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Alchemy Standalone 10

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At a glance
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Some key takeaways about alchemy are that it is used to craft healing potions and other items, it tends to be a quick but risky form of crafting, and proficiency in alchemy supplies can help succeed rolls.

The steps to craft alchemy are to select a potion to craft, acquire materials, use alchemy supplies to craft for the listed hours, and make a crafting roll every 2 hours until the total time is met.

Some risks of alchemy crafting are losing all materials if you fail 3 rolls in a row, crafting progress is lost if failing rolls are not consecutive, and reactive ingredients shorten shelf life.

 

A unique attribute to alchemy, potions once crafted have a


Alchemy is a crafting art that almost all adventures have
shelf life of 1 year before coming expired. This shelf life is
some degree of interest in the results of. The source of the
shortened to 1 month if the potion contains any reactive
ever in demand Healing Potions, it is a versatile trade that
ingredient.
fuels (sometimes quite literally) the adventuring life.
If an expired potion is used or consumed within double its
It doesn't take many experiences with the powers of
shelf life, roll a d4. On a 1, you become poisoned for 1 minute.
potions for an adventure to consider if they can get away with
On a 2 or 3, the potion will work with reduced effect; it's
simmering a healing potion next to the stew over that night's
duration will be halved if it had a duration, and damage or
cooking fire... of course it's easier said than done for the
healing it dealt with by halved. On a 4, it works as expected.
result of such things to come away not poisonous.
Any potion that is older than twice its shelf life has no
Alchemy tends to be a very quick form of crafting, but with
effect besides causing the imbiber to become poisoned for 1
this comes additional risks with most crafts resting on a
minute.
single roll, and failure resulting in the loss of all materials.

Although taking that chance is frequently worth it during a

busy adventuring season, consider the "Taking 10" option



outlined in the craft introduction when speed is not of the Putting that together means that when you want to work on

essence. Alchemy, your crafting roll is as follows:

Alchemy Modifier = your Alchemy Supplies tool proficiency

'
Kibbles Crafting System
bonus + your Intelligence or Wisdom modifier (your choice).

This is a standalone piece of Kibbles' Crafting Success and Failure


System. For blacksmithing, enchanting, cooking,
leatherworking, and more, get the full system at For Alchemy, after you make the crafting roll and succeed

https://www.patreon.com/KibblesTasty for $1. marks your progress on a crafting project. If you succeed, you

make 2 hours of progress toward the total crafting item (and

have completed one of the required checks for making an


item). Checks for Alchemy must be consecutive, meaning that

if you wish to continue after a failed craft, you need to extend

Though the page count may lead one to believe the process is your crafting time.

complicated, that comes down to specificity, and largely exists Failure means that no progress is made during that time.

only for reference. The core loop of crafting is quite simple Once an item is started, even if no progress is made, the

and easy to follow: components reserved for that item can only be recovered via

salvage. If you fail three times in a row, all progress and

Select a potion that you would like to craft from the materials are lost and can no longer be salvaged.

"Potions Crafting Table".

Acquire the items listed in the materials column for that 
potion.
Some alchemical creations trigger a saving throw. In
Use your Alchemy Supplies tool to craft the potion using
instances that they do, the following is the formula for
the number hours listed in the Crafting Time column, or
calculating the saving throw. The saving throw is calculated
during a long rest using the crafting camp action if the
at the time of creation based on the creators attributes and
crafting times is 2 hours or less. Alchemy items must be
proficiency, and does not change once it is created.
crafted in a single session.

For every 2 hours, make a crafting roll of 1d20 + your


Alchemy DC = 8 + your Alchemy Supplies tool proficiency
Intelligence or Wisdom modifier (your choice) + your
bonus + your Intelligence or Wisdom Modifier (your choice).
proficiency bonus with Alchemy Supplies. You can abort

the craft after a bad crafting roll if you wish, this counts as

a failure.
'
Herbalist s Limited Alchemy
On success, you mark 2 hours of completed time. Once
While herbalism is primarily used for gathering
the completed time is equal to the crafting time, the magic
herbs, a creature with proficiency with Herbalism
item is complete. On failure, the crafting time is lost and
Kits has a limited proficiency in creating potions in
no progress has been made during the 2 hours. If you fail
addition to gathering herbs. You can use
3 times in a row, the crafting is a failure and all materials proficiency with an Herbalism Kit in place of
are lost. Alchemy supplies when creating healing potions,
antidotes, antitoxins, and potions of poison.
 When crafting in this way, you use an Herbalism
Kit and proficiency with it in place of Alchemy
Alchemy works using Alchemy Supplies. Attempting to craft
Supplies. This crafting otherwise works the same as
a potion without these will almost always be made with
using Alchemy Supplies.
disadvantage, and proficiency with these allows you to add
You can add additional reagent modifiers when
your proficiency to any alchemy crafting roll. crafting in this way.
Alchemy uses your choice of your Intelligence or Wisdom

modifier.

2
 Taking 10

All items have a crafting time measured in hours. Crafting is When you craft something, double the crafting period (from 2

completed in 2 hour chunk. A crafting roll is made every 2 hours to 4 hours per check) to "take a 10" on the crafting roll,

hours. For each two hours, make a crafting roll. meaning that your crafting checks are 10 + your related

On success, you mark 2 hours of completed time. Once the ability score + your related tool proficiency. This provides a

completed time is equal to the crafting time, the item is floor level that you can always succeed on if you choose to

complete. On failure, the crafting time is lost and no progress take your time.

has been made during the 2 hours.

If you fail three times in a row, the crafting is a failure

and all materials are lost. NPC Crafting

It should always be assumed that when NPCs are


 crafting, they take this option, and thus craft more
During a long rest, you can make up to 2 hours of progress slowly but reliably. The slap-dash speed crafting is
during a crafting project if you do nothing else during the largely the domain of the players, though at the
long rest besides craft and sleep. During this time, you have
DM's discretion the players may convince a NPC to
disadvantage on any Wisdom (Perception) checks and a -5 to
craft faster assuming the risk of their materials.
all Passive Perception checks as you are focused on your

craft.

You can make 2 hours of progress on any crafting project

by taking this camp action. For most projects, this progress



can be banked completing the project 2 hours at a time. For Without materials, there is nothing to craft from. Crafting

some types of crafting, like alchemy, you cannot make does not make things from thin air, it makes more useful

incremental progress, but you can continue for 2 additional things from less useful things. Gathering the materials will be

hours of crafting before or after a long rest in which you took the essential first step in any job. Materials are generally

the camp action "craft" to get 4 hours (for example). found in three ways.

Loot & Salvaging: Nothing is useless when you have a party

of crafters. One of the main sources of materials will be the


Camp Actions
things you find - nothing is useless when you have an expert
A recommended system is the Kibbles Camp
Actions which can be found here and provide more craftsman in the party.

formalized rules for how to make use of your time


Gathered & Harvesting: How something is gathered varies
during a long rest.
on the profession - in many cases, it can only be gathered

when the opportunity arises. Harvesting and Gathering rules

can be found at the end of the document.

 Purchasing: Rarely will everything you need to craft what

you want fall into you hands without the assistance of the
Each profession lists the related ability modifier and tool
oldest and most powerful tool of any craftsman - money.
used to calculate your crafting roll modifier. In many cases,
When you don't have what you need, frequently you can buy it.
attempting to craft without the applicable tool is impossible.
For some professions, there will be a lot more materials that
Your DM may allow improvised tools, and in that case the
can be purchased, while others will rely more on the other
check is made with disadvantage.
routes.
Beyond the tool, most branches of crafting require a heat

source, alchemy requires a heat source. This can range for a

laboratory set up to a simple camp fire.


Selling and Buying Materials

Expertise In general, the buying price of a material is it's


Features that grant tool expertise (the ability to add twice
listed value, and its selling price is usually half of
that to an interested property.
your proficiency bonus to ability checks made with a tool) are
Between negotiation, market fluctuation, and
calculated into your crafting roll modifier, but do not add to
DM moods, you may get better or worse prices.
an the calculated DC the effects of that item have.
Note that many materials are simply junk to a party
that does not have a use for them, and will only sell
Temporary Bonuses
to interested parties that can use or resell them.
A crafting roll is a special type of ability check and you cannot Threatening to burn down a merchant's shop
add temporary bonuses to your roll (such as Bardic because they will not offer you the listed price may
Inspiration or the spell guidance) as the crafting roll result in an Intimidation check, but does not
represents the entire time you spend working the item. change market realities and is typically not
You can gain can advantage if another player with
beneficial to your reputation - most merchants that
proficiency in the related tool helps for the whole crafting
have the gold to buy and sell expensive materials
time.
have dealt with adventurers before and are not
easily intimidated.

3
 
While reagents are substances that contain a glimmer of
 magical power that can be harnessed through refinement,

Essences are more purified forms of magical power.


Reagents are huge range of things; most often they are plants
These come in three types: Arcane, Divine and Primal as
that contain some magical essence, but almost as frequently
well as in the five normal rarities (common, uncommon, rare,
they are harvested from various magically inclined monsters.
very rare, and legendary). These essences are the pure stuff
The exact source of a reagent usually does not matter beyond
of magic that makes things work.
defining its type, as the part of the reagent used is the

fragment of magic contained within that is distilled out. You can get these by rendering down magical reagents,

salvaging magic items, harvesting them from magical


Reagents are the There are many different ways to make a
monsters, or through the hard work of spell casters. Or you
potion. Consequently, the materials are sorted into
can find them as loot from people that have already done one
categories. These categories include curative, reactive, and
of those harder steps. The rules for rendering them down
poisonous. These each come in the standard material
from materials are contained within each branch of crafting,
rarities: common, uncommon, rare, very rare, and
while the rules for creating them yourself are under
legendary.
Enchanting, as it is their domain and skill set needed to do
Reagents cannot be salvaged once they have been
so.
combined into another form (such as potions, essences, or
While all branches occasionally use essences when extra
ink).
magical power is needed, they are the primary material of

Enchanters, and their pricing can be found in that section.

Essences can be found as loot during the courses of your


Interchangeable Reagents
adventures, but can also be harvested (from monsters),
All curative, reactive, and poisonous ingredients are
interchangeable. This is intentional to drastically salvaged (from magical equipment), synthesized (from

simplify the crafting process and tracking thereof. reagents), or created from the raw power of a spell caster,

Individual names are included only to deepen the though the method is long and arduous.

immersion of the finding and buying ingredients,


and can be treated as interchangeable by their label Salvaging Essences

if preferred. You also may be able to salvage magical essence from

unwanted or broken magical items, though such a

reclamation process can be difficult, and rarely results in

more than a fraction of the essence infused into the original

item. An item returns one essence equal to its rarity when

harvested. The process takes 2 hours to complete, and does

not work if the item is currently attuned to any creature. An

essence can only be salvaged from permanent magic items; a

permanent magic item is one that recharges or does not have

a limitation on its charges or uses. A magic item with charges

or uses can only be salvaged while it is at full charges or uses.

The item becomes nonmagical after the essence is

salvaged from it. If it required magic to function or exist, it is

destroyed.

Synthesizing Essences

In addition to harvesting essences from magical monsters

fully intact, a more approachable and incremental way is to

combine several reagents to get an essence. You have to

combine three reagents of the same rarity to gain one

essence of that rarity. You can combine essences in the

following ways:

Essence Component Reagents


Arcane 1 curative, 1 poisonous, 1 reactive
Primal 3 reactive
Divine 2 curative, 1 reactive

This process takes 4 hours, and requires alchemy supplies

and a heat source.

4

Magical Materials

Materials Rarity Used For Price


Common Reagent Common Alchemy, Poisoncraft 15 gp
Glass Vial Common Alchemy, Poisoncraft 1 gp
Glass Flask Common Alchemy, Poisoncraft 1 gp
Crystal Vial Common Alchemy 10 gp
Common Essence Common Alchemy, Enchanting, Scroll Scribing, Wand Whittling 45 gp
Common Magical Ink Common Scroll Scribing 15 gp
Uncommon Reagent Uncommon Alchemy, Poisoncraft 40 gp
Uncommon Essence Uncommon Alchemy, Enchanting, Scroll Scribing, Wand Whittling 150 gp
Rare Reagent Rare Alchemy, Poisoncraft 200 gp
Rare Essence Rare Alchemy, Enchanting, Scroll Scribing, Wand Whittling 700 gp
Very Rare Reagent Very Rare Alchemy, Poisoncraft 2,000 gp
Very Rare Essence Very Rare Alchemy, Enchanting, Scroll Scribing, Wand Whittling 7,000 gp
Legendary Reagent Alchemy, Poisoncraft Alchemy, Poisoncraft 5,000 gp
Legendary Essence Legendary Alchemy, Enchanting, Scroll Scribing, Wand Whittling 25,000 gp

5
Standard Potions Crafting Table

Crafting
Name Materials Checks Difficulty Rarity Value
Time
2 common reactive reagent
Alchemical AcidK 1 common poisonous reagent 1 hour 1 DC 13 Common 50 gp
1 glass flask
3 common reactive reagent
Alchemical FireK 1 hour 1 DC 13 Common 50 gp
1 glass flask
3 common reactive reagent
Alchemical NapalmK 1 common curative 2 hours 1 DC 14 Common 70 gp
1 glass flask
2 common curative reagent
Antitoxin 1 common poisonous reagent 1 hour 1 DC 13 Common 50 gp
1 glass vial
2 common reactive reagents
Bottled WindK 1 hour 1 DC 14 Common 40 gp
1 glass flask
2 common reactive reagents
Burning OilK 1 hour 1 DC 13 Common 40 gp
1 glass vial
3 common curative reagent
Healing Potion 1 hour 1 DC 13 Common 50 gp
1 glass vial
1 common reactive
1 common poisonous
Potion of Climbing 1 hour 1 DC 14 Common 85 gp
1 uncommon reactive
1 glass vial
2 uncommon reactive reagent
Potent Alchemical AcidK 1 uncommon poisonous reagent 1 hour 1 DC 15 Uncommon 140 gp
1 glass flask
2 uncommon reactive reagents
Flametongue OilK 1 common arcane essence 1 hour 1 DC 16 uncommon 170 gp
1 glass vial
1 uncommon poisonous reagent
Dust of Dryness 4 hours 2 DC 16 Uncommon 200 gp
3 uncommon reactive reagents
Either (a) 1 finely shredded scroll of web
K or (b) 2 uncommon poisonous reagents
Sticky Goo Potion 2 hours 1 DC 14 Uncommon 140 gp
1 uncommon reactive reagent
1 glass flask
3 uncommon reactive reagent
Potent Alchemical FireK 1 hour 1 DC 15 Uncommon 140 gp
1 glass flask
2 common reactive
1 common poisonous
Potion of Animal
1 uncommon curative 1 hour 1 DC 13 Uncommon 145 gp
Friendship
1 primal common essence
1 glass vial
1 common reactive reagent
Potion of Firebreath 1 uncommon reactive reagent 2 hours 1 DC 15 Uncommon 75 gp
1 glass vial
1 common reactive reagent
1 uncommon curative reagent
Potion of Growth 2 hours 1 DC 14 Uncommon 115 gp
1 uncommon reactive reagent
1 glass vial
1 common curative reagent
Greater Healing Potion 2 uncommon curative reagent 2 hours 1 DC 15 Uncommon 120 gp
1 glass vial
1 common poisonous
65
Potion of Poison 1 uncommon poisonous 1 hour 1 DC 13 Uncommon
gold
1 glass vial

6
Standard Potions Crafting Table (Cont)

Name Materials Crafting Time Checks Difficulty Rarity Value


1 uncommon primal essence
1 uncommon reactive reagent
Potion of Resistance 2 hours 1 DC 15 Uncommon 240 gp
1 common curative reagent
1 glass vial
1 common reactive
1 uncommon poisonous
Potion of Water Breathing 2 hours 1 DC 15 Uncommon 120 gp
1 uncommon reactive
1 glass vial
1 uncommon primal essence
Potion of Hill
1 uncommon reactive reagent 4 hours 2 DC 15 Uncommon 260 gp
Giant Strength
1 uncommon curative reagent
1 uncommon reactive
1 uncommon poisonous
1 rare curative
Potion of Clairvoyance 2 hours 1 DC 16 Rare 570 gp
1 rare reactive
1 arcane common essence
1 glass vial
1 uncommon curative
1 uncommon reactive
Potion of Gaseous Form 1 rare curative 2 hours 1 DC 16 Rare 560 gp
1 rare reactive
1 glass vial
1 uncommon curative
1 rare curative
Potion of Diminution 2 hours 1 DC 15 Rare 480 gp
1 rare poisonous
1 glass vial
1 uncommon curative
1 uncommon reactive
1 rare curative
Potion of Heroism 2 hours 1 DC 15 Rare 480 gp.
1 rare reactive
1 common divine essence
1 glass vial
1 uncommon poisonous
1 uncommon reactive
Potion of Mind Reading 1 rare poisonous 2 hours 1 DC 16 Rare 550 gp
1 rare reactive
1 glass vial
2 rare reactive reagent
Powerful Alchemical AcidK 1 rare poisonous reagent 2 hours 1 DC 17 Rare 690 gp
1 glass flask
3 rare reactive reagent
Powerful Alchemical FireK 2 hours 1 DC 17 Rare 690 gp
1 glass flask
2 uncommon curative
Superior Healing Potion 2 rare curative 4 hours 2 DC 15 Rare 525 gp
1 glass vial
1 rare reactive reagent
Draught of DamnationK 1 rare poisonous reagent 4 hours 2 DC 16 Rare 680 gp
1 uncommon arcane essence
1 uncommon curative
1 rare curative
Supreme Healing Potion 2 very rare curative 4 hours 2 DC 18 Very Rare 5000 gp
1 uncommon divine essence
1 crystal vial
1 rare poisonous
2 very rare reactive
Oil of Sharpness 4 hours 2 DC 19 Very Rare 5,200 gp
300 gold of precious metal flakes.
1 crystal vial
Standard Potions Crafting Table (Cont)

Name Ingredients Crafting Time Checks Difficulty Rarity Value


2 uncommon reactive
2 rare curative
2 very rare reactive
Potion of Flying 4 hours 2 DC 19 Very Rare 5,500 gp
1 uncommon primal essence
1 uncommon arcane essence
1 crystal vial
2 uncommon reactive
2 rare curative
Potion of Invisibility 1 very rare reactive 4 hours 2 DC 19 Very Rare 5,200 gp
1 very rare curative
1 crystal vial
2 uncommon reactive
2 rare reactive
1 very rare reactive
Potion of Speed 4 hours 2 DC 20 Very Rare 6150 gp
1 very rare curative
1 rare arcane essence
1 crystal vial
1 legendary reactive reagent
Potion of 1 legendary curative reagent
8 hours 4 DC 23 Legendary 25,000 gp
Storm Giant Strength 1 very rare primal essence
1 crystal vial

Explosives

Name Ingredients Crafting Time Checks Difficulty Rarity Value


Packet of Blasting Powder 2 common reactive reagent 2 hours 1 DC 14 Common 40 gp
Smoke Powder 2 common reactive regent 2 hours 1 DC 15 Common 40 gp
2 packets blasting powder
Simple Explosive 2 hours 1 DC 15 Common 120 gp
1 common reactive reagent
4 packets blasting powder
Potent Explosive 2 hours 1 DC 17 Uncommon 250 gp
1 common reactive reagent
3 parts
Nail Bomb 2 uncommon reactive reagent 2 hours 1 DC 17 Uncommon 275 gp
1 packet of blasting powder
8 packets blasting powder
Powerful Explosive 4 hours 2 DC 19 Rare 750 gp
1 rare reactive reagent
1 flask of alcohol
Dwarven Alcohol 1 common reactive reagents 8 hours 4 DC 12 Common 20 gp.
1 sturdy metal flask

Magical Ink

Name Ingredients Crafting Time Checks Difficulty Rarity Value


2 common alchemical reagent
Common Magical Ink 2 hours 1 DC 10 Common 30 gp
1 glass vial
2 uncommon alchemical reagent
Uncommon Magical Ink 2 hours 1 DC 12 Uncommon 80 gp
1 glass vial
2 rare alchemical reagent
Rare Magical Ink 2 hours 1 DC 14 Rare 400 gp
1 glass vial
2 very rare alchemical reagent
Very Rare Magical Ink 4 hours 2 DC 16 Very Rare 4,000 gp
1 glass vial
2 legendary alchemical reagent
Legendary Magical Ink 8 hours 4 DC 18 Legendary 10,000 gp
1 glass vial

8
Magical Dust

Name Ingredients Crafting Time Checks Difficulty Rarity Value


1 handful of sand
1 common arcane essence
Dust of Disappearance 4 hours 2 DC 15 uncommon 130 gp
2 common reactive reagent
1 common curative reagent
1 handful of sand
1 common primal essence
Dust of Dryness 4 hours 2 DC 14 uncommon 100 gp
1 common reactive reagent
1 common poisonous reagent
1 uncommon poisonous reagent
Dust of Sneezing and Choking 1 common reactive reagent 4 hours 2 DC 14 uncommon 95 gp
1 common poisonous reagent

Misc.

Name Ingredients Crafting Time Checks Difficulty Rarity Value


1 common divine essence
Restorative Ointment 2 uncommon curative reagent 8 hours 4 DC 15 uncommon 250 gp
3 common curative reagents
1 legendary curative reagent
Sovereign Glue 1 legendary reactive reagent 16 hours (2 days) 8 DC 22 legendary 25,000 gp
1 very rare divine essence
1 legendary poisonous reagent
Universal Solvent 1 legendary reactive reagent 16 hours (2 days) 8 DC 22 legendary 25,000 gp
1 very rare primal essence

9


Potion, rare This stick red liquid has a living viscosity to it,

churning slow within the flask. When you trink this potion,

you become a fiend (as if by shapechanged for 1 hour). The

type of fiend you become is determined by your level. The

new form is a random fiend with a Challenge Rating equal to

your level, up to a maximum of 10. If there are multople

options at that Challenge Rating, roll to determine which

option is selected).

When the effect ends and revert to your normal form, you

take 1d6 necrotic damage equal to the CR of the fiend who's

form you assumed as the toxins of pure evil attempt to

destroy your body before relinquishing control of it. If this

damage kills you, your soul is dragged to the realm of the

fiends by malignant will of the fiend.


Potion, common

You regain 2d4 + 2 Hit Points when you drink this potion.

The potion's red liquid glimmers when agitated.

Quality Rarity Hit Points Restored


Common Common 2d4 + 2 
Greater Uncommon 4d4 + 4 Potion, rare

Superior Rare 8d4 + 8 When you drink this potion, you gain the “reduce” effect of

Supreme Very Rare 10d4 + 20 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
Potion, uncommon
process.

When you drink this potion, you can cast the animal

friendship spell (save DC 13) for 1 hour at will.



Potion, very rare
A murky, muddy potion, it leaves various animal shapes

and tracks on the side of the container as it swirls.


When you drink this potion, you gain a flying speed equal to

your walking speed for 1 hour and can hover. If you're in the
 air when the potion wears off, you fall unless you have some
Potion, rare
other means of staying aloft. This potion’s clear liquid floats

at the top of its container and has cloudy white impurities


When you drink this potion, you gain the effect of the
drifting in it.
clairvoyance spell. An eyeball bobs in this yellowish liquid but

vanishes when the potion is opened.



 Potion, uncommon

Potion, uncommon
After drinking this potion, you can use a bonus action to

exhale fire at a target within 30 feet of you. The target must


When you drink this potion, you gain a climbing speed equal
make a DC 13 Dexterity saving throw, taking 4d6 fire damage
to your walking speed for 1 hour. During this time, you have
on a failed save, or half as much damage on a successful one.
advantage on Strength (Athletics) checks you make to climb.
The effect ends after you exhale the fire three times or when
The potion is separated into brown, silver, and gray layers
1 hour has passed. This potion's orange liquid flickers, and
resembling bands of stone. Shaking the bottle fails to mix the
smoke fills the top of the container and wafts out whenever it
colors.
is opened.

10

Potion, rare

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, rare

When you drink this potion, you gain the “enlarge” effect of

the enlarge/reduce spell for 1d4 hours (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. Shaking the bottle fails to interrupt this process.


Potion, rare

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 of the bless spell (no concentration required). This blue

potion bubbles and steams as if boiling.


 Potion, rare

Potion, very rare


When you drink this potion, you gain the effect of the detect

This potion’s container looks empty but feels as though it thoughts spell (save DC 13, no concentration required) for 1

holds liquid. When you drink it, you become invisible for 1 hour. The potion’s dense, purple liquid has an ovoid cloud of

hour. Anything you wear or carry is invisible with you. The pink floating in it.

effect ends early if you attack or cast a spell.


 Potion, uncommon

Potion, uncommon
This concoction looks, smells, and tastes like a potion of
When you make this potion, you can make it resist one
healing or other beneficial potion. However, it is actually
particular image type. For Necrotic or Radiant resistance,
poison masked by illusion magic. An identify spell reveals its
substitute an uncommon divine essence for the primal
true nature.
essence. For Force resistance, substitute an uncommon

arcane essence. For psychic, substitute an uncommon psionic If you drink it, you take 3d6 poison damage, and you must

essence. succeed on a DC 13 Constitution saving throw or be

poisoned. At the start of each of your turns while you are


The color of the potion depends on what kind of resistance
poisoned in this way, you take 3d6 poison damage. At the end
it is, often having that element swirling within it.
of each of your turns, you can repeat the saving throw. On a
When you drink this potion, you gain resistance to the
successful save, the poison damage you take on your
selected damage type of the potion for 1 hour.
subsequent turns decreases by 1d6. The poison ends when

 the damage decreases to 0.

Potion, very rare

When you drink this potion, you gain the effect of the haste

spell for 1 minute (no concentration required). The potion’s

yellow fluid is streaked with black and swirls on its own.


Potion, uncommon

You can breathe underwater for 1 hour after drinking this

potion. Its cloudy green fluid smells of the sea and has a

jellyfish-like bubble floating in it.

11
 Quality Rarity Fire Damage

 Common Common 2d10


Concoction, common Potent Uncommon 3d10
A small flask of burbling acid, a strange hissing green viscous Powerful Rare 4d10
liquid. It deals 4d4 acid damage when poured on an object.

Can be used as a simple ranged weapon with the thrown 


(20/60) property, dealing 4d4 acid damage on hit. You do not Concoction, common

add your modifier to the damage roll.

A vicious sticky flammable substance. It deals 3d4 fire

Quality Rarity Acid Damage damage when poured on an object. Can be used as a simple

ranged weapon with the thrown (20/60) property, dealing 3d4


Common Common 4d4 fire damage on hit. You do not add your modifier to the

Potent Uncommon 6d4 damage roll.

On hit, the target creature or object continues to burn for


Powerful Rare 8d4 one minute, taking 1d4 fire damage at the start of their turn

(or at the start of your turn for an object without a turn) until

 a creature spends an action to put the flames out.

Concoction, common


A small flask of volatile orange liquid. It deals 2d10 fire Concoction, common
damage when poured on an object. Can be used as a simple
As an action, you can open this casting gust without verbal
ranged weapon with the thrown (20/60) property, dealing
or somatic components. Alternatively, you can breath from it,
2d10 fire damage on hit. You do not add your modifier to the
letting out only a little bit at a time, breathing directly from
damage roll.
the bottle, but each time you must make a DC 5 athletics

checks. On failure, you cast gust as above and all the air is

lost. You can get 10 minutes of breathable air from one bottle.


Concotion, common

When broken and exposed to air, it creates a very sticky

rapidly expanding web like foam, with the effect of the spell

web centered on where the flask breaks. You can reliably

throw the flask to a target point within 30 feet, shattering it

on impact.



Oil, common

As an action, you can coat a weapon in this oil and ignite it.

For 1 minute, the ignited weapon burns, dealing an additional

1d4 fire to attacks made with it, and providing bright light in

a 20-foot radius and dim light for an additional 20 feet.


Oil, uncommon

As an action, you can coat a weapon in this oil and ignite it.

For 1 minute, the ignited weapon burns, dealing an additional

2d6 fire to attacks made with it, and providing bright light in

a 20-foot radius and dim light for an additional 20 feet.


Oil, very rare

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.

12
 When ignited by 1 or more fire or lightning damage, it

releases a blast of thick black smoke that fills a 20 foot

 radius. Everything in this smoke is heavily obscured for 2d4

rounds. At the start of your next turn after the number of


Explosive, common
rounds rolled, the smoke begins to fade leaving everything
A fine grey powder with large grains and the faint smell of
within the radius lightly obscured, and it clears completely at
sulfur and charcoal that comes in small packets weighing 1/2
the start of your next after that.
pound.
Additionally uses of the smoke powder extend the duration
When ignited by 1 or more fire or lightning damage, it
of heavy obscurement for an additional 1d4 rounds.
explodes violently. All creatures within 10 feet of it must

make a DC 14 Dexterity saving throw. On failure, they take

1d4 fire + 1d4 thunder damage, or half as much on a success.



Explosive, common/uncommon/rare
The amount of damage increases by 1d4 (both the fire and
A bundled explosive alchemical preparation. It can be
thunder) and the radius increases by 5 feet for each
detonated by dealing 1 fire or lightning damage to it. As an
additional packet of Blasting Powder detonated in the same
action, a packet of this explosive can be accurately thrown 20
spot, up to a maximum of five packets. Deals double damage
feet, but will not detonate on impact (usually). When it
to buildings and structures. Creatures in range of more than
detonates, all creatures within 10 feet (for common) of the
one stack of up to 5 explosives at the same time take damage
target point must make a Dexterity saving throw with a DC
only from the highest damage effect.
equal to the crafter's Alchemy DC. On failure, they take 1d8 +

1d8 thunder damage, or half as much on a success.

Frequently used for mining and other responsible Creatures in range of more than one explosive take damage

things... until adventurers get their hands on it. only from the highest damage effect.

Name Radius Damage


 Common 10 feet 1d8 fire + 1d8 thunder.
Explosive, uncommon
Potent 15 feet 2d8 fire + 2d8 thunder.
A brutal instrument, this mixes explosive powder and nails

to create a devastating fragmentation device. An exceedingly Powerful 20 feet 4d8 fire + 4d8 thunder.
dangerous device. Heavier and more deadly than other

explosives, the primary damage comes from the metal You can fuse your explosives. When fused, intentionally

shrapnel (nails) flung in all directions. It can be detonated by dealing fire damage to the explosives (or otherwise lighting

dealing 1 fire or lightning damage to it. As an action, a packet the fuse) causes it to detonate on a delay, selected from: short

of this explosive can be accurately thrown 20 feet, but will not (the end of your turn), medium (the start of your next turn),

detonate on impact (usually). When it detonates, all creatures and long (2 rounds, at the start of your turn).

within 20 feet (for common) of the target point must make a

Dexterity saving throw with a DC equal to the crafter's 


Alchemy DC. On failure, they take 8d4 piercing damage, or Explosive, uncommon

half as much on a success. A simple construction of a two chambered projectile

You can fuse your explosives. When fused, intentionally (typically made of glass). When you add an Alchemist Fire

dealing fire damage to the explosives (or otherwise lighting and an Explosive to its separate compartments, it becomes

the fuse) causes it to detonate on a delay, selected from: short an incredibly dangerous device. As an action, a character can

(the end of your turn), medium (the start of your next turn), light this bomb and throw it at a point up to 60 feet away.

and long (2 rounds, at the start of your turn). Creatures within the range of the explosive used must make a

Dexterity saving throw against the DC of the explosive used,

 or take damage equal to the explosion + 1d4 piercing damage

Only dwarves really know if the name of this liquid explosive + 1d4 fire damage.

is a joke or not, but must assume it is an acquired taste. An

explosively flammable liquid that comes in a flask, this flask 


can be splashed across a 5 foot square within 5 feet. Once

splashed, it can be ignited by 1 or more fire or lightning 


damage it explodes in a plume of fire, dealing 2d4 fire Component, common/uncommon/rare/very rare/legendary

damage to all creatures within 5 feet of the container, or


Magical ink that is used by Enchanters to create scrolls,
within a square that has been soaked with it.
made by rendering down magical alchemical ingredients.


Explosive, common

A fine grey powder with large grains and the faint smell of

sulfur and charcoal that comes in small packets weighing 1/2

pound.

13

The following are alchemical modifiers that can applied to potion. All alchemical modifiers require approval from the DM if the

modifier will work with a given potion or creation.

Difficulty
Modifier Effect
Modifier
Require two additional reactive reagents of equal rarity to the rarest reagent of the potion. Rather
Aerosol +8 than drinking it, when uncorked or broken (as an action) it effects all creatures in a 5 foot radius as
if they'd consumed it.
Celestial +3 Requires an common divine essence. Adds the effect of lesser restoration to the potion.
Divine +6 Requires an uncommon divine essence. Adds the effect of greater restoration to the potion.
Endothermic +4 Any fire damage the potion does becomes frost damage
Requires an additional reactive reagent. Expands the area of effect of any area of effect the potion
Expansive +5
has by 5 feet.
The effect of the potions becomes shrouded from magic such as identify. You can make the potion
Insidious +3 appear as another potion of the same rarity. Another alchemist can indentify it by making an
Alchemy Check against your Alchemy DC


You can simply load more reagents into any potion, increasing its potency in different ways, though it increases the difficulty. You

can make a "custom potion" simply by using these modifiers with no base potion. When you do so, the base DC is 8.

Additional Reagent Difficult Modifier Effect


Common Curative +2 The potion restores +1d4 hit points when consumed.
Common Reactive +2 The potion deals +1d4 fire damage when shattered (or consumed).
Common Poisonous +2 The potion deals +1d4 poison damage when consumed
Uncommon Curative +3 The potion restores +2d4 hit points when consumed.
Uncommon Reactive +3 The potion deals +2d4 fire damage when shattered (or consumed).
Uncommon Poisonous +3 The potion deals +2d4 poison damage when consumed
Rare Curative +4 The potion restores +3d4 hit points when consumed.
Rare Reactive +4 The potion deals +3d4 fire damage when shattered (or consumed).
Rare Poisonous +4 The potion deals +3d4 poison damage when consumed
Very Rare Curative +5 The potion restores +4d4 hit points when consumed.
Very Rare Reactive +5 The potion deals +4d4 fire damage when shattered (or consumed).
Very Rare Poisonous +5 The potion deals +4d4 poison damage when consumed
Legendary Curative +6 The potion restores +5d4 hit points when consumed.
Legendary Reactive +6 The potion deals +5d4 fire damage when shattered (or consumed).
Legendary Poisonous +6 The potion deals +5d4 poison damage when consumed

14
 
Applicable Targets: Aberration, Constructs, Dragons,
Harvesting and looting are two paths to the same place, but
Monstrosities, Plants, Some Undead
generally depend on what kind of foe the enemy has
A random roll is performed to judge what can be harvested
vanquished and is not collecting the stuff of. Typically
from the monster. For Dragons and Monstrousities, a
humanoid creatures that carry stuff are candidates for the
Wisdom (Medicine) check is required to harvest the
Individual Treasure tables, awhile Aberrations, Beasts,
material without destroying it, for Constructs, an
Dragons, Monstrosities, and Plants are harvesting
Intelligence (Arcana) check is required, and for Plants an
candidates.
Intelligence (Nature) check is required.
If you don't normally provide loot equivalent to default
If a beast is sufficiently magical, poisonous, or vemous, a
treasure tables, you don't need to start providing loot
DM can opt to use the Dragon & Monstrosity table for exotic
equivalient to them using these new tables, simple apply
harvesting, but this should be rare - even a poisonous beast is
these tables as frequently as it makes sense for your game.
usually too mundane for the magical properties of harvested
Remember that you can fully mix and match as it makes
materials, and a beast should always be rolled on the 0-4 CR
sense - you can replace coinage with gems or art pieces, you
table regardess of its CR.
can replace crafting items that wouldn't make sense with
At a DMs discretion, some Undead may be harvested as
coinage, gems, or art pieces, etc. The tables are merely a
well if there is something that would make sense for them
guide and convenience for what sort of range of materials
provide in this manner, in which case the would use an
should come from what sort of creature.
Intelligence (Arcana) check. Undead are less likely to

provide anything of use, simply having a rare chance of


Harvesting
providing arcane essences, though some would consider the
The Harvesting tables replace the Individual Treasure for
use of these essences evil.
Aberration, Beast, Dragon, Monstrosity, and Plant type

creatures.

Double Harvesting
Remnants
If a monster is applicable for both Basic Harvesting
Remnants optional replace the Individual Treasure table for
and Exotic Harvesting, you can perform both, but
creatures that leave behind no body on death, like
the second check rolled has disadvantage on the
Elementals, Celestials, or Fiends (ones that leave behind a
skill check to successfully gather the materials.
body can use the Harvesting table).

Loot

The Loot tables optionally replace the Individual Treasure for



Humanoid type creatures - you can use this table in all cases
Applicable Targets: Celestials, Elementals, Fiends, Some
or in some cases.
Undead

Some creatures typically do not leave behind corpses.

While these most often disappear without a trace, sometimes


Recommendation
they will leave behind a fragment of the magical forces that
I would recommend using the table for all powered them as a remnant, in the form of a reagent or
humanoid enemies, but using the equivalent gold essence. These are less likely to result in a crafting item, but
value for roughly half of enemies to keep gold don't require any check to gather it successfully.
flowing into the PCs pockets while also providing
abundant crafting supplies.
Applying Material Tables

As a DM, never feel compelled to roll on a table if


Hoards you feel it makes sense to do something else. The
Rather than replacing the hoard tables, simple use the tables provide a baseline, but if you feel that it
default hoard table and replace an amount of coins, gems, makes sense of a given monster to leave behind a
and art pieces with crafting materials. This ensures that
given material, simply do so, requiring the check
players are still getting the sort of loot the expect, but also
that seems most appropriate (using the tables as a
fills in new materials into things that would often fill little role
guide if you wish).
beside being converted to coinage at a later date.


Beasts, Dragons, and Monstrosities can be harvested using

Wisdom (Survival) for meat and hides. As a DMs discretion,

a Plant type creature can be harvested for food using the

same DC and amount, but providing common fresh

ingredients instead of meat.

15
Exotic Harvesting (CR 0-4)

d100 DC Dragon & Monstrosity Construct Aberration Undead Plant


01-30 6 -- Parts -- -- --
Common Poisonous Common Reactive Common Poisonous
31-60 8 Fancy Parts --
Reagent Reagent Reagent
Common Reactive Common Curative Common Curative
61-85 8 Fancy Parts --
Reagent Reagent Reagent
Common Primal Common Arcane Common Primal Common Arcane Common Primal
86-00 10
Essence Essence Essence Essence Essence

Exotic Remnants (CR 0-4)

d100 Celestial Fiend Elemental Incorporal Undead


01-50 -- -- -- --
51-80 -- -- Common Reactive Reagent --
81-00 Common Divine Essence Common Arcane Essence Common Primal Essence Common Divine Essence

Exotic Harvesting (CR 5-10)

Dragon &
d100 DC Construct Aberration Undead Plant
Monstrosity
Uncommon
Common Reactive Common Arcane Common Poisonous
01-30 10 Reactive Fancy Parts
Reagent Essence Reagent
Reagent
Uncommon Uncommon
Uncommon Reactive 1d4 Common
31-60 12 Poisonous 1d4 Fancy Parts Poisonous
Reagent Poisonous Reagent
Reagent Reagent
1d4 Uncommon
1d4 Uncommon Uncommon Curative 1d4 Uncommon
61-85 12 1d6 Fancy Parts Curative
Reactive Reagent Reagent Poisonous Reagents
Reagent
Uncommon
Uncommon Primal Uncommon Arcane Uncommon Arcane Uncommon Primal
86-00 14 Arcane
Essence Essence Essence Essence
Essence

Exotic Remnants (CR 5-10)

d100 Celestial Fiend Elemental Incorporal Undead


01-20 -- -- -- --
Common Curative Common Reactive Common Reactive Common Poisonous
21-50
Reagent Reagent Essence Reagent
Uncommon Curative Uncommon Reactive Uncommon Reactive Uncommon Poisonous
51-80
Reagent Reagent Essence Reagent
Common Divine Common Arcane Common Primal Common Arcane
81-90
Essence Essence Essence Essence
Uncommon Divine Uncommon Arcane Uncommon Primal Uncommon Arcane
91-00
Essence Essence Essence Essence

16
Exotic Harvesting (CR 11-16)

Dragon &
d100 DC Construct Aberration Undead Plant
Monstrosity
Uncommon Reactive Uncommon Reactive Uncommon Poisonous Uncommon Poisonous
01-30 12 Esoteric Parts
Reagent Reagent Reagent Reagent
Uncommon Primal Uncommon Psionic Uncommon Arcane Uncommon Primal
31-60 14 1d4 Esoteric Parts
Essence Essence Essence Essence
Rare Reactive Uncommon Arcane Rare Reactive Rare Poisonous
61-80 14 Rare Curative Reagent
Reagent Essence Reagent Reagent
Rare Poisonous Uncommon Arcane Rare Poisonous Uncommon Arcane Rare Poisonous
81-90 14
Reagent Essence Reagent Essnece Reagent
Rare Arcane
91-99 14 Rare Primal Essence Rare Arcane Essence Rare Arcane Essence Rare Primal Essence
Essence
Very Rare Primal Very Rare Arcane Very Rare Arcane Very Rare Arcane Very Rare Primal
00 16
Essence Essence Essence Essence Essence

Exotic Remnants (CR 11-16)

d100 Celestial Fiend Elemental Incorporal Undead


Uncommon Curative Uncommon Reactive Uncommon Reactive Uncommon Poisonous
01-20
Essence Reagent Reagent Reagent
21-50 Uncommon Divine Essence Uncommon Arcane Essence Uncommon Primal Essence Uncommon Arcane Essence
51-80 Rare Curative Reagent Rare Reactive Reagent Rare Reactive Reagent Rare Poisonous Reagent
81-00 Rare Divine Essence Rare Divine Arcane Essence Rare Primal Essence Rare Arcane Essence

Exotic Harvesting (CR 17+)

Dragon &
d100 DC Construct Aberration Undead Plant
Monstrosity
1d4 Rare Reactive 1d4 Rare Reactive 1d4 Rare Poisonous 1d4 Rare Poisonous
01-30 15 1d4 Esoteric Parts
Reagent Reagent Reagent Reagent
31-50 16 Rare Primal Essence Rare Arcane Essence Rare Psionic Essence Rare Arcane Essence Rare Primal Essence
Very Rare Primal Very Rare Arcane Very Rare Arcane Very Rare Arcane Very Rare Primal
51-89 16
Essence Essence Essence Essence Essence
Legendary Primal Legendary Arcane Legendary Arcane Legendary Arcane Legendary Primal
90-00 17
Essence Essence Essence Essence Essence

Exotic Remnants (CR 17+)

d100 Celestial Fiend Elemental Incorporal Undead


01-20 Rare Curative Essence Rare Reactive Reagent Rare Reactive Reagent Rare Poisonous Reagent
21-50 Rare Divine Essence Rare Arcane Essence Rare Primal Essence Rare Arcane Essence
51-69 Very Rare Curative Reagent Very Rare Reactive Reagent Very Rare Reactive Reagent Very Rare Poisonous Reagent
70-89 Very Rare Divine Essence Very Rare Arcane Essence Very Rare Primal Essence Very Rare Arcane Essence
90-00 Legendary Divine Essence Legendary Arcane Essence Legendary Primal Essence Legendary Arcane Essence

17

that biomes table, (making the skill check from the

corresponding line of the table to harvest it) or 1d12 of any

trivial time (making a DC 8 skill check to harvest it)


Many of the materials can simply be found growing in the
The found items then have to be gathered. You can choose
wild, and can be gathered by someone that knows what to
to gather reagents, search for materials, or hunt wild game.
look for and spends the time doing just that. When traveling
Roll a d100 and consult the corresponding table below for
at a slow pace through wilderness for 8 hours or more (i.e.
the relevant biome to determine what is found.
not urban land or farmland) you can make a gathering check,

but have disadvantage on the check to harvest anything


Gather Reagents
found.
Reagents are harvested with making a Wisdom ability check.
If you dedicate 8 hours to gathering without traveling, you

can make two checks (without disadvantage) or find one item


If have an Herbalism kit and are proficient with it, you can

add your proficiency modifier to the roll.


other than an essence of their choice that is available within


Gather Reagents

d100 DC Forest Desert Grasslands Marsh Mountains


01-10 -- -- -- -- -- --
common curative common poisonous
11-30 10 -- -- --
reagent reagent
common curative common reactive common curative common poisonous common reactive
31-50 10
reagent reagent reagent reagent reagent
common poisonous common curative common reactive common curative common curative
51-60 10
reagent reagent reagent reagent reagent
common reactive common poisonous common poisonous common reactive common poisonous
61-70 10
reagent reagent reagent reagent reagent
1d4 common curative 1d2 common reactive 1d2 common 1d4 common 1d2 common
71-80 12
reagents reagents curative reagents reactive reagents reactive reagents
uncommon curative uncommon reactive uncommon curative uncommon uncommon reactive
81-90 14
reagent reagent reagent poisonous reagent reagent
uncommon poisonous uncommon poisonous uncommon reactive uncommon reactive common curative
91-95 14
ingredient ingredient ingredient ingredient ingredient
common primal common arcane common divine common primal common primal
96-00 14
essence essence essence essence essence


Gather Reagents

d100 DC Caves Underdark Graveyards Shore Tundra


01-10 -- -- -- -- -- --
common reactive common poisonous common curative common curative common reactive
11-30 10
reagent reagent reagent reagent reagent
common poisonous common reactive common poisonous common poisonous common curative
31-50 10
reagent reagent reagent reagent reagent
1d4 common 1d4 common 1d4 common 1d4 common 1d4 common
51-60 10
reactive reagent poisonous reagents curative reagents curative reagents reactive reagents
uncommon reactive uncommon poisonous uncommon curative uncommon reactive uncommon curative
61-70 12
reagent reagent reagent reagent reagent
uncommon curative uncommon curative uncommon reactive uncommon reactive uncommon reactive
71-80 12
reagent reagent reagent reagent reagent
common primal common arcane common divine common primal common primal
81-90 14
essence essence essence essence essence
uncommon uncommon poisonous uncommon reactive uncommon reactive uncommmon
91-95 14
poisonous reagent reagent reagent reagent reactive reagent
uncommon primal uncommon arcane uncommon divine uncommon primal uncommon primal
18
96-00 14
essence essence essence essence essence


Artic Locale

Purchase
Name Rarity Description Properties
Price
Cold Snaps Common Frozen berries that burst violently when broken. Reactive 20 gp
Ice Bamboo Common Bamboo formed entirely out of ice, does not melt. Curative 15 gp
Snake Tracks Common A dead looking weed found beneath layers of snow and ice. Poisonous 15 gp
Blizzard Bones Common Bones that have been through three blizzards. Curative 15 gp
Yeti Droppings Common Particularly potent yeti droppings. Poisonous 15 gp
Snowmelt A strange flower that grows up through the snow melting a
Uncommon Reactive 40 gp
Flower patch of it
Unicorn Fur Rare Glistening pure white stalks that grow in sheltered spots Curative 200 gp
Curative,
White Lotus Rare A glistening white flower 300 gp
Poisonous

Desert Locale

Name Rarity Description Properties Purchase Price


Waterdrop Cactus Common A tiny cactus containing a single drop of water. Curative 15 gp
Lighting Sand Common Glassy sand struck by lightning. Reactive 15 gp
Dry Cough Common A gnarled point that looks inedible. Poisonous 15 gp
Morninglord Uncommon A cactus that produces little white flowers in the dawn's light Curative 40 gp
Oasis Bane Uncommon A small root sucks up water and looks edible. Poisonous 40 gp
Blacksand Uncommon A strange black sand, particularly find grains with an odd smell Reactive 40 gp

Forest Locale

Name Rarity Description Properties Purchase Price


Elfmarks Common Small twisting vines with pale flowers. Curative 15 gp
Fairy Steps Common Tiny white flowers in the shape of fairy wings. Curative 15 gp
King's Salvation Common A golden brown root. Curative 15 gp
King's Damnation Common A reddish brown root. Poisonous 15 gp
Catfern Common Green cattail fern. Exotic 15 gp
Silverscale Uncommon Silvery tree bark with a scale like texture. Curative 40 gp
Sweetpetal Uncommon Rose-like flower petals found on the forest floor Poisonous 40 gp
Dyradtears Rare Small blue flowers that grow near dead trees. Curative 200 gp
Divine Laurel Very Rare Golden leaves that glimmer as if gilded. Curative 2,000 gp

Mountains/Caves Locale

Name Rarity Description Properties Purchase Price


Goldbane Common Clumpy yellow powder. Reactive 15 gp
Rare Earth Powders Common Dirt with traces of rare vitamins. Curative 15 gp
Dragongrass Uncommon Red leafy grass. Reactive, Exotic 40 gp
Minebane Uncommon Long black roots that give off smoke. Reactive 40 gp
Crystal Spider Webbing Uncommon Crystalline Webs Poisonous 40 gp

19
Plains Locale

Name Rarity Description Properties Purchase Price


Lightning Roots Common Still living roots from a tree hit by lightning Reactive 15 gp
Hoof Thistle Common Small snaring weeds with an unpleasant thistle Curative 15 gp
Humming Berries Common Small red berries the hum slightly when held Reactive 15 gp
Dried Tar Common Black flakes of sludge like substance Reactive 15 gp
Goldshine Grass Uncommon Strange grass that looks like it is gilded Poisonous 40 gp
Centaur Droppings Uncommon Strange foul smelling mud. Curative 40 gp
Burned Belladonna Uncommon A strange plant that looks like it is burned. Reactive, Poisonous 60 gp

Swamps Locale

Purchase
Name Rarity Description Properties
Price
Drooping Death Common Drooping dead looking ferns. Curative 15 gp
Wartflower Common A sickly yellow flower with strange growths Curative 15 gp
Swamp Oil Common A rainbow sheened oily substance Reactive 15 gp
Hag Trail Uncommon Wilted plants that grow on corpses Poisonous 40 gp
Sad Salvation Uncommon A brilliantly blue flower that grows in decay Curative 40 gp
Watery sludge that seems is burning hot and slightly
Burning Sludge Uncommon Reactive 40 gp
smokes
A pleasantly apple looking fruit that grows on gnarled
Hag Fruit Rare Poisonous 200 gp
trees
Shambling
Rare A seedling that sprouted on a shambling mound. Curative 200 gp
Seedling
Reactive,
Fetid Gas Rare Rare swap gas that smells of sulfur. 300 gp
Poisonous

Coastal Locale

Name Rarity Description Properties Purchase Price


Merweed Common Always damp blue leaves. Curative 15 gold
Rotweed Common Seaweed like weeds that give off an unpleasant smell. Poisonous 15 gold.
Oyster Flowers Uncommon Oyster shaped white and blue flowers with an odd smell. Curative 15 gold.

Exotic Locale

Name Rarity Description Properties Gathering Locale Purchase Price


Elemental Earth Rare Loose soil Poisonous Plane of Earth 200 gold
Elemental Fire Rare Ever burning fire Reactive Plane of Fire 200 gold
Elemental Water Rare Water Curative Plane of Water 200 gold
Apple of Arborea Legendary A golden apple. Curative Arborea 5,000 gold
Spider Queen's Steps Legendary Dark purple flowers. Poisonous Underdark 5,000 gold

20


Monstrosity
Purchase
Monster Rarity Organ Description Properties
Price
Ankheg Acid Poisonous,
Ankheg Common Squishy brown organ prone to leaking green stuff 15 gp
Gland Reactive
Basilisk Uncommon Basilisk Eye Beedy and hard, almost rocklike in texture. Poisonous 40 gp
Pristine Behir Humming with static charge, grinding it can be a
Behir Rare Reactive 200 gp.
Scale hazardous process.
Bulette Uncommon Bulette Liver Fat A giggling gelatin like substance with a grey hue. Curative 40 gp
Ram Horn
Chimera Uncommon Scrapped from the inside of the ram's horn. Curative 40 gp
Marrow
Cockatrice
Cockatrice Common A hideous worm-like thing that is very tough Poisonous 15 gp
Tongue
Darkmantle A small gland that changes color to whatever
Darkmantle Common Poisonous 15 gp.
Pigment Sac surface it is on.
Death Dog Common Unbroken fang Jagged foul smelling fangs. Poisonous 15 gp
A sticky white substance that must be carefully
Ettercap Common Webbing Mass Special 10 gp
handled.
Metalized A heart that has started to turn metallic with iron
Gorgon Uncommon Curative 40 gp
Gorgon Heart shot through it
Grick Common Grick Beak Incredibly hard surface; shiny when polished. Poisonous 15 gp.
Harpy Common Harpy Claws Sort of like very large chicken feet. Poisonous 15 gp.
Curative,
Hydra Uncommon Hydra Blood Syrupy black liquid with a swamp gas smell 40 gp.
Poisonous
Astral Grey
Kraken Legendary A slimy material with strange properties. Reactive 5,000 gp.
Matter
A long vicious looking thing that must be
Manticore Common Pristine Tail Spike Poisonous 10 gp
carefully ground
Medusa Uncommon Hair snake fangs Tiny fangs from the snakes of a medusa's hair. Poisonous 40 gp
Mimic Common Mimic's "Heart" An odd organ that keeps changing shape. Curative 15 gp.
Purple Worm
Very Rare Fang Venom Poison extracted from a Purple Worm's maw Poisonous 2,000 gp
Poison

Elementals
Purchase
Monster Rarity Organ Description Properties
Price
Mud Mephit Common Foul Dust The crusty dried remains of it's head Poisonous 15 gp
Smoke
Common Swirling Soot Little flecks of ash that never quite settle. Reactive 15 gp
Mephit
Stream
Common Steaming Droplets Droplets of water that are never quite cool. Reactive 15 gp
Mephit
Stream
Common Frozen Droplets Droplets of water that never quite thaw. Curative 15 gp
Mephit
Magma
Common Burning Rocks Small rock chips that are painfully hot to the touch. Reactive 15 gp
Mephit
Magmin Common Magmin Charcoal Small pieces of ever warm charcoal. Reactive 15 gp
Fire Snake Common Fire Snake Scales Small red scales that are warm to the touch. Reactive 15 gp
Small beard hairs made of fire. Smells faintly like
Azer Common Flaming Beard Hairs Reactive 15 gp
burning hair.
Gargoyle's Stone
Gargoyle Common A gem like heart. Curative 15 gp 21
Heart
Elementals (cont)

Purchase
Monster Rarity Organ Description Properties
Price
Essence of Tainted
Water Weird Common Brackish water with high surface tension. Poisonous 15 gp
Water
Uncommon Primal
Air Element Uncommon An eddy of every swirling wind magic. Primal Essence 40 gp
Essence
Earth Uncommon Primal
Uncommon An unremarkable looking stone. Primal Essence 40 gp
Element Essence
Uncommon Primal
Fire Element Uncommon Small sourceless fires. Primal Essence 40 gp
Essence
Water Uncommon Primal
Uncommon A cup of water that never dries. Essence 40 gp
Element Essence
Salamander Uncommon Salamander's Tongue A long leathery tongue. Exotic 40 gp
Reactive,
Xorn Uncommon Xorn's Stomach Acid A burbling very acidic substance. 40 gp
Poisonous
A strange rock with veins of crystal
Galeb Duhr Uncommon Duhrian Heart Curative 40 gp
throughout.
Invisible Uncommon Primal An eddy of wind that always swirls
Uncommon Primal Essence 40 gp
Stalker Essence toward you.
Dao Rare Heart A heart shaped stone with dark veins. Primal Essence 200 gp
Djinni Rare Heart A floating blue heart that slowly spins. Primal Essence 200 gp
Efreeti Rare Heart An ever burning coal the size of a fist. Primal Essence 200 gp
Marid Rare Heart A flabby heart that never stops oozing. Primal Essence 200 gp

Dragons

Purchase
Monster Rarity Organ Description Properties
Price
Pseudodragon
Pseudodragon Common A small sharp barb Poisonous 15 gp
Stringer
Wyrmling Common Wyrmling Heart A heart in the color of the wyrmling Reactive, Essence 30 gp
Faerie Dragon
Faerie Dragon Common A small sparkling liver. Poisonous 15 gp
Heart
Wyvern Uncommon Wyvern Stinger Pieces of the wyvern's tail singer. Poisonous 40 gp
A large heart flaring with elemental Reactive, Primal
Young Dragon Rare Dragon Heart 300 gp
power Essence
Shadow Dragon Shadow Dragon An ethereal heart that casts a pitch
Rare Arcane Essence 200 gp
Heart Heart black shadow.
A huge heart flaring with elemental Reactive, Primal
Adult Dragon Very Rare Dragon Heart 3,000 gp
power Essence
Dragon Turtle
Dragon Turtle Very Rare The rubbery flesh from the lung tubes Curative 2,000 gp
Lungs
A massive heart flaring with elemental Reactive, Primal
Ancient Dragon Legendary Dragon Heart 7,500 gp
power Essence

22
Thortron

Supported By Tony Bucher

Creation is made possible by generous patrons: Verixa Okblek

Witasmott
Abeezy
WitchDoctorXera
Abyssal Knight
Wraithkin
Amara
Zaubern
Andrew Keenan Richardson

Andrew Valenti ...and many more!

AndrewRP8023

Angel Gomez 


Austin Fox
All art is commissioned artwork for this document, copyright
Bailey Halsall
KibblesTasty.
BenPriebe

Bigbird Reagents & Essences by Liza Alykova

Billy Greene Potions (All) by Liza Alykova

Brandon Emory Lake Alchemist by Alifka Hammam

Braekin Potionsmith by Trung Tin Shinji

Brendan

C. Dobb 
CovertMuffin
This is a standalone piece of Kibbles' Crafting System. For
Dallas blanch
blacksmithing, enchanting, cooking, leatherworking, and
David Santistevan
more, get the full system at
Dr. Arielpro
https://www.patreon.com/KibblesTasty for $1.
Drowrin

Elijah McGowan

Ethan Hart

Fencing Bucket 
FS-1414
This will be included as part of the full crafting system in
Garion Pankievich
Kibbles' Compendium of Craft and Creation, available for
í
Garr K
preorder in PDF, Softcover (Crafting System Only), and
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Hardcover. Visit www.kthomebrew.com for more information.
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23
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