Potion Crafting Image
Prerequisite: Intelligence 11 Proficiency with herbalism or alchemy
 

Preparation:

Using an alchemy or herbalism kit, a proficient character may craft potions. The kit must be prepared during downtime by dedicating an amount of money to it in order to buy supplies (flasks, heating fuel, etc.), which can be spent on potions later. When the kit runs out of money it can’t be used to make potions until it is restored in downtime. The value of the supplies may be decreased if the kit is spoiled (i.e. burnt, soaked or in any other way damaged), usually to half their current value though sometimes their value is only reduced by a quarter, and for more serious damage by as much as 3 quarters or even fully.

Crafting a potion:

Potions can be crafted during a long rest by expending an amount of components as well as some of the money previously put into it in downtime. The amount of money and components required to make a potion is determined by its rarity, shown in the crafting table. If the money isn’t available then the potion cannot be made. When you have made a potion, one of your slots is now occupied and cannot be used again until the potion is used or destroyed. You have 3 crafting slots and can spend 100GP to gain extra, up to a maximum of 7. Potions will expire once downtime is reached, and cannot be sold for a profit.

Finding components:

The components required to make a potion must come from its required biome type, shown in the list of potions. You may find them throughout adventures, buy them for a cost in certain shops if your GM allows it or find them whilst foraging during overland travel. When foraging you may find a number of components equal the amount by which you succeed the check determined by your GM for the area to a maximum of your proficiency modifier after a full day of foraging.

Components expire when downtime is reached. The biome type the ingredients can come from is shown in the list of potions, and the foraging table shows the biomes this refers to, though at the GM’s decision other areas could potentially be used (i.e., in a series of islands in an Arctic sea, it is reasonable to assume it is possible to find cold components) and if your campaign remains mostly in one biome, these biomes could change.

Different rarity potions:

All of the potions in the table are in their common form. To increase the rarity, increase any number by the amount shown in brackets immediately after in the list of potions if there is one, adding unless the brackets tell you to times instead of adding. For example, a health potion, when made in uncommon form heals (2+2)d4 = 4d4HP. You must have the requisite intelligence in order to make a potion of any rarity.

Recipes:

You know 3 recipes to begin within and may find others, or pay for recipes if you are somewhere where they are available. Costs may vary depending on location and recipe, though generally it is 100gp for a recipe. In order to learn a recipe, you must be proficient in and be using the required tools: either alchemy or herbalism, and must have the required kit when making potions. All potion recipes are shown in the list of potions, as well as the tool kit required to make it.

 

Note: this assumes the DM is handing out less treasure than the DMG suggests: per adventure per character, 50gp levels 1-4, 100gp levels 5-8, 200gp levels 9-12, 400gp levels 13-16, 1000gp levels 17-20. These are vague estimates and different parties may receive more or less.

List of potions

Potion

Effect

Proficiency

Ingredient biome type

Category

A

H

Acid balm

Acid resistance 1 (x10, x6, x24) min

 

X

Wet

Protection

Acid coating

+1(1) acid damage to weapon/all ammunition 1min

X

 

Wet

Attack

Acid flask

2(2)d8 acid damage/round (thrown attack, DC 12(2) dex remove)

X

 

Wet

Attack

Antidote

Cures mild poison/disease

 

X

Grass

Healing

Antitoxin

Poison resistance 1 (x10, x6, x24) min

 

X

Grass

Healing

Charisma potion

1 (x10, x6, x24) min adv on cha checks

 

X

Wet

Utility

Climbing agent

1 (x10, x6, x24) min automatic success climb checks, climb speed 30(10)ft.

X

 

Rocky

Utility

Cold balm

Cold resistance 1 (x10, x6, x24) min

X

X

Cold

Protection

Dexterity potion

1 (x10, x6, x24) min adv on dex checks, immune 1 20(10)ft. fall

 

X

Forest

Utility

Dust bomb

Blinds DC 12(2) dex resist, A.O.E. 10(5)ft. square

X

 

Rocky

Attack

Fire balm

Fire resistance 1(x10, x6, x24) min

X

X

Forest

Protection

Healing potion

Heals 2(2)d4+2(2) HP

X

X

Anywhere

Healing

Hellfire flask

1(1)d6 fire damage/round 1 min, A.O.E. 10(5)ft. square

X

 

Rocky

Attack

Ice vapour flask

2(2)d6 cold damage, dis next (thrown attack)

X

 

Cold

Attack

Intelligence potion

1 (x10, x6, x24) min adv on intelligence checks

 

X

Rocky

Utility

Lightning balm

Lightning resistance 1 (x10, x6, x24) min

X

X

Rocky

Protection

Luck potion

Add 1(1)d4 to next roll you make within 1 min

 

X

Grass

Utility

Poison coating

+1(1) poison damage to weapon/all ammunition 1min

 

X

Forest

Attack

Poison flask

Poisoned & 1(1)d8 poison damage, DC 12(2) con, A.O.E. 10(5)ft. square

X

X

Forest

Attack

Reactions potion

+4(2) to initiative

X

X

Forest

Attack

Shock-crystal flask

2(2)d8 lightning damage, -2(2) initiative 1 min

X

 

Rocky

Attack

Speed potion

1 (x10, x6, x24) min speed increases to 60(10)ft.

X

X

Grass

Utility

Strength potion

1 (x10, x6, x24) min adv on str checks

X

X

Rocky

Utility

Swimming agent

1 (x10, x6, x24) min automatic success swim checks, swim speed 30(10)ft.

X

 

Wet

Utility

Toughness potion

1 (x10, x6, x24) min adv on con checks +2(2)d6 temporary HP

X

X

Forest

Utility

Vitality potion

+1(1)HP per HD, -1(1) exhaustion

 

X

Forest

Healing

Wisdom potion

1 (x10, x6, x24) min adv on wis checks

 

X

Cold

Utility

Wind flask

Prone 1(1)d6 thunder damage, DC 12(2) con resist, A.O.E. 10(5)ft. square

X

 

Cold

Attack

 

Foraging table

Biome type

Biome

Description

Anywhere

Anywhere

Anywhere

Cold

Mountain, tundra

Cold/high

Forest

Jungle, forest

Forested

Grass

Hills, plains, swamp

Grassy/plain

Rocky

Desert, bad-lands, mountain, cave

Hot/dry

Wet

Jungle, swamp, coast

Wet/humid

 

Crafting table

Potion rarity

Cost/GP

No. Components

Int req

Common

10

3

11

Uncommon

20

5

13

Rare

40

7

15

Very rare

80

9

17

 

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