Alchemy Expanded
Alchemy Expanded
For new content and product updates, like Diabolist Dice on Facebook.
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:
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
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.
Components: Components:
Harvested directly from a Giant Poisonous Purified Water 25 gp
Snake, see the Monster Manual Zytolithium Dust 100 gp
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









