I am a fairly experienced DM, and have recently started creating a new campaign for my four players. Always before I make a campaign, I ask my players what they want to see and such, and this time, they all had the same idea: brewing potions.
So as a good DM, I set on a quest to find sources about brewing in D&D 5e, but the results weren't really good, my players didn't like what they saw, and now I decided I want to make brewing simple, and now, I have no idea what materials/ingredients/components the potions should have, if somebody could list some ideas, I'd be grateful.
Did you look in the alternate potion brewing rules in Xanathar's Guide? They're still pretty simplistic, but I don't think it needs to be a lot more than time cost+resource cost+successful skill check=potion.
Where you can have a little more fun with it is the gold cost. Obviously, in crafting in dnd, the gold you spend isn't you literally dropping coins into your potion, but rather it represents the gold you'd spend purchasing various reagents and ingredients, and experimenting with them until the potion comes out right. If you wanted (and this would be a good bit of extra work on your part), you could create a table of different ingredients that exist in different biomes that characters could forage for, thus replacing the gold cost with a skill roll and more of a random chance for what ingredients they recover (thus determining what potion they could make).
That's the way I did it with my first character back in college, who was an alchemist wizard, and upon coming to a new area id ask my DM what ingredients I could gather, I'd roll to determine the quality of ingredients I could find, the DM would roll on their table to determine the type of ingredient I found, and then I'd put them together and make whatever potion came out of it.
With that method, it gives you a fair way to opt out of the gold cost while still putting enough other hurdles in front of you to avoid breaking game balance, but you can also still opt into purchasing ingredients when available if you for instance wanted to make a specific type of potion at a specific quality.
Yeah, we bought xanathar's guide some time ago (we buy the books and minis together and I take care of them) but we didn't really like them, will check the alternate ones though.
Thanks!
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Don't be afraid of the nerds beyond D&D, for they are not true nerds
What about the Artificer Alchemist Subclass? It might have some info about potion making. Even if your players doesn't want that class or subclass, it should give you some guidelines about the typical process.
If you are familiar with the Angry GM, he did a series on crafting that has some pretty good ways to boil down different ingredients into a few different categories. Here is a table that I made for my own crafting system which borrows heavily from that.
rarity
form
infusion
common
metal
fire
uncommon
precious metal
cold
rare
wood
lightning
very rare
bone
thunder
legendary
hide
sacred
essence
profane
stone
poison
plant
acid
force
psychic
healing
Essentially you give keywords to all kinds of ingredients that allows you to simplify crafting formulas. So a healing potion might require 2 [uncommon][healing] items. This could be petals from a flower ([uncommon][healing][plant], the tears of an almiraj ([rare][healing][essence]), the fingerbones of a saint ([uncommon][healing][bone]). This is probably not exactly what you need, but the keyword system is super useful for being able to categorize ingredients on the fly when the party decides to butcher the chimera they just killed, and it lessens the work you need to do to create recipies for things which - fair warning - ballooned into a LOT of work for me even with this system.
So, I know this doesn't give you a list of ingredients like you asked, but this way they can be anything. If you're in a forest, you can just make up some herbs. If you're underground, you can make up some stones or mushrooms. In terms of monster parts, you can even leave that to the party - let them harvest one or two items of their description and you can assign keywords to them. It can feel a lot more natural than having the party find the same white flower over and over or something like that.
To craft any item, you need 50% of its cost in ingredients (so a basic healing potion, v 50g, needs 25g worth of ingredients) and a certain number of hours (Xanathar's recommends some, but I find that to be extremely high and limiting; my average is 8 hours for common, 16 hours for uncommon, 24 hours for rare, so on and so forth; with extra hours added on for extra benefits if necessary and as I deem appropriate).
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Hi!
I am a fairly experienced DM, and have recently started creating a new campaign for my four players. Always before I make a campaign, I ask my players what they want to see and such, and this time, they all had the same idea: brewing potions.
So as a good DM, I set on a quest to find sources about brewing in D&D 5e, but the results weren't really good, my players didn't like what they saw, and now I decided I want to make brewing simple, and now, I have no idea what materials/ingredients/components the potions should have, if somebody could list some ideas, I'd be grateful.
I do not need recipes, only ingredients
-Potatonion
Don't be afraid of the nerds beyond D&D, for they are not true nerds
-That one philosopher from ancient greece
Don't pay attention to my bad english, it's not my mother tongue.
Don't be afraid of the nerds beyond D&D, for they are not true nerds
-That one philosopher from ancient greece
Did you look in the alternate potion brewing rules in Xanathar's Guide? They're still pretty simplistic, but I don't think it needs to be a lot more than time cost+resource cost+successful skill check=potion.
Where you can have a little more fun with it is the gold cost. Obviously, in crafting in dnd, the gold you spend isn't you literally dropping coins into your potion, but rather it represents the gold you'd spend purchasing various reagents and ingredients, and experimenting with them until the potion comes out right. If you wanted (and this would be a good bit of extra work on your part), you could create a table of different ingredients that exist in different biomes that characters could forage for, thus replacing the gold cost with a skill roll and more of a random chance for what ingredients they recover (thus determining what potion they could make).
That's the way I did it with my first character back in college, who was an alchemist wizard, and upon coming to a new area id ask my DM what ingredients I could gather, I'd roll to determine the quality of ingredients I could find, the DM would roll on their table to determine the type of ingredient I found, and then I'd put them together and make whatever potion came out of it.
With that method, it gives you a fair way to opt out of the gold cost while still putting enough other hurdles in front of you to avoid breaking game balance, but you can also still opt into purchasing ingredients when available if you for instance wanted to make a specific type of potion at a specific quality.
Also, I remember Dale Kingsmill (Monarch's Factory on YouTube) also released some alternate potion rules you might wanna look into: https://www.gmbinder.com/share/-LZZ_rmIIa2wOfnTle6v
Yeah, we bought xanathar's guide some time ago (we buy the books and minis together and I take care of them) but we didn't really like them, will check the alternate ones though.
Thanks!
Don't be afraid of the nerds beyond D&D, for they are not true nerds
-That one philosopher from ancient greece
What about the Artificer Alchemist Subclass? It might have some info about potion making. Even if your players doesn't want that class or subclass, it should give you some guidelines about the typical process.
Only spilt the party if you see something shiny.
Ariendela Sneakerson, Half-elf Rogue (8); Harmony Wolfsbane, Tiefling Bard (10); Agnomally, Gnomish Sorcerer (3); Breeze, Tabaxi Monk (8); Grace, Dragonborn Barbarian (7); DM, Homebrew- The Sequestered Lands/Underwater Explorers; Candlekeep
sry, dont have TCtE or ERftRW
:/
Don't be afraid of the nerds beyond D&D, for they are not true nerds
-That one philosopher from ancient greece
I found some stuff online that’s useful, but I can’t post a link. Google 5e crafting potions herbalism and you’ll see some things that might work.
If you are familiar with the Angry GM, he did a series on crafting that has some pretty good ways to boil down different ingredients into a few different categories. Here is a table that I made for my own crafting system which borrows heavily from that.
rarity
form
infusion
Essentially you give keywords to all kinds of ingredients that allows you to simplify crafting formulas. So a healing potion might require 2 [uncommon][healing] items. This could be petals from a flower ([uncommon][healing][plant], the tears of an almiraj ([rare][healing][essence]), the fingerbones of a saint ([uncommon][healing][bone]). This is probably not exactly what you need, but the keyword system is super useful for being able to categorize ingredients on the fly when the party decides to butcher the chimera they just killed, and it lessens the work you need to do to create recipies for things which - fair warning - ballooned into a LOT of work for me even with this system.
So, I know this doesn't give you a list of ingredients like you asked, but this way they can be anything. If you're in a forest, you can just make up some herbs. If you're underground, you can make up some stones or mushrooms. In terms of monster parts, you can even leave that to the party - let them harvest one or two items of their description and you can assign keywords to them. It can feel a lot more natural than having the party find the same white flower over and over or something like that.
Also, your English is quite good!
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Look on DMSGuild for potion brewing ideas and monster part ideas. Most of these can be found free on The Trove (when it goes back online...).
My basis behind allowing brewing potions follows the following general rules: