Herbalism & Alchemy

The old woman sprinkled mercury into the bowl with a flourish. Silvery globules of quicksilver beaded and ran over the haphazard sprays of wildrose and thyme, and for a moment, I thought her mad. I drew breath to say so, and something changed. Fingers of luminous mist poked their way out from under the herbs, rising into a glowing cloud. She looked at me, half-mad and all-powerful, and said one word: “Alchemy!”

An Arcane Science

Alchemy is not chemistry. Chemistry seeks to study the material properties of matter, while alchemy is the practice of altering those properties. Some might characterize alchemy as a mystical art, but skilled practitioners know that it is but an arcane science. It is not inherently magical, but its practice can yield effects so spectacular as to be indistinguishable from magic.

Neither is alchemy good or evil. Over the ages, practitioners of alchemy have sought to classify the science into disciplines, such as poisoncraft and potion-making, but no such distinction actually exists. One can use alchemy to harm or heal.

Most of the components of alchemy are found in the natural world, and so its practice is inexorably bound with the skill of foraging. Alchemists who lack the skill, ability, or inclination to forage an essential ingredient must find other ways to procure their ingredients, sometimes at great cost.

Herbalism

Herbalism is the practice of harvesting herbs and natural specimens that can be used in alchemical projects. You can forage in most areas that are on or near natural terrain. Natural terrain includes, but is not limited to, all non-cultivated outdoor areas.

Natural terrain is divided into terrain types: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. Some herbs thrive everywhere, while others may be unique to one type of terrain. The Nature skill is useful in determining what type of natural terrain you are in, if it is not readily apparent. A successful DC10 Nature check will allow you to determine with certainty what terrain you are in.

The world is full of varied flora, but not all plantlife is suited for use in alchemy. An incautious gatherer may harvest a varietal of a plant that has little alchemical potential, or worse, causes a recipe to fail entirely. Therefore, herbalism is best practiced by those who are wise or clever enough to identify the particular components needed for alchemical works.

Wisdom or Intelligence is your ability for Herbalism skill checks. If you are proficient with an herbalism kit, you can add your proficiency bonus to your Herbalism skill checks.

Herbalism Modifier = Wisdom modifier or Intelligence modifier + Proficiency bonus if using an herbalism kit with which you are proficient

You do not need to be proficient with an herbalism kit in order to forage, but if you attempt to forage by hand without an herbalism kit, your Herbalism skill checks are made at disadvantage.

Gathering Herbs

Finding suitable specimens for alchemical work can be a time-consuming process. Searching the immediate natural terrain for viable herbs takes two hours of effort. This is not a strenuous activity, so it can be accomplished during a long rest, provided that you dedicate the time solely to herb gathering.

To forage, make a DC15 Herbalism check. On a success, you find 1d4 alchemical herbs, determined randomly from herbs appropriate to that terrain as detailed below.

You can also choose to forage for specific herbs. This is more time-consuming than picking every herb you come across, taking four hours of time. It might be necessary when trying to complete an alchemical project for which you are missing a prized final ingredient. When foraging for specific herbs, the DC for your Herbalism check is modified by the DC bonus detailed for each herb below. Some herbs can only be found through this method of foraging.

Downtime Gathering

You can also choose to forage during downtime. While foraging during downtime, you have advantage on Herbalism checks made to find alchemical herbs, provided that you are devoting the time exclusively to foraging.

Procurement

Not all individuals are capable gatherers. Some are merely disinclined to get their hands dirty. Common herbs are available at herbalism shops in towns and cities, but rarer ingredients are the province of specialty collectors and black market dealers. When seeking out a seller for a specific herb in a town of sufficient size, you can make a Charisma check to interact with the populace and determine if that component is available in your current locale. Make a DC15 Charisma check, modified by the DC bonus of the herb you are seeking. On a success, you learn whether or not the herb is available in the area, and where it can be procured.

Alchemical Components


Amaunatori sunflower

uncommon, DC +2
Named for the Netherese solar god, Amaunatori sunflowers have long been associated with the purifying power of flame. They are much smaller than their common cousins, and are recognizable for spindle-shaped black seeds that are the color of burning coals. Grows In: coast, forest, grassland, mountain, swamp

badlands pepper
uncommon, DC +2
The peppers of Dambrath’s badlands are some of the world’s hottest, and are far too intense for use in cooking. Young peppers have a livid red color that contrasts vibrantly with their bright green foliage. As they age, badlands peppers tend to take on a dusty brown appearance that belies their intensity. Grows In: desert, mountain, swamp, Underdark

bloodboil fruit
common, DC -2
Bloodboil is a stunted shrub that produces edible fruits along its trunk. These fruits look like tumorous growths and are an unhealthy shade of red. Their taste has been described as “swampy”. Although bloodboil has an ill reputation, it is sometimes used in stews as a thickening agent. Grows In: coast, forest, swamp, Underdark

Cyricine deathwort
very rare, DC +6
One of the world’s most lethal herbs, Cyricine deathwort is not a true wort, but a type of slime mold that is black and shot through with fluorescent orange streaks. Care when handling is suggested.  Grows In: swamp, Underdark

daggerspine root
common, DC -2
Daggerspine is an invasive weed that thrives in a variety of climates. It is aptly named, as its stalks are covered with wicked thorns that can easily penetrate leather and flesh. Some legends say that the early humans of the Shining South used dried daggerspine stalks as rudimentary caltrops. The roots are fleshy and have a sharp, acrid taste. They are also highly toxic. Grows In: arctic, coast, desert, forest, grassland, mountain

eye-of-Chauntea leaves
very rare, DC +6
Eye-of-Chauntea lilies are beautiful golden lilies that cleave to higher altitudes. Old wives’ tales say that a single blossom, brewed into a tea, can make one immortal. They’re wrong, and the wives aren’t that old. Grows In: arctic, mountain

fireball poppy milk
rare, DC +4
Fireball poppies come in shades of brilliant scarlet. Soaking the seeds in water produces a thick, pinkish fluid that can be used to dull pain or as a soporific. Unlike their namesake spell, fireball poppy milk only causes drowsiness and not fiery doom.  Grows In: grassland, mountain

ghost moss
uncommon, DC +0
Ghost moss grows thick in the depths of the Underdark. It is pale and bluish-green in bright light, but casts a softly phosphorescent glow in the darkness. Grows In: Underdark

gnollwhisker thistle down
uncommon, DC +2
A thistle varietal with blue-grey blossoms and exceedingly thin stalks that, when barren, bear a passing resemblance to whiskers. The thistle down is used as a thickening agent in a number of tinctures.  Grows In: coast, forest, grassland

gnome’s beard lichen
uncommon, DC +2
This stone-colored lichen is barely distinguishable from common lichens found in most damp environments. It is respected among healers as a fortifying herb. Grows In: coast, mountain, swamp, Underdark

heartblossom core
rare, DC +4
Coming in shades of ranging from vivid yellow to sunset orange, heartblossoms derive their name from the unique shape of their blooms. Their cores are coated in rich golden pollen. Grows In: coast, forest, grassland

honeybush strips
uncommon, DC +2
Honeybush is hardy, low-growing shrub with thick branches. Although its berries are mildly poisonous, scraped bark strips are coated in a thick, creamy sap that tastes sweetly of honey. Grows In: desert, mountain

liar’s sage
uncommon, DC +2
There are more than a few tragic stories of the unwary using liar’s sage in place of its namesake herb for seasoning. The two are almost indistinguishable, save that liar’s sage is a powerful purgative. Grows In: arctic, coast, desert, forest, grassland, mountain

lightning creeper vine
very rare, DC +6
Lightning creeper is a carnivorous plant. Its trumpet-shaped blooms exude a sweet, soporific sap that can briefly stun birds, rats, and other small creatures. Then, by an unknown process, the vines constrict violently around the plant’s prey. Grows In: coast, forest, swamp, Underdark

Loviatar’s lace
rare, DC +4
One of the few flowering plants that thrives in the Underdark, Loviatar’s lace has clusters of blue-black flowers and stalks crowded with tiny thorns. Grows In: Underdark

merrybud
rare, DC +4
This species of poppy develops pale white bulbs that are used as smoking herbs. When consumed, the sap of the bulbs is a powerful soporific with euphoric qualities. Grows In: swamp

milkpurge seeds
common, DC -2
The seeds of a milkpurge plant can be boiled to release an unsavory essence with the color of spoiled milk. A common purgative, it has a distinctive sour taste. Grows In: arctic, coast, desert, forest, grassland, mountain, swamp

moonflower petals
rare, DC +6
Ironically, moonflowers require an abundance of sun to grow and do not thrive in dark areas. The petals have a silvery, almost metallic, sheen and are very delicate. Grows In: coast, grassland, mountain

nightstar jasmine seeds
uncommon, DC +2
Few plants are as prized by perfumers as nightstar jasmine. The seeds are tiny slivers that are harmless on their own, but when consumed with bloodboil fruits, they are highly dangerous.  Grows In: mountain, swamp

queensfoil sap
common, DC +0
Queensfoil is a verdant green plant with tiny pale blossoms. Sap can be extracted from its stems or crushed leaves that is used by village healers to aid the healing of minor wounds. Grows In: coast, forest, grassland, mountain, swamp

rainfruit seeds
rare, DC +4
An unusual weed, rainfruit is a desert plant that grows rapidly after rains, producing spherical purple fruits that are full of tiny seeds. In dry times, the plants quickly die off, and the dried fruits release their seeds to begin the cycle anew. Grows In: desert

shadefruit skin
rare, DC +4
Growing in dark chasms and lightless muck, shadefruit is a variety of eggplant with a distinctive dusk blue skin that is useful in potioncraft. Grows In: mountain, swamp, Underdark

silverthorn sprig
very rare, DC +6
In reality, silverthorn is a type of rose with distinctive blue blossoms and trademark thorns that are moonlit-hued and lighter than the rest of their stems. The plant is highly sought after and difficult to find. Grows In: arctic

siphon’s hazel
rare, DC +4
This spreading tree might be confused for a hazel, but its nuts are dark red and inedible. The leaves and bark can be processed to release a cooling, astringent liquid. Grows In: arctic, forest, mountain, swamp

steelwood bark
uncommon, DC +2
Steelwood boles might be desirable for furniture-making, save that their living bark is so hard as to defy most mundane blades. Younger plants can be stripped of their bark, which in turn can be brewed into fortifying teas.  Grows In: arctic, forest, mountain

strangler’s whitecap
very rare, DC +6
Although it bears more than a passing resemblance to the common mushroom, strangler’s whitecap is slightly paler and toxic. If consumed raw, it causes a paralytic reaction that prevents its victims from breathing. Grows In: forest, swamp, Underdark

sunstalk grains
common, DC -2
Sunstalk is a yellowish-green grass that is endemic to the Shining South. Its tiny golden grains are a frequent stabilizing additive to certain alchemical concoctions.  Grows In: coast, grassland

winterleaf stem
rare, DC +4
It is said that winterleaf used to be commonplace and hardy, but modern varities of the blue-leafed bush require the cold to thrive. Grows In: arctic, mountain

wyrmtongue
common, DC -2
A thick and fast-growing bramble, wyrmtongue is the bane of gardeners. Its flowers are forked like a serpent’s tongue and are surprisingly lovely. Grows In: coast, desert, forest, grassland, mountain, swamp

Practicing Alchemy

There are a wide variety of alchemical recipes that have been collected over the years. Basic poisoncraft and potionmaking recipes are widely available and easy to learn, but more advanced techniques are the province of prized tomes of considerable rarity.

Creation of poisons requires the use of a poisoner’s kit. Making healing potions requires a healer’s kit, and crafting all other potions requires alchemist’s supplies. You can attempt to craft 10 alchemical projects with one of the aforementioned tools before exhausting it. Afterward, you will need to replace your healer’s kit, poisoner’s kit, or alchemist’s supplies before you can make another attempt.

Anyone with the appropriate tools can attempt to craft alchemical projects of common or uncommon rarity. If you are proficient with a poisoner’s kit, you can add your proficiency bonus when crafting poisons. Proficiency with the Medicine skill allows you to add your proficiency bonus when crafting healing potions, while proficiency with alchemist’s supplies allows you to add your proficiency bonus when crafting all other types of potion.

Alchemy Modifier = INT or WIS + Proficiency bonus, if applicable

You cannot craft rare, very rare, or legendary alchemical projects without their respective proficiencies.

Alchemy is considerably easier when practicing in a safe, secure area with a full complement of tools. It takes ten days of downtime and 1,000 gold to prepare an alchemy laboratory in such a secure location. Once completed, such a laboratory costs 2 gold pieces per day to maintain. Rolls made to create alchemical projects are made with disadvantage outside of an alchemy laboratory.

It takes two hours of downtime to craft common and uncommon recipes, four hours of downtime to craft rare recipes, and one day of downtime to craft very rare or legendary recipes.

The difficulty of crafting alchemical projects is based upon the complexity of the ingredients used. Each unique ingredient adds half of its difficulty class modifier to the base difficulty class. Subsequent non-unique ingredients do not further add to the difficulty class.

Alchemy Project DC = 10 + (combined difficulty modifier of floral ingredients)/2 + (combined difficulty modifier of other ingredients)

On a successful check, you expend downtime based on the rarity of the resulting alchemical creation and the materials are expended in the creation of the potion, poison, or medicine. On a failed check, the downtime required to craft alchemy projects is expended, but the materials used are not expended. On a check that fails by more than 5, the materials used are lost as well.

Common and Uncommon Recipes

Assassin’s Blood
Poison: ingested. A creature subjected to this poison must make a DC10 Constitution saving throw. On a failed save, it takes 1d12 poison damage and is Poisoned for 3d4 hours. Crafting DC: 9 Market Cost: 130gp. Components: bloodboil fruit, daggerspine root, milkpurge seeds.

Crawler Mucus
Poison: contact, injury, ingested, inhaled. A creature subjected to this poison must make a DC13 Constitution saving throw. On a failed save, it becomes Poisoned for 1 minute. The Poisoned creature is Paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Crafting DC: 13. Market Cost: 200gp. Components: 2x wyrmtongue, crawler mucus worth at least 120gp.

Drow Poison
Poison: injury. A creature subjected to this poison must make a DC13 Constitution saving throw. On a failed save, it becomes Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Crafting DC: 13. Market Cost: 200gp. Components: milkpurge seeds, wyrmtongue, a vial of drow blood. Must be crafted in a dark or dimly lit area.

Essence of Ether
Poison: inhaled. A creature subjected to this poison must make a DC15 Constitution saving throw. On a failed save, it becomes Poisoned for 8 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Crafting DC: 14. Market Cost: 210gp. Components: badlands pepper, winterleaf stem, wyrmtongue x2.

Frailty’s Kiss
Poison: injury, ingested, inhaled. A creature subjected to this poison must make a DC10 Constitution saving throw. On a failed save, it becomes Poisoned for 1 minute. While Poisoned, it has disadvantage on Strength, Constitution, and Dexterity saving throws. Crafting DC: 10. Market Cost: 120gp. Components: milkpurge seeds x2, wyrmtongue.

Malice
Poison: inhaled. A creature subjected to this poison must make a DC15 Constitution saving throw. On a failed save, it becomes Poisoned for 1 hour. The Poisoned creature is blinded. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Crafting DC: 13. Market Cost: 260gp. Components: badlands pepper, liar’s sage x2, milkpurge seeds.

Oil of Slipperiness
Potion. This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the Equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a Freedom of Movement spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours. Crafting DC: 15. Market Cost: 405 gp. Components: gnome’s beard lichen x2, queensfoil sap x2, shadefruit skin, rendered lard worth at least 25gp.

Pale Tincture
Poison: ingested. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw. On a failed save, the creature takes 1d6 poison damage and becomes Poisoned. The Poisoned creature must repeat the saving throw at the beginning of each turn, taking 1d6 poison damage on a failed save. Until this poison ends, the creature can’t be healed by any means. After three successful saving throws, the effect ends and the creature can heal normally. Crafting DC: 14. Market Cost: 240gp. Components: fireball poppy milk, 2x gnollwhisker thistle down, 2x milkpurge seeds.

Philter of Love
Poison: ingested. A creature subjected to this poison must succeed on a DC11 Constitution saving throw. On a failed save, it becomes Charmed by the next creature it sees for 1 hour. If that creature is of a gender and species that it would normally be attracted to, the afflicted creature regards this creature as its true love. The rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. Crafting DC: 15. Market Cost: 150 gp. Components: fireball poppy milk, nightstar jasmine seeds.

Potion of Animal Friendship
Potion. A creature that ingests this potion can cast the Animal Friendship spell with a spell save DC of 13 for 1 hour at will. Agitating the muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. Crafting DC: 14.  Market Cost: 200 gp. Components: Amaunatori sunflower, sunstalk grains, animal remains worth at least 50 gp.

Potion of Climbing
Potion. A creature that ingests this potion gains a climbing speed equal to its walking speed for 1 hour. During this time, the creature has advantage on Athletics checks it makes to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. Crafting DC: 12. Market Cost: 180gp. Components: steelwood bark, sunstalk grains x2.

Potion of Diminution
Potion. A creature that ingests this potion gains the “reduce” effect of the enlarge/reduce spell for 1d4 hours with no Concentration required. The red in the potion’s liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process. Crafting DC: 14. Market Cost: 240 gp. Components: gnome’s beard lichen, liar’s sage, a vial of lycanthrope or shapeshifter blood worth at least 130gp.

Potion of Fire Breath
Potion. A creature that ingests this potion can use its bonus action to exhale fire at a target within 30 feet of it. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after the creature exhales the fire three times or when 1 hour has passed. The potion’s orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened. Crafting DC: 14. Market Cost: 220 gp. Components: badlands pepper x2, honeybrush strips x2, ashes from a spent campfire.

Potion of Greater Healing
Medicine. A creature that ingests this potion regains 4d4 + 4 hit points. The potion is thick and viscous, and its bubbles are faintly heart-shaped. Crafting DC: 14. Market Cost: 260 gp. Components: Amaunatori sunflower, bloodboil fruit x2, merrybud.

Potion of Growth
Potion. A creature that ingests this potion gains the “enlarge” effect of the enlarge/reduce spell for 1d4 hours with no Concentration required. The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. Crafting DC: 14. Market Cost: 320 gp. Components: moonflower petals, sunstalk grains, a vial of lycanthrope or shapeshifter blood worth at least 130gp.

Potion of Healing
Medicine. A creature that ingests this potion regains 2d4 + 2 hit points. The potion’s red liquid glimmers slightly when agitated. Crafting DC: 11. Market Cost: 100gp. Components: bloodboil fruit x2, queensfoil sap.

Potion of Hill Giant Strength
Potion. When a creature ingests this potion, its Strength score changes to 21 for 1 hour. The potion has no effect on the creature if its Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of fingernail from a hill giant.  Crafting DC: 16. Market Cost: 380 gp. Components: Amaunatori sunflower, bloodboil fruit, honeybrush strips, steelwood bark, winterleaf stem, a hill giant’s toenail or fingernail worth at least 50gp.

Potion of Poison
Poison: ingested. The concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. A creature subjected to this poison must make a DC13 Constitution saving throw or be Poisoned. While Poisoned in this way, it takes 3d6 poison damage at the start of each of its turns. At the end of each of its turns, the creature can repeat the saving throw. On a successful save, the poison damage taken on its subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. Crafting DC: 12. Market Cost: 100gp. Components: bloodboil fruit, nightstar jasmine seeds.

Potion of Resistance
Potion. A creature that ingests this potion becomes infused with adaptive magic for 12 hours. If the imbiber is exposed to acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage, the creature develops resistance to that one type of damage for 1 hour and the adaptive magic fades immediately. Crafting DC: 16. Market Cost: 340 gp. Components: badlands pepper, liar’s sage, steelwood bark, sunstalk grains, winterleaf stem.

Potion of Water Breathing
Potion. A creature that ingests this potion can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. Market Cost: 180 gp. Components: gnollwhisker thistle down, moonflower petals, fish guts worth at least 5 gp.

Serpent Venom
Poison: injury. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw. On a failed save, it takes 3d6 poison damage, or half as much damage on a successful one. Crafting DC: 12. Market Cost: 175gp. Components: daggerspine root x2, wyrmtongue, venom worth at least 15gp from a poisonous snake.

Truth Serum
Poison: ingested. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature can’t knowingly speak a lie, as if under the effect of a Zone of Truth spell. Crafting DC: 15. Market Cost: 260 gp. Components: daggerspine root, ghost moss, moonflower petals, a strand of hair from a Lawful Good individual.

Rare Recipes

Burnt Othur Fumes
Poison: inhaled. A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or take 3d6 poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the creature takes 3d6 poison damage. After three successful saves, the poison ends. Crafting DC: 16. Market Cost: 430 gp. Components: badlands pepper, daggerspine root, shadefruit skin, winterleaf stem.

Craven’s Cut
Poison: injury, inhaled. A creature subjected to this poison must succeed on a DC16 Constitution saving throw. On a failed save, it becomes Poisoned for 1 minute. The Poisoned creature is also Frightened of the next creature that it sees. If the Poisoned creature can do so, it must move as far as possible from its poisoner on its turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Crafting DC: 16. Market Cost: 440 gp. Components: gnollwhisker thistle down x2, Loviatar’s lace, merrybud, milkpurge seeds.

Elixir of Health
Medicine. Diseases, Blindness, Deafness, Paralysis, and Poison affecting a creature that imbibes this potion are cured. The clear red liquid has tiny bubbles of light in it. Crafting DC: 15. Market Cost: 420 gp. Components: fireball poppy milk, heartblossom core, sunstalk grains x2.

Lockstep Poison
Poison: inhaled. A creature subjected to this poison must succeed on a DC15 Constitution saving throw. On a failed save, it becomes Poisoned for 1 minute. While Poisoned, its move speed becomes 0. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Crafting DC: 15. Market Cost: 580 gp. Components: rainfruit seeds, shadefruit skin, wyrmtongue x2.

Potion of Clairvoyance
Potion. A creature that ingests this potion gains the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened. Crafting DC: 16. Market Cost: 930 gp. Components: queensfoil sap, silverthorn sprig, siphon’s hazel, sunstalk grains, a magic user’s disembodied eye worth at least 200 gp.

Potion of Fire Giant Strength
Potion. When a creature ingests this potion, its Strength score changes to 25 for 1 hour. The potion has no effect on the creature if its Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of fingernail from a fire giant. Crafting DC: 18. Market Cost: 1460 gp. Components: badlands pepper, bloodboil fruit x2, eye-of-Chauntea leaves x2, lightning creeper vine, queensfoil sap x2, steelwood bark, sunstalk grains, a fire giant’s toenail worth at least 50 gp.

Potion of Frost Giant Strength
Potion. When a creature ingests this potion, its Strength score changes to 23 for 1 hour. The potion has no effect on the creature if its Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of fingernail from a frost giant. Crafting DC: 17. Market Cost: 1100 gp. Components: bloodboil fruit, eye-of-Chauntea leaves x2, steelwood bark x2, winterleaf stem x2, a frost giant’s toenail worth at least 50 gp.

Potion of Gaseous Form
Potion. A creature that ingests this potion gains the effect of the gaseous form spell for 1 hour, no Concentration required, or until the creature ends the effect as a bonus action. This potion’s container seems to hold fog that moves and pours like water. Crafting DC: 17.  Market Cost: 900 gp. Components: bloodboil fruit, moonflower petals x2, strangler’s whitecap, a bottled dying breath worth at least 240 gp.

Potion of Heroism
Potion. A creature that ingests this potion gains 10 temporary hit points that last for 1 hour. For the same duration, the creature also gains the effect of the bless spell with no Concentration required. This blue potion bubbles and steams as if boiling. Crafting DC: 17. Market Cost: 750 gp. Components: Amaunatori sunflower, eye-of-Chauntea leaves, heartblossom core, sunstalk grains. Can only be crafted in direct sunlight.

Potion of Mind Reading
Potion. A creature that ingests this potion gains the effect of the detect thoughts spell with a spell save DC of 13. The potion’s dense, purple liquid has an ovoid cloud of pink floating in it. Crafting DC: 17. Market Cost: 760 gp. Components: ghost moss x2, moonflower petals x2, queensfoil sap x2, siphon’s hazel.

Potion of Stone Giant Strength
Potion. When a creature ingests this potion, its Strength score changes to 23 for 1 hour. The potion has no effect on the creature if its Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of fingernail from a stone giant. Crafting DC: 17. Market Cost: 1100 gp. Components: bloodboil fruit, eye-of-Chauntea leaves x2, nightstar jasmine leaves, steelwood bark x2, a stone giant’s toenail worth at least 50 gp.

Potion of Superior Healing
Medicine. A creature that ingests this potion regains 8d4 + 8 hit points. The potion has a thick, syrupy texture, like sluggishly flowing heartblood, and it is the color of cut rubies. Crafting DC: 16. Market Cost: 650 gp. Components: bloodboil fruit, eye-of-Chauntea leaves, rainfruit seeds.

Powder of Taggit
Poison: contact, injury, ingested, inhaled. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become Poisoned for 24 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage. Crafting DC: 15. Market Cost: 400 gp. Components: fireball poppy milk x2, merrybud x2, milkpurge seeds.

Torpor
Poison: ingested. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 4d6 hours. The Poisoned creature is Incapacitated. Crafting DC: 16. Market Cost: 630 gp. Components: shadefruit skin, strangler’s whitecap, wyrmtongue.

Touch of the Mime
Poison: contact, injury, ingested, inhaled. A creature subjected to this poison must succeed on a DC15 Constitution saving throw or become Poisoned for 1 minute. The Poisoned creature is Blinded, Deafened, and cannot speak and has disadvantage on Constitution saving throws. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Crafting DC: 17. Market Cost: 700 gp. Components: liar’s sage, lightning creeper vine, Loviatar’s lace, milkpurge seeds.

Very Rare and Legendary Recipes

Corrupting Brew
Poison: contact, injury, ingested, inhaled. A creature subjected to this poison must succeed on a DC17 Constitution saving throw. On a failed save, it becomes Chaotic Evil. The creature can repeat the saving throw every 24 hours, ending the effect on itself on a success. After three failed saving throws, the effect becomes permanent. This potion has no effect on creatures that are already Chaotic Evil. Crafting DC: 19. Market Cost: 2490 gp. Components: bloodboil fruit x3, Cyricine deathwort x2, daggerspine root x2, Loviatar’s lace, nightstar jasmine seeds x2, silverthorn sprig x2, siphon’s hazel x1, sunstalk grains x2, wyrmtongue x3.

Midnight Tears
Poison: ingested. A creature subjected to this poison must succeed on a DC17 Constitution saving throw. On a failed save, it is Poisoned for 1 minute. The Poisoned creature takes 4d6 poison damage at the start of each of its turns. At the end of each turn, the creature must repeat the saving throw. On a successful save, the poison damage taken on its subsequent turns decreases by 1d6. On a failed save, the poison damage taken on its subsequent turns increases by 1d6. The creature has disadvantage on these saving throws at night.  Crafting DC: 19. Market Cost: 1440 gp. Components: lightning creeper vine x2, Loviatar’s lace, milkpurge seeds x2.

Mindflayer’s Vengeance
Poison: inhaled. A creature subjected to this poison must succeed on a DC16 Constitution saving throw. On a failed save, it is Poisoned for 24 hours. While Poisoned, the creature’s Intelligence is also reduced by 4d4. If this would reduce the creature’s Intelligence to 0, the creature is stunned until it regains at least 1 point of Intelligence. Crafting DC: 19. Market Cost: 2910 gp. Components: Amaunatori sunflower, bloodboil fruit, daggerspine root x3, ghost moss x3, lightning creeper vine x2, silverthorn sprig, strangler’s whitecap x2, wyrmtongue, an illithid brain worth at least 600 gp.

Oil of Etherealness
Potion. Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the Equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour. Crafting DC: 17. Market Cost: 1970 gp. Components: ghost moss x3, gnollwhisker thistle down x3, gnome’s beard lichen x3, lightning creeper vine x3, remains worth at least 500 gp from an elemental.

Oil of Sharpness
Potion. This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. Crafting DC: 17. Market Cost: 2490 gp. Components: eye-of-Chauntea leaves x3, shadefruit skin x3, steelwood bark x3, sunstalk grains x3, 300 gp worth of powdered silver.

Potion of Cloud Giant Strength
Potion. When a creature ingests this potion, its Strength score changes to 27 for 1 hour. The potion has no effect on the creature if its Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of fingernail from a cloud giant. Crafting DC: 18. Market Cost: 2490 gp. Components: bloodboil fruit x2, eye-of-Chauntea leaves x3, gnollwhisker thistle down x3, lightning creeper vine x2, queensfoil sap x3, steelwood bark x3, sunstalk grains, a cloud giant’s toenail worth at least 100 gp.

Potion of Flying
Potion. A creature that ingests this potion gains a flying speed equal to its walking speed for 1 hour and can hover. If the creature is in the air when the potion wears off, it falls unless it has some other means of staying aloft. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it. Crafting DC: 18. Market Cost: 1430 gp. Components: fireball poppy milk x2, gnollwhisker thistle down x3, heartblossom core x2, rainfruit seeds x2, sunstalk grains x3.

Potion of Invisibility
Potion. This potion’s container looks empty but feels as though it holds liquid. A creature that ingests it becomes Invisible for 1 hour. Anything the creature is wearing or carrying is Invisible with it. The effect ends early if the creature attacks or casts a spell. Crafting DC: 18. Market Cost: 1400 gp. Components: Amaunatori sunflower x3, bloodboil fruit x3, eye-of-Chauntea leaves x3, milkpurge seeds x3, shadefruit skin x3, silverthorn sprig x3, sunstalk grains x3, a single tear.

Potion of Invulnerability
Potion. A creature that ingests this potion has resistance to all damage for 1 minute. The potion’s syrupy liquid looks like liquefied iron. Crafting DC: 19. Market Cost: 3780 gp. Components: Amaunatori sunflower x3, bloodboil fruit x3, eye-of-Chauntea leaves x3, milkpurge seeds x3, shadefruit skin x3, silverthorn sprig x3, steelwood bark x3, sunstalk grains x3.

Potion of Longevity
Medicine. When a creature ingests this potion, its physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each subsequent time the creature drinks a potion of longevity, there is a 10 percent cumulative chance that it instead ages by 1d6 +6 years. Suspended in this amber liquid are a scorpion’s tail, an adder’s fang, a dead spider, and a tiny heart that, against all reason, is still beating. The ingredients vanish when the potion is opened. Crafting DC: 20. Market Cost: 8510 gp. Components: bloodboil fruit x3, Cyricine deathwort x3, eye-of-Chauntea leaves x3, lightning creeper vine x3, Loviatar’s lace x3, strangler’s whitecap x3, scorpion’s tail, adder’s fang, dead spider, humminbird’s heart, and a gemstone worth at least 3500 gp.

Potion of Speed
Potion. A creature that ingests this potion gains the effect of the haste spell for 1 minute with no concentration required. The potion’s yellow fluid is streaked with black and swirls on its own. Crafting DC: 19. Market Cost: 3090 gp. Components: Amaunatori sunflower, badlands pepper, eye-of-Chauntea leaves, lightning creeper vine, sunstalk grains, a flask of quicksilver worth at least 300 gp.

Potion of Cloud Giant Strength
Potion. When a creature ingests this potion, its Strength score changes to 29 for 1 hour. The potion has no effect on the creature if its Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of fingernail from a storm giant. Crafting DC: 20. Market Cost: 4000 gp. Components: bloodboil fruit x3, eye-of-Chauntea leaves x3, gnollwhisker thistle down x3, liar’s sage x3, lightning creeper vine x3, Loviatar’s lace x3, queensfoil sap x3, steelwood bark x3, sunstalk grains x3, wyrmtongue x3, a storm giant’s toenail worth at least 100 gp.

Potion of Supreme Healing
Medicine. A creature that ingests this potion regains 10d4 + 20 hit points. The liquid is faintly effervescent, gleaming bubbles pulsing through it glowing like sparks of light off a garnet. Crafting DC: 18. Market Cost: 1360 gp. Components: bloodboil fruit, eye-of-Chauntea leaves, queensfoil sap x2, shadefruit skin x2, silverthorn sprig, sunstalk grains.

Potion of Vitality
Medicine. When a creature ingests this potion, it removes any exhaustion that creature is suffering and cures any disease or poison affecting it. For the next 24 hours, the creature regains the maximum number of hit points for any Hit Die it spends. The potion’s crimson liquid regularly pulses with dull light, calling to mind a heartbeat. Crafting DC: 19. Market Cost: 1710 gp. Components: bloodboil fruit x2, daggerspine root x2, eye-of-Chauntea leaves, heartblossom core, lightning creeper vine x2, nightstar jasmine seeds x3.

Purple Worm Poison
Poison: injury. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 12d6 poison damage on a failed save, or half as much damage on a successful one. Crafting DC: 17. Market Cost: 2070 gp Components: Cyricine deathwort x3, strangler’s whitecap x2, wyrmtongue x3, purple worm venom worth at least 200 gp.

Wyvern Poison
Poison: injury. A creature subjected to this poison must make a DC 17 Constitution saving throw, taking 7d6 poison damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is also Poisoned for 24 hours and has disadvantage on Dexterity saving throws. Crafting DC: 18. Market Cost: 1210 gp. Components: Loviatar’s lace, 3x siphon’s hazel, wyvern venom worth at least 150 gp.