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Alchemy Expanded

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100% found this document useful (1 vote)
110 views26 pages

Alchemy Expanded

Uploaded by

Tom Miskey
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
  • Introduction
  • Cover
  • Rules on Collecting Components and Crafting Concoctions
  • Alchemical Components
  • Concoctions
  • Miscellaneous Mixtures

by Nazir North

Diabolist Dice presents Alchemy Expanded, a consolidation of rules on crafting alchemical


concoctions, and an introduction to a number of new concoctions to supplement the core 5e
rulebooks.

For new content and product updates, like Diabolist Dice on Facebook.

On the cover: The Alchemical Workshop, by Grace Marten

The cover image, background art, and Diabolist Dice Logo, are original artwork by G. Marten, who retains ownership of
this artwork.

If you wish to use any of the original content of this work for your own publication on the Dungeon Masters Guild, please reference the author (N.
North), publication title and include a link to the product page of this publication on [Link].
For any other requests to use content from this publication, for example to host it on your YouTube channel or website, you can contact the author
directly at: nazirnorth@[Link]
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon
Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the
Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected
under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont,
CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Not for resale. Permission granted to print or photocopy this document for personal use only.

1
Using this Book
Collecting raw materials and crafting items
can be one of the most rewarding
experiences for a player character. Certain
components may be extremely rare, or
dangerous to collect, setting off a chain of
adventures to obtain them.
In Dungeons & Dragons 5e the rulebooks
do not go into a great amount of detail on
crafting, leaving the finer points up to the
dungeon master, to rule at their discretion.
However, when a player or party takes a keen
interest in alchemy, perhaps making it a key
part of their background, what information
should the DM use? Rules on alchemy are
spread out across several books, in different
sections, and they generally offer very little in
the way of variety.
This book brings together the core rules
for alchemical crafting from the Player’s
Handbook, Dungeon Master’s Guide, and
some smaller elements which are expanded
upon in Xanathar’s Guide to Everything.
In addition, this book introduces rules on
component collection, as well as a list of
components (a mix of both real-world and
fictional components) which you can add to
your campaign setting. Each component has a
preferred climate, alchemical properties, and
examples of the concoctions it is used in.
Potions and poisons from the DMG are
listed in this book. These are supplemented
with an array of new concoctions, created
specifically for this book.

2
Rules on Collecting component (how to identify it, and where to
find it), the environment (are they looking in
Components and Crafting the right place?), and the rarity of the
Concoctions component. On a failed check, the player may
fail to spot a component, accidentally destroy
it, or even poison themselves with it.
Collecting or Buying Components Some components have specific skill
Each concoction requires specific checks or saving throws which need to be
components to create. Each component has a made when attempting to harvest them.
cost in gp. If available to buy, players can Where this is the case, these checks are
purchase what they need. However, certain described against the component in the
components may be more difficult to obtain, Alchemical Components section of this book.
or it may simply be easier and cheaper to Magical or very rare components may not
collect them from their source. be easy to harvest, in downtime or
During downtime, players can spend their otherwise. The DM may determine that a
time searching the wilds for the components quest is required to obtain these.
they need. Below is a guide on how much of Poisons that are harvested directly from
the desired component they can acquire, poisonous or venomous creatures also have
assuming they are looking in the correct their own specific rules, which can be found
place. This applies to plant-based in the DMG (in the section on Poisons).
components, such as flowers, or naturally Where a poison is harvested directly from a
occurring minerals, such as salt. An Herbalism poisonous or venomous creature, the poison
Kit (described in the next section) is required doesn’t need to be crafted, as it will retain its
to collect most plant-based components. potency in its base form if successfully
Specialised equipment may also be needed harvested from the creature in question.
for certain materials, such as a pickaxe where Harvesting poison from a creature requires it
mining is required. This is at the DM’s to be incapacitated or dead (but not for so
discretion. long that it has begun to decay). This process
Players can collect 2 gp worth of requires a Poisoner’s Kit and takes several
components per character level per day. They minutes to perform. A DC 20 Intelligence
only collect half as much if they are not (Nature) check is required by the harvester to
proficient in the required skill (Animal successfully acquire a single dose of the
Handling for animal-based components, poison, adding their proficiency bonus to the
Nature for plant-based components, or roll if they are proficient with the Poisoner’s
Survival for naturally occurring minerals). Kit, if they aren’t already proficient in Nature.
During active roleplay (not in downtime), On a failed check, the harvester is unable to
the DM may ask the player to make a skill extract any poison from the creature. On a
check to find or collect an alchemical failure on the check by 5 or more, the
component. The DM chooses the skill based harvester accidentally exposes themselves to
on the context, the type of component, and the effects of the poison.
the method suggested by the player for
collecting it. This is likely to be one of the
Toolkits
following skills: Animal Handling, Arcana,
There are three core sets of tools involved
Investigation, Medicine, Nature, Perception,
in the creation of alchemical concoctions.
or Survival.
These are: Alchemist’s Supplies, the
The DM determines the DC based upon
Herbalism Kit, and the Poisoner’s Kit. Each of
the following factors: the character’s
these toolkits are detailed below, as they as
experience in collecting similar components
described in the 5e rulebooks.
in the past, their level of knowledge on the
3
remedies and potions. Proficiency with this
Alchemist’s Supplies kit lets you add your proficiency bonus to any
50 gp, 8 lb. ability checks you make to identify or apply
Alchemist’s supplies enable a character to herbs. Also, proficiency with this kit is
produce useful concoctions, such as acids or required to create antitoxin and potions of
alchemist’s fire. healing.
Components. Alchemist’s supplies include Proficiency with an herbalism kit allows
two glass beakers, a metal frame to hold a you to identify plants and safely collect their
beaker in place over an open flame, a glass useful elements.
stirring rod, a small mortar and pestle, and a Components. An herbalism kit includes
pouch of common alchemical ingredients, pouches to store herbs, clippers and leather
including salt, powdered iron, and purified gloves for collecting plants, a mortar and
water. pestle, and several glass jars.
Arcana. Proficiency with alchemist’s Arcana. Your knowledge of the nature and
supplies allows you to unlock more uses of herbs can add insight to your magical
information on Arcana checks involving studies that deal with plants and your
potions and similar materials. attempts to identify potions.
Investigation. When you inspect an area Investigation. When you inspect an area
for clues, proficiency in alchemist’s supplies overgrown with plants, your proficiency can
grants additional insight into any chemicals or help you pick out details and clues that
other substances that might have been used others might miss.
in the area. Medicine. Your mastery of herbalism
Alchemical Crafting. You can use this tool improves your ability to treat illnesses and
proficiency to create alchemical items. A wounds by augmenting your methods of care
character can spend money to collect raw with medicinal plants.
materials, which weight 1 pound for every 50 Nature and Survival. When you travel in
gp spent. The DM can allow a character to the wild, your skill in herbalism makes it
make a check using the indicated skill with easier to identify plants and spot sources of
advantage. As part of a long rest, you can use food that others might overlook.
alchemist’s supplies to make to make one Identify Plants. You can identify most
dose of acid, alchemist’s fire, antitoxin, oil, plants with a quick inspection of their
perfume, or soap. Subtract half the value of appearance and smell.
the created item from the total gp worth of Sample Activities:
raw materials you are carrying. Find plants, DC 15
Sample Activities: Identify poison, DC 20
Create a puff of thick smoke, DC 10 Described briefly in the PHB under the
Identify a poison, DC 10 Tools section, and expanded upon in more
Identify a substance, DC 15 detail under the Tool Proficiencies section in
Start a fire, DC 15 XgtE.
Neutralize acid, DC 20
Listed in the PHB under the Tools section, Poisoner’s Kit
and described in more detail under the Tool 50 gp, 2 lb.
Proficiencies section in XGtE. A poisoner’s kit includes the vials,
chemicals, and other equipment necessary
Herbalism Kit for the creation of poisons. Proficiency with
5 gp, 3 lb. this kit lets you add your proficiency bonus to
This kit contains a variety of instruments any ability checks you make to craft or use
such as clippers, mortar and pestle, and potions.
pouches and vials used by herbalists to create
4
A poisoner's kit is a favored resource for of 5 gp per day of downtime for normal
thieves, assassins, and others who engage in items, or 25 gp per day for magic items. For
skulduggery. It allows you to apply poisons example, a 100 gp magic item would require
and create them from various materials. Your 50 gp worth of materials, and therefore 10
knowledge of poisons also helps you treat days to complete.
them. As an optional rule introduced with this
Components. A poisoner's kit includes book, the DM can choose to allow players to
glass vials, a mortar and pestle, chemicals, create alchemical items over the course of a
and a glass stirring rod. long rest. Of this time, an hour must be spent
History. Your training with poisons can in preparation (grinding materials, pouring,
help you when you try to recall facts about mixing etc.) at the beginning of the rest, and
infamous poisonings. an hour must be spent at the end of the rest
Investigation, Perception. Your knowledge bottling the concoction and putting away
of poisons has taught you to handle those their supplies. Crafting alchemical
substances carefully, giving you an edge when concoctions this way means that space, such
you inspect poisoned objects or try to extract as a table or other flat surface, is required to
clues from events that involve poison. set up the alchemical apparatus. The
Medicine. When you treat the victim of a apparatus needs to be free from extreme hot
poison, your knowledge grants you added or cold temperatures, and free from wind,
insight into how to provide the best care to rain, or other effects that could contaminate
your patient. the concoction or damage the apparatus.
Nature, Survival. Working with poisons While the concoction is brewing, it may let
enables you to acquire lore about which off odors, smoke, or bubbling sounds,
plants and animals are poisonous. potentially revealing the party’s location.
Handle Poison. Your proficiency allows In regards to the tools required, another
you to handle and apply a poison without risk general rule can be applied: Alchemist’s
of exposing yourself to its effects. Supplies for miscellaneous concoctions, an
Sample Activities: Herbalism Kit for potions, and a Poisoner’s Kit
Spot a poisoned object, DC 10 for poisons. DMs should use their discretion
Determine the effects of a poison, DC 20 to determine what tools are required for
Described briefly in the PHB under the each job. For example, they may decide that
Tools section, and expanded upon in more Alchemist's Supplies are needed to brew
detail under the Tool Proficiencies section in potions and poisons as well.
XgtE.

Creating Concoctions
To create a concoction, components, the ARE ALCHEMICAL CONCOCTIONS MAGIC ITEMS?
right tools, and knowledge of the concoction
Generally, alchemical concoctions do not register
are needed. This in addition to the time
as magic items for the purposes of the detect magic
required to make it.
or identify spells. The exceptions to this are the
The general rule on the component
potions listed under Magic Items in the DMG.
requirements for crafted items in the PHB
Where a concoction is classed as a magic item, it
and DMG is that the player needs to spend
is marked as such below with its rarity rating:
half the selling price of the item in materials
common, uncommon, rare, very rare or legendary.
to craft an item. If tools are required to make
the item, the player needs proficiency in
them in order to do this. The crafting process
takes time. Players craft their items at a rate

5
Alchemical Components Alcohol, in various forms, is a utility
component used as a base in many
Listed in this section are some sample
alchemical concoctions.
alchemical components which you can add to
your campaign setting. Some of these are
Bloat Cap
based on real-world components; some are
Location. Cave (any climate)
purely fictional. This is not an exhaustive list,
Characteristics. This grey fungus grows from
but it does include components which the
small cracks and crevices on cave walls. When
layperson in your campaign setting may not
touched it releases harmful spores. A
be familiar with. The knowledge of these
successful Intelligence (Nature) check, DC 12,
components, how to harvest them, and their
is required to harvest them. On a failed check
properties, may be confined to old sages,
the harvester takes 3 (1d6) poison damage
hermits who live in the woods, druidic
from releasing and inhaling the spores.
priests, witch doctors, or other mysterious
Alchemical Properties. If correctly harvested
healers.
(before the spores are released), the cap
For naturally occurring components, each
retains its potency, which can be focussed
has a specific type of terrain it can be found
into a poisonous concoction.
in, and a preferred climate. Remember that
plant-based components may also only be
Used in:
available during certain seasons of the year,
Burnt Othur Fumes
at the DMs discretion.
Poison of Psionic Shatter
The characteristics of each component
describe what the components looks like, and
Chamomile Flower
how it can be identified and harvested. The
Location. Grassland (temperate), Mountain
potential alchemical properties of each
(temperate)
component detail the effects it can have
Characteristics. Small, common flower with a
when used. While some components have
yellow centre and around two dozen white
certain properties if used raw, many of these
petals. Found in open grasslands where it can
require alchemical processing of some kind to
be easily picked.
unlock.
Alchemical Properties. Known to cause
At the DM’s discretion, Rangers looking for
relaxation and tiredness when brewed in hot
components in their favored terrain (through
water and ingested.
the Natural Explorer feature) may find them
more easily than those less familiar with that
Used in:
terrain type.
Essence of Ether
Oil of Taggit
Alcohol (various types)
Remedy of Respite
Location. Crafted.
Sleeping Potion
Characteristics. Can be flavored and drunk in
many different forms, from a bitter ale, to a
Cosmic Ichor
sweet cider, to a strong spirit. Typically has a
Location. Arctic (polar)
distinctive smell, and is highly flammable.
Characteristics. Very rare, and extremely
Alchemical Properties. Used in some
expensive, this oozing red-orange liquid can
varieties of alchemical concoctions and
be found inside fallen meteorites. Most
thrown flask-based weapons; or consumed
commonly found, and is easier to spot, on
responsibly on its own.
open plains of snow.
Alchemical Properties. Can grant
Used in:
supersensory experiences and can connect
souls to the outer planes.
6
Alchemical Properties. Ectoplasm has many
Used in: uses in folklore, from fending off hostile
Ichor of the Gods spirits, to curing plague.
Potion of Flaming Body
Potion of Invisibility Used in:
Potion of Invulnerability Essence of Ether
Unease
Dust of Unlife
Location. Any (any climate) Feverfew Leaf
Characteristics. The sticky grey dust is Location. Grassland (temperate), Urban
harvested directly from undead creatures – (waste sites or disused land)
specifically those which have a corporeal Characteristics. Yellow-green leaves on a tall
body. To harvest dust from an undead weed-like plant, which blossoms in yellow
creature, you must succeed on a DC 14 flowers with white petals.
Dexterity check. On a failure, the dust Alchemical Properties. Thought to help with
penetrates your skin dealing 9 (2d8) necrotic headaches and sharpen mental faculties.
damage.
Alchemical Properties. Due to its harmful Used in:
nature, dust of unlife is primarily used in Paranoia
poisons. Potion of Animal Friendship
Potion of Clairvoyance
Used in: Potion of Limit Removal
Drow Poison
Unease Garlic Cloves
Location. Forest (temperate)
Echinacea Root Characteristics. A garlic plant has a thin stem
Location. Forest (subtropical), Grassland and single flower close to the ground. Its
(temperate) white petals protrude in a star pattern and
Characteristics. Uncommon flower with are shaped like spear tips. The bulb
bright yellow petals and a center which containing the cloves can be found around
ranges from a dull brown to a vibrant red. three inches below the stem, in the earth.
Found in sparse forests and small grassy Alchemical Properties. Can bolster
glades. Its most potent roots are around constitution, being believed to help fight off
three to four inches below ground. disease. Also used heavily in the preparation
Alchemical Properties. Has a range of of food. Some believe garlic can ward off
medical benefits, including wound closure vampires.
and disease prevention. However, can cause
severe allergic reactions in some people. Used in:
Perception Manipulator Fluid
Used in: Potion of Fire Breath
Elixir of Health
Potion of Healing Ginger Root
Location. Forest (temperate, subtropical,
Ectoplasm tropical)
Location. Any (any climate) Characteristics. Grows in clusters of large,
Characteristics. When an undead creature flat, heart-shaped leaves. The thickest roots
with the Incorporeal Movement trait, such as are found around an inch underground.
a ghost, is destroyed they sometimes leave
this milky white sludge behind.
7
Alchemical Properties. Reduces nausea and Goldenseal
sickness when consumed raw or pickled. Location. Forest (tropical)
Often used in cooking. Characteristics. Features large, irregularly
shaped leaves which list towards the ground.
Used in: A small white flower with yellow petal tips
Antitoxin blooms in the centre of the leaves. Found on
Pale Tincture the forest floor, although very rare.
Potion of Vitality Alchemical Properties. Used to treat
Remedy of Respite infections and to calm an upset stomach. Can
be added to foul-tasting, or even rotten, food
Gingko Leaf, Ginko Seeds to mask the taste.
Location. Forest (subtropical)
Characteristics. Ginko are tall trees with thin, Used in:
fan-shaped leaves. Seeds grow beneath the Join the Herd
leaves, though only in the summer. Climbing Oil of Sharpness
may be required to reach the branches on Potion of Speed
older, taller specimens.
Alchemical Properties. Leaves can help Krasson Berries
alleviate breathing difficulties, and are said to Location. Desert (tropical)
allow breathing under water if mixed Characteristics. These berries grow on the
correctly. Seeds are highly toxic and can hardy Krasson Cacti, which can grow in dry
cause paralysis and death. If ingested raw, the sand, surviving on very little water. When
seeds cause immediate vomiting, though these cacti do receive even the smallest drop
there is no long-lasting damage. of water, each sprouts dozens of white
berries. The berries smell strongly of rot.
Used in: Alchemical Properties. The natural toxin in
Malice (seeds) Krasson Berries is extremely toxic. Eating a
Perception Manipulator Fluid (leaf) handful of these berries raw is enough to kill
Potion of Heroism (leaf) a grown human – though their distinctive
Potion of Poison (seeds) smell is enough to ward most creatures away.
Potion of Water breathing (leaf)
Used in:
Ginseng Root Oil of Taggit
Location. Forest (subtropical) Pale Tincture
Characteristics. Low-growing leafy weed, Torpor
identified by its oblong red berries which
grow in the centre of the leaves. Roots are Lakeweed
long and finger-like, just below the surface of Location. Coastal (subtropical), Grassland
the earth. (temperate)
Alchemical Properties. Can improve overall Characteristics. This stringy, green weed
health in small quantities. Is also believed to grows in concentric spirals up from a thick
cause infatuation. base root on a lake bed or sea floor, typically
in shallow water. Lake varieties of the weed
Used in: tend to prefer colder waters, whereas salt
Alchemist’s Blood water varieties tend to prefer warmer
Midnight Tears oceans.
Philter of Love Alchemical Properties. Safe to eat raw, and
moderately nutritious in a pinch, if not very
tasty. Can be used as a component in spells
8
and potions which enhance a creature’s Potion of Resistance
water-based skills. Potion of Vitality

Used in: Mothshade Stem


Potion of Water Breathing Location. Forest (temperate)
Potion of Skill Characteristics. Unassuming white flower
which mimics common forest flowers.
Manacite Dust However, at night the large white petals close
Location. Mountain (where deposits exist) in, resembling a moth. The stem can be cut
Characteristics. A bright purple metamorphic with a sharp implement, although without
rock, found deep beneath certain mountain caution, the interior fluids will be lost.
ranges. Though rare, it is sought after for its Alchemical Properties. When concentrated,
magic properties and is used in crafting. It is the stem fluid can cause memory loss,
typically refined and ground into a fine dust madness, and depression.
before use.
Alchemical Properties. A versatile material Used in:
which can absorb and store magical effects. Eyes of the Eagle
Used as a component of many magic potions, Odor of Attracting / Odor of Repelling
giving them their potency. Paranoia
Poison of Psionic Shatter
Used in: Potion of Mind Reading
Ichor of the Gods Torpor
Oil of Etherealness
Oil of Slipperiness Mycilumina
Poison of Weakness Location. Underdark (any climate)
Potion of Clairvoyance Characteristics. This wide-capped fungus
Potion of Diminution grows out of cracks in cave walls, or clings to
Potion of Gaseous Form long-forgotten brickwork deep underground.
Potion of Growth While unassuming in its young form, when it
Potion of Immunity reaches its full size of around 8 inches in
Potion of Resistance diameter it lets of a distinctive purple glow.
Alchemical Properties. Although the fungus
Milk Thistle Fruit loses its glow when harvested, its
Location. Hill (temperate), Mountain luminescence can be harnessed through
(temperate) alchemical processing.
Characteristics. Barbed weed on a thick stem
which blossoms in a purple flower. Found in Used in:
highlands in colder regions, where it is fairly Eyes of the Night
common. The fruit is taken from below the Potion of Diminution
purple blossom then dried and ground for Potion of Gaseous Form
alchemical use. Potion of Invisibility
Alchemical Properties. Can be used to Sindevig’s Useless Torch
combat intoxication by alcohol, and is said to
have a range of de-ageing properties. Oil
Location. Crafted, or potentially any terrain
Used in: where an oil deposit exists (any climate)
Poison of Weakness Characteristics. Slick liquid which can range
Potion of Immunity in color from yellow-green to very dark
Potion of Longevity brown, depending on its source. Can be
9
found in naturally occurring deposits or Potion of Climbing
created through the processing of vegetables Potion of Invulnerability
or animal blubber. Twitch
Alchemical Properties. Can be used as fuel or
a lubricant, and is a base component in many Powdered Silver
concoctions. Location. Crafted
Characteristics. A fine silver powder. Created
Used in: by using a metalworking file on a silver
Oil is a utility component used as a base in object, such as a silver ingot.
many alchemical concoctions. Alchemical Properties. Silver has long been
used to combat monsters who have
Pitch resistances to physical damage. The
Location. Swamp (temperate, subtropical) elemental affinity of silver also allows it to act
Characteristics. Thick, stick black liquid that as a conduit for divine power.
flows very slowly. As black as the night sky
and extremely flammable. Used in:
Alchemical Properties. Can be used to Holy Water
thicken a mixture and imbue it with the Jokers’ Sweetener
subtle essence of heat. Pitch is thought to Potion of Longevity
have magical connection to the Plane of Fire. Truth Syrum
More commonly, it is used in the
construction of ships as a waterproofing Purified Water
material, as well in in the creation of high- Location. Crafted
quality torches. In large enough quantities, it Characteristics. Crystal clear water which has
has been used as a defensive weapon in siege been purged of all contaminants. Can be
warfare, dropping cauldrons of burning pitch created by distilling water from any source
onto attackers from atop castle walls. using alchemist’s supplies.
Alchemical Properties. As purified water has
Used in: no alchemical properties of its own, it is
Alchemist’s Fire commonly used as a base in many
Oil of Slipperiness concoctions.
Potion of Fire Breath
Potion of Flaming Body Used in:
Potion of Speed Purified Water is a utility component used as
a base in many alchemical concoctions.
Powdered Iron
Location. Crafted Salt
Characteristics. A fine dark grey powder. Location. Coast (any climate), Mountain
Created by using a metalworking file on an (where deposits exist)
iron object, such as an iron ingot. Characteristics. A chemical compound
Alchemical Properties. Though normally a primarily found as coarse white grains,
mundane material, iron powder can react though the color can vary depending on the
strongly when mixed with other ingredients. source of the salt. Can be mined in certain
If not kept dry, it will begin to rust over time, mountains, where deposits are found as a
diminishing its use in alchemy. naturally occurring mineral in the rocks. Can
also be distilled from sea water using
Used in: Alchemist’s Supplies.
Blinding Powder Alchemical Properties. Used heavily as
Malice seasoning in cooking and brewing and can be
10
used in alchemy to release or alter the effects Sleeping Potion
of certain components.
Winterheart
Used in: Location. Arctic (polar), Mountain (polar)
Midnight Tears Characteristics. This bright blue, heart-
Potion of Climbing shaped bulb is very rare. It’s white petals only
Potion of Fire Breath blossom during a snowstorm, revealing the
Potion of Mind Reding blue interior. The Winterheart plant only
Potion of Water Breathing grows in frozen soil and has tough roots.
Alchemical Properties. Can be processed and
Saw Palmetto Fruit refined to enhance certain magical abilities.
Location. Coast (tropical), Forest (tropical) Also believed to be an aphrodisiac.
Characteristics. Grows in large bushes where
each branch features long, thin yellow-green Used in:
leaves, resembling hands with many fingers. Philter of Love
Small black and brown fruits grow below the Potion of Growth
leaves in clusters.
Alchemical Properties. Mildly toxic in their Zytolithium Dust
raw form, the fruits can be treated with a Location. Mountain (where deposits exist)
weak acid to unlock their alchemical Characteristics. This green dust glows a
potential. The treated fruit can revitalise and bright green in moonlight. It is harvested
reenergise, removing exhaustion. through mining in certain mountains, where
it can be found in long green veins. When
Used in: nearing large deposits, those who are
Alchemist’s Blood magically inclined may sense its presence.
Flying Potion Alchemical Properties. When concentrated,
Paranoia zytolithium can be used to negate magical
Potion of Longevity effects.

Valerian Root Used in:


Location. Hill (temperate) Poison of Weakening
Characteristics. Tall flowering plant with each Poison of Weakness
stem blossoming in around a dozen very Truth Syrum
small flowers. Flowers can range from bright Wizards’ Blight
white to a pale pink. Root network can be
extensive and deep, depending on the quality
of the soil.
Alchemical Properties. Can cause drowsiness
and sleep, with larger doses being required
for larger creatures. When highly
concentrated, can cause temporary paralysis.
In smaller quantities it is used in brewing to
add a distinctive flavor to drinks.

Used in:
Essence of Ether
Oil of Etherealness
Potion of Flaming Body
Potion of Skill
11
Concoctions Components:
Alcohol (ale) 5 gp
This section is split into three parts:
Echinacea Root 12 gp
potions, which are typically ingested and
Oil 3 gp
have primarily beneficial effects, poisons,
which can be administered in a number of
Elixir of HealthDMG
ways and are designed to harm or hinder an
Rare, 150 gp
opponent, and miscellaneous mixtures,
When you drink this potion, it cures any
which contains a range of concoctions which
disease afflicting you, and it removes the
can be helpful or harmful.
blinded, deafened, paralyzed, and poisoned
When storing concoctions, this is usually
conditions. The clear red liquid has tiny
done with either a vial or a flask, both of
bubbles of light in it.
which need to be sealed with a stopper to
keep the contents uncontaminated. A vial is
Components:
considered a single dose of a potion or
Echinacea Root 60 gp
poison. A flask is considered a single use of a
Purified Water 15 gp
thrown or splashed concoction, such as
alchemist’s fire or holy water. The only
Eyes of the Eagle
exception to this is acid, which is stored in a
Rare, 250 gp
vial but can still be splashed or thrown. As
This white liquid is constantly swirling,
per the PHB, under the section on
revealing ghostly mirages and cloudy images
Adventuring Gear, a vial can hold 4 ounces of
of hills, fields, and rivers. When you drink this
liquid, and a flask can hold 1 pink of liquid.
potion, you gain advantage on Wisdom
Each concoction lists the components
(Perception) checks which rely on sight for 8
required to craft it, along with a value in gp.
hours.
This value indicates how much of the
component is required. Potions which are
Components:
classed as magic items also have a rarity
Mothshade Stem 75 gp
rating. As with magic items in the DMG you
Oil 50 gp
may want to use your discretion as DM to
adjust the component value of these
Eyes of the Night
concoctions, as magic items typically have a
Rare, 300 gp
value range, rather than a fixed value.
This unassuming clear liquid glows with a
As this section contains both core rule
faint purple aura when left in darkness.
concoctions, and new concoctions, those
Drinking this potion grants the effect of the
which are already published for 5e are
darkvision spell.
indicated by either a DMG or PHB label,
depending on their source.
Components:
Mycilumina 125 gp
Potions Purified Water 25 gp

Diglebee’s Splendid Brew Ichor of the Gods


Uncommon, 40 gp Very Rare, 8,500 gp
This thick brown potion smells faintly of Stars and planets shift and spin within this
hops. Drinking it grants 1d4 + 1 temporary hit black liquid. When you drink this potion, you
points for one hour. Drinking more than one are transported instantly to a specific location
of these potions within a single day will cause in one of the Outer Planes of your choosing.
a point of exhaustion. The location must be one which you have
either visited before or know the name of.
12
a freedom of movement spell for 8 hours.
Components: Alternatively, the oil can be poured on the
Cosmic Ichor 2,000 gp ground as an action, where it covers a 10-foot
Manacite Dust 2,000 gp square, duplicating the effect of the grease
Oil 200 gp spell in that area for 8 hours.
Purified Water 50 gp
Components:
Oil of EtherealnessDMG Manacite Dust 225 gp
Rare, 2,000gp Oil 5 gp
Beads of this cloudy gray oil form on the Pitch 20 gp
outside of its container and quickly
evaporate. The oil can cover a Medium or Philter of LoveDMG
smaller creature, along with the equipment Uncommon, 100 gp
it's wearing and carrying (one additional vial The next time you see a creature within 10
is required for each size category above minutes after drinking this philter, you
Medium). Applying the oil takes 10 minutes. become charmed by that creature for 1 hour.
The affected creature then gains the effect of If the creature is of a species and gender you
the etherealness spell for 1 hour. are normally attracted to, you regard it as
your true love while you are charmed. This
Components: potion's rose-hued, effervescent liquid
Manacite Dust 800 gp contains one easy-to-miss bubble shaped like
Oil 50 gp a heart.
Valerian Root 150 gp
Components:
Oil of SharpnessDMG Ginseng Root 15 gp
Very rare, 3,000 gp Purified Water 5 gp
This clear, gelatinous oil sparkles with tiny, Winterheart 30 gp
ultrathin silver shards. The oil can coat one
slashing or piercing weapon or up to 5 pieces Potion of Animal FriendshipDMG
of slashing or piercing ammunition. Applying Uncommon, 200 gp
the oil takes 1 minute. For 1 hour, the coated When you drink this potion, you can cast the
item is magical and has a +3 bonus to attack animal friendship spell (save DC 13) for 1
and damage rolls. hour at will. Agitating this muddy liquid
brings little bits into view: a fish scale, a
Components: hummingbird tongue, a cat claw, or a squirrel
Goldenseal 200 gp hair.
Oil 50 gp
Powdered Silver 1,250 gp Components:
Feverfew Leaf 75 gp
Oil of SlipperinessDMG Water 25 gp
Uncommon, 500 gp
This sticky black unguent is thick and heavy in Potion of ClairvoyanceDMG
the container, but it flows quickly when Rare, 1,000 gp
poured. The oil can cover a Medium or When you drink this potion, you gain the
smaller creature, along with the equipment effect of the clairvoyance spell. An eyeball
it's wearing and carrying (one additional vial bobs in this yellowish liquid but vanishes
is required for each size category above when the potion is opened.
Medium). Applying the oil takes 10 minutes.
The affected creature then gains the effect of Components:
13
Feverfew Leaf 25 gp Components:
Manacite Dust 450 gp Garlic Cloves 25 gp
Oil 25 gp Oil 20 gp
Pitch 25 gp
Potion of ClimbingDMG Salt 5 gp
Common, 200 gp
When you drink this potion, you gain a Potion of Flaming Body
climbing speed equal to your walking speed Rare, 1,000 gp
for 1 hour. During this time, you have This potion holds a warm orange liquid,
advantage on Strength (Athletics) checks you which flickers with reds and yellows in the
make to climb. The potion is separated into sunlight. When you drink this potion, flames
brown, silver, and gray layers resembling wrap around your whole body and you gain
bands of stone. Shaking the bottle fails to mix immunity to fire damage for one minute.
the colors. While this effect is active, creatures which
end their turn within 5 feet of you take 2
Components: (1d4) fire damage and all of your melee
Powdered Iron 80 gp attacks deal 3 (1d6) fire damage, in addition
Purified Water 15 gp to the damage they normally do. While the
Salt 5 gp effect is active, you can use your bonus
action to cast control flames, create bonfire,
Potion of DiminutionDMG or fire bolt at will, without requiring any
Rare, 280 gp components. Your attack bonus for these
When you drink this potion, you gain the spells is +5 and your spell save DC is 13. You
"reduce" effect of the enlarge/reduce spell can use your bonus action to end the effect
for 1d4 hours (no concentration required). of this potion early by causing a fiery
The red in the potion's liquid continuously explosion. If you choose to end the effect in
contracts to a tiny bead and then expands to this way, all creatures within a 20-foot radius
color the clear liquid around it. Shaking the circle of you take 21 (6d6) fire damage, or
bottle fails to interrupt this process. half as much on a successful Dexterity saving
throw, DC 13.
Components:
Manacite Dust 80 gp Components:
Mycilumina 40 gp Alcohol 40 gp
Purified Water 20 gp Cosmic Ichor 40 gp
Oil 150 gp
Potion of Fire BreathDMG Pitch 200 gp
Uncommon, 150 gp Purified Water 20 gp
After drinking this potion, you can use a Valerian Root 50 gp
bonus action to exhale fire at a target within
30 feet of you. The target must make a DC 13 Potion of FlyingDMG
Dexterity saving throw, taking 4d6 fire Very rare, 500 gp
damage on a failed save, or half as much When you drink this potion, you gain a flying
damage on a successful one. The effect ends speed equal to your walking speed for 1 hour
after you exhale the fire three times or when and can hover. If you're in the air when the
1 hour has passed. This potion's orange liquid potion wears off, you fall unless you have
flickers, and smoke fills the top of the some other means of staying aloft. This
container and wafts out whenever it is potion's clear liquid floats at the top of its
opened. container and has cloudy white impurities
drifting in it.
14
The red in the potion's liquid continuously
Components: expands from a tiny bead to color the clear
Powdered Silver 175 gp liquid around it and then contracts. Shaking
Purified Water 25 gp the bottle fails to interrupt this process.
Saw Palmetto Fruit 50 gp
Components:
Potion of Gaseous FormDMG Manacite Dust 80 gp
Rare, 350 gp Winterheart 40 gp
When you drink this potion, you gain the Purified Water 20 gp
effect of the gaseous form spell for 1 hour
(no concentration required) or until you end Potion of HealingPHB/DMG
the effect as a bonus action. This potion's Rarity varies, 50 – 20,000 gp
container seems to hold fog that moves and You regain hit points when you drink this
pours like water. potion. The number of hit points depends on
the potion's rarity, as shown in the Potions of
Components: Healing table. Whatever its potency, the
Manacite Dust 125 gp potion's red liquid glimmers when agitated.
Mycilumina 30 gp
Oil 20 gp Potion of ... Rarity HP Regained
Healing Common 2d4 + 2
Potion of Giant StrengthDMG Greater Healing Uncommon 4d4 + 4
Rarity varies, variable price at DM discretion Superior Healing Rare 8d4 + 8
When you drink this potion, your Strength Supreme Healing Very rare 10d4 + 20
score changes for 1 hour. The type of giant
determines the score (see the table below). The cost of the potion increases with
The potion has no effect on you if your potency, as specified in XGtE: starting with
Strength is equal to or greater than that the standard potion of healing at 50 gp,
score. This potion's transparent liquid has prices increase to 200 gp for a greater potion,
floating in it a sliver of fingernail from a giant 2,000 for a superior potion, and 20,000 for a
of the appropriate type. The potion of frost supreme potion.
giant strength and the potion of stone giant
strength have the same effect. Components:
Echinacea Root (price varies)
Components: Purified Water (price varies)
Fingernail of Specified Giant (price varies)
Purified Water 50 gp Potion of HeroismDMG
Rare, 200 gp
Type of Giant Strength Rarity For 1 hour after drinking it, you gain 10
Hill Giant 21 Uncommon temporary hit points that last for 1 hour. For
Frost/Stone Giant 23 Rare the same duration, you are under the effect
Fire Giant 25 Rare of the bless spell (no concentration required).
Cloud Giant 27 Very rare This blue potion bubbles and steams as if
Storm Giant 29 Legendary boiling.

Potion of GrowthDMG Components:


Uncommon, 280 gp Ginko Leaf 70 gp
When you drink this potion, you gain the Purified Water 15 gp
"enlarge" effect of the enlarge/reduce spell Oil 15 gp
for 1d4 hours (no concentration required).
15
Potion of InvisibilityDMG Potion of Limit Removal
Very rare, 200 gp Uncommon, 350 gp
This potion's container looks empty but feels For 10 minutes after you drink this potion
as though it holds liquid. When you drink it, you can clearly recall specific details from
you become invisible for 1 hour. Anything you your memory (as long as it has not been
wear or carry is invisible with you. The effect altered by magic). You can relive moments
ends early if you attack or cast a spell. from your past, and recount conversations or
books you read many years ago word for
Components: word. During this time, you also have
Cosmic Ichor 80 gp advantage on any ability checks and saving
Mycilumina 10 gp throws you make which use Intelligence.
Purified Water 10 gp
Components:
Potion of InvulnerabilityDMG Feverfew Leaf 150 gp
Rare, 4,000 gp Purified Water 25 gp
For 1 minute after you drink this potion, you
have resistance to all damage. The potion's Potion of LongevityDMG
syrupy liquid looks like liquified iron. Very rare, 9,000 gp
When you drink this potion, your physical age
Components: is reduced by 1d6 + 6 years, to a minimum of
Cosmic Ichor 1,850 gp 13 years. Each time you subsequently drink
Powdered Iron 120 gp a potion of longevity, there is 10 percent
Oil 30 gp cumulative chance that you instead age by
1d6 + 6 years. Suspended in this amber liquid
Potion of Immunity are a scorpion's tail, an adder's fang, a dead
Rare, 3,500 gp spider, and a tiny heart that, against all
When you drink this potion, you gain reason, is still beating. These ingredients
immunity to one type of damage for 1 hour. vanish when the potion is opened.
The DM chooses the type or determines it
randomly from the options below. Components:
Milk Thistle Fruit 250 gp
d10 Damage Type Powdered Silver 4,000 gp
1 Acid Purified Water 100 gp
2 Cold Saw Palmetto Fruit 150 gp
3 Fire
4 Force Potion of Mind ReadingDMG
5 Lightning Rare, 200 gp
6 Necrotic When you drink this potion, you gain the
7 Poison effect of the detect thoughts spell (save DC
8 Psychic 13). The potion's dense, purple liquid has an
9 Radiant ovoid cloud of pink floating in it.
10 Thunder
Components:
Components: Mothshade Stem 80 gp
Manacite Dust 1,000 gp Oil 15 gp
Milk Thistle Fruit 700 gp Salt 5 gp
Oil 50 gp
Potion of PoisonDMG
Uncommon, 100 gp
16
This concoction looks, smells, and tastes like fluid is streaked with black and swirls on its
a potion of healing or other beneficial potion. own.
However, it is actually poison masked by
illusion magic. An identify spell reveals its Components:
true nature. If you drink it, you take 3d6 Goldenseal 175 gp
poison damage, and you must succeed on a Pitch 5 gp
DC 13 Constitution saving throw or be Purified Water 20 gp
poisoned. At the start of each of your turns
while you are poisoned in this way, you take Potion of Skill
3d6 poison damage. At the end of each of Uncommon, 100 gp
your turns, you can repeat the saving throw. When you drink this potion, you feel an
On a successful save, the poison damage you overwhelming sense of confidence and
take on your subsequent turns decreases by competence in your given field of expertise.
1d6. The poison ends when the damage The next time you make an ability check with
decreases to 0. a skill or set of tools which are proficient in,
within 10 minutes of drinking the potion, you
Components: gain a +5 bonus to the roll.
Potion of Healing (half a dose) 25 gp
Ginko Seeds 25 gp Components:
Lakeweed 25 gp
Potion of ResistanceDMG Oil 20 gp
Uncommon, 300 gp Valerian Root 5 gp
When you drink this potion, you gain
resistance to one type of damage for 1 hour. Potion of VitalityDMG
The DM chooses the type or determines it Very rare, 1,000 gp
randomly from the options below. When you drink this potion, it removes any
exhaustion you are suffering and cures any
d10 Damage Type disease or poison affecting you. For the next
1 Acid 24 hours, you regain the maximum number
2 Cold of hit points for any Hit Die you spend. The
3 Fire potion's crimson liquid regularly pulses with
4 Force dull light, calling to mind a heartbeat.
5 Lightning
6 Necrotic Components:
7 Poison Ginger Root 150 gp
8 Psychic Potion of Greater Healing 200 gp
9 Radiant Milk Thistle Fruit 150 gp
10 Thunder
Potion of Water BreathingDMG
Components: Uncommon, 150 gp
Manacite Dust 70 gp You can breathe underwater for 1 hour after
Milk Thistle Fruit 30 gp drinking this potion. Its cloudy green fluid
Oil 50 gp smells of the sea and has a jellyfish-like
bubble floating in it.
Potion of SpeedDMG
Very rare, 400 gp Components:
When you drink this potion, you gain the Ginko Leaf 5 gp
effect of the haste spell for 1 minute (no Lakeweed 5 gp
concentration required). The potion's yellow Oil 55 gp
17
Salt 10 gp Components:
Chamomile Flower 5 gp
Remedy of Respite Purified Water 2 gp
Uncommon, 300 gp Oil 1 gp
This sweet smelling, green liquid cures short- Valerian Root 2 gp
term madness completely, and suppresses
the effects of long-term madness for 1 hour, Twitch
when drunk. Uncommon, 220 gp
This milky liquid appears to be constantly
Components: spinning and swirling, its direction altering
Chamomile Flower 100 gp every few seconds. When you drink this
Ginger Root 25 gp potion, you become attuned to your
Purified Water 25 gp surroundings, and more aware than usual.
For the next 10 minutes, you cannot be
Sindevig’s Useless Torch surprised, and you gain a +1 bonus to your
Common, 5 gp initiative rolls. You also have advantage on
This faint yellow liquid glows with a dim light any Dexterity or Wisdom checks made to
for 1 minute within a 5-foot radius when locate or disarm traps.
shaken. When you drink this potion, your
innards become imbued with light-giving Components:
energy. When you open your mouth, bright Alcohol (whiskey) 45 gp
light shines from it in the direction you are Purified Water 15 gp
facing in a 20-foot cone, becoming dim light Powdered Iron 50 gp
for a further 20 feet. This effect lasts for 1
hour. Closing your mouth during this time will Poisons
temporarily remove the light. Speaking In addition to basic poison, a number of
during this time will cause the light to flicker more bespoke poisons can be harvested and
on and off. You can also widen or narrow your crafted. Poisons come in four types, as
lips to alter the shape of the light beam described under the Poisons section in the
slightly. Dungeon Master’s Guide:
Contact. Contact poison can be smeared
Components: on an object and remains potent until it is
Alcohol (cider) 2 gp Touched or washed off. A creature that
Mycilumina 5 sp touches contact poison with exposed skin
suffers its Effects.
Sleeping Potion Ingested. A creature must swallow an
Common, 20 gp entire dose of ingested poison to suffer its
This pale pink liquid smells faintly of a Effects. The dose can be delivered in food or
summer meadow. One minute after drinking a liquid. You may decide that a partial dose
this potion, you fall into a deep sleep which has a reduced Effect, such as allowing
lasts for 8 hours. During this deep sleep, you advantage on the saving throw or dealing
cannot be woken naturally by a loud noise or only half damage on a failed save.
by being shaken, however you will wake Inhaled. These poisons are powders or
immediately if you take any damage. When gases that take Effect when inhaled. Blowing
you feel sleepy after drinking the potion, you the powder or releasing the gas subjects
can resist falling to sleep by succeeding on a creatures in a 5-foot cube to its Effect. The
DC 6 Constitution saving throw (or you can resulting cloud dissipates immediately
choose to succumb to the effect willingly). afterward. Holding one’s breath is ineffective

18
against inhaled poisons, as they affect nasal Oil 50 gp
membranes, tear ducts, and other parts of
the body. Crawler MucusDMG
Injury. Injury poison can be applied to Contact, 200 gp
Weapons, Ammunition, trap Components, This poison must be harvested from a dead
and other Objects that deal piercing or or Incapacitated crawler. A creature
slashing damage and remains potent until subjected to this poison must succeed on a
delivered through a wound or washed off. A DC 13 Constitution saving throw or be
creature that takes piercing or slashing Poisoned for 1 minute. The Poisoned creature
damage from an object coated with the is Paralyzed. The creature can repeat the
poison is exposed to its Effects. saving throw at the end of each of its turns,
A number of sample poisons are described ending the Effect on itself on a success.
below, including those already provided in
the Player’s Handbook and the Dungeon Components:
Master’s Guide. Against each poison, its type Harvested directly from a Carrion Crawler,
and cost per dose are stated. Depending on see the Monster Manual
your campaign setting, the buying and
selling, or even possession, of poisons may Cockatrice Venom
be considered a serious crime. As such, many Contact, 400 gp
of these concoctions may need to be crafted, This poison must be harvested from a dead
rather than bought. or Incapacitated cockatrice. A creature
subjected to this poison must succeed on a
Assassin’s BloodDMG DC 11 Constitution saving throw against
Ingested, 150 gp being petrified. On a failed save, the creature
A creature subjected to this poison must begins to turn to stone. It must repeat the
make a DC 10 Constitution saving throw. On a saving throw at the end of its next turn. On a
failed save, it takes 6 (1d12) poison damage success, the effect ends. On a failure, the
and is Poisoned for 24 hours. On a successful creature is petrified for 24 hours.
save, the creature takes half damage and isn’t
Poisoned. This poison can be enhanced by adding
gorgon breath, harvested from a dead or
Components: Incapacitated gorgon. This increases the cost
Ginseng Root 10 gp of the poison to 1,000 gp and increases the
Purified Water 25 gp DC to 13. Creatures who are petrified by the
Saw Palmetto Fruit 40 gp enhanced form of the poison are petrified
permanently, and can only be freed by the
Burnt Othur FumesDMG greater restoration spell or other magic.
Inhaled, 500 gp
A creature subjected to this poison must Components:
succeed on a DC 13 Constitution saving throw Harvested directly from a Cockatrice (and
or take 10 (3d6) poison damage, and must Gorgon), see the Monster Manual
repeat the saving throw at the start of each
of its turns. On each successive failed save, Drow PoisonDMG
the character takes 3 (1d6) poison damage. Injury, 200 gp
After three successful saves, the poison ends. This poison is typically made only by the
drow, and only in a place far removed from
Components: sunlight. A creature subjected to this poison
Alcohol 80 gp must succeed on a DC 13 Constitution saving
Bloat Cap 120 gp throw or be Poisoned for 1 hour. If the saving
19
throw fails by 5 or more, the creature is also Purified Water 5 gp
Unconscious while Poisoned in this way. The
creature wakes up if it takes damage or if Midnight TearsDMG
another creature takes an action to shake it Ingested, 1,500 gp
awake. A creature that ingests this poison suffers no
effect until the stroke of midnight. If the
Components: poison has not been neutralized before then,
Dust of Unlife 75 gp the creature must succeed on a DC 17
Purified Water 25 gp Constitution saving throw, taking 31 (9d6)
poison damage on a failed save, or half as
Essence of EtherDMG much damage on a successful one.
Inhaled, 300 gp
A creature subjected to this poison must Components:
succeed on a DC 15 Constitution saving throw Ginseng Root 600 gp
or become Poisoned for 8 hours. The Oil 50 gp
Poisoned creature is Unconscious. The Purified Water 75 gp
creature wakes up if it takes damage or if Salt 25 gp
another creature takes an action to shake it
awake. Oil of TaggitDMG
Contact, 400 gp
Components: A creature subjected to this poison must
Chamomile Flower 40 gp succeed on a DC 13 Constitution saving throw
Ectoplasm 60 gp or become Poisoned for 24 hours. The
Oil 5 gp Poisoned creature is Unconscious. The
Valerian Root 45 gp creature wakes up if it takes damage.

Join the Herd Components:


Ingested, 750 gp Alcohol 10 gp
A creature subjected to this poison must Chamomile Flower 30 gp
succeed on a DC 14 Wisdom saving throw, or Krasson Berries 150 gp
be turned into a sheep. The creature remains Oil 10 gp
as a sheep for 1 hour as though targeted by
the polymorph spell. Pale TinctureDMG
Ingested, 250 gp
Components: A creature subjected to this poison must
Alcohol 50 gp succeed on a DC 16 Constitution saving throw
Goldenseal 300 gp or take 3 (1d6) poison damage and become
Purified Water 25 gp Poisoned. The Poisoned creature must repeat
the saving throw every 24 hours, taking 3
MaliceDMG (1d6) poison damage on a failed save. Until
Inhaled, 250 gp this poison ends, the damage the poison
A creature subjected to this poison must deals can’t be healed by any means. After
succeed on a DC 15 Constitution saving throw seven successful Saving Throws, the Effect
or become Poisoned for 1 hour. The Poisoned ends and the creature can heal normally.
creature is Blinded.
Components:
Components: Ginger Root 40 gp
Ginko Seeds 80 gp Krasson Berries 75 gp
Powdered Iron 40 gp Purified Water 10 gp
20
Oil 50 gp
Paranoia Zytolithium Dust 850 gp
Inhaled, 50 gp
A creature subjected to this poison must Poison of Weakness
succeed on a DC 12 Intelligence saving throw Injury, 250 gp
or become paranoid for the next 1d6 days. A creature subjected to this poison must
During this time, the creature believes succeed on a DC 11 Constitution saving throw
someone, or something, is out to kill it. The or gain vulnerability to one damage type for 1
creature will act defensively, behaving hour. The DM chooses the type, or
unusually, and suspecting even their closest determines it randomly from the options
allies of betrayal. below when the poison is bought or crafted.

Components: d10 Damage Type


Feverfew Leaf 3 gp 1 Acid
Mothshade Stem 12 gp 2 Cold
Oil 5 gp 3 Fire
Saw Palmetto Fruit 5 gp 4 Force
5 Lightning
Poison, BasicPHB 6 Necrotic
Injury, 100 gp 7 Poison
You can use the poison in this vial to coat one 8 Psychic
slashing or piercing weapon or up to three 9 Radiant
pieces of ammunition. Applying the poison 10 Thunder
takes an action. A creature hit by the
poisoned weapon or ammunition must make Components:
a DC 10 Constitution saving throw or take 1d4 Manacite Dust 100 gp
poison damage. Once applied, the poison Milk thistle 25 gp
retains its potency for one minute before Oil 25 gp
drying. Zytolithium Dust 25 gp

Components: Poison of Psionic Shatter


Any of the following: Bloat Cap, Dust of Ingested, 850 gp
Unlife, Ectoplasm, or Krasson Berries 45 gp This poison lays dormant for 1 hour before
Oil 5 gp causing painful headaches. An hour after
they drink it, the creature who drank this
Poison of Weakening poison must succeed on a DC 13 Intelligence
Injury, 1,800 gp saving throw or take 7 (2d6) psychic damage
A creature subjected to this poison must each hour for the next 12 hours. During this
succeed on a DC 15 Constitution saving throw time, they have no memory of who they are.
or become Poisoned for 1 minute. Legendary This memory returns when the poison’s
creatures cannot not use their Legendary effect wears off.
Resistance trait to resist this poison. While
poisoned, legendary creatures cannot use Components:
their Legendary Resistance trait. The creature Bloat Cap 200 gp
can repeat this saving throw at the end of Mothshade Stem 200 gp
each of its turns, ending the effect on a Purified Water 25 gp
success.
Purple Worm PoisonDMG
Components: Injury, 2,000 gp
21
This poison must be harvested from a dead
or Incapacitated Purple Worm. A creature Unease
subjected to this poison must make a DC 19 Contact, 15 gp
Constitution saving throw, taking 42 (12d6) A creature subjected to this poison suffers no
poison damage on a failed save, or half as ill effects, other than mild discontent, for
much damage on a successful one. which they are unable to identify the cause.
This effect lasts for 1d8 hours.
Components:
Harvested directly from a Purple Worm, see Components:
the Monster Manual Dust of Unlife 2 gp
Ectoplasm 5 gp
Serpent VenomDMG Oil 5 sp
Injury, 200 gp
This poison must be harvested from a dead Wizards’ Blight
or Incapacitated Giant Poisonous Snake. A Ingested, 250 gp
creature subjected to this poison must A creature subjected to this poison must
succeed on a DC 11 Constitution saving make a DC 12 Constitution saving throw. On a
throw, taking 10 (3d6) poison damage on a failed save the creature cannot cast spells
failed save, or half as much damage on a which target only themselves, such as mage
successful one. armor, for the next 12 hours.

Components: Components:
Harvested directly from a Giant Poisonous Purified Water 25 gp
Snake, see the Monster Manual Zytolithium Dust 100 gp

TorporDMG Wyvern PoisonDMG


Ingested, 600 gp Injury, 1,200 gp
A creature subjected to this poison must This poison must be harvested from a dead
succeed on a DC 15 Constitution saving throw or Incapacitated Wyvern. A creature
or become Poisoned for 4d6 hours. The subjected to this poison must make a DC 15
Poisoned creature is Incapacitated. Constitution saving throw, taking 24 (7d6)
poison damage on a failed save, or half as
Components: much damage on a successful one.
Krasson Berries 250 gp
Mothshade Stem 25 gp Components:
Purified Water 25 gp Harvested directly from a Wyvern, see the
Monster Manual
Truth SerumDMG
Ingested, 150 gp Miscellaneous Mixtures
A creature subjected to this poison must There are many types of mixtures and
succeed on a DC 11 Constitution saving throw concoctions that can be created which don’t
or become Poisoned for 1 hour. The Poisoned necessarily fit into the categories of potions
creature can’t knowingly speak a lie, as if or poisons. These mixtures are detailed
under the effect of a Zone of Truth spell. below. While potions and poisons almost
always come in a vial, these mixtures can
Components: come in a variety of containers, as detailed
Powdered Silver 15 gp next to their cost.
Purified Water 5 gp
Zytolithium Dust 55 gp
22
Most of the items in this section do no A creature that drinks this vial of liquid gains
register as magic items, though there are advantage on saving throws against poison
some exceptions. Those that do count as for 1 hour. It confers no benefit to undead or
magical for this purpose are given a rarity constructs.
rating next to their cost.
Components:
AcidPHB Ginger Root 30 gp
Vial, 25 gp Purified Water 20 gp
As an action, you can splash the contents of
this vial onto a creature within 5 feet of you Blinding Powder
or throw the vial up to 20 feet, shattering it Pouch, 5 gp
on impact. In either case, make a ranged This brass-colored powder emits a strong
attack against a creature or object, treating peppery smell. You can use your action to
the acid as an improvised weapon. On a hit, throw this powder in the face of a Large or
the target takes 2d6 acid damage. smaller creature which is within 5 feet of you.
That creature must succeed on a DC 10
Acid has many uses to an adventurer. It can Constitution saving throw, or be blinded for
be diluted and used for cleaning certain one minute. The creature can repeat this
materials or delicate machinery. It can be saving throw at the end of each of their
used in small quantities in cooking, as a turns, ending the effect on a success.
preservative or to add flavor. When
concentrated, it can even be used to eat Components:
through solid surfaces. Oil 2 gp
Powdered Iron 2 gp
Components: Sand 5 sp
Bat Guano 4 gp
Citrus Fruit (any type) 8 gp Holy WaterPHB
Purified Water 5 sp Flask, 25 gp
As an action, you can splash the contents of
Alchemist’s FirePHB this flask onto a creature within 5 feet of you
Flask, 50 gp or throw it up to 20 feet, shattering it on
This sticky, adhesive fluid ignites when impact. In either case, make a ranged attack
exposed to air. As an action, you can throw against a target creature, treating the holy
this flask up to 20 feet, shattering it on water as an improvised weapon. If the target
impact. Make a ranged attack against a is a fiend or undead, it takes 2k6 damage.
creature or object, treating the alchemist’s
fire as an improvised weapon. On a hit, the A cleric or paladin may create holy water by
target takes 1d4 fire damage at the start of performing a special ritual. A ritual takes 1
each of its turns. A creature can end this hour to perform, uses 25 gp worth of
damage by using its action to make a DC 10 powdered silver, and required the caster to
Dexterity check to extinguish the flames. expend a 1st-level spell slot.

Components: Components:
Alcohol 5 gp Powdered Silver 25 gp
Oil 10 gp 1st-level spell slot
Pitch 10 gp
Instant Shelter
AntitoxinPHB Flask, Uncommon, 80 gp
Vial, 50 gp
23
When you look into this brown concoction, Creatures affected by this liquid are not
you see a flickering image of your childhood charmed, or frightened, they are simply
home, or a place where you once felt safe. either curious, or disgusted. Their behaviour
When poured on the ground, the liquid will still reflect their nature. For example, a
instantly transforms into a leather-bound normally cautious creature would not run
tent, capable of comfortably holding 6 headlong to the source of the scent, and an
medium creatures. Before you pour out the intelligent creature would not flee from the
liquid, you can add a small, natural object scent into a hazardous area.
from the local environment (such as a leaf, a
stone, or a pinch of sand). If you do this, the Components:
colour and texture of the tent match the Blood of recently slain animal 10 gp
environment, providing a small amount of Mothshade Stem 5 gp
camouflage. The tent lasts for 8 hours before
fading away into a fine mist. OilPHB
Flask, 1 sp
Jokers’ Sweetener Oil usually comes in a clay flask that holds 1
Pouch, 20 gp pint. As an action, you can splash the oil in
This fine white powder tastes incredibly this flask onto a creature within 5 feet of you
sweet. When applied to any food or drink it or throw it up to 20 feet, shattering it on
can magically improve the taste. When you impact. Make a ranged attack against a target
consume food or drink which has Jokers’ creature or object, treating the oil as an
Sweetener in it, you have disadvantage on improvised weapon. On a hit, the target is
Wisdom saving throws for the next hour. covered in oil. If the target takes any fire
damage before the oil dries (after 1 minute),
Components: the target takes an additional 5 fire damage
Fermented Fruit (any type) 8 gp from the burning oil. You can also pour a flask
Powdered Silver 2 gp of oil on the ground to cover a 5-foot-square
area, provided that the surface is level. If lit,
Odor of Attracting / Odor of Repelling the oil burns for 2 rounds and deals 5 fire
Flask, 30 gp damage to any creature that enters the area
This foul-smelling liquid can be splashed over or ends its turn in the area. A creature can
a 5-foot-square area in order to attract or take this damage only once per turn.
repel a particular type of creature. There are
three different scents which this concoction Oil has a myriad of uses to an adventurer. It
can consist of. Each scent affects a different can be used as a lubricant in machinery, it can
type of creature: either aberrations, beasts, make surfaces slick and slippery, and can be
or monstrosities. The liquid can also be one used to start fires.
of two types: attracting or repelling.
Components:
When the liquid is splashed on the ground, all Vegetable oil or crude oil 5 cp
creatures of the specified type within a 1-
mile radius must make a Charisma saving Perception Manipulator Fluid
throw, DC 13. On a failed save, a creature is Vial and Pot, Rare, 600 gp
either attracted to, or repelled from the area This concoction comes in two parts: a
of the liquid. Whether they are attracted or tincture to be drunk, and a pot of cream to
repelled will depend on the type of liquid be applied to the face. When the person who
used. drinks the tincture looks upon the person
with the cream applied to their face, they do
not see their actual face, but instead see a
24
generic representation of a person they Purified Water 15 gp
expect to be in that place. For example, a
guard may see a fellow guard, a priest may Something Bigger. If your DM uses the
see a member of their congregation, or a optional rules from the Dungeon Master’s
queen may see a messenger or servant. Guide on Explosives, a budding alchemist may
Whatever the location, the person who drank also be able to create black powder
the tincture rationalises the presence of the (consisting of sulfur, bat guano, and
person who applied the cream – truly charcoal). Using black powder, they can craft
believing them to belong where they see Gunpowder Kegs (250 gp), Gunpowder Horns
them. This effect lasts for 8 hours, or until the (35 gp), or Bombs (150 gp) by collecting and
cream is washed off. processing components of a value in gp equal
to half of the value of the desired item to
Components: craft.
Garlic Cloves 50 gp
Ginko Leaf 200 gp
Purified Water 30 gp
Oil 20 gp

Smoke Bomb
Glass Marble, 60 gp
This small glass ball holds a swirling black
mist. You can use your action to smash the
ball on the ground at your feet, resulting in a
thick black cloud expanding from it to fill a 5-
foot-radius sphere around the point on the
ground. Attacks made against, and by,
creatures inside this sphere are made with
disadvantage, as the area is visually obscured.
Creatures who have other means of
detection, such as blindsight, are unaffected.

Components:
Charcoal 15 gp
Purified Water 15 gp

Bottle o’ Webbing
Flask, 50 gp
You can use your action to throw this flask of
thick, milky liquid at a point you can see
within 20 feet. The liquid expands to fill a 5-
foot-square space, which becomes difficult
terrain. Creatures who start their turn within
the space, or who pass through it, must
succeed on a DC 10 Dexterity saving throw, or
have their speed reduced to 0 until the start
of their next turn.

Components:
Spider Silk 15 gp
25

Alchemy Expanded
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 A comprehensive and practical guide to 
 
 
by
1 
 
Diabolist Dice presents Alchemy Expanded, a consolidation of rules on crafting alchemical 
concoctions, and an introdu
2 
 
Using this Book 
Collecting raw materials and crafting items 
can be one of the most rewarding 
experiences for a play
3 
 
Rules on Collecting 
Components and Crafting 
Concoctions 
 
Collecting or Buying Components 
Each concoction requires
4 
 
 
Alchemist’s Supplies 
50 gp, 8 lb. 
Alchemist’s supplies enable a character to 
produce useful concoctions, such as
5 
 
ARE ALCHEMICAL CONCOCTIONS MAGIC ITEMS? 
Generally, alchemical concoctions do not register 
as magic items for the pur
6 
 
Alchemical Components 
Listed in this section are some sample 
alchemical components which you can add to 
your campai
7 
 
 
Used in: 
Ichor of the Gods 
Potion of Flaming Body 
Potion of Invisibility 
Potion of Invulnerability 
 
Dust of Un
8 
 
Alchemical Properties. Reduces nausea and 
sickness when consumed raw or pickled. 
Often used in cooking. 
 
Used in:
9 
 
and potions which enhance a creature’s 
water-based skills. 
 
Used in: 
Potion of Water Breathing 
Potion of Skill

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