0

Woodcarving

0

Weaving

0

Tinkerer

0

Spell Creation

0

Gaming

Home Gaming
General items about Gaming

Potter

Potter

Potter’s Tools

  • RAW Cost: 10gp
  • RAW Weight: 3lbs
  • Example Items: Wire Clay Cutter, Brushes, Ribs, Ribbon, Wire End, Needle, Boxwood Tools
  • 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

ActivityDC
Determine what a vessel once held10
Create a serviceable pot15
Find a weak point in a ceramic object20

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.

Poisoner

Poisoner

Poisoner’s Kit

  • RAW Cost: 50gp
  • RAW Weight: 2lbs
  • 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

ActivityDC
Spot a poisoned object10
Determine the effects of a poison20

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

RarityResearch Point CostMinimum Character Level
Common251
Uncommon755
Rare1509
Very Rare30013
Legendary50017

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

RarityDC For Success
Common8
Uncommon14
Rare20
Very Rare26
Legendary32

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 RarityIngredientsDC to Create Single PoisonDC to Create 1d4 PoisonsDC to Create 1d6 PoisonsDC to Create 1d8 PoisonsDC to Create 1d10 PoisonsDC to Create 1d12 Poisons
Common3 common poisonous ingredients
Glass Vial
101214161820
Uncommon1 poisonous common ingredient
3 poisonous uncommon ingredients
Glass Vial
141719212325
Rare3 poisonous uncommon ingredients
2 rare poisonous ingredients
Glass Vial
182224262830
Very Rare2 uncommon poisonous ingredients
3 rare poisonous ingredients
2 very rare poisonous ingredients
Crystal Vial
222729313335
Legendary5 uncommon poisonous ingredients
4 rare poisonous ingredients
3 very rare poisonous ingredients
2 legendary poisonous ingredients
Crystal Vial
253133353739

Poisons

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

PoisonTypeRarityPricePoison Save Difficulty
Assassins BloodIngestedCommon150gpDC10
Basilisk Gaze PoisonIngestedUncommon300gpDC12
Biza’s BreathInhaledRare1,000gpDC16
BlackfogInhaledUncommon250gpDC12
Burning WoundInjuryUncommon150gpDC16
Burnt Othur FumesInhaledUncommon500gpDC13
Crimson HatredInjuryLegendary20,000gpDC20
Deadly NightshadeIngestedCommon100gpDC11
Dizzying TouchContactCommon45gpDC14
DreamlilyIngestedCommon1gpDC10
Death’s CleansingIngestedUncommon250gpDC12
Drow PoisonInjuryUncommon200gpDC13
Endless DreamsIngestedLegendary11,000gpDC20
Essence of EtherInhaledRare300gpDC15
Essence of CorruptionInjuryLegendary25,000gpDC21
Fainting FumesInhaledRare415gpDC16
Frostbite Spider VenomInjuryRare750gpDC13
HemlockIngestedCommon100gpDC10
Knockout PoisonInjuryRare760gpDC17
GhoulfangInjuryUncommon250gpDC13
Impish DelightInjuryUncommon750gpDC13
Infernal PoisonInjuryVery Rare3,000gpDC17
MaliceInhaledRare250gpDC15
MandrakeIngestedCommon100gpDC10
Midnight TearsIngestedVery rare2,300gpDC17
Necrotic MiasmaInhaledLegendary20,000gpDC20
Oil of TaggitContactUncommon400gpDC13
Old ReliableInjuryUncommon70gpDC14
Pale TinctureIngestedRare250gpDC16
Paralytic FumesInhaledVery Rare3,500gpDC18
Paralyzing PoisonInjuryRare600gpDC16
Phantom Pox FluidIngestedVery Rare5,000gpDC17
Poison, BasicInjuryCommon100gpDC10
Poison, Grievous InjuryInjuryVery Rare2,400gpDC18
Poison, Potent ContactContactUncommon100gpDC15
Poison, Potent IngestedIngestedUncommon95gpDC14
Poison, Potent InhaledInhaledUncommon140gpDC15
Poison, Potent InjuryInjuryUncommon100gpDC15
Poison, Simple ContactContactCommon40gpDC14
Poison, Simple IngestedIngestedCommon35gpDC12
Poison, Simple InhaledInhaledCommon60gpDC14
Poison, Simple InjuryInjuryCommon40gpDC14
Pollutoad MucusInjuryVery Rare4,000gpDC16
Saint Dolar’s RedemptionIngestedVery Rare5,000gpDC16
Scorch Spider VenomInjuryRare750gpDC13
Shadow PoisonInjuryRare800gpDC14
SigilblightIngestedVery Rare10,000gpDC18
Slayer’s BoonInjuryCommon100gpDC10
Slow DeathIngestedVery Rare6,800gpDC18
Succulent DeathIngestedUncommon500gpDC12
ThessaltoxinIngested or InjuryVery Rare10,000gpDC15
TorporIngestedRare600gpDC15
Truth SerumIngestedUncommon150gpDC11
Veins of TarIngestedRare300gpDC15
Vileseen PoisonIngestedRare1,000gpDC15
Whispers of MadnessContactRare450gpDC16
Withering SoulInjuryUncommon100gpDC14
Yin Yang ToxinIngestedLegendary25,000gpDC20

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.

Common Poison Table

PoisonTypeRarityPriceDifficulty
Assassins BloodIngestedCommon150gpDC10
Dizzying TouchContactCommon45gpDC14
Deadly NightshadeIngestedCommon100gpDC11
DreamlilyIngestedCommon1gpDC10
HemlockIngestedCommon100gpDC10
MandrakeIngestedCommon100gpDC10
Poison, BasicInjuryCommon100gpDC10
Poison, Simple ContactContactCommon40gpDC14
Poison, Simple IngestedIngestedCommon35gpDC12
Poison, Simple InhaledInhaledCommon60gpDC14
Poison, Simple InjuryInjuryCommon40gpDC14
Slayer’s BoonInjuryCommon100gpDC10

Uncommon Poison Table

PoisonTypeRarityPriceDifficulty
Basilisk Gaze PoisonIngestedUncommon300gpDC12
BlackfogInhaledUncommon250gpDC12
Burning WoundInjuryUncommon150gpDC16
Burnt Othur FumesInhaledUncommon500gpDC13
Death’s CleansingIngestedUncommon250gpDC12
Drow PoisonInjuryUncommon200gpDC13
GhoulfangInjuryUncommon250gpDC13
Impish DelightInjuryUncommon750gpDC13
Oil of TaggitContactUncommon400gpDC13
Old ReliableInjuryUncommon70gpDC14
Poison, Potent ContactContactUncommon100gpDC15
Poison, Potent IngestedIngestedUncommon95gpDC14
Poison, Potent InhaledInhaledUncommon140gpDC15
Poison, Potent InjuryInjuryUncommon100gpDC15
Succulent DeathIngestedUncommon500gpDC12
Truth SerumIngestedUncommon150gpDC11
Withering SoulInjuryUncommon100gpDC14

Rare Poison Table

PoisonTypeRarityPriceDifficulty
Biza’s BreathInhaledRare1,000gpDC16
Essence of EtherInhaledRare300gpDC15
Fainting FumesInhaledRare415gpDC16
Frostbite Spider VenomInjuryRare750gpDC13
Knockout PoisonInjuryRare760gpDC17
MaliceInhaledRare250gpDC15
Pale TinctureIngestedRare250gpDC16
Paralyzing PoisonInjuryRare600gpDC16
Scorch Spider VenomInjuryRare750gpDC13
Shadow PoisonInjuryRare800gpDC14
TorporIngestedRare600gpDC15
Veins of TarIngestedRare300gpDC15
Vileseed PoisonIngestedRare1,000gpDC15
Whispers of MadnessContactRare450gpDC16

Very Rare Poison Table

PoisonTypeRarityPriceDifficulty
Infernal PoisonInjuryVery Rare3,000gpDC17
Midnight TearsIngestedVery rare2,300gpDC17
Paralytic FumesInhaledVery Rare3,500gpDC18
Phantom Pox FluidIngestedVery Rare5,000gpDC17
Poison, Grievous InjuryInjuryVery Rare2,400gpDC18
Pollutoad MucusInjuryVery Rare4,000gpDC16
Saint Dolar’s RedemptionIngestedVery Rare5,000gpDC16
SigilblightIngestedVery Rare10,000gpDC18
Slow DeathIngestedVery Rare6,800gpDC18
ThessaltoxinIngested or InjuryVery Rare10,000gpDC15

Legendary Poison Table

PoisonTypeRarityPriceDifficulty
Crimson HatredInjuryLegendary20,000gpDC20
Endless DreamsIngestedLegendary15,000gpDC20
Essence of CorruptionInjuryLegendary25,000gpDC21
Necrotic MiasmaInhaledLegendary20,000gpDC20
Yin Yang ToxinIngestedLegendary25,000gpDC20

Painter

Painter

Painter’s Supplies

  • RAW Cost: 10gp
  • RAW Weight: 5lbs
  • 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

ActivityDC
Paint an accurate portrait10
Create a painting with a hidden message20

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.

Mason

Mason

Mason’s Tools

  • RAW Cost: 10gp
  • RAW Weight: 8lbs
  • Items: trowel, mason’s hammer, blocking chisel, saw, level, line, brush
  • Crafting Restrictions: Requires a workshop.
  • Mundane Item Crafting: None
  • 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

ActivityDC
Chisel a small hole in a stone wall10
Find a weak point in a stone wall15

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.

Jeweler

Jeweler

Jeweler’s Tools

  • RAW Cost: 25gp
  • RAW Weight: 2lbs
  • 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

ActivityDC
Modify a gem’s appearance15
Determine a gem’s history20

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.

Herbalism

Herbalism

Herbalism Tools

  • RAW Cost: 5gp
  • RAW Weight: 3lbs
  • Example Items: Clippers, mortar and pestle, pouches, and vials
  • Crafting Restrictions: Need access to area to mix concoctions.
  • Mundane Item Crafting: Antidotes, antivenom, poison.
  • Magic Item Crafting: Healing potion.
  • Artwork Creation: None.
  • QA Artwork Bonus: None.
  • Structure Building: N/A.
  • 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

ActivityDC
Find plants15
Identify poison20

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 CheckHarvest Rolls
15-201
21-252
26-303
31-354
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

RarityResearch Point CostMinimum Character Level
Common251
Uncommon755
Rare1509
Very Rare30013
Legendary50017

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

RarityDC For Success
Common8
Uncommon14
Rare20
Very Rare26
Legendary32

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

RarityTime Taken
CommonTen Minutes
UncommonOne Hour
RareTwo Hours
Very RareFour Hours
LegendaryEight 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)EffectCommonUncommonRareVery RareLegendary
01-05Oh, my loving god: Roll on the wild magic tableOne rollTwo rollsThree rollsFour rollsFive rolls
06-25Oh, 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)2d63d84d105d126d20
26-50This is very bad: You find that you have temporarily lost the ability to cast spells.One DayThree DaysFive DaysTen DaysOne Month
51-90This is not good: You find that you have temporarily lost the ability to make anything using herbalism.One DayOne WeekOne MonthThree MonthsOne Year
91-99This is confusing: The concoction you created does the opposite you were expecting, but it looks correct to you, and you think you succeeded.
100How 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 RarityIngredientsDC to Create Single ConcoctionDC to Create 1d4 ConcoctionDC to Create 1d6 ConcoctionDC to Create 1d8 ConcoctionDC to Create 1d10 ConcoctionDC to Create 1d12 Concoction
Common3 common ingredients
Glass Vial
101214161820
Uncommon1 common ingredient
3 uncommon ingredients
Glass Vial
141719212325
Rare3 uncommon ingredients
2 rare ingredients
Glass Vial
182224262830
Very Rare2 uncommon ingredients
3 rare ingredients
2 very rare ingredients
Crystal Vial
222729313335
Legendary5 uncommon ingredients
4 rare ingredients
3 very rare ingredients
2 legendary ingredients
Crystal Vial
253133353739

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 TypeIngredient Type Required
Healing50% Curative, Divine, or Poisonous ingredient of each type
Ability or Form Changing50% Primal ingredient of each type
Magical Results50% 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

RecipeRarityConcoction TypeDescription
Balm of BraveryUncommonSalveAllows an attempt to save verses the Fear effect, and be applied after Fear has been applied
BellowUncommonInfusionAll words are shouted for one hour
Blood Moss TinctureUncommonSalveAllows an affected creature to attempt to save verses poison once, and be applied after poisoning has occurred
Blood Rose ExtractUncommonInfusionMorning-after pill effect
Burnsoothe Ointment, AdvancedVery RareSalveIf 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, BasicUncommonSalveIf 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, IntermediateRareSalveIf 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 MudVery RareSalveAny construct/undead receives the effects of Greater Restoration
Chamomile TeaCommonInfusionCalms nervous humanoids and giants for one hour
Climbing ChalkUncommonSalveGain advantage on any climbing checks made for the next hour
Cold Refreshing TeaUncommonInfusionIgnore the next Constitution check versus extreme heat due to weather
Drunk Legs, AdvancedVery RareInfusionWhen 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, BasicUncommonInfusionWhen 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, IntermediateRareInfusionWhen 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 EyesVery RareSalveFor one hour you can see invisible creatures and can see through Blur and Mirror Image
Fighter’s FortitudeRareInfusionReroll all ones on damage rolls for the next hour
Final BreathVery RareInfusionPouring 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 PerfumeUncommonSalveAdds the crafter’s Proficiency Bonus to Persuasion checks for one hour
Fortifying TeaUncommonInfusionAdvantage against exhaustion saves for the next eight hours
Goblin Loincloth SoapUncommonSalveFor 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 RemedyRareInhalationCures one minor disease
Grasshopper TeaRareInfusionFor the next hour maximum jump distance is doubled
Graveyard MudRareSalveAny construct/undead receives the effects of Lesser Restoration
Healing BalmUncommonSalveAllows the immediate healing of one hit die if one is available
Heavenly SalveLegendarySalveFor the next hour your critical success on death saves has the range of 15-20
Herbal FortifierRareInfusionAny poison or disease last for half their duration for the next eight hours
Honey WaxCommonSalveMainly used for hair removal
Hunter’s VeilUncommonSalveHides the hunter’s scent, giving disadvantage on any perception against the recipient that relies on the sense of smell.
Lemon Verbena FumesCommonInhalationRepels mosquitos for this long rest
Liquid Dwarven MightCommonInfusionAdvantage on Constitution saves verses alcohol for one hour
Lucky CharmsUncommonInhalationYou can use the equivalent of the spell Guidance once in the next 24-hours
Monk’s HabitRareInhalationReduces the need for food and drink by 75% for the next 24-hours
Natural GlueUncommonSalveThe equivalent of the Mending spell to repair an object
One Eye Open TeaRareInfusionGain a +5 on Passive Perception while asleep
Owl’s EssenceRareInfusionAdds the Crafter’s Proficiency Bonus to Perception checks for the next eight hours
Pepper BalmCommonSalveThe affected creature must make a DC13 Constitution save or instantly sneezes
Phantom BaneUncommonSalveAllows equivalent application of the spell Spare the Dying
Pink MedicineCommonInfusionAdvantage on Constitution saves against food and drink
Pink SpeakUncommonInfusionPink bubbles come out instead of words when speaking for one hour, DC13 Constitution save to prevent
Reinvigorating FumesRareInhalationYour walking speed increases by five feet for the next 24-hours
Rosemary LiquidRareInfusionDecreases the time required for reading and writing by 50% for one hour.  Can also affect magical reading and writing
Sentry’s RestVery RareInfusionLong rests take 50% of the normal time.  One point of exhaustion is applied 24-hours after that long rest.
Toadstool SalveVery RareSalveFor the next hour you have advantage on all death saves
Traveler’s ComfortCommonInfusionAllows the drinker to ignore the effects of motion sickness for eight hours
Troll’s BloodRareInfusionAdvantage on hit point recovery via hit dice over a short rest for the next hour
Unholy MixtureCommonSalveThe affected creature must make a DC13 Constitution save or instantly vomits
Valerian IncenseRareInhalationRemoves one point of exhaustion after a long rest
Vampire’s BloodVery RareSalveYou are under the effects of the spell Gaseous Form without concentration for the next ten minutes
War TonicRareInfusionIgnores 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 OilRareSalveA 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 IncenseRareInhalationThe 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

RecipeRarityConcoction TypeDescription
 Chamomile TeaCommonInfusionCalms nervous humanoids and giants for one hour
Lemon Verbena FumesCommonInhalationRepels mosquitos for this long rest
Liquid Dwarven MightCommonInfusionAdvantage on Constitution saves verses alcohol for one hour
Pepper BalmCommonSalveThe affected creature must make a DC13 Constitution save or instantly sneezes
Pink MedicineCommonInfusionAdvantage on Constitution saves against food and drink
Traveler’s ComfortCommonInfusionAllows the drinker to ignore the effects of motion sickness for eight hours
Unholy MixtureCommonSalveThe affected creature must make a DC13 Constitution save or instantly vomits

Uncommon Recipe Rarities and Benefits Table

RecipeRarityConcoction TypeDescription
Balm of BraveryUncommonSalveAllows an attempt to save versus the Fear effect, and be applied after Fear has been applied
BellowUncommonInfusionAll words are shouted for one hour
Blood Moss TinctureUncommonSalveAllows an affected creature to attempt to save verses poison once, and be applied after poisoning has occurred
Blood Rose ExtractUncommonInfusionMorning-after pill effect
Burnsoothe Ointment, BasicUncommonSalveIf applied within 10 minutes at the end of an encounter during which they took fire damage from any source, the creature heals 1d6
Climbing ChalkUncommonSalveGain advantage on any climbing checks made for the next hour
Cold Refreshing TeaUncommonInfusionIgnore the next Constitution check versus extreme heat due to weather
Drunk Legs, BasicUncommonInfusionWhen 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 PerfumeUncommonSalveAdds the crafter’s Proficiency Bonus to Persuasion checks for one hour
Fortifying TeaUncommonInfusionAdvantage against exhaustion saves for the next eight hours
Goblin Loincloth SoapUncommonSalveFor 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 BalmUncommonSalveAllows the immediate healing of one hit die if one is available
Hunter’s VeilUncommonSalveHides the hunter’s scent, giving disadvantage on any perception against the recipient that relies on the sense of smell.
Lucky CharmsUncommonInhalationYou can use the equivalent of the spell Guidance once in the next 24-hours
Natural GlueUncommonSalveThe equivalent of the Mending spell to repair an object
Phantom BaneUncommonSalveAllows equivalent application of the spell Spare the Dying
Pink SpeakUncommonInfusionPink bubbles come out instead of words when speaking for one hour, DC13 Constitution save to prevent

Rare Recipe Table

RecipeRarityConcoction TypeDescription
Burnsoothe Ointment, IntermediateRareSalveIf 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, IntermediateRareInfusionWhen 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 FortitudeRareInfusionReroll all ones on damage rolls for the next hour
Grandma’s RemedyRareInhalationCures one minor disease
Grasshopper TeaRareInfusionFor the next hour maximum jump distance is doubled
Graveyard MudRareSalveAny construct/undead receives the effects of Lesser Restoration
Herbal FortifierRareInfusionAny poison or disease last for half their duration for the next eight hours
Monk’s HabitRareInhalationReduces the need for food and drink by 75% for the next 24-hours
One Eye Open TeaRareInfusionGain a +5 on Passive Perception while asleep
Owl’s EssenceRareInfusionAdds the Crafter’s Proficiency Bonus to Perception checks for the next eight hours
Reinvigorating FumesRareInhalationYour walking speed increases by five feet for the next 24-hours
Rosemary LiquidRareInfusionDecreases the time required for reading and writing by 50% for one hour.  Can also affect magical reading and writing
Troll’s BloodRareInfusionAdvantage on hit point recovery via hit dice over a short rest for the next hour
Valerian IncenseRareInhalationRemoves one point of exhaustion after a long rest
War TonicRareInfusionIgnores 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 OilRareSalveA 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 IncenseRareInhalationThe first concentration check within the next 24-hours succeeds automatically

Very Rare Recipe Table

RecipeRarityConcoction TypeDescription
Catacomb MudVery RareSalveAny construct/undead receives the effects of Greater Restoration
Drunk Legs, AdvancedVery RareInfusionWhen 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 EyesVery RareSalveFor one hour you can see invisible creatures and can see through Blur and Mirror Image
Final BreathVery RareInfusionPouring 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 RestVery RareInfusionLong rests take 50% of the normal time.  One point of exhaustion is applied 24-hours after that long rest.
Toadstool SalveVery RareSalveFor the next hour you have advantage on all death saves
Vampire’s BloodVery RareSalveYou are under the effects of the spell Gaseous Form without concentration for the next ten minutes

Legendary Recipe Table

RecipeRarityConcoction TypeDescription
Heavenly SalveLegendarySalveFor the next hour your critical success on death saves has the range of 15-20

Glassblowing

Glassblowing

Glassblower’s Tools

  • RAW Cost: 30gp
  • RAW Weight: 5lbs
  • Example Items: Block, Crimp, Tweezers, Jacks, Diamond Shears, Puffer, Paddle, Straight Shears
  • Crafting Restrictions: Access to a furnace or similar is required. Somewhat DM Dependent.
  • Mundane Item Crafting: Handful of relevant options that synergize well with Alchemists, Poisoners, and Brewers.
  • Magic Item Crafting: Handful of items. Some home-brew potential with armor.
  • Artwork Creation: Very good at creating artwork.
  • QA Artwork Bonus: +10 to roll modifier on the “Selling a Magic Item” table.
  • Structure Building: Able to assist in structure creation. Number of glassblowers on a project could be limited by DM.
  • Adventuring Utility: Able to identify properties of glass and adds proficiency bonus to checks involving the manipulation of glass.

Default Blueprints

While not necessarily just for glasses, the glassblower is good for windows and any other form of glass object.  They can make the following at the start:

  • Glasses
  • Simple windows
  • Vials
  • Flasks

Skill Usage

  • Arcana, History: Your knowledge of glassmaking techniques aids you when you examine glass objects, such as potion bottles or glass items found in a treasure hoard. For instance, you can study how a glass potion bottle has been changed by its contents to help determine a potion’s effects. (A potion might leave behind a residue, deform the glass, or stain it.)
  • Investigation: When you study an area, your knowledge can aid you if the clues include broken glass or glass objects.
  • Identify Weakness: With 1 minute of study, you can identify the weak points in a glass object. Any damage dealt to the object by striking a weak spot is doubled.

Glassblower’s Tools Basic Use Difficulty Table

ActivityDC
Identify source of glass10
Determine what a glass object once held20

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.

Forger

Forger

Forger’s Kit

  • RAW Cost: 15gp
  • RAW Weight: 5lbs
  • Example Items: Papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents.
  • Crafting Restrictions: Need something to forge.
  • Mundane Item Crafting: Creation of paperwork that looks correct and officials.
  • Magic Item Crafting: None.
  • Artwork Creation: None.
  • QA Artwork Bonus: N/A.
  • Structure Building: N/A.
  • Adventuring Utility: Creation of papers necessary for the completion of a quest or mission.

Skill Usage

  • Arcana: A forgery kit can be used in conjunction with the Arcana skill to determine if a magic item is real or fake.
  • Deception: A well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie.
  • History: A forgery kit combined with your knowledge of history improves your ability to create fake historical documents or to tell if an old document is authentic.
  • Investigation: When you examine objects, proficiency with a forgery kit is useful for determining how an object was made and whether it is genuine.
  • Other Tools: Knowledge of other tools makes your forgeries that much more believable. For example, you could combine proficiency with a forgery kit and proficiency with cartographer’s tools to make a fake map.
  • Quick Fake: As part of a short rest, you can produce a forged document no more than one page in length. As part of a long rest, you can produce a document that is up to four pages long. Your Intelligence check using a forgery kit determines the DC for someone else’s Intelligence (Investigation) check to spot the fake.

Forgery Kit Basic Skill Use Difficulty Table

ActivityDC
Mimic handwriting15
Duplicate a wax seal20

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.

Cooking

Cooking

Cook’s Utensils

  • RAW Cost: 1gp
  • RAW Weight: 8lbs
  • Example Items: Kettle, Frying Pan, Pot, Spoons, Knives, Bowls, Plates
  • Crafting Restrictions: Need access to a heat source.
  • Mundane Item Crafting: Bread, Cheese, Meat, Meals, Banquets
  • Magic Item Crafting: No RAW crafting options. However, there is some home-brew potential here. Entirely DM Dependent.
  • Artwork Creation: Can potentially create very valuable meals for wealthy customers, but if a customer is not found within the day the product will spoil.
  • QA Artwork Bonus: Able to find a buyer in 1 day, and you can add your cooks’ utensils proficiency to the investigation check used to find a buyer.
  • Structure Building: N/A
  • Adventuring Utility: N/A

In many ways a cook is much like an alchemist, but one that works with food and short-term meals.  Most of the rules are very similar to what was presented for Alchemist.

Default Recipes

A good cook is welcome at any campfire, and a bad one is always called George.  Cooks start off with being able to cook most simple things:

  • Bread
  • Cheese
  • Meat
  • Meals
  • Bear Claws

In addition to these recipes, the character can also choose a single recipe from the common rarity recipe list:

  • Bangers and Smash
  • Castle Amber Onion Soup
  • Dwarven Hardtack
  • Elven Marruth
  • Elven Waybread
  • Garlic Bread
  • Miner’s Pie
  • Moonshae Lemon-Chocolate Macaron
  • Neverwinter Coffee
  • Pumpkin Spiced Spider Legs
  • Traveler’s Stew

Skill Usage

  • History: Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture’s eating habits.
  • Medicine: When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.
  • Survival: When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.
  • Prepare Meals: As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook’s utensils and sufficient food.

Cook’s Utensils Basic Skill Use Difficulty Table

ActivityDC
Create a typical meal10
Duplicate a meal10
Spot poison or impurities in food15
Create a gourmet meal15

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.

Research Point Cost

While cooking many times is an exact science much like many other skills, it is nuances of incorporating different flavors that matters the most.  There are also the varied palates of different people and even creatures that might make something taste great to one and like garbage to another. This means that like any other researcher, the cook must experiment and test different combinations of ingredients to make that perfect meal.

Recipe Creation Research Point Cost Table

RarityResearch Point CostMinimum Character Level
Common251
Uncommon755
Rare1509
Very Rare30013
Legendary50017

Research Point Reductions

Only one of the two existing recipe reductions may be used for any specific formula creation.

Existing Recipe: If the researcher has on hand another recipe 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 recipe that is used for this is also consumed during the process.

Existing Recipe: If the Cook 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 brewing idiosyncrasies of the alchemist 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 recipes, 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.

Recipe Formula Creation Completion

Once the cook has collected enough Research Points it is time to put the recipe together 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 a Cook Utensils skill roll. No other modifiers or advantage chances can be applied to this roll. 

Once again, if the product being created is a slightly improved version of an existing recipe, 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 recipe has been created and can be considered entered in the Cook’s recipe book. Failure means that the recipe was not created, and the recipe must start again, but in their next attempt the amount of Research Points required is reduced by 50%.

Recipe Formula Creation Success Table

RarityDC For Success
Common8
Uncommon14
Rare20
Very Rare26
Legendary32

Recipe Creation

Now that the cook has created a recipe, it is time to start cooking it. Each recipe normally creates a single meal, but with greater difficulty, the cooks can stretch out the meal to multiple people., but all of them will require a certain amount of special 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 recipe being created if the DM requires changes.

Recipe Benefits

Any person may only be the recipient of a single recipe bonus oncer per 24-hours.  Consuming the extra delicious food will only fill your belly, but not have any appreciable effect. A character cannot also have two benefits in effect at once, only the first one will be active while the second goes to waste. There is a table summarizing each of the different recipes and most of their benefits, but each one must be checked directly to see if there are any caveats for consuming the meal.

Recipe Failure

Normally, getting a recipe wrong just makes for upset guests and customers. but when working with magical ingredients. there is potential for catastrophic arcane failure. When a creature fails an ability check to cook a magical recipe by five or more, roll on the Cooking Mishaps table to determine what happens to the food.  Note that rolling a one when attempting to make the DC always results in a mishap.

The creature is not aware how wrong their food is until someone eats it. Another creature can notice these imperfections in the food with a DC20 Wisdom (Cooking Utensils) check.

Cooking Mishaps

Roll (1d20)Mishap
1Animated Food
2-3Cursed Food
4-5Explosive Food
6Illusory Food
7Inverse Food
8Polymorphic Food
9-15Poisonous (mild)
16-17Poisonous (strong)
18Poisonous (deadly)
19-20Summoning Sickness

Animated Food: The food animates, gets up from its dish, and either starts attacking or attempts to escape. The food has the same statistics as a Mud Mephit.

Cursed Food: Creatures that eat cursed food become cursed indefinitely. Choose one of the creature’s ability scores at random. That creature gains disadvantage on ability checks and saving throws using that ability until the curse is lifted.

Explosive Food: Creatures that eat this food will find it explode in their mouth dealing 3d10 fire damage to them.

Illusory Food: The food becomes an illusion. The dish or vessel holding it remains real and can move the illusion with it. but the actual food becomes a Programmed Illusion mimicking steam and smell. Interacting with the food reveals it to be an illusion as matter passes through it. The illusion disappears after one hour.

Inverse Food: The food has the opposite of the intended effect. Food that heals instead harms, food that grants improved sight instead blinds. and food that grants advantage instead grants disadvantage, for example. For food that grants a special attack such as Yeti Tartare, deal damage to the creature as if they had damaged themselves with the ability. For unique circumstances, the DM can make their own ruling.

Polymorphic Food: Creatures that eat polymorphic food must attempt a DC13 Constitution saving throw or become polymorphed into a random tiny beast for 1 hour.

Poisonous (mild): Creatures that eat mildly poisonous food must attempt a DC11 Constitution saving throw. On a failed save. the creature becomes poisoned for 1d4 hours.

Poisonous (strong): Creatures that eat strongly poisonous food must attempt a DC13 Constitution saving throw. On a failed save, the creature takes 3d6 poison damage and becomes poisoned for 1d3 days.

Poisonous (deadly): Creatures that eat deadly poisonous food must attempt a DC15 Constitution saving throw. On a failed save, the creature becomes poisoned and takes 1d6 damage at the start of each of their turns while poisoned in this way. The creature can attempt a new saving throw every ten rounds, ending the effect on a successful save.

Summoning Sickness: Creatures that eat this food become afflicted with magical sickness that causes them to periodically vomit harmless tiny objects from their mouth. The objects are random, anything from slugs to ball bearings. The creature has a 25% chance to do nothing at the start of each of its turns for the next one hour. All objects disappear at the end of this duration.

Cooking Success Table

Recipe RarityIngredientsDC to Create Single PortionsDC to Create 1d4 PortionsDC to Create 1d6 PortionsDC to Create 1d8 PortionsDC to Create 1d10 PortionsDC to Create 1d12 Portions
Common3 common ingredients
Common Cookware
101214161820
Uncommon1 common ingredient
3 uncommon ingredients
Uncommon Cookware
141719212325
Rare3 uncommon ingredients
2 rare ingredients
Rare Cookware
182224262830
Very Rare2 uncommon ingredients
3 rare ingredients
2 very rare ingredients
Very rare Cookware
222729313335
Legendary5 uncommon ingredients
4 rare ingredients
3 very rare ingredients
2 legendary ingredients
Legendary Cookware
253133353739

Recipe Rarities and Benefits Table

RecipeRarityCook TimeDescription
Aboleth Calamari with Dried OozeUncommonOne HourAble to breath underwater for the next four hours
Amphail Braised AurochUncommonOne HourYour hit dice restore extra hit points equal to your proficiency bonus for the next 24 hours
Balduran Maple BreadUncommonOne HourRestore 2d4+2 hit points
Bangers and SmashCommonOne HoursIncrease AC by one while wearing light or no armor for the next hour
Barbecued Nalfeshnee ShoulderRareOne HourA creature that eats this meal is warded against fiends for four hours as if by a protection from Evil and Good spell
Beholder BourguignonVery rareFour HoursA creature that eats this risky meal gains a temporary +2 bonus to either their Intelligence, Wisdom, or Charisma score (chosen at random) for the next week
Boiled Devil TongueRareOne HourYou gain a +2 bonus to Charisma (Deception) checks for four hours.
Castle Amber Onion SoupCommonOne HourGain advantage on saving throws against poison for the next hour
CherrybreadRareOne HourGain Darkvision for two hours
Chicken Shrieker MarsalaRareOne HourA creature that eats it gains Darkvision out to 120 ft. but gains disadvantage on attack rolls and Wisdom (Perception) checks while in sunlight for the next eight hours
Chultan Fruit TartUncommonOne HourGrants advantage on DEX ability checks and saving throws for one hour.
Chuul Claw with Bay SeasoningRareOne HourGrants a creature with the ability to detect magic out to 120 it. as it with a Detect Magic spell for the next eight hours
Cockatrice Cordon BleuUncommonOne HourA creature that eats this becomes immune to the petrified condition for 24 hours
Corned Beef and CabbageUncommonOne HourChange your eye color for the next eight hours
Dark Molasses NutbreadLegendaryEight HoursRestore 10d4+20 hit points
Dragon SalmonRareOne HourRecover a level 1 spell slot on a short rest within the next four hours
Dragon Turtle SoupRareOne HourThe eater’s maximum hit points are increased by 2d10+10. This bonus decreases by two each day while the meal is slowly digested until the bonus reaches zero
Drow Mushroom SteaksUncommonOne HourAdd +2 to your initiative for the next hour
Dwarven HardtackCommonTwo HoursDwarven Hardtack does not spoil. One pound is enough to feed a person for a week
Elven BreadUncommonOne HourMove speed is increased by 5 feet for the next four hours
Elven MarruthCommonOne HourAdd +1 to your initiative for the next hour
Elven WaybreadCommonOne HourOne loaf provides sufficient food tor a month for one person
Faerie Dragon and Starfruit TeriyakiRareTwo HoursA creature that eats this meal is warded against Fey for eight hours as it by a protection from evil and good spell
Fermented Harpy EggRareOne MonthA creature that eats the egg (yes, the whole thing) is warded against undead for eight hours as if by a Protection from Evil and Good spell
Feywild EggsRareTwo HoursYou can remove two levels of exhaustion immediately
Fried Brain CurryRareOne HourA creature that eats it gains a +4 bonus to Intelligence ability checks during the next one hour.
Garlic BreadCommonTen MinutesVampires and Vampire Spawn that use their Bite attack on a creature that has eaten garlic bread within the last 4 hours regain no hit points from their attack
Gelatinous Cube AspicRareOne HourAfter eating the meal. you can use your action to expel a 30 ft. by 5 ft. line of acid from your mouth. Creatures in the area must make a DC 13 DEX save. Creatures take 4d6 acid damage on a failed save or half damage on a successful save. You can use this ability up to three times within the next hour after eating the meal
Ghost-Chilled Mint Ice CreamRareOne HourThe meal grants a creature resistance to cold damage for the next four hours. The creature also becomes immune to the frightened condition for the duration
Gingerbread ManUncommonOne HourYour next short rest only takes 30 minutes
Green Slaad and Salad GreensRareOne HourThe meal allows a creature to change their appearance for one hour as if with the Alter Self spell
Greenspear Bundles in BaconVery RareOne HourGain Darkvision for eight hours
Hand PiesVery RareSix HoursRestore 8d4+8 hit points
Heroes’ FeastVery RareEight HoursYou can spend four hours preparing a smorgasbord of arcane delights using magic ingredients, creating an effect identical to a Heroes’ Feast spell
High Harvest PureeVery RareFour HoursRegrow small appendage or teeth if consumed every day for a week
Honey-Glazed Rothe RibsRareThree HoursTemporarily Raise your max hit points by 10 for four hours (Does not stack with heroes’ feast)
Iron RationsUncommonOne HourGain Temporary hit points equal to your proficiency bonus + Wisdom modifier for four hours
Kara-Tur NoodlesUncommonOne HourTemporarily Raise your max hit points equal to your proficiency bonus for one hour
Knucklehead TroutVery RareThree HoursGain Temporary max hit points equal to your proficiency bonus + Wisdom modifier for one hour
Maple-Glazed MandrakeRareOne HourThe creature that eats it becomes immune to the poisoned condition for two hours and is cured of any other poisons currently affecting them
Meals EndLegendaryOne HourRecover a level 3 spell slot on a short rest within the next four hours
Mimic FrittersRareOne HourGrants advantage on WIS ability checks and saving throws for one hour
Miner’s PieCommonOne HourGain advantage on your next Dexterity save within the next four hours
Moonshae Lemon-Chocolate MacaronCommonOne HourA creature that eats one of these regains 1d4+1 hit points
Moonshae Seafood RiceUncommonOne HourAdd +2 to perception checks for the next hour
Myconid Foot StewUncommonOne HourIt grants a creature resistance to necrotic damage for one hour
Nelanther Fish PieUncommonOne HourGrants advantage on INT ability checks and saving throws for one hour
Neverwinter Berry Mille-FeuilleRareFour HoursRestore 4d4+4 hit points
Neverwinter CoffeeCommonOne HourGain advantage on your next initiative within the next four hours
Orange Mountain DuckUncommonOne HourChange your hair color for the next eight hours
Otiks SkilletVery RareOne HourRegenerate two hit points every 10 minutes for one hour. The effect starts after you have lost at least one hit point and expires if not activated within 24 hours.
Plate of GoldUncommonOne HourChange your skin color for the next eight hours
Poached Basilisk Egg in Nothic BrothVery rareOne HourThe meal grants a creature with the benefits of a True Seeing spell for one hour.
Pommes VrockUncommonOne HourThe meal grants a creature resistance to poison damage for the next eight hours
Pumpkin Spiced Spider LegsCommonOne HourCreatures that eat it gain advantage on saving throws against effects that would induce the frightened condition for one hour
Purple Worm CutletRareOne HourA Purple Worm cutlet prepared in this way grants a creature blindsight out to 15 ft. for 24 hours
Qualinesti StewVery RareOne HourRecover a level 2 spell slot on a short rest within the next four hours
Quith-PaUncommonOne HourYou can remove one level of exhaustion immediately
Red Dragon TenderloinVery RareFour HoursThe meal grants a creature immunity to fire damage for the next 24 hours
Scorpion Crostini TapenadeRareOne HourThe eater has a poisonous bite attack that can be used up to three times within the next hour. The creature is proficient with the attack. It the attack hits a creature, that creature must make a DC 13 CON save. The creature takes 5d6 poison damage on a failed save and halt as much damage on a successful save
Seafood BouillabaisseRareOne HourGain Temporary hit points equal to your Level + Wisdom modifier
Shaar Honey BaklavaRareOne HourCreatures that eat it gain advantage on saving throws against effects that would induce the charmed condition for one hour
Spicy Roc WingsRareFour HoursEating properly prepared Roc wings grants the power to cast Levitate on oneself for the next four hours
Spicy Troll RibsRareFour HoursA creature that eats Troll Ribs regains two hit points at the start of each of their turns if they are below half their hit point maximum for the next one hour
Tavern SteakUncommonOne HourGain advantage on constitution saving throws for the next hour (Does not include concentration checks)
Tethyrian Tarrasque au VinLegendaryOne DayEating the meal grants a creature a temporary +2 bonus to their Strength. Dexterity, and Constitution scores, to a maximum of 22 for the next week
Three-Pepper Hellhound ChiliRareOne HourA serving of the chili acts as a Potion of Fire Breath
Traveler’s StewCommonOne HourGain Temporary hit points equal to your proficiency bonus for an hour
Treant-Smoked Unicorn SirloinRareTwo HoursA creature that eats this gains a +1 bonus to their spell attack rolls and +1 to their spell save DCs for one week
Trolltide Candied ApplesRareOne HourRegenerate one hit point every 10 minutes for one hour. The effect starts after you have lost at least one hit point and expires if not activated within 24 hours.
Venison Pot RoastVery RareSix HoursTemporarily Raise your max hit points by 15 for four hours (Does not stack with heroes’ feast)
Wood Elf Forest SaladRareOne HourMove speed is increased by 10 feet for an hour
Worg Steak with Grilled MuskmelonRareOne HourThe dish grants a creature a +5 bonus on Wisdom (Perception) checks involving scent for one hour
Yawning Portal BiscuitsLegendaryFour HoursRegenerate four hit points every 10 minutes for one hour. The effect starts after you have lost at least one hit point and expires if not activated within 24 hours.
Yeti TartareRareOne HourA serving of the tartare acts as a Potion of Fire Breath but deals cold damage instead of fire damage


Common Recipes

Bangers and Smash: Increase AC by one while wearing light or no armor for the next hour.

Castle Amber Onion Soup: Gain advantage on saving throws against poison for the next hour.

Dwarven Hardtack: This ration requires fungi grown underground that is turned into a dense flour. Dwarves usually soak the tack in stout to add moisture and flavor. Dwarven Hardtack does not spoil. One pound is enough to feed a person for a week.

Elven Marruth: Add +1 to your initiative for the next hour.

Elven Waybread: This elven bread requires rare grains found only in the elven city of Evermeet. One loaf provides sufficient food tor a month for one person.

Garlic Bread: Vampires and Vampire Spawn that use their Bite attack on a creature that has eaten garlic bread within the last 4 hours regain no hit points from their attack.

Miners Pie: Gain advantage on your next Dexterity save within the next four hours.

Moonshae Lemon-Chocolate Macaron: Moonshae Lemons have innate healing properties, but most people can’t stomach their sour taste alone. A creature that eats one of these regains 1d4+1 hit points.

Neverwinter Coffee: Gain advantage on your next initiative within the next four hours.

Pumpkin Spiced Spider Legs: The curious taste of Phase Spider goes surprisingly well with cinnamon and nutmeg. Creatures that eat it gain advantage on saving throws against effects that would induce the frightened condition for one hour.

Traveler’s Stew: Common       Gain Temporary hit points equal to your proficiency bonus for an hour

Uncommon Recipes

Aboleth Calamari with Dried Ooze: Rubbery Aboleth flesh treated with powdered, dried ooze is an acquired taste, but done well it can be quite tasty and not dangerous. Its flavor is like mushrooms and lime. A creature that eats this meal finds that they can breathe underwater for the next four hours. 

Amphail Braised Auroch: Your hit dice restore extra hit points equal to your proficiency bonus for the next 24 hours.

Balduran Maple Bread: The maple syrup from the regions near Baldur’s Gate has healing properties that emerge when used for baking. A common variant includes peanut butter. A creature that eats this regains 2d4+2 hit points immediately.

Chultan Fruit Tart: The fruit of the Assassin Vines common on Chult are known to increase one’s reflexes. They bear fruit very infrequently. Grants advantage on DEX ability checks and saving throws for one hour.

Cockatrice Cordon Bleu: Ham, cheese, and cockatrice rolled together and cooked. The head is usually served with the dish, but it is only decoration and extremely inedible. A creature that eats this becomes immune to the petrified condition for 24 hours.

Corned Beef and Cabbage: Change your eye color for the next eight hours.

Elven Bread: Move speed is increased by 5 feet for the next four hours.

Gingerbread Man: Your next short rest only takes 30 minutes.

Iron Rations: Gain Temporary hit points equal to your proficiency bonus + Wisdom modifier for four hours.

Kara-Tur Noodles: Temporarily Raise your max hit points equal to your proficiency bonus for an hour.

Moonshae Seafood Rice: Add +2 to perception checks for the next hour.

Myconid Foot Stew: The core of a myconid is edible, as are their feet, which are packed with flavor. When cooked into a stew, it can grant a creature resistance to necrotic damage for one hour.

Nelanther Fish Pie: Finding good tuna is difficult in the Nelanther Isles. Cooked well, it makes for amazing brain food. Grants advantage on INT ability checks and saving throws for one hour.

Orange Mountain Duck: Change your hair color for the next eight hours.

Plate of Gold: Change your skin color for the next eight hours.

Pommes Vrock: These potatoes are dusted with specially treated Vrock spores, which taste like truffles. The meal grants a creature resistance to poison damage for the next eight hours.

Quith-Pa: You can remove one level of exhaustion immediately.

Shaar Honey Baklava: Floral honey from the fields of Shaar is some of the best in the world. The honey between the many layers of this dessert makes anyone smile. Creatures that eat it gain advantage on saving throws against effects that would induce the charmed condition for one hour.

Tavern Steak: Gain advantage on constitution saving throws for the next hour (Does not include concentration checks).

Rare Recipes

Barbecued Nalfeshnee Shoulder: Looks and tastes like pulled pork, with a hint of Sulphur. A creature that eats this meal is warded against fiends for four hours as if by a protection from Evil and Good spell.

Boiled Devil Tongue: Proper preparation requires boiling in holy water to avoid accidentally cursing oneself. Serve with a cheese sauce to counter its bitter bite. You gain a +2 bonus to Charisma (Deception) checks for four hours.

Cherrybread: Gain Darkvision for two hours.

Chicken Shrieker Marsala: Chicken cooked with the Shrieker mushroom in a special gravy. You always know they are fresh when you can hear the shrieking from the kitchen as it is prepared. The meal makes the wearer very sensitive to even the smallest amount of light. A creature that eats it gains Darkvision out to 120 ft. but gains disadvantage on attack rolls and Wisdom (Perception) checks while in sunlight for the next eight hours.

Chuul Claw with Bay Seasoning: Chuul can be very salty and otherwise bland on its own. but its magic is worth it. Mages developed a seasoning that makes the meat taste palatable, even good. It turns out that experienced chefs were already using a similar seasoning from the Bay of Pearls. Chuul claw grants a creature with the ability to detect magic out to 120 it. as it with a Detect Magic spell for the next eight hours.

Dragon Turtle Soup: A delicacy that is as difficult to master as the ingredients are difficult to acquire. Cooked with hot Calimshan spices and lemons from the Moonshae Isles. The eater’s maximum hit points are increased by 2d10+10. This bonus decreases by two each day while the meal is slowly digested until the bonus reaches zero.

Dragon Salmon: Recover a level 1 spell slot on a short rest within the next four hours.

Drow Mushroom Steaks: Add +2 to your initiative for the next hour.

Faerie Dragon and Starfruit Teriyaki: Some hesitate to eat such an intelligent and good-natured creature, but most change their tune once they have a taste of its naturally sweet meat with a sour sauce A creature that eats this meal is warded against Fey for eight hours as it by a protection from evil and good spell.

Fermented Harpy Egg: A harpy egg that is fermented underground for at least a month but sometimes as much as a year. Usually served with a strong garlic sauce which is the only thing making it palatable. A creature that eats the egg (yes, the whole thing) is warded against undead for eight hours as if by a Protection from Evil and Good spell.

Feywild Eggs: You can remove two levels of exhaustion immediately.

Fried Brain Curry: A coconut curry that uses the body of an Intellect Devourer as its base. The meal can impart a creature with knowledge from the brains the creature has eaten. Desperate mages seeking knowledge turn to this dish. A creature that eats it gains a +4 bonus to Intelligence ability checks during the next one hour.

Gelatinous Cube Aspic: suspension of savory foods inside a specially treated glob of Gelatinous Cube. The recipe requires that the aspic set over four hours. After eating the meal. you can use your action to expel a 30 ft. by 5 ft. line of acid from your mouth. Creatures in the area must make a DC 13 DEX save. Creatures take 4d6 acid damage on a failed save or half damage on a successful save. You can use this ability up to three times within the next hour after eating the meal.

Ghost-Chilled Mint Ice Cream: Ice cream is difficult to create without some magical training, but using a ghost’s natural chill can impart various magical properties to the ice cream. The meal grants a creature resistance to cold damage for the next four hours. The creature also becomes immune to the frightened condition for the duration.

Green Slaad and Salad Greens: Slaad meat has unique polymorphic qualities thanks to its chaotic nature. The meat constantly shifts and moves of its own volition. When denatured with lime juice, the meal allows a creature to change their appearance for one hour as if with the Alter Self spell.

Honey-Glazed Rothe Ribs: Temporarily Raise your max hit points by 10 for four hours (Does not stack with heroes’ feast).

Maple-Glazed Mandrake: This dish utilizes the mandrake’s healing properties and tastes a bit like honeyed carrots. Careful when harvesting your own as mandrake roots have a deadly scream. The creature that eats it becomes immune to the poisoned condition for two hours and is cured of any other poisons currently affecting them.

Mimic Fritters: Battered and deep-fried clumps of mimic bod. Mimic Fritters seem to taste different to just about everyone, but they all agree the taste improves with thyme. The food makes creatures hyperaware of their surroundings to an almost paranoiac degree. Grants advantage on WIS ability checks and saving throws for one hour.

Neverwinter Berry Mille-Feuille: This dessert uses strawberries and blueberries grown year-round near the Neverwinter river. It’s believed the water charges the berries with healing power. A creature that eats this regains 4d4+4 hit points.

Purple Worm Cutlet: A bit of Purple Worm marinated in its own venom can be a real treat. provided the cutlet is thoroughly cooked with added cream to negate the poison. A Purple Worm cutlet prepared in this way grants a creature blindsight out to 15 ft. for 24 hours.

Seafood Bouillabaisse: Gain Temporary hit points equal to your Level + Wisdom modifier.

Scorpion Crostini Tapenade: The innards of a giant scorpion are very bitter but work well mixed with capers and olives and spread on crusty bread. When aided with a bit of transmutation magic. This dish can give the eater a poisonous bite attack that can be used up to three times within the next hour. The creature is proficient with the attack. If the attack hits a creature, that creature must make a DC 13 CON save. The creature takes 5d6 poison damage on a failed save and halts as much damage on a successful save.

Spicy Roc Wings: These wings are not unlike chicken wings, but their massive size means they must be cut into smaller pieces before being tried. When a Roc falls. it takes an entire town to clean it and preserve the meat before it spoils. Eating properly prepared Roc wings grants the power to cast Levitate on oneself for the next four hours.

Spicy Troll Ribs: Although there is some danger to eating troll with their flesh constantly mutating, it does have its benefits. A creature that eats Troll Ribs regains two hit points at the start of each of their turns if they are below half their hit point maximum for the next one hour. There is a 1% chance that the creature mutates and grows an additional (but useless) limb or head.

Three-Pepper Hellhound Chili: The hot peppers are there to balance the innate spiciness from the Hellhound meat. A serving of the chili acts as a Potion of Fire Breath.

Trolltide Candied Apples: Regenerate one hit point every 10 minutes for one hour. The effect starts after you have lost at least one hit point and expires if not activated within 24 hours.

Treant-Smoked Unicorn Sirloin: Only non-good creatures would ever consider making such a forbidden meal that involves the death of both a treant and a unicorn. The meat is smoked for 13 hours. Served with a decadent black garlic butter. A creature that eats this gains a +1 bonus to their spell attack rolls and +1 to their spell save DCs for one week. However, the creature becomes cursed and cannot enter consecrated or hallowed ground for seven months.

Wood Elf Forest Salad: Move speed is increased by 10 feet for an hour.

Worg Steak with Grilled Muskmelon: This dish is especially pungent but tastes delicious. It opens the senses and with a bit of magic can even improve your sense of smell. The dish grants a creature a +5 bonus on Wisdom (Perception) checks involving scent for one hour.

Yeti Tartare: Raw yeti meat with very few but important spices and a sprig of mint that brings the dish together. A serving of the tartare acts as a Potion of Fire Breath but deals cold damage instead of fire damage.

Very Rare Recipes

Beholder Bourguignon: Treated beholder eyes slowly cooked with its flesh creates a rainbow of flavors that crackle with arcane energy. A creature that eats this risky meal gains a temporary +2 bonus to either their Intelligence, Wisdom, or Charisma score (chosen at random) for the next week. The dish is so potent that it interferes with spellcasting. For one week, all spells the creature casts have a 50% chance of failure. DC 21.

Greenspear Bundles in Bacon: Gain Darkvision for eight hours.

Hand Pies: Restore 8d4+8 hit points.

Heroes’ Feast: You can spend four hours preparing a smorgasbord of arcane delights using magic ingredients, creating an effect identical to a Heroes’ Feast spell.           

High Harvest Puree: Regrow small appendage or teeth if consumed every day for a week.

Knucklehead Trout: Gain Temporary max hit points equal to your proficiency bonus + Wisdom modifier for one hour.

Otiks Skillet: Regenerate two hit points every 10 minutes for one hour. The effect starts after you have lost at least one hit point and expires if not activated within 24 hours.

Poached Basilisk Egg in Nothic Broth: Basilisk eggs are a delicacy that grants special powers when cooked in a broth of spiced ciliary juices from a Nothic. The meal grants a creature with the benefits of a True Seeing spell for one hour.

Qualinesti Vegetable Stew: Recover a level 2 spell slot on a short rest within the next four hours.

Red Dragon Tenderloin: It’s very difficult to place the spices that bring out the magic of a red dragon’s flesh and chefs are strangely secretive of their recipes. Rosemary, oregano, and thyme are easy to spot in the mixture of spices. Thankfully almost all meat of a dragon is usable in this way. The meal grants a creature immunity to fire damage for the next 24 hours.

Venison Pot Roast: Temporarily Raise your max hit points by 15 for four hours (Does not stack with heroes’ feast).

Legendary Recipes

Dark Molasses Nutbread: Restore 10d4+20 hit points.

Meals End: Recover a level 3 spell slot on a short rest within the next four hours.

Tethyrian Tarrasque au Vin: Very little of a tarrasque is edible. and harvesting these prime cuts requires a legendary-tier magic weapon. The ancient Tethyrian recipe is found on an ancient scroll that was lost long ago. The recipe takes one week of prep work and one day of cooking. Bating the meal grants a creature a temporary +2 bonus to their Strength. Dexterity, and Constitution scores, to a maximum of 22 for the next week. You also do not need to eat food for an entire year after eating the meal, as the tarrasque’s hyper-dense flesh takes so long to digest. DC 22. Price: 10,000g plus a freshly slain Tarrasque and the lost recipe.

Yawning Portal Biscuits: Regenerate four hit points every 10 minutes for one hour. The effect starts after you have lost at least one hit point and expires if not activated within 24 hours.

Common Recipe Table

RecipeRarityCook TimeDescription
Bangers and SmashCommonOne HoursIncrease AC by one while wearing light or no armor for the next hour
Castle Amber Onion SoupCommonOne HourGain advantage on saving throws against poison for the next hour
Dwarven HardtackCommonTwo HoursDwarven Hardtack does not spoil. One pound is enough to feed a person for a week
Elven MarruthCommonOne HourAdd +1 to your initiative for the next hour
Elven WaybreadCommonOne HourOne loaf provides sufficient food tor a month for one person
Garlic BreadCommonTen MinutesVampires and Vampire Spawn that use their Bite attack on a creature that has eaten garlic bread within the last 4 hours regain no hit points from their attack
Miner’s PieCommonOne HourGain advantage on your next Dexterity save within the next four hours
Moonshae Lemon-Chocolate MacaronCommonOne HourA creature that eats one of these regains 1d4+1 hit points
Neverwinter CoffeeCommonOne HourGain advantage on your next initiative within the next four hours
Pumpkin Spiced Spider LegsCommonOne HourCreatures that eat it gain advantage on saving throws against effects that would induce the frightened condition for one hour
Traveler’s StewCommonOne HourGain Temporary hit points equal to your proficiency bonus for an hour

Uncommon Recipe Table

RecipeRarityCook TimeDescription
Aboleth Calamari with Dried OozeUncommonOne HourAble to breath underwater for the next four hours
Amphail Braised AurochUncommonOne HourYour hit dice restore extra hit points equal to your proficiency bonus for the next 24 hours
Balduran Maple BreadUncommonOne HourRestore 2d4+2 hit points
Chultan Fruit TartUncommonOne HourGrants advantage on DEX ability checks and saving throws for one hour.
Cockatrice Cordon BleuUncommonOne HourA creature that eats this becomes immune to the petrified condition for 24 hours
Corned Beef and CabbageUncommonOne HourChange your eye color for the next eight hours
Drow Mushroom SteaksUncommonOne HourAdd +2 to your initiative for the next hour
Elven BreadUncommonOne HourMove speed is increased by 5 feet for the next four hours
Gingerbread ManUncommonOne HourYour next short rest only takes 30 minutes
Iron RationsUncommonOne HourGain Temporary hit points equal to your proficiency bonus + Wisdom modifier for four hours
Kara-Tur NoodlesUncommonOne HourTemporarily Raise your max hit points equal to your proficiency bonus for one hour
Moonshae Seafood RiceUncommonOne HourAdd +2 to perception checks for the next hour
Myconid Foot StewUncommonOne HourIt grants a creature resistance to necrotic damage for one hour
Nelanther Fish PieUncommonOne HourGrants advantage on INT ability checks and saving throws for one hour
Orange Mountain DuckUncommonOne HourChange your hair color for the next eight hours
Plate of GoldUncommonOne HourChange your skin color for the next eight hours
Pommes VrockUncommonOne HourThe meal grants a creature resistance to poison damage for the next eight hours
Quith-PaUncommonOne HourYou can remove one level of exhaustion immediately
Tavern SteakUncommonOne HourGain advantage on constitution saving throws for the next hour (Does not include concentration checks)

Rare Recipe Table

RecipeRarityCook TimeDescription
Barbecued Nalfeshnee ShoulderRareOne HourA creature that eats this meal is warded against fiends for four hours as if by a protection from Evil and Good spell
Boiled Devil TongueRareOne HourYou gain a +2 bonus to Charisma (Deception) checks for four hours.
CherrybreadRareOne HourGain Darkvision for two hours
Chicken Shrieker MarsalaRareOne HourA creature that eats it gains Darkvision out to 120 ft. but gains disadvantage on attack rolls and Wisdom (Perception) checks while in sunlight for the next eight hours
Chuul Claw with Bay SeasoningRareOne HourGrants a creature with the ability to detect magic out to 120 it. as it with a Detect Magic spell for the next eight hours
Dragon SalmonRareOne HourRecover a level 1 spell slot on a short rest within the next four hours
Dragon Turtle SoupRareOne HourThe eater’s maximum hit points are increased by 2d10+10. This bonus decreases by two each day while the meal is slowly digested until the bonus reaches zero
Faerie Dragon and Starfruit TeriyakiRareTwo HoursA creature that eats this meal is warded against Fey for eight hours as it by a protection from evil and good spell
Fermented Harpy EggRareOne MonthA creature that eats the egg (yes, the whole thing) is warded against undead for eight hours as if by a Protection from Evil and Good spell
Feywild EggsRareTwo HoursYou can remove two levels of exhaustion immediately
Fried Brain CurryRareOne HourA creature that eats it gains a +4 bonus to Intelligence ability checks during the next one hour.
Gelatinous Cube AspicRareOne HourAfter eating the meal. you can use your action to expel a 30 ft. by 5 ft. line of acid from your mouth. Creatures in the area must make a DC 13 DEX save. Creatures take 4d6 acid damage on a failed save or half damage on a successful save. You can use this ability up to three times within the next hour after eating the meal
Ghost-Chilled Mint Ice CreamRareOne HourThe meal grants a creature resistance to cold damage for the next four hours. The creature also becomes immune to the frightened condition for the duration
Green Slaad and Salad GreensRareOne HourThe meal allows a creature to change their appearance for one hour as if with the Alter Self spell
Honey-Glazed Rothe RibsRareThree HoursTemporarily Raise your max hit points by 10 for four hours (Does not stack with heroes’ feast)
Maple-Glazed MandrakeRareOne HourThe creature that eats it becomes immune to the poisoned condition for two hours and is cured of any other poisons currently affecting them
Mimic FrittersRareOne HourGrants advantage on WIS ability checks and saving throws for one hour
Neverwinter Berry Mille-FeuilleRareFour HoursRestore 4d4+4 hit points
Purple Worm CutletRareOne HourA Purple Worm cutlet prepared in this way grants a creature blindsight out to 15 ft. for 24 hours
Scorpion Crostini TapenadeRareOne HourThe eater has a poisonous bite attack that can be used up to three times within the next hour. The creature is proficient with the attack. It the attack hits a creature, that creature must make a DC 13 CON save. The creature takes 5d6 poison damage on a failed save and halt as much damage on a successful save
Seafood BouillabaisseRareOne HourGain Temporary hit points equal to your Level + Wisdom modifier
Shaar Honey BaklavaRareOne HourCreatures that eat it gain advantage on saving throws against effects that would induce the charmed condition for one hour
Spicy Roc WingsRareFour HoursEating properly prepared Roc wings grants the power to cast Levitate on oneself for the next four hours
Spicy Troll RibsRareFour HoursA creature that eats Troll Ribs regains two hit points at the start of each of their turns if they are below half their hit point maximum for the next one hour
Three-Pepper Hellhound ChiliRareOne HourA serving of the chili acts as a Potion of Fire Breath
Treant-Smoked Unicorn SirloinRareTwo HoursA creature that eats this gains a +1 bonus to their spell attack rolls and +1 to their spell save DCs for one week
Trolltide Candied ApplesRareOne HourRegenerate one hit point every 10 minutes for one hour. The effect starts after you have lost at least one hit point and expires if not activated within 24 hours.
Wood Elf Forest SaladRareOne HourMove speed is increased by 10 feet for an hour
Worg Steak with Grilled MuskmelonRareOne HourThe dish grants a creature a +5 bonus on Wisdom (Perception) checks involving scent for one hour
Yeti TartareRareOne HourA serving of the tartare acts as a Potion of Fire Breath but deals cold damage instead of fire damage

Very Rare Recipe Table

RecipeRarityCook TimeDescription
Beholder BourguignonVery rareFour HoursA creature that eats this risky meal gains a temporary +2 bonus to either their Intelligence, Wisdom, or Charisma score (chosen at random) for the next week
Greenspear Bundles in BaconVery RareOne HourGain Darkvision for eight hours
Hand PiesVery RareSix HoursRestore 8d4+8 hit points
Heroes’ FeastVery RareEight HoursYou can spend four hours preparing a smorgasbord of arcane delights using magic ingredients, creating an effect identical to a Heroes’ Feast spell
High Harvest PureeVery RareFour HoursRegrow small appendage or teeth if consumed every day for a week
Knucklehead TroutVery RareThree HoursGain Temporary max hit points equal to your proficiency bonus + Wisdom modifier for one hour
Otiks SkilletVery RareOne HourRegenerate two hit points every 10 minutes for one hour. The effect starts after you have lost at least one hit point and expires if not activated within 24 hours.
Poached Basilisk Egg in Nothic BrothVery rareOne HourThe meal grants a creature with the benefits of a True Seeing spell for one hour.
Qualinesti StewVery RareOne HourRecover a level 2 spell slot on a short rest within the next four hours
Red Dragon TenderloinVery RareFour HoursThe meal grants a creature immunity to fire damage for the next 24 hours
Venison Pot RoastVery RareSix HoursTemporarily Raise your max hit points by 15 for four hours (Does not stack with heroes’ feast)

Legendary Recipe Table

RecipeRarityCook TimeDescription
Dark Molasses NutbreadLegendaryEight HoursRestore 10d4+20 hit points
Meals EndLegendaryOne HourRecover a level 3 spell slot on a short rest within the next four hours
Qualinesti StewVery RareOne HourRecover a level 2 spell slot on a short rest within the next four hours
Tethyrian Tarrasque au VinLegendaryOne DayEating the meal grants a creature a temporary +2 bonus to their Strength. Dexterity, and Constitution scores, to a maximum of 22 for the next week
Yawning Portal BiscuitsLegendaryFour HoursRegenerate four hit points every 10 minutes for one hour. The effect starts after you have lost at least one hit point and expires if not activated within 24 hours.


Cobbler

Cobbler

Cobbler’s Tools

  • RAW Cost: 5gp
  • RAW Weight: 5lbs
  • Example Items: Awl, Closing Block, Gouge, Hammer, Last, Latchet, Paring Knife, Needle and Thread
  • Crafting Restrictions: None
  • Mundane Item Crafting: Footwear for common, costume, fine, and travelers clothing.
  • Magic Item Crafting: Small but relevant list of magical footwear.
  • Artwork Creation: Can create valuable footwear 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: Able to mend the party’s footwear, which depending on the DM could confer a benefit.

Default Blueprints

To cobble is to cobble and a shoemaker is always welcome in the world of the barefoot.  They can make the following:

  • Common footwear (shows, sandals, boots)

Skill Usage

  • Arcana, History: Your knowledge of shoes aids you in identifying the magical properties of enchanted boots or the history of such items.
  • Investigation: Footwear holds a surprising number of secrets. You can learn where someone has recently visited by examining the wear and the dirt that has accumulated on their shoes. Your experience in repairing shoes makes it easier for you to identify where damage might come from.
  • Maintain Shoes: As part of a long rest, you can repair your companions’ shoes. For the next 24 hours, up to six creatures of your choice who wear shoes you worked on can travel up to 10 hours a day without making saving throws to avoid exhaustion.
  • Craft Hidden Compartment: With 8 hours of work, you can add a hidden compartment to a pair of shoes. The compartment can hold an object up to 3 inches long and 1 inch wide and deep. You make an Intelligence check using your tool proficiency to determine the Intelligence (Investigation) check DC needed to find the compartment.

Cobbler’s Tools Basic Use Difficulty Table

ActivityDC
Determine a shoe’s age and origin10
Find a hidden compartment in a boot heel15

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.

Popular Posts

Jeweler

My Favorites

Session II, Prelude

0
5th of Mirtul of the year 1492 With everyone haven gathered back at the Stag N’ Flag, the group...

Emerald Enclave

Session I, Prelude