
If a poison has multiple effects that require saving throws the creature only makes one saving throw for all the effects.
Catalyst - Venoms & Bombs require one of three catalytic ingredients: Corrosive for Contact Venoms, Toxic for Blade Venoms or Explosive for Bombs.
Corrosive Sources
Ingredient | Region |
---|---|
Emerald Bog | Arctic |
Thimbleweed | Arctic |
Bluecap | Cavernous |
Russet Mold | Carvernous |
Wandering Ooze | Carvernous |
Blue Toadshade | Coastal |
Water Yew | Coastal |
Dyssodia | Desert |
Honeywort | Desert |
Milkweed | Grasslands |
Starworts | Grassland |
Ingredient | Region |
---|---|
Black Cohosh | Forest |
Figwort | Forest |
Catchfly | Hill |
Mouse-Ear | Hill |
Glory-of-the-Snow | Mountain |
Struikhei | Mountain |
Mare's Tail | Swamp |
Scamp Stool | Swamp |
Gulf Weed | Underwater |
Sea Colander | Underwater |
Toxic Sources
Ingredient | Region |
---|---|
Boneflower | Arctic |
Liverwort | Arctic |
Devil's Bloodleaf | Cavernous |
Fennel Silk | Carvernous |
Blackthorn | Coastal |
Moss Rose | Coastal |
Holy Tea Leaves | Desert |
Prickly Poppy | Desert |
Feverfew | Grasslands |
Scarlet Poppy | Grassland |
Ingredient | Region |
---|---|
Bleeding Heart | Forest |
Mistletoe | Forest |
Flapwort | Hill |
Stinging Nettle | Hill |
Dragonshead | Mountain |
Rattleweed | Mountain |
Bladderwort | Swamp |
Helen's Flower | Swamp |
Spearwort | Swamp |
Hypnea | Underwater |
Sea Anemone | Underwater |
Explosive Sources
Ingredient | Region |
---|---|
Hellebore | Arctic |
Reindeer Lichen | Arctic |
Obliviax Moss | Cavernous |
Radiant Synthseed | Carvernous |
Hydrathistle | Coastal |
Rock Samphire | Coastal |
Dried Ephedra | Desert |
Starflower | Desert |
Arrowleaf Balsamroot | Grasslands |
Fumitory | Grassland |
Ingredient | Region |
---|---|
Blue Toadshade | Forest |
Pilewort | Forest |
Black Chokeberry | Hill |
Giant Hogweed | Hill |
Cedarwood | Mountain |
Fireweed | Mountain |
Narcissus | Mountain |
Brittlegill | Swamp |
Spiderwort | Swamp |
Eelgrass | Underwater |
Gracilaria | Underwater |
Contact Venoms
Contact Venoms can be used in a number of ways, each to devastating effect. Due to their nature, they are not resisted by a constitution save.
First they can be poured upon an object or surface, remaining effective for 10 minutes (unless otherwise noted) or until it is cleaned off with water. Any creature that touches the effected area suffer the venoms effects.
Second, the vial can be thrown at a creature, dousing it in the substance. The range is 20/40 and on a successful ranged attack, the creature and any other creature that touches it suffer the venoms effects each round. This lasts for 1 minute (unless otherwise noted) or until it is cleaned off with water.
Lastly, if a creature consumes the contact venom, it should be treated as a potion of poison (see DMG for details).
Glow
This effect makes whatever it touches glow beautiful colors. The target emits dim light and this continues to be emitted even if the creature turns invisible.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Minute | 10 | 10 |
Greater | 10 Minutes | 15 | 15 |
Superior | 1 Hour | 20 | 20 |
Supreme | 8 Hours | 25 | 25 |
Ingredient | Region |
---|---|
Radiant Synthseed | Cavernous |
Holy Tea Leaves | Desert |
Blue Toadshade | Forest |
Pilewort | Forest |
Milkweed | Grassland |
Beard-Moss | Hill |
Linnaea | Hill |
Cedarwood | Mountain |
Miner's Candle | Mountain |
Ingredient | Region |
---|---|
Milk Thistle Seeds | Urban |
Watermelon | Urban |
Mineral | For What? |
---|---|
Mercury | Superior + |
Special | For What? |
---|---|
Luminescent Biomatter | Supreme |
Monster Lure
Lures a random monster to the effected spot. The creature turns up in 1d20 x 5 minutes. Creatures require a successful Wisdom(Survival) or Intelligence(Nature) check in order to realize what the substance is and its effect ends if it is cleaned with water before he monster arrives.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | Up to CR 3 | 15 | 10 |
Greater | Up to CR 8 | 18 | 15 |
Superior | Up to CR 12 | 22 | 20 |
Supreme | Anything | 28 | 25 |
Ingredient | Type |
---|---|
Any Organic Ingredient from the relevant creature's creature type |
Organic |
Ingredient | Region |
---|---|
Blackthorn | Coastal |
Moss Rose | Coastal |
Whitethorn | Desert |
Elderberry | Forest |
Famous Pie | Urban |
Mineral | For What? |
---|---|
Sulphur | Superior + |
Special | For What? |
---|---|
Purple Worm Blood | Supreme |
Black Pudding
This potion is a volatile acid that melts through almost anything it touches, corroding it. See the Black Pudding monster stat block for details on corroding wood and metal. The damage for Black Pudding is the same as Acid Splash except all damage is doubled.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | -1 Penalty | 15 | 10 |
Greater | -2 Penalty | 18 | 15 |
Superior | -3 Penalty | 22 | 20 |
Supreme | -5 Penalty | 28 | 25 |
Ingredient | Region |
---|---|
Black Henbane | Coastal |
Prickly Poppy | Desert |
Blue Toadshade | Forest |
Fumitory | Grassland |
Cheese | Urban |
Grapes | Urban |
Mineral | For What? |
---|---|
Lead | Superior + |
Special | For What? |
---|---|
Black Pudding Goo |
Supreme |
Fire Splash
Anytime something comes into contact with this liquid it takes Fire damage.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 2d4 + 2 | 10 | 10 |
Greater | 4d4 + 4 | 15 | 15 |
Superior | 8d4 + 8 | 20 | 20 |
Supreme | 10d4 + 20 | 25 | 25 |
Ingredient | Region |
---|---|
Devil's Bloodleaf | Cavernous |
Fire Lichen | Cavernous |
Hawthorn | Coastal |
Drakus Flower | Desert |
Olibanum | Desert |
Whitethorn | Desert |
Juniper | Forest |
Mullein Seeds | Glasslands |
Dragonshead | Mountain |
Ingredient | Region |
---|---|
Brittlegill | Swamp |
Cheese | Urban |
Marrow | Organic |
Mineral | For What? |
---|---|
Ruby | Superior + |
Special | For What? |
---|---|
Salamander Blood | Supreme |
Cold Splash
Anytime something comes into contact with this liquid it takes Cold damage.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 2d4 + 2 | 10 | 10 |
Greater | 4d4 + 4 | 15 | 15 |
Superior | 8d4 + 8 | 20 | 20 |
Supreme | 10d4 + 20 | 25 | 25 |
Ingredient | Region |
---|---|
Arctic Poppy | Arctic |
Emerald Bog | Arctic |
Filmy-Fern | Arctic |
Northland Moss | Arctic |
Purple Saxifrage | Arctic |
Fennel Silk | Cavernous |
Blackthorn | Coastal |
Sallowthorn | Coastal |
Cardinal Flower | Grassland |
Dwarf Clover | Mountain |
Ingredient | Region |
---|---|
Elkhorn Coral | Underwater |
Milk Thistle Seeds | Urban |
Lungs | Organic |
Mineral | For What? |
---|---|
Aquamarine | Superior + |
Special | For What? |
---|---|
Yeti Blood | Supreme |
Lightning Splash
Anytime something comes into contact with this liquid it takes Lightning damage.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 2d4 + 2 | 10 | 10 |
Greater | 4d4 + 4 | 15 | 15 |
Superior | 8d4 + 8 | 20 | 20 |
Supreme | 10d4 + 20 | 25 | 25 |
Ingredient | Region |
---|---|
Radiant Synthseed | Cavernous |
Amanita Cap | Coastal |
White Henbane | Desert |
Bryony Root | Grassland |
Meadow Saffron | Grassland |
Bladderwort | Swamp |
Scamp Stool | Swamp |
Elkhorn Coral | Underwater |
Ingredient | Region |
---|---|
Corn | Urban |
Finger/Toe | Organic |
Mineral | For What? |
---|---|
Sapphire | Superior + |
Special | For What? |
---|---|
Thunderbird Blood | Supreme |
Acid Splash
Anytime something comes into contact with this liquid it takes Acid damage.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 2d4 + 2 | 10 | 10 |
Greater | 4d4 + 4 | 15 | 15 |
Superior | 8d4 + 8 | 20 | 20 |
Supreme | 10d4 + 20 | 25 | 25 |
Ingredient | Region |
---|---|
Liverwort | Arctic |
Funguswood | Cavernous |
Russet Mold | Cavernous |
Silver Hibiscus | Cavernous |
Violet Fungi | Cavernous |
Nightshade Berries | Forest |
Bladderwort | Swamp |
Buttonbush | Swamp |
Ingredient | Region |
---|---|
Scamp Stool | Swamp |
Sea Lavender | Swamp |
Sea Anemone | Underwater |
Pelt/Skin | Organic |
Mineral | For What? |
---|---|
Peridot | Superior + |
Special | For What? |
---|---|
Grey Ooze | Supreme |
Necrotic Splash
Anytime something comes into contact with this liquid it takes Necrotic damage.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 2d4 + 2 | 10 | 10 |
Greater | 4d4 + 4 | 15 | 15 |
Superior | 8d4 + 8 | 20 | 20 |
Supreme | 10d4 + 20 | 25 | 25 |
Ingredient | Region |
---|---|
Black Mourning Bride | Desert |
Prickly Poppy | Desert |
Helen's Flower | Swamp |
Rose Mallow | Swamp |
Skullcap | Swamp |
Eye | Organic |
Mineral | For What? |
---|---|
Amethyst | Superior + |
Special | For What? |
---|---|
Mummy's Withered Finger | Supreme |
Blade Venoms
Blade Venoms are applied to a weapon over the course of 1 minute and their potency lasts for a number of hits, dependent on the quality of the venom. Simple venoms last for 5 hits, Greater last for 10 hits, Superior for 20 hits and Supreme last for 40 hits. The hit is expended on a hit only (not a miss) and is expended even if the creature resists the effects with a successful constitution save.
These venoms may be applied to a number of pieces of ammunition equal to the hits. It may also be applied to multiple small, thrown weapons by dividing the number of hits equally among each weapon coated (excess hits are lost if the division leaves a remainder).
(Creature Type) Blade Oil
This venom deals extra poison damage to a specific creature type or a specific humanoid type.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1d4 | 15 | 10 |
Greater | 1d6 | 18 | 15 |
Superior | 1d8 | 22 | 20 |
Supreme | 1d12 | 28 | 25 |
Ingredient | Type |
---|---|
Any Organic Ingredient from the relevant creature type |
Organic |
Mineral | For What? |
---|---|
Antimony | Superior + |
Special | For What? |
---|---|
Hunter's Oil | Supreme |
(Elemental) Blade Venom
This venom deals extra damage of a specific damage type from the elemental plane. The Plane of Fire deals Fire damage; Water deals Cold damage; Earth deals Acid damage; Air deals Lightning damage.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1d4 | 15 | 10 |
Greater | 1d6 | 18 | 15 |
Superior | 1d8 | 22 | 20 |
Supreme | 1d12 | 28 | 25 |
Ingredient | Type |
---|---|
Any mineral ingredient from the relevant elemental plane |
Mineral |
The relevant gemstone for the damage type, as shown in the Ward Potions section required for the superior+ |
Mineral |
Mineral | For What? |
---|---|
Antimony | Superior + |
Special | For What? |
---|---|
Hunter's Oil | Supreme |
Blinding Touch
A creature subjected to this venom must make a Constitution saving throw or be blinded for a certain amount of time.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1d4 Rounds | 15 | 10 |
Greater | 1 Minute | 18 | 15 |
Superior | 10 Minutes | 22 | 20 |
Supreme | 1 Hour | 28 | 25 |
Ingredient | Region |
---|---|
Black Mourning Bride | Desert |
Butterfly Weed | Hill |
Shy Maiden | Hill |
Dwarf Clover | Mountain |
King's Crown | Mountain |
Mare's Tail | Swamp |
Mineral | For What? |
---|---|
Antimony | Superior + |
Special | For What? |
---|---|
Hunter's Oil | Supreme |
Brittle Bones
A creature subjected to this venom must make a Constitution saving throw or be subjected to brittle bones. Whenever they attempt an action they take damage equal to the size of their hit dice.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1d4 Rounds | 15 | 10 |
Greater | 1 Minute | 18 | 15 |
Superior | 10 Minutes | 22 | 20 |
Supreme | 1 Hour | 28 | 25 |
Ingredient | Region |
---|---|
Flapwort | Hill |
Giant Hogweed | Hill |
Fireweed | Mountain |
Krummholz Branches | Mountain |
Miner's Candle | Mountain |
Bladderwort | Swamp |
Scullcap | Swamp |
Ingredient | Region |
---|---|
Eelgrass | Underwater |
Seashell | Underwater |
Mineral | For What? |
---|---|
Antimony | Superior + |
Special | For What? |
---|---|
Hunter's Oil | Supreme |
Dead Legs
A creature subjected to this poison must make a Constitution saving throw or be paralyzed in their legs, giving them the Restrained condition for a certain amount of time
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1d4 Rounds | 15 | 10 |
Greater | 1 Minute | 18 | 15 |
Superior | 10 Minutes | 22 | 20 |
Supreme | 1 Hour | 28 | 25 |
Ingredient | Region |
---|---|
Filmy-Fern | Arctic |
Hydrathistle | Coastal |
Harrada Leaf | Forest |
Mare's Tail | Swamp |
Spiderwort | Swamp |
Laurencia | Underwater |
Sea Anemone | Underwater |
Mineral | For What? |
---|---|
Antimony | Superior + |
Special | For What? |
---|---|
Hunter's Oil | Supreme |
Paralyzing
A creature subjected to this poison must make a Constitution saving throw or be paralyzed for a certain amount of time.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Round | 15 | 10 |
Greater | 1 Minute | 18 | 15 |
Superior | 10 Minutes | 22 | 20 |
Supreme | 1 Hour | 28 | 25 |
Ingredient | Region |
---|---|
Genko Brush | Cavernous |
Shreiker | Cavernous |
Violet Fungi | Cavernous |
Blackberry | Forest |
Monkshood | Mountain |
Rattleweed | Mountain |
Mermaid's Fan | Underwater |
Mineral | For What? |
---|---|
Antimony | Superior + |
Special | For What? |
---|---|
Hunter's Oil | Supreme |
Poisoning
A creature subjected to this poison must make a Constitution saving throw or be poisoned for a certain amount of time.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1d4 Rounds | 15 | 10 |
Greater | 1 Minute | 18 | 15 |
Superior | 10 Minutes | 22 | 20 |
Supreme | 1 Hour | 28 | 25 |
Ingredient | Region |
---|---|
Hellebore | Arctic |
Liverwort | Arctic |
Pearlwort | Arctic |
Fiend's Ivy | Cavernous |
Fire Lichen | Cavernous |
Black Henbane | Coastal |
White Henbane | Desert |
Arrow Root | Forest |
Black Cohosh | Forest |
Cat's Claw | Forest |
Miner's Lettuce | Forest |
Ingredient | Region |
---|---|
Black Chokeberry | Hill |
Persimmon | Hill |
Fireweed | Mountain |
Helen's Flower | Swamp |
Laurencia | Underwater |
Mineral | For What? |
---|---|
Antimony | Superior + |
Special | For What? |
---|---|
Hunter's Oil | Supreme |
Sleeping
A creature subjected to this poison must make a Constitution saving throw or be unconscious for a certain amount of time They wake up if they takes any damage or if another creature uses its action to shake them awake.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Minute | 15 | 10 |
Greater | 10 Minutes | 18 | 15 |
Superior | 1 Hour | 22 | 20 |
Supreme | 8 Hours | 28 | 25 |
Ingredient | Region |
---|---|
Mirabilis | Desert |
Starflower | Desert |
Mistletoe | Forest |
Mullein Seeds | Grassland |
Owl's Crown | Grassland |
Black Chokeberry | Hill |
Mountain Iris | Mountain |
Mineral | For What? |
---|---|
Antimony | Superior + |
Special | For What? |
---|---|
Hunter's Oil | Supreme |
Death's Mark
A creature subjected to this poison must make a Constitution saving throw or be made vulnerable to bludgeoning, piercing, and slashing damage for a certain amount of time. If a creature has resistance or immunity to any of these damage types, it negatively lowers that feature by one step instead of inflicting vulnerability.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1d4 Rounds | 15 | 10 |
Greater | 1 Minute | 18 | 15 |
Superior | 10 Minutes | 22 | 20 |
Supreme | 1 Hour | 28 | 25 |
Ingredient | Region |
---|---|
Black Cohosh | Forest |
Azalea | Hill |
Black Chokeberry | Hill |
Krummholz Branches | Mountain |
Mare's Tail | Swamp |
Spiderwort | Swamp |
Mineral | For What? |
---|---|
Antimony | Superior + |
Special | For What? |
---|---|
Hunter's Oil | Supreme |
Laden
A creature subjected to this venom must make a Constitution saving throw or be have the perception that everything has become heavier, increasing the weight of what they carry for 8 hours. Add the weight listed to the creatures total encumbrance and not to each items weight. This effect can stack with multiple hits.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 25lb | 15 | 10 |
Greater | 50lb | 18 | 15 |
Superior | 100lb | 22 | 20 |
Supreme | 500lb | 28 | 25 |
Ingredient | Region |
---|---|
Amanita Cap | Coastal |
Pilewort | Forest |
Giant Hogweed | Grassland |
Persimmon | Grassland |
Bogbean | Swamp |
Feather Stars | Underwater |
Ingredient | Region |
---|---|
Carrot | Urban |
Ginseng | Urban |
Tomato | Urban |
Watermelon | Urban |
Mineral | For What? |
---|---|
Antimony | Superior + |
Special | For What? |
---|---|
Hunter's Oil | Supreme |
Chaos
A creature subjected to this effect must make a Constitution saving throw or be subjected to the Wildmagic Surge table. Roll on the table to determine the effects for this potion.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | Roll Once | 15 | 10 |
Greater | Roll Twice | 18 | 15 |
Superior | Roll Thrice | 22 | 20 |
Supreme | Roll 4 Times | 28 | 25 |
Ingredient | Region |
---|---|
Thimbleweed | Arctic |
Fennel Silk | Cavernous |
Mirabilis | Desert |
Mistflower | Grassland |
Mineral | For What? |
---|---|
Antimony | Superior + |
Special | For What? |
---|---|
Hunter's Oil | Supreme |
Frogify
A creature subjected to this effect must make a Constitution saving throw or be transformed into a CR 0 beast determined by the DM for a certain amount of time.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Minute | 15 | 10 |
Greater | 10 Minutes | 18 | 15 |
Superior | 1 Hour | 22 | 20 |
Supreme | 8 Hours | 28 | 25 |
Ingredient | Region |
---|---|
Hellebore | Arctic |
Silver Hibiscus | Cavernous |
Witches' Thimbles | Coastal |
Starworts | Grassland |
Purple Coneflower | Hill |
Spearwort | Swamp |
Mineral | For What? |
---|---|
Antimony | Superior + |
Special | For What? |
---|---|
Hunter's Oil | Supreme |
Monstrosity
A creature subjected to this effect must make a Constitution saving throw or be transformed into a monstrosity determined by the DM for a certain amount of time.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Minute | 15 | 10 |
Greater | 10 Minutes | 18 | 15 |
Superior | 1 Hour | 22 | 20 |
Supreme | 8 Hours | 28 | 25 |
Ingredient | Region |
---|---|
Mother's Hair | Arctic |
Fiend's Ivy | Cavernous |
Wiches' Thimbles | Coastal |
Black Mourning Bride | Desert |
Cat's Claw | Forest |
Mineral | For What? |
---|---|
Antimony | Superior + |
Special | For What? |
---|---|
Hunter's Oil | Supreme |
Jynx
A creature subjected to this effect must make a Constitution saving throw or be given unlucky points. When requested, the consumer must use an unlucky point and gain disadvantage on the next attack roll, ability check, or saving throw.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Unlucky Point | 15 | 10 |
Greater | 2 Unlucky Points | 18 | 15 |
Superior | 3 Unlucky Points | 22 | 20 |
Supreme | 4 Unlucky Points | 28 | 25 |
Ingredient | Region |
---|---|
Queen Meadow Seeds | Arctic |
Apple Blossom | Coastal |
Honeywort | Desert |
Nightshade Berries | Forest |
Meadow Saffron | Grasslands |
Black Rose | Hills |
Ingredient | Region |
---|---|
Purple Coneflower | Hills |
Struikhei | Mountain |
Mineral | For What? |
---|---|
Antimony | Superior + |
Special | For What? |
---|---|
Hunter's Oil | Supreme |
Psychedelic
A creature subjected to this effect must make a Constitution saving throw each turn or gain a warped vision of how things are meant to be. Roll to determine which direction you move and how far you move (1d6 x 5). If you can't move anywhere you walk in place until your movement is used up.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Minute | 15 | 10 |
Greater | 10 Minutes | 18 | 15 |
Superior | 1 Hour | 22 | 20 |
Supreme | 8 Hours | 28 | 25 |
Ingredient | Region |
---|---|
Flapwort | Hill |
Horsetail | Swamp |
Hypnea | Underwater |
Peacock's Tail | Underwater |
Tobacco | Urban |
Mineral | For What? |
---|---|
Antimony | Superior + |
Special | For What? |
---|---|
Hunter's Oil | Supreme |
Mutation
A creature subjected to this effect must make a Constitution saving throw or change shape. Roll on the Reincarnation Table to determine which race you transform into. If you are already under the effects of a transformation then you are changed back
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 10 Minutes | 15 | 10 |
Greater | 1 Hour | 18 | 15 |
Superior | 8 Hours | 22 | 20 |
Supreme | 1 Day | 28 | 25 |
Ingredient | Region |
---|---|
Reindeer Lichen | Arctic |
Obliviax Moss | Cavernous |
Violet Soldier | Desert |
Scarlet Poppy | Grassland |
Struikhei | Mountain |
Mineral | For What? |
---|---|
Antimony | Superior + |
Special | For What? |
---|---|
Hunter's Oil | Supreme |
Betrayer Madness
A creature subjected to this effect must make a Constitution saving throw each turn or use their action to cast a spell that does damage on a random target or they must make an attack against a randomly determined creature within their reach. If there is no creature within reach or range, the consumer does nothing this turn
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Minute | 15 | 10 |
Greater | 10 Minutes | 18 | 15 |
Superior | 1 Hour | 22 | 20 |
Supreme | 8 Hours | 28 | 25 |
Ingredient | Region |
---|---|
Bearberry | Arctic |
Fennel Silk | Cavernous |
Fairy Caps | Coastal |
Dyssodia | Desert |
Shy Maiden | Hill |
Mineral | For What? |
---|---|
Antimony | Superior + |
Special | For What? |
---|---|
Hunter's Oil | Supreme |
Bombs
Bombs can be thrown as an action to any point within the range of 40ft and explode on impact. Any creatures caught within the 15ft blast radius must pass either a dexterity save or a constitution save (noted in the bomb description) against your poisoner DC or suffer the full effects of the bomb.
Bombs weigh 3lb each and a successful brewing generates 1d4 bombs. They are stored in bomb shells and not vials but for the sake of simplicity, bomb shells follow the exact same rules as vials as detailed earlier in the supplement.
Grapeshot
A creature caught in the blast radius of this bomb, must make a Dexterity saving throw or suffer piercing damage.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 2d12 | 10 | 8 |
Greater | 3d12 | 15 | 12 |
Superior | 4d12 | 20 | 18 |
Supreme | 6d12 | 25 | 22 |
Ingredient | Region |
---|---|
Fleabane | Grassland |
Bleeding Heart | Forest |
Fennel Seeds | Urban |
Flax Seeds | Urban |
Milk Thistle Seeds | Urban |
Mugwort Seeds | Urban |
Ingredient | Type |
---|---|
Shrapnel | Mineral |
Mineral | For What? |
---|---|
Iron | Superior + |
Special | For What? |
---|---|
Volatile Oil | Supreme |
Moon Bomb
A creature caught in the blast radius of this bomb, must make a Dexterity saving throw or suffer silvered piercing damage. Regardless of whether or not they take damage, they cannot transform into another shape (example: werewolves) for 1d6 turns.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 2d8 | 10 | 8 |
Greater | 3d8 | 15 | 12 |
Superior | 4d8 | 20 | 18 |
Supreme | 6d8 | 25 | 22 |
Ingredient | Region |
---|---|
White Henbane | Desert |
Bladderwrack | Underwater |
Garlic | Urban |
Ginseng | Urban |
Onion | Urban |
Ingredient | Region |
---|---|
Shrapnel | Mineral |
Silver | Mineral |
Mineral | For What? |
---|---|
Moonstone | Superior + |
Special | For What? |
---|---|
Volatile Oil | Supreme |
Smoke Bomb
Upon impact, this bomb releases a thick smoke cloud. This cloud lasts for a number of minutes and should be treated in the same way as a fog cloud. See the Fog Cloud spell in the PHB for more details.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1 Minute | 10 | 8 |
Greater | 1d4 Minutes | 15 | 12 |
Superior | 1d8 Minutes | 20 | 18 |
Supreme | 1d20 Minutes | 25 | 22 |
Ingredient | Region |
---|---|
Amaranth | Hill |
Corn | Urban |
Dawn Sugar | Urban |
Mugwort Seeds | Urban |
Tobacco | Urban |
Mineral | For What? |
---|---|
Silver | Superior + |
Special | For What? |
---|---|
Volatile Oil | Supreme |
Reflect Bomb
A creature caught in the blast radius of this bomb, must make a Dexterity saving throw or suffer 1d12 piercing damage. Additionally, all magic in the area is cancelled, shapeshifters show their true form and no magic can be cast from within the blast radius for a time.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1d4 Rounds | 15 | 10 |
Greater | 1d6 Rounds | 18 | 15 |
Superior | 1d10 Rounds | 22 | 20 |
Supreme | 1d12 Rounds | 28 | 25 |
Ingredient | Region |
---|---|
Water Yew | Coastal |
Witches' Thimbles | Coastal |
Elderberry | Forest |
Agrimony | Grassland |
Feverfew | Grassland |
Glasswort | Swamp |
Ingredient | Region |
---|---|
Strawberry | Urban |
Mineral | For What? |
---|---|
Garnet | Superior + |
Special | For What? |
---|---|
Volatile Oil | Supreme |
Fire Bomb
A creature caught in the blast radius of this bomb, must make a Dexterity saving throw or suffer fire damage. Additionally, targets stay on fire for 1d4 turns, dealing 1d8 fire damage each turn.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 2d10 | 15 | 10 |
Greater | 3d10 | 18 | 15 |
Superior | 4d10 | 22 | 20 |
Supreme | 6d10 | 28 | 25 |
Ingredient | Region |
---|---|
Devil's Bloodleaf | Cavernous |
Fire Lichen | Cavernous |
Hawthorn | Coastal |
Drakus Flower | Desert |
Olibanum | Desert |
Whitethorn | Desert |
Juniper | Forest |
Mullein Seeds | Glasslands |
Dragonshead | Mountain |
Ingredient | Region |
---|---|
Brittlegill | Swamp |
Cheese | Urban |
Marrow | Organic |
Mineral | For What? |
---|---|
Ruby | Superior + |
Special | For What? |
---|---|
Volatile Oil | Supreme |
Cold Bomb
A creature caught in the blast radius of this bomb, must make a Constitution saving throw or take cold damage and be coated in a thick ice and frozen for 1d4 turns (the creature is treated as being petrified but with a natural AC of 18. If anyone can score a hit that deals damage equal the half the creature max HP the creature is shattered and instantly killed). Magical fire can end the effect early.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 2d8 | 15 | 10 |
Greater | 3d8 | 18 | 15 |
Superior | 4d8 | 22 | 20 |
Supreme | 6d8 | 28 | 25 |
Ingredient | Region |
---|---|
Arctic Poppy | Arctic |
Emerald Bog | Arctic |
Filmy-Fern | Arctic |
Northland Moss | Arctic |
Purple Saxifrage | Arctic |
Fennel Silk | Cavernous |
Blackthorn | Coastal |
Sallowthorn | Coastal |
Cardinal Flower | Grassland |
Dwarf Clover | Mountain |
Ingredient | Region |
---|---|
Elkhorn Coral | Underwater |
Milk Thistle Seeds | Urban |
Lungs | Organic |
Mineral | For What? |
---|---|
Sapphire | Superior + |
Special | For What? |
---|---|
Volatile Oil | Supreme |
Radiant Bomb
A creature caught in the blast radius of this bomb, must make a Constitution saving throw or take 1d8 radiant damage and be stunned for a time. An effected creature may repeat the save at the end of each of its turns to end the effect early.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1d4 Rounds | 15 | 10 |
Greater | 1d6 Rounds | 18 | 15 |
Superior | 1d10 Rounds | 22 | 20 |
Supreme | 1d12 Rounds | 28 | 25 |
Ingredient | Region |
---|---|
Cottongrass | Arctic |
Lavander Sprig | Coastal |
Cactus Juice | Desert |
Smearwort | Desert |
Manna Grass | Swamp |
Dawn Sugar | Urban |
Mineral | For What? |
---|---|
Diamond | Superior + |
Special | For What? |
---|---|
Volatile Oil | Supreme |
Poison Gas Bomb
Upon impact, this bomb releases a cloud of poison in a 20ft radius. This cloud lasts for for a number of rounds and forces all creatures entering the area or starting their turn inside the area to make a Constitution save. On a failure, creatures take 4d10 poison damage.
Quality | Amount | Discovery DC | Brew DC |
---|---|---|---|
Simple | 1d4 Rounds | 15 | 10 |
Greater | 1d6 Rounds | 18 | 15 |
Superior | 1d10 Rounds | 22 | 20 |
Supreme | 1d12 Rounds | 28 | 25 |
Ingredient | Region |
---|---|
Hellebore | Arctic |
Barrelstalk | Cavernous |
Violet Fungi | Cavernous |
Belladonna | Coastal |
Fairy Caps | Coastal |
Smearwort | Desert |
Miner's Lettuce | Forest |
Nightshade Berries | Forest |
Azalea | Hill |
Giant Hogweed | Hill |
Monkshood | Mountain |
Ingredient | Region |
---|---|
Buttonbush | Swamp |
Spearwort | Swamp |
Bladderwrack | Underwater |
Gracilaria | Underwater |
Liver | Organic |
Mineral | For What? |
---|---|
Emerald | Superior + |
Special | For What? |
---|---|
Volatile Oil | Supreme |
Poultices and Pastes
Poultices and Pastes are produced by simply grinding ingredients together and either, applying to the skin (in the case of a poultice) or applying two fingers worth to the roof of the mouth (in the case of pastes).
Known Recipes - Poultices and Pastes from a known recipe can be crafted over the course of an hour of uninterrupted work. During this time, you create 1d4 uses of the poultice or paste, provided that you beat the brew DC as usual.
Experiments - Experimenting with ingredients can be done during a long rest or downtime, taking a minimum of one hour of time. This is done by using the Herbalist's Kit to combine two ingredients with similar effects together by grinding them up into a paste or poultice. You must roll against the discovery DC to see if you are successful, and if you are you may note your discovery down in your journal. A successful process always produces a single use of the poultice or paste.
Catalyst - Poultices and Pastes do not require catalyst ingredients, vials or solvent, but instead require an extra effect ingredient. Unlike other alchemical creations, you can use the same ingredient twice when creating a poultice or paste. Also, due to the simple nature of Poultices and Pastes, there is only one level of poultice that can be made, thus eliminating the need for mineral or special ingredients.
Curative Poultices
Curative Poultices are kept in a leaf wrap that holds all 1d4 uses of the poultice. Creatures that wish to use the poultice must use an action to apply the poultice to the skin of either themselves or another creature. A creature can only benefit from one curative poultice per day.
Regeneration
This effect restores 1d6 HP every turn for 1 minute.
Quality | Discovery DC | Brew DC |
---|---|---|
Simple | 15 | 10 |
Ingredient | Region |
---|---|
Faerzress Stem | Cavernous |
Silver Hibiscus | Cavernous |
Cactus Juice | Desert |
Atamasco Lily | Grassland |
Mistflower | Grassland |
Ingredient | Region |
---|---|
Linnaea | Hill |
Selfheal | Hill |
Mountain Iris | Mountain |
Algae | Underwater |
Fortitude
This effect grants temporary HP equal to 1d4 x the crafters CL for 1 hour.
Quality | Discovery DC | Brew DC |
---|---|---|
Simple | 15 | 10 |
Ingredient | Region |
---|---|
Faerzress Stem | Cavernous |
Lavender Sprig | Coastal |
Elderberry | Forest |
Arrowleaf Balsamroot | Grasslands |
Ingredient | Region |
---|---|
Mullein Seeds | Grassland |
Selfheal | Hill |
Chiming-Bells | Mountain |
Bladderwrack | Underwater |
Disease Immunity
This effect cures & grants immunity to disease for 8 hours.
Quality | Discovery DC | Brew DC |
---|---|---|
Simple | 15 | 10 |
Ingredient | Region |
---|---|
Liverwort | Arctic |
Devil's Bloodleaf | Cavernous |
Moss Rose | Coastal |
Arrow Root | Forest |
Black Cohosh | Forest |
Ingredient | Region |
---|---|
Miner's Lettuce | Forest |
Arrowleaf Balsamroot | Grassland |
Scullcap | Swamp |
Kelp | Underwater |
Sea Colander | Underwater |
Blind Immunity
This effect cures & grants immunity to being blinded for 8 hours.
Quality | Discovery DC | Brew DC |
---|---|---|
Simple | 15 | 10 |
Ingredient | Region |
---|---|
Black Mourning Bride | Desert |
Butterfly Weed | Hill |
Shy Maiden | Hill |
Ingredient | Region |
---|---|
Dwarf Clover | Mountain |
King's Crown | Mountain |
Mare's Tail | Swamp |
Deafen Immunity
This effect cures & grants immunity to being deafened for 8 hours.
Quality | Discovery DC | Brew DC |
---|---|---|
Simple | 15 | 10 |
Ingredient | Region |
---|---|
Pearlwort | Arctic |
Fumitory | Grassland |
Ingredient | Region |
---|---|
Chiming-Bells | Mountain |
Rattleweed | Mountain |
Petrify Immunity
This effect cures & grants immunity to being petrified for 8 hours.
Quality | Discovery DC | Brew DC |
---|---|---|
Simple | 15 | 10 |
Ingredient | Region |
---|---|
Boneflower | Arctic |
Funguswood | Cavernous |
Thurber's Gilia | Desert |
Ingredient | Region |
---|---|
Atamasco Lily | Grassland |
King's Crown | Mountain |
Horsetail | Underwater |
Paralyze Immunity
This effect cures & grants immunity to being paralyzed for 8 hours.
Quality | Discovery DC | Brew DC |
---|---|---|
Simple | 15 | 10 |
Ingredient | Region |
---|---|
Genko Brush | Cavernous |
Shreiker | Cavernous |
Violet Fungi | Cavernous |
Blackberry | Forest |
Ingredient | Region |
---|---|
Monkshood | Mountain |
Rattleweed | Mountain |
Mermaid's Fan | Underwater |
Poison Immunity
This effect cures & grants immunity to being poisoned for 8 hours.
Quality | Discovery DC | Brew DC |
---|---|---|
Simple | 15 | 10 |
Ingredient | Region |
---|---|
Hellebore | Arctic |
Liverwort | Arctic |
Pearlwort | Arctic |
Fiend's Ivy | Cavernous |
Fire Lichen | Cavernous |
Black Henbane | Coastal |
White Henbane | Desert |
Arrow Root | Forest |
Black Cohosh | Forest |
Ingredient | Region |
---|---|
Cat's Claw | Forest |
Miner's Lettuce | Forest |
Black Chokeberry | Hill |
Persimmon | Hill |
Fireweed | Mountain |
Helen's Flower | Swamp |
Laurencia | Underwater |
Sleep Immunity
This effect cures & grants immunity to being incapacitated for 8 hours.
Quality | Discovery DC | Brew DC |
---|---|---|
Simple | 15 | 10 |
Ingredient | Region |
---|---|
Mirabilis | Desert |
Starflower | Desert |
Mistletoe | Forest |
Milkweed | Grassland |
Ingredient | Region |
---|---|
Mullein Seeds | Grassland |
Owl's Crown | Grassland |
Black Chokeberry | Hill |
Mountain Iris | Mountain |
Boost Pastes
Boost Pastes are kept in a leaf wrap that holds all 1d4 uses of the paste. Creatures that wish to consume the paste must use a bonus action to take two fingers worth of paste a apply it to the roof of their mouth. A creature can only benefit from one boost paste per day.
Camouflage
This effect grants whoever consumes it invisibility while not moving for 1 hour.
Quality | Discovery DC | Brew DC |
---|---|---|
Simple | 15 | 10 |
Ingredient | Region |
---|---|
Blue Toadshade | Coastal |
Northland Moss | Arctic |
Ingredient | Region |
---|---|
Birnam Wood | Hills |
Glassweed | Underwater |
Luck
This effect grants 1d4 luck points to whoever consumes it. See the Lucky feat details.
Quality | Discovery DC | Brew DC |
---|---|---|
Simple | 15 | 10 |
Ingredient | Region |
---|---|
Queen Meadow Seeds | Arctic |
Apple Blossom | Coastal |
Honeywort | Desert |
Nightshade Berries | Forest |
Ingredient | Region |
---|---|
Meadow Saffron | Grasslands |
Black Rose | Hills |
Purple Coneflower | Hills |
Struikhei | Mountain |
Frenzy
This effect grants whoever consumes it the dangerous ability of dealing a critical hit on every attack but every attack made against the consumer is also a critical hit. The effect lasts for 1d6 rounds.
Quality | Discovery DC | Brew DC |
---|---|---|
Simple | 15 | 10 |
Ingredient | Region |
---|---|
Starflower | Desert |
Thurber's Gilia | Desert |
Dragonshead | Mountain |
Ingredient | Region |
---|---|
Brittlegill | Swamp |
Glassweed | Underwater |
Immune
The consumer of this potion no longer feels the effects of potions or poisons for 8 hours. This also ends the effects of any ongoing potions or poisons.
Quality | Discovery DC | Brew DC |
---|---|---|
Simple | 15 | 10 |
Ingredient | Region |
---|---|
Russet Mold | Cavernous |
Wandering Slime | Cavernous |
Bleeding Heart | Forest |
Ingredient | Region |
---|---|
Stinging Nettle | Hills |
Glory-of-the-Snow | Mountain |
Narcissus | Mountain |
Sea Colander | Underwater |
Haste
This effect increases the walking speed of whoever consumes it for by 20ft for 10 minutes.
Quality | Discovery DC | Brew DC |
---|---|---|
Simple | 15 | 10 |
Ingredient | Region |
---|---|
Arctic Poppy | Arctic |
Desert Thistle | Desert |
Pilewort | Forest |
Ingredient | Region |
---|---|
Musk Sedge | Hill |
Kelp | Underwater |
Laurencia | Underwater |
Stoneskin
This effect hardens a creatures skin, providing an unarmored AC of 13 for 1 hour.
Quality | Discovery DC | Brew DC |
---|---|---|
Simple | 15 | 10 |
Ingredient | Region |
---|---|
Bloodroot | Forest |
Ironwood Heart | Forest |
Amaranth | Hill |
Ingredient | Region |
---|---|
Shy Maiden | Hill |
Eelgrass | Underwater |
Elkhorn Coral | Underwater |
Relentless
This effect cures all levels of exhaustion.
Quality | Discovery DC | Brew DC |
---|---|---|
Simple | 15 | 10 |
Ingredient | Region |
---|---|
Reindeer Lichen | Arctic |
Barrelstalk | Cavernous |
Ripple Bark | Cavernous |
Apple Blossom | Coastal |
Orcus Slime | Coastal |
Ingredient | Region |
---|---|
Sallowthorn | Coastal |
Honeywort | Desert |
Manna Grass | Swamp |
Gracilaria | Underwater |
Stoic
This effect cures & grants immunity to being charmed for 8 hours.
Quality | Discovery DC | Brew DC |
---|---|---|
Simple | 15 | 10 |
Ingredient | Region |
---|---|
Radiant Synthseed | Cavernous |
Sweet Alyssum | Desert |
Bloodroot | Forest |
Eyebright | Grassland |
Ingredient | Region |
---|---|
Fleabane | Hill |
Mouse-Ear | Hill |
Chiming-Bells | Mountain |
Blue Lobelia | Swamp |
Courage
This effect cures & grants immunity to being frightened for 8 hours.
Quality | Discovery DC | Brew DC |
---|---|---|
Simple | 15 | 10 |
Ingredient | Region |
---|---|
Bearberry | Arctic |
Globe Thistle | Arctic |
Sweet Alyssum | Desert |
Thurber's Gilia | Desert |
Ingredient | Region |
---|---|
Eyebright | Grassland |
Sea Lavender | Underwater |
Pseudorest
This effect restores one use of a spent class feature.
Quality | Discovery DC | Brew DC |
---|---|---|
Simple | 15 | 10 |
Ingredient | Region |
---|---|
Holy Tea Leaves | Desert |
Honeywort | Desert |
Butterfly Weed | Hill |
Stinging Nettle | Hill |
Dragonshead | Mountain |
Miner's Candle | Mountain |
Ingredient | Region |
---|---|
Struikhei | Mountain |
Gracilaria | Underwater |
Sea Colander | Underwater |
Ambrosia
Ambrosia Potions can be made using Alchemist's Supplies in the same way as other potions but require very specific ingredients to be created. Firstly they always require an Elixir vial and Purified solvent; secondly they always require an Ambrosia Root which acts as the catalyst for the potion; Third, they require an incredibly rare, Black Diamond as a mineral ingredient; Lastly, they require one specific ingredient of Legend, detailed below;
The Discovery DC of any of these Ambrosias is always set at 30 and it is advised that the alchemist finds the recipe for the formula by other means. This provides a perfect excuse for a side quest to find some great alchemists notebook or seek the advice of some semi omnipotent demi god.
The brewing is always set at 10 and will only ever produce one draught of the Ambrosia, remember the brewing will consume the ingredients and so a very low roll could still cause a bust and wasted effort even if you have done everything else right. Fate is a cruel and fickle creature sometimes so regardless of how high your PB and Ability is, a natural 1 will still fail.
These potions are incredibly powerful and alchemists have spent their entire lives searching for the ingredients to attempt to perfect a working recipe for these miraculous alchemical creations, and to no avail. It should be made clear that players will not simply stumble upon these potions and they must work very hard to earn a chance to create or acquire one.
Creature may only ever consume one Ambrosia in their lifetime due to its potent nature. If they consume another, both the current Ambrosia effect and the new one cease to function and instead the consuming creature becomes permanently subject to the poisoned status. Only a wish or greater restoration spell can end the poisoned condition and regardless of this, the creature will never benefit from another Ambrosia in its lifetime.
Ambrosia Root
This rare ingredient can be found in any part of the world, growing seemingly spontaneously. Creatures that forage should always have a 5% chance of finding one of these if they roll a special ingredient on the terrain tables. Unlike other terrain ingredients, Ambrosia Root doesn't rot ever.
Effects: Ambrosia Catalyst.
Black Diamond
This rare gem stone is greatly prized in the upper echelons of society due to its extreme rarity. You can find this diamond in the same way as finding other gemstones and further details can be found in the Gem table in the mineral section of Appendix A.
Effects: Ambrosia Mineral.
Ingredients of Legend:
Not all ingredients are found in the wilderness to be simply harvested by passing herbalists and alchemists alike. Some ingredients might perhaps require a quest, an expedition into the unknown or bargains with dragons. You never know who has what you're looking for, except Ambrosia Root, which seems to grow everywhere, whenever it feels like it.
It should be noted that, like special organic ingredients, these Ingredients of Legend never rot.
Ambrosia of Permanence
A creature that consumes this ambrosia, can extend the effect of any spell or potion to become permanent.
The Iastreaf Leaf is required to create the Ambrosia of Permanence.
Iastreaf Leaf:
The Iastreaf Leaf is an elusive and very magical ingredient. Harvested from the rare Iastreaf Tree of Elvish legends, the leaves are known to impose long lasting properties upon those that consume it.
Ambrosia of Sight
A creature that consumes this ambrosia, gains Truesight 60ft.
The Branch of Yggdrasil is required to create the Ambrosia of Sight.
The Branch of Yggdrasil:
Yggdrasil, the World Tree, is said to have existed since before the gods. It has seen all things and knows the truth of any lie. It's branches are said to give creatures the ability to see the truth that lies right in front of them.
Ambrosia of Flight
A creature that consumes this ambrosia, gains the Hover feature and a fly speed equal to twice its walking speed.
The Sky Lotus is required to create the Ambrosia of the Sanguine.
The Sky Lotus:
This legendary flower is said to only bloom on the floating isles and is the sole reason that the isles actually float in the sky. The lotus is heavily guarded by those that call the floating isle their home and a horrible death awaits those that would steal the holy plant from it's sacred grove.
Ambrosia of Horrors
A creature that consumes this ambrosia is twisted in some horrifying way that cause terror in all who behold him. Creatures who can see the consumer must pass a wisdom save DC 18 at the start of each of their turns or be frightened of the consumer until their next turn. A greater restoration or wish spell is required to remove this condition from the consumer.
The Screaming Mandragora Root is required to create the Ambrosia of Horrors.
The Screaming Mandragora Root:
It is said that the flower looks as unassuming as any other flora in the forest but once picked this plant screams with such intensity as to cause bleeding from the ears and to bring forth horrifying images in the minds of the unfortunate listeners. Few have ever even seen it but those who have are always terrified of every shadow and severely hard of hearing.
Ambrosia of Beauty
A creature that consumes this ambrosia becomes beautifully alluring. Creatures who can see the consumer must pass a charisma save DC 18 at the start of each of their turns or be charmed by the consumer until their next turn. A greater restoration or wish spell is required to remove this condition from the consumer.
The Beautiful Fern Flower is required to create the Ambrosia of Beauty.
The Beautiful Fern Flower:
This flower blooms for a very short time on the eve of the summer solstice, in a garden of such renowned beauty that the nymphs themselves long to call it home. The flower is said to grant the person who finds it unnatural beauty so that it may call the garden its home.
Ambrosia of Luck
A creature that consumes this ambrosia becomes extraordinarily lucky. It gains 6 luck points per day (see the Lucky feat for details) and can turn one failed attack, save or skill check into a success per long rest.
The Four Leaf Clover is required to create the Ambrosia of Luck.
The Four Leaf Clover:
This plant is so rare that people have denied its existence altogether. However, that doesn't stop children from combing clover patches on the lookout for one. The clover is said to grant the person who finds it unnatural good fortune for the rest of its days.
Ambrosia of the Sanguine
A creature that consumes this ambrosia becomes a Vampire.
The Vampire's Rose is required to create the Ambrosia of the Sanguine.
The Vampire's Rose:
It is said that in every rose you can still here the whispers of the ancient vampire it was grown from. The Vampire's Rose is a rare and powerful ingredient able to invoke the blood gift that the vampire offered mortals whilst it still walked the earth.
Ambrosia of Immortality
A creature that consumes this ambrosia stops aging, cannot die from old age, and becomes immune to the poisoned status, and all diseases.
The Philosopher's Stone is required to create the Ambrosia of Immortality.
The Philosopher's Stone:
The stone of legend whose elusive nature has driven the most determined of alchemists mad. The obsession of finding this stone a gaining immortality is ever present in the hearts and minds of all alchemists.
Alchemical Liquids
The following alchemical liquids can all be created with an Alchemist's Kit. There is only one level of quality for these simple effects and they require the Corrosive Catalyst in order to make. Otherwise they follow the same rules as other potions.
Midas
This effect turns up to 1d4 pounds of materials or objects it touches into solid gold. Does not work on organic material.
Quality | Discovery DC | Brew DC |
---|---|---|
Simple | 10 | 10 |
Ingredient | Region |
---|---|
Faerzress Stem | Cavernous |
Hawthorne | Coastal |
Cardinal Flower | Grassland |
Ingredient | Region |
---|---|
Blue Lobelia | Swamp |
Gulf Weed | Underwater |
Water
This effect converts any liquid it touches, except lava, to water. It can be used on up to 1 gallon of liquid. Does not work on organic material.
Quality | Discovery DC | Brew DC |
---|---|---|
Simple | 10 | 10 |
Ingredient | Region |
---|---|
Hydrathistle | Coastal |
Mistletoe | Forest |
Atamasco Lily | Grassland |
Mullein Seeds | Grassland |
Beard-Moss | Hill |
Cedarwood | Mountain |
Ingredient | Region |
---|---|
Bogbean | Swamp |
Rose Mallow | Swamp |
Algae | Underwater |
Barnacles | Underwater |
Kelp | Underwater |
Onion | Urban |
Rust
This effect rusts and ruins up to 1d20 pounds of mundane materials or objects. Does not work on organic material.
Quality | Discovery DC | Brew DC |
---|---|---|
Simple | 10 | 10 |
Ingredient | Region |
---|---|
Funguswood | Cavernous |
Rock Samphire | Coastal |
Fireweed | Mountain |
Ingredient | Region |
---|---|
Glasswort | Swamp |
Peacock's Tail | Underwater |
Part IV:
Alchemy Themed Subclasses
School of Alchemy
The School of Alchemy sacrifices some arcane studies in pursuit of Alchemical Sciences. As you focus on this tradition, you gain deeper insights into the secrets of alchemical formulae and understand better how to extract the necessary properties from specimens to maximum effect.
Most Wizards look down on Alchemists and regard them as those who are not cut out for arcane studies. Most people, however, flock to an alchemist's shop or business to benefit from cheap potions that reproduce spell effects. Mass production of alchemical items proves to be a far more efficient and cost effective means of getting magical effects to the mundane people of the world than casting the spell for them directly.
Alchemy Savant
When you take this school at 2nd level, you gain proficiency in Alchemist's Supplies or expertise if you are already proficient. You also gain proficiency in one of your choice of Herbalist's Kit, Poisoner's Kit, Butcher's Tools, Glassblower's Tools, or Brewer's Supplies.
Detailed Alchemical Notes
Also at 2nd level, if you know all of the ingredient effects of at least one ingredient that you are using to make a potion, you gain advantage of all rolls against the Discovery DC or Brew DC of that potion.
Wizardly Alchemy
At 6th level, if you know the spell of a Spellwork Potion, you may use a spell slot of that spells level in place of a single, basic ingredient, when attempting to brew the potion. You still require the Catalyst, as well as the Mineral and Special ingredients at higher levels.
Efficient Production
At 10th level, you can produce up to 1d6 of any one simple level potion for which you know the recipe, each time you attempt to create or discover an alchemical item.
Expert Researcher
At 14th level, you create 1d4 potions each time you discover a recipe instead of the usual 1. Additionally, once you discover the recipe for the greater level of a potion, you know the same recipe for the superior and supreme levels automatically.
College of Botany
Bards of the College of Botany enjoy the beauty and serenity that can only be found in a well kept garden. These Bards pride themselves on creating beautiful works of art with flowers and trees and are often found reciting great works of poetry to adoring fans from within their beautiful living masterpieces.
The Botanist's gardens are unrivaled in all the world and monarchs pay heavily to commission them to design the royal grounds and make their homes look as beautiful as the enchanted gardens of legend. Wealthy merchants also pay great amounts to have a bouquet of flowers from the botanists gardens that bloom for an unnatural length of time and smell more fragrant than any other flowers in the natural world.
Botanist
When you take this college at 3rd level, you gain proficiency in Herbalist's Kit or expertise if you are already proficient. You also gain proficiency in two of your choice of Alchemist's Supplies, Poisoner's Kit, Glassblower's Tools, or Brewer's Supplies.
Green Fingers
Also at 3rd level, you may create a garden outside of your home base or permanent residence and fill it with plants that you discover as you travel. Any fresh specimens that you bring back (ie. not rotted), can be planted in your garden and after 1 week will begin producing 1d4 specimens of the same plant every month (4 weeks).
There is no limit to how many kinds of plants you can grow in your garden but the maximum number of plants that you can harvest from the same garden per month is limited to your character level + your proficiency bonus + your Charisma modifier.
Your garden cannot grow legendary plants.
Expert in Flora
At 6th level, when testing a plant by eating it, you discover one effect at random rather than the first ingredient effect. This can also reveal the catalytic effect. Testing by eating can never reveal an effect that you already know for that species of plant.
Additionally, you can recognize plants with similar effects by sight alone. For every effect you have discovered in another plant, you know one of those effects in the new plant. If the new plant has multiple effects that you have discovered, you only know one of them at random.
Master Botanist
At 14th level, any plant that you grow in your garden can be used in two alchemical practices (discovery or brewing) but the plant must be used the second time within a 48 hour period of the first and cannot benefit from being placed in the storage case in your laboratory after the first use.
Additionally, you know all of the effects of up to 15 plant species that you may choose from any of the terrain lists.
Apothecary (Roguish Archetype)
The Apothecary is the pariah of the alchemical community. His pursuit of utilizing harmful effects from ingredients is considered an abomination of the Art of Alchemy and those of the School of Alchemy actively treat Apothecaries with distain and distrust. Alchemist's often warn the good, well-bred people within their social circles to steer clear of the Apothecary and their snake-oil concoctions.
The continuous bad press that the Apothecary endures matters little in the end, as there are no shortage of 'good' people willing to employ his services to help remove a problem. The poisons created by the apothecary are reliable and deadly, unless used improperly.
Apothecaries are often employed by criminal organizations to act as the supplier of the poisons, venoms and toxins for assassins to use when plying their trade, but an apothecary could be just as easily found in a shop, masquerading as an alchemist. In fact, apothecaries often regard themselves as superior alchemists who are unshackled by the foolish restriction imposed by the so-called School of Alchemy.
Poisoner
When you take this archetype at 3rd level, you gain proficiency in Poisoner's Kit or expertise if you are already proficient. You also gain proficiency in one of your choice of Alchemist's Supplies, Herbalist's Kit, Butcher's Tools, Glassblower's Tools, or Brewer's Supplies.
Venomous Coating
Also at 3rd level, contact venoms you create last an additional number of minutes equal to your Intelligence modifier when poured on a surface. They last an additional number of rounds equal to your proficiency bonus if used to douse a creature in the substance
Poisoner's Fortitude
At 9th level, you no longer need to test against the venoms risk when experimenting with or creating venoms.
In addition, the time it takes to coat weapons with blade venoms is reduced by a number of rounds equal to your proficiency bonus + your intelligence modifier. If you reduce the coating time to zero rounds, then the time to coat a weapon is one action.
Effective Poisons
At 13th level, you add double your proficiency bonus to your poisoners DC instead of the usual proficiency bonus.
Toxic Nourishment
At 17th level, whenever you are subjected to poison damage, you take no damage and instead regain a number of hit points equal to the poison damage dealt. Additionally, you are immune to the poisoned condition.
Bombardier (Fighter Archetype)
The bombardier is a very specialized soldier, employed by certain armies to spread shock and awe on a battlefield. They specialize in the creation and use of bombs and are often regarded as some of the finest shock troops any army can have. Elite squads will often have at least one bombardier in their team who serves as both a superior crowd control combatant as well as an 'entrance maker', when breaking into enemy bases.
Although they lack the ingenuity of some other tinker types, a bombardier is still very intelligent and capable of making explosives out of just about anything they can get their hands on. Even the most numerous of enemies would be wise to proceed with caution or run like hell when they see the trail of sparks fill the air as the bombardier's bomb flies towards the horde.
Bomb Maker
When you take this archetype at 3rd level, you do not require proficiency in the poisoner's kit to research or make bombs. When you use the poisoner's kit to research or make bombs, you count as having expertise in the use of the Poisoner's Kit.
Additionally, you may craft bomb cases without the need for glassblower's tools and you may roll against the craft DC with proficiency.
Lobber
Also at 3rd level, when you throw a bomb, the range for throwing bombs increases to 60ft.
Grenadier
At 7th level, when you make a melee attack with a light weapon or throw a bomb, if you have a bomb in your other hand, you may throw it as a bonus action.
Efficient Bombmaking
At 10th level, whenever you create bombs by rolling against the Brew DC, you create 1d6 bombs instead of 1d4.
Additionally, you create 1d4 Simple Grapeshot or Smoke Bombs for free when you finish a long rest.
Effective Bombing
At 15th level, the radius of all bombs you create increases to 25ft or 30ft for 'Cloud' based bombs.
Additionally, one bomb that you create per long rest can have all of its damage die maxed. You may only ever carry one maxed bomb at a time.
Master Bombardier
At 18th level, whenever you take an attack action, you may draw and throw a bomb in place of one attack in that action.
Additionally, you always create 6 bombs whenever you create bombs by rolling against the Brew DC, and making bombs takes half the normal time.
Other Classes
Martial Ranger
The Martial Ranger is an alternative class to the classic Ranger from 5e. thelittledarkone adapted the Martial Ranger class that was written by agenderarcee and below is an optional feature that would work as either a replacement of the feature with the same name in agenderarcee's Martial Ranger or as a optional extra feature in thelittledarkone's tweeked Martial Ranger.
Natural Healer
Optional Level 2 Feature,
Your experience surviving in the harsh wilderness has taught you how to identify and make use of medicinal plants. Starting at 2nd level, you have advantage on all Wisdom checks made against the discovery or brew DC whilst attempting to create poultices or pastes.
Additionally, at 11th level, you create 1d6 uses of each poultice or paste when beating the brew DC rather than 1d4. At level 17, this increases to 1d8.
Witch
The Witch class is a new class written by thelittledarkone and is available from thelittledarkone.com.
Witch's Brew
Optional Level 1 Feature,
In your study of the forbidden arts, you have discovered the power of potions, which you can brew and prepare with the use of a cauldron or iron cooking pot and an open fire. You do not need a Poisoner's Kit or Alchemist's Supplies to brew alchemical materials so long as you use your cauldron. You count as having proficiency when brewing potions and poisons, provided that you use your cauldron to do it.
You may purchase or acquire a huge cauldron (100 GP) that you may set up along with your other laboratory items in your home base or place of residence. Whilst brewing over your Home Cauldron, your brewing time is reduced by half and you have advantage on the checks against the Brew DC.
Additionally, you may choose to infuse food items with the poison or potion effects rather that putting the draught into a vial. You may do this only if you brewed the potion using a cauldron (travel or home).
Blood Hunter
The Blood Hunter class is a new class written by Critical Role's Matt Mercer and is readily available online.
Hunters Blade
Optional Level 1 Feature,
Your training includes the crafting of blade oils that better augment your crimson rites. You gain proficiency in the poisoner's kit and you have advantage on rolls against the discovery and brew DC of any (creature type) blade oil.
Additionally, when a (creature type) blade oil is applied, and a crimson rite is active on the same weapon, you may choose to have the (creature type) blade oil deal its damage as the crimson rite damage type rather than as poison damage.
Appendix A:
Terrain Tables
and where to find Ingredients
Terrain Ingredients:
Not all ingredients grow in the same place. From swamps to mountains different varieties of ingredients can be found throughout the world. Depending on the terrain your players are searching in here are the following ingredients they can discover.
d20 | Arctic Ingredients | Cost |
---|---|---|
1 | Arctic Poppy | 5 gp |
2 | Bearberry | 3 gp |
3 | Boneflower | 15 gp |
4 | Cottongrass | 2 gp |
5 | Emerald Bog | 10 gp |
6 | Erigeron | 3 gp |
7 | Filmy-Fern | 1 gp |
8 | Globe Thistle | 2 gp |
9 | Hellebore | 4 gp |
10 | Liverwort | 3 gp |
11 | Queen Meadow Seeds | 6 gp |
12 | Mothers Hair | 3 gp |
13 | Northland Moss | 2 gp |
14 | Pearlwort | 4 gp |
15 | Purple Saxifrage | 2 gp |
16 | Reindeer Lichen | 3 gp |
17 | Thimbleweed | 5 gp |
18 | Organic | Varies |
19 | Mineral | Varies |
20 | Special | at least 50 gp |
d20 | Caverneous Ingredients | Cost |
---|---|---|
1 | Barrelstalk | 2 gp |
2 | Bluecap | 3 gp |
3 | Devil’s Bloodleaf | 5 gp |
4 | Faerzress Stem | 15 gp |
5 | Fennel Silk | 6 gp |
6 | Fiend’s Ivy | 5 gp |
7 | Fire Lichen | 10 gp |
8 | Funguswood | 8 gp |
9 | Genko Brush | 3 gp |
10 | Obliviax Moss | gp |
11 | Radiant Synthseed | 5 gp |
12 | Ripple Barkp | 4 gp |
13 | Russet Mold | 7 gp |
14 | Silver Hibiscus | 6 gp |
15 | Shreiker | 7 gp |
16 | Violet Fungi | 8 gp |
17 | Wandering Slime | 12 gp |
18 | Organic | Varies |
19 | Mineral | Varies |
20 | Special | at least 50 gp |
d20 | Coastal Ingredients | Cost |
---|---|---|
1 | Amanita Cap | 5 gp |
2 | Apple Blossom | 3 gp |
3 | Belladonna | 13 gp |
4 | Blackthorn | 6 gp |
5 | Blue Toadshade | 7 gp |
6 | Orcus Slime | 5 gp |
7 | Black Henbane | 4 gp |
8 | Fairy Caps | 15 gp |
9 | Hawthorn | 2 gp |
10 | Hydrathistle | 5 gp |
11 | Hyancinth Nectar | 4 gp |
12 | Lavender Sprig | 2 gp |
13 | Moss Rose | 7 gp |
14 | Rock Samphire | 6 gp |
15 | Sallowthorn | 5 gp |
16 | Water Yew | 8 gp |
17 | Witches' Thimbles | 9 gp |
18 | Organic | Varies |
19 | Mineral | Varies |
20 | Special | at least 50 gp |
d20 | Desert | Cost |
---|---|---|
1 | Black Mourning Bride | 8 gp |
2 | Cactus Juice | 4 gp |
3 | Desert Thistle | 3 gp |
4 | Drakus Flower: | 6 gp |
5 | Dyssodia | 13 gp |
6 | Holy Tea Leaves | 3 gp |
7 | Honeywort | 2 gp |
8 | Mirabilis | 6 gp |
9 | Olibanum | 4 gp |
10 | Prickly Poppy | 6 gp |
11 | Smearwort | 7 gp |
12 | Starflower | 9 gp |
13 | Sweet Alyssum | 6 gp |
14 | Thurber’s Gilia | 9 gp |
15 | Violet Soldier | 10 gp |
16 | Whitethorn | 4 gp |
17 | White Henbane | 7 gp |
18 | Organic | Varies |
19 | Mineral | Varies |
20 | Special | at least 50 gp |
d20 | Forest | Cost |
---|---|---|
1 | Arrow Root | 1 gp |
2 | Black Cohosh | 10 gp |
3 | Blackberry | 2 gp |
4 | Bleeding Heart | 3 gp |
5 | Bloodroot | 10 gp |
6 | Blue Toadshade | 15 gp |
7 | Cat’s Claw | 5 gp |
8 | Elderberry | 3 gp |
9 | Figwort | 4 gp |
10 | Ironwood Heart | 6 gp |
11 | Harrada Leaf | 4 gp |
12 | Juniper | 1 gp |
13 | Miner’s Lettuce | 1 gp |
14 | Mistletoe | 3 gp |
15 | Nightshade Berries | 4 gp |
16 | Pilewort | 6 gp |
17 | Verdent Nettle | 4 gp |
18 | Organic | Varies |
19 | Mineral | Varies |
20 | Special | at least 50 gp |
d20 | Grassland Ingredients | Cost |
---|---|---|
1 | Agrimony | 5 gp |
2 | Arrowleaf Balsamroot | 1 gp |
3 | Atamasco Lily | 3 gp |
4 | Boneset | 5 gp |
5 | Bryony Root | 7 gp |
6 | Cardinal Flower | 2 gp |
7 | Eyebright | 6 gp |
8 | Feverfew | 8 gp |
9 | Fumitory | 3 gp |
10 | Fleabane | 5 gp |
11 | Meadow Saffron | 2 gp |
12 | Milkweed | 1 gp |
13 | Mistflower | 3 gp |
14 | Mullein Seeds | 2 gp |
15 | Owl's Crown | 10 gp |
16 | Scarlet Poppy | 3 gp |
17 | Starworts | gp |
18 | Organic | Varies |
19 | Mineral | Varies |
20 | Special | at least 50 gp |
d20 | Hill Ingredients | Cost |
---|---|---|
1 | Amaranth | 5 gp |
2 | Azalea | 15 gp |
3 | Black Chokeberry | 4 gp |
4 | Black Rose | 10 gp |
5 | Beard-moss | 2 gp |
6 | Birnam Wood | 3 gp |
7 | Butterfly Weed | 2 gp |
8 | Catchfly | 3 gp |
9 | Flapwort | 2 gp |
10 | Giant Hogweed | 4 gp |
11 | Linnaea | 2 gp |
12 | Mouse-Ear | 1 gp |
13 | Persimmon | 3 gp |
14 | Purple Coneflower | 4 gp |
15 | Selfheal | 6 gp |
16 | Shy Maidens | 2 gp |
17 | Stinging Nettle | 3 gp |
18 | Organic | Varies |
19 | Mineral | Varies |
20 | Special | at least 50 gp |
d20 | Mountain Ingredients | Cost |
---|---|---|
1 | Cedarwood | 5 gp |
2 | Chiming-bells | 6 gp |
3 | Columbine | 10 gp |
4 | Dragonshead | 8 gp |
5 | Dwarf Clover | 3 gp |
6 | Dyer's Broom | 5 gp |
7 | Fireweed | 5 gp |
8 | Glory-of-the-Snow | 4 gp |
9 | Krummholz Branches | 3 gp |
10 | King’s Crown | 4 gp |
11 | Miners Candle | 2 gp |
12 | Monkshood | 12 gp |
13 | Mountain Iris | 7 gp |
14 | Narcissus | 5 gp |
15 | Queen’s Crown | 4 gp |
16 | Rattleweed | gp |
17 | Struikhei | 15 gp |
18 | Organic | Varies |
19 | Mineral | Varies |
20 | Special | at least 50 gp |
d20 | Swamp Ingredients | Cost |
---|---|---|
1 | Bladderwort | 5 gp |
2 | Blue Lobelia | 7 gp |
3 | Bogbean | 3 gp |
4 | Brittlegill | 6 gp |
5 | Buttonbush | gp |
6 | Glasswort | 6 gp |
7 | Helen's Flower | 10 gp |
8 | Horsetail | 2 gp |
9 | Manna Grass | 4 gp |
10 | Mare’s Tail | 5 gp |
11 | Musk Sedge | 2 gp |
12 | Rose Mallow | 5 gp |
13 | Scamp Stool | 4 gp |
14 | Sea Lavender | 2 gp |
15 | Skullcap | 6 gp |
16 | Spearwort | 3 gp |
17 | Spiderwort | 8 gp |
18 | Organic | Varies |
19 | Mineral | Varies |
20 | Special | at least 50 gp |
d20 | Underwater Ingredients | Cost |
---|---|---|
1 | Algae | 4 gp |
2 | Barnacles | 9 gp |
3 | Bladderwrack | 6 gp |
4 | Eelgrass | 5 gp |
5 | Elkhorn | 3 gp |
6 | Feather Stars | 5 gp |
7 | Glassweed | 8 gp |
8 | Gracilaria | 7 gp |
9 | Gulf Weed | 2 gp |
10 | Hypnea | 4 gp |
11 | Kelp | 4 gp |
12 | Laurencia | 7 gp |
13 | Mermaid's Fan | 6 gp |
14 | Peacock's Tail | 10 gp |
15 | Sea Anemone | 12 gp |
16 | Sea Colander | 6 gp |
17 | Sea Shell | 4 gp |
18 | Organic | Varies |
19 | Mineral | Varies |
20 | Special | at least 50 gp |
d20 | Urban Ingredients | Cost |
---|---|---|
1 | Carrot | 1 gp |
2 | Cheese | 2 gp |
3 | Corn | 2 gp |
4 | Dawn Sugar | 5 gp |
5 | Fennel Seeds | 1 gp |
6 | Flax Seeds | 1 gp |
7 | Garlic | 2 gp |
8 | Ginseng | 3 gp |
9 | Grapes | 3 gp |
10 | Leek | 2 gp |
11 | Milk Thistle Seeds | 1 gp |
12 | Mugwort Seeds | 1 gp |
13 | Onion | 2 gp |
14 | Pear | 2 gp |
15 | Strawberry | 1 gp |
16 | Tobacco | 5 gp |
17 | Tomato | 2 gp |
18 | Watermelon | 2 gp |
19 | Famous Pie | 30 gp |
20 | Special | at least 50 gp |
Harvest Ingredients:
Below is a list of ingredients that can be harvested from a kill. If you roll on a special ingredient, the GM picks th most appropriate from the special list. if none are appropriate, then roll on the table again twice (ignore special).
d12 | Organic Ingredients | Cost |
---|---|---|
1 | Tongue | 5 gp |
2 | Nose | 3 gp |
3 | Eye | 2 gp |
4 | Teeth | 2 gp |
5 | Marrow | 10 gp |
6 | Pelt/Skin | 15 gp |
7 | Heart | 1 gp |
8 | Liver | 2 gp |
9 | Lungs | 4 gp |
10 | Finger/Toe | 3 gp |
11 | Special | 30 gp |
12 | Special | 30 gp |
Mineral Ingredients:
Below is a ollection of tables detailing the lists of different Mineral ingredients. If you roll a mineral on any Terrain table then roll on the mineral type on the table below. Once you know the type, roll on its respective table to find out what mineral you have found.
d8 | Mineral Type |
---|---|
1-4 | Mineral |
5-7 | Metal |
8 | Gemstone |
d20 | Gemstone | Cost |
---|---|---|
1-2 | Ruby | 1,000 gp |
3-4 | Aquamarine | 200 gp |
5-6 | Diamond | 2,000 gp |
7-8 | Sapphire | 500 gp |
9-10 | Emerald | 400 gp |
11-12 | Garnet | 700 gp |
13-14 | Peridot | 200 gp |
15-16 | Amethyst | 300 gp |
17-18 | Moonstone | 500 gp |
19 | Plaguetouched Obsidian | 3,000 gp |
20 | Black Diamond | 10,000 gp |
d20 | Mineral | Cost |
---|---|---|
1 | Aqua Quartz | 100 gp |
2 | Flint | 20 gp |
3 | Rocksalt | 2 gp |
4 | Rose Quartz | 50 gp |
5 | Agate | 100 gp |
6 | Turquoise | 100 gp |
7 | Yellow Quartz | 200 gp |
8 | Limestone | 3 gp |
9 | Amber | 30 gp |
10 | Sulfur | 2 gp |
11 | Jade | 100 gp |
12 | Pearl | 100 gp |
13 | Sky Quartz | 200 gp |
14 | Onyx | 20 gp |
15 | Silver Quartz | 300 gp |
16 | Fool's Gold | 5 sp |
17 | Obsidian | 20 gp |
18 | Black Quartz | 200 gp |
19 | Bloodstone | 800 gp |
20 | Roll Twice |
d20 | Metal | Cost |
---|---|---|
1 | Silver | 10 gp |
2-3 | Tin | 2 gp |
4 | Mercury | 2 gp |
5 | Platinum | 50 gp |
6 | Titanium | 200 gp |
7 | Platinum | 100 gp |
8-9 | Copper | 2 gp |
10 | Electrum | 15 gp |
11 | Gold | 30 gp |
12 | Antimony | 600 gp |
13-14 | Lead | 1 gp |
15 | Adamantium | 600 gp |
16 | Iron | 2 gp |
17 | Mithral | 800 gp |
18-19 | Shrapnel | 1 sp |
20 | Roll Twice |
Appendix B:
Ingredient Effects:
a summary of the various
effects of each ingredient
Arctic Ingredients:
Arctic Poppy: Restorative, Levitation, Cold, Haste
Bearberry: Ward, Betrayer Madness, Charisma, Courage
Boneflower: Toxic, Petrify, Fear, Heal
Cottongrass: Boost, Radiant, Constitution, Charisma
Emerald Bog: Corrosive, Heal, Cold, Silence
Erigeron: Restorative, Talent, Dexterity, Invisibility
Filmy-Fern: Boost, Cold, Intelligence, Dead Legs
Globe Thistle: Ward, Wisdom, Courage, Slow
Hellebore: Explosive, Frogify, Poison, Poisoned
Liverwort: Toxic, Disease, Poisoned, Acidic
Queen Meadow Seeds: Spellwork, Strength, Lucky, Incapacitating
Mothers Hair: Plague, Monstrosity, Levitation, Suggestive
Northland Moss: Ward, Cold, Intelligence, Camouflage
Pearlwort: Spellwork, Heal, Deafened, Poisoned
Purple Saxifrage: Plague, Bless, Cold, Constitution
Reindeer Lichen: Explosive, Relentless, Mutation, Incapacitating
Thimbleweed: Corrosive, Chaos, Suggestive, Bless
Cavernous Ingredients:
Barrelstalk: Spellwork, Relentless, Constitution, Poison
Bluecap: Corrosive, Ether, Health, Charisma
Devil’s Bloodleaf: Toxic, Health, Fire, Disease
Faerzress Stem: Restorative, Regeneration, Fortitude, Midas
Fennel Silk: Toxic, Chaos, Cold, Betrayer Madness
Fiend’s Ivy: Plague, Constitution, Poisoned, Monstrosity
Fire Lichen: Boost, Fire, Poisoned, Charisma
Funguswood: Plague, Acidic, Petrify, Rust
Genko Brush: Ward, Heal, Stone, Paralyze
Obliviax Moss: Explosive, Intelligence, Constitution, Mutation
Radiant Synthseed: Explosive, Glow, Stoic, Lightning
Ripple Bark: Spellwork, Relentless, Slow, Wisdom
Russet Mold: Corrosive, Alchemy Immunity, Acidic, Health.
Silver Hibiscus: Restorative, Acidic, Frogify, Regeneration
Shreiker: Ward, Wisdom, Fear, Paralyze.
Violet Fungi: Boost, Acidic, Poison, Paralyze
Wandering Slime: Corrosive, Alchemy Immunity, Confusion, Bane Spell.
Coastal Ingredients:
Amanita Cap: Ward, Dexterity, Laden, Lightning
Apple Blossom: Restorative, Relentless, Lucky, Health
Belladonna: Plague, Poison, Love, Levitation
Blackthorn: Toxic, Cold, Strength, Lure
Blue Toadshade: Corrosive, Fear, Health, Camouflage
Orcus Slime: Restorative, Ether, Constitution, Relentless
Black Henbane: Boost, Poisoned, Bane, Black Pudding
Fairy Caps: Spellwork, Poison, Stone, Betrayer Madness
Hawthorn: Ward, Bless, Midas, Fire
Hydrathistle: Explosive, Water, Ether, Dead Legs
Hyacinth Nectar: Spellwork, Heal, Magical Skill, Martial Skill
Lavender Sprig: Restorative, Radiant, Wisdom, Fortitude
Moss Rose: Toxic, Dexterity, Disease, Lure
Rock Samphire: Explosive, Talent, Stone, Rust
Sallowthorn: Boost, Cold, Relentless, Strength
Water Yew: Corrosive, Recovery, Bane, Reflect
Witches' Thimbles: Plague, Reflect, Frogify, Monstrosity
Desert Ingredients:
Black Mourning Bride: Plague, Necrotic, Blind, Monstrosity
Cactus Juice: Restorative, Confusion, Regeneration, Radiant
Desert Thistle: Ward, Recovery, Martial Skill, Haste
Drakus Flower: Boost, Fire, Health, Strength
Dyssodia: Corrosive, Intelligence, Wisdom, Betrayer Madness
Holy Tea Leaves: Toxic, Bless, Glow, Pseudorest
Honeywort: Corrosive, Relentless, Lucky, Pseudorest
Mirabilis: Spellwork, Sleep, Chaos, Wisdom
Olibanum: Ward, Fire, Ether, Slow
Prickly Poppy: Toxic, Ether, Black Pudding , Necrotic
Smearwort: Plague, Poison, Radiant, Bless
Starflower: Explosive, Sleep, Intelligence, Frenzy
Sweet Alyssum: Spellwork, Stoic, Courage, Feather Fall
Thurber’s Gilia: Boost, Petrify, Courage, Frenzy
Violet Soldier: Restorative, Charisma, Health, Mutation
Whitethorn: Explosive, Bless, Fire, Lure
White Henbane: Plague, Poisoned, Moon, Lightning
Forest Ingredients:
Arrow Root: Restorative, Heal, Disease, Poisoned
Black Cohosh: Corrosive, Disease, Poisoned, Death’s Mark
Blackberry: Ward, Paralyze, Talent, Ether
Bleeding Heart: Toxic, Love, Alchemy Immunity, Grapeshot
Bloodroot: Restorative, Stoneskin, Magical Skill, Stoic
Blue Toadshade: Explosive, Glow, Slow, Black Pudding
Cat’s Claw: Spellwork, Heal, Poisoned, Monstrosity
Elderberry: Plague, Reflect, Fortitude, Lure
Figwort: Corrosive, Strength, Intelligence, Levitation
Ironwood Heart: Boost, Stoneskin, Constitution, Recovery
Harrada Leaf: Spellwork, Dead Legs, Dexterity, Silence
Juniper: Boost, Heal, Fire, Martial Skill
Miner’s Lettuce: Ward, Disease, Poisoned, Poison
Mistletoe: Toxic, Sleep, Love, Water
Nightshade Berries: Plague, Acidic, Poison, Lucky
Pilewort: Explosive, Haste, Glow, Laden
Verdant Nettle: Restorative, Love, Strength, Dexterity
Grassland Ingredients:
Agrimony: Spellwork, Talent, Sight, Reflect
Arrowleaf Balsamroot: Explosive, Disease, Fortitude, Incapacitated
Atamasco Lily: Restorative, Water, Petrify, Regeneration
Boneset: Plague, Magical Skill, Martial Skill, Talent
Bryony Root: Boost, Lightning, Charisma, Magical Skill
Cardinal Flower: Spellwork, Cold, Wisdom, Midas
Eyebright: Ward, Sight, Courage, Stoic
Feverfew: Toxic, Suggestive, Reflect, Incapacitated
Fumitory: Explosive, Deafened, Black Pudding, Stone
Fleabane: Plague, Bane, Stoic, Grapeshot
Meadow Saffron: Boost, Lucky, Lightning, Charisma
Milkweed: Corrosive, Sleep, Glow, Silence
Mistflower: Ward, Regeneration, Levitation, Chaos
Mullein Seeds: Restorative, Fortitude, Water, Sleep
Owl's Crown: Spellwork, Bless, Sleep, Fire
Scarlet Poppy: Toxic, Invisibility, Mutation, Intelligence
Starworts: Corrosive, Bless, Love, Frogify
Hill Ingredients:
Amaranth: Boost, Recovery, Stoneskin, Smoke
Azalea: Ward, Death’s Mark, Health, Poison
Birnam Wood: Boost, Camouflage, Wisdom, Confusion
Beard-moss: Restorative, Glow, Water, Heal
Black Chokeberry: Explosive, Poisoned, Sleep, Death’s Mark
Black Rose: Plague, Lucky, Fear, Suggestive
Butterfly Weed: Spellwork, Pseudorest, Blind, Ether
Catchfly: Corrosive, Invisibility, Bless, Confusion
Flapwort: Toxic, Psychedelic, Brittle Bone, Charisma
Giant Hogweed: Explosive, Brittle Bone, Poison, Laden
Linnaea: Ward, Suggestive, Regeneration, Glow
Mouse-Ear: Corrosive, Wisdom, Fear, Stoic
Persimmon: Boost, Heal, Poisoned, Laden
Purple Coneflower: Plague, Frogify, Lucky, Ether
Selfheal: Restorative, Fortitude, Heal, Regeneration
Shy Maiden: Spellwork, Stoneskin, Blind, Betrayer Madness
Stinging Nettle: Toxic, Bane Spell, Pseudorest Recovery, Alchemy Immunity
Mountain Ingredients:
Cedarwood: Explosive, Glow, Stone, Water
Chiming-bells: Plague, Fortitude, Stoic, Deafened
Columbine: Spellwork, Heal, Ether, Recovery
Dragonshead: Toxic, Fire, Frenzy, Pseudorest Recovery
Dwarf Clover: Ward, Sight, Blind, Cold
Dyer's Broom: Restorative, Magical Skill, Suggestive, Love
Fireweed: Explosive, Rust, Brittle Bone, Poisoned
Glory-of-the-Snow: Corrosive, Alchemy Immunity, Silence, Feather Fall
Krummholz Branches: Ward, Fear, Brittle Bone, Death’s Mark
King’s Crown: Boost, Blind, Love, Petrify
Miners Candle: Spellwork, Glow, Brittle Bone, Pseudorest Recovery
Monkshood: Plague, Poison, Paralyze, Confusion
Mountain Iris: Restorative, Strength, Regeneration, Sleep
Narcissus: Explosive, Silence, Invisibility, Alchemy Immunity
Queen’s Crown: Boost, Fear, Suggestive, Stone
Rattleweed: Toxic, Incapacitated, Paralyze, Deafened.
Struikhei: Corrosive, Mutation, Pseudorest Recovery, Lucky
Swamp Ingredients:
Bladderwort: Toxic, Brittle Bone, Lightning, Acidic
Blue Lobelia: Spellwork, Sight, Midas, Love
Bogbean: Restorative, Laden, Water Breathing, Health
Brittlegill: Explosive, Fire, Frenzy, Constitution
Buttonbush: Ward, Heal, Acidic, Poison
Glasswort: Plague, Reflect, Stone, Rust
Helen's Flower: Toxic, Poisoned, Bane Spell, Necrotic
Horsetail: Boost, Heal, Petrify, Psychedelic
Manna Grass: Spellwork, Bless, Relentless, Radiant
Mare’s Tail: Corrosive, Blind, Death’s Mark, Dead Legs
Musk Sedge: Restorative, Intelligence, Haste, Love
Rose Mallow: Plague, Stoic, Water, Necrotic
Scamp Stool: Corrosive, Lightning, Acidic, Health
Sea Lavender: Ward, Acidic, Ether, Courage
Skullcap: Boost, Necrotic, Brittle Bone, Disease
Spearwort: Toxic, Poison, Silence, Frogify
Spiderwort: Explosive, Dead Legs, Death’s Mark, Fear
Underwater Ingredients:
Algae: Restorative, Water Breathing, Regeneration, Recovery
Barnacles: Restorative, Water Breathing, Heal, Stone
Bladderwrack: Ward, Moon, Poison, Fortitude
Eelgrass: Explosive, Stoneskin, Talent, Brittle Bone
Elkhorn Coral: Boost, Lightning, Cold, Stoneskin
Feather Stars: Spellwork, Martial Skill, Confusion, Laden
Glassweed: Plague, Camouflage, Frenzy, Stone
Gracilaria: Explosive, Pseudorest Recovery, Relentless, Poison
Gulf Weed: Corrosive, Feather Fall, Water Breathing, Midas
Hypnea: Toxic, Confusion, Silence, Psychedelic
Kelp: Restorative, Haste, Water Breathing, Disease
Laurencia: Plague, Poisoned, Haste, Dead Legs
Mermaid’s Fan: Ward, Heal, Talent, Paralyze
Peacock's Tail: Spellwork, Psychedelic, Invisibility, Rust
Sea Anemone: Toxic, Acidic, Dead Legs, Ether
Sea Colander: Corrosive, Disease, Pseudorest Recovery, Alchemy Immunity
Sea Shell: Boost, Poison, Recovery, Brittle Bone
Urban Ingredients:
Carrot: Cooking, Sight, Magical, Laden
Cheese: Cooking, Fire, Martial, Black Pudding
Corn: Cooking, Dexterity, Lightning, Smoke
Dawn Sugar: Cooking, Charisma, Smoke, Radiant
Famous Pie: Cooking, Heal, Talent, Lure
Fennel Seeds: Cooking, Intelligence, Recovery, Grapeshot
Flax Seeds: Cooking, Recovery, Feather Fall, Grapeshot
Garlic: Cooking, Dexterity, Moon, Strength
Ginseng: Cooking, Moon, Laden, Health
Grapes: Cooking, Feather Fall, Ether, Black Pudding
Leek: Cooking, Charisma, Strength, Slow
Milk Thistle Seeds: Cooking, Glow, Cold, Grapeshot
Mugwort Seeds: Cooking, Heal, Grapeshot, Smoke
Onion: Cooking, Water Breathing, Sight, Moon
Pear: Cooking, Health, Recovery, Slow
Strawberry: Cooking, Talent, Reflect, Invisibility
Tobacco: Cooking, Ether, Smoke, Psychedelic
Tomato: Cooking, Sight, Laden, Levitation
Watermelon: Cooking, Ether, Glow, Laden
Minerals:
Aqua Quartz: Water Breathing
Flint: Martial
Rocksalt: Magical
Rose Quartz: Feather
Agate: Confusion
Turquoise: Slow
Yellow Quartz: Invisibility
Limestone: Talent
Amber: Suggestive
Sulfur: Lure
Jade: Fear
Pearl: Love
Sky Quartz: Levitation
Onyx: Silence
Silver Quartz: Bless
Fool's Gold: Stone
Obsidian: Bane
Black Quartz: Sight
Bloodstone: All Plague Poisons
Metals
Silver: Heal, Moon, Smoke
Tin: Charisma
Mercury: Glow
Platinum: Recovery
Titanium: Strength
Platinum: Recovery
Electrum: Intelligence
Gold: Ether
Copper: Wisdom
Lead: Black Pudding
Adamantium: Constitution
Iron: Health, Grapeshot
Mithral: Dexterity
Shrapnel: Grapeshot, Moon
Antimony: All Blade Venoms
Gems
Ruby: Fire
Aquamarine: Cold
Diamond: Radiant
Sapphire: Lightning
Emerald: Poison
Garnet: Reflect
Peridot: Acid
Amethyst: Necrotic
Moonstone: Moon
Plaguetouched Obsidian: All Plague Potions
Black Diamond: Ambrosia
Typical Organic Ingredients:
Tongue: Cooking, Blade Oil, Lure, Ether
Nose/Beak: Cooking, Blade Oil, Lure, Recovery
Eye: Cooking, Blade Oil, Lure, Necrotic
Teeth: Cooking, Blade Oil, Lure, Health
Marrow: Cooking, Blade Oil, Lure, Fire
Pelt/Skin: Cooking, Blade Oil, Lure, Acidic
Heart: Cooking, Blade Oil, Lure, Heal
Liver: Cooking, Blade Oil, Lure, Poison
Lungs: Cooking, Blade Oil, Lure, Cold
Finger/Toe: Cooking, Blade Oil, Lure, Lightning
Special Organic Ingredients:
Creepy Crawlies:
- Red Butterfly Wings - Heal
- Blue Butterfly Wing - Deadly Poison
- Emperor Moth Wings - Health
- Moon Moth Wing - Health Bane
- Orange Dragonfly - Recovery
- Green Dragonfly - Deterioration
- Honeycomb - Strength Boost
- Queen Bee - Strength Bane
- Hornet Larvae - Wisdom Boost
- Hornet Sting - Wisdom Bane
- Grasshopper - Reflect
- Locust - Magical Vulnerability
Oozes & Oils:
- Blubber Oil - Ether, Nether
- Holy Oil - Radiant Vulnerability
- Hunter's Oil - All Blade Venoms
- Volitile Oil - All Bombs
- Blue Ooze - Acid Ward
- Grey Ooze - Acid Splash
- Yellow Ooze - Acid Vulnerability
- Black Pudding Goo - Black Pudding
Undead:
- Ancient Bone Meal - Constitution Boost
- Wight Skin - Constitution Bane
- Mummy Dust - Necrotic Ward
- Mummy Wraps - Necrotic Vulnerability
- Mummy's Withered Finger - Necrotic Splash
Animals:
- Falcon Feathers - Dexterity Boost
- Hawk Egg - Dexterity Bane
- Rat Tail - Intelligence Boost
- Rat Pelt - Intelligence Bane
- Peacock Feather - Charisma Boost
- Peacock Beak - Charisma Bane
- Monkey Brains - Talent
- Monkey Paw - Inability
- Boar Tusk - Martial Skill
- Boar Tail - Martial Clumsiness
- Raven Beak - Magical Skill
- Raven Egg - Magical Clumsiness
Monsters:
- Salamander Tail - Fire Ward
- Salamander Tongue - Fire Vulnerability
- Salamander Blood - Fire Splash
- Yeti Claw - Cold Ward
- Yeti Fur - Cold Vulnerability
- Yeti Blood - Cold Blood
- Thunderbird Beak - Lightning Ward
- Thunderbird Feathers - Lightning Vulnerability
- Thunderbird Blood - Lightning Blood
- Naga Fang - Poison Ward
- Naga Eye - Poison Vulnerability
- Griffon Plume - Feather
- Angel Feather - Bless
- Fairy Wing - Levitate
- Imp Tail - Invisibility
- Aboleth Gill - Water Breathing
- Sphinx Mane - Sight
- Monstrous Spider Silk - Fear
- Succubus Tongue - Love
- Giant Snail Slime - Slow
- Displacer Beast Tendril - Silence
- Otyugh Spores - Confusion
- Fiend's Blood - Bane
- Gorgon Eye - Stone
- Aberrant's Tentacle - Suggestive
- Purple Worm Blood - Lure
Miscellaneous
- Thrice Blessed Incense - Radiant Ward
- Luminescent Biomatter - Glow
THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE BY WIZARDS OF THE COAST!
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
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COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
The Only Guide to Alchemy You'll Ever Need
This was inspired by the fantastic works of Connor Weston /u/Crumy_Taleteller.
Enjoy the new Mechanic for brewing potions and poisons in the world’s greatest role-playing game.
This is Book 1 of thelittledarkone's Advanced Rulebook for 5e collection. Keep your eye's open for the upcoming Book 2: Crafting, Tinkering and Blacksmithing.
Adapted by: thelittledarkone
Cover Art: Ray Lederer
Check out my other free documents with thelittledarkone@GMBinder
Or visit my site to find some very affordable adventures and campaigns thelittledarkone.com