# Potion Brewing

Potion Brewing requires a herbalism kit which includes the vials and other equipment necessary for the creation of potions. Proficiency with this kit allows you to find the ingredients needed to create potions and allows you to add your proficiency bonus to any ability checks you make to brew them.

### Foraging Ingredients 
Make an Intelligence (Nature) check, adding your proficiency in herbalism kit to the check if you are not proficient in the Nature skill, with a DC based on your method of searching as per the table below. Each foraging attempt takes 1 hour of time and you may make up to 3 foraging attempts per day. 

| DC | Method of Search |
:---|:------------- 
| **10** | Dedicated search without traveling 
| **15** | Traveling at a slow or stealthy pace
| **18** | Traveling at a normal pace
| **21** | Traveling at a fast pace 

On a success, you recover one ingredient from the Foraging Ingredient table at the end of this section. On a failure, you find nothing. If you roll a 20 on the d20 for your check, you recover one ingredient from the Special Ingredients table at the end of this section instead. 


### Brewing a Potion

Once you recover an ingredient, you can begin the process of brewing it into a potion. All potions require a base liquid, the 2 standard options are pure water or a clear alcoholic spirit such as Vodka or Gin. Brewing a potion requires an hour of work followed by an Intelligence brewing (crafting) check using your herbalism kit proficiency, with a DC established by the difficulty modifiers of your added ingredients. You may brew a potion with no more than 3 ingredients (including wormwood) and each ingredient can only be used once in a potion. Any potion with a total DC less than 13 may be brewed in the field during a short rest. Otherwise, brewing a potion must be done in a safe workshop environment such as a room at an inn. On a successful Intelligence brewing (crafting) check, you create one vial of potion. On a failure, you do not create the potion and all used ingredients are lost. Should you roll a 20 on the d20 for your crafting check, you are able to stretch the ingredients and make 2 vials. 
### Using Potions
You may use a bonus action to drink a potion or use your action to feed the potion to another creature. 
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##### Foraging Ingredient Table
|2d6| Ingredient | Effects | DC
|:-:|:-----------------|:-----------------------|:--: 
| **2** |Milkweed seeds |Grants 1d6 temporary hit points | +3
| **3** |Athelas |Heals 2d4 | +2 
| **4** |Bloodgrass |Potion also becomes a food source for 1 day (duration can not be extended) | +1
| **5** |Hyssop |Cures a respiratory disease &  gives advantage on breathing based constitution saves for 1 min | 0
|**6-8**|Grand Wormwood |Required as base for all potions | 10 
| **9** |Melissa Leaf |Cures a digestive disease &  gives advantage on consumption based constitution saves for 1 min | 0
|**10** |Mandrake Root |Cures any poison & gives advantage on all poison related constitution saves | +1 
|**11** |Blood Hibiscus |Heals 1d4 + brewing modifier| +2 
|**12** |Fey Mint  |Makes the potion more stable | -2

##### Special Ingredient Table 

|1d6| Ingredient | Effects | DC
|:-:|:---------------|:-------------------------|:--: 
| **1** |Quicksilver Chillies |Can use 2 random elemental breath attacks in the next 1 min (see PHB 34) |+3 
| **2** |Blue Toad Blood |Can breathe under water for 1 hour |+3 
| **3** |Nightshade Berry |Doubles the duration of a potion's effect |+2
| **4** |Starknot Poppy|Gives advantage on all History, Religion and Arcarna checks for 1min |+2 
| **5** |Purple Toadstool|Heals 2d6 |+4
| **6** |Shadow Bee Wing | Creates the effect of fly spell for 5min |+5 


>##### Unique Ingredients 
> Some ingredients can not be collected by foraging but need to be harvested from creatures or found at magical locations.
> 
> **For example** Drider Blood can be used to brew a climbing potion (+4 to brewing DC)

#### Heavily inspied by 
u/Shylocv Poisoner's Kit - v4 and u/dalagrath Herbalism and Alchemy Supplement