Doktor Krankmann's Clinic, Apothecary, and Bespoke Artifacts

by Krankmann

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Updated Nov 5, 2021

Doktor Krankmann's Clinic, Apothecary, and Bespoke Artifacts

Placing Orders

How To

Submit your order in writing or verbally to my homunculus, Corvid (pictured below).

[Doktor Krankmann has retired from adventuring and spends all of his time at the shop. You do not need to submit your order in writing anymore.]

Special Orders

Just because it does not appear in my catalogue does NOT mean I cannot make it. If you require a specific item or potion, you can still request it. I will see what can be done. Additional fees may apply.

Prices

Prices are listed in catalogue are in gold pieces, the currency that civilized people deal in. Some individuals have come in asking about "loot points" or some such. No such currency exists.

[1 loot point = 100 gp, and vice versa.]

Experimental Potions

Are you strapped for money as well as self-preservation instinct? As long as you sign the appropriate waivers, you may purchase potions with GUARANTEED side effects at half normal price. Once again, I cannot be held responsible for your poor choices. Additionally, if you administer one of these potions to another individual, you are responsible for any mental, physical, or spiritual harm and/or additional appendages they may cause.

Catalogue

Potions
Name
Price
Potion of Healing 1/2 LP
Potion of Greater Healing 3 LP
Potion of Superior Healing 8 LP
Antidote Potion (Type I or II) 1/2 LP
Oil of Eternal Fire 2 LP
Potion of Defence (Type I) 1 LP
Potion of Defence (Type II) 10 LP
Potion of Dragon's Breath 2 LP
Potion of Hill Giant Strength 3 LP
Potion of Invisibility 3 LP
Potion or Oil of Resistance 3 LP
Potion of Rest 2 LP
Potion of Restoration (Type I) 2 LP
Potion of Sleeping 3 LP
Spirit Oil 1 LP

Catalogue cont.

Artifacts
Name
Price Attune
Air Mask 6 LP N
Amulet of Teamwork 8 LP Y
Arcanist's Gilder 10 LP Y*
Armour +1 35 LP N
Bag of Holding (500 lbs) 25 LP N
Battlestrider Greaves 7 LP N
Bracers of Defence 35 LP Y
Bracers of Merfolk 8 LP Y
Brute Gauntlets 3 LP N
Cantrip Ring (Type I) 7 LP Y
Cat's Eye Ring 8 LP N
Cloak of Elvenkind 8 LP Y
Cloak/Amulet of Protection 9 LP Y
Dagger of Concealment 5 LP N
Dragon-Net 2 LP N
Efficient Quiver 10 LP N
Eyes of the Arcanist (Type II) 60 LP N
Far Realm Shard 20 LP Y
Gauntlets of Ogre Power 15 LP Y
Girdle of the Stag 8 LP Y
Gloves of Thievery 6 LP N
Insignia of Claws 8 LP Y
Lamp of Plant Growth 6 LP N
Lightning Bolter 12 LP Y
Needle of Repair 2 LP N
Overshield 14 LP Y
Personal Sanitizer (Portable or Fixed) 1 LP N
Planelock Net 8 LP Y
Quill Pen of Necromancy 6 LP N
Razor Bracers 7 LP N
Ring of Beasts - Mouse 8 LP Y
Ring of Jumping 8 LP Y
Ring of Warmth 8 LP Y
Shield, +1 8 LP N
Staff of Winter 8 LP Y
Storm Boomerang 8 LP N
Wand of the Warmage +1 8 LP Y
Weapon, +1* 8 LP N
Weapon, +1 Flaming* 10 LP Y
Ammunition and Consumables
Name
Price
Arrow of Aggravation 1 LP
Arrow of Extended Range (Type I) 1/2 LP
Arrow of Extended Range (Type II) 2 LP
Arrow of Harm 3 LP
Beli Arrow 3 LP
Bolt Net 1 LP
Caltrop Grenade 2 LP
Door Chalk 2 LP
Dream Stone 2 LP
Dust of Dryness 2 LP
Healing Arrow 2 LP
Phosphor Ammunition 1 LP
Runic Ammunition 4 LP
Walloping Ammunition 1 LP

Item Descriptions

Potions

Antidote Potion

Potion, common

When you use your action to drink this potion, you immediately lose the poisoned condition and heal 1d6 hit points. The type of the poison depends on what inflicted the poison and applies to natural weapon attacks only, not to poisoned weapons wielded by that creature. This potion is a pale, translucent yellow or brown.

  • Type I (Common): This will cure a toxin delivered by a beast, dragon, humanoid, giant, or monstrosity.
  • Type II (Common): This will cure a toxin delivered by an ooze or plant.
Oil of Eternal Fire

Potion, uncommon

This lamp oil will keep a normal lamp burning constantly for 1 week. Otherwise, this oil is non-flammable and non-explosive. A container usually contains 1d4+2 doses.

Potion of Defence

Potion, common (Type I) or rare (Type II)

When you drink this potion, you gain a +1 (Type I) or +2 (Type II) bonus to your AC for 1 hour. This potion looks steely-gray and is rather granular, tasting of iron filings.

Potion of Dragon’s Breath

Potion, uncommon

After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.

Potion of Hill Giant's Strength

Potion, uncommon

When you drink this potion, your Strength score becomes 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than 21.

This vibrant red potion has a sliver of a hill giant's toenail floating in it and a surprisingly floral scent.

Potion of Invisibility

Potion, uncommon

This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

Potion of Rest

Potion, common

When you drink this potion, you lose 1 level of exhaustion. This potion is brown and bubbly. You can only benefit from one such potion between long rests.

Potion of Restoration (Type I)

Potion, common

This potion is blue with a white bead in it; the bead continually pulses, like a heart. When you drink this potion, you are under the effects of a lesser restoration.

Potion or Oil of Resistance (Various)

Potion, uncommon

When you drink this potion, you gain resistance to specified damage type for 1 hour. The damage type is chosen at the time of crafting. All damage types except for physical ones (bludgeoning, piercing, slashing) are available.

Potion of Sleeping

Potion, common

When you drink this potion, you instantly fall into a peaceful sleep for 1 hour—but only if you are willing. When you wake up, you are considered to have taken a long rest. If you are struck, or if there are very loud sounds within 10 feet of you, you will wake up instantly, without any grogginess, but will not gain the benefits of this potion.

You may only benefit from this potion once every 2 days. This potion is a soft, restful blue in color.

Potion of Superior Healing

Potion, rare

You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

Spirit Oil

Potion, uncommon

If applied to a corpse, this oil allows you to speak with it as if you had cast Speak with Dead.

Artifacts

Air Mask

Wondrous Item, uncommon

This mask produces a constant stream of fresh air when worn, allowing you to breathe normally underwater, in a thin atmosphere, or in an airless void.

Amulet of Teamwork

Wondrous item, uncommon (requires attunement)

While you wear this amulet, you gain advantage on attacks against creatures you are flanking.

Arcanist's Gilder

Wondrous item, uncommon (requires attunement by a wizard)

This golden badge is usually given to wizards who either excel at or have mastered abjuration magic as a symbol of their accomplishments. While wearing this badge, you always have the Shield spell prepared if you know it, and it doesn't count against the number of spells you can prepare each day.

In addition, whenever you cast the Shield spell, you can take another reaction before the start of your next turn. This second reaction can't be used to cast the shield spell again.

Armour, +1

Any armour , rare

You have a +1 bonus to AC while wearing this armor.

Bag of Holding

Wondrous item, uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

WARNING: Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Battlestrider Greaves

Wondrous item, uncommon

These greaves only function when attached to heavy armour. You gain an additional 5 ft. of movement while wearing the armour.

Bracers of Defence

Wondrous item, rare (requires attunement)

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no Shield.

Bracers of Merfolk

Wondrous item, uncommon (requires attunement)

While wearing these bracers, you gain a swim speed of 30 feet and can breathe water as easily as air.

Brute Gauntlets

Wondrous item, common (requires attunement by a barbarian, fighter, paladin or ranger)

These fur gauntlets have 3 charges, which they regain at dawn. When you hit a creature with a melee weapon attack, you can expend a charge as a free action to gain a +3 damage bonus on that attack.

Cat's Eye Ring

Wondrous item, uncommon

While wearing this ring, you have darkvision to 60 feet. If you already have darkvision, it adds an additional 60 feet to its range.

Cantrip Ring (Type I)

Wondrous item, uncommon (requires attunement)

This ring has a single cantrip stored within it, chosen at the time of crafting. While attuned to this ring, you may use your action to cast it. The spell save DC is equal to 8 + either your Charisma or Intelligence modifier; if you are a spellcaster, you use your own spell save DC.

Cloak of Elvenkind

Wondrous item, uncommon (requires attunement)

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

Cloak of Protection

Wondrous item, uncommon (requires attunement)

You gain a +1 bonus to AC and saving throws while you wear this cloak. Also available as an amulet.

Dagger of Concealment

Weapon (dagger), uncommon

When you say the command word, this dagger can change into a plain gold ring or back again.

Dragon-Net

Weapon (net), common

Each dragon-net has a flask of Alchemist’s Fire on it, and breaking free of the net requires not only a Strength DC 10 check but a DC 13 Dexterity check as well to avoid shattering the Alchemist’s Fire on the netted creature (1d4 fire damage at the start of each of its turns; DC 10 Dexterity check as an action to end). A failed attack against the net also shatters the Alchemist's Fire. A dragon-net otherwise has the same stats as a regular net.

Efficient Quiver

Wondrous item, uncommon

Each of the quiver's three compartments connects to an extradimensional space that allow the Quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty Arrows, bolts, or similar Objects. The midsize compartment holds up to eighteen javelins or similar Objects. The longest compartment holds up to six long Objects, such as bows, quarterstaffs, or spears.

You can draw any item the Quiver contains as if doing so from a regular Quiver or scabbard.

Eyes of the Arcanist (Type II)

Wondrous item, rare

These crystal lenses fit over the eyes. Each pair of lenses has three charges, and regains all expended charges each dawn. When you wear these lenses, you may use your action to expend 1 charge to cast true seeing.

Far Realm Shard

Wondrous item, rare (requires attunement)

This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

When you use a Metamagic option on a spell while you are holding or wearing the shard, you can cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn.

Gauntlets of Ogre Power

Wondrous item, uncommon (requires attunement)

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them.

Gloves of Thievery

Wondrous item, uncommon

While wearing these gloves, you gain a +5 bonus to Sleight of Hand checks and Dexterity checks made to pick locks. Additionally, the gloves become invisible while worn.

Girdle of the Stag

Wondrous item, uncommon (requires attunement)

While you wear this girdle, your base speed increases by 10 ft. Additionally, you can speak with animals at will.

Lamp of Plant Growth

Wondrous item, uncommon

The light this lamp produces is treated as sunlight in all respects, including its effect on creatures with the Sunlight Sensitivity and Sunlight Hypersensitivity traits. Its primary use is in growing plants indoors.

Lightning Bolter

Weapon (any crossbow), uncommon (requires attunement)

This magic weapon grants an additional +1 to attack rolls and damage rolls. As a bonus action, you can cause the weapon to crackle with electricity for 1 minute, during which it deals an additional 1d6 electricity damage on a hit. While the effect is active, a roll of a natural 20 on an attack causes the target to be unable to take reactions until the start of its next turn; on a roll of a natural 1, the wielder takes 1d6 electricity damage as the weapon short-circuits.

Needle of Repair

Wondrous item, common

You may use this needle to cast the Mending cantrip on any nonmagical cloth, leather, or metallic item. Doing so takes 10 minutes.

Overshield

Armor (shield), uncommon (requires attunement)

While holding this large shield, you gain a +1 bonus to your AC. This bonus is in addition to the shield's normal bonus to AC. The bonus increases to +2 while you have at least 1 temporary hit point. While you have temporary hit points, the shield emits a slight blue glow.

In addition, you can channel the heroic resolve within the shield using an action to gain 1d6+8 temporary hit points. Once you've used this ability, you can't use it again until the following dawn.

Personal Sanitizer (Portable or Fixed)

Wondrous item, common

A crystal sphere one foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person.

Planelock Net

Weapon (net), uncommon (requires attunement)

This magical net is extraordinarily tough; it requires 25 points of slashing damage or a Strength check, DC 17, for a creature to be freed from the net. Creatures trapped by the net cannot use any magic or innate abilities that would allow them to teleport or plane shift.

Quill Pen of Necromancy

Wondrous item, uncommon

If you dip this pen in special ink and place it on a blank sheet of paper or parchment, which is put on the grave of any dead creature (or on top of the corpse, or next to the urn), you may then use the pen to cast speak with dead. You may ask three questions, and the quill pen animates to answer them. You must create the ink by burning a bone (of any type) and mixing the ashes with normal ink. Once you use this ability, you can’t use it until the following dawn.

Razor Bracers

Wondrous item, uncommon

These bracers have sharp edges that make creatures that choose to grapple you pay dearly. If a creature grapples you or restrains you with its body, you can use your reaction to deal 1d10 slashing damage to it. In addition, each time it starts its turn, it suffers 1d10 slashing damage. This ends if the grapple or restraint ends.

Ring of Beasts - Mouse

Wondrous item, uncommon (requires attunement)

This bronze ring has various mice etched into the inner side of the ring, with one mouse on the outer side of the ring. While attuned and wearing this ring you may use a bonus action to disengage. In addition you gain a climb speed of 20ft and take 2d6 reduced fall damage.

Ring of Jumping

Wondrous item, uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

Ring of Warmth

Wondrous item, uncommon (requires attunement)

While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.

Shield, +1

Armour (shield), uncommon

While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

Staff of Winter

Staff, uncommon (requires attunement by a spellcaster)

This staff serves as a spellcasting focus. When you use it to cast a spell that deals cold damage and the target fails its saving throw against that spell, its speed is reduced by 10 ft. If the spell has an attack roll and no save and you hit by at least 4, the target's speed is reduced by 10 ft.

The target or another creature able to reach it can use an action to make a DC 15 Strength check to break free of the ice immuring it and to end the effect.

Storm Boomerang

Weapon (Boomerang), uncommon

This boomerang is a ranged weapon with the Finesse, Light, and Thrown (Range 60/120) traits, and any creature that is proficient with the javelin is also proficient with this weapon. Carved from griffon bone and etched with the symbol of elemental air, on a hit, the boomerang deals 1d4 bludgeoning damage and 3d4 thunder damage, and the target must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next turn. On a miss, the boomerang returns to the thrower’s hand. Once the boomerang deals thunder damage to a target, the weapon loses its ability to deal thunder damage and its ability to stun a target. These properties return after a short rest.

Wand of the Warmage +1

Wand, uncommon (requires attunement by a spellcaster)

While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

Weapon, +1

Weapon (any), uncommon

This magic weapon has a +1 bonus on attack and damage rolls with it.

Weapon, +1 Flaming

Weapon (any), uncommon (requires attunement)

The inferior cousin of the flame tongue, a flaming weapon blazes with fire when you speak the command word as a bonus action. The flames last until the weapon is sheathed, you use a bonus action to speak the command word again, or the weapon leaves your hand. While flaming, the weapon sheds bright light in a 20' radius and dim light for an additional 20' beyond, and it deals an extra 1d6 fire damage to any target that it hits. This magic weapon has a +1 bonus on attack and damage rolls with it.

Ammunition and Consumables

All ammunition is available as arrows and bolts, regardless of their names, unless otherwise noted.

Arrow of Aggravation

Weapon (ammunition), uncommon

When this magical arrow hits a creature, that creature becomes filled with anger for 1 minute. While filled with anger, the creature must attempt to attack you on its turn, in melee if possible, and gains advantage on melee attack rolls against you. However, it grants advantage on attacks made against it. At the end of each of its turns, the creature can make a DC 11 Wisdom save to end the effect.

Arrow of Extended Range (Type I or II)

Weapon (ammunition), common (Type I) or uncommon (Type II)

This arrow doubles (Type I) or triples (Type II) the normal range of the bow from which it is fired. If this arrow can be retrieved, it can be reused.

Arrow of Harm

Weapon (ammunition), uncommon

This arrow deals double damage to a particular type of creature (e.g., beast, monstrosity, etc.), chosen at the time of crafting. Once it deals its extra damage to a creature, it becomes a nonmagical arrow.

Beli Arrow

Weapon (ammunition), uncommon

Each of these arrows are completely made of ice and as such seem be uncomfortable to hold for long periods of time. Attacks made with these arrows deal an additional 1d4 cold damage and force the target to make a Con save (DC 13), if they fail the saving throw the target gains 2 levels of exhaustion.

Once a target has gained exhaustion by a Beli arrow the target becomes immune to other Beli arrows exhaustion effects for 24 hours.

Bolt Net

Weapon (ammunition), common

This set of tightly wound crossbow bolts are popular among trappers. When fired from a light or heavy crossbow, the bolts come unwound, revealing a weighted net. The added weight of this ammunition decreases the effective range of any crossbow weapon to 30 feet. Targets hit by this ammunition must succeed a DC 13 DEX save or be restrained and knocked prone.

This ammunition affects creatures up to one size larger than the user. A creature can break free by making a DC 12 Strength check or by dealing 5 points of slashing damage to the net. The net has an AC of 10.

The ammunition is destroyed after deployment.

Caltrop Grenade

Adventuring gear, uncommon

As an action, you can throw this grenade up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the grenade as an Improvised Weapon. On a hit, the target takes 3d8 piercing damage and other creatures within 5 ft must make a DC 11 Dexterity saving throw or take 1d8 piercing damage.

Doorchalk

Wondrous item, common

A stick of chalk with a sprinkle of rainbow in the lime. This chalk contains three charges. While holding it, you may expend a charge to cast Misty Step as an action on a point you can see by drawing a chalk door on a surface and stepping through.

Dream Stone

Wondrous item, uncommon

This small stone has lunar symbols carved upon it. If you sleep with one of these stones under your head, you will receive a cryptic dream about events in the near future, or about the solution to a problem that has been stymieing you for some time. It has a 50 percent chance to give helpful dreams, and a 50 percent chance to give useless dreams masquerading as helpful ones. Once you use the dream stone, it becomes nonmagical.

Dust of Dryness

Wondrous item, uncommon

This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.

Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.

An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.

Healing Arrow

Weapon (ammunition), uncommon

This magic ammunition is made by the elder clerics of nature and hunting deities. An attack made with it deals no damage to any target it hits. When you hit a creature other than yourself with this ammunition, that creature regains hit points equal to 2d4 + your Dexterity and Wisdom modifiers (minimum 1). If the target is a friendly creature, you have advantage on the attack. Once it hits a creature, this ammunition dissolves into pure healing magic and is destroyed. It has no effect on undead or constructs.

Phosphor Ammunition

Weapon (ammunition), uncommon

This ammunition is tipped with an alchemical concoction that ignites on impact, casting bright light in the space it impacts and dim light in a 5-foot radius. A creature struck by the ammunition takes 1 fire damage at the start of each of their turns and can be detected more easily, granting other creatures advantage on Wisdom (Perception) checks made to see them and being revealed if invisible. The phosphorous burns for 1 minute or until a creature spends an action to remove or snuff out the alchemical flame. The ammunition is destroyed by the alchemical solution, preventing it from being recovered once fired.

Runic Ammunition

Weapon (ammunition), rare

Runic ammunition is etched with runes and are magically discordant to spellcasters. When hit by a piece of runic ammunition, a creature has disadvantage on any resulting Constitution saving throw to maintain concentration on a spell.

Runic ammunition has a +1 bonus on attack and damage rolls made with it. Once it hits a target, the ammunition is no longer magical.

Also available as sling bullets.

Walloping Ammunition

Weapon (ammunition), common

This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 11 Strength saving throw or be knocked prone.

 

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