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 |
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/21/2019 9:57:16 AM
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19
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0
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