0% found this document useful (0 votes)
121 views

Potions and Poisons

Uploaded by

juviamos
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
121 views

Potions and Poisons

Uploaded by

juviamos
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 17

Potions and

Potion of Cold Resistance

Potion of Fire Resistance


Gathering and Mixing Gear
Potion of Force Resistance
Basic Material Components
Potion of Lightning Resistance
Potions and Poisons:
Potion of Necrotic Resistance

Potion of Psychic Resistance


Tier 1
Potion of Radiant Resistance
Elixir of Health
Potion of Thunder Resistance
Philter of Love
Potion of Speed
Potion of Animal Friendship
Burnt Othur Fumes
Potion of Clairvoyance
Essence of Ether
Potion of Climbing
Malice
Potion of Fire Breath
Oil of Taggit
Potion of Healing
Pale Tincture
Potion of Greater Healing
Torpor
Potion of Heroism

Potion of Invisibility
Tier 3
Potion of Mind Reading
Oil of Etherealness
Potion of Poison
Potion of Frost Giant Strength
Potion of Water Breathing
Potion of Stone Giant Strength
Assassin’s Blood
Potion of Supreme Healing
Crawler’s Mucus
Potion of Vitality
Drow Poison
Midnight Tears
Serpent Venom
Purple Worm Poison
Truth Serum
Wyvern Poison

Tier 2
Tier 4
Oil of Slipperiness
Oil of Sharpness
Potion of Diminution
Potion of Fire Giant Strength
Potion of Flying
Potion of Cloud Giant Strength
Potion of Gaseous Form
Potion of Storm Giant Strength
Potion of Growth
Potion of Invulnerability
Potion of Superior Healing
Potion of Longevity
Potion of Acid Resistance
1)
This kit contains a variety of instruments such as clippers, mortar and pestle, and
pouches and vials used by herbalists to gather flower and creature materials.
Proficiency with this kit allows for easier investigation for Flower Materials and makes
gathering much simpler.

2)
This kit contains tools used for creature autopsy, surgical actions and organ gathering
from numerous creatures. Proficiency with this kit makes it easier for such actions.

3)
Also handy as a simple weapon, a dagger can be used as a tool for cutting key material
components from creatures’ external body parts, such as claws, horns, or even
testicles.

4)
Alchemist's supplies include two glass beakers, a metal frame to hold a beaker in
place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch
for common alchemical ingredients, needed to successfully create magical potions.
Proficiency with this set lets you create a number of extraordinary mixes, enhanced
with the power of the Weave.

5)
Brewer's supplies include a large glass jug, a quantity of hops, a siphon, and several
feet of tubing. Proficiency with these tools allows you to create potions that enhance
the power of the Body, like Strength, Constitution buffs as well as healing potions.

6)
A poisoner's kit includes the vials, chemicals, and other equipment necessary for the
creation of poisons. Proficiency with this kit lets you create powerful poisons, used to
hinder, or even critically damage your enemies.

7)
Although a master of Herbalism and Potion Brewing has usually little interest for
jewelries and items of vanity, these kits provide tools necessary for metal and gem
prosessing.
Flower Materials: Although Components gathered from plants have no magical
property themselves, they are used to amplify the magical properties of every other
material, making them a key base ingredient in every potion or poison recipe.
Monster Materials: This is were magic happens. These are the materials responsible
for every magical property contained in a potion.
Gems and metals: Some mixtures need a little extra help to unlock the full potential of
their components. Gems and precious metals are the best catalysts for the job.

Below is a list with the possible material attributes, as well as the most common parts
these can be found. Be careful though; you may find special parts in creatures that
correspond to a different attribute than usual. For example, a scorpion’s poison
compartment is not found in its glands, instead you can easily obtain it from it’s stinger.

1) Vitality: Heart (M) 8) Air: Feathers (H)


2) Arcane: Eyes (H) 9) Fire: Stomach (M)
3) Psychic: Brain (D) 10) Flora: Core (H)
4) Poison: Glands (M) 11) Stealth: Dust & Ectoplasm (H)
5) Acid: Bile (M) 12) Earth: Claws & Horns (D)
6) Unholy: Mandibles (D) 13) Strength: Testicles (D)
7) Water: Gills (D) 14) Lightning: Spine (M)
Potions & Poisons
Tier 1 (All Concotions need 1 Flower Material)

Elixir of Health (BR)


Poison + Vitality + Obsidian
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.

Philter of Love (PO)


Psychic + Flora + Agate
The next time you see a creature within 10 minutes after drinking this philter, you are
charmed by that creature and have the Charmed condition for 1 hour. This rose-hued,
effervescent liquid contains one easy-to-miss bubble shaped like a heart.

Potion of Animal Friendship (AL)


Psychic + Earth + Moss Agate
When you drink this potion, you can cast the level 3 version of the Animal Friendship
spell (save DC 13).
Target Three Beasts that you can see within range. The targets must succeed on a
Wisdom saving throw or have the Charmed condition for the duration. If you or one of
your allies deals damage to the targets, the spells ends for the target.

Potion of Clairvoyance (AL)


Arcane + Stealth + Eye Agate
When you drink this potion, you gain the effect of the Clairvoyance spell (no
Concentration required). An eyeball bobs in this potion’s yellowish liquid but vanishes
when the potion is opened.
Potion of Climbing (BR)
Earth + Strength + Malachite
When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour.
During this time, you have Advantage on Strength (Athletics) checks to climb. This
potion is separated into brown, silver, and gray layers resembling bands of stone.
Shaking the bottle fails to mix the colors.

Potion of Fire Breath (AL)


Arcane + Fire + Rhodochrosite
After drinking this potion, you can take a Bonus Action to exhale fire at a target within
30 feet of yourself. The target makes a DC 13 Dexterity saving throw, taking 4d6 Fire
damage on a failed save or half as much damage on a successful one. The effect ends
after you exhale the fire three times or when 1 hour has passed. This potion’s orange
liquid flickers, and smoke fills the top of the container and wafts out whenever it is
opened.

Potion of Healing (BR)


Flora + 10x Goodberries + 10 Gold pieces dust
The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points.
Potion of Greater Healing (BR)
Flora + 20x Goodberries + 20 Gold pieces dust
The creature that drinks the magical red fluid in this vial regains 4d4 + 4 Hit Points.

Potion of Herosim (BR)


Vitality + Fire + Lapis Lazuli
When you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For
the same duration, you are under the effect of the Bless spell (no Concentration
required). This potion’s blue liquid bubbles and steams as if boiling.

Potion of Invisibility (AL)


Arcane + Acid + Stealth
This potion’s container looks empty but feels as though it holds liquid. When you drink
the potion, you have the Invisible condition for 1 hour. The effect ends early if you
make an attack roll, deal damage, or cast a spell.

Potion of Mind Reading (AL)


Psychic + Stealth + Turquoise
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 fog of pink floating in it.

Potion of Poison (PO)


Poison + Flora + Azurite
This concoction looks, smells, and tastes like a Potion of Healing or another beneficial
potion. However, it is actually poison masked by illusion magic. Identify reveals its true
nature. If you drink this potion, you take 4d6 Poison damage and must succeed on a
DC 13 Constitution saving throw or have the Poisoned condition for 1 hour.

Potion of Water Breathing (BR)


Water + Air + Blue Quartz
You can breathe underwater for 24 hours after drinking this potion. This potion’s cloudy
green fluid smells of the sea and has a jellyfish-like bubble floating in it.
Assassin’s Blood (PO)
Poison + Acid + 20 Silver Pieces Dust
[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.

Crawler Mucus (PO)


Poison + Unholy + Acid + 20 Silver Pieces Dust
[Contact] A creature subjected to this poison 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.

Drow Poison (PO)


Earth + Poison + Tiger Eye
[Injury] A creature subjected 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 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.

Serpent Venom (PO)


Poison + Stealth + Hermatite
[Injury] A creature subjected to this poison must succeed on a DC 11 Constitution
saving throw, taking 10 (3d6) poison damage.

Truth Serum (PO)


Air + Psychic
[Ingested] A creature subjected to
this poison must succeed on a DC
11 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.
Tier 2 (All Concotions need 3 Flower Materials + 20 GP)
Oil of Slipperiness (BR)
Earth + Water + Air
This sticky black unguent is thick and heavy in the
container, but it flows quickly when poured. The oil
can cover a Medium or smaller creature, along with
the equipment it's wearing and carrying (one
additional vial is required for each size category
above Medium). Applying the oil takes 10 minutes.
The affected creature then gains the effect of a
freedom of movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as
an action, where it covers a 10-foot square,
duplicating the effect of the grease spell in that area
for 8 hours.

Potion of Diminution (BR)


Vitality + Unholy + Arcane
When you drink this potion, you gain the “reduce”
effect of the Enlarge/Reduce spell for 1d4 hours (no
Concentration required). The red in the potion’s liquid continuously contracts to a tiny
bead and then expands to color the clear liquid around it. Shaking the bottle fails to
interrupt this process.

Potion of Flying (AL)


Air + Lightning + Strength
When you drink this potion, you gain a Fly Speed equal to your Speed for 1 hour and
can hover. If you’re in the air when the potion wears off, you fall unless you have some
other means of staying aloft. This potion’s clear liquid floats at the top of its container
and has cloudy white impurities drifting in it.

Potion of Gaseous Form (AL)


Stealth + Vitality + Psychic + Quartz
When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour
(no Concentration required) or until you end the effect as a Bonus Action. This potion’s
container seems to hold fog that moves and pours like water.
Potion of Hill Giant Strength (BR)
Strength x2 + Earth + Air
When you drink this potion, your Strength score changes to 21 for 1 hour. The potion
has no effect on you if your Strength is equal to or greater than that score. This potion’s
transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.

Potion of Growth (BR)


Arcane + Vitality + Flora
When you drink this potion, you gain the “enlarge” effect of the Enlarge/Reduce spell
for 10 minutes (no Concentration required). The red in the potion’s liquid continuously
expands from a tiny bead to color the clear liquid around it and then contracts.

Potion of Superior Healing (BR)


Flora x2 + Vitality x2 + 30x Goodberries + 10 Gold Pieces Dust (plus the Tier 2 Cost)
The creature that drinks the magical red fluid in this vial regains 8d4 + 8 Hit Points.

Potion of Resistance (AL)


Vitality + Flora + Materials for each specific potion listed below
When you drink this potion, you have Resistance to one type of damage for 1 hour.

Acid Acid + Citrine


Cold Water + Star Rose Quartz
Fire Fire + Sardonyx
Force Arcane + Chalcedony
Lightning Lightning + Zircon
Necrotic Unholy + Onyx
Psychic Psychic + Carnelian
Radiant Earth + Chrysoprase
Thunder Air + Moonstone
Poison Poison + Jasper
Potion of Speed (BR)
Strength + Stealth + Air
When you drink this potion, you gain the effect of the Haste spell for 1 minute (no
Concentration required) without suffering the wave of lethargy that typically occurs
when the effect ends. This potion’s yellow fluid is streaked with black and swirls on its
own.
Burnt Othur Fumes (PO)
Poison + Fire + Air
[Inhaled] 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.

Essence of Ether (PO)


Unholy + Air + Psychic
[Inhaled] 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.

Malice (PO)
Flora + Stealth + Poison
[Inhaled] 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.

Oil of Taggit (PO)


Strength + Vitality + Poison
[Contact] 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.

Pale Tincture (PO)


Poison x2 + Arcane
[Ingested] 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.
Torpor (PO)
Psychic + Poison + Strength
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.
Tier 3 (All Concotions need 6 Flower Materials + 20 PP)
Oil of Etherealness (AL)
Stealth + Air + Water + Earth + Acid + Jade + Pearl
One vial of this oil can cover one Medium or smaller creature, along with the equipment
it’s wearing and carrying (one additional vial is required for each size category above
Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect
of the Etherealness spell for 1 hour. Beads of this cloudy, gray oil form on the outside
of its container and quickly evaporate.

Potion of Frost Giant Strength (BR)


Strength x2 + Earth + Cold + Lightning + Amber
When you drink this potion, your Strength score changes to 23 for 1 hour. The potion
has no effect on you if your Strength is equal to or greater than that score. This potion’s
transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.

Potion of Stone Giant Strength (BR)


Strength x2 + Earth + Air + Lightning + Amber
When you drink this potion, your Strength score changes to 23 for 1 hour. The potion
has no effect on you if your Strength is equal to or greater than that score. This potion’s
transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.

Potion of Supreme Healing (BR)


Flora x3 + Vitality x3 + 50x Goodberries + Spinel + Tourmaline
The creature that drinks the magical red fluid in this vial regains 10d4 + 20 Hit Points.

Potion of Vitality (BR)


Vitality + Flora + Acid + Lightning + Poison + Garnet
When you drink this potion, it removes any Exhaustion levels you have and ends the
Poisoned condition on you. For the next 24 hours, you regain the maximum number
of Hit Points for any Hit Point Die you spend. This potion’s crimson liquid regularly
pulses with dull light, calling to mind a heartbeat.
Midnight Tears (PO)
Poison + Stealth + Unholy + Flora + Acid + Chrysoberyl
[Ingested] 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.

Purple Worm Poison (PO)


Acid + Strength + Water + Psychic + Poison + Amethyst + Jet
[Injury] A creature subjected to 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.

Wyvern Poison (PO)


Poison + Strength + Acid + Vitality + Water + Coral
[Injury] A creature subjected to 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.
Tier 4 (All Concotions need 10 Flower Materials + 200 GP Gems)
Oil of Sharpness (AL)
Acid + Stealth + Unholy + Flora + Psychic + Arcane + Alexandrite
This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one
slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition.
Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3
bonus to attack and damage rolls.

Potion of Fire Giant Strength (BR)


Strength x3 + Earth + Fire + Lightning + Topaz
When you drink this potion, your Strength score changes to 25 for 1 hour. The potion
has no effect on you if your Strength is equal to or greater than that score. This potion’s
transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.

Potion of Cloud Giant Strength (BR)


Strength x3 + Earth + Fire + Lightning + Arcane + Aquamarine
When you drink this potion, your Strength score changes to 27 for 1 hour. The potion
has no effect on you if your Strength is equal to or greater than that score. This potion’s
transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.

Potion of Storm Giant Strength (BR)


Strength x3 + Earth + Fire + Lightning + Arcane + Vitality + Blue Spinnel + Black Pearl
When you drink this potion, your Strength score changes to 29 for 1 hour. The potion
has no effect on you if your Strength is equal to or greater than that score. This potion’s
transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.
Potion of Invulnerability (AL)
Arcane + Fire + Air + Acid + Lightning + Water + Psychic + Unholy + Poison + Strength
+ Earth + Peridot
For 1 minute after you drink this potion, you have Resistance to all damage. This
potion’s syrupy liquid looks like liquefied iron.

Potion of Longevity (PO)


Vitality x10 + Flore x5 + Strength x5 + Diamond
When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a
minimum of 13 years. Each time you subsequently drink a Potion of Longevity, there
is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in
this amber liquid is a tiny heart that, against all reason, is still beating. These
ingredients vanish when the potion is opened.

You might also like