A guide to use
Alchemist's Supplies, Herbal Medicine Kit, and Poisoner's Kit
Supplementary Rules for D&D 5th Edition
Created by Lídia
(WORKING IN PROGRESS)
use a recipe
An asterisk (*) next to a recipe means the item is not an official item in D&D and is considered test material and is subject to change.
The cost of a recipe includes all mundane ingredients and equipment, which must be included with the appropriate tool.
Specifically listed ingredients are considered 1 unit (such as flowers, bunches or vials) unless otherwise specified.
starter recipes
When you gain proficiency with a tool, you learn 3 common recipes associated with the tool.
Development of new recipes
When your proficiency bonus increases, you can add a new recipe to your known recipes. This recipe must be of an appropriate tier or lower as indicated in the Recipe Discovery Table below.
competition bonus | revenue level |
---|---|
+2 | Common (3) |
+3 | uncommon |
+4 | uncommon |
+5 | Strange |
+6 | Very strange |
Learn found recipes
When you find a new recipe, you add it to your known recipes. Doing so requires time and money spent on experimentation, as outlined in the Learning Income Chart below.
revenue level | Tempo | Cost |
---|---|---|
common | 1 working day | 50 months |
uncommon | 5 working days | 100 months |
Strange | 10 business days | 150 months |
Very strange | 30 working days | 200 months |
Using Alchemist Supplies
Competing with alchemist supplies allows you to produce useful concoctions such as potions and oils.
Satisfied
The alchemist's supplies include two beakers, a metal frame for holding a beaker over an open flame, a glass rod, a small mortar and pestle, and a bag of common alchemical ingredients, including salt, distilled alcohol, powder, and purified iron. water.
skill checks
If you have proficiency in alchemist's supplies, you can use your proficiency in tools to gain an advantage on certain skill checks.
Arcana
Proficiency with alchemist's supplies allows you to unlock more information on arcane checks involving potions and similar materials.
Investigation
When you inspect an area for clues, the Alchemist Supplies proficiency grants additional information about any chemicals or other substances that may have been used in the area.
Brew potions and alchemical concoctions
words
Common Recipes (DC 10)
These items cost 25 gp to craft, in addition to the listed ingredients, and 1 business day.
alchemist's fire
This sticky, sticky fluid ignites when exposed to air. As an action, you can throw this vial up to 20 feet, shattering it into pieces 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 deal this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Ingredients.Fire Elemental Ember, Oil X
climbing potion
When you drink this potion, you gain a climb speed equal to your walking speed for 1 hour. During that time, you have advantage on Strength (Athletics) checks you make to climb. The potion separates into brown, silver, and gray layers that resemble bands of stone. Shaking the bottle does not mix the colors.
Ingredients.Giant Wolf Spider Hair, Earth Elemental Powder
swimming potion *
When you drink this potion, you gain a swimming speed equal to your walking speed for 1 hour. During that time, you have advantage on Strength (Athletics) checks made to swim. The potion separates into layers of teal, light blue, and indigo that resemble a deep ocean. Shaking the bottle does not mix the colors.
Ingredients.Quipper Scale (x3), Elemental Water Drop
smoke bomb
As an action, you can throw this smoke bomb up to 30 feet from you. Upon impact, smoke begins to rise, creating a heavily obscured area for a 10-foot radius and a slightly obscured area for an additional 5 feet. This smoke dissipates after 1 minute or until expelled by some external means.
Ingredients.Whisp elemental de ar
acid flask
As an action, you can splash the contents of this flask onto a creature within 5 feet of you, or throw the flask 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.
Ingredients.gray mucus residue,
Unusual Recipes (DC 15)
These items cost 100 gp to craft, in addition to the listed ingredients, and 3 working days.
slippery oil
This sticky black ointment is thick and heavy in the container, but flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it is wearing (an additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature gains the effect of a freedom of movement spell for 8 hours.
Alternatively, the oil can be poured onto the ground as an action, covering a 10-foot square, doubling the effect of the Grease spell in that area for 8 hours.
Ingredients.
animal friendship potion
When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. When this viscous liquid is shaken, small fragments appear: a fish scale, a hummingbird tongue, a cat's claw or a squirrel's hair.
Ingredients.
fire breath potion
After drinking this potion, you can use a bonus action to breathe fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful save. Effect ends after exhaling fire three times or after 1 hour. The orange liquid in this potion shimmers and smoke fills the top of the container, escaping each time it is opened.
Ingredients.Ashblossom, Remorhaz Ichor
growth potion
When you drink this potion, you gain the "enlarge" effect of the increase/reduce spell for 1d4 hours (no concentration required). The red of the potion liquid continuously expands from a small drop to color the transparent liquid around it and then contracts. Shaking the vial does not interrupt this process.
Ingredients.
giant strength potion
When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score. The potion has no effect on you if your Strength is equal to or greater than this value.
The clear liquid of this potion contains a floating piece of a giant's fingernail of the appropriate type.
giant face | FOR score |
---|---|
Hill | 21 |
ice or stone | 23 |
fogo | 25 |
Cloud | 27 |
Storm | 29 |
Ingredients.X, a piece of a giant's fingernail
resistance potion
When you drink this potion, you gain resistance to one damage type for 1 hour. The type of damage depends on the special ingredient added.
type of damage | Ingredients |
---|---|
Acid | x |
Cold | ice lichen |
fogo | Ashblossom |
Strength | x |
Ray | lightning moss |
necrotic | x |
Poison | x |
Psychic | Stinkhorn Mind Eater |
Radiant | x |
Thunder | singing nettle |
Ingredients.x , plus a special ingredient
Water Breathing Potion
You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells like the sea and has a jellyfish-like bubble floating in it.
Ingredients.Gillyweed, Hagfinger
Rare Recipes (DC 20)
These items cost 500 gp to craft, in addition to the listed ingredients, and 10 working days.
midnight oil*
A small bottle of inky black oil that resembles a night sky when viewed in a certain light. When midnight oil is used to light a lantern, it emits bright light for 5 feet and dim light for another 5 feet for 8 hours. If a creature remains in the light emitted by this oil for a full 8 hours, it gains all the benefits of a long rest without the need for sleep, provided it only engages in light activities such as reading, studying, talking, etc.
Ingredients.
Dragon's Curse Oil
This oil can coat a single weapon for 3 uses, or up to 3 pieces of ammo can be dipped in the oil for 1 use each. A dragon that takes damage from an oil-coated weapon or piece of ammunition takes an extra 6d6 damage from the attack. The oil dries after 1 hour and becomes inert.
Ingredients.Dragon's Blood, Wyvern Venom
ethereal oil
Droplets of this cloudy gray oil form on the outside of the container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it is wearing (an additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature gains the ethereal spell's effect for 1 hour.
Ingredients.Ectoplasm,
potion of clairvoyance
By drinking this potion, you gain the effect of the clairvoyance spell. An eyeball dangles in this yellowish liquid, but it disappears when the potion is opened.
Ingredients.
potion of diminution
When you drink this potion, you gain the "shrinking" effect of the increase/decrease spell for 1d4 hours (no concentration required). The red of the potion's liquid continuously contracts into a small drop and then expands to color the clear liquid that surrounds it. Shaking the vial does not interrupt this process.
Ingredients.
potion in gaseous form
When you drink this potion, you gain the spell's effect in gaseous form for 1 hour (no concentration required) or until you end the effect as a bonus action. The container of this potion appears to contain a mist that moves and spreads like water.
Ingredients.
potion of heroism
For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect ofto blessspell (does not require concentration). This blue potion bubbles and steams as if boiling.
Ingredients.
potion of invulnerability
For 1 minute after drinking this potion, you have Resistance to all damage. The syrupy liquid in the potion looks like liquefied iron.
Ingredients.
mind reading potion
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense purple liquid has an ovoid pink cloud floating in it.
Ingredients.
Very rare recipes (DC 25)
These items cost 1,000 gp to craft, in addition to the listed ingredients, and 30 working days.
sharpening oil
This transparent, gelatinous oil shimmers with tiny, ultra-fine silver shards. Oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammo. Oil application takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus on attack and damage rolls.
Ingredients.Icor de Ankheg, Silverthorn
flight potion
By drinking this potion, you gain flying speed equal to your walking speed for 1 hour and can float. If you are airborne when the potion wears off, you will fall unless you have some other means of staying airborne. The clear liquid of this potion floats to the top of its container and has cloudy white impurities floating in it.
Ingredients.
potion of invisibility
This potion's container looks empty, but appears to contain liquid. When drinking it, you become invisible for 1 hour. Everything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.
Ingredients.
potion of longevity
When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you drink a longevity potion, there is a cumulative 10% chance to age 1d6 + 6 years. Suspended in this amber liquid are a scorpion's tail, a viper's fang, a dead spider, and a small heart that, against all reason, continues to beat. These ingredients disappear when the potion is opened.
Ingredients.imp heart,
speed potion
When you drink this potion, you gain the effect ofpressspell for 1 minute (no concentration required). The yellow liquid in the potion is stained black and swirls on its own.
Ingredients.
potion of truthfulness*
When you drink this potion, you gain truesight for 1 hour.
Ingredients.Fairy Stool, Notic Tears
Using Herbalism Kits
Proficiency with an Herbalism Kit allows you to identify magical and non-magical plants and safely harvest their useful items, as well as create healing ointments, potions, and tinctures.
Satisfied
An herb kit includes three bags for storing herbs, scissors and leather gloves for picking plants, a mortar and pestle, and five glass jars.
skill checks
If you have proficiency with herbal medicine kits, you can use your proficiency with tools to gain advantage on certain skill checks.
Arcana
Your knowledge of the nature and uses of herbs can add to your magical studies dealing with plant creatures and your attempts to identify potions.
Investigation
When you research an area overgrown with weeds, your proficiency bonus can help you spot details and clues that others might miss.
medicine
Your mastery of herbal medicine enhances your ability to treat illness and injury, augmenting your methods of healing with medicinal plants.
Nature and Survival
You can identify most plants with a quick inspection of their appearance, smell, and surrounding environment.
Creating ointments, potions, and tinctures
To craft any of the following items, an Herbalism Kit must be used. Proficiency in Herbalism Kits allows you to add your proficiency bonus to controls for your creation.
Common Recipes (DC 10)
These items cost 25 gp to craft, in addition to the listed ingredients, and 1 business day.
Antitoxina
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.
Ingredients.rowan berries,
cure Potion
You regain 2d4 + 2 hit points when you drink this potion. The red liquid in the potion glows when stirred. It confers no benefit to undead or constructs.
Ingredients.red amanita mushroom,
Soothing Balm *
A sticky, sour-smelling ointment that can be applied to wounds. When you spend Hit Dice to regain hit points while using this ointment, you regain an additional 3 Hit Points for each Hit Die spent. This effect lasts for 1 hour after application.
Ingredients.sour grass
Unusual Recipes (DC 15)
These items cost 100 gp to craft, in addition to the listed ingredients, and 3 working days.
protection pomander*
This ball of aromatic spices and perfume fills a 15-foot radius with a strong scent for 24 hours after unwrapping. Undead creatures with a DC of 2 or less that enter this area must make a Wisdom saving throw (DC 15) or be turned, as detailed in the Turn Undead cleric role.
Ingredients.witch Finger,
Greater Healing Potion
You regain 4d4 + 4 hit points when you drink this potion. The red liquid in the potion glows when stirred. It confers no benefit to undead or constructs.
Ingredients.red amanita mushroom,
Rare Recipes (DC 20)
These items cost 500 gp to craft, in addition to the listed ingredients, and 10 working days.
Elixir of Health
When you drink this potion, it cures whatever ailments afflict you and removes blindness, deafness, paralysis, and poison conditions. The light red liquid has small light bubbles. It confers no benefit to undead or constructs.
Ingredients.
Greater Healing Potion
You regain 8d4 + 8 hit points when you drink this potion. The red liquid in the potion glows when stirred. It confers no benefit to undead or constructs.
Ingredients.red amanita mushroom,
Mild Tea*
This hot drink removes one level of exhaustion from the drinker.
Ingredients.Morning dew, cat's tongue
Werewolf Tincture of Doom*
Any werewolf who drinks this tincture must make a Constitution saving throw. On a failed save, the werewolf takes 3d10 necrotic damage and must change to its humanoid form if it is not already in that form, after which the werewolf cannot change form for 24 hours. On a success, the werewolf takes half as much damage and suffers no additional effects.
Ingredients.Wolfsbane, Silverthorn
Very rare recipes (DC 25)
These items cost 1,000 gp to craft, in addition to the listed ingredients, and 30 working days.
ultimate healing potion
You regain 10d4 + 20 hit points when you drink this potion. The red liquid in the potion glows when stirred. It confers no benefit to undead or constructs.
Ingredients.red amanita mushroom,
potion of vitality
When you drink this potion, it removes any exhaustion you are suffering from and cures any disease or poison that afflicts you. For the next 24 hours, you regain the maximum number of hit points for each Hit Die spent. The potion's crimson liquid pulses steadily with a dull light, reminiscent of a heartbeat.
Ingredients.
Using poison kits
Proficiency with the Poisoner's Kit allows you to create poisons from various materials and wield them without risking exposure to their harmful effects.
Satisfied
A poisoning kit includes 5 glass vials, a mortar and pestle, several common chemicals, and a glass rod.
skill checks
If you have proficiency with poison kits, you can use your proficiency with tools to gain an advantage on certain skill checks.
History
Your poison training can help you as you try to remember facts about infamous poisons.
Research and Perception
His knowledge of poisons has taught him to handle these substances with care, giving him an advantage when inspecting poisoned items or trying to extract clues to events involving poisons.
medicine
When treating a poisoning victim, your knowledge allows you to understand how best to care for your patient.
Nature and Survival
Working with poisons allows you to gain knowledge about which plants and animals are poisonous.
poison making
Common Recipes (DC 10)
These items cost 25 gp to craft, in addition to the listed ingredients, and 1 business day.
basic poison
You can use the poison in this vial to coat a slashing or piercing weapon or up to three pieces of ammunition. Applying the poison requires an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains its potency for 1 minute before drying.
Type.Wound
Ingredients.
liquid paranoia*
A creature that ingests this poison suffers from the fear state, and the source of the fear is the next humanoid it sees within 5 minutes of ingestion. This fear lasts for 1 hour on a failed Wisdom saving throw (DC 15), or half an hour on a successful one.
Type.ingested
Ingredients.moon lurker
Unusual Recipes (DC 15)
These items cost 100 gp to craft, in addition to the listed ingredients, and 3 working days.
assassin's blood
A creature subject 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 success, the creature takes half damage and isn't poisoned.
Type.ingested
Ingredients.
love filter
The next time you see a creature within 10 minutes of drinking this filter, you will be charmed by that creature for 1 hour. If the creature is of a species and gender to which you are normally attracted, you consider it your true love while enchanted. The effervescent pink liquid in this potion contains an easy-to-miss heart-shaped bubble.
Type.ingested
Ingredients.
poison potion
This concoction looks, smells, and tastes like a healing potion or other beneficial potion. However, it is actually a poison masked by illusion magic. An identification spell reveals its true nature.
If you drink it, you take 3d6 poison damage and must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while 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 saving throw, the poison damage you take over the next few turns decreases by 1d6. The poison ends when the damage decreases to 0.
Type.ingested
Ingredients.cure Potion
truth serum
A creature subject to this poison must succeed on a DC 11 Constitution saving throw or be poisoned for 1 hour. The poisoned creature cannot consciously lie, as if it were under the effect of a poisoned creature.zone of truthspell.
Type.ingested
Ingredients.
Rare Recipes (DC 20) 200 gp+
These items cost 500 gp to craft, in addition to the listed ingredients, and 10 working days.
smoke from other burns
A creature subject 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 saving throw, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
Type.inhaled
Ingredients.
veneno drow
This poison is normally only made by drow, and only in a place out of direct sunlight. A creature subject to this poison 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 rendered Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to wake it up.
Type.Wound
Ingredients.poison drider, mandrake root
ether essence
A creature subject to this poison must succeed on a DC 15 Constitution saving throw or be 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 wake it up.
Type.inhaled
Ingredients.
pulled from Taggit
A creature subject to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage.
Type.Contact
Ingredients.
Lethargy
A creature subject to this poison must succeed on a DC 15 Constitution saving throw or be poisoned for 4d6 hours. The poisoned creature is incapacitated.
Type.ingested
Ingredients.
Very rare recipes (DC 25) 1000 gp+
These items cost 1,000 gp to craft, in addition to the listed ingredients, and 30 working days.
midnight tears
A creature that ingests this poison suffers no effects until midnight. If the poison wasn't neutralized beforehand, 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.
Type.ingested
Ingredients.Nightshade
death dream *
or be poisoned for 24 hours. The poisoned creature appears to be dead, and only a successful DC 20 Medicine check can determine otherwise.
Type.ingested
Ingredients.
Rules for the meeting
words
price guide
ingredient rarity | Cost |
---|---|
common | 5gp |
uncommon | 10gp |
Strange | 50gp |
Very strange | 150 after |
Legendary | 500 after |
Harvest Rules
words
price guide
ingredient rarity | Cost |
---|---|
common | 5gp |
uncommon | 10gp |
Strange | 50gp |
Very strange | 150 after |
Legendary | 500 after |
A
Ashblossom
This small flower is bright red with a yellow center and is found growing only in warm environments. It deals 1d4 fire damage when swallowed, but can be used by a skilled alchemist to brew many fire-related potions.
Rarity.Down (CD20)
Reunion.Herbalism Kit (DC 15)
Amount.1d6 flores
Location.deserts, volcanoes
Usos.Potion of Resistance (Fire), Potion of Fire Breath
C
Cat's tongue
F
fairy stool
This little pink mushroom is most often found in fairy rings. Swallowing causes blindness for 1 minute on a failed Constitution saving throw (DC 20), along with vivid hallucinations.
Rarity.Down (CD20)
Reunion.Herbalism Kit (DC 15)
Amount.1d4 rods
Location.Feywild, Forests
Usos.veracity potion
ice lichen
words
Rarity.Uncommon (DC 15)
Reunion.Herbalism Kit (DC 15)
Amount.1d6 clusters
Location.arctic
Usos.Vigor Potion (Cold)
GRAMS
gill seaweed
This emerald green algae is found underwater and is always covered in tiny air bubbles, making it easy for a trained herbalist to spot.
Rarity.Common (DC 10)
Reunion.Herbalism Kit (DC 10)
Amount.2d4 leaves
Location.coasts, swamps
Usos.Water Breathing Potion
H
witch finger
These little tubercles are a sickly pale green and resemble long fingers. When dried and ground into a powder, it gives off a strong aroma and can be used as an ingredient in potions and herbal medicine.
Rarity.Down (CD20)
Reunion.Herbalism Kit (DC 15)
Amount.1d4 dry fingers
Location.Forests, Swamps
Usos.protective pomander
eu
lightning moss
This light blue moss only grows where lightning has struck and emits a weak static electrical charge when touched. If rubbed on the soles of a creature's feet or shoes, the creature's speed increases by 5 feet for 1 hour.
Rarity.Uncommon (DC 15)
Reunion.Herbalism Kit (DC 15)
Amount.1d6 groups
Location.coasts, mountains
Usos.Potion of Vigor (Lightning)
METRO
mandragora root
This gnarled pale root resembles a wriggling humanoid baby. Inflicts poison status for 1 hour when ingested.
Rarity.Uncommon (DC 15)
Reunion.Herbalism Kit (DC 15)
Amount.1d4 roots
Location.Underground
Usos.veneno drow
Stinkhorn Mind Eater
This purple mushroom has slimy, tentacle-like stems and smells like rotting meat. A creature that eats this mushroom must make a Constitution saving throw (DC 10). On a success, the creature can castdetect thoughtsat will for 1 hour, with no material components required. On a failed save, the creature takes 1d6 psychic damage.
Rarity.Uncommon (DC 15)
Reunion.Herbalism Kit (DC 10)
Amount.1d4 rods
Location.Underground
Usos.Vigor Potion (Psychic)
moon lurker
This pale blue flower grows in pairs and blooms only at night and has an ethereal glow. The flower emits a 5-foot dim light when it blooms and is often mistaken for glowing eyes from a distance.
Rarity.Down (CD20)
Reunion.Herbalism Kit (DC 10)
Amount.1d4 x2 flores
Location.coasts, swamps
Usos.
morning dew
norte
Nightshade
It deals 1d4 poison damage when ingested and, on a failed Constitution saving throw, inflicts the poisoned state for 2d4 hours.
Rarity.Uncommon (DC 15)
Reunion.Herbalism Kit (DC 20)
Amount.1d6 flores
Location.forests
Usos.midnight tears
R
Red Amanita Mushroom
This ginger mushroom can grow to the size of a small plate. It deals 1d4 poison damage when ingested, but a careful herbalist can use it to concoct healing potions.
Rarity.Common (DC 10)
Reunion.Herbalism Kit (DC 10)
Amount.2d4 rods
Location.swamps, forests
Usos.Potion of Healing, Potion of Greater Healing, Potion of Greater Healing, Potion of Ultimate Healing
rowan berries
These small clusters of red berries grow on the rowan tree, a tree highly revered by the Druids. They are known for their cleansing properties.
Rarity.Common (DC 10)
Reunion.Herbalism Kit (DC 5)
Amount.groups 3d6
Location.grasslands, forests
Usos.Antitoxina
S
silver hawthorn
This thorny vine is a pale silvery color and is hard as metal. Silverthorn patches create difficult terrain and deal 1d6 piercing damage if moving at normal speed.
Rarity.Down (CD20)
Reunion.Herbalism Kit (DC 15)
Amount.1d6 thorns
Location.arctic, mountains
Usos.Werewolf Tincture of Doom, Oil of Sharpening
singing nettle
This vine has sharp, stinging hairs covering it. A creature that touches these hairs must make a DC 15 Wisdom saving throw or be overcome with the urge to scream a song at the top of its lungs.
Rarity.Uncommon (DC 15)
Reunion.Herbalism Kit (DC 15)
Amount.2d4 leaves
Location.swamps, mountains
Usos.Potion of Vigor (Thunder)
sour grass
This long-leafed green herb has a pungent odor and taste. Demihumans who come within 5 feet of sour, uncut grass must succeed on a DC 10 Constitution saving throw or become queasy and intoxicated for 30 seconds.
Rarity.Uncommon (DC 15)
Reunion.Herbalism Kit (DC 5)
Amount.2d4 groups
Location.Prairies, Mountains
Usos.soothing balm
C
aconite
This grayish-white flower only blooms at full moon and at high altitudes. Canines that come within 10 feet of Wolfsbane must make a DC 15 Wisdom saving throw or be forced to move as far away from the plant as possible.
Rarity.Down (CD20)
Reunion.Herbalism Kit (DC 15)
Amount.1d4 flowers
Location.mountains
Usos.Werewolf Tincture of Doom
Ankheg
Icor de Ankheg
cleaning tracker
mucus tracker
A creature that comes into contact with this mucus must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Rarity.Uncommon (CR 2)
Harvest.Poisoner's Kit (DC 20)
Amount.1d4 flasks
creature status.Dead or Incapacitated
Usos.
giant poisonous cobra
cobra venom
A creature hit by an attack from a weapon covered in this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
giant toad
amphibious saliva
purple worm
Purple Worm Poison
A creature hit by an attack from a weapon coated with this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Giver
wyvern venom
A creature hit by an attack from a weapon coated with this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
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