Potions

Creating potions takes two parts: getting the ingredients, and crafting. The full process requires alchemist's supplies and a herbalism kit1

Gathering Ingredients

Ingredients can either be harvested by a successful herbalism roll, purchased, or otherwise gathered from fallen foes and the like.

Herbalism

Rolls

A herbalism check DC is set by the DM, base 15 with additions for any special circumstances depending on location, situation, etc.. Roll a d20, and add your herbalism modifier.

Herbalism Modifier: Survival or Nature skill + proficiency bonus (if using a herbalism kit & are proficient with it)

Given the very large amounts of time it takes to scour an area, discern plants from each other, correctly harvest them, and the like, a Herbalism check is unlikely to occur outside of a long rest period. During a short rest, DC can be increased to reflect the rushed nature of the search. It is not likely the player will be able to search more than once during the period.

Looking for a specific ingredient can add to the Herbalism DC at the DM's discretion.

Results

A successful roll will result in ingredients gathered totaling 1d4. Then, the DM will consult the appropriate chart and roll a d12 that many times to determine what ingredients were found.

Purchasing ingredients

Many towns will have available the materials to create most basic of potions. These can be purchased with a cost of 50gp x the intended spell's level.

However, the DM may determine the DC for a potion and whether you need access to a formula to be able to make it. Generally, being able to cast the spell you wish to make a potion for is sufficient.

Creating the Potion

Alchemy

To make a potion from gathered ingredients, first determine your alchemy modifier.

Alchemy modifier: Medicine or Nature skill + proficiency bonus (if using alchemy tools & are proficient with it).

You will give this number to the DM, who will roll your alchemy check in secret versus the DC. The DC for successfully creating a potion is as follows:

Alchemy DC: 10 + all modifiers from applicable ingredients.

Failing this check could mean that you create nothing but a foul tasting slurry, it has weakened effects, or it has unintended effects. This is up to the DM. The DM will create any additional notes on a sticky note for the player to keep track of their potions.

Note: not having the appropriate tools on hand will generally preclude a person from doing this type of work.

Naturally gathered ingredients

Arctic

Roll Name Notes
1 Rock Vine NA
2 Arctic Creeper Only found at night
3 Silver Hibiscus Only found in spring
4 Pot Fennel NA
5 Freedling Pod Find two
6 Fiend's Ivy NA
7 Mort Mold NA
8 Void Root NA
9-12 Common Ingredients NA

Common ingredients

Roll Name Notes
1 Mandrake Root NA
2 Wyrmtongue NA
3 Wild Sage Root NA
4 Quicksilver Lichen NA
5 Bloodgrass NA
6 Mandrake Root Find two
7 Wyrmtongue Find two
8 Wild Sage Root Find two
8 Quicksilver Lichen Find two
8 Bloodgrass Find two
8 Wild Sage Root NA
12 Elemental water Can only be found once

Coastal

Roll Name Notes
1 Cosmos Frond NA
2 Hyacinth Find two
3 Siren Brush NA
4 Pot fennel Find two
5 Nightshade Berries NA
6 Hydrathistle Find two, four if it is raining
7 Lavender Find two
8 Blue Toadshade NA
9-12 Common Ingredients NA

Desert

Roll header Notes
1 Spine Leaf NA
2 Dragon's Tongue Fern Find two if during day
3 Drakus Leaf NA
4 Cactus Juice Find two
5 Tail Leaf NA
6 Cosmos Frond NA
7 Scilla Bean NA
8 Arrow Root NA
9 Void Root NA
10-12 Common Ingredient NA

Forest

Roll Name Notes
1 Elf Cup Mushroom NA
2 Lavender NA
3 Blood Keeper Root Find two if injured while searching
4 Ironwood Leaf Not found in winter
5 Harrada Leaf NA
6 Green Stain Mushroom NA
7 Blue Toadshade Mushroom NA
8 Nightshade Berries NA
9 Dryad's Saddle Mushroom NA
10-12 Common Ingredients The forest is lush. Find three

Grassland

Roll Name Notes
1 Arrow Root NA
2 Blood Keeper Root NA
3 Drakus Leaf NA
4 Harrada Leaf Find two
5 Hyacinth NA
6 Scilla Bean Find two
7 Lavender Find two
8 Wizard Herbe NA
9 Bonebark Tree NA
10-12 Common Ingredients NA

Mountain

Roll Name Notes
1 Bonebark Tree NA
2 Wizard Herbe NA
3 Verdant Nettle NA
4 Rock Vine Find two
5 Crunch Nuts Find two if during storm
6 Freedling Pod Only found in winter
7 Basilisk Breath Only can find 1 per harvest
8 Columbine Root NA
9 Emetic Russula Mushroom NA
10-12 Common Ingredients The forest is lush. Find three

Swamp

Roll Name Notes
1 Mort Mold NA
2 Fly Venin Mushroom Find two
3 Pitcher Plant NA
4 Devil Leaf Find two if character is evil aligned
5 Spine Leaf NA
6 Tail Leaf NA
7 Lumina Mushroom Cap Find two if searching at night
8 Emetic Russula Mushroom NA
9 Banroot NA
10-12 Common Ingredients NA

Underdark

Roll Name Notes
1 Lumina Mushroom Cap Find two
2 Columbine Root Find two
3 Mort Mold Only found in spring
4 Fly Venin Mushroom NA
5 Wisp stalk Mushroom Find two
6 Radiant Seed Pod Find two if character is Good aligned
7 Devil Leaf NA
8 Banroot NA
9-12 Common Ingredients NA

Ingredient Effects

Ingredient Worth Effect DC mod Found in
Arctic Creeper 50gp Modifier: Change poison damage to cold damage; target is still [poisoned] for 1 minute; toxin is still considered poison damage when combining with other ingredients +2 Arctic, Mountains
Arrow Root 25gp Buff: +1 to ranged attacks +1 Deserts, grasslands
Banroot 60gp Modifier: Double length of effects of potions +3 Swamp, Underdark
Basilisk Breath 250gp Special: On a successful application, this poison slowly paralyzes target. For four turns, target makes a Constitution saving throw. For these four turns, target is considered slowed as by the slow spell. On a failed save, the target is considered paralyzed for four rounds. Cannot be combined with other ingredients. +4 Mountains
Bloodgrass 10gp Effect: A potion with this ingredient can replace a full day worth of meals +1 Most places
Blood Keeper 25gp Effect: Double potion effect when used on wounds. Half effect if drank. +2 Grasslands, Forests
Blue toadshade 10gp Buff: +1 to WIS and CHA rolls for 1 hour +1 Coastal, Forest, Swamp
Columbine Root 25gp Effect: 1 point of poison damage per level of potion maker. Target does not gain "poisoned" status. +2 Forests, Swamp, Underdark
Cosmos Frond 25gp Effect: Gain resistance to 1 random type of physical damage for one hour +3 Coastal, Deserts
Devil Leaf 60gp Debuff: -1 to all rolls for 1 hour +3 Swamp, underdark
Drakus Leaf 10gp Modifier: Change poison damage to fire damage; target is still [poisoned] for 1 minute; toxin is still considered poison damage when combining with other ingredients +2 Desert, grasslands
Dragon's Tongue fern 50gp Effect: Fire resistance for one hour +2 Deserts, grasslands
Dryad Saddle Mushroom 25gp Modifier: Double effects, half duration +3 Forests, swamp
Elf Cup Mushroom 50gp Effect: Cures disease. Cannot be combined with other ingredients. +3 Forests, Mountains.
Emetic Russula Mushroom 10gp Modifier: Delays the effect of a potion by 1d6 rounds +3 Forest, swamps
Fiend's Ivy 10gp Debuff: -1 to STR and DEX rolls for one hour +1 Arctic, Underdark
Harrada Leaf 25gp Modifier: Combined with a potion that raises an attribute. Add +5 to the raised score for 1 hour. After this 1 hour, the attribute is lowered by 10 to a minimum of 2 for 2d12 hours +4 Forests, grasslands
Hyacinth 10gp Effect: Stalls poison effects for 1d6 rounds. Does not remove poison. +2 Coastal, grasslands
Ironwood Leaf 10gp Buff: +1 to CON and INT rolls for 1 hour +1 Forest, grasslands
Lavender 60gp Stabilizes mixtures. Not cumulative. -2 Forests, grasslands, coasts
Lumina Mushroom Cap 25gp Modifier: Doubles any increased stats from a potion, imbiber glows as though under the Faerie Fire spell +2 Swamp, underdark
Mandrake Root 20gp Effect: Reduce any disease or poison’s potency by half for 2d12 hours. Only hinders already existing poisons or diseases in the body. Cannot be altered by other ingredients. +0 Most Places
Nightshade Berries 40gp Modifier: Potion's effects on attributes become opposite, effects double. +3 Forest, Coast
Quicksilver Lichen 25gp Modifier: Double the dice rolled of any poison Effect, but reduce that Effect duration by half +2 Most terrain
Rockvine 60gp Effect: Target's natural AC becomes 16 for 1 hour. Cannot be combined with other ingredients. +3 Forests, Mountains, Underdark
Cactus Juice 10gp Modifier: The target will not notice any poison damage Effect in their system until they take 5 rounds of damage from the toxin +2 Desert
Pot Fennel 50gp Effect: Cold resistance for 1 hour +2 Arctic, coast
Green Stain Mushroom 50gp Effect: Poison resistance for 1 hour +2 Swamps, Forest
Mort Mold 50gp Effect: Necrotic resistance for 1 hour +2 Swamps, Underdark
Bonebark 50gp Effect: Radiant resistance for 1 hour +2 Grasslands, Mountain
Freedling Pod 10gp Effect: Reduce target's movespeed by 10' for 1 hour +2 Arctic, mountain
Hydrathistle 25gp Effect: Target can breathe underwater for 1 hour. Cannot be altered by other ingredients. +2 Swamps, coasts
Fly Venin Mushroom 50gp Debuff: -1 to CON and INT rolls for 1 hour +2 Swamps, underdark
Radiant Pea Seed 50gp Modifier: Change poison damage to radiant damage; target is still [poisoned] for 1 minute; toxin is still considered poison damage when combining with other ingredients +2 Underdark
Pitcherplant 50gp Modifier: Change poison damage to acid damage; target is still [poisoned] for 1 minute; toxin is still considered poison damage when combining with other ingredients +2 Swamp
Siren Brush 50gp Modifier: Change poison damage to psionic damage; target is still [poisoned] for 1 minute; toxin is still considered poison damage when combining with other ingredients +2 Coast
Crunch Nut 50gp Modifier: Change poison damage to thunder damage; target is still [poisoned] for 1 minute; toxin is still considered poison damage when combining with other ingredients +2 mountain
Scilla Bean 25gp Effect: Target is able to jump up to half of their ground movement speed into the air for 2 minutes. Cannot be altered by other ingredients. +2 Desert, Grasslands
Silver Hibiscus 150gp Effect: When consumed by Target, they can unleash a random elemental damage type, 30ft line, breathe weapon for 4d6 damage on a failed DC 13 DEX saving throw. Half on success. Cannot be altered by other ingredients. Must use Elemental Water as a base solution for the potion. +4 Arctic, underdark
Scilla Bean 10gp Effect: Target is able to jump up to half of their ground movement speed into the air for 2 minutes. Cannot be altered by other ingredients. +2 Desert, Grasslands
Spineleaf berries 25gp Modifier: Increase the dice-type by 1 size for any poison Effect +2 Desert, swamp
Tail Leaf 50gp Effect: Target is considered to be under the effect of a haste spellfor 1 minute. Cannot be altered by other ingredients. +2 Desert, swamp
Verdant Nettle 25gp Buff: +1 to all STR and DEX rolls for 1 hour +2 Mountain
Wizard Herbe 25gp Debuff: -1 to WIS and CHA rolls for 1 hour +2 Grasslands, Mountain
Void Root 50gp Modifier: Double effect of debuff spells +4 Swamps, Underdark
Wild Sageroot 25gp Effect: Heals for 2d4 + Alchemy Modifier +0 Most terrain
Wisp Stalk Mushroom 100gp Enchantment: Target becomes invisible for 1 hour, or until the targettakes a hostile action. Cannot be altered by other ingredients. Must +2 Forest, Underdark
Wyrmtongue Petals 25gp Effect: 1d4 + Alchemy Modifier poison damage per round; target is [poisoned] for 1 minute +0 Most terrain
Elemental water 25gp Stabilizes potions. -5 Special

Other Ingredients

Other natural ingredients in-setting (such as the coconut-like poison plants in Expedition to the Barrier Peaks or the Vampire Rose from Castle Ravenloft should have their likely effects compared to other ingredients on the chart to determine value and DC modifier.

Ingredients From Creatures

Things gathered off of slain creatures could be incredibly potent. It is up to the DM to determine exact effects ingredients would have, but they should be thematic. For example, ectoplasm could inflict necrotic damage, an imp's stinger could inflict poisoned status, the toenail of a stone giant could grant a bonus to AC, or mortflesh could give a -1 to CON and INT rolls. Given how unusual and difficult to come by these ingredients are, the likelihood of finding them for sale is extremely low.

Additionally, given the irregular nature and varying quantities or freshness, the interesting effects of these ingredients are balanced by a much higher cost, +4, toward the alchemy DC. These should be creative and interesting effects negotiated by the PC and the DM.

Potions & Poisons

Basic rules for these potions exist, and may be used in lieu of the more complicated rules above.

Potions of Healing

A character with proficiency in a herbalism kit can create these potions, with costs and times summarized here:

Level Time Cost (in GP)
Healing 1 day 25
Greater healing 1 workweek 100
Superior healing 3 workweeks 1.000
Supreme healing 4 workweeks 10.000

Poisons

A character with proficiency in a Poisoner's kit can create these potions

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