Arson's Alchemy

Includes a set of rules for homebrewed rules for alchemy and potion making, as well as a list of alchemy ingredients for D&D 5e

Version 1.1

A World of Alchemy

Any alchemist worth their salt should know alchemy's first rule of equivalent exchange. Ingredients and specific processes must be performed to make something new. Through this process, an alchemist is able to use the resources of the material plane and magic of the weave to create potions, oils and other concoctions to aid themselves and their allies. Alchemy is based around three main pillars that are necessary for the effective creation of an alchemical product. These three pillars are the ingredients, the catalyst, and the process of making or brewing the product. Using different combinations of these elements can yield different results but can end badly if not properly conducted. However, these three things alone are not enough to make a potion or other materials. An alchemist also need to first BE an alchemist and know their way around their supplies, they must be in possession of said supplies, and finally for most potions and the such you would need a recipe. Alchemy however isn't only limited to making potions. It can also be used to create magical oils for weapons, medicines, bombs, and even some household items. With alchemy, the material plane is your oyster.

Basics of Alchemy

For a character to be able to conduct alchemy, they must first be proficient in alchemist supplies. A player can become proficient with these tools through several hours of training with an alchemist book. The player must also have a set of alchemist supplies to be able to make their concoctions.


Next, are the tree pillars or alchemy. Ingredient, catalyst, and process. Each of these elements act much like requirements for certain potions and the such, and with different ingredients and catalysts you can make entirely different potions and alchemical products.

Ingredients:

As dictated by the laws of equivalent exchange, "To obtain, something of equal value must be lost". Thus, ingredients must first be gathered for the process. Different potions need different ingredients, and each of those ingredients must be gathered. An ingredient can be as common as some grains of rice, or as rare as the heart of an ancient dragon. And each of these ingredients may also have a price attached to them. If a party cannot find them in the wild, they will have to purchase them through traders and find them through quests.


Catalyst:

A catalyst is used to determine the effectiveness and application of an alchemical product, much like an added benefit or bonus to the abilities of a potion. It can determine how long a potion may take effect for or how strong it may be, for a poison it can effect how deadly or subtle it is,or for soap it can determine how long it will smell nice for. While ingredients determine what potion you make,a catalyst determines how you use it. Catalysts are usually more


expensive,however, they are not consumed in the making of a potion. Meaning that it can be used reused by a player in the making of other potions. Catalysts also have a rarity, which must also match the rarity of the potion it is being used for.


Process:

Process refers to the making of an alchemical product. Most potions will require the alchemist to simply mist around the ingredients, heat/coll them, or distil them. However, other potions might require you to get an ingredient struck with lightning or have it be heated up in a volcano. This process is most directly effected by the supplies you use. An alchemy focus of sorts. There are three "tiers" of alchemist supplies. These are common, rare, and legendary. Some items will require higher tier alchemist supplies depending on their rarity. Rarer potions cannot be brewed with lower tier supplies. The process may also have a duration for how long a potion needs to brew, by the end of which the player must make an alchemy check (with advantage) of wisdom/intelligence bonus + proficiency bonus. The DC of this check is 10, and +1 for every level of the item's rarity (eg: +1 for common, +2 for uncommon, etc.)

Alchemist Supplies
Tier Bonus Price Weight
Common No Bonus 50gp 8lb
Rare +1 470gp 12lb
Legenray +2 1,500gp 25lb

Novice Brews

Novice brews are an extremely simple potion/concoction that anyone can make without needing alchemist tools or proficiency in alchemy. These potions still require ingredients and a brewing process but don't require a catalyst. This makes them a lot more simple but limited in use and less powerful. Novice brews will still requre a container.

Bombs and Grenades

Through alchemy, players are also able to make bombs with specialised peruses, ranging from explosives to grenades that splash potions in an area. Grenades differ from potions in their making by being made up of three main segments. The Payload , Fuse, and Casing. These elements can be swapped around in order to create custom grenades with specialised purpouses. However, they still requre ingridients, alchemist supplies, and a catalyst.

Oils

Oils are a alchemical buff that can be used on weapons and armour. These buffs will take effect for a period of time and then wear off. Oils are made the same way as potions with ingredients, a brewing process, and a catalyst. Oils require 10 minutes to apply to a weapon or shield, or 1 hour to apply to armour. Once used, the oil is consumed.

1

PART 1 | INTRODUCTION

List of Ingredients

Ingredients are one of the most important parts of alchemy. These can range from very common items such as simple herbs or salt, to magical ingredients from far away lands or dangerous creatures. However, these ingredients cannot be created by magic in order for the potions to work.

Ingredients List
Ingredient Cost Mesurement
Aboleth Fins 1,640gp /10 grams
Aboleth Mucous 1,700gp /vial
Animated Armour Rust 250gp /10 grams
Ankheg Pincer 120gp /10 grams
Ankheg Acid 210gp /vial
Ankheg Eyes 75gp /piece
Azer Fire 305gp /piece
Ash Hopper Leg 8gp /piece
Babau Blood 380gp /vial
Babau Heart 650gp /piece
Banderhobb Tongue 415gp /piece
Banderhobb Saliva 490gp /vial
Banderhobb Stomach 630gp /piece
Basilisk Eye 70gp /piece
Basilisk Scales 65gp /10 grams
Basilisk Spines 100gp /10 grams
Banshee Essence 230gp /piece
Behir Membrain 480gp /square inch
Behir Lightning Gland 670gp /piece
Behir Talon 300gp /10 grams
Beholder Eye 3,700gp /piece
Beholder Brain Membrain 2,100gp /10 grams
Black Pudding 970gp /vial
Blight Root 65gp /10 grams
Bugbear Sweat 2cp /vial
Bulette Carapace 890gp /10 grams
Bullywug Guts 18gp /10 grams
Bullywag Eye 28gp /piece
Bodak Skin 300gp /square inch
Bodak Eye 420gp /piece
Bodak Veins 185gp /10 grams
Boggle Hair 35gp /10 grams
Boggle Oil 47gp /vial

Ingredients List
Ingredient Cost Mesurement
Bone Devil Bone Powder 1,220gp /10 grams
Brimstone Powder 34gp /10 grams
Carrion Crawler Antenna 325gp /piece
Carrion Crawler Stomach 280gp /piece
Catoblepas Fur 470gp /10 grams
Catoblepas Tusk Marrow 900gp /10 grams
Cave Fisher Guts 370gp /10 grams
Cave Fisher Tongue 700gp /piece
Cave Fisher Carapace 400gp /10 grams
Cave Fisher Filament 365gp /vial
Chitine Saliva 40gp /vial
Chimera Heart 1,450gp /piece
Chimera Stomach 940gp /piece
Chitine Web Gland 14gp /piece
Choldrith Web Gland 320gp /piece
Chuul Tentacle 680gp /piece
Cloaker Skin 1,345gp /square inch
Cranium Rat Brain 7sp /piece
Coatle feather 400gp /piece
Cockatrice Feather 114gp /10 grams
Cockatrice Saliva Gland 240gp /piece
Common Berries 8cp /10 grams
Common Bone Dust 2gp /10 grams
Common Mushroom 9sp /10 grams
Common Bug Carapace 3cp /10 grams
Common Flower 2gp /10 grams
Common Spices 3gp /10 grams
Common Venom 20gp /10 grams
Cinemon 4gp /10 grams
Copper Powder 5sp /10 grams
Cyclops Eye 1,090gp /piece
Darkmantle Tentacle 19gp /piece
Darkmantle Skin 12gp /square inch
Demon's Heart (Lesser) 600gp /piece
Demon's Heart (Greater) 1,890gp /piece
Devil's Heart (Lesser) 670gp /piece
Devil's Heart (Greater) 1,940gp /piece
Death Kiss Skin 1,300gp /square inch
Ingredients List
Ingredient Cost Mesurement
Death Kiss Eye 1,500gp /piece
Death Kiss Tentacle 1,550gp /piece
Death Tyrant Essence 2,475gp /piece
Deep Scion Teeth 260gp /10 grams
Deep Scion Gills 365gp /piece
Deep Scion Tentacle 470gp /piece
Demon Vine 11gp /10 grams
Devourer Guts 2,120gp /10 grams
Displacer Beast Skin 545gp /square inch
Displacer Beast Tentacle 780gp /piece
Dracolich Soul 3,200gp /piece
Dragon Breath Gland 8,800gp /piece
Dragon Heart 12,200gp /piece
Dragon Scale 6,700gp /piece
Dragon Wing Membrain 1,070gp /square inch
Draegloth Skin 1,130gp /square inch
Dryad Leaves 1,650gp /10 grams
Diamond Powder 300gp /10 grams
Elemental Essence 52gp /piece
Elf Root 8gp /10 grams
Ettercap Web Gland 150gp /piece
Ettin Guts 720gp /10 grams
Fey Sap 127gp /vial
Faerie Dragon Dust 2,000gp /10 grams
Frost Nettles 42gp /10 grams
Femorian Eye 1,780gp /piece
Fire Salt 15gp /10 grams
Firenewt Fire Gland 80gp /piece
Firenewt Veins 25gp /10 grams
Flail Snail Shell 590gp /10 grams
Flame Berry 20gp /10 grams
Flumph Jelly 720gp /vial
Froghemoth Tongue 170gp /piece
Froghemoth Saliva 1,350gp /vial
Frost Pepper 11gp /10 grams
Gargoil Rocks 260gp /10 grams
Gauth Eye 470gp /piece
Gauth Guts 780gp /10 grams
Gazer Eye 120gp /piece
Gazer Skin 30gp /square inch
Gelatinous Cube 1,020gp /vial

Ingredients List
Ingredient Cost Mesurement
Genie Essence 2,130gp /piece
Ghost Essence 650gp /piece
Ghoul Bloon 78gp /vial
Ghoul Guts 65gp /vial
Ghast Blood 320gp /vial
Gorgon Gas 910gp /vial
Gold Powder 25gp /10 grams
Giant Strider Skin 58gp /square inch
Giant's Hair 415gp /10 grams
Giant's Heart 2,140gp /piece
Girallon Fur 600gp /10 grams
Gnoll Fur 130gp /10 grams
Gnoll Guts 270gp /10 grams
Goblin Sweat 1cp /vial
Grell Brain Tissue 730gp /10 grams
Grung Poison 83gp /vial
Grung Skin 40gp /square inch
Guard Drake Scales 255gp /10 grams
Guard Drake Heart 450gp /piece
Guard Drake Talon 290gp /10 grams
Griffon Talon 139gp /piece
Harpy Feather 9gp /10 grams
Hag's Heart 2,120gp /piece
Hippogriff Talon 89gp /pice
Hippogriff Feather 120gp /10 grams
Hobgoblin Blood 120gp /vial
Holy Water 1gp /vial
Honey 1gp /vial
Hydra Venom 3,070gp /vial
Imp Tail Stinger 50gp /piece
Imp Stool 3gp /10 grams
Ink 3gp /vial
Intellect Devourerer Tissue 1,910gp /10 grams
Ki-Rin Hair 2,645gp /10 grams
Ki-Rin Horn 3,780gp /piece
Ki-Rin Scales 2,330gp /10 grams
Ki-Rin Heart 3,200gp /piece
Kobolt Scales 18gp /10 grams
Kobolt Saliva 12gp /vial
Korred Hair 1,250gp /10 grams
Kraken Carapace 3,460gp /10 grams
Ingredients List
Ingredient Cost Mesurement
Kraken Stomach 3,880gp /piece
Kraken Heart 4,250gp /piece
Kuo-Toa Brain Tissue 500gp /10 grams
Lemon 2sp /piece
Legendary Bug Carapace 420g /10 grams
Legendary Flowers 300gp /10 grams
Legendary Mushrooms 310gp /10 grams
Legendary Spices 220gp /10 grams
Legendary Venom 560gp /vial
Legume Seeds 2cp /10 grams
Leucrotta Voice Box 470gp /piece
Limestone Powder 3sp /10 grams
Litch Soul 5,600gp /piece
Lizardfolk Saliva 9sp /vial
Lozardfolk Scales 4gp /10 grams
Magmin Liver 77gp /10 grams
Manticore Heart 630gp /piece
Manticore Spikes 340gp /10 grams
Maw Demon Guts 25gp /10 grams
Maw Demon Saliva 17gp /vial
Medusa Eyes 935gp /piece
Meenlock Antenna 230gp /piece
Mephit Essence 40gp /piece
Mermaid's Teir 310gp /piece
Merrow Marrow 42gp /10 grams
Mimic Tongue 790gp /piece
Mind Flayer Brain Tissue 1,140gp /10 grams
Mind Flayer Tentacle 945gp /piece
Mind Flayer Heart 1,070gp /piece
Mint 2gp /10grams
Mistletoe 8cp /10 grams
Modrone Parts 70gp /piece
Morkoth Tentacle 1,670gp /piece
Morkoth Skin 1,540gp /square inch
Moss 3cp /10 grams
Mummy Bandagaes 470gp /10 grams
Myconid Powder 490gp /10 grams
Myconid Spores 200gp /piece
Naga Scale 1,407gp /piece
Neogi Poison 600gp /viaql
Neolethid Guts 2,080gp /10 grams

Ingredients List
Ingredient Cost Mesurement
Neolethid Skin 1,650gp /square inch
Neolethid Tenacles 1,960gp /piece
Nettle Ashes 2cp /10 grams
Nothic Eye 720gp /piece
Nothic Liver 450gp /piece
Oil 10gp /vial
Orc Tusk 8gp /piece
Otyugh Tentacle 835gp /piece
Otyugh Saliva 640gp /vial
Ownbear Feather 25gp /10 grams
Oni Horn 4,660gp /piece
Pegasus Mane 6,200gp /10 grams
Peryton Feather 140gp /10 grams
Phosphorus 5sp /10 grams
Pixie Dust 705gp /10 grams
Preserved Spider Egg 2gp /10 grams
Psuedodragon Stomach 490gp /piece
Purple Worm Saliva 2,245gp /vial
Quazit Ear 120gp /piece
Quickling Ears 460gp /piece
Rare Berries 20gp /10 grams
Rare Bone Dust 10gp /10 grams
Rare Bug Carapace 30gp /10 grams
Rare Flower 18gp /10 grams
Rare Mushrooms 17gp /10 grams
Rare Spices 47gp /10 grams
Rare Venom 170gp /vial
Remorhaz Guts 1,600gp /10 grams
Remorhaz Antenna 1,350gp /piece
Redcap Blood 410gp /vial
Sea Spawn Gills 69gp /piece
Sea Spawn Fins 34gp /piece
Roc Feather 100gp /piece
Roper Tentacle 1,335gp /piece
Ruby Powder 220gp /10 grams
Rust Monster Carapice 1,200gp /10 grams
Salamander Fire Gland 900gb /10 grams
Salt 1cp /10 grams
Sand 2cp 10 grams
Satyr Hoof 2,610gp /10 grams
Sea Weed 4cp /10 grams
The Fletcher
Ingredient Cost Mesurement
Shambling Mound Spore 400gp /10 grams
Shoosuva Pison 1,470gp /vial
Silver Powder 5gp /10 grams
Skywhale Fat 7gp /10 grams
Slaadi Marrow 1,070gp /10 grams
Slithering Tracker Slime 535gp /vial
Snowberries 5gp /10 grams
Spectator Eye 1,800gp /piece
Spectre Essence 350gp piece
Spined Devil Spines 350gp /piece
Sprite Wing 680gp /piece
Strong Tea 2gp /10 grams
Succubus/Incubus Fluids 520gp /vial
Sugar 5cp /10grams
Tarrasque Heart 1,0670gp /piece
Tarrasque Saliva 8,150gp /vial
Tarrasque Carapace 19,500gp /10 grams
Tallow 7cp /10 grams
Tin 1gp /10 grams
Tlincalli Stinger 865gp /piece
Trapper Skin 596gp /square inch
Tree Bark 3cp /10 grams
Treant Seeds 172gp /10 grams
Troglodyte Saliva 1,880gp /vial
Trogladyte Scale 23gp 10 grams
Troll Heart 648gp /piece
Umber Hulk Antenna 870gp /piece
Unicorn Mane 7,900gp /10 grams
Vampire Dust 3,400gp /10 grams
Vampire Lord Dust 9,000gp /10 grams
Vinegar 3sp /vial
Water 3cp /vial
Wight Heart 370gp /piece
Will O' Wisp Essence 3320gp /piece
Wyvern Poison 1,370gp /vial
Wyvern Wing Membrain 1,265gp /square inch
Xvart Skin 14gp /square inch
Yeti Fur 2,610gp /10 grams
Yuan-Ti Saliva 10gp /vial
Yuan-Ti Scales 17gp /10 grams

Gathering Ingredients

When traveling or fighting, adventurers are able to harvest and forage for ingridients. When you find an ingridient or a monster that you can harvest ingridients from, you must make a Survival (or alternatively, Arcana) check with a set of alchemist tools with a DC of 10. You can harvest half your proficiency bonus (rounded up) amount of those ingridients from that source. These are ingerdients that are in perfect condition and in one piece, which is the reason why more ingredients cannot be harvested from a larger creature.


However, some ingredients (usually ones mesured per piece) may be limited to one or two per creature or patch of flora. These include things such as a Cyclopse's eye, or the heart of a creatrure.


When harvesting, some creatures may also have different parts that can be harvested. In this case, the player can choose what ingredients they wish to harvest from the creature (unless it has been heavily damaged or missing).

Buying and Selling

Players may be able to gather ingridients in the wild, find them as loot, or buy them from a trader. Rarer ingridients may be harder to come by and won't be sold in most common strores, but more common ingridients will be widely available. Players can buy ingridients for the price listed in the Ingridients Table, and can sell them for half their original price. However, keep in mind, that not all merchants or store owners will want to, or have the money to buy everything you are selling.

Growing Ingredients

Some plant based ingridients may be grown through the use of a herbalism kit, however rarer ingridients will requre more spacific conditions to be grown. Any plant based ingridient with a value above 50gp cannot be grown by a herbalism kit and must be purchased or gathered.

Recipes

Recipes are to an Alchemist like what a spell scroll is to a Wizard. Every potion, oil, poison, and miscelanius alchemical product needs a recipe to make. These can be found around the world, or they can sold by merchants. Recipes will cost double the item's ingredient cost. You may copy recepies over to any notebook for safe keeping or make copies for the cost of 20gp of ink plus 10 minutes to write out each recipe. You must have the recipe in hand while brewing alchemy items that requre them, meaning if you loose them and dont have a backup, you will no longer be able to make that potion until you get another recipe or get your previous one back..


Alternatively, grenades need blueprints. These work the same way as regular recipes but instead they cost double the crafting cost instead.

3

PART 1 | INGREDIENTS LIST

List Of Catalysts

Catalysts act much like a focus in the casting of a spell. They are there to give your alchemical items special bonuses and features. However, these bonuses are often spacific, only being able to enhance certain kinds of alchemical items. Also, only one catalyst can be used in the making of a potion.

Basic Catalyst


  • Cost: 0gp
    A basic stone or trinket included in any set of alchemist supplies. It gives no bonuses but is still requered for alchemy.

Ancient Fossil


  • Cost: 300gp
    The fossilised remains of a creature from times long past. Increases the duration of any alchemical item by 1 round (6 seconds) that has a base duration or 5 rounds or less (30 seconds).

Fire Amber


  • Cost: 600gp
    A small orange, almost translusent stone that emminates a comfortable warmth. Adds 1d4 additional fire damage to any damage dealing potion, grenade, or oil, that deal fire damage.

Frost Quartz


  • Cost: 600gp
    A small quarts from the coldest reaches of the material plane. Adds 1d4 additional cold damage to any damage dealing potion, grenade, or oil, that deal cold damage.

Storm Orb


  • Cost: 600gp
    A glass or crystal orb with what seems to be a powerful storm raging inside it. Adds 1d4 additional lighting damage to any damage dealing potion, grenade, or oil, that deal lighting damage

Holy Ornament


  • Cost: 820gp
    A trinket or decoration that has a strong religeous connection to a god. You may add your proficiency bonus to any healing done by a potion or grenade.

Rabbit's Foot


  • Cost: 400gp
    A lucky charm, told to bear good fortune to those who carry it, passed on from person to person. Adds a +1 to any potion that gives bonuses to ability checks.

Sun Kissed Ruby


  • Cost: 1,220gp
    A bright red and orange gem stone, with engravings of sun rays carved into it's side. Adds the effects of the spell "Lesser Restoration" to any restoritive potion, or grenade.

Jade Mortar


  • Cost: 1,270gp
    An alchemy tool, said to belong to a talented royal alchemist from distant lands. Decreases the brewing time of any potion, oil, or poison by half.

Poisoner's Needle


  • Cost: 1,450gp
    A precise needle, crafted with the finest dark steel made for a master assassin. Add a +1 to the detection DC of any poison.

Great Eagle's Eye


  • Cost: 1,500gp
    The eye of a mythical guardian creature from commoner folklore. Doubles the range or any potion or poison effect with a range greater than 5ft.

Marble Watch


  • Cost: 1,820gp
    A clockwork pocket watch, most likely created by a dwarven tinkerer, imbued with magic. Increases the duration of any potion, grenade, or oil by 1d4 hours, that has a base duration greater than 1 hour.

Naga Fang


  • Cost: 2,030gp
    The fang of an long dead Naga, tasked with protecting a Yuan-ti empress. Delays, or speeds up the effects of a poison by 1d4 hours.

Ancient Root Manaquin


  • Cost: 2,290gp
    A small doll manaquin made of the roots of an ancient tree from the feywild. Makes an ingestion based potion contact based.

Hag's Spoon


  • Cost: 2,500gp
    A sturring spoon, once used by a hag to brew all sorts of potions and poisons. Applied to an alchemical product that deal poison damage. When the poison damage is taken, the target must make a Con saving throw. The DC for this is 10 plus your proficiency bonus. On afailed save, the target suffers the poisoned condition for 1 minute.

Fire Goian's Anvil Fragment


  • Cost: 2,200gp
    The metal shard, fallen from the anvil of a fire giant blacksmith. Adds an additional +1 AC to any potion or oil that gives a bonus to AC.

Holy Lance Fragment


  • Cost: 2,700gp
    The fragment of a lance that is told to have impaled holy figure, who's blood has dried onto the fragment, magically saved from the hand of time. Adds an additional 2d8 healing to any potion or grenade with restorative effects.

Great Wizard's Handkerchief


  • Cost: 3,150gp
    A piece of cloth, that once belonged to an ancient and powerful wizard. Gives any oil an additional 1d6 + 2 uses, unless the oil has a spacified amount of uses.

Lightning in a Bottle


  • Cost: 3,200gp
    A flash of lightning, captured in a bottle by a brave adventurer. The edges of the bottle still hold heavy scorch marks. Adds 3d8 lighting damage to any potion, oil, or grenade that deals lighting damage.

Unicorn's Horn


  • Cost: 4,700gp
    The horn of a unicorn, radiating with magical energy. Adds the effects of the spell "Greater Restoration" to any restoritive potion, or grenade.

Chronos Pendadnt


  • Cost: 12,700gp
    A small, clockwork pendant made of pure silver that softly ticks every hour. Doubles the duration of any potion, oil, or grenade.

Philosopher's Stone


  • Cost: 65,000gp
    A legendary stone, blood red and radiating with magical energy. It is so powerful, that those who are well attuned to magic can get lightly nasiated by it's presence. Can replace any ingredient in the making of any potion, oil, poison, or miscelanius alchemical item.

Crazy Diamond


  • Cost: 1,000gp
    A small diamond that shines in ranbow colours at random times. When used in the crafting of a potion, it can have a random effect from the Crazy Diamond Effect Table. Roll on the table at the end of the brewing duration.
Crazy Diamond Effect Table
d6s Effect
1 The potion turns into water
2 The potion's brewing duration is halved
3 The potion takes an additional 1d4 x 10 minutes to brew
4 The user chooses one ingerdient worth 500gp or less, that ingerdient is replaced by the diamond, which is not consumed by the potion's brewing.
5 The concoction explodes, and the user takes 1d6 fire damage.
6 The user rolls a d6. If the result is a 6, the alchemist creates an additional copy of the potion with no extra cost. (this does not work with legendary potions)

Grass Cutter


  • Cost: 2,500gp
    A small ceremonial shortsword made of a strange luminescent gold and silver material. Any potion or oil that grant resistence to any damage type also grants resistence to fire damage.

Red Stone of Impulse


  • Cost: 3,200
    A small red stone, that can magnify sunlight to dangerous levels. Adds 3d8 fire damage to any potion, oil, or grenade that deals fire damage.

Ice Queen's Heart


  • Cost: 3,200
    The ice-covered heart of a monarch, who's trust was broken and who's heart became cold and numb. Adds 3d8 cold damage to any potion, oil, or grenade that deals cold damage.

Gáe Bulg Spear Head


  • Cost: 120gp
    The head of a spear, littered withs small spikes and barbs all over it. Weapon oils applied to melee weapons deal an additional 1d4 point of piercing, slashing or bludgeoning damage.

Chest of the All Gifted


  • Cost: 450gp
    A small, ornate, empty box, with a small trace of light at it's bottom. Increase the save DC for any potion or oil by +1.

Note: When a recipe mentions an elemental essence, they will usually refer to an elemental damage type. What elementals give what type of elemental essence is mostly dependent by the DM's ruling. Here are the different damage types that elemental essences cover:

  • Earth: Force damage
  • Fire: Fire damage
  • Wind: Lightning or Thunder damage
  • Water: Cold

Potion Recipes

To craft a potion, the alchemist must find ingerdients, use a catalyst, and spend time brewing the potion. These potions are used as any other would be, but you can only drink one at a time. If you drink a potion while another is active, you cannot benefit from potions for the next 8 hours, and gain the poisoned condition.

Healing Potion

Common Potion (Ingestion Based)


  • Ingredients Cost: 21gp/2sp/9cp
  • Brewing Duration: 40 minutes

1 vial Honey, 3 vials Water, 1 Lemon, 20 grams Mint, 20 grams Elf Root .

Method: Mix water, mints and lemon for 5 minutes at low heat and gradually add honey. Crush elf roots in mortar and mix with the rest for 20 minutes. Boil for 5 minutes then quickly cool with ice or magic.
Effect: Heals 2d4+2 Hit Points.


Potion of Dark Vision

Uncommon Potion (Ingestion Based)


  • Ingredients Cost: 92gp/0sp/6cp
  • Brewing Duration: 1 hour

1 vial of Water, 15 gams Sand, 1 Basilisk Eye, 20 grams Silver Powder, 5 grams Owlbear Feathers .

Method: Mix sand and silver powder. Grind basilisk eye into a paste. Mix ingredients and heat until they emmit a blue flame, add owl bear feathers, then pour water on the flmaing ingredients. Let it cool for 10 minutes.
Effect: Gain darkvision for 1d4 hours.


Potion of Water Breathing

Common Potion (Ingestion Based)


  • Ingredients Cost: 43gp/3sp/9cp
  • Brewing Duration: 30 minutes

5 grams Mint, 30 grams Moss, 1 vial Vinegar, 10 grams Merrow Marrow, 15 grams Salt, 1 vial Water, 10 grams Sea Weed .

Method: Boil the marrow in salt water for 20 minutes. Once dessolved, add crushed mint, moss, and sea weed. Mix, then add the vinegar. Boil for 5 minutes then let it cool.
Effect: Allows waterbreathing for 8 hours


Potion Of Invisibility

Rare Potion (Ingestion/Contact Based)


  • Ingredients Cost: 694gp/6sp/0cp
  • Brewing Duration: 2 hours minutes

10 grams Cave Fisher Guts, 20 grams Rare Berries (Crowberry), 3 vial Fey Sap, 15 grams Cinemon* .

Method: Boil cave fisher guts in sap for 20 minutes at low flame, then crush berries with cinemon. Once the guts are ready, mix with berries and cinemon. Mix for 10 minutes and simmer for 50 minutes.
Effect: Grants the Invisibility effect for 1d4- 1 hours (minimum of 1).


Potion Of Swiftness

Rare Potion (Ingestion/Contact Based)


  • Ingredients Cost: 484gp/5sp/3cp
  • Brewing Duration: 50 minutes

30 grams Copper Powder, 2 (steam)Mephit Essence, 25 grams Rare Flower(Ghost Orchid), 15 grams Treant Seeds, 1 Roc Feather, 1 vial Water .

Method: Grind copper powder, mephit essence and roc feather. Boil in water for 30 minutes and let it cool. Chop and mix flowers and seeds ,add to main mixture, and add the sugar. Mix and boil for 10 minutes.
Effect: Increases target's walking, flying, or burrowing speed by 15ft, for 1d4 x 10 minutes.


Potion Of Strength

Rare Potion (Ingestion Based)


  • Ingredients Cost: 683gp/9sp/0cp
  • Brewing Duration: 1 hour

10 grams Gold Powder, 10 grams Giant's Hair, 10 grams Legendary Spices(Sumac), 1 Imp Tail Stinger .

Method: Mix giant's hair and 5 grams of spices.Carefully remove the poison from the tail stinger then add to mixture (Survival check DC13). Add rest of the spice and gold poweder to mixtrure. Now boil at a low flame for 30 minutes.
Effect: Gives the target +4 to their Streanght Ability Score, for the next 1 minute.

Potion Of Growth

Very Rare Potion (Ingestion/Contact Based)


  • Ingredients Cost: 2,249gp/8sp/3cp
  • Brewing Duration: 4 hours

1 Myconis Spores,1 Shambling Mound Spore, 1 Salamander Fire Gland, 1 Troll Heart, 1 vial Holy Water, 4 Lemon, 30 grams Salt .

Method: Mix the miconid and shambing mound spores with lemon. Remove the poison from the troll heart (survival check DC 16), then cut the troll heart into small chunks with the fire gland. Mix and boil at low heat for 1 hour. Then add the salt to the mixture and boil to the point at which the contence burns to the bottom of the pot. Scrape off the burned parts and mix it with more lemon.
Effect: Increase sice by one. Meaning from medium to large, or large to huge.


Potion Of Elemental Resistence

Rare Potion (Ingestion Based)


  • Ingredients Cost: 560gp/10sp/0cp
  • Brewing Duration: 2 hours 30 minutes

1 Elemental Essence, 1 Mermaid's Teir, 1 vial Honey, 1 vial Fey Sap, 40 grams Fire Salt, 20 grams Copper Powder, 10 grams Common Berries(Blackberries) .

Method: Place elemntal essence in small thin casing, place that bag in container.Soak bag in honey and fay sap. Crush berries in a mortar and add to mixture. At this point the casing should melt away. Mix and boil at a high or low flame depending on the essence. Gradually add copper powder and add the drop of mermaid teir.
Effect: Gain resistence to an element corresponding to the elemental essence you used in the making of the potion. This effect lasts 10 minutes.


Potion Of Acid Resistence

Rare Potion (Ingestion Based)


  • Ingredients Cost: 560gp/20sp/0cp
  • Brewing Duration: 2 hours 30 minutes

1 vial Ankheg Acid, 1 Mermaid's Teir, 20 grams Copper Powder, 20 grams Rare Berries (Crowberry)

Method: Mix ankheg acid and copper powder. Crush berries and add to the mixture. After 1 hour of mixing on high and low heats in intervals of 20 minutes, add the mermaid's tier.
Effect: Gain resistence to acid damage. This effect lasts 10 minutes.


Potion Of Flying

Very Rare Potion (Ingestion Based)


  • Ingredients Cost: 4,341gp/0sp/3cp
  • Brewing Duration: 5 hours

3 Roc Feathers, 20 grams Mint, 1.5 square inch Wyvern Wing Membrain, 2 squaare inch Dragon Wing Membrain, 1 vial Water .

Method: Heat the dragon and wyvern membrain until it has a leathery texture. Burn the feathers and collect the ashes. Boil the wing membraions in water and add the feather dust. Cook for 2 hours and freeze it with magic. Once frozen, whait for it to melt. It must melt slowly or esle the potion will not work.
Effect: Gain a flying speed of 50ft for 1d6+2 hours


Potion Of Elemental Breath

Very Rare Potion (Ingestion Based)


  • Ingredients Cost: 2,832gp/0sp/8cp
  • Brewing Duration: 2 hours

1 Salamander Fire Gland, 1 vial Trogladite Saliva, 1 Elemental Essence, 10 grams Common Berries(Rasberries) .

Method: Mix the fire gland and saliva. Add the elemental essence then stir. Apply an element corresponding to the essence used and add berries.
Effect: Gives the target a 2d8 bonus action breath weapon. The damage type is determind by the elemental essence used. The range and DC are the same as that of the dragonborn racial breath weapon ability.


Wild Potion

Common Potion (Ingestion Based)


  • Ingredients Cost: 100gp/0sp/0cp
  • Brewing Duration: 25 minutes

10 grams Rare Berries(Salmonberry), 10 grams Rare Berries(Chokeberry), 10 grams Rare Berries(Gold Rasberry), 10 grams Rare Berries(Dewberry), 10 grams Rare Berries(Lingonberry),

Method: Mix all berries in one, then boil for 10 minutes and cool for 10.
Effect: This will have a random effect based on a d6 roll:

Tastiness Cookie Type
1 Start glowing in rainbow colours
2 Your eyes start watering uncontrollably
3 You turn into a squid for 1d4 minutes
4 Every word you say is replaced by the sound of thunder
5 You are attrracted to the nearest person to you for 1 minute
6 You are chased by magical butterflies for 1d12 minutes

Twinkeling Potion

Common Potion (Contact Based)


  • Ingredients Cost: 61gp/8sp/7cp
  • Brewing Duration: 10 minutes

30 grams Rare Mushrooms(Mycenae), 15 grams Phosphorus, 10 grams Tallow, 1 vial Oil .

Method: Mix and heat mashrooms and tallow in a sealable container. Add phosphorus and oil, then shake the the mixture for 3 minutes.
Effect: When thrown, covers a 5ft area in a bright glowing substance, that sheds bright light in a 20ft radius and dim light for an additional 10ft. This lasts for 10 minutes.


Potion of Greater Healing

Uncommon Potion (Ingestion Based)


  • Ingredients Cost: 333gp/4sp/0cp
  • Brewing Duration: 1 hour

1 vial Honey, 2 Lemon, 30 grams Mint, 40 grams Elf Root, 20 grams Blight Root, 1 vial Fey Sap, 15 grams Rare Flowrs(Corpse Flower) .

Method: Crush and pressurise the elf root, the soak it in honey. Carefully remove the toxins from the blight root (survival check DC10), then add to the mixture. Crush mint in a mortar and add it to mixture with squeezed lemon and fey sap. Cook on high heat for 30 minutes then let it cool.
Effect: Heals 4d4 + 4 Hit Points.


Mana Potion

Uncommon Potion (Ingestion Based)


  • Ingredients Cost: 529gp/8sp/9cp 500
  • Brewing Duration: 1 hour

10 grams Diamond Powder, 10 grams Legendary Spice(Sumac), 30 grams Legume Seeds, 10 grams Harpy Feather, 4 Lemon .

Method: Squeeze the lemons into a container, then add the spice and harpy feather. Cook at a low flame for 20 minutes. Crush the seeds with a mortar and add to the mixture with the diamond powder. Now cook at a high flame for 15 minutes and let it cool for 10.
Effect: Target regains 1d4 -1 (minimus of 1) 1st level spell slots


Love Potion

Rare Potion (Ingestion Based)


  • Ingredients Cost: 1,313gp/0sp/8cp
  • Brewing Duration: 6 hours

Hair of the target and of the recipient, 1 vial Succubus/Incubus Fluid, 1 Mimic Tongue, 1 vial Honey, 10 grams Common Flower (Lavender), 25 grams Limestone Powder .

Method: Chop up the flowers up into tiny pieces, then mis it with warm honey and limestone. Mix for 10 minutes at a very low flame. Remove the toxins from the mimic tongue and add it to the mixture whole, then continue to mix for another hour. Next, add the succubus/incubus fluid and hair to the mixture. Brew for 3 hours, during which time the mixture will turn purple and bubbles will slowly start to rise from the mixture. For the 3 hours, pop any bubble that escapes the mixture. If any bubble is missed, the potion will not work.
Effect: If ingested by the target, they will instantly fall in love with whoever the strain of hair belongs to. They will be charmed by the recipient, will actively seek them out and will try to assis them in any way possible. This effect lasts for 24 hours, after which the target realises the potion has been used on it and may become hostile or unfriendly towards the recipient.


Potion Of Bravery

Rare Potion (Ingestion Based)


  • Ingredients Cost: 1,065gp/7sp/0cp
  • Brewing Duration: 50 minutes

1 vial Black Pudding, 15 grams Flame Berry, 20 grams Rare Bug Carapace(Stag Beetle), 10 grams Common Mushroom(Puffballs) .

Method: First, the black pudding must be given a musical performance (performance DC10), this will loosen up the plack pudding. Crush the berries and mushroom into a smooth paste, crush the bug carapace in a mortar and mix them. Add this mixture to the black pudding, then boil for 30 minutes at the highest flame possible (use magic if available).
Effect: Gain immunity to the Frightened condition for 1d6 hours.


Potion Of Nurishment

Common Potion (Ingestion Based)


  • Ingredients Cost: 125gp/0sp/11cp
  • Brewing Duration: 1 hour

10 grams Common Flowers(Daisy), 10 grams Common Flowers(Tulip), 1 vial Water, 1 Quazit Ear, 10 grams Common Berries(Strawberry), 1 vial Honey .

Method: Mix and crush the flowers and berries in a mortar, then add it to cold water. Mix for 10 minutes, then add honey. Thuroughly crush the quazit ear and add it to the mixutre.
Effect: Provides nurishment to sustain the target for 1 day.


Potion Of Posession

Very Rare Potion (Ingestion Based)


  • Ingredients Cost: 10,090gp/0sp/5cp
  • Brewing Duration: 10 hours

1 Devil's Heart (Any devil above CR10), 3 vials Froggemoth Saliva, 10 grams Satyr Hoof, 1 vial Legendary Venom(Black Dragon), 30 grams Legendary Mushrooms(Hades Redcap), 50 grams Salt, Insence, writing from an unholy scripture or heretical artifact.

Method: Using the salt, draw a large cicrle, placing a piece of lit insence at 6 even points around the edge of the circle. The brewing process must be done within the circle and the insence must keep burning through the entire brewing duration (not including the meditation pahase). Using an extreamly hot flame, or through high level magic, burn the satyr hoof into ash. This process may take a while. Once the entire hoof has been ashed, add it to a mixture of froggemoth saliva and crushed mushrooms. Mix and heat for 20-40 minutes until it turns purple, and add the venom. Then, take the devil heart and the artifact. When the two make contact, they will emminate a strong flame of either white, black, green, purple or yellow colour. If the two dont emmit a flame, the artifact was not strong/cursed enough. If the two emmit a flame, add them to the mixture. The heart and artifact should dissolve in the mixture after a small explosion. This will emmit a poisonus gas for the next two minutes, so make sure you have protection against it. After this, the gas will dissapate. Spend the rest of the brewing process meditating with the concoction placed in front of you, and make sure all windows or other openings are closed to trap the potion's fumes in the room.
Effect: For the next 10 minutes, you become posessed by a greater demon. Both your own, and the demon's contiousness share then same body, and the demon is able to communicate through your own body.

Oils

Oils can be applied to any weapon, armour, and even some other items such as staffs. These help to enhance your weapons and armour and give them special properties that could otherwise only be optained through enchantments. Oils can also be used on arrows. One bottle of alchemical oil can be used to soak 5 arrows for one use, or one melee weapon for 10 uses (unless specified otherwise), but will wear off in 24 hours. Oils can also be removed, which takes 20 minutes.

Arcane Oil

Common Oil


  • Ingredients Cost: 45gp/0sp/6cp
  • Brewing Duration: 20 minutes

1 vial Oil, 10 grams Common Flower(Dandylion), 10 grams Mistletoe, 10 grams Gold Powder, 30 grams Nettle Ashes .

Method: Crush the flowers and mistletoe. Heat up oil at a low flame and add the mixture to it.Mix the gold dust and nettle ashes, then radually sprinkel it in with the mixtrure.
Effect: Makes a nonmagical weapon magical.


Holy Oil

Unommon Oil


  • Ingredients Cost: 401gp/3sp/6cp
  • Brewing Duration: 40 minutes

10 grams Coatle Feathers, 1 vial Holy Water, 10 grams Limestone Powder, 5 grams Common Berries(Cranberry) .

Method: Crush berries, then put it in the holy water and mix for 10 minutes. Next, the limestone powder must be used to draw a circle around the mixture. Next, add the feathers, and a cleric or religeous person must make a pray to their god. If this was successful, the powder will burn up in a blue, white, or green flame.
Effect: When applied to a weapon, get advantage on weapon attacks against fiends and undead. When applied to armour, gain advantage to saving throws agains spells or abilities of fiends and undead.


Elemental Weapon Oil

Uncommon Oil


  • Ingredients Cost: 216gp/9sp/0cp
  • Brewing Duration: 20 minutes

1 Elemental Essence, 1 vial Fey Sap,10 grams Gold Powder, 10 grams Common Flower(Poppy), 10 grams Common Mushroom(Russula), 1 vial Oil .

Method: Grind flowers and mushroom in a mortar. Mix with oil, and add gold powder. Mix ant low heat for 10 minutes. Add essence and strike with the appropriate element.
Effect: Turns a weapon's damage type to the damage type of the essence used.


Elemental Resistence Oil

Uncommon Oil


  • Ingredients Cost: 578gp/9sp/0cp
  • Brewing Duration: 20 minutes

1 Elemental Essence, 1 vial Oil, 1 square inch Behir Membrain, 20 grams Rare Flowers(Diphylleia Grayi) .

Method: Mix the oil and flowers and mix for 10 minutes. Burn the behir membrain under an open flame, then chop it into pieces and add it to the mixture. Mix at a high flame for 5 minutes, then add the essence.
Effect: Gives a set of armour resistence to a damage type corresponding to the essence used.


Sturdy Oil

Rare Oil


  • Ingredients Cost: 1247gp/9sp/1cp
  • Brewing Duration: 3 hour

3 vial Oil, 10 grams Rust Monster Carapace, 10 grams Rare Mushrooms(Red Fairy Mushrooms), 3 vials Vinegar, 5 grams Sand, 20 grams Common Flowers(Tulips) .

Method: First, the rust monster carapace must be cleaned. Let the carapace sit in a warm vinegar and mushroom mixtrure for 2 hours and 30 minutes. Once done, the carapace should be a bright bronze colour with a smaooth surface. Crush the carapace into a powdery substance and mix it with the oil at an extreamly high heat. Then add the flowers and sand to the mixtrure and continue to mix for 10 minutes.
Effect: Gives a set of armour +2 to its AC

Blood Oil

Rare Oil


  • Ingredients Cost: 770gp/9sp/cp
  • Brewing Duration: 3 hour

2 vial Babau Blood, 1 vial Oil, 10 grams Phosphorus, 2 Lemon.

Method: Mix the babau blood and phosporus. Mix until it becomes a lime green colour. Then add a mixture of oil and lemon to the blood. Mix and cool it.
Effect: Target takes 1d6 piercing damage at the start of their turn on a hit. They keep taking this damage indefinetly until they either drop to 0 hp or recive a minimum of 3 points of healing.

Poisons

Poisons act much like potions. But with a much more sinister perpouse. Poisons can take effect instantaniusly or through a period of time. Becaulse of this, some poisons have stages in their effects, and take a little longer to take full effect. Nearly all poisons are ingestion based, meaning that they must be delivered to their intended target with subtlety. This is even more important as poisons have a Detection difficuly. Some can be seen with plain sight, while other requre alchemist supplies or magic to be detected. Some poisons may also become easier or harder to detect over time.


Poisons can be detected through Perception (P) for obvious symptoms, Insight (I) for subtle changes in behaviour, or Medicine (M) for other signs. The target themselves may not even know they are poisoned, however, they can automatically make a Wizdom saving throw when the poison starts taking effect. If they fail, they will not notice they have been poisoned until the poison's effects end.

Peasant Grade Poison

Common Poison (Ingestion Based)


  • Ingredients Cost: 40gp/18sp/3cp
  • Brewing Duration: 20 minutes
  • Detection DC: 11 (P/I/M)

2 vial Common Venom(Spider), 1 vial Water, 20 grams Common Mushroom(Yellow Staining Mushroom)

Method: Crush mushrooms in a mortar then add to venom and water. Mix and heat at low flame for 10 minutes.
Effect: Gives the target the Poisoned condition for 1d4 hours. And deals 1d4 poison damage at the end of the duration (30 minutes) unless it is cured. (can be used to coat 1 melee weapon for 5 uses, or tip 5 arrows. The Con DC is 10 when used this way)


Mercenary Grade Poison

Rare Poison (Ingestion Based)


  • Ingredients Cost: 2260gp/3sp/0cp
  • Brewing Duration: 2 hours
  • Detection DC: 16, requires alchemist supplies (P/M)

1 vial Wyvern Poison, 1 Troll Heart, 1 vial Vinegar, 1 vial Rare Venom(Yaunti)

Method: Squeeze poison out of troll heart into a heated container, then dry out the heart over a period of 40 minutes (magic is recommended). Mix the rare venom and vinegar with the troll poison and mix at a low flame for 20 minutes. Now add the dried troll heart and add the wyvern poison.
Effect: The poison takes its effect over time, with the following stages:

  • At 1 Hour: Target gains the poisoned condition, and takes 3d6 poison damage
  • At 3 Hours: Target starts vomiting in 20 minute intervals,take an additional 5d6 poison damage, and suffer one point of exhaustion. (Poison can now be detected by Insight)
  • At 5 Hours: Target becomes dizzy and their speed is halfed. They take an additional point of exhaustion, and an additional 7d6 poison damage. (detection DC is reduced by 2)
  • At 10 Hours: The poison wears off.

Assassin Grade Poison

Very Rare Poison (Ingestion Based)


  • Ingredients Cost: 8940gp/0sp/0cp
  • Brewing Duration: 5 hours
  • Detection DC: 19, requeres alchemist supplies (M)

3 vials Troglodyte Saliva, 2 vials Wyvern Poison, 1 vial Legendary Venom(Green Dragon), 10 grams Rare Mushrooms(Death Cap) .

Method: Crush mushrooms in a mortar, then mix with wyvern poison, venom and saliva. Mix all at a high flame for 1 hour and spit in it for good mesure.
Effect: The poison takes its effect over time, with the following stages:

  • At 2 Hour: The target gains the poisoned condition, takes 5d6 poison damage, and gains disadvantage to Con saving throws.
  • At 4 Hours: The target gains a -4 to their Cha,Wiz, and Int (until dead or cured), will not be able to concentrate on spells, and take an additional 8d6 poison damage.
  • At 7 Hours:The target gains two points of exhaustion, their movement speed is reduced to 0, and they take an additional 10d6 poison damage. (Poison can now be detected by Insight)
  • At 10 Hours: The target is paralyzed. (Poison is instantly detectable)
  • AT 11 Hours: The target drops to 0 hit points and cannot be revived by anything lower than a lv 6 spell (feats do not prevent this condition).
  • At 24 Hours: The poison wears off.

9

PART 4 | POISONS

Mage's Bane Poison

Very Rare Poison (Ingestion Based)


  • Ingredients Cost: 5600gp/0sp/3cp
  • Brewing Duration: 3 hours
  • Detection DC: 17 (I/M)

1 Beholder Eye, 20 grams Legendary Flowers(Any flower grown in the feywild), 1 square inch Deathkiss Skin, 1 vial Water.

Method: Chop deathkiss skin into tiny shards, the boil in hot water. Grind flowers in a mortar and add both to cold water. Boil beholder eye for 30 minutes and add to the cold mixtrure. Mix for 20 minutes and freeze, then melt with magic.
Effect: For a duration of 1d4 hours, a spellcaster is unable to cast any spell of level one or higher. They may still be able to cast cantrips. (can be used to coat 1 melee weapon for 5 uses, or tip 5 arrows. The Con DC is 14 when used this way)


Mage's Inconvenience Poison

Rare Poison (Ingestion Based)


  • Ingredients Cost: 1836gp/3sp/3cp
  • Brewing Duration: 1 hours
  • Detection DC: 14 (I/M)

1 Spectator Eye, 10 grams Rare Flowers(Diphylleia Grayi), 10 grams Rare Flowers(Ghost Orchid), half vial Vinegar, 1 vial Water .

Method: Crush flowers in a mortar and add a drop of vinegar. Keep crushing until it becomes a paste and add the mixture to some water with the spectator eye. Mix for 20 minutes, then strike with magical energy (or any type).
Effect: For a duration of 1d4 hours, a spellcaster 1d4 +1 (maximum of 4) 1st level spell slots. (can be used to coat 1 melee weapon for 5 uses, or tip 5 arrows. The Con DC is 14 when used this way)


Hound's Poison

Uncommon Poison (Ingestion Based)


  • Ingredients Cost: 407gp/0sp/3cp
  • Brewing Duration: 50 minutes
  • Detection DC: 16, requeres alchemist supplies (M)

20 grams Elf Root, 1 Basilisk Eye, 10 grams Diamond Powder, 10 grams Common Spices(Paprika), 10 grams Rare Flower(Ghost Orchyd), 1 vial Water .

Method: Crush elf root and flowers in a mortar. Add to boiling water with basilisk eye and a pinch of diamond powder, and mix for 30 minutes at high heat. For the mixture to draw the tracing rune with, mix a bit of hot water, rest of the diamond powder, and spice until it becomes a paste.
Effect: Once the target ingests the poison, a tracking rune will be magically drawn in their stomach. By writing a rune on a stone or small flat object (with the rune paste mentioned before), you can track the whereabouts of the target. The rune will always point towards the target and will glow brightly when near them. The rune can track its target from 3 miles away, but the poison will wear off within 24 hours of ingestion.


Paralasys Poison

Rare Poison (Ingestion Based)


  • Ingredients Cost: 2076gp/9sp/0cp
  • Brewing Duration: 7 hours
  • Detection DC: 18 (M/I)

10 grams Grell Brain Tissue, 1 Roper Tentacle, 10 grams Common Mushroom(Saffron Milk Cap), 10 grams Demon Vine .

Method: Dice and crush the tentacles and grain tissue with mushrooms. Place mixtrure in a pot and cook at a very low flame for 30 minutes. Flash freeze with magic and keep frozen for 6 hours. After it's been frozen for the duration, slowly melt and add crushed demon vine.
Effect: The target will feel light nausea for 1 hour, after which, the target will become paralyzed for 1d4 + 1 hours.


Toad Poison

Rare Poison (Ingestion Based)


  • Ingredients Cost: 67gp/0sp/0cp
  • Brewing Duration: 10 minutes
  • Detection DC: 1 (M/I/P)

30 grams Common Bone Dust(Frog), 1 Ash Hopper Leg, 1 vial Holy Water, 20 grams Gold Powder, 10 grams Common Flowers(Lavender) .

Method: First, the Ash Hopper leg must be burned evenly until it is a light grey colour. Crush the hopper legs and mix it with flowers and holy water. Mix bone dust and gold powder in a seperate container then add it to the main mixtrure. Mix at a high flame for 3 minutes.
Effect: The target is turned into a frog for 1d4 minutes, or 10 minutes if the target is willing. The target can still think like a person but will be unable to speak. If their Hit Points drop to 0, they turn back to their original form. (can be used to coat 1 melee weapon for 5 uses, or tip 5 arrows. The Con DC for this effect is 3 when used this way)

10

PART 4 | POISONS

Grenades

Grenades differ from potions in that they are most often used to deliver a payload over a distence. To do this efficiently, grenades use Casings. Casigns can help to deliver a payload in different ways, like exploding on impact or delaying detonation. This casing also delivers a Paylaod, which will effect the primary function of the grenade. And finally the Fuse. This determines how difficult it is to avoil the explosion and sets the DC. By combining the three, you can create a custom grenade that can be tailored to a spacific need. The crafting time for grenades is 40 minutes (20 minutes for the payload and 20 minutes for the casing).

Grenade Parts And Ingredients
Name Price Weight
Gunpowder 20gp /10 grams
Clay Casing 3gp /piece
Iron Casing 10gp /piece
Steel Casing 30gp /piece
Sulfur 15gp /10 grams
Bomb Caltrops 2gp /10 grams
Shrapnel 3gp /10 grams
Copper Wire 1sp /1ft
Bomb Parts 5gp /piece

Payloads

Explosive


  • Crafting Cost: 50gp/0sp/4cp

50 grams Shrapnel, 15 grams Gun Powder, 20 grams Sand

Effect: Deals 2d8 force damage on a failed save or half on a successful one.


Smoke Screen


  • Crafting Cost: 80gp/15sp/0cp

5 grams Gun Powder, 30 grams Phosphorus, 20 grams Fire Salt, 1 Smoke Mephit Essence .

Effect: Covers an area in thick smoke. This area is heavily obscured and lingers for 30 minutes, or until a strong wind blows it away.

Elemental Burst


  • Crafting Cost: 272gp/0sp/0cp

30 grams Gun Powder, 1 Elemental Essence, 5 grams Legenedary Spices(Sumac), 20 grams Owlbear Feathers .

Effect: Deals 3d8 of damage of a type corresponding to the essence used.


Greater Explosive


  • Crafting Cost: 464gp/0sp/8cp

80 grams Shrapnel, 30 grams Gun Powder, 30 grams Sand, 1 vial Babau Blood

Effect: Deals 4d10 force damage on a failed save or half on a successful one.


Healing Spray


  • Crafting Cost: +154gp/0sp/0cp

1 Healing Potion of Any Tier, 1 Steam Mephit Essence, 15 grams Rare Flowers(Ghost Orchid), 10 grams Cockatrice Feathers .

Effect: Heals creatures an amount equal to half the healing the potion used in the crafting would heal.


Stink Cloud


  • Crafting Cost: 210gp/13sp/5cp

5gp gunpowder, 10 grams Common Fingi(Stinkhorns), 1 Myconid Spore, 2 vials Vinegar, 5 vials Goblin Sweat .

Effect: Emmits a noctious gas in an area. All creatures within the gas have disadvantage on attack rolls and Constitution Saving Throws. This lingers for 10 minutes.


Caltrops


  • Crafting Cost: 126gp/0sp/0cp

25 grams Gunpowder, 50 grams Bomb caltrops, 20 grams Frost Nettles, 5 grams Fire Salt .

Effect: Scatters caltrops in an area around the point of explosion.

11

PART 5 | GRENADES

Thunder


  • Crafting Cost: 75gp/0sp/0cp

40 grams Sulfur, 5 grams Gunpowder, 10 grams Rare Bone Dust(Owlbear).

Effect: Creates a loud crackeling sound that can be heard from 100ft. It also creates bright sparks that shed bright light in a 30ft radius and dim light in an additional 30ft radius. This effect lasts for 1 minute.


Poison Cloud


  • Crafting Cost: 623gp/0sp/0cp

10 grams Blinght Root, 20 grams Cockatrice Feathers, 2 vials Rare Venom(Giant Spider),

Effect: Emmits a poisonus cloud. All creatures standing in its area at the begging or end of their turn must make a Con saving throw. They take 4d8 poison damage on a failed save or half as much on a successful one. The cloud lingers for 1 minute.


Web


  • Crafting Cost: 302gp/14sp/0cp 300

2 Ettercap Web Gland, 10 grams preserved Spider Eggs, 20 grams Common Mushroom(Bracket Fungi) .

Effect: A sticky web-like substance spreads in an area. On a failed Dex save, a creature is stuck in the web for 1 turn. The area is considered difficult terrain. If the web is set on fire, any creature standing in the web takes 2d8 fire damage.

Casings

Basic Casing


  • Crafting Cost: 8gp/0sp/0cp

1 Clay Casing, 1 Bomb Parts .

Effect: Basic casing that delivers the payload in a 15ft radius from its point of origin, and explodes on impact.


Delayed Casing


  • Crafting Cost: 28gp/1sp/0cp

1 Clay Casing, 5 Bomb Parts, 1ft Copper Wire .

Effect: Depending in its setting, the explosion is delayed by a number of rounds up to 8 rounds. it also has a 15ft radius range.


Tripwire


  • Crafting Cost: 45gp/3sp/0cp

1 Steel Casing, 3 Bomb Parts, 3ft Copper Wire

Effect: Uses a 20ft long tripwire, that takes 2 minutes to set up. The trip wire must be set tied between two obcets (this can be as simple as a stick or a wall). Once a creature or object triggers the tripwire, the payload is delivered in a 10ft radius originating from one of the ends of the tripwire.


Remote Casing


  • Crafting Cost: 25gp/5sp/0cp

1 Iron Casing, 3 Bomb Parts, 30ft String, 1ft Copper Wire .

Effect: This casing is attached to a 30ft string trigger system. When the string is pulled (1 Action or Interaction), the payload is delivered in a 10ft radius


Magic Remote Casing


  • Crafting Cost: 89gp/0sp/1cp

1 Steel Casing, 2 Bomb Parts, 1ft Copper Wire,10 grams Salt, 30 grams Rare Mushrooms(any) .

Effect: Can be set up by drawing a magical rune on both the bomb and a small object (this rune is drawn with a mixture of salt and mushrooms). When either rune is broke, the payload is delivered in a 10ft radius. This will only activate if the rune and the bomb are within 90ft of eachother.

Fuses


Fuse List
Fuse Type Dexterity Save DC Cost
Basic Wick Fuse 10 5sp
Modertae Fuse 13 25gp
Greater Fuse 16 150gp
Impossible Fuse 19 1300gp
Crazy Fuse d20 10gp

Grenades are considered improvised weapons. A player can choose a point within a 20ft range (or 60ft with disadvantage) and make a ranged attacks. If the ranged attack fails, the grenade may deviate up to 10ft in any direction (can be determined by a dice roll).

12

PART 5 | GRENADES

Novice Brews:

Novice brews are the most basic form of alchemy. These brews can be made within a matter of seckond by mixing cheap and readily avaliable materials. These brews range from lesser potions, poisons, and even oils. These have very minor effects that can come in handy in a pinch. These do not reqire a recipe or alchemy check to make, but still need ingredients and a brewing process.

Glow Mix

Common Brew


  • Ingredients Cost: 2gp/12sp/1cp
  • Brewing Duration: 12 seckonds (2 actions)

5 grams Common Mushrooms(Puffballs), 10 grams Salt, 10 grams Phosphorus, 5 grams Common Flowers(Daisy) .

Method: Throw all ingridients in a container, then seal it, then shake up ingridients for 10 seckonds.
Effect: The mixtrure emmits bright blue light in a 5ft radius and dim light in an additional 15ft. The mixtrure looses it's effect after 10 minutes, or if the mixture is exposed to air.


Rat Poison

Common Poison


  • Ingredients Cost: 4gp/0sp/3cp
  • Brewing Duration: 10 minutes

1 vial Water, 5 grams Cinnemon, 10 grams Common Bone Dust(of any rodant), 5 grams of any plant ingredient

Method: Crush plants in a mortar, them mix all ingredients at a low heat.
Effect: Instantly makes any size small creature with 20 or less Hit Points drop to 0 HP.


Rustless Grease

Common Brew


  • Ingredients Cost: 10gp/3sp/3cp
  • Brewing Duration: 15 minutes

1 vial Oil, 1 vial Vinegar, 10 grams Common Bug Carapace(Ladybug)

Method: Mix all ingrediants at high heat, then cool down.
Effect: Removes any rust from a weapon, armour or metal object, and prevents any rusting for 1d4 days.


Antitoxin Brew

Common Brew


  • Ingredients Cost: 21gp/0sp/0cp
  • Brewing Duration: 5 minutes

1 vial Holy Water, 20 grams Common Flowers(Lavender), 10 grams Elf Root .

Method: Crush and mix all ingrediants at low heat, then cool down.
Effect: Cures a creature of the Poisoned condition.


Preservative Brew

Common Brew


  • Ingredients Cost: 0gp/0sp/14cp
  • Brewing Duration: 5 minutes

30 grams Salt, 10 grams Moss, 10 grams Common Berries(Blackberries) .

Method: Crush and mix all ingrediants togeather.
Effect: Stops any 5lb of food rations from spoiling or rotting for 1d6 + 2 days. This brew cannot be used on the same food item again.


Fertilizer Mix

Common Brew


  • Ingredients Cost: 10gp/18sp/0cp
  • Brewing Duration: 10 hours

20 grams Common Mushrooms(Russula), 10 grams Common Bone Dust(Any Beast), 1 Ash Hopper Leg .

Method: Mix all ingredients and keep in a sealed container for 10 hours.
Effect: Causes any plants in a 10ft square area to flurish and yield better harvest for the next 3 months. Any dead plants will also become healthy within 1d8 days.

13

PART 6 | BREWS

Antipotion

Common Brew


  • Ingredients Cost: 5gp/0sp/7cp
  • Brewing Duration: 1 minute

20 grams Tallow, 10 grams Strong Tea, 15 grams Common Flowers (Tulip) .

Method: Mix all ingerdients, then apply heat.
Effect: When consumed, removes the effects of any potion.

Miscellaneous:

It is not only amazing and wonderous potions that alchemy can help to create. But there may be other items and alchemical products that dont fit within any of the previous categories as neatly. Most of these still requre ingredians and a recipe but their method of producing might be a bit different in some places.

Soap

Adventuring Gear


  • Ingredients Cost: 1gp/sp/7cp
  • Making Duration: 1 hour

1 vial Water, 5 grams Common Flower(Of any kind), 5 grams Tallow .

Method: Mix and melt all ingredients togeather at a high flame. Pour into a container or mold, then let it cool for 50 minutes in cold conditions, or freeze with magic to bypass the whaiting.
Effect: A commodity used for bathing. Gives +1 bonus to fragrance.


Scented Candles

Adventuring Gear


  • Ingredients Cost: 2gp/5sp/3cp
  • Making Duration: 15 minutes

10 grams Sealing Wax, 1 Wick, 10 grams Common Flower(Of any kind) .

Method: Melt wax and crushed flowers into a container, add and secure wick, pour in rest of wax mixtrure. Cool for 10 minutes.
Effect: For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. It also emmits a pleasent smell, depending on the flower used.


Acid

Adventuring Gear


  • Ingredients Cost: 16gp/3sp/5cp
  • Making Duration: 10 minutes

1 vial vinegar, 20 grams Salt, 1 vial Water, 1 vial Oil, 5 grams demon Vine .

Method: Mix oil and water in one vial. Then in another, mix water and salt. And in the third, mix salt and vinegar. Then mix all ingredients togeather.
Effect: As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a creature or object, treating the acid as an Improvised Weapon. On a hit, the target takes 2d6 acid damage.


Healer's Antitoxin

Adventuring Gear


  • Ingredients Cost: +58gp/5sp/0cp
  • Making Duration: 20 minutes

20 grams Strong Tea, 10 grams Rare Berries(Dewberry), 10 grams Rare Floweres(Diphylleia Grayi), 10 grams Copper Powder .

Method:
Effect: Depending on the materials used, this concoction will be able to neutralize a poison of a certain rarity. The concoction takes 5 minutes to take effect for every level of rarity (e.g. 5 minute for a common poison, 10 for an uncommon, etc. ). The antitoxin will not get rid of any lingering effects like points of exhaustion or lost current HP. Here are the extra materials needed for each rarity of antitoxin:


Tiers of Antitoxin:
Poison Rarity Ingrediets Added Cost Brew Time
Common 10 grams Treant Seeds +172gp +20 Minutes
Uncommon 10 grams Cave Fisher Guts +370gp +1 Hour
Rare 10 grams Pixie Dust,1 Will O' Wisp Essence +4025gp +3 Hours
Very Rare 15 grams Unicorn Mane, 1 Beholder Eye +15550 +5 Hours

Alchemist's Fire

Adventuring Gear


  • Ingredients Cost: 35gp/9sp/0cp
  • Making Duration: 20 minutes

1 vial Oil, 5 grams Flame Berry, 10 grams Common Mushroom(Russula), 10 grams Sulfur .

Method: Mix and grind berries and mushroom in a mortar. Place in a container, then add oil. Seal the Mixtrure as quickly as possible, then shake until the mixtrure becomes and amber colour.
Effect: This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

14

PART 6 | MISCS

Homunuculus

Construct


  • Ingredients Cost: 916gp/1sp/3cp
  • Making Duration: 6 Hours

50 grams Clay (2cp /10 grams), 2 Ash Hopper Leg, 30 grams Salt , 20 grams Legendary Flowers (mandrake root), 1 drop of the alchemist's blood.

Method: Grind, then burn the ash hopper legs, then mix with clay. Form the clay into the shape of the homunculus. Using the salt, draw a magic circle (of the transmutation school), then place the clay scolpture in the middle of it. Finally, add a drop of blood and drip it into the head of the scolpture. You must then spend 5 hours meditating nexto it, after which the clay will break away to reveal the homunculus.
Effect: You create a Homunculus that obays your every command and acts as a familiar. See the Homunculus stat block in the Monster Manual for details. You can only create one homunculus at a time.

Pet Ooze

Construct


  • Ingredients Cost: 103gp/0sp/0cp
  • Making Duration: 3 Hours

1 Mephit Essence (any), 30 grams Rare Mushrooms (Red Fairy Mushrooms), 10 grams Common Bone Dust (mouse if Pet Slime, or rat if Pet Pudding), and 1 vial ooze depending on the type of pet ooze created. Gelatinous Cube for Pet Slime (+1020gp), or Black Pudding** for Pet Pudding (+970)

Method: Take the vial ooze, and add the mephit essence to it's container, then leave it for 1 hour. Grind mushrooms into a fine paste using a mortar along with the bone dust, then add to the ooze's container. Over the next 3 hours, the ooze will slowly absorbe the mix and will come to life as the chosen ooze.
Effect: You create either a Pet Gelatinous Cube or a Pet Black Pudding. How it will behave depends on the ooze chosen and will have a limited number of abilities. You can make a number of these equal to your Wiz or Int modifier.

Pet Slime

An adorable companion that does practically nothing but shake and eat. This is one of the most intelligent oozes as it can understand and sense basic emotions such as anger, happiness, and sadness. The ooze is extreamly loyal to it's creator and will attempt to comfort any creature that is feeling upset or angry, with an almost theraputic effect.

Pet Black Pudding

A much less maliceous cousin of the black pudding. This ooze has nexto no intelligence or self perservation. It simply wishes to consume. Many alchemists and sages use them to dispose of materials, like a semi-sentient rubbish bin.


Pet Slime

Tiny ooze, unaligned


  • Armor Class 5
  • Hit Points 10 (2d6 +2)
  • Speed 1ft.

STR DEX CON INT WIS CHA
1 (-5) 10 (+0) 1 (-5) 8 (-1) 1 (-5) 17 (+3)

  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, prone
  • Senses blindsight 10ft. (blind beyond this radius)
  • Challenge 0 (0XP)

Little Ooze. The ooze can engulf any object or creatures smaller than itself which while inside the ooze, doesnt rot, rust or deteriorate. The ooze also doesn't requre food, but can digest berries which it enjoys.

Actions

Wiggle. The ooze shakes in an adorable way.


Pet Pudding

Tiny ooze, unaligned


  • Armor Class 5
  • Hit Points 2 (1d4)
  • Speed 1ft.

STR DEX CON INT WIS CHA
1 (-5) 1 (-5) 10 (0) 1 (-5) 2 (-4) 1 (-5)

  • Condition Immunities blinded, charmed, deafened, exhausted, frightened, prone
  • Senses it has no senses
  • Challenge 0 (0XP)

Corrosive Form. The ooze can engulf any object or creatures smaller than itself which while inside the ooze, corrodes away within a period of 1 hour. This includes any magical or non magical material that can fit inside the ozze (short of legendary items). However, it can be contained in glass.