Erbalism Lchemy: Ngredients
Erbalism Lchemy: Ngredients
Erbalism Lchemy: Ngredients
A SH L EAVES
Leaves (Day)
I NGREDIENTS
Preparation Effect
In this section is an incomplete list of sources of raw in- Fresh Ash Leaf Health (1)
gredients, the ingredient types they produce, their proper Ash Leaf Infusion Life (1)
methods of preparation, their effects, and the potency of
those effects. The information is organised in the follow-
ing way:
A SH S AMARA
Fruit (Week)
I NGREDIENT S OURCE
Preparation Effect
Brief notes and extra information. Ash Samara Brew Health (1)
G IANT O WL B RAIN
B UGBEAR Brain (Day)
B UGBEAR B ONE
Preparation Effect
Bone (Year) Giant Owl Brain Essence Increase Wisdom (3)
Preparation Effect
Bugbear Bone Brew Blunting (2)
G IANT T OAD
G IANT T OAD T ONGUE
D IRE W OLF Tongue (Day)
Preparation Effect
Smoked Ivy Berry Increase Charisma (1) R AVEN E YE
Ivy Berry Essence Magic (2)
Eye (Day)
Preparation Effect
I VY L EAVES Raven Eye Secretion Etherealness (1)
Leaves (Day)
R UST M ONSTER
O AK R UST M ONSTER F LUID
Bile (Week)
A distinctive large tree with lobed leaves found in decid-
uous forests. Oak is associated with strength and protec- Preparation Effect
tion. Dried Rust Monster Fluid Blunting (3)
Rust Monster Fluid Infusion Toxin
O AK B ARK
Bark (Week)
W ILLOW
Preparation Effect
A deciduous tree which grows near water. Its thin whip-
Dried Oak Bark Resist Bludgeoning (1)
like branches hang downwards, with lanceolate leaves.
Oak Bark Brew Resist Slashing (1)
Smoked Oak Bark Resist Piercing (1)
W ILLOW B ARK
Bark (Week)
A CORN
Seed (Month) Preparation Effect
Fresh Willow Bark Life (1)
Preparation Effect Willow Bark Secretion Health (2)
Powdered Acorn Health (1)
Acorn Ash Increase Strength (1)
W ILLOW S AP
Sap (Week)
Ingredients harvested from an oak tree at midnight dur-
ing a full moon have +1 potency to all effects. Those Preparation Effect
harvested from an ancient oak (1000 years old or older) Fresh Willow Sap Increase Dexterity (1)
have +3 potency to all effects. These bonuses can stack. Willow Sap Ash Spirits
Y EW
R AVEN
A small to medium coniferous tree which prefers moun-
R AVEN B EAK tainous or shady regions. It is associated with death and
Horn (Week) rebirth.
Quality Duration
C OMPREHEND (L ANGUAGE ) Common 1 round
Uncommon 1 minute
You gain the ability to understand the literal meaning of Rare 10 minutes
one language (as determined by the potion effect) in spo- Very Rare 1 hour
ken form. You also understand any text in the language Legendary 8 hours
provided you are touching the surface it is written on. It
takes about 1 minute to read a page of text.
Quality Duration
Common 1 hour
H EALTH
Uncommon 8 hours
You regain a number of hit points as determined by the
Rare 1 day
values in the table.
Very Rare 1 week
Legendary 1 month Quality Points Healing
Common 2d4+2
Uncommon 4d4+4
C URE (C ONDITION ) Rare 8d4+8
Very Rare 10d4+20
As determined by the effect of the potion, you are cured Legendary 12d4+40
of one of the following effects or conditions: one disease,
I NVISIBILITY
WATERBREATHING
You become invisible, along with anything you are wear-
ing or carrying. The effects last for the duration listed in You can breathe underwater.
the table, but end early if you attack or cast a spell.
Quality Duration
Quality Duration Common 10 minutes
Common 1 round Uncommon 1 hour
Uncommon 1 minute Rare 8 hours
Rare 10 minutes Very Rare 1 day
Very Rare 1 hour Legendary 1 week
Legendary 8 hours
E FFECTS (A PPLICABLES )
M AGIC
These are some effects that an applicable potion (using
You restore number of levels of spell slots equal to the
an Oil base) may have. Such a potion imbues items with
amount given in the table. You may choose how to com-
temporary effects, and is used by pouring it over the item
bine and distribute these recovered levels. For instance, if
in question. Doing so generally takes 1 minute and 1
you recover 3 spell slot levels in this way, you may choose
dose for Medium or smaller objects. Your DM might rule
to recover three first-level slots, one first and one second
that Large or larger objects require as long as 10 minutes
level slot, or one third level slot.
and/or multiple potions to fully coat.
Quality Slot Levels Recovered
Common 1d2
Uncommon 2d2+1 B LUNTING
Rare 3d2+2
Very Rare 4d2+3 Applied to armour, which for 1 hour imposes a penalty
Legendary 5d2+4 on attack and damage rolls from slashing or piercing
P OISON C LOUD
E FFECTS (T HROWABLES )
A stinking poisonous cloud spreads in a 10-foot radius
These are some effects that a throwable potion (using a sphere from the point of impact, heavily obscuring the
Solvent base) may have. To use such a potion, make a area, and spreading around corners. Creatures entering
ranged improvised weapon attack (PHB pp. 147-148) at the cloud or beginning their turn within it must make a
a creature or point on the ground within range. Generally Constitution saving throw, taking the damage listed on a
E FFECTS (S PECIAL )
E FFECTS (P OISONS ) This section includes bases, adjuncts, and meta-
alchemical effects. Bases behave differently to standard
A consumable potion with a potentially detrimental ef- preparations in that their effects do not scale with po-
fect is called a poison, though their effects need not be tency. Instead, different bases have different maximum
directly damaging to the consumer. The difference be- potencies that they can support. A potion must have a
tween "poisons" and water-based "consumables" is that base whose maximum potency is as least as high as the
a poison generally allows a saving throw to resist the ef- potency of the mixture. If you attempt to make a potion
fects – though a creature may deliberately fail this save with a base that is too weak to support your mixture, then
if they choose to. Forcing an unwilling creature who is the potency of the potion is automatically reduced by the
not restrained or incapacitated to drink a poison requires minimum amount necessary so that the base can support
a success on a contested Strength (Athletics) check. Your it. The DC of the potion creation check is not reduced in
DM may rule that creatures significantly larger or smaller kind, however.
than Medium feel the effects of a poison differently, as
if the potion were effectively one quality level lower or
higher respectively. B ASE : O IL
Oils and greases create potions which may be applied to
weapons, armour, and other equipment. If you apply
such a potion to a type of item for which its effects are
P OISON not intended (such as applying Oil of Sharpness to ar-
mour), the effects are wasted, though your DM may rule
A classic – tried and true. If you drink this potion you differently in certain cases.
take an initial amount of poison damage and must suc-
ceed on a Constitution saving throw or be poisoned, as Name Maximum Quality
given in the table. If poisoned, on each of your subse- Oil Common
quent turns you are damaged again in this way, and may Grease Uncommon
attempt another saving throw. For each successful save, Ointment Rare
the damage is reduced by one die. The effect ends when Resin Very Rare
the damage per round decreases to 0. Unguent Legendary
D ISTILLED WATER
• Occam’s Razor. If a mechanic or part of a mechanic
For the purposes of timing, making one dose of distilled already exists in the game, don’t add another one.
water counts as producing a preparation, and requires Always look to reduce the extra complication for
an alembic, bottle, and brazier. Using distilled water as a the players. For instance, the proficiency bonus is
base gives a flat +1 bonus to the potency of any effect. a number which scales with level. Tie all level-
dependent effects to this number. If you have sim-
ilar effects which scale with this number in different
S PRING WATER ways, collapse them into one. What you might lose
in realism you gain in playability.
If an effect has a duration which is not dependent on po-
tency, then a potion with that effect lasts twice as long if
• Consistent Utility. A mechanic should have the
brewed with spring water. This increases the creation DC
same amount of utility to a 1st level character as to
by 2.
a 20th character. "Amount of utility" here means ac-
cess to effects which are proportionate to one’s level.
C REATING N EW E FFECTS
The effects list is deliberately incomplete, and might even
contain entries undesirable for your game. Of course you
are in control of what alchemical properties exist in your
own game world, so feel free to add or remove as needed.
In creating new effects, here are a few guidelines for fit-
ting them into this system in a balanced way.
S CALING AN E FFECT
Try to create an effect that can be scaled depending on
the quality of a potion. If dice are involved, change the
number of dice, the die type, or the modifier. If a timed
effect occurs, consider changing the duration - but keep
the intervals simple: one round, one minute, one hour,
etc. If a base numerical effect occurs, simply vary the
amount.
Deciding which potion quality corresponds to what
level of effect can be difficult. If you want to create an
effect that matches or partially matches a spell in the
Player’s Handbook, you are in luck. Look at the min-
imum spell slot level required to cast it. This number
gives an indication of how powerful its base effect is,
which tells us roughly what kind of potion quality it cor-
responds to. Refer to the table Effect Quality by Spell
Level for details. Note there is a bit of overlap, because
spell strengths are a little blurry at times, so please use
your judgement. From here it is just a matter of choosing
what part of the spell to vary with potion quality. Ac-
tually, try and keep the same-level potion a little weaker
than the corresponding spell as this offsets not needing
to expend a spell slot to use it.