Mundane Item Crafting: All non-slashing weapons, Laminar Armor**, several pieces of adventuring gear.
Magic Item Crafting: Wide list of wooden items
Artwork Creation: Can create carved wooden artwork such as statuettes.
QA Artwork Bonus: None
Structure Building: None
Adventuring Utility: Can create simple ad-hoc weaponry out of just wood.
Default Blueprints
If a woodcarver has a sharp object, they are useful in creating many different common items. They can make the following at start:
Wooden weapons
Laminar armor
Common adventuring gear
Skill Usage
Arcana, History: Your expertise lends you additional insight when you examine wooden objects, such as figurines or arrows.
Nature: Your knowledge of wooden objects gives you some added insight when you examine trees.
Repair: As part of a short rest, you can repair a single damaged wooden object.
Craft Arrows: As part of a short rest, you can craft up to five arrows. As part of a long rest, you can craft up to twenty. You must have enough wood on hand to produce them.
Woodcarver’s Tools Basic Use Difficulty Table
Activity
DC
Craft a small wooden figurine
10
Carve an intricate pattern in wood
15
Crafting
For much of the crafting for this skill set and tools, just use the Mundane Crafting rules unless there is something specific that the character wishes to create outside of the normal things.
Magic Item Crafting: A large variety of weaved items.
Artwork Creation: Weaved artwork and clothing.
QA Artwork Bonus: Selling Products takes half as much time rounded down.
Structure Building: N/A
Adventuring Utility: Additional bonuses when interacting with cloth products, knots, and materials.
Default Blueprints
Weavers are those that hold together many communities since no one wants to run around naked. They can make the following at start:
Sling
Basket
Blanket
Clothes
Pouch
Robes
Rope
Sack
Common items made of linen.
Skill Usage
Arcana, History: Your expertise lends you additional insight when examining cloth objects, including cloaks and robes.
Investigation: Using your knowledge of the process of creating cloth objects, you can spot clues and make deductions that others would overlook when you examine tapestries, upholstery, clothing, and other woven items.
Repair: As part of a short rest, you can repair a single damaged cloth object.
Craft Clothing: Assuming you have access to sufficient cloth and thread, you can create an outfit for a creature as part of a long rest.
Weaver’s Tools Basic Use Difficulty Table
Activity
DC
Repurpose cloth
10
Mend a hole in a piece of cloth
10
Tailor an outfit
15
Crafting
For much of the crafting for this skill set and tools, just use the Mundane Crafting rules unless there is something specific that the character wishes to create outside of the normal things.
Example Items: A variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue
Crafting Restrictions: Requires Workshop
Mundane Item Crafting: Can lead the creation of some assembled items but assist in the creation of a great many items.
Magic Item Crafting: Can assist in the creation of a great many items.
Artwork Creation: Can create mechanical artwork for sale.
QA Artwork Bonus: N/A
Structure Building: N/A
Adventuring Utility: Able to repair items and understand contraptions.
Tinkers are a rare profession, but their work possesses incredible value. Tinkers are usually associated with finicky contraptions and devices, and if they ever use magic, it is usually more of an energy source rather than the driving characteristic. Really, tinkers are more concerned with finding new materials with strange properties to experiment with, and their inventions can range from the entertaining to the revolutionary.
With that in mind, tinkers vary widely in skill. A traveling peddler may have some experience in making mechanical puppets that flail around for the amusement of children, while the daring few that have traveled to Mechanus and returned alive may have unlocked the secrets of artificial life.
Any character that is proficient in the tinker’s tools may be considered a tinker for crafting purposes.
Skill Usage
History: You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.
Investigation: When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.
Repair: You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable.
Tinker’s Tools Basic Use Difficulty Table
Activity
DC
Temporarily repair a disabled device
10
Repair an item in half the time
15
Improvise a temporary item using scraps
20
Default Designs
All Tinkerers are assumed to be able to mend and fix most small metal tools or objects. They also have the concept on how to create clockworks and gain one of the following effects to start with:
Armor, Basic
Bite, Basic
Slam, Basic
Slashing, Basic
Swimming Speed, Basic
Walking Speed, Basic
Salvaging Materials
You can obtain materials by salvaging them from their natural occurring nodes, from creatures, or by breaking down existing items. The DM can decide how many units of material are on the target by standard. A low roll yields half of the possible unit less as it wastes a portion (or a poorer quality than expected), a much higher roll yields one unit more (or increases the quality due to its purity).
Breaking down existing items removes all Smithing effects from them (unless you are trying to re-use portions of it), and risks losing one or more Magical effects.
Salvaging Material Difficulty Table
Rarity
DC
Common
8
Uncommon
14
Rare
20
Very Rare
26
Legendary
32
Tinkerer Crafting Options
Tinkerers are good at many different things besides repairing or making modification to small objects. there are two direct area for tinkerers to craft items within. The first are small mechanical objects that have limited functions, or a clockwork.
Crafting Mechanical Objects
Much like anything else being crafted, each of the possible objects will need to be researched and then crafted. The following list is not conclusive, but just a suggested start:
Tinkerer Mechanical Crafting Table
Object
Rarity
Crafting DC
Cost
Alarm Clock
Uncommon
14
50gp
Gills
Rare
20
100gp
Grappler Attachment
Uncommon
14
10gp
Hidden Blade
Uncommon
14
25gp
Windup Toy
Common
14
5gp
Mechanical Object Descriptions
Alarm Clock: This hourglass is attached to a set of weights that produces a great noise when the sand runs out after a certain amount of time. Any creature asleep within 15 feet of the alarm clock awakens when the time runs out. As an action, you can set the time to up to eight hours.
Gills: This device allows you to breathe underwater, so long as no magical effect is stopping it. This does not purify the water you are breathing, so if it is laden with poison or salt, you will suffer the effects, like salt making you thirstier than normal. The device works for one hour and will then need to be repaired to work again.
Grappler Attachment: This attachment is designed to be equipped onto a heavy crossbow. When the crossbow is fired, it shoots out a grappling hook attached to a 50-foot rope. This does not create the grappling hook, the rope, or the heavy crossbow.
Hidden Blade: A dagger is incorporated into a device operated by a wrist. As an object interaction, a creature can flick their wrist and a dagger appears. This device is large enough to carry a dagger or other small objects per the DM’s discretion.
Windup Toy: This small windup toy bears a vague resemblance to a duck. As an action, you can wind up this toy and release it on the ground. Roll initiative for this toy, and on its turn will walk up to 30 feet in a straight line. On its next turn, it produces a huge amount of noise, like that of cymbals crashing together. It produces this noise several rounds equal to the number of feet it walked, divided by five.
Crafting a Clockwork
The final product that most Tinkerers want to create, especially if they are a gnome, is the mighty somewhat autonomous device also known as a clockwork. It would be the dream of many gnomes to have an army of clockworks toiling away for them. There is a specific amount of material and time needed for each type of object created. The ingot is just a unit of measure of material that is required for that creation. There are many different materials that the clockwork can be crafted out of. Many of these offer special abilities, and a greater difficulty in that crafting. Refer to the Material Difficulty Crafting Table for more information.
Clockwork Size Table
Size
DC Difficulty Increase
Minimum Hit Dice
Ingot Requirements
Tiny
+1
1d4
1
Small
+0
1d6
1
Medium
+1
3d8
5
Large
+2
4d10
20
Huge
+3
5d12
50
Gargantuan
+4
6d20
100
Using a Clockwork
Even if one has a clockwork, how does one use it? Any clockwork has the basic capability to follow orders within its capabilities. To command the clockwork to take some action, the owner must use a bonus action to give it those orders. The clockwork is completely neutral in what it will do, and if the orders are not precise enough, it is entirely possible the clockwork will take an action it was programmed for, but not what the owner thought it ordered. Al orders must be thought of black and white and be exact. If there is not an interpretation that is clear, the clockwork will simply defend that round and do nothing else.
Each clockwork that a Tinkerer has occupies one attunement slot for that character.
Starting Clockwork Stats
A basic clockwork is not capable of very much. It can move, it could carry simple things if they were strapped to it, but it cannot attack and only take the dodge action. Until the crafter adds in functionality, it is basically a lump of slow-moving metal parts. As it sizes increases, the material gets better, and functionality is added, its abilities will get better, it will tougher, faster, and maybe even be useful.
Type:
Construct (any size), unaligned
Initiative:
-1
AC:
10 (natural armor)
HP:
3 (1d8-1)
Speed:
10 feet
STR
DEX
CON
INT
WIS
CHA
8
8
8
1
1
1
-1
-1
-1
-5
-5
-5
Skills:
None
Damage Resistances:
None
Condition Immunities:
Charmed, exhaustion, frightened, poisoned
Damage Immunities:
Poison, Psychic
Senses:
Normal Vision, no Passive Perception
Languages:
–
Proficiency Bonus:
+2
Special Abilities:
Construct Nature: The clockwork drone does not need to eat, breathe, or sleep.
Material Difficulty Modifier Table
Metal
Difficulty Modifier
Weapon Effect
Armor Effect
Cost per Ingot
Adamantine
+5
All Adamantium items are magical in nature, weapons gain a +1 magical bonus to attack and damage rolls.All Adamantium items weigh twice their normal weight, have twice the number of hit points, and are considered Indestructible – except when hit with another indestructible item, it is then counted as having an additional +5 to any Strength check made to break them.When hitting a non-indestructible object, deal damage equal to max critical damage.
All Adamantium items weigh twice their normal weight, have twice the number of hit points, and are considered Indestructible – except when hit with another indestructible item, it is then counted as having an additional +5 to any Strength check made to break them.Armor and Shields: Cancels any critical hit, making it anormal hit. (If an adamantine weapon was used against adamantium armor, it becomes possible to land critical hits.)
2000gp
Bronze
-3
Is fragile and breaks on a roll of a natural one or two as well as any natural 20.
Is fragile and breaks when any natural 20 hit is done against the wearer and it is rendered useless, but the weight remains until removed.
8sp
Cold Iron (Meteoric Iron)
-2
When you hit a fey creature with a Cold iron weapon, you can reroll the damage and use either result.All items made of Iron have the DC of strength checks made to break them reduced by 1. (As compared to steel items of the same make.)Weapons, traps, and other metallic creations: Gain -1 to their damage rolls (to a minimum of 1 damage)
Grants a +1 bonus to any saving throws made against attacks or spells made by fey creatures. Additionally, while a creature is donned with an item of Cold Iron, they have advantage against being charmed or magically put to sleep.Armor and Shields: Gain -1 to their AC value.
250gp
Dark Steel
+4
You have advantage on attack rolls while in darkness wielding Darksteel weapons.
Perception checks relying on sight have disadvantage against you when you are in dim light or darkness while wearing the armor
1500gp
Fire Steel
+4
A weapon forged from firesteel deals an extra 1d6 fire damage on hit.
Wearing armor forged from firesteel grants resistance to Cold damage.
1500gp
Ice Steel
+4
A weapon forged from icesteel deals an extra 1d6 cold damage on hit.
Wearing armor forged from icesteel grants resistance to Fire damage.
1500gp
Mithril
+3
All Mithril items weigh half their normal weight.Weapons: A weapon with the Light property weighs nothing if crafted with Mithril and gains Finesse. All weapons with neither the Light nor the Heavy property gains the Light Property if crafted with Mithril A weapon with the Heavy Property loses the Heavy property if crafted with Mithril.Other: Mithril ammunition can be fired out to the long range of the weapon it is fired from without suffering disadvantage.
Armor: Requires no Strength requirement. Heavy Armor Made from Mithril counts as Medium Armor for armor proficiencies, and Medium Armor counts as Light Armor for armor proficiencies. Additionally, medium armor made of Mithril allows the user to add a max of +3 from their Dexterity Modifier to their AC, instead of +2. While wearing Mithril armor, you don’t suffer disadvantage on Dexterity(stealth) checks, even if the armor would normally impose disadvantage.Shields: made from Mithril gain the light property (and therefore may be used in two-weapon fighting.) In addition, so long as the wearer is conscious and can see/hear/sense a threat, the wearer adds the AC bonus of their shield to their Dexterity saving throws.
500gp
Steel
+0
Normal
Normal
2gp
Clockwork Slots
All clockwork devices have a certain number of slots available for different effects. At the common and uncommon rarity levels most of the effects are just mechanical, but at are and higher many starts looking like and are magical in nature.
The number of slots any clockwork has is dependent on the rarity, material, and size that comprises the device. There is only one type of slot, but the different rarity of the effects determines how many slots are consumed by that effect. There is also the requirement for how much material is required to build the clockwork.
Clockwork Rarity Slot Table
Rarity
Slots
Minimum Level Required
Common
1
1
Uncommon
2
5
Rare
3
9
Very Rare
4
13
Legendary
5
17
Clockwork Material Slots Table
Material
Slots
Adamantine
+3
Brass
-1
Cold Iron (Meteoric Iron)
-1
Dark Steel
+2
Fire Steel
+2
Ice Steel
+2
Mithril
+1
Steel
+0
Clockwork Size Slots Table
Size
Slots
Minimum Level Required
Ingot Requirements
Tiny
-1
1
1
Small
+0
1
1
Medium
+1
5
5
Large
+2
9
20
Huge
+3
13
50
Gargantuan
+4
17
100
Effect Research Requirements
Since making most of the objects are just a normal part of tinkering, where the research comes in is in those effects. It does not matter what the effect is, nor what it is to be slotted into, it can be researched, and must be before it can be used in a forging project. The following table shows the research costs of each rarity of effect.
Research Requirements Table
Effect Rarity
Research Point Cost
Minimum Required Level
Common
10
1
Uncommon
30
5
Rare
75
9
Very Rare
150
13
Legendary
250
17
Once the appropriate amount of research points is collected, a validation process must be attempted by the smith to see if their design works. They must make a straight Tinkering Tools skill check without any other additional modifiers. If the effect is magical in nature, then a Magical Essence of some type of the same rarity is also required to be expended during the research process.
Smith Design Difficulty Table
Design Rarity
DC
Common
8
Uncommon
14
Rare
20
Very Rare
26
Legendary
32
Clockwork Effects
Each listed effect will have specifically it added to the armor or weapon, what requirements it might have if any, the increase of cost and time that the forging would take when adding in that effect. If there are sufficient slots in the armor or weapon, then as many effects can be added in as long as they do not contradict each other in effects. If the effect has a magical effect, then a Magical Essence of some type of the same rarity must be expended for that effect. The table lists which type of Essence is required for the forging. At no time can the rarity of the effect cannot exceed the rarity of the clockwork.
If more than one attack method is added to the clockwork, they are only able to use one of them per action unless the effect Multiattack is also added.
Effect Slot Cost Table
Effect Rarity
Slot Cost
Common
1
Uncommon
2
Rare
3
Very Rare
4
Legendary
5
Clockwork Malfunctions
There are not any perfectly constructed clockworks. There is always some shortcut the designer or builder took and that impacts the function of the device. Sometimes these are considered features, but many times they are buried deep within the mechanism. For our purposes, the malfunctions will serve as a means for the builder to gain additional slots by adopting different issues with their device. None of the malfunction effects need to be researched. They are all available from the beginning, but the malfunction rarity cannot exceed the rarity of the clockwork.
The builder has as many malfunction slots as normal slots for the clockwork. For each malfunction slot that is expended, the builder gains an extra regular slot to compensate. You cannot select a malfunction if it is the opposite of a positive effect.
Example:
As an example, Energy Cascade (M) and Lightning Absorption. These cannot both be taken, nor a vulnerability to an attack type while having been made of a material that makes the clockwork resistant or immune to that type of attack.
Clockwork Malfunction Slot Table
Rarity
Malfunction Slots
Regained Normal Slots
Common
1
+1
Uncommon
2
+2
Rare
3
+3
Very Rare
4
+4
Legendary
5
+5
Example:
Grignak the gnomish barbarian has been feeling his roots and feels the need to make something that can follow him and blare his accolades. Grig using a small clockwork as the base made of steel will make an uncommon version. This nets him two slots in total. But knowing he wants more features; he elects to include two slot points of malfunctions and therefore now has four points to spend in features.
He is ready to start building, assuming he knows any effects he can add in.
Clockwork Effect Table
Effect
Rarity
Crafting Time
Price
Magical
Advanced Sensors
Uncommon
10 Days
500gp
Primal
Alert
Uncommon
15 Days
350gp
Armor, Advanced
Rare
10 Days
1,000gp
Arcane
Armor, Basic
Common
2 Days
10gp
Armor, Intermediate
Uncommon
5 Days
500gp
Armor, Legendary
Legendary
60 Days
25,000gp
Arcane
Armor, Masterworked
Very Rare
20 Days
10,000gp
Arcane
Berserk (M)
Very Rare
0 Days
0gp
Bite, Advanced
Rare
5 Day
500gp
Primal
Bite, Basic
Common
1 Day
25gp
Bite, Intermediate
Uncommon
3 Day
100gp
Bite, Legendary
Legendary
30 Day
5,000gp
Arcane + Primal
Bite, Masterworked
Very Rare
10 Day
2,000gp
Primal
Burrowing Speed, Advanced
Rare
30 Days
500gp
Arcane
Burrowing Speed, Intermediate
Uncommon
15 Days
250gp
Burrowing Speed, Legendary
Legendary
60 Days
25,000gp
Arcane + Primal
Burrowing Speed, Masterworked
Very Rare
45 Days
1,000gp
Arcane
Camouflaged
Uncommon
2 Days
100gp
Climbing Speed, Basic
Uncommon
5 Days
250gp
Deft
Uncommon
10 Days
500gp
Drill
Uncommon
10 Days
500gp
Energy Cascade (M)
Rare
0 Days
0gp
Explodes (M)
Rare
0 Days
0gp
Explosive Bolt
Rare
25 Days
2,500gp
Arcane
Faulty Sensors (M)
Uncommon
0 Days
0gp
FireDamage
Uncommon
10 Days
100gp
Arcane
Fire Damage, Advanced
Rare
20 Days
250gp
Arcane
Fire Damage, Legendary
Legendary
50 Days
10,000gp
Arcane
Fire Damage, Masterworked
Very Rare
30 Days
1,000gp
Arcane
Flawed Targeting (M)
Uncommon
0 Days
0gp
Flying Speed, Advanced
Rare
20 Days
2,500gp
Arcane
Flying Speed, Intermediate
Uncommon
10 Days
500gp
Flying Speed, Legendary
Legendary
90 Days
25,500gp
Arcane
Flying Speed, Masterworked
Very Rare
40 Days
5,500gp
Arcane
Gear Jam (M)
Common
0 Days
0gp
Ground Fault (M)
Common
0 Days
0gp
Harpoon
Uncommon
15 Days
750gp
Ice Damage
Uncommon
10 Days
100gp
Arcane
Ice Damage, Advanced
Rare
20 Days
250gp
Arcane
Ice Damage, Legendary
Legendary
50 Days
10,000gp
Arcane
Ice Damage, Masterworked
Very Rare
30 Days
1,000gp
Arcane
Imprinting Loop (M)
Uncommon
0 Days
0gp
Intelligent
Legendary
100 Days
25,000
Arcane + Divine
Intercept Attack
Rare
20 Days
1,000gp
Arcane
Lancing Bolt
Rare
30 Days
1,500gp
Primal
Leaking Lubricant (M)
Uncommon
0 Days
0gp
Lightning Absorption
Rare
20 Days
2,000gp
Arcane
Lightning Damage
Uncommon
10 Days
150gp
Arcane
Lightning Damage, Advanced
Rare
10 Days
300gp
Arcane
Lightning Damage, Legendary
Legendary
10 Days
15,000gp
Arcane
Lightning Damage, Masterworked
Very Rare
10 Days
1,500gp
Arcane
Lightning Flare
Uncommon
10 Days
500gp
Limited Steering (M)
Common
0 Days
0gp
Magical Resistance
Very Rare
30 Days
5,000gp
Arcane+ Divine
Multiattack, Advanced
Rare
10 Days
750gp
Primal
Multiattack, Legendry
Legendary
60 Days
25,000gp
Arcane + Primal
Multiattack, Masterworked
Very Rare
20 Days
3,000gp
Arcane + Primal
Muted (M)
Uncommon
0 Days
0gp
Necrotic Damage
Rare
20 Days
500gp
Divine
Necrotic Damage, Legendary
Legendary
100 Days
50,000gp
Divine
Necrotic Damage, Masterworked
Very Rare
60 Days
5,000gp
Divine
Overactive Sense of Self-Preservation (M)
Uncommon
0 Days
0gp
Overclock
Rare
15 Days
500gp
Primal
Overheats (M)
Uncommon
0 Days
0gp
Paralysis Damage
Uncommon
5 Days
50gp
Primal
Paralysis Damage, Advanced
Rare
10 Days
250gp
Primal
Paralysis Damage, Legendary
Legendary
75 Days
5,000gp
Arcane + Primal
Paralysis Damage, Masterworked
Very Rare
30 Days
1,500gp
Arcane + Primal
Petulant (M)
Legendary
0 Days
0gp
Radiant Damage
Rare
20 Days
500gp
Divine
Radiant Damage, Legendary
Legendary
100 Days
50,000gp
Divine
Radiant Damage, Masterworked
Very Rare
60 Days
5,000gp
Divine
Reinforced Construction
Uncommon
5 Days
100gp
Rusty Gears (M)
Common
0 Days
0gp
Self-Repairing
Rare
15 Days
2,500gp
Divine
Sensors, Advanced
Rare
10 Days
300gp
Arcane
Sensors, Intermediate
Uncommon
5 Days
150gp
Arcane
Sensors, Legendary
Legendary
50 Days
15,000gp
Arcane
Sensors, Masterworked
Very Rare
25 Days
5000gp
Arcane
Siege Device
Rare
10 Days
1,500gp
Primal
Slam, Advanced
Rare
5 Day
500gp
Primal
Slam, Basic
Common
1 Day
25gp
Slam, Intermediate
Uncommon
3 Day
100gp
Slam, Legendary
Legendary
30 Day
5,000gp
Arcane + Primal
Slam, Masterworked
Very Rare
10 Day
2,000gp
Primal
Slashing, Advanced
Rare
5 Day
500gp
Primal
Slashing, Basic
Common
1 Day
25gp
Slashing, Intermediate
Uncommon
3 Day
100gp
Slashing, Legendary
Legendary
30 Day
5,000gp
Arcane + Primal
Slashing, Masterworked
Very Rare
10 Day
2,000gp
Primal
Sonic Scream
Uncommon
10 Days
500gp
Primal
Strong
Uncommon
15 Days
750gp
Stumbles (M)
Common
0 Days
0gp
Sturdy
Uncommon
5 Days
500gp
Sturdy Frame
Uncommon
5 Days
50gp
Swimming Speed, Advanced
Rare
20 Days
500gp
Arcane
Swimming Speed, Basic
Common
10 Days
100gp
Swimming Speed, Intermediate
Uncommon
15 Days
200gp
Swimming Speed, Legendary
Legendary
60 Days
10,000gp
Arcane + Primal
Swimming Speed, Masterworked
Very Rare
30 Days
1,000gp
Arcane
Vocal Resonator
Rare
20 Days
5,000gp
Primal
Walking Speed, Advanced
Rare
15 Days
250gp
Primal
Walking Speed, Basic
Common
5 Days
50gp
Walking Speed, Intermediate
Uncommon
10 Days
150gp
Walking Speed, Legendary
Legendary
50 Days
5,000gp
Arcane + Primal
Walking Speed, Masterworked
Very Rare
25 Days
500gp
Primal
Weak Armor (M)
Common
0 Days
0gp
Common Effects
Armor, Basic: Gains an AC of 12.
Bite, Basic: Melee Weapon Attack: Melee Weapon Attack: +1 to hit reach 5 ft., one target. Hit: 1d4 – 1 piercing.
Gear Jam (M): When the clockwork is hit with a critical hit, it must succeed a constitution saving throw equal to half the damage dealt (minimum 10) or be stunned until the end of its next turn.
Ground Fault (M): The clockwork has vulnerability to lightning damage.
Rusty Gears (M): The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
Slam, Basic: Melee Weapon Attack: Melee Weapon Attack: +1 to hit reach 5 ft., one target. Hit: 1d6 – 1 bludgeoning.
Stumbles (M): Roll a d6 every time it moves. If you roll a one, it falls and is prone and its turn ends.
Swimming Speed, Basic: The construct can swim at a speed of 20 feet per round.
Walking Speed, Basic: The walking speed of the clockwork increases by 10 feet. This cannot be stacked with other speed enhancements.
Weak Armor (M): The clockwork is vulnerable to one type of damage; bludgeoning, piercing, or slashing. This malfunction can be taken once per damage type.
Uncommon Effects
Advanced Sensors: The clockwork has advantage on Perception checks.
Alert: The clockwork cannot be surprised if it is not incapacitated.
Armor, Intermediate: Gains an AC of 14.
Bite, Intermediate: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d6 – 1 piercing
Burrowing Speed, Intermediate: The construct can burrow at a speed of 10 feet per round through earth, but not rock or other hard materials.
Camouflaged: The clockwork gains proficiency in Stealth if it doesn’t already have it. While motionless, it is indistinguishable from a stopped machine.
Climbing Speed, Basic: The construct can Climb at a speed of 10 feet per round.
Deft: The clockwork’s internal mechanisms have been improved and it now has a dexterity of 16. Adjust its attacks to hit and damage where applicable.
Drill: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d12 -1 piercing damage.
Faulty Sensors (M): Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn.
Fire Damage: Add to one of the physical melee attacks that the clockwork has, and it will add 1d6 in fire damage on a hit. This cannot be combined with any other damage types.
Flawed Targeting (M): Roll a d6 at the start of the clockwork’s turn. If you roll a one, the clockwork makes attack rolls with disadvantage until the end of its turn.
Flying Speed, Intermediate: The construct can fly at a speed of 10 feet per round but cannot hover.
Harpoon: Ranged Weapon Attack: +1 to hit, range 50/200 ft., one target. Hit: 1d10 – 1 piercing damage, and the target is grappled (escape DC 12). While grappled in this way, a creature’s speed isn’t reduced, but it can move only in directions that bring it closer to the clockwork. A creature takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and fails. As a bonus action, the clockwork can pull a creature grappled by it 20 feet closer. The clockwork can grapple only one creature at a time. After two shots the clockwork must be reloaded.
Ice Damage: Add to one of the physical melee attacks that the clockwork has, and it will add 1d6 in ice damage on a hit. This cannot be combined with any other damage types.
Imprinting Loop (M): Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won’t willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it.
Leaking Lubricant (M): Roll a d6 at the start of the clockwork’s turn. If you roll a one, the clockwork gains one level of exhaustion that it isn’t immune to.
Lightning Damage: Add to one of the physical melee attacks that the clockwork has, and it will add 1d6 in lightning damage on a hit. This cannot be combined with any other damage types.
Lightning Flare (Recharges after a Short or Long Rest): Each creature in contact with the ground within 15 feet of the bronze scout must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.
Limited Steering (M): The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn’t use any of its speeds on its turn.
Overactive Sense of Self-Preservation (M): If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a one, it retreats from combat. If retreat isn’t possible, it continues fighting.
Overheats (M): Roll a d6 at the start of the clockwork’s turn. If you roll a one, the clockwork is incapacitated until the end of its turn.
Paralysis Damage: Modify any one of the clockwork’s physical melee attacks and it also does paralysis on a hit with a DC13 Constitution check for no effect and upon failure the attacked creature is paralyzed for one minute unless attacked. This cannot be combined with any other damage types.
Muted (M): During any rest, or if the owner is sitting around for a while, the clockwork goes down to a more semi-shutdown mode and has disadvantage on all Perception rolls and is always surprised in the first round of combat.
Reinforced Construction: The clockwork has resistance to force, lightning, and thunder damage.
Sensors, Intermediate: The range of the clockwork’s Darkvision becomes 60 feet, and it gains proficiency in Perception if it doesn’t already have it.
Slam, Intermediate: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d8 – 1 bludgeoning.
Slashing, Intermediate: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d8 – 1 slashing.
Sonic Scream: The screamer emits destructive energy in a 15-foot cube. Each creature in that area must succeed on a DC 11 Strength saving throw or take 7 (2d6) thunder damage and be knocked prone.
Strong: The clockwork’s internal mechanisms have been improved and it now has a strength of 18. Adjust its attacks to hit and damage where applicable.
Sturdy: The clockwork’s internal mechanisms have been improved and it now has a constitution of 18. Adjust its hit points.
Sturdy Frame: The clockwork’s hit point maximum increases by an amount equal to its number of Hit Dice.
Swimming Speed, Intermediate: The construct can swim at a speed of 25 feet per round.
Walking Speed, Intermediate: The walking speed of the clockwork increases by 20 feet. This cannot be stacked with other speed enhancements.
Rare Effects
Armor, Advanced: Gains an AC of 16.
Bite, Advanced: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2d6 – 1 piercing
Burrowing Speed, Advanced: The construct can burrow at a speed of 15 feet per round through earth, but not rock or other hard materials.
Energy Cascade (M): When the clockwork guardian is hit with a critical hit, it takes an additional 2d8 lightning damage on top of the critical damage. This damage bypasses all resistances. This effect cannot be combined with the effect of Lightning Absorption.
Explodes (M): When reduced to zero hit points the clockwork explodes in a fiery ball using his dice as damage to everything within a 20-foot radius from the clockwork. A DC15 Dexterity check for half damage on a success and full damage on a failure.
Explosive Bolt (Recharge 5–6): The clockwork launches an explosive charge at a point within 120 feet. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. After two shots, the clockwork must be reloaded.
Fire Damage, Advanced: Add to one of the physical melee attacks that the clockwork has, and it will add 2d6 in fire damage on a hit.This cannot be combined with any other damage types.
Flying Speed, Advanced: The construct can fly at a speed of 20 feet per round but cannot hover.
Ice Damage, Advanced: Add to one of the physical melee attacks that the clockwork has, and it will add 2d6 in ice damage on a hit.This cannot be combined with any other damage types.
Intercept Attack: In response to another creature within 5 feet of it being hit by an attack roll, the clockwork gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the clockwork must be able to see the creature and the attacker.
Lancing Bolt: Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 100/400 ft., one target. Hit: 15 (2d10 + 4) piercing damage. After ten shots it must be reloaded.
Lightning Absorption: Whenever the Clockwork is subjected to lightning damage, it takes no damage and instead regains several hit points equal to the lightning damage dealt. Cannot be combined with the effect Energy Cascade.
Lightning Damage, Advanced: Add to one of the physical melee attacks that the clockwork has, and it will add 2d6 in lightning damage on a hit.This cannot be combined with any other damage types.
Multiattack, Advanced: The clockwork can make two attacks using any melee or ranged attack, but not magical attacks.
Necrotic Damage: Add to one of the physical melee attacks that the clockwork has, and it will add 1d10 in necrotic damage on a hit. This cannot be combined with any other damage types.
Overclock: When the clockwork hits a creature with a critical hit, it can make an additional weapon attack as part of that action. It can only benefit from this feature once a turn.
Paralysis Damage, Advanced: Modify any one of the clockwork’s physical melee attacks and it also does paralysis on a hit with a DC15 Constitution check for no effect and upon failure the attacked creature is paralyzed for one minute unless attacked. This cannot be combined with any other damage types.
Radiant Damage: Add to one of the physical melee attacks that the clockwork has, and it will add 1d10 in radiant damage on a hit. This cannot be combined with any other damage types.
Sensors, Advanced: The range of the clockwork’s Darkvision becomes 90 feet, and it gains proficiency in Perception if it doesn’t already have it.
Siege Device: It can do double damage to objects and structures.
Self-Repairing: If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn’t function at the start of its next turn.
Slam, Advanced: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2d8 – 1 bludgeoning.
Slashing, Advanced: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2d8 – 1 slashing.
Swimming Speed, Advanced: The construct can swim at a speed of 30 feet per round.
Vocal Resonator: The clockwork gains the ability to speak rudimentary Common or Gnomish (creator’s choice).
Walking Speed, Advanced: The walking speed of the clockwork increases by 30 feet. This cannot be stacked with other speed enhancements.
Very Rare Effects
Armor, Masterworked: Gains an AC of 18.
Berserk (M): Every time the clockworks take damage roll on a d10 and if the roll is a one it goes berserk. On each of its turns while berserk, the clockwork attacks the nearest creature it can see. If no creature is near enough to move to and attack, the clockwork attacks an object, with preference for an object smaller than itself. The clockwork will remain in the berserk mode for 1d4 rounds.
Bite, Masterworked: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2d8 – 1 piercing
Burrowing Speed, Masterworked: The construct can burrow at a speed of 20 feet per round through earth, but not rock or other hard materials.
Fire Damage, Masterworked: Add to one of the physical melee attacks that the clockwork has, and it will add 3d6 in fire damage on a hit.This cannot be combined with any other damage types.
Flying Speed, Masterworked: The construct can fly at a speed of 25 feet per round and can hover.
Ice Damage, Masterworked: Add to one of the physical melee attacks that the clockwork has, and it will add 3d6 in ice damage on a hit.This cannot be combined with any other damage types.
Lightning Damage, Masterworked: Add to one of the physical melee attacks that the clockwork has, and it will add 3d6 in lightning damage on a hit.This cannot be combined with any other damage types.
Magical Resistance: The clockwork has advantage saving throws against spells and other magical effects.
Multiattack, Masterworked: The clockwork can make three attacks using any melee or ranged attack, but not magical attacks.
Necrotic Damage, Masterworked: Add to one of the physical melee attacks that the clockwork has, and it will add 2d10 in necrotic damage on a hit. This cannot be combined with any other damage types.
Paralysis Damage, Masterworked: Modify any one of the clockwork’s physical melee attacks and it also does paralysis on a hit with a DC17 Constitution check for no effect and upon failure the attacked creature is paralyzed for one minute unless attacked. This cannot be combined with any other damage types.
Radiant Damage, Masterworked: Add to one of the physical melee attacks that the clockwork has, and it will add 2d10 in radiant damage on a hit. This cannot be combined with any other damage types.
Sensors, Masterworked: The range of the clockwork’s Darkvision becomes 120 feet, and it gains proficiency in Perception if it doesn’t already have it.
Slam, Masterworked: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2d10 – 1 bludgeoning.
Slashing, Masterworked: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2d10 – 1 slashing.
Swimming Speed, Masterworked: The construct can swim at a speed of 35 feet per round.
Walking Speed, Masterworked: The walking speed of the clockwork increases by 40 feet. This cannot be stacked with other speed enhancements.
Legendary Effects
Armor, Legendary: Gains an AC of 20.
Bite, Legendary: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2d12 – 1 piercing
Burrowing Speed, Legendary: The construct can burrow at a speed of 30 feet per round through earth, but not rock or other hard materials.
Fire Damage, Legendary: Add to one of the physical melee attacks that the clockwork has, and it will add 4d6 in fire damage on a hit.This cannot be combined with any other damage types.
Flying Speed, Legendary: The construct can fly at a speed of 30 feet per round and can hover.
Ice Damage, Legendary: Add to one of the physical melee attacks that the clockwork has, and it will add 4d6 in ice damage on a hit.This cannot be combined with any other damage types.
Intelligent: The clockwork has been given a brain. Its Intelligence is changed to 15.
Lightning Damage, Legendary: Add to one of the physical melee attacks that the clockwork has, and it will add 4d6 in lightning damage on a hit.This cannot be combined with any other damage types.
Necrotic Damage, Legendary: Add to one of the physical melee attacks that the clockwork has, and it will add 3d10 in necrotic damage on a hit. This cannot be combined with any other damage types.
Multiattack, Legendary: The clockwork can make four attacks using any melee or ranged attack, but not magical attacks.
Paralysis Damage, Legendary: Modify any one of the clockwork’s physical melee attacks and it also does paralysis on a hit with a DC21 Constitution check for no effect and upon failure the attacked creature is paralyzed for one minute unless attacked. This cannot be combined with any other damage types.
Petulant (M): The clockwork somehow has gained an innate desire to be free and is not always favorable to its owner. The owner must make Persuasion checks to give it orders at an increasingly difficult DC. The DC starts off at an eight and increases by one for each argument. The clockwork will not argue every single point, it will pick the places where it has leverage and then attempt to argue a point.
The clockwork does not like being used as a war machine, a beast of burden, or whatever roll it was originally created for. It would prefer to paint pictures, direct plays, or even collect potted plants. The disagreements will start small and slowly escalate. If the owner ever makes a natural 20 roll on the persuasion, the DC resets to eight.
Radiant Damage, Legendary: Add to one of the physical melee attacks that the clockwork has, and it will add 3d10 in radiant damage on a hit. This cannot be combined with any other damage types.
Sensors, Legendary: The range of the clockwork’s Darkvision becomes 150 feet, and it gains proficiency in Perception if it doesn’t already have it.
Slam, Legendary: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3d12 – 1 bludgeoning.
Slam, Legendary: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3d12 – 1 slashing.
Swimming Speed, Legendary: The construct can swim at a speed of 40 feet per round.
Walking Speed, Legendary: The walking speed of the clockwork increases by 50 feet. This cannot be stacked with other speed enhancements.
Creating spells can be a laborious and difficult process for any mage. Without a proper amount of research, it is very likely that the result will blow up in their face, potentially killing them, or worse, making them the laughingstock of the wizarding world. There are two costs that must be paid, the first is the minimum number of Research Points and when the spell is created, there is a gold cost which is the creation of the scroll with the new spell.
Research Points Base Cost
The Research Points required is based off the spell level being researched. The more powerful the spell, the more research is required to create it. Below is a table outline the amount of Research Points required for the different levels. The amount required is the same no matter what school or casting type the researcher might be. The cost can be calculated as the spell level times itself times ten. This creates the base Lore Cost.
Example:
Spell Level 5 equals 5 x 5 x 10 == 250 Research Points
Spell Creation Research Point Cost Table
Spell Level
Equivalent Rarity
Research Point Cost
1
Common
10
2
Common
40
3
Uncommon
90
4
Uncommon
160
5
Rare
250
6
Rare
360
7
Very Rare
490
8
Very Rare
640
9
Legendary
810
Existing Spell Similarity Discount
If there is an existing spell that the crafter already knows that the new spell is based on, or is similar enough, there can be as much as a 50% discount on the amount of required Research Points. The final percent is determined by the DM but can never be more than 50% of the total cost.
Spell Creation Completion
At any time after enough Research Points have been collected, the spell caster may attempt to complete the project. There is not any benefit spending more research points than is required, they will just go to waste. The Research Points that will be used for completing the project are spent and lost and are not recoverable. The creator must make either an Arcana or Religion skill roll depending on if the spell is either an Arcane or Divine spell. No other modifiers or advantage chances can be applied to this roll. It can only be a straight roll.
If the roll is equal to or greater than the listed DC, the spell has been created, but it is not yet in the person’s spellbook or can be prepared. During this creation process a scroll is created with the new spell upon it. Upon failure the creation fails, and the character must start again, but is given a 50% discount for the cost of the Research Points for the next attempt.
Artificer/Cleric/Druid/Paladin: The spell is now considered within your available spell list that you may prepare from daily. The spell is only available to the character and not to anyone else if it would be available unless the spell is donated to their deity (cleric, druid, and Paladin), or published via some mechanism so that others could access it.
Bard/Ranger/Sorcerer/Warlock: Once the character levels and can either change out a spell, or acquire a new one, any of these casters can select the new spell. The spell is not available to any other of that class unless the character does something that publishes it or releases it to a wider audience.
Wizard: The wizard can immediately copy the spell into their spellbook after spending the proper amount of gold for magic ink and the time it would take to copy it. The spell is private to the wizard unless they take some action to publish or release it.
Crafting Restrictions: Need access to a heat source, preferably a furnace. Somewhat DM dependent.
Mundane Item Crafting: Barrel, Bell, Bottle, Flask/Tankard, Jug/Pitcher, Pot
Magic Item Crafting: Small list of utility items. Some solid home-brew potential here. Very DM Dependent.
Artwork Creation: The main reason to pick up this kit. Can create valuable artwork that sells quickly due to high demand.
QA Artwork Bonus: Selling Products takes half as many days to find a buyer.
Structure Building: N/A
Adventuring Utility: N/A
Default Blueprints
Potters are useful in the creation of many things that are needed in everyday life and are always in great demand. They can make the following at start:
Barrel
Bell
Bottle
Flask
Tankard
Jug
Pitcher
Pot
Plates
Common things made of claw or baked earth.
Skill Usage
History: Your expertise aids you in identifying ceramic objects, including when they were created and their likely place or culture of origin.
Investigation, Perception: You gain additional insight when inspecting ceramics, uncovering clues others would overlook by spotting minor irregularities.
Reconstruction: By examining pottery shards, you can determine an object’s original, intact form and its likely purpose.
Potter’s Tools Basic Use Difficulty Table
Activity
DC
Determine what a vessel once held
10
Create a serviceable pot
15
Find a weak point in a ceramic object
20
Crafting
For much of the crafting for this skill set and tools, just use the Mundane Crafting rules unless there is something specific that the character wishes to create outside of the normal things.
Items: Mortar and Pestle, Mixing Flasks, Tweezers, Cloth, Stirring Rod
Crafting Restrictions: None
Mundane Item Crafting: Basic Poisons
Magic Item Crafting: Any Floral or Faunal Poison
Artwork Creation: N/A
QA Artwork Bonus: N/A
Structure Building: N/A
Adventuring Utility: Can more easily spot hidden poisons and understands the effects of poisons.
The process of creating a formula for a poison is part chemistry, part luck, and a lot of gold for ingredients that are wasted. Fundamentally, the first thing that a poison expert needs to create is the formula for a poison, and this is the research phase of the creation.
Default Recipes
A dedicated poisoner starts with a recipe for the basic poison and nothing else.
Skill Usage
History: Your training with poisons can help you when you try to recall facts about infamous poisonings.
Investigation, Perception: Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect poisoned objects or try to extract clues from events that involve poison.
Medicine: When you treat the victim of a poison, your knowledge grants you added insight into how to provide the best care to your patient.
Nature, Survival: Working with poisons enables you to acquire lore about which plants and animals are poisonous.
Handle Poison: Your proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects.
Poisoner’s Tools Basic Use Difficulty Table
Activity
DC
Spot a poisoned object
10
Determine the effects of a poison
20
Research Base Cost
The base cost is just that, a starting point. If the researcher is taking an existing uncommon poison and only slightly improving or changing it and does not warrant a full rarity change, then the cost would be somewhere between the two rarity levels. All the costs are suggested values for existing poisons and their rarities. There is not a straight formula since poisons are graded by rarity instead of spell levels, but the end cost does follow the same progression.
Poison Creation Research Point Cost Table
Rarity
Research Point Cost
Minimum Character Level
Common
25
1
Uncommon
75
5
Rare
150
9
Very Rare
300
13
Legendary
500
17
Research Point Reductions
Only one of the two existing poison/formula reductions may be used for any specific formula creation.
Existing Poison: If the researcher has on hand another poison that is very similar and it can be used as an exemplar starting point, then a reduction up to 25% of the total Research Points needed can be applied to the cost. The poison that is used for this is also consumed during the process.
Existing Formula: If the Poisoner has a full formula created by someone else, there is a 50% reduction of the total research points required to create the spell. While it might be a formula, it most likely will not be accurate or missing brewing idiosyncrasies of the poisoner that created that formula, therefore requiring the formula to be validated through additional research.
Facility: If there is a dedicated facility for the research and creation of alchemy formulas, then up to 25% of the cost can be reduced by expending facility points to replace the research points. See the facilities rules for more details.
Poison Formula Creation Completion
Once the poisoner has collected enough Research Points it is time to put together the formula and test it. There is no benefit in expending more Research Points or gold pieces once the minimum has been met, these would just go to waste since they will not impact the final DC. The Research Points that will be used for completing the project are spent and lost and are not recoverable. The creator will make an Alchemy Supplies skill roll. No other modifiers or advantage chances can be applied to this roll. It can only be a straight roll.
Once again, if the product being created is a slightly improved version of an existing poison, but not sufficiently to increase the rarity, the DC will increase as the average of the two rarity DCs as selected by the DM. If the roll is equal to or greater than the listed DC, the poison formula has been created and can be considered entered into the Poisoner’s formula book.
Poison Formula Creation Success Table
Rarity
DC For Success
Common
8
Uncommon
14
Rare
20
Very Rare
26
Legendary
32
Poison Creation
Now that the alchemist has created a formula, now it is time to start brewing some up. For each single dose of poison to be created will require a certain amount of ingredients as well as a difficulty check. The listed required ingredients are only the minimum and should include additional ingredients depending on the type of poison being created.
Poison Creation Table
Poison Rarity
Ingredients
DC to Create Single Poison
DC to Create 1d4 Poisons
DC to Create 1d6 Poisons
DC to Create 1d8 Poisons
DC to Create 1d10 Poisons
DC to Create 1d12 Poisons
Common
3 common poisonous ingredients Glass Vial
10
12
14
16
18
20
Uncommon
1 poisonous common ingredient 3 poisonous uncommon ingredients Glass Vial
Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.
Poisons come in the following four types.
Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.
Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
Inhaled: These poisons are powders or gasses that take effect when inhaled. Blowing the powder or releasing the gas subjects’ creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage. An injury poison typically lasts 1 minute on a weapon and lasts for up to 5 hits. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
Poison Types and their Rarity Table
Poison
Type
Rarity
Price
Poison Save Difficulty
Assassins Blood
Ingested
Common
150gp
DC10
Basilisk Gaze Poison
Ingested
Uncommon
300gp
DC12
Biza’s Breath
Inhaled
Rare
1,000gp
DC16
Blackfog
Inhaled
Uncommon
250gp
DC12
Burning Wound
Injury
Uncommon
150gp
DC16
Burnt Othur Fumes
Inhaled
Uncommon
500gp
DC13
Crimson Hatred
Injury
Legendary
20,000gp
DC20
Deadly Nightshade
Ingested
Common
100gp
DC11
Dizzying Touch
Contact
Common
45gp
DC14
Dreamlily
Ingested
Common
1gp
DC10
Death’s Cleansing
Ingested
Uncommon
250gp
DC12
Drow Poison
Injury
Uncommon
200gp
DC13
Endless Dreams
Ingested
Legendary
11,000gp
DC20
Essence of Ether
Inhaled
Rare
300gp
DC15
Essence of Corruption
Injury
Legendary
25,000gp
DC21
Fainting Fumes
Inhaled
Rare
415gp
DC16
Frostbite Spider Venom
Injury
Rare
750gp
DC13
Hemlock
Ingested
Common
100gp
DC10
Knockout Poison
Injury
Rare
760gp
DC17
Ghoulfang
Injury
Uncommon
250gp
DC13
Impish Delight
Injury
Uncommon
750gp
DC13
Infernal Poison
Injury
Very Rare
3,000gp
DC17
Malice
Inhaled
Rare
250gp
DC15
Mandrake
Ingested
Common
100gp
DC10
Midnight Tears
Ingested
Very rare
2,300gp
DC17
Necrotic Miasma
Inhaled
Legendary
20,000gp
DC20
Oil of Taggit
Contact
Uncommon
400gp
DC13
Old Reliable
Injury
Uncommon
70gp
DC14
Pale Tincture
Ingested
Rare
250gp
DC16
Paralytic Fumes
Inhaled
Very Rare
3,500gp
DC18
Paralyzing Poison
Injury
Rare
600gp
DC16
Phantom Pox Fluid
Ingested
Very Rare
5,000gp
DC17
Poison, Basic
Injury
Common
100gp
DC10
Poison, Grievous Injury
Injury
Very Rare
2,400gp
DC18
Poison, Potent Contact
Contact
Uncommon
100gp
DC15
Poison, Potent Ingested
Ingested
Uncommon
95gp
DC14
Poison, Potent Inhaled
Inhaled
Uncommon
140gp
DC15
Poison, Potent Injury
Injury
Uncommon
100gp
DC15
Poison, Simple Contact
Contact
Common
40gp
DC14
Poison, Simple Ingested
Ingested
Common
35gp
DC12
Poison, Simple Inhaled
Inhaled
Common
60gp
DC14
Poison, Simple Injury
Injury
Common
40gp
DC14
Pollutoad Mucus
Injury
Very Rare
4,000gp
DC16
Saint Dolar’s Redemption
Ingested
Very Rare
5,000gp
DC16
Scorch Spider Venom
Injury
Rare
750gp
DC13
Shadow Poison
Injury
Rare
800gp
DC14
Sigilblight
Ingested
Very Rare
10,000gp
DC18
Slayer’s Boon
Injury
Common
100gp
DC10
Slow Death
Ingested
Very Rare
6,800gp
DC18
Succulent Death
Ingested
Uncommon
500gp
DC12
Thessaltoxin
Ingested or Injury
Very Rare
10,000gp
DC15
Torpor
Ingested
Rare
600gp
DC15
Truth Serum
Ingested
Uncommon
150gp
DC11
Veins of Tar
Ingested
Rare
300gp
DC15
Vileseen Poison
Ingested
Rare
1,000gp
DC15
Whispers of Madness
Contact
Rare
450gp
DC16
Withering Soul
Injury
Uncommon
100gp
DC14
Yin Yang Toxin
Ingested
Legendary
25,000gp
DC20
Common Poisons
Assassins Blood (ingested): A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.
Dizzying Touch (Contact): Applied to an object. The first creature that touches must make a constitution saving throw with a DC equal to the crafter’s Poison DC. On failure, the creature becomes poisoned for one minute. While poisoned in this way, they must succeed a Wisdom saving throw at the end of each of their turns or fall prone.
Deadly Nightshade (Ingested): This poisonous herb has a sweet taste. One minute after a creature is subjected to this (ingested) poison, it takes 3 (1d6) poison damage and must make a DC 11 Constitution saving throw. On a failed save, the creature is poisoned for 1 hour. At the end of that hour, it takes 3 (1d6) poison damage and must repeat the saving throw. When a creature takes damage from this poison, its maximum hit points are reduced by the same amount until it is no longer poisoned.
Dreamlily (Ingested): A psychoactive liquid that smells and tastes like your favorite beverage, the essence of dreamlily is a Sarlonan opiate. First imported to help manage pain during the Last War, it’s now the most abused substance in Sharn. Though dreamlily isn’t illegal if used for medicinal purposes, it’s heavily taxed, and thus most dreamlily is smuggled in and sold on the black market. Dreamlily dens can be found across the lower wards. Consuming dreamlily causes disorienting euphoria and brings about remarkable resistance to pain. A creature under the effects of dreamlily is poisoned for one hour. While poisoned in this way, the creature is immune to fear, and the first time it drops to 0 hit points without being killed outright, it drops to one hit point instead. A dose of dreamlily costs around 1gp, or up to ten times that if purchased through legal channels. There are many varieties of the drug, however, and the duration or the price might vary accordingly.
Hemlock (Ingested): This poisonous herb has a slightly sweet flavor. One minute after a creature is subjected to this (ingested) poison, it takes 2 (1d4) poison damage and must make a DC 10 Constitution saving throw. On a failed save, the creature is poisoned for 1 hour and paralyzed while it is poisoned. At the end of that hour, it takes 2 (1d4) poison damage and must repeat the saving throw. When a creature takes damage from this poison, its maximum hit points are reduced by the same amount until it is no longer poisoned.
Mandrake (Ingested): This poisonous herb has a sweet and acidic flavor. Ten minutes after a creature is subjected to this (ingested) poison, it must make a DC 11 Constitution saving throw. On a failed save, the creature takes 4 (1d8) poison damage and is poisoned for 24 hours. While it is poisoned, it experiences vivid hallucinations, with the same effects as if it were targeted by the phantasmal force spell with a spell save DC of 15, controlled by the DM. On a successful save, the creature takes half damage and isn’t poisoned.
Poison, Basic (Injury): You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must succeed on a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
Poison, Simple Contact (Contact): Applied to an object. The first creature that touches must make a constitution saving throw with a DC equal to the crafter’s Poison DC or take 2d4 Poison damage, after which the poison is rubbed off.
Poison, Simple Ingested (Ingested): Applied to food or beverage. A creature that consumes this poison must make a constitution saving throw with a DC equal to the crafter’s Poison DC. On failure, they take 2d6 Poison damage and suffer the poisoned condition for 1 hour.
Poison, Simple Inhaled (Inhaled): When released, this poison fills a 10-foot radius around the source. You can accurately throw a vial of it (shattering on impact) at a point up to 30 feet away or release it by other means. A creature subjected to this poison must make a constitution saving throw with a DC equal to the crafter’s Poison DC. On failure, they take 2d4 Poison damage.
Poison, Simple Injury (Injury): Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this poison must succeed a constitution saving throw with a DC equal to the crafter’s Poison DC or take 2d4 Poison damage.
Once applied, the poison retains potency for one minute before drying, and wears off a weapon after that weapon has delivered the effect five times.
Slayer’s Boon (Injury): There are many different varieties of this poison that are easily created via alchemy or from certain herbs. A creature subjected to this (injury) poison must make a DC 10 Constitution saving throw. On a failed save, the creature is poisoned for 1 hour. At the start of each of its turns while it is poisoned in this way, it takes 3 (1d6) poison damage. It repeats the saving throw at the end of each of its turns, ending the poison on a success.
Uncommon Poisons
Basilisk Gaze Poison (Ingested): A creature that drinks this poison must succeed on a DC12 Constitution saving throw or become poisoned for 24-hours. While poisoned in this way, the creature magically turns to stone and is petrified. A creature remains petrified like this until either 24-hours have passed, or until freed with a Greater Restoration spell or similar magic.
Blackfog (Inhaled): A creature subjected to this (inhaled) alchemical poison must make a DC 12 Constitution saving throw, taking 5 (1d10) poison damage on a failed save, or half as much damage on a successful one. The poison cloud is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Any creature that ends its turn in the cloud is subjected to the poison.
Burning Wound (Injury): Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this poison must make a constitution saving throw with a DC equal to the crafter’s Poison DC.
On failure, the target becomes poisoned for one minute. While poisoned this way, a creature takes 1d6 fire damage at the end of each of its turns, and any hit points regained is reduced by half. At the end of each of their turns, they can repeat the saving throw, ending the effect on success.
Once applied, the poison retains potency for one minute before drying, and wears off a weapon after that weapon has delivered the effect 5 times.
Burnt Othur Fumes (Inhaled): A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
Death’s Cleansing (Ingested): This bitter, pungent (ingested/injury) poison must first be brewed by combining bleach and the bone dust of executed criminals. It can only be finished if the mixture is blessed in the same ritual that turns water to holy water, and only when performed in a graveyard or desecrated location. A creature subjected to this poison must make a DC 12 Constitution saving throw. On a failed save, it takes 10 (3d6) poison damage and 9 (2d8) radiant damage, and it can’t make attacks against creatures until the end of its next turn. On a successful save, it takes half as much damage and suffers no other effects. When this poison affects an undead, it ignores immunity to poison damage and to the poisoned condition.
Drow Poison (Injury): This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by five 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.
Ghoulfang (Injury): This poison must be brewed using elf blood and saliva harvested from a dead or incapacitated ghoul or ghast. A creature subjected to this (contact/injury) poison must make a DC 13 Constitution saving throw. On a failure, it takes 11 (2d10) poison damage and 9 (2d8) necrotic damage, and it is poisoned until the end of its next turn. While poisoned in this way, it is also paralyzed. On a successful save, it takes half as much damage and isn’t poisoned. When this poison affects an elf or a fey, it ignores immunity to poison damage and to the poisoned condition.
Impish Delight (Injury): This poison must be carefully brewed by combining the tail of a dead or incapacitated imp or dire imp with rare herbal ingredients. When imp venom is harvested directly, it vanishes back to the imp’s native plane before it can be used. A creature subjected to this (injury) poison must make a DC 13 Constitution saving throw. On a failure, it takes 21 (6d6) poison damage and is poisoned for 1 minute. On a success, it takes half as much damage and isn’t poisoned.
Succulent Death (Ingested): One minute after a creature is subjected to this sweet and savory herbal (contact/ingested) poison, it must make a DC 12 Constitution saving throw. On a failed save, it becomes poisoned for 1 hour. While poisoned in this way, it feels an overwhelming joy and satisfaction, and it is charmed by any creature that it sees or hears. It regards all creatures as its close friends, as if affected by the charm person spell. At the end of the hour, it takes 22 (4d10) poison damage. On a successful save, it takes half as much damage instantly but is not poisoned.
Oil of Taggit (Contact): 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.
Old Reliable (Injury): Applied to a melee weapon or up to 5 pieces of ammunition. This poison is exceptionally durable, lasting on a weapon for one hour and an unlimited number of hits during that time. On hit, weapons with this poison applied deal 1d4 additional poison damage.
Poison, Potent Contact (Contact): Applied to an object. The first creature that touches that object after it is applied must make a constitution saving throw with a DC equal to the crafter’s Poison DC. On failure, they take 4d4 Poison damage and become Poisoned for one hour. At the end of a poisoned creature’s turn, it can repeat the saving throw, ending the condition on success.
Poison, Potent Inhaled (Inhaled): When released, this poison fills a 10-foot radius around the source. You can accurately throw a vial of it (shattering on impact) at a point up to 30 feet away or release it by other means. A creature subjected to this poison must make a constitution saving throw with a DC equal to the crafter’s Poison DC. On failure, they take 4d4 Poison damage and become Poisoned for one hour. At the end of a poisoned creature’s turn, it can repeat the saving throw, ending the condition on success.
This effect lingers in the area it was released for 1d4 rounds. A strong wind will clear away and disperse the poison. A creature that enters the area for the first time must save against the poison.
Poison, Potent Injury (Injury): Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this poison must make a constitution saving throw with a DC equal to the crafter’s Poison DC. On failure, they take 2d6 Poison damage and become Poisoned for one hour. At the end of a poisoned creature’s turn, it can repeat the saving throw, ending the condition on success.
Once applied, the poison retains potency for one minute before drying, and wears off a weapon after that weapon has delivered the effect 5 times.
Poison, Potent Ingested (Ingested): A creature subjected to this poison must make a constitution saving throw with a DC equal to the crafter’s Poison DC. On failure, they take 3d6 Poison damage and suffer the poisoned condition for one hour.
Truth Serum (Ingested): A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for one hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a zone of truth spell.
Withering Soul (Injury): Applied to a melee weapon or up to five pieces of ammunition. A creature subjected to this poison must make a constitution saving throw with a DC equal to the crafter’s Poison DC. On failure, they become Poisoned for one minute. While poisoned in this way, a creature takes 1d4 necrotic damage at the start of their turn and is under the effect of bane. At the end of a poisoned creature’s turn, it can repeat the saving throw, ending the condition on success.
Once applied, the poison retains potency for one minute before drying, and wears off a weapon after that weapon has delivered the effect five times.
Rare Poisons
Biza’s Breath (Inhaled): A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or become poisoned for one minute. The poisoned creature must use its action to make a melee attack against a randomly determined creature within its reach. If there is no other creature within its reach, the poisoned creature does nothing 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.
Essence of Ether (Inhaled): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for eight 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.
Fainting Fumes (Inhaled): When released, this poison fills a 10-foot radius around the source. You can accurately throw a vial of it (shattering on impact) at a point up to 30 feet away or release it by other means. A creature subjected to this poison must make a constitution saving throw with a DC equal to the crafter’s Poison DC. On failure, the target becomes poisoned for one hour. If the saving throw fails by five 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.
Frostbite Spider Venom (Injury): This poison must be harvested from a dead or incapacitated frostbite spider. A creature subjected to this (injury) poison must make a DC 13 Constitution saving throw. On a failed save, the creature takes 13 (3d8) poison damage and 13 (3d8) cold damage, it is poisoned for 1 minute, and if it can be poisoned and doesn’t have resistance or immunity to cold damage, it is restrained until the end of its next turn. On a successful save, the creature takes half damage and isn’t restrained or poisoned. If the damage reduces the creature to 0 hit points, the creature is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Knockout Poison (Injury): Applied to a melee weapon or up to 5 pieces of ammunition. A creature subjected to this poison must make a constitution saving throw with a DC equal to the crafter’s Poison DC.
On failure, the target becomes poisoned for one hour. If the saving throw fails by five 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. Once applied, the poison retains potency for 1 minute before drying, and wears from a weapon after that weapon has delivered the effect five times.
Malice (Inhaled): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for one hour. The poisoned creature is blinded.
Pale Tincture (Ingested): A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends, and the creature can heal normally.
Paralyzing Poison (Injury): Applied to a melee weapon or up to five pieces of ammunition. A creature subjected to this poison must make a constitution saving throw with a DC equal to the crafter’s Poison DC. On failure, the target becomes poisoned for one minute. A creature is paralyzed while poisoned this way. At the end of each of the creature’s turns, it can repeat the saving throw, ending the effect on success.
Once applied, the poison retains potency for one minute before drying, and wears off a weapon after that weapon has delivered the effect five times.
Scorch Spider Venom (Injury): This poison must be harvested from a dead or incapacitated scorch spider. A creature subjected to this (injury) poison must make a DC 13 Constitution saving throw. On a failed save, the target takes 10 (3d6) fire damage and 13 (3d8) poison damage, and it ignites. Until a creature takes an action to douse the fire, the poisoned target takes 5 (1d10) fire damage at the start of each of its turns. On a successful save, it takes half damage and doesn’t ignite. If the damage reduces the creature to 0 hit points, the creature is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Shadow Poison (Injury): This poison is crafted from corrupted blood that must be harvested from a dead or incapacitated doppelganger, drider, oni, or any creature that is native to the Shadowfell (other than beasts and humanoids). A creature subjected to this (injury) poison must make a DC 14 Constitution saving throw. On a failed save, the creature takes 18 (4d8) poison damage and 10 (3d6) psychic damage, and it is poisoned for 1 minute. If the creature is in darkness, it takes an extra 7 (3d6) psychic damage. While poisoned in this way, it is also frightened of all other creatures. On a successful save, it takes half as much damage and isn’t poisoned.
Torpor (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.
Veins of Tar (Ingested): Applied to food or beverage. A creature that consumes this poison must make a constitution saving throw with a DC equal to the crafter’s Poison DC. On failure, they are under the effect of the slow spell for 8 hours. This effect can be removed by effects that remove poison.
Vileseed Poison (Ingested): These poisonous seeds can only be harvested from rare locations in deep, unexplored jungles. A creature subjected to this sour (ingested/injury) poison must make a DC 15 Constitution saving throw. On a failed save, it takes 24 (7d6) poison damage, and it is poisoned for 1 minute. While it is poisoned in this way, if it can be charmed, it must spend all its movement on each of its turns moving toward bright sunlight. On a successful save, the creature takes half as much damage and isn’t poisoned. If it dies in sunlight while it is poisoned, a bright red fruit sprouts from the corpse on a green stalk. A creature that consumes the fruit regains 4d4 + 4 hit points.
Whispers of Madness (Contact): Applied to an object. The first creature that touches must make a constitution saving throw with a DC equal to the crafter’s Poison DC. On failure, the character becomes poisoned for ten minutes, and rolls on the short-term madness table. They are under the effect of the rolled madness while poisoned.
Very Rare Poisons
Infernal Poison (Injury): This poison is created by alchemically combining salamander blood with the blood of a devil. A creature subjected to this (injury) poison must make a DC 17 Constitution saving throw. On a failed save, the creature takes 28 (8d6) fire damage, and it is poisoned for 1 minute. On a success, it takes half as much damage and isn’t poisoned. On a success or a failure, if the creature can be poisoned, it also ignites. Until a creature takes an action to douse the fire, the target takes 14 (4d6) fire damage at the end of each of its turns. When this poison affects a fey or celestial, it ignores immunity to the poisoned condition.
Midnight Tears (Ingested): A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
Paralytic Fumes (Inhaled): A creature subjected to this alchemical (contact/inhaled) poison must make a DC 18 Constitution saving throw. On a failed save, it takes 33 (6d10) poison damage, and it is poisoned for 1 minute. While poisoned in this way, it is also paralyzed. Once it stops being poisoned, it has disadvantage on Dexterity checks for 1 hour. On a successful save, it takes half as much damage and isn’t poisoned. While poisoned, the creature repeats the saving throw at the end of each of its turns, ending the effect on a success.
Phantom Pox Fluid (Ingested): Phantom Pox Fluid (Ingested). This poison is created using materials that must be harvested from dead bodies that carry infectious plagues. 24 hours after a creature is subjected to this tasteless, sweet-smelling (ingested) poison, it must make a DC 17 Constitution saving throw. On a failure, the target takes 31 (9d6) poison damage, it gains one level of exhaustion, and its maximum hit points are reduced by the amount of damage that it took. On a success, it takes half as much damage and suffers no other effects. A creature with reduced maximum hit points repeats the saving throw with disadvantage at the end of each long rest, restoring its hit point maximum on a success. Any effect that removes a disease allows the creature’s hit point maximum to return to normal without requiring a successful saving throw. Creatures that are immune to disease are immune to this poison.
Poison, Grievous Injury (Injury): Applied to a melee weapon or up to five pieces of ammunition. A creature subjected to this poison must make a constitution saving throw with a DC equal to the crafter’s Poison DC, taking 6d6 poison damage on a failed save, or half as much damage on a successful save.
Once applied, the poison retains potency for one minute before drying, and wears off a weapon after that weapon has delivered the effect 5 times.
Pollutoad Mucus (Injury): This poison must be harvested from a dead or incapacitated pollutoad or from its eggs. A creature subjected to this (contact/injury) poison must make a DC 16 Constitution saving throw. On a failed save, the creature takes 36 (8d8) poison damage, and it is poisoned for 1 minute. On a successful save, it takes half as much damage, and it isn’t poisoned. At the end of each of its turns while it is poisoned, it repeats the saving throw, taking 13 (3d8) poison damage on a failed save, and ending the effect on a success.
Saint Dalor’s Redemption (Ingested): This poisonous herb has no taste or smell and is extremely rare. According to legend, it only grows in locations where an individual once chose to relinquish great power, such as the spot of a king’s abdication. A creature subjected to this (ingested/injury) poison must make a DC 16 Constitution saving throw. On a failed save, it takes 22 (4d10) poison damage and 9 (2d8) psychic damage, and it is poisoned for 1 minute. While it is poisoned in this way, it takes 9 (2d8) psychic damage at the end of each of its turns. If it remains poisoned for the entire minute, it permanently suffers the effects of the feeblemind spell, and it gains two random forms of indefinite madness, as described in chapter eight of the Dungeon Master’s Guide. On a successful save, the creature takes half as much damage and suffers no other effects.
Sigilblight (Ingested): This poisonous herb only grows in distant planes beyond the Material Plane, Feywild, and Shadowfell. A creature subjected to this salty-tasting (contact/ingested) poison must make a DC 18 Constitution saving throw. On a failed save, it takes 26 (4d12) poison damage and 13 (3d8) force damage, and it is poisoned for 1 hour. While poisoned in this way, its speed is halved, it can’t fly, and it can’t teleport or travel to other planes. On a successful save, it takes half as much damage and it isn’t poisoned.
Slow Death (Ingested): Applied to food or beverage. A creature that consumes this poison begins to slowly die if they aren’t immune to poison. Each time that creature finishes a long rest, its hit point maximum is reduced by 1. If the creature’s hit point maximum hit is reduced to 0 by this effect, it dies. While its hit points are less than half of its original maximum, it is poisoned. This effect can be removed by effects that remove the poisoned condition and can only be identified by magic or a DC 15 Wisdom (Medicine) check. If a creature is cured, it regains its lost hit points after it finishes a long rest.
Thessaltoxin (Ingested or Injury): This poison was first created using blood harvested from the artificer Thessalar. A creature subjected to the poison must succeed on a DC 15 Constitution saving throw or take on a new form as if affected by the polymorph spell. The creature’s new form is a random beast or a creature it has seen within the last 24 hours (as chosen by the DM). This transformation lasts until the end of the target’s next long rest. This effect is not subject to dispel magic or remove curse, but a greater restoration spell restores the creature to its original form.
Legendary Poisons
Crimson Hatred (Injury): This poisonous herb grows only in the deepest, darkest places of the Lower Planes, such as the realms of Archdevils and Demon Lords. 1d4 hours after a creature is subjected to this (injury) poison, it must make a DC 20 Constitution saving throw. On a failed save, it takes 52 (8d12) poison damage and is poisoned until the end of its next turn. While poisoned in this way, overwhelming pain causes it to be stunned and knocked prone. On a successful save, it takes half damage and isn’t poisoned. A creature slain by this poison can’t be brought back to life except by a 9th-level spell.
Endless Dreams (Ingested): Applied to food or beverage. A creature that consumes this poison must make a constitution saving throw with a DC equal to the crafter’s Poison DC. On failure, the next time the creature falls asleep they enter endless slumber in stasis. They do not wake and can’t be roused by any normal means. A creature sleeping in this way doesn’t require food or drink and doesn’t age. This effect can only be ended by greater restoration cast at 7th level or higher or wish.
Essence of Corruption (Injury): This poisonous dust is created by alchemically combining rare materials from each of the Outer Planes, Inner Planes, and Elemental Planes, following an ancient cosmic formula for brewing pure corruption to all things. A creature subjected to this cosmic (injury) poison must make a DC 21 Constitution saving throw. On a failed save, it takes 55 (10d10) poison damage, it gains one level of exhaustion, and it is poisoned for 1 minute. On a successful save, it takes half as much damage and suffers no other effects. This poison ignores immunity and resistance to poison damage as well as immunity to the poisoned condition.
Necrotic Miasma (Inhaled): This poisonous gas can only be harvested from the Negative Energy Plane using powerful arcane magic. A creature subjected to this (inhaled) poison must make a DC 20 Constitution saving throw. On a failed save, it takes 23 (5d8) poison damage and 28 (8d6) necrotic damage, it gains one level of exhaustion, and it can’t regain hit points for 1 minute. On a successful save, it takes half as much damage and suffers no other effects. If the creature has no more than 50 hit points and it can be poisoned, it instantly dies instead of rolling the saving throw.
Yin Yang Toxin (Ingested): This poisonous tincture is created by alchemically combining the blood of a celestial with the blood of a fiend and can only be created in the exact center of the cosmos. Both creatures must have had a challenge rating or level of at least 18 to make the poison. A creature subjected to this (ingested/injury) poison must make a DC 20 Constitution saving throw. On a failed save, it takes 27 (5d10) poison damage and 26 (4d12) force damage, it can’t make attacks until the end of its next turn, and if it is native to a different plane of existence than the one it is on, it is banished with a faint popping noise, returning to its home plane. On a successful save, it takes half as much damage and suffers no other effects. When this poison affects a celestial or fiend, it ignores immunity to poison damage.
Example Items: Papers, Parchment, Palette, Brushes, Ink, Jars, Varnish
Crafting Restrictions: None
Mundane Item Crafting: Books, Pictures
Magic Item Crafting: Cards and Marvelous Pigments
Artwork Creation: Can create painted works of art ranging from simple paintings to massive murals.
QA Artwork Bonus: Artisan is granted a crafting inspiration dice that can be used on themselves or a crafting companion that is working on the same object during that crafting session. They can also apply “finishing touches” to any artwork.
Structure Building: At the DM’s discretion you can contribute to building construction. There will likely be less slots available in a project for painters compared to masons and carpenters.
Adventuring Utility: Able to use artwork to supplement subversive and persuasive activities.
Default Blueprints
A painter is someone who can capture a moment in time, although it will usually take weeks to capture that moment. They can create the following:
Books
Pictures
Skill Usage
Arcana, History, Religion: Your expertise aids you in uncovering lore of any sort that is attached to a work of art, such as the magical properties of a painting or the origins of a strange mural found in a dungeon.
Investigation, Perception: When you inspect a painting or a similar work of visual art, your knowledge of the practices behind creating it can grant you additional insight.
Painting and Drawing: As part of a short or long rest, you can produce a simple work of art. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw.
Painter’s Supplies Basic Use Difficulty Table
Activity
DC
Paint an accurate portrait
10
Create a painting with a hidden message
20
Crafting
For much of the crafting for this skill set and tools, just use the Mundane Crafting rules unless there is something specific that the character wishes to create outside of the normal things.
Magic Item Crafting: A select number of RAW magic items can be created.
Artwork Creation: Can create stone artwork such as statues.
QA Artwork Bonus: Artisan is granted a crafting inspiration dice that can be used on themselves or a crafting companion that is working on the same object during that crafting session.
Structure Building: One of the core toolkits used when creating structures.
Adventuring Utility: Can be granted a bonus when interacting with a stone object.
Default Blueprints
A mason is most about building something large, and they are not blueprint makers, but they are able to follow most blueprints and build something.
Skill Usage
History: Your expertise aids you in identifying a stone building’s date of construction and purpose, along with insight into who might have built it.
Investigation: You gain additional insight when inspecting areas within stone structures.
Perception: You can spot irregularities in stone walls or floors, making it easier to find trap doors and secret passages.
Demolition: Your knowledge of masonry allows you to spot weak points in brick walls. You deal double damage to such structures with your weapon attacks.
Mason’s Tools Basic Use Difficulty Table
Activity
DC
Chisel a small hole in a stone wall
10
Find a weak point in a stone wall
15
Crafting
For much of the crafting for this skill set and tools, just use the Mundane Crafting rules unless there is something specific that the character wishes to create outside of the normal things.
Items: Pliers, Wire Cutters, Needle and Thread, Clasp, Ruler, Wire
Crafting Restrictions: None
Mundane Item Crafting: Arcane Focus (Crystal, Orb, Rod, Staff, Wand), Holy Symbol (Amulet, Emblem, Reliquary), Signet Ring
Magic Item Crafting: All magical rings, amulets, and jewelry. The full list can be found below.
Artwork Creation: Can create luxurious jewelry that can fetch a high price.
QA Artwork Bonus: Artisan is granted a crafting inspiration dice that can be used on themselves or a crafting companion that is working on the same object during that crafting session.
Structure Building: None
Adventuring Utility: Gains a bonus when attempting to identify gemstones or prove the validity of gemstones.
Skill Usage
Arcana: Proficiency with jeweler’s tools grants you knowledge about the reputed mystical uses of gems. This insight proves handy when you make Arcana checks related to gems or gem-encrusted items.
Investigation: When you inspect jeweled objects, your proficiency with jeweler’s tools aids you in picking out clues they might hold.
Identify Gems: You can identify gems and determine their value immediately.
Jeweler’s Tools Basic Use Difficulty Table
Activity
DC
Modify a gem’s appearance
15
Determine a gem’s history
20
What can a Jeweler Do?
Gemcutting: Most gems, regardless of rarity, are in an unrefined state when extracted from the earth or from a treasure hoard. Luckily, a jeweler is equipped with the skills needed to cut and fashion these gems into their desired shapes. This not only increases the value of the gem itself, but also allows the gem to be used for jewelry and decoration.
Jewelry Smithing: Gemstones that have been prepared can then be used to fashion jewelry to be worn. As a luxury product or adventuring equipment, jewelry holds great value to the average person. Creating jewelry takes time, effort, skill, and resources. The precious metals that jewelers work with carry great value by themselves, making the creation of jewelry quite expensive. This, of course, only increases the value of jewelry, making it that much more desirable to take up the lapidary art.
Socketing Items: Some gems carry a magical property whose benefits in a dangerous situation far exceed those of aesthetic value. These gemstones can instead be used to socket into armor, weapons, shields, or other items to give it magical properties. Preparing a socket in an item is quite difficult and requires a jeweler’s expertise. The rewards, however, are long-lasting benefits to the wearer, and a fortune for the jeweler.
Working as a Jeweler: A jeweler’s work is typically done over the course of up to 8 hours a day, but a jeweler who’s in a hurry may risk exhaustion to work up to 16 hours, but they risk receiving a stack of exhaustion. No jeweler can work beyond 16 hours, as the physical and mental labor is too taxing. The save is a simple DC 10 Constitution saving throw (or skill check, which will be discussed later), increasing by 5 for each successive day that a jeweler’s labor goes beyond 8 hours.
Appraising the Price of Crafted Jewelry and Gems: A cut gemstone set in an amulet fetches a much higher value than an uncut gemstone found in the earth. Likewise, certain metals hold higher value than others, changing the overall cost of the item as a result. The base cost of a piece of jewelry is the sum of the gemstone and the style of jewelry made, multiplied by the Quality of the metal the jewelry uses.
Example:
An uncut azurite is worth 10gp. A ring, meanwhile, has a base value of 25. If it were set in a ring, its base value would be 45gp because the azurite would need to be cut; a cut gemstone is worth twice its base value. Now, if the ring were made of gold, the base price would then be multiplied by 1.5 to reflect its quality. The result, then, would be 67.5gp which would be rounded up to 68gp.
Crafting
For much of the crafting for this skill set and tools, just use the Mundane Crafting rules unless there is something specific that the character wishes to create outside of the normal things.
Adventuring Utility: Able to craft antidotes in the wild or identify poison plants.
Herbalist’s Limited Alchemy: While herbalism is primarily used for gathering herbs, a creature with proficiency with herbalism kits has a limited proficiency in creating potions in addition to gathering herbs. You can use proficiency with an herbalism kit in place of alchemist’s supplies when creating potions of healing, antidotes, antitoxins, and vials of poison.
When crafting in this way, you use an herbalism kit and proficiency with it in place of alchemist’s supplies. This crafting otherwise works the same as using alchemist’s supplies. You can add additional ingredient modifiers when crafting in this way.
For anything more sophisticated, the Herbalist must either find a formula or research and develop a specific recipe.
Default Recipes
Common Antidotes
Common Antivenom
Basic Poison
Basic Healing Potion
You also start off with one of these common concoctions:
Chamomile Tea
Lemon Verbena Fumes
Liquid Dwarven Might
Pepper Balm
Pink Medicine
Traveler’s Comfort
Unholy Mixture
Skill Usage
Arcana: Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify poisons.
Investigation: When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
Medicine: Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
Nature and Survival: When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
Identify Plants: You can identify most plants with a quick inspection of their appearance and smell.
Herbalism Kit Basic Use Difficulty Table
Activity
DC
Find plants
15
Identify poison
20
Herbal Items
Herbal items include non-magical medicines, salves, poultices, and concoctions made from plants, roots, berries, and other naturally occurring ingredients using special instruments and processes. Generally, the higher the quality, the more potent the herbal item. Herbal items also tend to lose their potency if not used within a certain period of being made. Herbal items may be purchased from herbalists during play who will quickly concoct the desired item. However, because herbal items lose their potency, they cannot be purchased between game sessions. Characters who have proficiency with the herbalism kit can craft herbal items if they know the appropriate recipe by gathering the ingredients during their adventures.
Gathering Ingredients
To gather the ingredients, you must spend at least one hour wandering the local area, searching for appropriate ingredients. During this time, you cannot perform any other tasks, nor can you travel too far in any specific direction and this period does not grant you the benefits for a short rest. Alternatively, you can gather ingredients as a travel activity. This is like foraging except, instead of gathering food and water during a day of travel, you gather the ingredients required to craft an herbal item.
At the end of the gathering period, day of travel, or other period as specified by the DM, make a Wisdom check, and add your proficiency bonus for your use of the herbalism kit.
You can make one DC 15 Wisdom (Survival / Herbalism Kit) per day to determine if you can find anything that can be harvested. Compare the result to the Harvest Table to determine the maximum number of Harvest Checks you can make. Each harvest takes 1 hour, and you do not need to use the full harvest count.
The base DC is 15, however this can be adjusted, or even impossible, according to the environment. For example, if you’re traveling through Rocky Mountains plant life might be sparser, or non-existent in a stone basement. If you are proficient with an herbalism kit but not Nature, add your proficiency bonus to the check. If you are proficient in Nature and the herbalism kit you gain advantage on this check.
Druids and Rangers roll with advantage on their herbalism check for results.
Harvest Table
Herbalism Check
Harvest Rolls
15-20
1
21-25
2
26-30
3
31-35
4
36+
5
Crafting Herbal Items
To craft an herbal item, you must have proficiency in the use of the herbalism kit, and you must know the recipe for the item you wish to craft. After choosing the item you wish to craft, you must gather the required ingredients and then craft the item.
Concoction Types
The harvested plant materials can be transformed into herbal preparations. Note that none of these concoctions can be used in combat unless specifically mentioned. There are three types of herbal preparations you can choose from:
Salves: These pastes are usually produced by grinding plant material and mixing them with some poultices. Using a salve takes one action and has a range of touch. Their effects are instantaneous and affect targeted creatures.
Infusions: These drinks are usually produced by drying, grinding, and boiling plant material to make some sort of tea. Drinking an infusion takes on action and their effects can last from one to eight hours.
Inhalations: These products require a heat source to produce fumes and enough time for people to breathe it slowly. You can use inhalation only during a long rest. Their effects usually last for the current long rest or until the end of the next long rest.
Formula Research Point Cost
The base cost is just that, a starting point. If the researcher is taking an existing uncommon potion and only slightly improving or changing it and does not warrant a full rarity change, then the cost would be somewhere between the two rarity levels. All the costs are suggested values for existing potions and their rarities. There is not a straight formula since potions are graded by rarity instead of spell levels, but the end cost does follow the same progression.
Example:
A standard Healing Potion is a Common rarity and heals 2d4+2. The herbalist wants to create a potion that heals 3d4+3, which is better than the Common one, but not as good as the Uncommon Greater Healing potion. The Research Point cost should be split between the rarity which would give it a cost of 75 Research Points.
Formula Creation Research Point Cost Table
Rarity
Research Point Cost
Minimum Character Level
Common
25
1
Uncommon
75
5
Rare
150
9
Very Rare
300
13
Legendary
500
17
Research Point Reductions
Only one of the two existing formula reductions may be used for any specific formula creation.
Existing Salve/Infusion/Inhalation: If the researcher has on hand another object that is very similar and it can be used as an exemplar starting point, then a reduction up to 25% of the total Research Points needed can be applied to the cost. The object that is used for this is also consumed during the process.
Existing Formula: If the Herbalist has a full formula created by someone else, there is a 50% reduction of the total research points required to create the spell. While it might be a formula, it most likely will not be accurate missing or brewing idiosyncrasies of the herbalist that created that formula, therefore requiring the formula to be validated through additional research.
Facility: If there is a dedicated facility for the research and creation of herbalist formulas, then up to 25% of the cost can be reduced by expending facility points to replace the research points. See the facilities rules for more details.
Formula Creation Completion
Once the herbalist has collected enough Research Points it is time to put together the formula and test it. There is no benefit in expending more Research Points or gold pieces once the minimum has been met, these would just go to waste since they will not impact the final DC. The Research Points that will be used for completing the project are spent and lost and are not recoverable. The creator will make an Herbalist Kit skill roll. No other modifiers or advantage chances can be applied to this roll. It can only be a straight roll.
Once again, if the product being created is a slightly improved version of an existing potion, but not sufficiently to increase the rarity, the DC will increase as the average of the two rarity DCs as selected by the DM.
Example:
A standard Healing Potion is a Common rarity and heals 2d4+2. The herbalist wants to create a potion that heals 3d4+3, which is better than the Common one, but not as good as the Uncommon Greater Healing potion. The DC would be (8 + 14 = 22 / 2 = 11) 11.
If the roll is equal to or greater than the listed DC, the potion formula has been created and can be considered entered into the Herbalist formula book. Failure means that the formula was not created, and the herbalist must start again, but in their next attempt the amount of Research Points required is reduced by 50%.
Formula Creation Success Table
Rarity
DC For Success
Common
8
Uncommon
14
Rare
20
Very Rare
26
Legendary
32
Herbalist Creation
Now that the herbalist has created a formula, now it is time to start mixing some up. For each single dose of the concoction to be created will require a certain amount of ingredients as well as a difficulty check. The listed required ingredients are only the minimum and should include additional ingredients depending on the type of potion being created.
The amount of time to make any concoction is shown in the following table:
Concoction Creation Time Table
Rarity
Time Taken
Common
Ten Minutes
Uncommon
One Hour
Rare
Two Hours
Very Rare
Four Hours
Legendary
Eight Hours
Concoction Benefits
While any number of concoctions can be used at any moment, only the first one is in effect. A second one will not be in effect until it is applied after the first one’s duration has ended.
Concoction Creation Failure
If at any time the herbalist rolls a natural one on any of the material creation processes, it blows up in their face. Roll on the following table to find the results.
Concoction Creation Failure Table
Roll (d100)
Effect
Common
Uncommon
Rare
Very Rare
Legendary
01-05
Oh, my loving god: Roll on the wild magic table
One roll
Two rolls
Three rolls
Four rolls
Five rolls
06-25
Oh, this is going to hurt: Your attempt at your creation blows up in your face. Damage is random (1d12): Acid (1), Bludgeoning (2), Cold (3), Fire (4), Force (5), Lightning (6), Necrotic (7), Piercing (8), Poison (9), Psychic (10), Radiant (11), Slashing (12)
2d6
3d8
4d10
5d12
6d20
26-50
This is very bad: You find that you have temporarily lost the ability to cast spells.
One Day
Three Days
Five Days
Ten Days
One Month
51-90
This is not good: You find that you have temporarily lost the ability to make anything using herbalism.
One Day
One Week
One Month
Three Months
One Year
91-99
This is confusing: The concoction you created does the opposite you were expecting, but it looks correct to you, and you think you succeeded.
–
–
–
–
–
100
How did I do that: Success! Your concoction still turned out, but only a single dose no matter how many ingredients you used.
–
–
–
–
–
Concoction Creation Table
Concoction Rarity
Ingredients
DC to Create Single Concoction
DC to Create 1d4 Concoction
DC to Create 1d6 Concoction
DC to Create 1d8 Concoction
DC to Create 1d10 Concoction
DC to Create 1d12 Concoction
Common
3 common ingredients Glass Vial
10
12
14
16
18
20
Uncommon
1 common ingredient 3 uncommon ingredients Glass Vial
Depending on what is being made, sometimes more specific types of ingredients might be required by the DM. The guidelines suggested are as follows. Details on ingredients, where they can be found as well as what types there are all listed in the Material section.
Type of Concoction Ingredient Table
Potion Type
Ingredient Type Required
Healing
50% Curative, Divine, or Poisonous ingredient of each type
Ability or Form Changing
50% Primal ingredient of each type
Magical Results
50% Arcane ingredient of each type
There will be other specific requirements as per the DM looking over the required recipe.
Recipe Rarities and Benefits Table
Recipe
Rarity
Concoction Type
Description
Balm of Bravery
Uncommon
Salve
Allows an attempt to save verses the Fear effect, and be applied after Fear has been applied
Bellow
Uncommon
Infusion
All words are shouted for one hour
Blood Moss Tincture
Uncommon
Salve
Allows an affected creature to attempt to save verses poison once, and be applied after poisoning has occurred
Blood Rose Extract
Uncommon
Infusion
Morning-after pill effect
Burnsoothe Ointment, Advanced
Very Rare
Salve
If applied within 10 minutes at the end of an encounter during which they took fire damage from any source, the creature heals 1d10+4
Burnsoothe Ointment, Basic
Uncommon
Salve
If applied within 10 minutes at the end of an encounter during which they took fire damage from any source, the creature heals 1d6
Burnsoothe Ointment, Intermediate
Rare
Salve
If applied within 10 minutes at the end of an encounter during which they took fire damage from any source, the creature heals 1d8+2
Catacomb Mud
Very Rare
Salve
Any construct/undead receives the effects of Greater Restoration
Chamomile Tea
Common
Infusion
Calms nervous humanoids and giants for one hour
Climbing Chalk
Uncommon
Salve
Gain advantage on any climbing checks made for the next hour
Cold Refreshing Tea
Uncommon
Infusion
Ignore the next Constitution check versus extreme heat due to weather
Drunk Legs, Advanced
Very Rare
Infusion
When ingested, the target must succeed on a DC 17 Constitution saving throw or have disadvantage on Dexterity saving throws and ability checks for one hour
Drunk Legs, Basic
Uncommon
Infusion
When ingested, the target must succeed on a DC 13 Constitution saving throw or have disadvantage on Dexterity saving throws and ability checks for one hour
Drunk Legs, Intermediate
Rare
Infusion
When ingested, the target must succeed on a DC 15 Constitution saving throw or have disadvantage on Dexterity saving throws and ability checks for one hour
Fairy Eyes
Very Rare
Salve
For one hour you can see invisible creatures and can see through Blur and Mirror Image
Fighter’s Fortitude
Rare
Infusion
Reroll all ones on damage rolls for the next hour
Final Breath
Very Rare
Infusion
Pouring this over a corpse with a mouth imbues it with necromantic energy. It must answer one question to the best of its knowledge. Remains disintegrate after.
Floral Perfume
Uncommon
Salve
Adds the crafter’s Proficiency Bonus to Persuasion checks for one hour
Fortifying Tea
Uncommon
Infusion
Advantage against exhaustion saves for the next eight hours
Goblin Loincloth Soap
Uncommon
Salve
For the next eight hours an odor so strong that the first attack of any creature is at disadvantage. Any creature has an automatic Perception check success when relying on smell. Tracking is at an advantage against the user.
Grandma’s Remedy
Rare
Inhalation
Cures one minor disease
Grasshopper Tea
Rare
Infusion
For the next hour maximum jump distance is doubled
Graveyard Mud
Rare
Salve
Any construct/undead receives the effects of Lesser Restoration
Healing Balm
Uncommon
Salve
Allows the immediate healing of one hit die if one is available
Heavenly Salve
Legendary
Salve
For the next hour your critical success on death saves has the range of 15-20
Herbal Fortifier
Rare
Infusion
Any poison or disease last for half their duration for the next eight hours
Honey Wax
Common
Salve
Mainly used for hair removal
Hunter’s Veil
Uncommon
Salve
Hides the hunter’s scent, giving disadvantage on any perception against the recipient that relies on the sense of smell.
Lemon Verbena Fumes
Common
Inhalation
Repels mosquitos for this long rest
Liquid Dwarven Might
Common
Infusion
Advantage on Constitution saves verses alcohol for one hour
Lucky Charms
Uncommon
Inhalation
You can use the equivalent of the spell Guidance once in the next 24-hours
Monk’s Habit
Rare
Inhalation
Reduces the need for food and drink by 75% for the next 24-hours
Natural Glue
Uncommon
Salve
The equivalent of the Mending spell to repair an object
One Eye Open Tea
Rare
Infusion
Gain a +5 on Passive Perception while asleep
Owl’s Essence
Rare
Infusion
Adds the Crafter’s Proficiency Bonus to Perception checks for the next eight hours
Pepper Balm
Common
Salve
The affected creature must make a DC13 Constitution save or instantly sneezes
Phantom Bane
Uncommon
Salve
Allows equivalent application of the spell Spare the Dying
Pink Medicine
Common
Infusion
Advantage on Constitution saves against food and drink
Pink Speak
Uncommon
Infusion
Pink bubbles come out instead of words when speaking for one hour, DC13 Constitution save to prevent
Reinvigorating Fumes
Rare
Inhalation
Your walking speed increases by five feet for the next 24-hours
Rosemary Liquid
Rare
Infusion
Decreases the time required for reading and writing by 50% for one hour. Can also affect magical reading and writing
Sentry’s Rest
Very Rare
Infusion
Long rests take 50% of the normal time. One point of exhaustion is applied 24-hours after that long rest.
Toadstool Salve
Very Rare
Salve
For the next hour you have advantage on all death saves
Traveler’s Comfort
Common
Infusion
Allows the drinker to ignore the effects of motion sickness for eight hours
Troll’s Blood
Rare
Infusion
Advantage on hit point recovery via hit dice over a short rest for the next hour
Unholy Mixture
Common
Salve
The affected creature must make a DC13 Constitution save or instantly vomits
Valerian Incense
Rare
Inhalation
Removes one point of exhaustion after a long rest
Vampire’s Blood
Very Rare
Salve
You are under the effects of the spell Gaseous Form without concentration for the next ten minutes
War Tonic
Rare
Infusion
Ignores the effects of exhaustion for one hour, but all exhaustion that would have been applied during the hour, and applied and the end of the hour
Willowshade Oil
Rare
Salve
A creature can use its action to apply the oil to another creature that has been petrified for less than one minute, causing the petrified condition on that creature to end at the start of what would be that creature’s next turn
Witch’s Incense
Rare
Inhalation
The first concentration check within the next 24-hours succeeds automatically
Common Formulas
Chamomile Tea (Infusion): Calms nervous humanoids and giants for one hour.
Honey Wax (Salve): Mainly used for hair removal.
Lemon Verbena Fumes (Inhalation): Repels mosquitos for this long rest.
Liquid Dwarven Might (Infusion): Advantage on Constitution saves versus alcohol for one hour.
Pepper Balm (Salve): The affected creature must make a DC13 Constitution save or instantly sneeze.
Pink Medicine (Infusion): Advantage on Constitution saves against food and drink.
Traveler’s Comfort (Infusion): Allows the drinker to ignore the effects of motion sickness for eight hours.
Unholy Mixture (Salve): The affected creature must make a DC13 Constitution save or instantly vomits.
Uncommon Formulas
Balm of Bravery (Salve): Allows an attempt to save versus the Fear effect and be applied after Fear has been applied.
Bellow (Infusion): All words are shouted for one hour.
Blood Moss Tincture (Salve): Allows an affected creature to attempt to save versus poison once and be applied after poisoning has occurred.
Blood Rose Extract: Morning-after pill effect.
Burnsoothe Ointment, Basic (Salve): This paste, composed primarily of roots and plant oils, reduces pain, and speeds the recovery of burns. If applied to a creature’s wounds within 10 minutes of their taking fire damage from any source or if applied within 10 minutes at the end of an encounter during which they took fire damage from any source, the creature heals 1d6.
Climbing Chalk (Salve): Gain advantage on any climbing checks made for the next hour.
Cold Refreshing Tea (infusion): Ignore the next Constitution check versus extreme heat due to weather.
Drunk Legs, Basic (Infusion): These pine needles are blended with a mixture of algae and muck to create a tonic that will leave muscles twitching. Mixing this with a drink creates a vile tasting concoction that when ingested causes muscles to weaken and to not respond to commands from the body. When ingested, the target must succeed on a DC13 Constitution saving throw or have disadvantage on Dexterity saving throws and ability checks for one hour. To force feed someone this mixture, they must be grappled, restrained, or incapacitated in some way. It then requires an action and a successful grapple check to force feed them the concoction.
Floral Perfume (Salve): Adds the crafter’s Proficiency Bonus to Persuasion checks for one hour.
Fortifying Tea (Infusion): Advantage against exhaustion saves for the next eight hours.
Goblin Loincloth Soap (Salve): For the next eight hours an odor so strong that the first attack of any creature is at disadvantage. Any creature has an automatic Perception check success when relying on smell. Tracking is at an advantage against the user.
Healing Balm (Salve): Allows the immediate healing of one hit die if one is available.
Hunter’s Veil (Salve): Hides the hunter’s scent, gives disadvantage on any perception against the recipient that relies on the sense of smell.
Lucky Charms (inhalation): You can use the equivalent of the spell Guidance once in the next 24-hours.
Natural Glue (Salve): The equivalent of the Mending spell to repair an object.
Phantom Bane (Salve): Allows equivalent application of the spell Spare the Dying.
Pink Speak (Infusion): Pink bubbles come out instead of words when speaking for one hour, DC13 Constitution save to prevent.
Rare Formulas
Burnsoothe Ointment, Intermediate (Salve): This paste, composed primarily of roots and plant oils, reduces pain, and speeds the recovery of burns. If applied to a creature’s wounds within 10 minutes of their taking fire damage from any source or if applied within 10 minutes at the end of an encounter during which they took fire damage from any source, the creature heals 1d8+2.
Drunk Legs, Intermediate (Infusion): These pine needles are blended with a mixture of algae and muck to create a tonic that will leave muscles twitching. Mixing this with a drink creates a vile tasting concoction that when ingested causes muscles to weaken and to not respond to commands from the body. When ingested, the target must succeed on a DC15 Constitution saving throw or have disadvantage on Dexterity saving throws and ability checks for one hour. To force feed someone this mixture, they must be grappled, restrained, or incapacitated in some way. It then requires an action and a successful grapple check to force feed them the concoction.
Fighter’s Fortitude (Infusion): Reroll all ones on damage rolls for the next hour.
Grandma’s Remedy (Inhalation): Cures one minor disease.
Grasshopper Tea (Infusion): For the next hour maximum jump distance is doubled.
Graveyard Mud (Salve): Any construct/undead receives the effects of Lesser Restoration.
Herbal Fortifier (Infusion): Any poison or disease lasts for half their duration for the next eight hours.
Monk’s Habit (Inhalation): Reduces the need for food and drink by 75% for the next 24-hours.
One Eye Open Tea (Infusion): Gain a +5 on Passive Perception while asleep.
Owl’s Essence (Infusion): Adds the Crafter’s Proficiency Bonus to Perception checks for the next eight hours.
Reinvigorating Fumes (Inhalation): Your walking speed increases by five feet for the next 24-hours.
Rosemary Liquid (Infusion): Decreases the time required for reading and writing by 50% for one hour. Can also affect magical reading and writing.
Troll’s Blood (Infusion): Advantage on hit point recovery via hit dice over a short rest for the next hour.
Valerian Incense (Inhalation): Removes one point of exhaustion after a long rest.
War Tonic (Infusion): Ignore the effects of exhaustion for one hour, but all exhaustion that would have been applied during the hour and applied and the end of the hour.
Willowshade Oil (Salve): A creature can use its action to apply the oil to another creature that has been petrified for less than one minute, causing the petrified condition on that creature to end at the start of what would be that creature’s next turn.
Witch’s Incense (Inhalation): The first concentration check within the next 24-hours succeeds automatically.
Very Rare Formulas
Burnsoothe Ointment, Advanced (Salve): This paste, composed primarily of roots and plant oils, reduces pain, and speeds the recovery of burns. If applied to a creature’s wounds within 10 minutes of their taking fire damage from any source or if applied within 10 minutes at the end of an encounter during which they took fire damage from any source, the creature heals 1d10+4.
Catacomb Mud (Salve): Any construct/undead receives the effects of Greater Restoration.
Drunk Legs, Advanced (Infusion): These pine needles are blended with a mixture of algae and muck to create a tonic that will leave muscles twitching. Mixing this with a drink creates a vile tasting concoction that when ingested causes muscles to weaken and to not respond to commands from the body. When ingested, the target must succeed on a DC17 Constitution saving throw or have disadvantage on Dexterity saving throws and ability checks for one hour. To force feed someone this mixture, they must be grappled, restrained, or incapacitated in some way. It then requires an action and a successful grapple check to force feed them the concoction.
Fairy Eyes (Salve): For one hour you can see invisible creatures and can see through Blur and Mirror Image.
Final Breath (Infusion): Pouring this over a corpse with a mouth imbues it with necromantic energy. It must answer one question to the best of its knowledge. Remains disintegrate after.
Sentry’s Rest (Infusion): Long rests take 50% of the normal time. One point of exhaustion is applied 24-hours after that long rest.
Toadstool Salve (Salve): For the next hour you have advantage on all death saves.
Vampire’s Blood (Salve): You are under the effects of the spell Gaseous Form without concentration for the next ten minutes.
Legendary Formulas
Heavenly Salve (Salve): For the next hour your critical success on death saves has the range of 15-20.
Common Recipe Table
Recipe
Rarity
Concoction Type
Description
Chamomile Tea
Common
Infusion
Calms nervous humanoids and giants for one hour
Lemon Verbena Fumes
Common
Inhalation
Repels mosquitos for this long rest
Liquid Dwarven Might
Common
Infusion
Advantage on Constitution saves verses alcohol for one hour
Pepper Balm
Common
Salve
The affected creature must make a DC13 Constitution save or instantly sneezes
Pink Medicine
Common
Infusion
Advantage on Constitution saves against food and drink
Traveler’s Comfort
Common
Infusion
Allows the drinker to ignore the effects of motion sickness for eight hours
Unholy Mixture
Common
Salve
The affected creature must make a DC13 Constitution save or instantly vomits
Uncommon Recipe Rarities and Benefits Table
Recipe
Rarity
Concoction Type
Description
Balm of Bravery
Uncommon
Salve
Allows an attempt to save versus the Fear effect, and be applied after Fear has been applied
Bellow
Uncommon
Infusion
All words are shouted for one hour
Blood Moss Tincture
Uncommon
Salve
Allows an affected creature to attempt to save verses poison once, and be applied after poisoning has occurred
Blood Rose Extract
Uncommon
Infusion
Morning-after pill effect
Burnsoothe Ointment, Basic
Uncommon
Salve
If applied within 10 minutes at the end of an encounter during which they took fire damage from any source, the creature heals 1d6
Climbing Chalk
Uncommon
Salve
Gain advantage on any climbing checks made for the next hour
Cold Refreshing Tea
Uncommon
Infusion
Ignore the next Constitution check versus extreme heat due to weather
Drunk Legs, Basic
Uncommon
Infusion
When ingested, the target must succeed on a DC 13 Constitution saving throw or have disadvantage on Dexterity saving throws and ability checks for one hour
Floral Perfume
Uncommon
Salve
Adds the crafter’s Proficiency Bonus to Persuasion checks for one hour
Fortifying Tea
Uncommon
Infusion
Advantage against exhaustion saves for the next eight hours
Goblin Loincloth Soap
Uncommon
Salve
For the next eight hours an odor so strong that the first attack of any creature is at disadvantage. Any creature has an automatic Perception check success when relying on smell. Tracking is at an advantage against the user.
Healing Balm
Uncommon
Salve
Allows the immediate healing of one hit die if one is available
Hunter’s Veil
Uncommon
Salve
Hides the hunter’s scent, giving disadvantage on any perception against the recipient that relies on the sense of smell.
Lucky Charms
Uncommon
Inhalation
You can use the equivalent of the spell Guidance once in the next 24-hours
Natural Glue
Uncommon
Salve
The equivalent of the Mending spell to repair an object
Phantom Bane
Uncommon
Salve
Allows equivalent application of the spell Spare the Dying
Pink Speak
Uncommon
Infusion
Pink bubbles come out instead of words when speaking for one hour, DC13 Constitution save to prevent
Rare Recipe Table
Recipe
Rarity
Concoction Type
Description
Burnsoothe Ointment, Intermediate
Rare
Salve
If applied within 10 minutes at the end of an encounter during which they took fire damage from any source, the creature heals 1d8+2
Drunk Legs, Intermediate
Rare
Infusion
When ingested, the target must succeed on a DC 15 Constitution saving throw or have disadvantage on Dexterity saving throws and ability checks for one hour
Fighter’s Fortitude
Rare
Infusion
Reroll all ones on damage rolls for the next hour
Grandma’s Remedy
Rare
Inhalation
Cures one minor disease
Grasshopper Tea
Rare
Infusion
For the next hour maximum jump distance is doubled
Graveyard Mud
Rare
Salve
Any construct/undead receives the effects of Lesser Restoration
Herbal Fortifier
Rare
Infusion
Any poison or disease last for half their duration for the next eight hours
Monk’s Habit
Rare
Inhalation
Reduces the need for food and drink by 75% for the next 24-hours
One Eye Open Tea
Rare
Infusion
Gain a +5 on Passive Perception while asleep
Owl’s Essence
Rare
Infusion
Adds the Crafter’s Proficiency Bonus to Perception checks for the next eight hours
Reinvigorating Fumes
Rare
Inhalation
Your walking speed increases by five feet for the next 24-hours
Rosemary Liquid
Rare
Infusion
Decreases the time required for reading and writing by 50% for one hour. Can also affect magical reading and writing
Troll’s Blood
Rare
Infusion
Advantage on hit point recovery via hit dice over a short rest for the next hour
Valerian Incense
Rare
Inhalation
Removes one point of exhaustion after a long rest
War Tonic
Rare
Infusion
Ignores the effects of exhaustion for one hour, but all exhaustion that would have been applied during the hour, and applied and the end of the hour
Willowshade Oil
Rare
Salve
A creature can use its action to apply the oil to another creature that has been petrified for less than one minute, causing the petrified condition on that creature to end at the start of what would be that creature’s next turn
Witch’s Incense
Rare
Inhalation
The first concentration check within the next 24-hours succeeds automatically
Very Rare Recipe Table
Recipe
Rarity
Concoction Type
Description
Catacomb Mud
Very Rare
Salve
Any construct/undead receives the effects of Greater Restoration
Drunk Legs, Advanced
Very Rare
Infusion
When ingested, the target must succeed on a DC 17 Constitution saving throw or have disadvantage on Dexterity saving throws and ability checks for one hour
Fairy Eyes
Very Rare
Salve
For one hour you can see invisible creatures and can see through Blur and Mirror Image
Final Breath
Very Rare
Infusion
Pouring this over a corpse with a mouth imbues it with necromantic energy. It must answer one question to the best of its knowledge. Remains disintegrate after.
Sentry’s Rest
Very Rare
Infusion
Long rests take 50% of the normal time. One point of exhaustion is applied 24-hours after that long rest.
Toadstool Salve
Very Rare
Salve
For the next hour you have advantage on all death saves
Vampire’s Blood
Very Rare
Salve
You are under the effects of the spell Gaseous Form without concentration for the next ten minutes
Legendary Recipe Table
Recipe
Rarity
Concoction Type
Description
Heavenly Salve
Legendary
Salve
For the next hour your critical success on death saves has the range of 15-20