Schematics: Difference between revisions

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|Alchemist's Fire
|Alchemist's Fire
|Common
|Common
|A sticky, adhesive fluid in a vial.  Thrown as an improvised weapon up to 20 feet, it ignites on impact, causing the target to take  
|A sticky, adhesive fluid in a vial.  Thrown as an improvised weapon up to 20 feet, it ignites on impact, causing the target to take 1d4 fire damage at the start of each of its turns.  A creature can end this damage by using its action to extinguish the flames with a DC10 Dexterity check.
1d4 fire damage at the start of each of its turns.  A creature can end this damage by using its action to extinguish the flames with a DC10 Dexterity check.
|Fire Peas, Flask of Oil
|Fire Peas, Flask of Oil
|-
|-
|Blasting Powder
|Blasting Powder
|Common
|Common
|A volatile powder, when ignited by a fuse (or outside source) every creature within 5 feet of the exploding pouch must make
|A volatile powder, when ignited by a fuse (or outside source) every creature within 5 feet of the exploding pouch must make a DC13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much on a successful one.
a DC13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much on a successful one.
|Flame Lily, Charcoal
|Flame Lily, Charcoal
|-
|-
|Bottled Breath
|Bottled Breath
|Common
|Common
|Contains a single breath of Elemental Air.  While holding it in, you don't need to breathe for one hour.  If you exhale, it causes
|Contains a single breath of Elemental Air.  While holding it in, you don't need to breathe for one hour.  If you exhale, it causes the effect of the [https://www.dndbeyond.com/spells/gust-of-wind Gust of Wind] spell.
the effect of the [https://www.dndbeyond.com/spells/gust-of-wind Gust of Wind] spell.
|Air elemental essence
|Air elemental essence
|-
|-
|Fake Blood
|Fake Blood
|Common
|Common
|A concoction that looks, smells, and even tastes like real blood.  Only an investigation check of 15 or higher or the detect magic
|A concoction that looks, smells, and even tastes like real blood.  Only an investigation check of 15 or higher or the detect magic spell can reveal that it is fake.
spell can reveal that it is fake.
|Bloodroot
|Bloodroot
|-
|-
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|Smoke Grenade
|Smoke Grenade
|Common
|Common
|Can be thrown up to 60 feet away, emits a cloud of smoke creating a heavily obscured area in a 20 foot radius.  A moderate wind could
|Can be thrown up to 60 feet away, emits a cloud of smoke creating a heavily obscured area in a 20 foot radius.  A moderate wind could disperse the smoke in 4 rounds, a strong one could do it in 1 round.
disperse the smoke in 4 rounds, a strong one could do it in 1 round.
|Flame Lily, Frost Lichen
|Flame Lily, Frost Lichen
|-
|-
|Soothsalts
|Soothsalts
|Common
|Common
|A narcotic, Soothsalts give advantage on all Intelligence based checks for 1d4 hours.  A DC15 Constitution saving throw must be passed with
|A narcotic, Soothsalts give advantage on all Intelligence based checks for 1d4 hours.  A DC15 Constitution saving throw must be passed with each dose, or the user will gain one level of exhaustion, cumulative with multiple doses.  Can be sold for a hefty sum, but is probably illegal
each dose, or the user will gain one level of exhaustion, cumulative with multiple doses.  Can be sold for a hefty sum, but is probably illegal
in most regions.
in most regions.
|Soothsalt Geode
|Soothsalt Geode
Line 90: Line 84:
|Oil of Slipperiness
|Oil of Slipperiness
|Uncommon
|Uncommon
|Enough to cover one medium or smaller creature over a 10 minute period, granting them the effects of the [https://www.dndbeyond.com/spells/freedom-of-movement Freedom of Movement] spell for
|Enough to cover one medium or smaller creature over a 10 minute period, granting them the effects of the [https://www.dndbeyond.com/spells/freedom-of-movement Freedom of Movement] spell for eight hours.  Alternatively, the oil can be poured on the ground as the action, covering a 10-foot square and duplicating the effect of the [https://www.dndbeyond.com/spells/grease Grease]
eight hours.  Alternatively, the oil can be poured on the ground as the action, covering a 10-foot square and duplicating the effect of the [https://www.dndbeyond.com/spells/grease Grease]
spell for eight hours.
spell for eight hours.
|Flask of Oil, Crawler mucous, water elemental essence
|Flask of Oil, Crawler mucous, water elemental essence
Line 102: Line 95:
|Potion of Fire Breath
|Potion of Fire Breath
|Uncommon
|Uncommon
|As a bonus action, the imbiber can exhale fire at a target within 30 feet.  The target makes a DC13 Dexterity saving throw, taking 4d6 fire
|As a bonus action, the imbiber can exhale fire at a target within 30 feet.  The target makes a DC13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much on a successful one.  The effect lasts for one hour, or three breaths.
damage on a failed save, or half as much on a successful one.  The effect lasts for one hour, or three breaths.
|Ashblossom, Fire elemental essence
|Ashblossom, Fire elemental essence
|-
|-
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|}
|}


== Poisoner's Kit Recipes ==
== Brewers Supplies ==
{| class="wikitable"
|+Brewers Supplies Recipes
!Name
!Rarity
!Effects
!Ingredients
|-
|Ale
|Common
|It's ale!
|Hops, Barley, Yeast, Water
|-
|Mead
|Common
|It's mead!
|Honey, Yeast, Water
|-
|Wine
|Common
|It's wine!
|Grapes, Yeast, Water
|-
|Amber Tiger Ale
|Uncommon
|Advantage on Str Checks + Saves, Disadvantage on Wis checks + Saves.  Lasts 1 hour.
|Acid Dew, Ale
|-
|Blackroot Tea
|Uncommon
|Resistance to Lightning, vulnerability to poison.  Lasts 1 hour.
|Theki Root, Mead
|-
|Bombastic Black Mead
|Uncommon
|Advantage on intimidation and persuasion, disadvantage on acrobatics and athletics.  Lasts 1 hour.
|Olisuba Leaf, Mead
|-
|Bright Luminance Wine
|Uncommon
|Resistance to psychic damage, vulnerability to fire.  Lasts 1 hour.
|Flame Lily, Wine
|-
|Bulwark Ale
|Uncommon
|Gain +2 AC against ranged attacks, but all melee damage done is increased by 3. Lasts 1 hour.
|Willowshade Fruit, Ale
|-
|Deft Juice Wine
|Uncommon
|Melee weapons deal an additional 1d6 damage, but you have a -3 to all attack rolls.  Lasts 1 hour.
|Everfrost Berries, Morning Dew, Wine
|-
|Dusty Miller Ale
|Uncommon
|You lose the ability to speak common, but you can talk to beasts for 1 hour.
|Cat's Tongue, Ale
|-
|Foxtail Mead
|Uncommon
|Advantage on your next Wisdom or Intelligence saving throw, but disadvantage on all Charisma saves for 1 hour.
|Red Amanita Mushroom, Olisuba Leaf, Mead
|-
|Honeydumb Mead
|Uncommon
|Advantage on all Charisma checks, but disadvantage on all Wisdom and Intelligence checks for one hour.
|Rainbow Mushroom, Singing Nettle, Mead
|-
|Juggernaut Draught
|Uncommon
|Gain advantage on any checks or saves to free yourself from being grappled or restrained, but disadvantage on Dexterity saves and skill checks (that do not involve freeing you from those conditions)
|Moonstalker, Ale
|-
|Lifebloom Wine
|Uncommon
|Resistant to Necrotic damage, vulnerable to radiant damage.  Lasts 1 hour.
|Angel's Trumpet, Wine
|-
|Mammoth Port
|Uncommon
|Resistance to Force damage, vulnerable to psychic damage.  Lasts 1 hour.
|Wolfsbane, Wine
|-
|Octopod Halfwine
|Uncommon
|For one hour, you can add +3 to all your attacks, however any reaction you take is made with disadvantage.
|Gillyweed, Wine, Mead
|-
|Pepperhawk Wine
|Uncommon
|Gain +5 passive perception, but -5 initiative for 1 hour.
|Fire Peas, Willowshade Fruit, Wine
|-
|Phoenix Ember Ale
|Uncommon
|For one hour, you receive an additional die from any healing spell targeting you, however you cannot heal others.
|Flame Lily, Muroosa Bush, Ale
|}
 
== Herbalism Kit ==
{| class="wikitable"
|+Herbalism Recipes
!Name
!Rarity
!Effects
!Ingredients
|-
|Antitoxin
|Common
|A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
|Everfrost Berry, Cat's Tongue
|-
|Potion of Healing
|Common
|Heals for 2d4+2
|Red Amanita Mushroom
|-
|Muroosa Balm
|Common
|This paste made from the muroosa bush is known to help prevent sunburn, but it is also a fire retardant. After spending 1 minute applying a quarter pint of muroosa balm to your skin, you gain resistance against fire damage for 1 hour.
|Flame Lily, Muroosa Twigs
|-
|Pepper Peppers
|Common
|A beneficial snack, these pick-me-ups have a fiery heat and a very satisfying crunch. Eating a Pepper Pepper grants the consumer 3 temporary hit points.
|Fire Peas
|-
|Potion of Plantspeak
|Common
|A clear, brown liquid filled with vibrate green twigs and leaves that changes into a pale yellow liquid once opened. Drinking it grants the drinker the ability to communicate with plants for 5 minutes.
|Cat's Tongue, Muroosa twigs
|-
|Quenching Pilther
|Common
|A blue potion that always has 2 ice cubes, a sprig of mint and 2 slices of lemon floating in it. It always cool to the touch. Drinking the potion quenching a person’s thirst completely and removes their need to drink anything for 2 days. This makes it highly sought after near desserts for those who venture on caravans.
|Muroosa Twigs, Gillyweed
|-
|Willowshade Oil
|Common
|A dark blue oil can be extracted from the fruit of the Willowshade plant. A creature can use its action to apply the oil to another creature that has been petrified for less than 1 minute, causing the petrified condition on that creature to end at the start of what would be that creature’s next turn.
|Willowshade Fruit
|-
|Blight Ichor
|Uncommon
|This bitter chartreuse concoction is distilled from a fungus native to the Blightshore badlands. The sickly green liqueur harbors potent psychedelic properties. Provided it is neither a construct nor undead, a creature subjected to a dose of blight ichor gains advantage on Intelligence and Wisdom checks, as well as vulnerability to psychic damage, for 1 hour.
For each dose of blight ichor consumed, the creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1d6 hours and suffer the effects of a confusion spell for 1 minute. An undead creature subjected to a dose of blight ichor gains advantage on all Dexterity checks and is immune to the frightened condition for 1 hour.
|Blight Spores
|-
|Brew of Babel
|Uncommon
|Baby blue and highly opaque with something white moving in it, just out of view, and eyestrainingly yellow when shaken, this potion provides the ability to speak and understand, but not read or write, a language of choice for 1 hour.
|Singing Nettle
|-
|Fire Balm
|Uncommon
|An orange, herbal paste used to aid people recovering from ailments. Applying a dose of this paste gives the user a +3 on a single Constitution, Wisdom or Charisma saving throw for the next 14 hours.
|Flame Lily, Flask of Oil, Theki Root
|-
|Greater Antitoxin
|Uncommon
|A mirky, pumpkin orange liquid, this potion grants the drinker advantage on saving throws against poison damage or against the poisoned condition for 12 hours. During this period, the drinker also does not take damage over time from any type of poison nor can they drop to 0 hit points from poison damage.
|Theki Root, Sourgrass
|-
|Life's Liquor
|Uncommon
|This potion has a strong pink colour and is completely clear with with the image of a red heart floating in the middle. No matter the angle you look at it, the heart always appears the same. Drinking this potion provides 2d6+2 temporary hit points.
|Red Amanita Mushroom, Muroosa Twigs
|-
|Murgaxor's Elixir of Life
|Uncommon
|Whoever drinks this concoction gains advantage on death saving throws for 24 hours.
|White Orchid Ghost Seed
|-
|Pomander of Warding
|Uncommon
|This ball of aromatic spices and perfumes fills an area with a 15 foot radius with a strong scent for 24 hours after being unwrapped. Undead creatures of CR 2 or lower that enter this area must make a DC 15 Wisdom saving throw or be turned, as detailed in the Turn Undead cleric feature.
|Hagfinger
|-
|Potion of Advantage
|Uncommon
|When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour.
|Willowshade Fruit, Rainbow Mushroom
|-
|Potion of Greater Healing
|Uncommon
|Heals for 4d4+4
|2x Red Amanita Mushroom
|-
|Potion of Maximum Power
|Uncommon
|The first time you cast a damage-dealing spell of 4th level or lower within 1 minute after drinking the potion, instead of rolling dice to determine the damage dealt, you can instead use the highest number possible for each die.
|Theki Root, Olisuba Leaf, Dreamlily
|-
|Potion of Shapeshifting
|Uncommon
|An almost clear, pale green potion with a constantly morphing projection of a creature floating within. Drinking this potion allows the drinker to use the Polymorph spell on themselves for 15 minutes without concentration.
|Rainbow Mushroom, Olisuba Leaf
|-
|Tea of Refreshment
|Uncommon
|This warm drink removes one level of exhaustion from whoever drinks it.
|Morning Dew, Cat's Tongue
|-
|Thessaltoxin Antidote
|Uncommon
|Cures the effects of Thessaltoxin.
|White Ghost Orchid Seed, Theki Root
|-
|Elixir of Health
|Rare
|When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.
|Fairy Stool, Gillyweed
|-
|Liquid Luck
|Rare
|Visually indistinguishable from water, but tasting and smelling like the drinker’s favourite fruit. Drinking this potion grants the drinker advantage on all deception, Insight and persuasion checks for 3 hours.
|Rainbow Mushroom, Muroosa Twigs, Fairy Stool
|-
|Polymorph Potion
|Rare
|Allows you to cast Polymorph on yourself without consuming any spell slots once within 24 hours of drinking this potion.
|Rainbow Mushroom, Dreamlily, Willowshade Fruit
|-
|Potion of Restoration
|Rare
|A purple potion with images of strands of muscle, blood veins and chunks of organ floating in it. Drinking this potion causes destroyed or missing body parts and/or organs to regrow over a period of a week. This causes severe itching and sometimes rashy pain at the sites of regrowth.
|2x Acid Dew, Morning Dew, 2x Red Amanita Mushroom
|-
|Potion of Revival
|Rare
|An entirely opaque, black potion with a point of light hanging in the middle. Drinking this potion has no effect on live people, but when poured down the throat of a person who died within a minute of administration it revives them, returning them to 1 HP. This does not work if they died of old age nor can it repair any missing body parts.
|Acid Dew, Dreamlily, White Orchid Seed
|-
|Superior Healing Potion
|Rare
|Heals for 8d4+8
|3x Red Amanita Mushroom
|-
|Tincture of Werewolf's Bane
|Rare
|Any lycanthrope that drinks this tincture must make a DC 19 Constitution saving throw. On a failed save, the lycanthrope takes 3d10 necrotic damage and must change to its humanoid form if it was not already in that form, after which the lycanthrope cannot change form for 24 hours. On a success, the lycanthrope only takes half that damage.
|Wolfsbane, Silverthorn
|-
|Potion of Protection
|Very Rare
|A steel grey, mirky liquid with tiny, yellow, green, red, blue, purple, white and black beads floating around in it. Drinking this potion grants the drinker immunity to all status effects apart from prone, grappeled, restrained or unconsious for 1 hour.
|Hagfinger, Idle Claws, White Ghost Orchid Seed
|-
|Potion of Supreme Healing
|Very Rare
|Heals for 10d4+20
|4x Red Amanita Mushroom
|-
|Potion of Vitality
|Very Rare
|When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
|2x Morning Dew, 2x Cat's Tongue, Olisuba Leaf
|}
 
== Poisoner's Kit ==
{| class="wikitable"
|+Poisoner's Kit Recipes
!Name
!Rarity
!Effects
!Ingredients
|-
|Basic Poison
|Common
|(Injury) Adds 1d4 poison damage to a weapon or piece of ammunition for 1 minute, a DC10 Constitution save halves the damage.
|Nightshade
|-
|Biza's Breath
|Common
|(Inhaled) As an action or attack, blown into the face of a target.  If they fail a DC16 Constitution save, they are poisoned for one minute and are blinded and confused, forcing them to use their action to make a melee attack against a random target each turn.  They can repeat the save at the end of each turn.
|Angel's Trumpet, Frost Lichen
|-
|Liquid Paranoia
|Common
|(Ingested) A creature who consumes this poison will be frightened of the next humanoid they see.  They must make a DC15 Wisdom saving throw, the effect lasts for one hour on a failed save or half as long on a successful one.
|Moonstalker
|-
|Angel's Powder
|Uncommon
|(Inhaled) Persuasion and Deception checks against the creature have advantage for one hour.
|Angel's Trumpet, Dream Lily
|-
|Assassin's Blood
|Uncommon
|(Ingested) A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is Poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t Poisoned.
|Basic Poison, Moonshade
|-
|Bane Berry Extract
|Uncommon
|Pink and smelling like strawberries, this is a poison that forces the drinker to make a DC 14 Constitution saving throw. On a failed save, the target becomes poisoned. While poisoned, the target has disadvantage against Strength, Constitution and Dexterity saving throws for 15 minutes. On successful save, the target experience no effects.
|Bane Berry
|-
|Black Paste
|Uncommon
|This poison was specifically designed to resemble leather or boot polish. If a piece of clothing is treated with this poison, it shines like new and forces creatures that wears it for a total of 12 hours (does not have to be consecutive) to make a DC 15 Constitution saving throw. Upon a failed save, the creature receives 1d8 poison damage. Unless the poisoned piece of clothing is removed, the creature will have to repeat making the saving throw every 12 hours for the next 3 months.
|Black Cap Mushroom, Black Sap
|-
|Directed Delay
|Uncommon
|This black liquid is highly viscous, having the consistency of concentrated molasses. When brought in contact with the blood via an injury or injection, the target has to make a DC 15 Wisdom saving throw. On a failed save, the target experiences the effect of the Slow spell and can remake the saving throw at the end of each turn. On a successful save, the target’s movement speed is reduced by 5 feet for 3 turns.
|Idle Claws, Deathcap
|-
|Lava Paste
|Uncommon
|Though a mundane looking, yellowish paste, this concoction is anything but. Once applied on skin or clothing, the paste forces the target to make a DC 14 Constitution saving throw. On a failed save, the target takes 2d6 fire damage and becomes vulnerable against fire damage for 1 occasion for the next 12 hours, on a successful save the target takes half damage and does not become vulnerable.
|Flame Lily, Fire Peas
|-
|Malice
|Uncommon
|A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.
|Morning Dew, Black Sap
|-
|Pale Tincture
|Uncommon
|A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.
|Idle Claws, Death Cap
|-
|Philter of Love
|Uncommon
|The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.
|Fairy Stool, Serpents Venom
|-
|Potion of Poison
|Uncommon
|This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
|Potion of Healing, Bane Berry
|-
|Truth Serum
|Uncommon
|A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a [https://www.dndbeyond.com/spells/zone-of-truth Zone of Truth] spell.
|Fairy Stool, Mindflayer Stinkhorn
|-
|Burnt Other Fumes
|Rare
|A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
|Ashblossom, Moonstalker
|-
|Devil's Powder
|Rare
|A hyper fine, red powder with a faintly smoky aroma, this powder is to be blown into the face of the target before dispersing harmlessly into the air. The target has to make a DC 18 Charisma Saving throw. On a failed save, the target experiences an altered version of reality where it perceives the world as a hellscape inhabited by foul creatures and becomes extremely vulnerable to intimidation, aggressive forms of persuasion and deception for 1 hour. On a successful save, the target becomes slightly paranoid and skittish.
|Angel's Trumpet, Blight Spores
|-
|Dracula's Essence
|Rare
|To be kept in a crystal vial, this poison looks like a small vial of fresh blood, but is always in motion, seemingly trying to escape it vessel. Upon opening the vial, it falls still and turns into a rust coloured liquid. When this potion is drank or comes in contact with the blood vial an injury or injection, it forces the target to make a DC 18 Constitution saving throw. On a success, the target retches the entire content of its stomach and takes 2d8 poison damage.
On a failure, the target immediately retches the entire content of its stomach, takes 2d10 poison damage and becomes unable to sleep. After 1 hour, the target becomes supremely sensitive to direct sunlight, taking 1d4 fire damage for each minute spend outside the shade of sunlight while not wearing Muroosa Balm. The target becomes unable to eat or drink anything besides raw meat and blood and has a great craving for the latter, especially of its own species. Attempting to eat or drink anything besides raw meat or blood results in the retching of the entire stomach and 1d6 poison damage. Each hour the target does not consume either raw meat or blood, it gains 1 point of exhaustion. This effects last for 24 hours.
|Dracula's Blood, Dragon's Blood, Bloodroot, Red Amanita Mushroom
|-
|Drow Poison
|Rare
|This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison will take 2d8 poison damage, and then must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
|Drider Venom, Mandrake Root
|-
|Essence of Ether
|Rare
|A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
|Nightshade, Mandrake Root
|-
|Magebane
|Rare
|This potion looks like red wine but smells like old boots. Upon drinking it, the consumer gains the [http://dnd5e.wikidot.com/feat:mage-slayer mage slayer] feat for 1 minute.
|Wolfsbane, Drider Venom, Serpent's Venom
|-
|Oil of Taggit
|Rare
|A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become Poisoned for 24 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage.
|Flask of Oil, Wolfsbane
|-
|Thessaltoxin
|Rare
|This poison was first created using blood harvested from the artificer Thessalar. A creature subjected to the poison must succeed on a DC 15 Constitution saving throw or take on a new form as if affected by the polymorph spell. The creature’s new form is a random beast or a creature it has seen within the last 24 hours (as chosen by the DM). This transformation lasts until the end of the target’s next long rest. This effect is not subject to dispel magic or remove curse, but a greater restoration spell restores the creature to its original form.
|Dracula's Blood, Black Cap Mushroom
|-
|Torpor
|Rare
|A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is Incapacitated.
|Mandrake Root, Lightning Moss
|-
|Deathsleep
|Very Rare
|A creature that ingests this poison must succeed at DC 19 Constitution saving throw or become poisoned for 24 hours. The poisoned creature appears to be dead, and only succeeding a DC 20 Medicine check can determine otherwise.
|Tea of Refreshment, Purple Worm Poison
|-
|Essence of Rage
|Very Rare
|A brown potion with the consistency of mud, it turns into a clear, violently red potion when agitated with more than the lightest touch. Drinking the potion provides the Rage ability of the Barbarian class for 30 seconds. When directly brought in contact with the blood of a creature through injury or injection, it forces the target to make a DC 16 Constitution throw. On a successful save, the target gets the Rage ability of the Barbarian class for 60 seconds. On a failed save, the target is forced into the Rage ability of the Barbarian class for 30 seconds and forced to attack the closest target with melee attacks. Starting on the 2nd turn after the potion is applied, the target can make another Constitution saving throw. On a success, all effects end. This potion has no effect on constructs or the undead.
|Dragon's Blood, Moonstalker, Lightning Struck Metal
|-
|Midnight Tears
|Very Rare
|A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
|Deathcap, Ankheg Ichor
|-
|Water of Death
|Very Rare
|This liquid looks, smells and tastes like water. Even the majority of alchemic and magical tests on this liquid cannot distinguish it from water. Only the spell Identify cast as a level 7 or higher or detailed alchemic test, lasting 24 hours and costing 300 gp, will reveal that this liquid is actually one of the deadliest poisons in existence.
Made from rare mushrooms, herbs and poisons, any contact with this poison forces the subjected creature to make a DC 20 Constitution saving throw. On a failed save, the creature suffers blindness and deafness for 48 hours and becomes too riddled with pain to move for 24 hours. The creature’s maximum hit points is permanently reduced by 2d12 and receives 7d10 poison damage after 12 hours. On a successful save, the creature’s maximum hit points is reduced by 2d12 hit points and has blurred vision and muffled hearing for 24 hours.
 
The lost maximum hit points can only be restored by healing after ingesting a Potion of Vitality or by a Greater Restoration or a Regenerate spell cast at level 8 or higher.
|Black Cap Mushroom, Wyvern Poison, Dreamlily, Hagfinger
|}

Latest revision as of 17:01, 19 March 2023

A log of recipes and schematics will be kept here.


Characters require both the associated tool proficiency to craft these items, and for any item over "Common" rarity, the recipe must be purchased from an appropriate vendor or taught over time from an Artisan.


Improvisation is possible for all professions, however is outright required for many due to too broad a scope of the associated tool's use.

Alchemy

Note that for the purpose of "Mana Potions," Recovery Points work in the same way Arcane Recovery would for a Wizard to regain spell slots - where a single Recovery Point can regain only a single first level spell slot, two recovery points could regain either two first level spell slots, or a single second level spell slot.

Alchemy Recipes
Name Rarity Effects Ingredients
Alchemist's Fire Common A sticky, adhesive fluid in a vial. Thrown as an improvised weapon up to 20 feet, it ignites on impact, causing the target to take 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to extinguish the flames with a DC10 Dexterity check. Fire Peas, Flask of Oil
Blasting Powder Common A volatile powder, when ignited by a fuse (or outside source) every creature within 5 feet of the exploding pouch must make a DC13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much on a successful one. Flame Lily, Charcoal
Bottled Breath Common Contains a single breath of Elemental Air. While holding it in, you don't need to breathe for one hour. If you exhale, it causes the effect of the Gust of Wind spell. Air elemental essence
Fake Blood Common A concoction that looks, smells, and even tastes like real blood. Only an investigation check of 15 or higher or the detect magic spell can reveal that it is fake. Bloodroot
Ink Common 5oz bottle used in writing. Charcoal
Potion of Climbing Common Gain climbing speed equal to your walking speed for one hour, as well as advantage on Athletics checks made to climb. Giant Wolf Spider hair, Skulk claw
Potion of Swimming Common Gain swimming speed equal to your walking speed for one hour, as well as advantage on Athletics checks made to swim. 3x Quipper Scale
Smoke Grenade Common Can be thrown up to 60 feet away, emits a cloud of smoke creating a heavily obscured area in a 20 foot radius. A moderate wind could disperse the smoke in 4 rounds, a strong one could do it in 1 round. Flame Lily, Frost Lichen
Soothsalts Common A narcotic, Soothsalts give advantage on all Intelligence based checks for 1d4 hours. A DC15 Constitution saving throw must be passed with each dose, or the user will gain one level of exhaustion, cumulative with multiple doses. Can be sold for a hefty sum, but is probably illegal

in most regions.

Soothsalt Geode
Invisible Ink Uncommon Ink that turns invisible after it dries, can only be revealed through magical means Pixie's Parasol, Ink
Rare Ink Uncommon Good for crafting level 1-5 spell scrolls Charcoal, finely ground iron
Lesser Potion of Mana Uncommon Regain two Recovery points Pixie's Parasol, Silverthorn
Midnight Oil Uncommon Lamp oil, allows characters to stay awake during a long rest without negative effects. Flask of Oil, Pixie's Parasol
Oil of Slipperiness Uncommon Enough to cover one medium or smaller creature over a 10 minute period, granting them the effects of the Freedom of Movement spell for eight hours. Alternatively, the oil can be poured on the ground as the action, covering a 10-foot square and duplicating the effect of the Grease

spell for eight hours.

Flask of Oil, Crawler mucous, water elemental essence
Potion of Animal Friendship Uncommon Allows the consumer to cast the Animal Friendship spell at will for one hour. Cat's tongue, Quipper scale
Potion of Fire Breath Uncommon As a bonus action, the imbiber can exhale fire at a target within 30 feet. The target makes a DC13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much on a successful one. The effect lasts for one hour, or three breaths. Ashblossom, Fire elemental essence
Potion of Growth Uncommon You gain the Enlarge effect of the Enlarge/Reduce spell for 1d4 hours. Sourgrass, Everfrost Berry, Giant Wolf Spider Hair
Potion of Resistance Uncommon Gain resistance against damage from the following sources listed below. Hagfinger, plus:
Acid Crawler mucous
Cold Frost Lichen
Fire Ashblossom
Frost Amphibian Saliva
Lightning Lightning Moss
Necrotic Nightshade
Poison Earth elemental essence
Psychic Mindflayer Stinkhorn
Radiant Sourgrass
Thunder Singing Nettle
Potion of Waterbreathing Uncommon Breathe underwater for one hour. Gillyweed, Water elemental droplet
Potion of Hill Giant's Strength Uncommon Your strength score changes to 21 for one hour. Frost Lichen, Hill Giant Fingernail
Very Rare Ink Rare Good for level 6-8 spell scroll crafting. Charcoal, Finely Ground Iron, Willowshade fruit
Oil of Dragon's Bane Rare Causes a weapon to deal 6d6 additional damage to dragons for 1 hour. Dragon's Blood, Wyvern Poison
Oil of Etherealness Rare Over ten minutes, can be spread to cover a medium or smaller creature, granting them the effect of the Etherealness spell for 1 hour. Ectoplasm, Flask of oil
Potion of Clairvoyance Rare Gain the effect of the Clairvoyance spell Morning Dew, Mandrake root
Potion of Diminution Rare Gain the effect of the Reduce effect from the Enlarge/Reduce spell for 1d4 hours. Pixie's Parasol, Moonstalker
Potion of Gaseous Form Rare Gain the effect of the Gaseous Form spell for one hour, or until you end the effect as a bonus action. Ectoplasm, Singing Nettle
Potion of Heroism Rare For one hour, gain the effects of the Bless spell as well as 10 temporary hit points Hagfinger, Cat's Tongue
Potion of Invulnerability Rare For one minute, have resistance to all damage. Lightning-Struck Metal
Potion of Mana Rare Gain 4 Recovery Points Pixie's Parasol, Silverthorn, Dragon's Blood
Potion of Mind Reading Rare Gain the effects of the Detect Thoughts spell. Mindflayer Stinkhorn, Moonstalker
Potion of True Dreaming Rare Dream of the Past, Present, or Future when you fall asleep. Nothic Tear, Willowshade Fruit or Willowshade Oil
Thor's Might Rare Adds 1d6 thunder damage to weapon attacks for one hour. Air elemental Essence or Cloud Giant Nail, Lightning Moss, Singing Nettle
Frost / Stone Giant's Strength Potion Rare Your strength score increases to 23 for one hour. Frost/Stone Giant Fingernail, Frost Lichen
Legendary Ink Very Rare Good for level 9 spell scroll crafting. Charcoal, finely ground iron, 3x Willowshade Oil
Oil of Sharpness Very Rare Can cover one slashing or piercing weapon or five pieces of ammunition, giving them +3 to attack and damage rolls for one hour. Ankheg Ichor, Silverthorn
Potion of Flying Very Rare You gain a flying speed equal to your walking speed for one hour, and can hover. You fall when the spell ends! Air Elemental Essence, Singing Nettle
Potion of Invisibility Very Rare Become invisible along with anything you're wearing or carrying for one hour. Effect ends if you attack or cast a spell. Skulk Claw, Fairy Stool
Potion of Longevity Very Rare Your physical age is reduced by 1d6+6 years, to a minimum of 13 years. Imp Heart, Red Amanita Mushroom
Potion of Possibility Very Rare Full description here. Skulk Claw, Ectoplasm
Potion of Speed Very Rare Gain the effect of the Haste spell for one minute. 4x Eagle's Claw, Lightning Moss, Sugar
Potion of Truesight Very Rare Gain 120 feet of Truesight for one hour. Fairy Stool, Nothic Tears
Superior Potion of Mana Very Rare Gain 8 recovery points. Pixie's Parasol, Silverthorn, Dragon's Blood, Remorhaz Ichor
Fire Giant's Strength Potion Very Rare Your strength score increases to 25 for one hour. Frost Lichen, Fire Giant's Fingernail
Cloud Giant's Strength Potion Very Rare Your strength score increases to 27 for one hour. Frost Lichen, Cloud Giant's Fingernail
Storm Giant's Strength Potion Legendary Your strength score increases to 29 for one hour. Frost Lichen, Storm Giant's Fingernail

Brewers Supplies

Brewers Supplies Recipes
Name Rarity Effects Ingredients
Ale Common It's ale! Hops, Barley, Yeast, Water
Mead Common It's mead! Honey, Yeast, Water
Wine Common It's wine! Grapes, Yeast, Water
Amber Tiger Ale Uncommon Advantage on Str Checks + Saves, Disadvantage on Wis checks + Saves. Lasts 1 hour. Acid Dew, Ale
Blackroot Tea Uncommon Resistance to Lightning, vulnerability to poison. Lasts 1 hour. Theki Root, Mead
Bombastic Black Mead Uncommon Advantage on intimidation and persuasion, disadvantage on acrobatics and athletics. Lasts 1 hour. Olisuba Leaf, Mead
Bright Luminance Wine Uncommon Resistance to psychic damage, vulnerability to fire. Lasts 1 hour. Flame Lily, Wine
Bulwark Ale Uncommon Gain +2 AC against ranged attacks, but all melee damage done is increased by 3. Lasts 1 hour. Willowshade Fruit, Ale
Deft Juice Wine Uncommon Melee weapons deal an additional 1d6 damage, but you have a -3 to all attack rolls. Lasts 1 hour. Everfrost Berries, Morning Dew, Wine
Dusty Miller Ale Uncommon You lose the ability to speak common, but you can talk to beasts for 1 hour. Cat's Tongue, Ale
Foxtail Mead Uncommon Advantage on your next Wisdom or Intelligence saving throw, but disadvantage on all Charisma saves for 1 hour. Red Amanita Mushroom, Olisuba Leaf, Mead
Honeydumb Mead Uncommon Advantage on all Charisma checks, but disadvantage on all Wisdom and Intelligence checks for one hour. Rainbow Mushroom, Singing Nettle, Mead
Juggernaut Draught Uncommon Gain advantage on any checks or saves to free yourself from being grappled or restrained, but disadvantage on Dexterity saves and skill checks (that do not involve freeing you from those conditions) Moonstalker, Ale
Lifebloom Wine Uncommon Resistant to Necrotic damage, vulnerable to radiant damage. Lasts 1 hour. Angel's Trumpet, Wine
Mammoth Port Uncommon Resistance to Force damage, vulnerable to psychic damage. Lasts 1 hour. Wolfsbane, Wine
Octopod Halfwine Uncommon For one hour, you can add +3 to all your attacks, however any reaction you take is made with disadvantage. Gillyweed, Wine, Mead
Pepperhawk Wine Uncommon Gain +5 passive perception, but -5 initiative for 1 hour. Fire Peas, Willowshade Fruit, Wine
Phoenix Ember Ale Uncommon For one hour, you receive an additional die from any healing spell targeting you, however you cannot heal others. Flame Lily, Muroosa Bush, Ale

Herbalism Kit

Herbalism Recipes
Name Rarity Effects Ingredients
Antitoxin Common A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs. Everfrost Berry, Cat's Tongue
Potion of Healing Common Heals for 2d4+2 Red Amanita Mushroom
Muroosa Balm Common This paste made from the muroosa bush is known to help prevent sunburn, but it is also a fire retardant. After spending 1 minute applying a quarter pint of muroosa balm to your skin, you gain resistance against fire damage for 1 hour. Flame Lily, Muroosa Twigs
Pepper Peppers Common A beneficial snack, these pick-me-ups have a fiery heat and a very satisfying crunch. Eating a Pepper Pepper grants the consumer 3 temporary hit points. Fire Peas
Potion of Plantspeak Common A clear, brown liquid filled with vibrate green twigs and leaves that changes into a pale yellow liquid once opened. Drinking it grants the drinker the ability to communicate with plants for 5 minutes. Cat's Tongue, Muroosa twigs
Quenching Pilther Common A blue potion that always has 2 ice cubes, a sprig of mint and 2 slices of lemon floating in it. It always cool to the touch. Drinking the potion quenching a person’s thirst completely and removes their need to drink anything for 2 days. This makes it highly sought after near desserts for those who venture on caravans. Muroosa Twigs, Gillyweed
Willowshade Oil Common A dark blue oil can be extracted from the fruit of the Willowshade plant. A creature can use its action to apply the oil to another creature that has been petrified for less than 1 minute, causing the petrified condition on that creature to end at the start of what would be that creature’s next turn. Willowshade Fruit
Blight Ichor Uncommon This bitter chartreuse concoction is distilled from a fungus native to the Blightshore badlands. The sickly green liqueur harbors potent psychedelic properties. Provided it is neither a construct nor undead, a creature subjected to a dose of blight ichor gains advantage on Intelligence and Wisdom checks, as well as vulnerability to psychic damage, for 1 hour.

For each dose of blight ichor consumed, the creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1d6 hours and suffer the effects of a confusion spell for 1 minute. An undead creature subjected to a dose of blight ichor gains advantage on all Dexterity checks and is immune to the frightened condition for 1 hour.

Blight Spores
Brew of Babel Uncommon Baby blue and highly opaque with something white moving in it, just out of view, and eyestrainingly yellow when shaken, this potion provides the ability to speak and understand, but not read or write, a language of choice for 1 hour. Singing Nettle
Fire Balm Uncommon An orange, herbal paste used to aid people recovering from ailments. Applying a dose of this paste gives the user a +3 on a single Constitution, Wisdom or Charisma saving throw for the next 14 hours. Flame Lily, Flask of Oil, Theki Root
Greater Antitoxin Uncommon A mirky, pumpkin orange liquid, this potion grants the drinker advantage on saving throws against poison damage or against the poisoned condition for 12 hours. During this period, the drinker also does not take damage over time from any type of poison nor can they drop to 0 hit points from poison damage. Theki Root, Sourgrass
Life's Liquor Uncommon This potion has a strong pink colour and is completely clear with with the image of a red heart floating in the middle. No matter the angle you look at it, the heart always appears the same. Drinking this potion provides 2d6+2 temporary hit points. Red Amanita Mushroom, Muroosa Twigs
Murgaxor's Elixir of Life Uncommon Whoever drinks this concoction gains advantage on death saving throws for 24 hours. White Orchid Ghost Seed
Pomander of Warding Uncommon This ball of aromatic spices and perfumes fills an area with a 15 foot radius with a strong scent for 24 hours after being unwrapped. Undead creatures of CR 2 or lower that enter this area must make a DC 15 Wisdom saving throw or be turned, as detailed in the Turn Undead cleric feature. Hagfinger
Potion of Advantage Uncommon When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour. Willowshade Fruit, Rainbow Mushroom
Potion of Greater Healing Uncommon Heals for 4d4+4 2x Red Amanita Mushroom
Potion of Maximum Power Uncommon The first time you cast a damage-dealing spell of 4th level or lower within 1 minute after drinking the potion, instead of rolling dice to determine the damage dealt, you can instead use the highest number possible for each die. Theki Root, Olisuba Leaf, Dreamlily
Potion of Shapeshifting Uncommon An almost clear, pale green potion with a constantly morphing projection of a creature floating within. Drinking this potion allows the drinker to use the Polymorph spell on themselves for 15 minutes without concentration. Rainbow Mushroom, Olisuba Leaf
Tea of Refreshment Uncommon This warm drink removes one level of exhaustion from whoever drinks it. Morning Dew, Cat's Tongue
Thessaltoxin Antidote Uncommon Cures the effects of Thessaltoxin. White Ghost Orchid Seed, Theki Root
Elixir of Health Rare When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it. Fairy Stool, Gillyweed
Liquid Luck Rare Visually indistinguishable from water, but tasting and smelling like the drinker’s favourite fruit. Drinking this potion grants the drinker advantage on all deception, Insight and persuasion checks for 3 hours. Rainbow Mushroom, Muroosa Twigs, Fairy Stool
Polymorph Potion Rare Allows you to cast Polymorph on yourself without consuming any spell slots once within 24 hours of drinking this potion. Rainbow Mushroom, Dreamlily, Willowshade Fruit
Potion of Restoration Rare A purple potion with images of strands of muscle, blood veins and chunks of organ floating in it. Drinking this potion causes destroyed or missing body parts and/or organs to regrow over a period of a week. This causes severe itching and sometimes rashy pain at the sites of regrowth. 2x Acid Dew, Morning Dew, 2x Red Amanita Mushroom
Potion of Revival Rare An entirely opaque, black potion with a point of light hanging in the middle. Drinking this potion has no effect on live people, but when poured down the throat of a person who died within a minute of administration it revives them, returning them to 1 HP. This does not work if they died of old age nor can it repair any missing body parts. Acid Dew, Dreamlily, White Orchid Seed
Superior Healing Potion Rare Heals for 8d4+8 3x Red Amanita Mushroom
Tincture of Werewolf's Bane Rare Any lycanthrope that drinks this tincture must make a DC 19 Constitution saving throw. On a failed save, the lycanthrope takes 3d10 necrotic damage and must change to its humanoid form if it was not already in that form, after which the lycanthrope cannot change form for 24 hours. On a success, the lycanthrope only takes half that damage. Wolfsbane, Silverthorn
Potion of Protection Very Rare A steel grey, mirky liquid with tiny, yellow, green, red, blue, purple, white and black beads floating around in it. Drinking this potion grants the drinker immunity to all status effects apart from prone, grappeled, restrained or unconsious for 1 hour. Hagfinger, Idle Claws, White Ghost Orchid Seed
Potion of Supreme Healing Very Rare Heals for 10d4+20 4x Red Amanita Mushroom
Potion of Vitality Very Rare When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat. 2x Morning Dew, 2x Cat's Tongue, Olisuba Leaf

Poisoner's Kit

Poisoner's Kit Recipes
Name Rarity Effects Ingredients
Basic Poison Common (Injury) Adds 1d4 poison damage to a weapon or piece of ammunition for 1 minute, a DC10 Constitution save halves the damage. Nightshade
Biza's Breath Common (Inhaled) As an action or attack, blown into the face of a target. If they fail a DC16 Constitution save, they are poisoned for one minute and are blinded and confused, forcing them to use their action to make a melee attack against a random target each turn. They can repeat the save at the end of each turn. Angel's Trumpet, Frost Lichen
Liquid Paranoia Common (Ingested) A creature who consumes this poison will be frightened of the next humanoid they see. They must make a DC15 Wisdom saving throw, the effect lasts for one hour on a failed save or half as long on a successful one. Moonstalker
Angel's Powder Uncommon (Inhaled) Persuasion and Deception checks against the creature have advantage for one hour. Angel's Trumpet, Dream Lily
Assassin's Blood Uncommon (Ingested) A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is Poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t Poisoned. Basic Poison, Moonshade
Bane Berry Extract Uncommon Pink and smelling like strawberries, this is a poison that forces the drinker to make a DC 14 Constitution saving throw. On a failed save, the target becomes poisoned. While poisoned, the target has disadvantage against Strength, Constitution and Dexterity saving throws for 15 minutes. On successful save, the target experience no effects. Bane Berry
Black Paste Uncommon This poison was specifically designed to resemble leather or boot polish. If a piece of clothing is treated with this poison, it shines like new and forces creatures that wears it for a total of 12 hours (does not have to be consecutive) to make a DC 15 Constitution saving throw. Upon a failed save, the creature receives 1d8 poison damage. Unless the poisoned piece of clothing is removed, the creature will have to repeat making the saving throw every 12 hours for the next 3 months. Black Cap Mushroom, Black Sap
Directed Delay Uncommon This black liquid is highly viscous, having the consistency of concentrated molasses. When brought in contact with the blood via an injury or injection, the target has to make a DC 15 Wisdom saving throw. On a failed save, the target experiences the effect of the Slow spell and can remake the saving throw at the end of each turn. On a successful save, the target’s movement speed is reduced by 5 feet for 3 turns. Idle Claws, Deathcap
Lava Paste Uncommon Though a mundane looking, yellowish paste, this concoction is anything but. Once applied on skin or clothing, the paste forces the target to make a DC 14 Constitution saving throw. On a failed save, the target takes 2d6 fire damage and becomes vulnerable against fire damage for 1 occasion for the next 12 hours, on a successful save the target takes half damage and does not become vulnerable. Flame Lily, Fire Peas
Malice Uncommon A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded. Morning Dew, Black Sap
Pale Tincture Uncommon A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally. Idle Claws, Death Cap
Philter of Love Uncommon The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. Fairy Stool, Serpents Venom
Potion of Poison Uncommon This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

Potion of Healing, Bane Berry
Truth Serum Uncommon A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a Zone of Truth spell. Fairy Stool, Mindflayer Stinkhorn
Burnt Other Fumes Rare A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends. Ashblossom, Moonstalker
Devil's Powder Rare A hyper fine, red powder with a faintly smoky aroma, this powder is to be blown into the face of the target before dispersing harmlessly into the air. The target has to make a DC 18 Charisma Saving throw. On a failed save, the target experiences an altered version of reality where it perceives the world as a hellscape inhabited by foul creatures and becomes extremely vulnerable to intimidation, aggressive forms of persuasion and deception for 1 hour. On a successful save, the target becomes slightly paranoid and skittish. Angel's Trumpet, Blight Spores
Dracula's Essence Rare To be kept in a crystal vial, this poison looks like a small vial of fresh blood, but is always in motion, seemingly trying to escape it vessel. Upon opening the vial, it falls still and turns into a rust coloured liquid. When this potion is drank or comes in contact with the blood vial an injury or injection, it forces the target to make a DC 18 Constitution saving throw. On a success, the target retches the entire content of its stomach and takes 2d8 poison damage.

On a failure, the target immediately retches the entire content of its stomach, takes 2d10 poison damage and becomes unable to sleep. After 1 hour, the target becomes supremely sensitive to direct sunlight, taking 1d4 fire damage for each minute spend outside the shade of sunlight while not wearing Muroosa Balm. The target becomes unable to eat or drink anything besides raw meat and blood and has a great craving for the latter, especially of its own species. Attempting to eat or drink anything besides raw meat or blood results in the retching of the entire stomach and 1d6 poison damage. Each hour the target does not consume either raw meat or blood, it gains 1 point of exhaustion. This effects last for 24 hours.

Dracula's Blood, Dragon's Blood, Bloodroot, Red Amanita Mushroom
Drow Poison Rare This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison will take 2d8 poison damage, and then must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Drider Venom, Mandrake Root
Essence of Ether Rare A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Nightshade, Mandrake Root
Magebane Rare This potion looks like red wine but smells like old boots. Upon drinking it, the consumer gains the mage slayer feat for 1 minute. Wolfsbane, Drider Venom, Serpent's Venom
Oil of Taggit Rare A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become Poisoned for 24 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage. Flask of Oil, Wolfsbane
Thessaltoxin Rare This poison was first created using blood harvested from the artificer Thessalar. A creature subjected to the poison must succeed on a DC 15 Constitution saving throw or take on a new form as if affected by the polymorph spell. The creature’s new form is a random beast or a creature it has seen within the last 24 hours (as chosen by the DM). This transformation lasts until the end of the target’s next long rest. This effect is not subject to dispel magic or remove curse, but a greater restoration spell restores the creature to its original form. Dracula's Blood, Black Cap Mushroom
Torpor Rare A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is Incapacitated. Mandrake Root, Lightning Moss
Deathsleep Very Rare A creature that ingests this poison must succeed at DC 19 Constitution saving throw or become poisoned for 24 hours. The poisoned creature appears to be dead, and only succeeding a DC 20 Medicine check can determine otherwise. Tea of Refreshment, Purple Worm Poison
Essence of Rage Very Rare A brown potion with the consistency of mud, it turns into a clear, violently red potion when agitated with more than the lightest touch. Drinking the potion provides the Rage ability of the Barbarian class for 30 seconds. When directly brought in contact with the blood of a creature through injury or injection, it forces the target to make a DC 16 Constitution throw. On a successful save, the target gets the Rage ability of the Barbarian class for 60 seconds. On a failed save, the target is forced into the Rage ability of the Barbarian class for 30 seconds and forced to attack the closest target with melee attacks. Starting on the 2nd turn after the potion is applied, the target can make another Constitution saving throw. On a success, all effects end. This potion has no effect on constructs or the undead. Dragon's Blood, Moonstalker, Lightning Struck Metal
Midnight Tears Very Rare A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. Deathcap, Ankheg Ichor
Water of Death Very Rare This liquid looks, smells and tastes like water. Even the majority of alchemic and magical tests on this liquid cannot distinguish it from water. Only the spell Identify cast as a level 7 or higher or detailed alchemic test, lasting 24 hours and costing 300 gp, will reveal that this liquid is actually one of the deadliest poisons in existence.

Made from rare mushrooms, herbs and poisons, any contact with this poison forces the subjected creature to make a DC 20 Constitution saving throw. On a failed save, the creature suffers blindness and deafness for 48 hours and becomes too riddled with pain to move for 24 hours. The creature’s maximum hit points is permanently reduced by 2d12 and receives 7d10 poison damage after 12 hours. On a successful save, the creature’s maximum hit points is reduced by 2d12 hit points and has blurred vision and muffled hearing for 24 hours.

The lost maximum hit points can only be restored by healing after ingesting a Potion of Vitality or by a Greater Restoration or a Regenerate spell cast at level 8 or higher.

Black Cap Mushroom, Wyvern Poison, Dreamlily, Hagfinger