2373196-The World Is Your Garden

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THE WORLD IS YOUR

GARDEN

Legal: DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Eberron, the dragon
ampersand, Ravnica, and al other Wizards of the Coast product names, and their respective logos are trademarks
of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used
with permission under the Community Content Agreement for Dungeons Masters Guild.

All other orginal material in this work is copyright 2023 by Thomas Lorenti and published under the Community
Content Agreement for Dungeons Masters Guild.

Created with Homebrewery

Some artwork copyright Daniel F. Walthall, used with permission.

Dead Dragon illustration by Chris Cold

PDF Version
v1.0 2023 : 27/05/2023
Herbalism, Poison, & Alchemy

I
n a world teeming with magic and interconnected
realms, a tapestry of enchantment weaves Poisoner’s Kit
through the very fabric of flora and fauna. Within The poisoner’s kit includes vials, chemicals, and other
this intricate web, extraordinary mutations and equipment necessary for creating poisons. Proficiency
new forms emerge, bestowing upon them awe- with this kit allows you to add your proficiency bonus
inspiring properties. It is within this rich tapestry to any ability check you make to craft or use poisons.
that the art of Herbalism, Poison, and Alchemy Poison enthusiasts can create a variety of obtuse
thrives. Herbalists adeptly harvest these supernatural poisons to attack specific parts of their victims’
plants, their nimble hands crafting potent potions that defenses. Whether they intend to burn them from the
harness the essence of the magical world. In the inside out, stun them for a flawless coup de grace, or
shadows, poisoners deftly brew their concoctions, simply overwhelm the central nervous system, they
capable of both aiding allies and striking down foes. have a myriad of tactics at their disposal. When
Yet, it is the alchemists who delve deepest into the creating a poison, it can be crafted into an array of
secrets of nature, unraveling its mysteries to distill its forms to be inhaled, ingested, dealt with an injury, or
essence into far superior blends. just make contact with the skin.

Herbalism Kit Alchemist Supplies


The herbalism kit contains various instruments; This set of equipment includes beakers, mixing and
clippers, a mortar and pestle, pouches, and small measuring containers, and a miscellany of chemicals
glass vials, all for creating natural remedies. necessary for alchemical crafting. Proficiency with
Proficiency with this kit allows you to add your these tools allows you to extract the alchemical
proficiency bonus to any ability checks you make to elements from various ingredients and add your
find and identify herbs, and to craft potions. proficiency bonus to any ability checks you make to
Being proficient in herbalism grants you knowledge craft items with them.
of the lore surrounding particular plants and their Creating alchemical concoctions is often a
usable and valuable parts. This involves identifying dangerous, time-consuming activity that only the most
plants in various environments, harvesting them, and intelligent and mad scientists pursue. Alchemy is the
storing them for later use. The herbs can then be skill of exploiting unique properties of certain plants,
ingested or applied topically in their raw form, or minerals, and creature parts, and combining them to
crafted into more potent potions for greater effect. produce fantastic substances. This allows even non-
spellcasters to mimic minor magical effects.

PART 1 | FORAGING & HARVESTING 3


Foraging & Harvesting
Foraging for Plantlife Harvesting Plantlife
To forage for plantlife, make a Wisdom (Survival) To gather resources from plant life, you must make a
check with a DC based on the location (see the DC DC 20 Wisdom check (Herbalism Kit/Poisoner’s
Location table below), adding your proficiency bonus Kit/Alchemy Kit). If you succeed on the check, you
if you have proficiency with Herbalism, Poisoner’s successfully harvest every item from the plant.
Kits, or Alchemy. Each foraging attempt takes 1 hour However, if you fail the check, some of the items may
of time. If you’re foraging while traveling at a normal be damaged and rendered useless. The severity of the
pace, you have disadvantage on the check. On a failure determines the extent of the loss, as indicated
successful roll, you find something! The DM will then in the table below.
determine what you find and the portion size, using
the ingredients tables on pages 5, 8, and 10. Score
20 +
Loss
No loss
DC Location 15 - 19 1 loss
15 Forest, Grassland, Hill, Swamp 10 - 14 2 losses
20 Coast, Mountain, Underdark, Underwater 5-9 3 losses
25 Arctic, Desert 1-4 4 losses

Harvesting from Creatures


When you come across a deceased creature, whether
it’s been a few hours or several days since its demise,
or when you successfully defeat a formidable foe, the
DM will determine what remains as loot (consulting
the Creature Loot table below). Keep in mind that
some items may have been stolen, decayed, or
destroyed during the chaos of battle. Let the DM
decide what rewards await your party amidst the
carnage.
To successfully identify and harvest a creature’s
valuable parts, the party must make the appropriate
checks, determined by the creature’s type and CR.
Those with proficiency in Herbalism Kits, Poisoner’s
Kits and Alchemy may add their proficiency bonus.
Beast/Dragon/Monstrosity: Nature Check
Giant/Humanoid: Survival Check
Celestial/Fey/Fiend/Undead: Religion Check
Aberation/Construct/Elemental/Ooze: Arcana
Check

Identifying & Harvesting


CR DC - Identify DC - Harvest
<1 10 13
1-5 13 15
6-10 15 20
11-15 20 25
>16 25 30

4 PART 1 | FORAGING & HARVESTING


Herbalism
Locations & Rarity of Ingredients
Arctic Hill
2d6 Ingredient Portion Size Application 2d6 Ingredient Portion Size Application
2, 12 Wisp’s Breath 1d6-1 Ingested 2, 12 Glinfoil 1d6-1 ingested
3, 11 Blue Cap 1d6-1 Ingested 3, 11 Shady Moss 1d4 Ingested
4, 10 Void Root 1d4 Topical 4, 10 Bloodgrass 1d6-1 Ingested
5, 9 Blood Root 1d4-1 Ingested 5, 9 Silver Thornberry 1d4 Ingested
6-8 Hydrathistle 1d6 Ingested 6-8 Sourgrass 1d6 Ingested

Coast Mountain
2d6 Ingredient Portion Size Application 2d6 Ingredient Portion Size Application
2, 12 Verdent Nettle 1d6 Ingested 2, 12 Void Root 1d6-1 Ingested
3, 11 Cat’s Tongue 1d6-1 Ingested 3, 11 Red Amanita 1d4 Ingested
4, 10 Radiant Synthseed 1d6-1 Topical 4, 10 Lavender Sprig 1d6 Topical
5, 9 Whitewillow Bark 1d4-1 Ingested 5, 9 Bhutan Blue Flower 1d4-1 Ingested
6-8 Drakus Flower 1d6-1 Ingested 6-8 Sourgrass 1d6 Ingested

Desert Swamp
2d6 Ingredient Portion Size Application 2d6 Ingredient Portion Size Application
2, 12 Spur Root 1d4 Topical 2, 12 Rinwort 1d6-1 Topical
3, 11 Verdent Nettle 1d6 Topical 3, 11 Wild sageroot 1d6-1 Ingested
4, 10 Drakus Flower 1d6-1 Ingested 4, 10 Mandrake Root 1d6 Ingested
5, 9 Red Cactus 1d4-1 Ingested 5, 9 Hewleaf 1d4-1 Ingested
6-8 Cat’s Tongue 1d6-1 Ingested 6-8 Shady Moss 1d6 Ingested

Forest Underdark
2d6 Ingredient Portion Size Application 2d6 Ingredient Portion Size Application
2, 12 Wild Sageroot 1d6-1 Ingested 2, 12 Lilythistle 1d4 Ingested
3, 11 Rowan Berries 1d6 Ingested 3, 11 Spur Root 1d6-1 Topical
4, 10 Red Amanita 1d6-1 Ingested 4, 10 Mandrake Root 1d6 Ingested
5, 9 Dried Ginko Leaf 1d4-1 Ingested 5, 9 Nightshade 1d4-1 Topical
6-8 Glinfoil 1d6 Ingested 6-8 Red Amanita 1d6 Ingested

Grassland Underwater
2d6 Ingredient Portion Size Application 2d6 Ingredient Portion Size Application
2, 12 Rowan Berries 1d6 Ingested 2, 12 Blue Cap 1d6-1 Ingested
3, 11 Radiant Synthseed 1d6 ingested 3, 11 Hydrathistle 1d4 Ingested
4, 10 Lavender Sprig 1d6-1 Topical 4, 10 Lilythistle 1d4 Ingested
5, 9 Hyssop Dew 1d4-1 Topical 5, 9 Gilly Weed 1d4-1 Ingested
6-8 Bloodgrass 1d6-1 Ingested 6-8 Rinwort 1d6-1 Ingested

Mix it up! Crafting Potions with Herbalism


While the idea of mixing different ingredients together Raw ingredients can be consumed directly for their
might seem tempting, it’s important to exercise caution. effects, but crafting them into potions amplifies their
More often than not, combining two ingredients will nullify
potency. Crafting a potion requires dedicating 10
their individual effects, rendering the mixture useless.
minutes to the brewing process, using the minimum
However, there’s also a risk of creating a deadly poison
required amount of ingredients. After brewing, you
instead of the desired healing concoction. So, players and
DMs, be adventurous but beware of the potential risks need to make a Wisdom (Herbalism) check with a DC
involved in experimenting with mixtures! determined by the specific potion being crafted.
Succeeding means a successful potion, while failure
destroys the ingredients.
If you wish to brew multiple potions simultaneously,
each additional potion will require an extra amount of
ingredients equal to the first potion. Furthermore,
each additional potion extends brewing time by 5
minutes, and raises the brewing DC by 5.
PART 2 | HERBALISM 5
Crafting Potions from Herbs
Portions
Ingredient Rarity Effect in Raw Form Effect in Potion Form Needed DC
Bhutan Blue Rare Advantage on Wisdom saving throws Immune to the fightened and charmed 4 20
Flower for one hour conditions for 1d4 hours
Bloodgrass Uncommon Slows intoxication Potion of Force Resistance 6 18
Blood Root Very Rare Reduces one level of exhaustion Potion of Vitality 4 20
Blue Cap Uncommon Slows infection from common diseases Cures common disease 5 15
Cats Tongue Common Common antitoxin Grants Darkvision (60ft) for 1 hour 4 20
(Leaf)
Drakus Flower Uncommon Pack Tactics for one hour Potion of Fire Resistance 6 18
Dried Ginko Leaf Rare +5 bonus to Passive Perception for one Potion of Clairvoyance 3 15
hour
Gilly Weed Very Rare Maximum time for holding breath Potion of Water Breathing 4 18
doubles
Glinfoil (Herb) Common Slows infection from common Can be used with boiled rags to create a 5 15
dieseases healers kit that regains 1hp on use
Hewleaf Rare Gains the effect of the Levitate spell Potion of Gaseous Form 5 20
Hydrathistle Uncommon Keen Hearing for one hour Potion of Cold Resistance 5 19
Hyssop Dew (Sap) Rare Grants 10 temporary hit points for one Potion of Heroism 3 19
hour
Lavender Sprig Common Masks your scent Advantage on Dexterity (Stealth) checks 5 18
for 1 minute
Lilythistle (Flower) Rare Advantage on saving throws against Potion of Mind Reading 4 18
being charmed, frightened or stunned
Mandrake Root Uncommon Recover maximum from next hit die Potion of Healing 5 20
within 1 minute
Nightshade Rare Halts petrification Reverses total petrification 4 18
(Mushroom)
Radiant Synthseed Uncommon Grants a +1 bonus to damage rolls for Potion of Necrotic Resistance 5 20
one hour
Red Amanita Uncommon Deals 1 poison damage Potion of Greater Healing 5 20
(Mushroom)
Red Cactus (Sap) Rare Advantage on Con saves for one hour Regains 1d10 hit points per round of 4 20
combat for 1 minute
Rinwort Uncommon Increases the creatures speed by 10 feet Potion of Speed 6 20
(Mushroom) for one hour
Rowan Berries Common Heals for 1 hp Potion of Healing 5 20
Shady Moss Common Common antitoxin Potion of Poison Resistance 4 20
Silver Thornberry Rare Heals for 1 hit point Potion of Superior Healing 10 20
Sourgrass Common Recover maximum from next hit die Potion of Thunder Resistance 5 20
rolled within one minute
Spur Root Uncommon Reduces visible scarring Starts regrowth of minor appendage, 3 19
such as a finger
Verdent Nettle Uncommon Advantage on Charisma saving throws Potion of Psychic Resistance 4 20
for one hour
Void Root Uncommon Deals 1 necrotic damage Potion of Radiant Resistance 6 18
Whitewillow Bark Rare Grants 10 temporary hit points for one Potion of Invulnerability 5 20
hour
Wild Sageroot Uncommon Deals 1d4 acid damage Potion of Acid Resistance 6 18
Wisp’s Breath Uncommon Slows intoxication Potion of Lightning Resistance 6 18
(Leaf)

6 PART 2 | HERBALISM
Crafting Potions from Creature Parts
Potion Rarity DC Ingredient 1 Ingredient 2 Ingredient 3
Potion of Climbing common 10 Sour Wine x 1 Amalgam x 1
Potion of Healing common 10 Aqua Vitae x 1 Sour Wine x 1
Antitoxin common 10 Fulminis x 1 Sal Ammoniac x 1 Black Sulphur x 1
Oil of Slipperiness uncommon 13 Black Sulphur x 1 Soma Regis x 1
Philter of Love uncommon 13 Cinnabar x 2 Sour Wine x 1
Potion of Animal Friendship uncommon 13 Vitriol x 1 Sour Wine x 1 Cinnabar x 1
Potion of Hill Giant Strength uncommon 13 Sal Ammoniac x 2 Soma Regis x 1
Potion of Growth uncommon 13 Vitriol x 1 Aqua Vitae x 1
Potion of Greater Healing uncommon 13 Aqua Vitae x 1 Fulminis x 1 Sour Wine x 1
Potion of Poison uncommon 13 Vitriol x 1 Fulminis x 1 Soma Regis x 1
Potion of Resistance uncommon 13 Sal Ammoniac x 2 Any other Ingredient x 2
Potion of Water Breathing uncommon 13 Sour Wine x 1 Soma Regis x 1
Oil of Etherealness rare 18 Zincon x 2 Cinnabar x 1 Soma Regis x 1
Potion of Clairvoyance rare 18 Cinnabar x 1 Black Sulphur x 1 Aqua Vitae x 1
Potion of Diminution rare 18 Vitriol x 1 Cinnabar x 1 Sour Wine x 1
Potion of Gaseous Form rare 18 Soma Regis x 1 Sour Wine x 1 Black Sulphur x 1
Potion of Frost Giant Strength rare 18 Sal Ammoniac x 2 Soma Regis x 2 Black Sulphur x 2
Potion of Stone Giant Strength rare 18 Sal Ammoniac x 4 Soma Regis x 2 Vitriol x 1
Potion of Fire Giant Strength rare 18 Sal Ammoniac x 2 Soma Regis x 2 Aqua Vitae x 2
Potion of Superior Healing rare 18 Aqua Vitae x 2 Fulminis x 2 Sour Wine x 1
Potion of Heroism rare 18 Vitriol x 1 Aqua Vitae x 1 Zincon x 1
Potion of Mind Reading rare 18 Cinnabar x 1 Black Sulphur x 1 Fulminis x 1
Potion of Undoing rare 18 Vitriol x 1 Fulminis x 1 Soma Regis x 1

Potion Rarity DC Ingredient 1 Ingredient 2


Ingredient 3 Ingredient 4 Ingredient 5 Ingredient 6
Oil of Sharpness very rare 25 Amalgam x 3 Zincon x 3Sal Ammoniac
x1
Potion of Flying very rare 25 Aqua Vitae x 3 Cinnabar x 1 Fulminis x 1
Potion of Cloud Giant very rare 25 Sal Ammoniac Soma Regis x Zincon x 2
Strength x2 2
Potion of Supreme very rare 25 Aqua Vitae x 4 Fulminis x 2 Sour Wine x 1 Cinnabar x 1
Healing
Potion of Invisibility very rare 25 Aqua Vitae x 3 Black Sulphur Cinnabar x 1 Sal Ammoniac
x1 x1
Potion of Speed very rare 25 Amalgam x 3 Fulminis x 2 Zincon x 3 Vitriol x 1
Potion of Storm Giant legendary 30 Sal Ammoniac Soma Regis x Amalgam x 4 Zincon x 4 Aqua Vitae x Black Sulphur
Strength x3 2 2 x2

The Essence of Ingredients


Sour Wine: Acidic. It has corrosive qualities, capable of dissolving substances and reacting strongly with metals. It possesses
toxic properties. Additionally, it can be used as a flavoring agent, removes odors, and acts as an acidifier. Sour Wine also has
the ability to increase movement and dexterity.
Fulminis: Poisonous. It exhibits strong oxidizing properties, making it highly reactive with other substances. This reactivity can
lead to the formation of rust and other chemical transformations.
Soma Regis: Radiant. It possesses refining and cleansing qualities, rejuvenating and invigorating the user. Additionally, it has
the ability to enhance vigor and stimulate charm.
Aqua Vitae: Fire. Often referred to as the “water of life,” is imbued with remarkable healing properties. When consumed or
applied topically, it has a rejuvenating effect on the body, aiding in the restoration and revitalization of tissues.
Amalgam: Lightning. It enhances memory retention and cognitive function, leading to increased mental alertness.
Cinnabar: Psychic. It has the power to induce vivid visions and dreams, offering glimpses into realms beyond the physical.
Additionally, Cinnabar possesses calming and sedative effects, providing relief from restlessness and insomnia.
Vitriol: Necrotic. Known for its sulfate-forming properties, Vitriol has long been used for disinfection and preservation. Its
dehydrating nature aids in preventing decay and preserving materials.
Black Sulphur: Cold. Valued for preservation, it prevents decay and mold. Its detoxifying properties purify substances, and its
bleaching ability adds versatility. Believed to enhance mental clarity and focus.
Zincon: Thunder. It imparts strength and acts as a tonic. Zincon possesses anti-inflammatory properties, boosts energy
levels, and strengthens the immune system. It can also be utilized for glass-forming purposes.
Sal Ammoniac: Basic. It serves as a foundational component for potion crafting. Sal Ammoniac has multiple uses, including
fertilizing, galvanizing, stabilizing, salt formation, and preservation. PART 2 | HERBALISM 7
Poison
Location & Properties
Forest & Grassland
2d6 Ingredient Rarity Details DC Mod
2, 12 Bloodleaf 1d4-1 +6d6 poison damage +4
3, 11 Dried Amanita Cap 1d4 Silenced for 1d4 +1 minutes +2
4, 10 Milkweed Seeds 1d6 Reduce crafting DC by 2 -2
5, 9 Wild Sageroot 1d4-1 +4d6 poison damage +3
6-8 Wyrmtongue 1d6 Required base for all poisons -

Coast & Desert


2d6 Ingredient Rarity Details DC Mod
2, 12 Verdent Nettle 1d4-1 Restrained for 1d4 + 1 minutes +2
3, 11 Milkweed Seeds 1d6 Reduce crafting DC by 2 -2
4, 10 Wyrmtongue 1d6-1 Required base for all poisons -
5, 9 Quicksilver Lichen 1d6-1 +2d6 poison damage +2
6-8 Wild Sageroot 1d6-1 +4d6 poison damage +3

Hill, Mountain, & Underdark


2d6 Ingredient Rarity Details DC Mod
2, 12 Emetic Wax 1d4 Stunned for 1 minute +3
3, 11 Mandrake Root 1d6-1 Increases save DC by 2 +2
4, 10 Quicksilver Lichen 1d6 Add 1d4 poison damage +2
5, 9 Milkweed Seeds 1d6 Reduce crafting DC by 2 -2
6-8 Wyrmtongue 1d6-1 Required base for all poisons -

Swamp, Underwater, & Arctic


2d6 Ingredient Rarity Details DC Mod
2, 12 Spineflower Berry 1d4 Blinded for 1d4 + 1 minutes +3
3, 11 Wrackwort 1d4 Poisoned for 1d4 + 1 hours +4
4, 10 Wild Sageroot 1d6 +4d6 poison damage +3
5, 9 Mandrake Root 1d6-1 Increases poison DC by 2 +2
6-8 Wyrmtongue 1d6 Required base for all poisons -

8 PART 3 | POISONER’S KIT


Crafting Poisons
After gathering the required ingredients, you can Ambusher’s Net
initiate the crafting process. The crafting difficulty for Ingredients: Dried Amanita Cap, Verdent Nettle,
a poison is determined by the DC, calculated as 10 Emetic Wax, Spineflower Berry, Wyrmtongue
plus any modifiers from added ingredients. You can Crafting DC: 20
incorporate a maximum of five distinct ingredients Effects: Silenced, Restrained, Stunned, and Blinded
when crafting a poison, with Wyrmtonuge serving as for 1d4 + 1 minutes.
the essential base ingredient for every poison. The Ambusher’s Net, used by bounty hunters and
Poisons that have a cumulative DC below 13 can be thieves alike, this poison will reduce the hunted to a
crafted on the spot during a short rest, allowing for slobbering mess, making them easy to capture alive.
convenient and swift production. However, poisons
with a DC of 13 or higher require careful and Frostbite
meticulous craftsmanship in a secure and controlled Ingredients: Spineflower Berry, Wrackwort, Wild
setting, such as a dedicated workshop or a secure Sageroot, Mandrake Root, Wyrmtongue
room at an inn. The process of crafting such poisons Crafting DC: 22
typically takes around one hour to ensure precision Effects: Blinded for 1d4 + 1 minutes, Poisoned for
and safety. 1d4 + 1 hours, 4d6 poison damage, poison DC +2.
To create a poison, you must make a Wisdom Like a freezing wind that blows and bites at the
(Poisoner’s Kit) check. A successful check results in skin, Frostbite will leave the target vulnerable,
the creation of one vial of poison. However, failing the incapacitated, or even dead.
crafting process leads to the loss of all ingredients
used and no poison being created. Sand Viper’s Bite
Verdent Nettle, Milkweed Seeds,
Certain creature parts possess their own unique Ingredients:
Quicksilver Lichen, Wild Sageroot, Wyrmtongue
properties that can enhance and contribute additional Crafting DC: 15
effects to the poison when utilized. Effects: Restrained for 1d4 + 1 minutes, +6d6
You can apply poison to a melee weapon or up to poison damage.
three pieces of ammunition using one action. The
applied poison remains potent for one hour outside of A venomous concoction reminiscent of a sand
combat or for five rounds during combat. A single vial viper’s deadly bite. The target is left restrained,
of poison contains enough substance for two weakened, and suffering from a painful poison.
applications.
The poison’s save DC is determined by the Mountain Mist
Emetic Wax, Mandrake Root,
poisoner’s proficiency bonus, their ability score Ingredients:
Quicksilver Lichen, Milkweed Seeds, Wyrmtongue
modifier for the poisoner’s kit, and any additional Crafting DC: 15
bonuses from feats, items, or other sources. The Effects: Stunned for 1 minute, +2d6 poison damage.
formula for calculating the save DC is as follows: An eerie mist of toxic vapors rises from the
8 + poisoner’s kit ability modifier + proficiency
concoction, enveloping the target in a disorienting
bonus = the poison’s save DC.”
haze. The mountain mist poison leaves them
vulnerable and incapacitated.

Whispering Venom
Ingredients: Bloodleaf, Dried Amanita Cap,
Milkweed Seeds, Mandrake Root, Wyrmtongue
Crafting DC: 16
Effects: +6d6 poison damage, Silenced for 1d4 +1
minutes, poison DC +2.
So named for the whispering sounds made by those
who succumb to its effects, this deadly poison can
quickly take down even the strongest of foes.

PART 3 | POISONER’S KIT 9


Alchemy
Forest & Grassland Alchemical Crafting with
2d6
2, 12
Ingredient
Luminous Cap Dust
Portion Size Details DC Mod
1d4-1 +
Elemental Components
3, 11 Blue Toadshade 1d4-1 + Alchemy involves extracting four primary elements -
4, 10 Amanita Cap 1d6-1 earth , water , air , and fire - from various
5, 9 Radiant Synthseed 1d6-1 flora and fauna to use as components in creating
6-8 Fennel Silk 1d6 objects. Some rare ingredients also contain positive
and negative energy that can enhance your
Coast & Desert creations. The Alchemical Recipes section provides
formulae for creating specific items using the correct
2d6 Ingredient Portion Size Details DC Mod
combination of these elements.
2, 12 Drakus Flower 1d4 +
To create an item, you need to spend at least 4
3, 11 Wisp Stalks 1d4 +
uninterrupted hours of work for the first 25gp of the
4, 10 Fennel Silk 1d6-1
item’s value. Additional ingredients increase the
5, 9 Radiant Synthseed 1d6-1
crafting time and cost by 2 hours and 25gp
6-8 Lightningbug Thorax 1d6
respectively. At the end of each 4-hour period, you
Hill, Mountain, & Underdark need to make an Intelligence check with a DC of 8
plus 2 for every raw ingredient used, using your
2d6 Ingredient Portion Size Details DC Mod proficiency with alchemist’s supplies. The higher the
2, 12 Ironwood Heart 1d4 + quality of the ingredients, the lower the DC. A
3, 11 Wrackwort Bulbs 1d4-1 + successful check results in 25gp worth of progress
4, 10 Lightningbug Thorax 1d6-1 towards creating the item. Failure results in no
5, 9 Voidroot 1d6-1 progress and the loss of all used ingredients.
6-8 Rockvine 1d6 Items worth 25 gp or less can be crafted in the field,
Swamp, Underwater, & Arctic
while more expensive items require a safe workshop
environment such as an inn room.
2d6 Ingredient Portion Size Details DC Mod
2, 12 Frozen Seedlings 1d4-1 + Alchemical Recipe DC, Prices & Time
3, 11 Hyrdathistle 1d4 + Number of Ingredients DC Prices (gp) Time (Hours)
4, 10 Rockvine 1d6-1 2 8 15 4
5, 9 Voidroot 1d6-1 3 10 25 4
6-8 Amanita Cap 1d6 4 12 35 6
5 14 45 6
6 16 55 8

10 PART 4 | ALCHEMIST’S SUPPLIES


Custom Alchemical Bombs
Each alchemical element possesses unique properties
that can be harnessed to deadly effect. The General
Alchemical Effects table lists these properties which
can be combined into a single flask of volatile liquid,
to be unleashed by throwing the flask up to 20 feet as
a ranged attack, shattering it, and releasing its
contents in a 5-foot area.
You can choose up to six ingredients to create a
custom alchemical bomb, with a total value of 15 gp
plus 10 gp per additional ingredient selected. Crafting
follows the same steps as outlined in the Alchemical
Crafting with Elemental Components section.
At the end of each 4-hour period, an Intelligence
check is made using your alchemist’s supplies
proficiency, with a DC of 6 plus 2 for every raw
ingredient used. On a successful Intelligence check,
you make 15 gp of progress towards creating the
bomb. On a failure, no progress is made and all used
ingredients are lost.
Custom alchemical bombs can be crafted in the
field, as long as their total value does not exceed 25
gp. Otherwise, crafting must be done in a safe
workshop environment such as a room at an inn.
Elements Effect
2x Creates a burst of shrapnel, dealing 1d4 piercing
damage to any creatures within 10 feet of impact.
2x Releases a slick layer of oil on the ground.
Creatures failing a DC 10 Dexterity save are prone
to slipping and falling.
2x Dealing 1d4 lightning damage on contact. This
effect is doubled against targets touching metal.
2x Deals 3d4 fire damage on hit.
+ The sticky gel also impedes the target’s movement,
reducing its speed by 10 feet until it is removed.
Additionally, the gel makes it easier to grapple the
target, granting advantage on grapple checks
against it.
+ Dealing 1d4 cold damage on contact. The target is
also coated in a thin layer of ice, making it
vulnerable to fire and bludgeoning damage.
+ Fills a 10-foot cube with a dense smoke for 1d4
rounds.
+ Corrodes the target, dealing 1d6 acid damage on
contact. In addition, the target’s armor or natural
armor is weakened, reducing its Armor Class by 2
for the next minute.
Amplifies the effects, increasing the radius of all
elemental effects by 5 feet.
Doubles the number of all damage dice rolled.

PART 4 | ALCHEMIST’S SUPPLIES 11


Alchemical Recipes
Amplifying Tonic (30 gp) x1 x2 This tonic Smoke Bomb (30 gp) x1 x2 x1 This small,
enhances the imbiber’s physical abilities, granting round object can be thrown up to 20 feet, creating a
them advantage on all Strength-based ability checks cloud of smoke that fills a 20-foot radius sphere
and saving throws for 1 hour. centered on the point of impact. The smoke lasts for 1
Breath of Life (50 gp) x3 x1 This potion can be minute, heavily obscuring the area and granting
administered to a creature that has 0 hit points, creatures within it advantage on Dexterity (Stealth)
immediately stabilizing it and causing it to regain 1 hit checks. The bomb itself deals no damage.
point. Additionally, the creature gains temporary hit Stink Bomb (15 gp) x1 x1 This vial contains a
points equal to your proficiency bonus. The effect lasts noxious gas that, when released, fills a 10-foot cube.
for 1 minute. All creatures in the area must make a DC 15
Dragon’s Breath (50 gp) x2 x2 x1 This potion Constitution saving throw or be poisoned for 1
grants the drinker the power to exhale a cone of minute.
elemental energy (15-foot range) once per hour for the Tanglefoot Bag (50 gp) x1 x1 x1 This leather
next 24 hours. The type of energy can be chosen from bag contains a sticky, tar-like substance that can be
fire, cold, or lightning. When exhaled all creatures thrown up to 20 feet, bursting on impact. The target
within the area must succeed on a DC 15 Dexterity and all creatures within a 5-foot radius of the point of
saving throw or take 4d6 damage of the selected type. impact must make a DC 13 Strength saving throw or
Dragonfire Oil (50 gp) x3 x1 This oil ignites become restrained. The effect lasts for 1 minute, and
into a burst of flames when thrown. All creatures a creature can use its action to make a DC 13
within a 5-foot radius must make a DC 15 Dexterity Strength check to break free.
saving throw or take 2d6 fire damage. Thunderclap Dust (30 gp) x1 x1 x1 This fine
Elemental Conduit (75 gp) x2 x2 x2 x2 powder creates a loud thunderclap when it is thrown
This potion allows the drinker to resist environmental against a hard surface. All creatures within 10 feet of
effects related to the four elements (earth, water, fire, the impact must make a DC 15 Constitution saving
and air) for 1 hour. The drinker gains resistance to throw or take 2d6 thunder damage and be deafened
acid, cold, fire, lightning, and thunder damage, and for 1 minute.
can move through difficult terrain caused by earth, Thunderstone (50 gp) x2 x2 This small, fist-
water, fire, and wind without penalty. sized stone emits a deafening boom when thrown. As
Ghost Oil (40 gp) x3 x1 x1 This oily a ranged attack, you can throw it up to 20 feet,
substance can be applied to a weapon or ammunition, shattering it on impact. All creatures within a 10-foot
granting it the ability to damage ghosts and other radius of the point of impact must make a DC 15
incorporeal undead. On a hit, the target takes an extra Constitution saving throw or be deafened for 1
2d6 force damage. The effect lasts for 1 hour. minute. Any unsecured objects within the radius are
Invisibility Potion (75 gp) x2 x1 x1 When also pushed 10 feet away from the point of impact.
consumed, the imbiber becomes invisible for 1 hour. Toxic Cloud (60 gp) x2 x2 When released, this
Liquid Ice (40 gp) x2 x1 This liquid freezes any vial creates a cloud of poisonous gas that fills a 10-
non-living object it comes into contact with. When foot cube. All creatures in the area must make a DC
thrown, it deals 3d6 cold damage and has a chance to 15 Constitution saving throw or take 3d6 poison
freeze solid any object it hits. damage and be poisoned for 1 minute.
Luck Potion (60 gp) x3 This potion enhances the Vial of Levitation (50 gp) x2 x1 When
imbiber’s luck and fortune, granting them advantage consumed, this liquid allows the imbiber to levitate up
on all ability checks and saving throws for 1 minute. to 20 feet in the air for 1 minute. When ignited, this
In addition, the drinker can choose to roll a minimum stick creates a cloud of thick smoke that fills a 10-foot
of 10 on any one d20 roll during this time. cube. Creatures inside the smoke are heavily
Shadow Essence (35 gp) x3 x1 This vial obscured and suffer disadvantage on all attack rolls
contains a dark, inky substance that can be smeared and Perception checks.
on a surface, rendering it temporarily invisible in dim
light or darkness. The effect lasts for 1 hour.
Silvered Oil (30 gp) x1 x1 x1 This silvery
liquid can be applied to a weapon or ammunition,
allowing it to bypass the damage resistance of
creatures that are vulnerable to silvered weapons. On
a hit, the target takes an extra 2d6 radiant damage.
Slippery Oil (20 gp) x1 x1 This oil creates a
slick surface on any non-living object it comes into
contact with. When thrown, it covers a 10-foot area,
causing any creature moving through it to make a DC
10 Dexterity saving throw or fall prone.

12 PART 4 | ALCHEMIST’S SUPPLIES


Nature’s Bounty
Associated Identify Harvest
Creature Name Ability DC DC Part Alchemy Herbalism Poison
Aarakocra Suvival 10 13 Feathered Wing 1x 1x Sour Wine +1d4 Poison damage / DC +1
Aboleth Arcana 15 20 Mucus Gland 3x 3x Vitriol Disadvantage on saving throws for
1d4 minutes / DC +2
Angels Religion 20 25 Radiant Halo 4x 4x Zincon +3 bonus to DC / DC +1
Animated Arcana 13 15 Cogwheel 2x 2x Aqua Vitae +1 bonus to DC / DC +1
Objects
Ankheg Nature 13 15 Acidic Mandible 2x 2x Sour Wine +2d4 Acid damage / DC +1
Azer Arcana 13 15 Molten Core 2x 2x Sour Wine +2d4 Fire damage / DC +1
Banshee Religion 13 15 Whisper 2x 2x Sal +1 bonus to DC / DC +1
Ammoniac
Basilisk Nature 13 15 De-petrification 2x 2x Sal +1 bonus to DC / DC +1
Gland Ammoniac
Behir Nature 20 25 Lightning Scale 4x 4x Amalgam +3d6 Poison damage / DC +1
Beholder Arcana 20 25 Eyestalk 4x 4x Fulminis +3 bonus to DC / DC +1
Beholder: Death Religion 20 25 Eyestalk 4x 4x Black +3 bonus to DC / DC +1
Tyrant Sulphur
Beholder: Arcana 13 15 Eyestalk 2x 2x Aqua Vitae +1 bonus to DC / DC +1
Spectator
Blight Nature 10 13 Gulthais Flower 1x 1x Sour Wine +2d4 Acid damage / DC +1
Bugbear Suvival 13 15 Bugbear Ear 1x 1x Aqua Vitae +1 bonus to DC / DC +1
Bulette Nature 13 15 Burrowing Claw 2x 2x Sal +1d6 Poison damage / DC +1
Ammoniac
Bullywug Suvival 10 13 Webbed Foot 1x 1x Sour Wine +1 bonus to DC / DC +1
Cambion Religion 13 15 Infernal Wing 2x 2x Sal +1 bonus to DC / DC +1
Ammoniac
Carrion Crawler Nature 13 15 Slime Gland 2x 2x Aqua Vitae +1 bonus to DC / DC +1
Centaur Nature 13 15 Equine Mane 2x 2x Sal +2d4 Poison damage / DC +1
Ammoniac
Chimera Nature 15 20 Wing Membrane 3x 3x Fulminis +1d6 Poison damage / DC +1
Chuul Arcana 13 15 Chitinous 2x 2x Sour Wine +1 bonus to DC / DC +1
Carapace
Cloaker Arcana 15 20 Shadowy Mantle 3x 3x Sour Wine Disadvantage on saving throws for
2d4 minutes / DC +2
Cockatrice Nature 10 13 Stone Gland 1x 1x Aqua Vitae +1d4 Poison damage / DC +1
Couatl Religion 13 15 Serpentine Scale 2x 2x Sal +1d6 Radiant damage / DC +1
Ammoniac
Crawling Claw Religion 10 13 Skeletal Finger 1x 1x Sal +1 bonus to DC / DC +1
Ammoniac
Cyclops Suvival 15 20 Eye Lens 3x 3x Sal +1 bonus to DC / DC +1
Ammoniac

PART 5 | NATURE’S BOUNTY A-C 13


Associated Identify Harvest
Creature Name Ability DC DC Part Alchemy Herbalism Poison
Darkmantle Nature 10 13 Shadow Tentacle 1x 1x Sal +2d4 Poison damage / DC +1
Ammoniac
Death Knight Religion 25 30 Blackened Heart 5x 5x Zincon +5d6 Necrotic damage / DC +1
Demilich Religion 25 30 Phylactery 5x 5x Cinnabar Blinded for 2d4 minutes / DC +3
Demon Religion 20 25 Infernal Horn 4x 4x Black +4d6 Fire damage / DC +1
Sulphur
Devil Religion 20 25 Infernal Tail 4x 4x Zincon +3 bonus to DC / DC +1
Dinosaur Nature 13 15 Scale 2x 2x Sal +1 bonus to DC / DC +1
Ammoniac
Displacer Beast Nature 13 15 Displacement 2x 2x Sal +2d4 Poison damage / DC +1
Pelt Ammoniac
Doppelganger Nature 13 15 Mimicry Gland 2x 2x Sal +1 bonus to DC / DC +1
Ammoniac
Dragon Adult Nature 25 30 Scale Fragment 5x 5x Cinnabar +3 bonus to DC / DC +1
Dragon Ancient Nature 25 30 Dragon Gizzard 5x 5x Black +4 bonus to DC / DC +1
Sulphur
Dragon Turtle Nature 25 30 Shell Fragment 5x 5x Amalgam +4d6 Fire damage / DC +1
Dragon Nature 13 15 Dragon Tooth 2x 2x Sour Wine +1d4 Fire damage / DC +1
Wyrmling
Dragon Young Nature 15 20 Dragon Claw 3x 3x Sal Disadvantage on saving throws for
Ammoniac 2d4 minutes / DC +2
Drider Nature 15 20 Spinneret 3x 3x Aqua Vitae +1 bonus to DC / DC +1
Drow Suvival 10 13 Lolth’s Web 1x 1x Sal +1 bonus to DC / DC +1
Ammoniac
Dryad Religion 13 15 Enchanted 1x 1x Sal +1d4 Radiant damage / DC +1
Blossom Ammoniac
Duergar Suvival 13 15 Beard 1x 1x Aqua Vitae +1 bonus to DC / DC +1
Elemental: Air Arcana 13 15 Whirlwind 2x 2x Sal +1 bonus to DC / DC +1
Essence Ammoniac
Elemental: Earth Arcana 13 15 Earthen Core 2x 2x Sal +1 bonus to DC / DC +1
Ammoniac
Elemental: Fire Arcana 13 15 Ember 2x 2x Sal +1 bonus to DC / DC +1
Ammoniac
Elemental: Water Arcana 13 15 Water Droplet 2x 2x Aqua Vitae +1 bonus to DC / DC +1
Empyrean Religion 25 30 Celestial Tear 5x 5x Black +6d6 Radiant damage / DC +1
Sulphur
Ettercap Nature 13 15 Webbing 2x 2x Sour Wine +1d4 Poison damage / DC +1
Ettin Suvival 13 15 Two-Headed 2x 2x Sour Wine +2d4 Cold damage / DC +1
Skull
Fearie Dragon Nature 13 15 Illusory Scale 1x 1x Sal +1d4 Fire damage / DC +1
Ammoniac
Flameskull Religion 13 15 Fiery Skull 2x 2x Sour Wine +1 bonus to DC / DC +1
Flumph Arcana 10 13 Psychic 1x 1x Sour Wine +1 bonus to DC / DC +1
Emanation
Fomorian Suvival 15 20 Eye of 3x 3x Aqua Vitae Reduced WIS score: -2 for 1d4
Corruption minutes / DC +2
Fungi: Violet Nature 10 13 Spore Pod 1x 1x Sour Wine +1 bonus to DC / DC +1
Fungus

14 PART 5 | NATURE’S BOUNTY D-F


Associated Identify Harvest
Creature Name Ability DC DC Part Alchemy Herbalism Poison
Galeb Duhr Arcana 15 20 Gemstone 3x 3x Vitriol +1d6 Fire damage / DC +1
Shard
Gargoyle Arcana 13 15 Stone Fragment 2x 2x Sour Wine +2d4 Cold damage / DC +1
Genie: Dao Arcana 20 25 Elemental 4x 4x Amalgam Reduced STR score:-5 for 1d4
Essence minutes / DC +2
Genie: Djinni Arcana 20 25 Whirling Sand 4x 4x Amalgam +2 bonus to DC / DC +1
Genie: Efreeti Arcana 20 25 Fiery Cinders 4x 4x Zincon +2 bonus to DC / DC +1
Genie: Marid Arcana 20 25 Misty Droplet 4x 4x Zincon +3d6 Fire damage / DC +1
Ghast Religion 13 15 Ghoul Flesh 2x 2x Aqua Vitae +1 bonus to DC / DC +1
Ghost Religion 13 15 Haunting 2x 2x Aqua Vitae +1 bonus to DC / DC +1
Essence
Ghoul Religion 13 15 Rotting Flesh 1x 1x Aqua Vitae +1 bonus to DC / DC +1
Giant: Cloud Suvival 15 20 Nimbus Cloud 3x 3x Aqua Vitae +2 bonus to DC / DC +1
Giant: Fire Suvival 15 20 Emberstone 3x 3x Sal Reduced DEX score: -2 for 2d4
Ammoniac minutes / DC +2
Giant: Frost Suvival 15 20 Frost Shard 3x 3x Aqua Vitae +2 bonus to DC / DC +1
Giant: Hill Suvival 13 15 Giant Toe 2x 2x Sal +1 bonus to DC / DC +1
Ammoniac
Giant: Stone Suvival 15 20 Granite 3x 3x Vitriol Reduced WIS score: -3 for 2d4
Fragment minutes / DC +2
Giant: Storm Suvival 20 25 Thunderous 4x 4x Soma Regis +4d6 Cold damage / DC +1
Horn
Gibbering Arcana 13 15 Gibbering Orb 2x 2x Aqua Vitae +2d4 Psychic damage / DC +1
Mouther
Githyanki Suvival 13 15 Silvered Blade 2x 2x Sal +1 bonus to DC / DC +1
Ammoniac
Githzerai Suvival 13 15 Psionic Crystal 2x 2x Aqua Vitae +1 bonus to DC / DC +1
Gnoll Suvival 10 13 Gnoll Ear 1x 1x Aqua Vitae +2d4 Poison damage / DC +1
Gnome: Suvival 10 13 Gnome Goggles 1x 1x Sour Wine +1 bonus to DC / DC +1
Svirfneblin
Goblin Suvival 10 13 Goblin Ear 1x 1x Sal +1 bonus to DC / DC +1
Ammoniac
Golem: Clay Arcana 15 20 Clay Shard 3x 3x Soma Regis +1d6 Acid damage / DC +1
Golem: Flesh Arcana 13 15 Animated 2x 2x Sal +2d4 Acid damage / DC +1
Organ Ammoniac
Golem: Iron Arcana 25 30 Iron Gear 5x 5x Black Stunned for 2d4 minutes / DC +3
Sulphur
Golem: Stone Arcana 15 20 Stone Fragment 3x 3x Fulminis +2 bonus to DC / DC +1
Gorgon Nature 13 15 Metallic Hide 2x 2x Sal +1d6 Poison damage / DC +1
Ammoniac
Grell Arcana 13 15 Beak Tentacle 2x 2x Sal +2d4 Psychic damage / DC +1
Ammoniac
Grick Nature 13 15 Chitinous Barb 2x 2x Aqua Vitae +1d4 Poison damage / DC +1
Griffon Nature 13 15 Feather Plume 2x 2x Aqua Vitae +1d4 Poison damage / DC +1
Grimlock Suvival 10 13 Blindfold 1x 1x Aqua Vitae +1 bonus to DC / DC +1

PART 5 | NATURE’S BOUNTY G 15


Associated Identify Harvest
Creature Name Ability DC DC Part Alchemy Herbalism Poison
Hag: Green Religion 13 15 Poisoned Apple 2x 2x Sal +1 bonus to DC / DC +1
Ammoniac
Hag: Night Religion 13 15 Shadow Essence 2x 2x Sal +1d6 Fire damage / DC +1
Ammoniac
Hag: Sea Religion 13 15 Conch Shell 2x 2x Sal +1 bonus to DC / DC +1
Ammoniac
Half-Dragon Suvival 13 15 Dragon Scale 2x 2x Sal +1 bonus to DC / DC +1
Veteran Ammoniac
Harpy Nature 13 15 Harpy Feather 1x 1x Sour Wine +1d4 Poison damage / DC +1
Hell Hound Religion 13 15 Infernal Fang 2x 2x Sal +1 bonus to DC / DC +1
Ammoniac
Helmed Horror Arcana 13 15 Enchanted Rune 2x 2x Aqua Vitae +1 bonus to DC / DC +1
Hippogriff Nature 13 15 Feathered Wing 1x 1x Sal +1 bonus to DC / DC +1
Ammoniac
Hobgoblin Suvival 10 13 War Banner 1x 1x Sal +1 bonus to DC / DC +1
Ammoniac
Homunculus Arcana 10 13 Alchemical Core 1x 1x Sour Wine +1 bonus to DC / DC +1
Hook Horror Nature 13 15 Hooked Tentacle 2x 2x Aqua Vitae +2d4 Poison damage / DC +1
Hyrda Nature 15 20 Regenerative 3x 3x Soma Disadvantage on ability checks for
Gland Regis 2d4 minutes / DC +2
Intellect Arcana 13 15 Neural Cluster 2x 2x Aqua Vitae +1d4 Psychic damage / DC +1
Devourer
Invisible Stalker Arcana 15 20 Whirling Dust 3x 3x Soma +1d6 Fire damage / DC +1
Regis
Jackalwere Suvival 10 13 Lunar Fang 1x 1x Sal +1d4 Fire damage / DC +1
Ammoniac
Kenku Suvival 10 13 Melodic Feather 1x 1x Sour Wine +2d4 Poison damage / DC +1
Kobold Suvival 10 13 Dragonshard 1x 1x Sour Wine +2d4 Poison damage / DC +1
Kraken Nature 25 30 Kraken Ink 5x 5x Black +4 bonus to DC / DC +1
Sulphur
Kuo-toa Suvival 10 13 Bioluminescent 1x 1x Sour Wine +1d4 Poison damage / DC +1
Scale
Lamia Nature 13 15 Serpent’s Coil 2x 2x Aqua Vitae +1d6 Poison damage / DC +1
Lich Religion 25 30 Phylactery Shard 5x 5x Black +6d6 Necrotic damage / DC +1
Sulphur
Lizardfolk Suvival 10 13 Reptilian Scale 1x 1x Sour Wine +2d4 Poison damage / DC +1
Lycanthrope Suvival 13 15 Bestial Claws 2x 2x Sour Wine +1d6 Poison damage / DC +1
Magmin Arcana 10 13 Magma Core 1x 1x Aqua Vitae +1d4 Fire damage / DC +1
Manticore Nature 13 15 Spiked Tail 2x 2x Aqua Vitae +1 bonus to DC / DC +1
Medusa Nature 15 20 Petrified Gaze 3x 3x Aqua Vitae +1 bonus to DC / DC +1
Mephit: Dust Arcana 10 13 Dusty Whirlwind 1x 1x Sal +1 bonus to DC / DC +1
Ammoniac
Mephit: Ice Arcana 10 13 Icy Shard 1x 1x Aqua Vitae +1d4 Fire damage / DC +1
Mephit: Magma Arcana 10 13 Molten Ember 1x 1x Sour Wine +1d4 Fire damage / DC +1
Mephit: Mud Arcana 10 13 Muddy Puddle 1x 1x Sour Wine +1 bonus to DC / DC +1
Mephit: Smoke Arcana 10 13 Smoky Essence 1x 1x Aqua Vitae +1 bonus to DC / DC +1
Mephit: Steam Arcana 10 13 Steam Cloud 1x 1x Aqua Vitae +1 bonus to DC / DC +1
Merfolk Suvival 10 13 Scale of the Sea 1x 1x Aqua Vitae +1d4 Poison damage / DC +1
Merror Nature 13 15 Reflective Shard 2x 2x Aqua Vitae +1d4 Poison damage / DC +1
Mimic Nature 13 15 Mimic’s Tongue 2x 2x Sour Wine +1 bonus to DC / DC +1
Mindflayer Arcana 15 20 Psionic Tentacle 3x 3x Soma +2 bonus to DC / DC +1
Regis
Minotaur Nature 13 15 Bull Horn 2x 2x Sal +1 bonus to DC / DC +1
Ammoniac
Modrone Arcana 13 15 Geometric Shard 1x 1x Sal +1d4 Fire damage / DC +1
Ammoniac
Mummy Religion 13 15 Ancient Linen 2x 2x Aqua Vitae +1d4 Cold damage / DC +1
Myconid Nature 10 13 Spore Sac 1x 1x Aqua Vitae +1 bonus to DC / DC +1

16 PART 5 | NATURE’S BOUNTY H-M


Associated Identify Harvest
Creature Name Ability DC DC Part Alchemy Herbalism Poison
Naga Nature 13 15 Serpentine Scale 2x 2x Sal +2d4 Poison damage / DC +1
Ammoniac
Naga: Bone Religion 10 13 Bone Fragment 1x 1x Aqua Vitae +1 bonus to DC / DC +1
Nightmare Religion 13 15 Fiery Mane 2x 2x Sal +2d4 Fire damage / DC +1
Ammoniac
Nothic Arcana 13 15 Aberrant Eye 2x 2x Sal +2d4 Acid damage / DC +1
Ammoniac
Ogre Suvival 13 15 Fatty Tissue 2x 2x Sal +1 bonus to DC / DC +1
Ammoniac
Oni Suvival 15 20 Oni Horn 3x 3x Fulminis Reduced CON score: -2 for 2d4
minutes / DC +2
Ooze Arcana 13 15 Gelatinous Glob 2x 2x Aqua Vitae +1 bonus to DC / DC +1
Orc Suvival 10 13 Orc Tusk 1x 1x Sal +1 bonus to DC / DC +1
Ammoniac
Otyugh Arcana 13 15 Noxious Slime 2x 2x Sour Wine +2d4 Psychic damage / DC +1
Owlbear Nature 13 15 Feathery Pelt 2x 2x Sour Wine +1d4 Poison damage / DC +1
Pegasus Religion 13 15 Divine Hoof 2x 2x Sal +2d4 Radiant damage / DC +1
Ammoniac
Peryton Nature 13 15 Antler Shard 2x 2x Aqua Vitae +2d4 Poison damage / DC +1
Piercer Nature 10 13 Dripping 1x 1x Aqua Vitae +2d4 Poison damage / DC +1
Stalactite
Pixie Religion 10 13 Shimmering Dust 1x 1x Sal +1 bonus to DC / DC +1
Ammoniac
Pseudodragon Nature 10 13 Scaled Wing 1x 1x Sal +2d4 Fire damage / DC +1
Ammoniac
Purple Worm Nature 20 25 Acidic Gland 4x 4x Zincon +3 bonus to DC / DC +1
Quaggoth Suvival 13 15 Fungal Spore 2x 2x Sour Wine +1 bonus to DC / DC +1
Rakshasa Religion 20 25 Fiendish Mask 4x 4x Fulminis Deafened for 1d4 minutes / DC
+3
Remorhaz Nature 20 25 Heat-Generating 4x 4x Cinnabar +2d6 Poison damage / DC +1
Organ
Roc Nature 20 25 Enormous Talon 4x 4x Amalgam Disadvantage on saving throws
for 2d4 minutes / DC +2
Roper Nature 13 15 Sticky Tendril 2x 2x Sal +1 bonus to DC / DC +1
Ammoniac
Rust Monster Nature 10 13 Corroded 1x 1x Sal +1 bonus to DC / DC +1
Antennae Ammoniac
Sahuagin Suvival 10 13 Shark Tooth 1x 1x Sal +1 bonus to DC / DC +1
Ammoniac
Salamander Arcana 13 15 Elemental Scale 2x 2x Aqua Vitae +2d4 Fire damage / DC +1
Satyr Religion 10 13 Goats Horn 1x 1x Sal +2d4 Radiant damage / DC +1
Ammoniac
Scarecrow Arcana 13 15 Tattered Cloth 1x 1x Aqua Vitae +2d4 Acid damage / DC +1
Shadow Religion 10 13 Shadow Essence 1x 1x Sal +1 bonus to DC / DC +1
Ammoniac
Shambling Mound Nature 13 15 Thorny Vine 2x 2x Sour Wine +1 bonus to DC / DC +1
Shield Guardian Arcana 15 20 Protective Sigil 3x 3x Aqua Vitae Disadvantage on attack rolls for
2d4 minutes / DC +2
Skeleton Religion 10 13 Undead Rib 1x 1x Sour Wine +1 bonus to DC / DC +1
Slaad Arcana 15 20 Chaotic Gem 3x 3x Soma Disadvantage on saving throws
Regis for 1d4 minutes / DC +2
Specter Religion 13 15 Ethereal Essence 1x 1x Sour Wine +1 bonus to DC / DC +1
Sphinx Nature 25 30 Human Tongue 5x 5x Amalgam Stunned for 2d4 minutes / DC +3
Sprite Religion 10 13 Ethereal Wing 1x 1x Aqua Vitae +2d4 Radiant damage / DC +1
Stirge Nature 10 13 Bloodsucking 1x 1x Aqua Vitae +1 bonus to DC / DC +1
Proboscis
Succubus/Incubus Religion 13 15 Throbbing Heart 2x 2x Sal +1 bonus to DC / DC +1
Ammoniac

PART 5 | NATURE’S BOUNTY N-S 17


on:0

Creature Associated Identify Harvest


Name Ability DC DC Part Alchemy Herbalism Poison
Tarrasque Nature 25 30 Unbreakable 5x 5x Black Renders inert: arcane magic for 2d4
Carapace Sulphur minutes / DC +3
Thri-kreen Suvival 13 15 Chitinous 1x 1x Sour Wine +1d4 Poison damage / DC +1
Forelimb
Treant Nature 15 20 Living Bark 3x 3x Sal Disadvantage on attack rolls for 2d4
Ammoniac minutes / DC +2
Troglodyte Suvival 10 13 Reptilian Tail 1x 1x Sour Wine +1d4 Poison damage / DC +1
Troll Suvival 13 15 Regenerating 2x 2x Aqua Vitae +1d6 Cold damage / DC +1
Organ
Umber Hulk Nature 13 15 Faceted Eye 2x 2x Sour Wine +1 bonus to DC / DC +1
Unicorn Religion 13 15 Enchanted Mane 2x 2x Aqua Vitae +1 bonus to DC / DC +1
Vampire Religion 13 15 Vampiric Fang 2x 2x Aqua Vitae +1 bonus to DC / DC +1
Spawn
Water Weird Arcana 13 15 Aquatic Essence 2x 2x Aqua Vitae +2d4 Fire damage / DC +1
Wight Religion 13 15 Essence Drainer 2x 2x Aqua Vitae +1d4 Necrotic damage / DC +1
Will-o-wisp Religion 13 15 Flickering Ember 2x 2x Aqua Vitae +1 bonus to DC / DC +1
Wraith Religion 13 15 Ethereal Chain 2x 2x Sal +2d4 Necrotic damage / DC +1
Ammoniac
Wyrven Nature 15 20 Venomous Barb 3x 3x Sour Wine +1d6 Fire damage / DC +1
Xorn Arcana 13 15 Elemental Crystal 2x 2x Aqua Vitae +1d6 Cold damage / DC +1
Yeti Nature 13 15 Frosty Fur 2x 2x Aqua Vitae +1 bonus to DC / DC +1
Yuan-ti Nature 13 15 Serpent Scale 2x 2x Sal +1 bonus to DC / DC +1
Ammoniac
Yugoloth Religion 13 15 Corrupted 2x 2x Sal +1 bonus to DC / DC +1
Essence Ammoniac
Zombie Religion 10 13 Rotting Flesh 1x 1x Sour Wine +2d4 Cold damage / DC +1

PART 5 | NATURE’S BOUNTY T-Z


18
New Rules
Dazed
A dazed creature can only do one of the following
things on their turn: move, use an action, or use a
bonus action. If a creature becomes dazed during
their turn, their turn ends.
Selling Crafted Items
While the majority of items created through the
practices of herbalism, the use of the poisoner’s kit,
and the craftsmanship of the alchemist’s kit fulfill
their intended purposes with precision, it is not
uncommon for a few to fall short of the desired
standards. Such occasional variations in quality may
pose challenges when it comes to selling these
crafted potions, poisons, and alchemical concoctions,
as convincing potential buyers of their exceptional
craftsmanship and effectiveness becomes
paramount.
Discovering New
Ingredients and
Formulas
There are various ways to discover new potion recipes
or ingredients. You can experiment on your own,
learn from experienced alchemists, herbalists, or
poison enthusiasts, or consult books on the subject.
Another method is to dismantle a potion or poison
and examine its components. However, this requires a
successful Intelligence (Nature) check to identify the
ingredients accurately.
Ingredient Analysis
DC Rarity
15 Common
20 Uncommon
25 Rare
30 Very Rare

PART 6 | NEW RULES 19


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previously designated as Product Identity is hereby designated as Product containing Open Game Content except as expressly licensed in another,
Identity and is used with permission and/or pursuant to license. All logos independent Agreement with the owner of such Trademark or Registered
and identifying marks of Kin’s Quill Publishing, any trade dress, identifying Trademark. The use of any Product Identity in Open Game Content does
words or phrases of Kin’s Quill Publishing and similar logos; By using this not constitute a challenge to the ownership of that Product Identity. The
product, you agree to comply with all of the terms of the Open Game owner of any Product Identity used in Open Game Content shall retain all
License Version 1.0a, and the terms and conditions of Kin’s Quill rights, title and interest in and to that Product Identity.
Publishing as set forth in this document. 8.Identification: If you distribute Open Game Content You must clearly
The following text is the property of Wizards of the Coast, Inc. and is indicate which portions of the work that you are distributing are Open
Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. Game Content.
1.Definitions: (a)”Contributors” means the copyright and/or trademark 9.Updating the License: Wizards or its designated Agents may publish
owners who have contributed Open Game Content; (b)”Derivative Material” updated versions of this License. You may use any authorized version of this
means copyrighted material including derivative works and translations License to copy, modify and distribute any Open Game Content originally
(including into other computer languages), potation, modification, distributed under any version of this License.
correction, addition, extension, upgrade, improvement, compilation, 10.Copy of this License: You MUST include a copy of this License with
abridgment or other form in which an existing work may be recast, every copy of the Open Game Content You Distribute.
transformed or adapted; (c) “Distribute” means to reproduce, license, rent, 11.Use of Contributor Credits: You may not market or advertise the Open
lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) Game Content using the name of any Contributor unless You have written
“Open Game Content” means the game mechanic and includes the permission from the Contributor to do so.
methods, procedures, processes and routines to the extent such content 12.Inability to Comply: If it is impossible for You to comply with any of the
does not embody the Product Identity and is an enhancement over the prior terms of this License with respect to some or all of the Open Game Content
art and any additional content clearly identified as Open Game Content by due to statute, judicial order, or governmental regulation then You may not
the Contributor, and means any work covered by this License, including Use any Open Game Material so affected.
translations and derivative works under copyright law, but specifically 13.Termination: This License will terminate automatically if You fail to
excludes Product Identity. (e) “Product Identity” means product and comply with all terms herein and fail to cure such breach within 30 days of
product line names, logos and identifying marks including trade dress; becoming aware of the breach. All sublicenses shall survive the termination
artifacts; creatures characters; stories, storylines, plots, thematic elements, of this License.
dialogue, incidents, language, artwork, symbols, designs, depictions, 14.Reformation: If any provision of this License is held to be unenforceable,
likenesses, formats, poses, concepts, themes and graphic, photographic and such provision shall be reformed only to the extent necessary to make it
other visual or audio representations; names and descriptions of characters, enforceable.
spells, enchantments, personalities, teams, personas, likenesses and special 15.COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000,
abilities; places, locations, environments, creatures, equipment, magical or Wizards of the Coast, Inc.
supernatural abilities or effects, logos, symbols, or graphic designs; and any 16.Acknowledgements: “The River’s Curse” by Thomas Lorenti is
other trademark or registered trademark clearly identified as Product Copyright 2023, Kin’s Quill Publishing. Dead Dragon illustration by Chris
identity by the owner of the Product Identity, and which specifically Cold. This work features art by Daniel F. Walthall, found at:
excludes the Open Game Content; (f) “Trademark” means the logos, names, drivethrurpg.com/product/181517, available under a CC BY 4.0 license:
mark, sign, motto, designs that are used by a Contributor to identify itself or creativecommons.org/licenses/by/4.0/.
its products or the associated products contributed to the Open Game
License by the Contributor (g) “Use”, “Used” or “Using” means to use, System Reference Document Copyright 2000–2003, Wizards of the Coast,
Distribute, copy, edit, format, modify, translate and otherwise create Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker,
Derivative Material of Open Game Content. (h) “You” or “Your” means the Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D.
licensee in terms of this agreement. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary
Gygax and Dave Arneson.
All other content © 2023 Kin’s Quill Publishing
Authors: Thomas Lorenti

ACT 3 | APPENDICES
20

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