Alchemy - Standalone - 1.0

by KibblesTasty

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Alchemy

Alchemy is a crafting art that almost all adventures have some degree of interest in the results of. The source of the ever in demand Healing Potions, it is a versatile trade that fuels (sometimes quite literally) the adventuring life.

It doesn't take many experiences with the powers of potions for an adventure to consider if they can get away with simmering a healing potion next to the stew over that night's cooking fire... of course it's easier said than done for the result of such things to come away not poisonous.

Alchemy tends to be a very quick form of crafting, but with this comes additional risks with most crafts resting on a single roll, and failure resulting in the loss of all materials. Although taking that chance is frequently worth it during a busy adventuring season, consider the "Taking 10" option outlined in the craft introduction when speed is not of the essence.

Kibbles' Crafting System

This is a standalone piece of Kibbles' Crafting System. For blacksmithing, enchanting, cooking, leatherworking, and more, get the full system at https://www.patreon.com/KibblesTasty for $1.

Quick Reference

Though the page count may lead one to believe the process is complicated, that comes down to specificity, and largely exists only for reference. The core loop of crafting is quite simple and easy to follow:

  • Select a potion that you would like to craft from the "Potions Crafting Table".
  • Acquire the items listed in the materials column for that potion.
  • Use your Alchemy Supplies tool to craft the potion using the number hours listed in the Crafting Time column, or during a long rest using the crafting camp action if the crafting times is 2 hours or less. Alchemy items must be crafted in a single session.
  • For every 2 hours, make a crafting roll of 1d20 + your Intelligence or Wisdom modifier (your choice) + your proficiency bonus with Alchemy Supplies. You can abort the craft after a bad crafting roll if you wish, this counts as a failure.
  • On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the magic item is complete. On failure, the crafting time is lost and no progress has been made during the 2 hours. If you fail 3 times in a row, the crafting is a failure and all materials are lost.

Shelf Life & Expired Potions

A unique attribute to alchemy, potions once crafted have a shelf life of 1 year before coming expired. This shelf life is shortened to 1 month if the potion contains any reactive ingredient.

If an expired potion is used or consumed within double its shelf life, roll a d4. On a 1, you become poisoned for 1 minute. On a 2 or 3, the potion will work with reduced effect; it's duration will be halved if it had a duration, and damage or healing it dealt with by halved. On a 4, it works as expected.

Any potion that is older than twice its shelf life has no effect besides causing the imbiber to become poisoned for 1 minute.

Crafting Roll

Putting that together means that when you want to work on Alchemy, your crafting roll is as follows:

Alchemy Modifier = your Alchemy Supplies tool proficiency bonus + your Intelligence or Wisdom modifier (your choice).

Success and Failure

For Alchemy, after you make the crafting roll and succeed marks your progress on a crafting project. If you succeed, you make 2 hours of progress toward the total crafting item (and have completed one of the required checks for making an item). Checks for Alchemy must be consecutive, meaning that if you wish to continue after a failed craft, you need to extend your crafting time.

Failure means that no progress is made during that time. Once an item is started, even if no progress is made, the components reserved for that item can only be recovered via salvage. If you fail three times in a row, all progress and materials are lost and can no longer be salvaged.

Alchemy Saving Throw

Some alchemical creations trigger a saving throw. In instances that they do, the following is the formula for calculating the saving throw. The saving throw is calculated at the time of creation based on the creators attributes and proficiency, and does not change once it is created.

Alchemy DC = 8 + your Alchemy Supplies tool proficiency bonus + your Intelligence or Wisdom Modifier (your choice).

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 Alchemy supplies when creating healing potions, antidotes, antitoxins, and potions of poison.

When crafting in this way, you use an Herbalism Kit and proficiency with it in place of Alchemy Supplies. This crafting otherwise works the same as using Alchemy Supplies.

You can add additional reagent modifiers when crafting in this way.

Crafting Time

All items have a crafting time measured in hours. Crafting is completed in 2 hour chunk. A crafting roll is made every 2 hours. For each two hours, make a crafting roll.

On success, you mark 2 hours of completed time. Once the completed time is equal to the crafting time, the item is complete. On failure, the crafting time is lost and no progress has been made during the 2 hours.

If you fail three times in a row, the crafting is a failure and all materials are lost.

Crafting During a Rest

During a long rest, you can make up to 2 hours of progress during a crafting project if you do nothing else during the long rest besides craft and sleep. During this time, you have disadvantage on any Wisdom (Perception) checks and a -5 to all Passive Perception checks as you are focused on your craft.

You can make 2 hours of progress on any crafting project by taking this camp action. For most projects, this progress can be banked completing the project 2 hours at a time. For some types of crafting, like alchemy, you cannot make incremental progress, but you can continue for 2 additional hours of crafting before or after a long rest in which you took the camp action "craft" to get 4 hours (for example).

Camp Actions

A recommended system is the Kibbles Camp Actions which can be found here and provide more formalized rules for how to make use of your time during a long rest.

Crafting Rolls

Each profession lists the related ability modifier and tool used to calculate your crafting roll modifier. In many cases, attempting to craft without the applicable tool is impossible. Your DM may allow improvised tools, and in that case the check is made with disadvantage.

Beyond the tool, most branches of crafting require a heat source, alchemy requires a heat source. This can range for a laboratory set up to a simple camp fire.

Expertise

Features that grant tool expertise (the ability to add twice your proficiency bonus to ability checks made with a tool) are calculated into your crafting roll modifier, but do not add to an the calculated DC the effects of that item have.

Temporary Bonuses

A crafting roll is a special type of ability check and you cannot add temporary bonuses to your roll (such as Bardic Inspiration or the spell guidance) as the crafting roll represents the entire time you spend working the item.

You can gain can advantage if another player with proficiency in the related tool helps for the whole crafting time.

Taking 10

When you craft something, double the crafting period (from 2 hours to 4 hours per check) to "take a 10" on the crafting roll, meaning that your crafting checks are 10 + your related ability score + your related tool proficiency. This provides a floor level that you can always succeed on if you choose to take your time.

NPC Crafting

It should always be assumed that when NPCs are crafting, they take this option, and thus craft more slowly but reliably. The slap-dash speed crafting is largely the domain of the players, though at the DM's discretion the players may convince a NPC to craft faster assuming the risk of their materials.

Materials

Without materials, there is nothing to craft from. Crafting does not make things from thin air, it makes more useful things from less useful things. Gathering the materials will be the essential first step in any job. Materials are generally found in three ways.

Loot & Salvaging: Nothing is useless when you have a party of crafters. One of the main sources of materials will be the things you find - nothing is useless when you have an expert craftsman in the party.

Gathered & Harvesting: How something is gathered varies on the profession - in many cases, it can only be gathered when the opportunity arises. Harvesting and Gathering rules can be found at the end of the document.

Purchasing: Rarely will everything you need to craft what you want fall into you hands without the assistance of the oldest and most powerful tool of any craftsman - money. When you don't have what you need, frequently you can buy it. For some professions, there will be a lot more materials that can be purchased, while others will rely more on the other routes.

Selling and Buying Materials

In general, the buying price of a material is it's listed value, and its selling price is usually half of that to an interested property.

Between negotiation, market fluctuation, and DM moods, you may get better or worse prices. Note that many materials are simply junk to a party that does not have a use for them, and will only sell to interested parties that can use or resell them.

Threatening to burn down a merchant's shop because they will not offer you the listed price may result in an Intimidation check, but does not change market realities and is typically not beneficial to your reputation - most merchants that have the gold to buy and sell expensive materials have dealt with adventurers before and are not easily intimidated.

Types of Meterials

Reagents

Reagents are huge range of things; most often they are plants that contain some magical essence, but almost as frequently they are harvested from various magically inclined monsters. The exact source of a reagent usually does not matter beyond defining its type, as the part of the reagent used is the fragment of magic contained within that is distilled out.

Reagents are the There are many different ways to make a potion. Consequently, the materials are sorted into categories. These categories include curative, reactive, and poisonous. These each come in the standard material rarities: common, uncommon, rare, very rare, and legendary.

Reagents cannot be salvaged once they have been combined into another form (such as potions, essences, or ink).

Interchangeable Reagents

All curative, reactive, and poisonous ingredients are interchangeable. This is intentional to drastically simplify the crafting process and tracking thereof. Individual names are included only to deepen the immersion of the finding and buying ingredients, and can be treated as interchangeable by their label if preferred.

Essences

While reagents are substances that contain a glimmer of magical power that can be harnessed through refinement, Essences are more purified forms of magical power.

These come in three types: Arcane, Divine and Primal as well as in the five normal rarities (common, uncommon, rare, very rare, and legendary). These essences are the pure stuff of magic that makes things work.

You can get these by rendering down magical reagents, salvaging magic items, harvesting them from magical monsters, or through the hard work of spell casters. Or you can find them as loot from people that have already done one of those harder steps. The rules for rendering them down from materials are contained within each branch of crafting, while the rules for creating them yourself are under Enchanting, as it is their domain and skill set needed to do so.

While all branches occasionally use essences when extra magical power is needed, they are the primary material of Enchanters, and their pricing can be found in that section.

Essences can be found as loot during the courses of your adventures, but can also be harvested (from monsters), salvaged (from magical equipment), synthesized (from reagents), or created from the raw power of a spell caster, though the method is long and arduous.

Salvaging Essences

You also may be able to salvage magical essence from unwanted or broken magical items, though such a reclamation process can be difficult, and rarely results in more than a fraction of the essence infused into the original item. An item returns one essence equal to its rarity when harvested. The process takes 2 hours to complete, and does not work if the item is currently attuned to any creature. An essence can only be salvaged from permanent magic items; a permanent magic item is one that recharges or does not have a limitation on its charges or uses. A magic item with charges or uses can only be salvaged while it is at full charges or uses.

The item becomes nonmagical after the essence is salvaged from it. If it required magic to function or exist, it is destroyed.

Synthesizing Essences

In addition to harvesting essences from magical monsters fully intact, a more approachable and incremental way is to combine several reagents to get an essence. You have to combine three reagents of the same rarity to gain one essence of that rarity. You can combine essences in the following ways:

Essence Component Reagents
Arcane 1 curative, 1 poisonous, 1 reactive
Primal 3 reactive
Divine 2 curative, 1 reactive

This process takes 4 hours, and requires alchemy supplies and a heat source.

Purchasing Tables by Type

Magical Materials
Materials Rarity Used For Price
Common Reagent Common Alchemy, Poisoncraft 15 gp
Glass Vial Common Alchemy, Poisoncraft 1 gp
Glass Flask Common Alchemy, Poisoncraft 1 gp
Crystal Vial Common Alchemy 10 gp
Common Essence Common Alchemy, Enchanting, Scroll Scribing, Wand Whittling 45 gp
Common Magical Ink Common Scroll Scribing 15 gp
Uncommon Reagent Uncommon Alchemy, Poisoncraft 40 gp
Uncommon Essence Uncommon Alchemy, Enchanting, Scroll Scribing, Wand Whittling 150 gp
Rare Reagent Rare Alchemy, Poisoncraft 200 gp
Rare Essence Rare Alchemy, Enchanting, Scroll Scribing, Wand Whittling 700 gp
Very Rare Reagent Very Rare Alchemy, Poisoncraft 2,000 gp
Very Rare Essence Very Rare Alchemy, Enchanting, Scroll Scribing, Wand Whittling 7,000 gp
Legendary Reagent Alchemy, Poisoncraft Alchemy, Poisoncraft 5,000 gp
Legendary Essence Legendary Alchemy, Enchanting, Scroll Scribing, Wand Whittling 25,000 gp
Standard Potions Crafting Table
Name Materials Crafting Time Checks Difficulty Rarity Value
Alchemical AcidK 2 common reactive reagent
1 common poisonous reagent
1 glass flask
1 hour 1 DC 13 Common 50 gp
Alchemical FireK 3 common reactive reagent
1 glass flask
1 hour 1 DC 13 Common 50 gp
Alchemical NapalmK 3 common reactive reagent
1 common curative
1 glass flask
2 hours 1 DC 14 Common 70 gp
Antitoxin 2 common curative reagent
1 common poisonous reagent
1 glass vial
1 hour 1 DC 13 Common 50 gp
Bottled WindK 2 common reactive reagents
1 glass flask
1 hour 1 DC 14 Common 40 gp
Burning OilK 2 common reactive reagents
1 glass vial
1 hour 1 DC 13 Common 40 gp
Healing Potion 3 common curative reagent
1 glass vial
1 hour 1 DC 13 Common 50 gp
Potion of Climbing 1 common reactive
1 common poisonous
1 uncommon reactive
1 glass vial
1 hour 1 DC 14 Common 85 gp
Potent Alchemical AcidK 2 uncommon reactive reagent
1 uncommon poisonous reagent
1 glass flask
1 hour 1 DC 15 Uncommon 140 gp
Flametongue OilK 2 uncommon reactive reagents
1 common arcane essence
1 glass vial
1 hour 1 DC 16 uncommon 170 gp
Dust of Dryness 1 uncommon poisonous reagent
3 uncommon reactive reagents
4 hours 2 DC 16 Uncommon 200 gp
Sticky Goo PotionK Either (a) 1 finely shredded scroll of web
or (b) 2 uncommon poisonous reagents
1 uncommon reactive reagent
1 glass flask
2 hours 1 DC 14 Uncommon 140 gp
Potent Alchemical FireK 3 uncommon reactive reagent
1 glass flask
1 hour 1 DC 15 Uncommon 140 gp
Potion of Animal Friendship 2 common reactive
1 common poisonous
1 uncommon curative
1 primal common essence
1 glass vial
1 hour 1 DC 13 Uncommon 145 gp
Potion of Firebreath 1 common reactive reagent
1 uncommon reactive reagent
1 glass vial
2 hours 1 DC 15 Uncommon 75 gp
Potion of Growth 1 common reactive reagent
1 uncommon curative reagent
1 uncommon reactive reagent
1 glass vial
2 hours 1 DC 14 Uncommon 115 gp
Greater Healing Potion 1 common curative reagent
2 uncommon curative reagent
1 glass vial
2 hours 1 DC 15 Uncommon 120 gp
Potion of Poison 1 common poisonous
1 uncommon poisonous
1 glass vial
1 hour 1 DC 13 Uncommon 65 gold
Standard Potions Crafting Table (Cont)
Name Materials Crafting Time Checks Difficulty Rarity Value
Potion of Resistance 1 uncommon primal essence
1 uncommon reactive reagent
1 common curative reagent
1 glass vial
2 hours 1 DC 15 Uncommon 240 gp
Potion of Water Breathing 1 common reactive
1 uncommon poisonous
1 uncommon reactive
1 glass vial
2 hours 1 DC 15 Uncommon 120 gp
Potion of Hill
Giant Strength
1 uncommon primal essence
1 uncommon reactive reagent
1 uncommon curative reagent
4 hours 2 DC 15 Uncommon 260 gp
Potion of Clairvoyance 1 uncommon reactive
1 uncommon poisonous
1 rare curative
1 rare reactive
1 arcane common essence
1 glass vial
2 hours 1 DC 16 Rare 570 gp
Potion of Gaseous Form 1 uncommon curative
1 uncommon reactive
1 rare curative
1 rare reactive
1 glass vial
2 hours 1 DC 16 Rare 560 gp
Potion of Diminution 1 uncommon curative
1 rare curative
1 rare poisonous
1 glass vial
2 hours 1 DC 15 Rare 480 gp
Potion of Heroism 1 uncommon curative
1 uncommon reactive
1 rare curative
1 rare reactive
1 common divine essence
1 glass vial
2 hours 1 DC 15 Rare 480 gp.
Potion of Mind Reading 1 uncommon poisonous
1 uncommon reactive
1 rare poisonous
1 rare reactive
1 glass vial
2 hours 1 DC 16 Rare 550 gp
Powerful Alchemical AcidK 2 rare reactive reagent
1 rare poisonous reagent
1 glass flask
2 hours 1 DC 17 Rare 690 gp
Powerful Alchemical FireK 3 rare reactive reagent
1 glass flask
2 hours 1 DC 17 Rare 690 gp
Superior Healing Potion 2 uncommon curative
2 rare curative
1 glass vial
4 hours 2 DC 15 Rare 525 gp
Draught of DamnationK 1 rare reactive reagent
1 rare poisonous reagent
1 uncommon arcane essence
4 hours 2 DC 16 Rare 680 gp
Supreme Healing Potion 1 uncommon curative
1 rare curative
2 very rare curative
1 uncommon divine essence
1 crystal vial
4 hours 2 DC 18 Very Rare 5000 gp
Oil of Sharpness 1 rare poisonous
2 very rare reactive
300 gold of precious metal flakes.
1 crystal vial
4 hours 2 DC 19 Very Rare 5,200 gp
Standard Potions Crafting Table (Cont)
Name Ingredients Crafting Time Checks Difficulty Rarity Value
Potion of Flying 2 uncommon reactive
2 rare curative
2 very rare reactive
1 uncommon primal essence
1 uncommon arcane essence
1 crystal vial
4 hours 2 DC 19 Very Rare 5,500 gp
Potion of Invisibility 2 uncommon reactive
2 rare curative
1 very rare reactive
1 very rare curative
1 crystal vial
4 hours 2 DC 19 Very Rare 5,200 gp
Potion of Speed 2 uncommon reactive
2 rare reactive
1 very rare reactive
1 very rare curative
1 rare arcane essence
1 crystal vial
4 hours 2 DC 20 Very Rare 6150 gp
Potion of
Storm Giant Strength
1 legendary reactive reagent
1 legendary curative reagent
1 very rare primal essence
1 crystal vial
8 hours 4 DC 23 Legendary 25,000 gp
Explosives
Name Ingredients Crafting Time Checks Difficulty Rarity Value
Packet of Blasting Powder 2 common reactive reagent 2 hours 1 DC 14 Common 40 gp
Smoke Powder 2 common reactive regent 2 hours 1 DC 15 Common 40 gp
Simple Explosive 2 packets blasting powder
1 common reactive reagent
2 hours 1 DC 15 Common 120 gp
Potent Explosive 4 packets blasting powder
1 common reactive reagent
2 hours 1 DC 17 Uncommon 250 gp
Nail Bomb 3 parts
2 uncommon reactive reagent
1 packet of blasting powder
2 hours 1 DC 17 Uncommon 275 gp
Powerful Explosive 8 packets blasting powder
1 rare reactive reagent
4 hours 2 DC 19 Rare 750 gp
Dwarven Alcohol 1 flask of alcohol
1 common reactive reagents
1 sturdy metal flask
8 hours 4 DC 12 Common 20 gp.
Magical Ink
Name Ingredients Crafting Time Checks Difficulty Rarity Value
Common Magical Ink 2 common alchemical reagent
1 glass vial
2 hours 1 DC 10 Common 30 gp
Uncommon Magical Ink 2 uncommon alchemical reagent
1 glass vial
2 hours 1 DC 12 Uncommon 80 gp
Rare Magical Ink 2 rare alchemical reagent
1 glass vial
2 hours 1 DC 14 Rare 400 gp
Very Rare Magical Ink 2 very rare alchemical reagent
1 glass vial
4 hours 2 DC 16 Very Rare 4,000 gp
Legendary Magical Ink 2 legendary alchemical reagent
1 glass vial
8 hours 4 DC 18 Legendary 10,000 gp
Magical Dust
Name Ingredients Crafting Time Checks Difficulty Rarity Value
Dust of Disappearance 1 handful of sand
1 common arcane essence
2 common reactive reagent
1 common curative reagent
4 hours 2 DC 15 uncommon 130 gp
Dust of Dryness 1 handful of sand
1 common primal essence
1 common reactive reagent
1 common poisonous reagent
4 hours 2 DC 14 uncommon 100 gp
Dust of Sneezing and Choking 1 uncommon poisonous reagent
1 common reactive reagent
1 common poisonous reagent
4 hours 2 DC 14 uncommon 95 gp
Misc.
Name Ingredients Crafting Time Checks Difficulty Rarity Value
Restorative Ointment 1 common divine essence
2 uncommon curative reagent
3 common curative reagents
8 hours 4 DC 15 uncommon 250 gp
Sovereign Glue 1 legendary curative reagent
1 legendary reactive reagent
1 very rare divine essence
16 hours (2 days) 8 DC 22 legendary 25,000 gp
Universal Solvent 1 legendary poisonous reagent
1 legendary reactive reagent
1 very rare primal essence
16 hours (2 days) 8 DC 22 legendary 25,000 gp

Potions

Draught of DamnationK

Potion, rare This stick red liquid has a living viscosity to it, churning slow within the flask. When you trink this potion, you become a fiend (as if by shapechanged for 1 hour). The type of fiend you become is determined by your level. The new form is a random fiend with a Challenge Rating equal to your level, up to a maximum of 10. If there are multople options at that Challenge Rating, roll to determine which option is selected).

When the effect ends and revert to your normal form, you take 1d6 necrotic damage equal to the CR of the fiend who's form you assumed as the toxins of pure evil attempt to destroy your body before relinquishing control of it. If this damage kills you, your soul is dragged to the realm of the fiends by malignant will of the fiend.

Healing Potion

Potion, common


You regain 2d4 + 2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.

Quality Rarity Hit Points Restored
Common Common 2d4 + 2
Greater Uncommon 4d4 + 4
Superior Rare 8d4 + 8
Supreme Very Rare 10d4 + 20

Potion of Animal Friendship

Potion, uncommon


When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will.

A murky, muddy potion, it leaves various animal shapes and tracks on the side of the container as it swirls.

Potion of Clairvoyance

Potion, rare


When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.

Potion of Climbing

Potion, uncommon


When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

Potion of Diminution

Potion, rare


When you drink this potion, you gain the “reduce” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.

Potion of Flying

Potion, very rare


When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it.

Potion of Fire 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 Gaseous Form

Potion, rare


When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion’s container seems to hold fog that moves and pours like water.

Potion of Growth

Potion, rare


When you drink this potion, you gain the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.

Potion of Heroism

Potion, rare


For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.

Potion of Invisibility

Potion, very rare


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 Resistance

Potion, uncommon

When you make this potion, you can make it resist one particular image type. For Necrotic or Radiant resistance, substitute an uncommon divine essence for the primal essence. For Force resistance, substitute an uncommon arcane essence. For psychic, substitute an uncommon psionic essence.

The color of the potion depends on what kind of resistance it is, often having that element swirling within it.

When you drink this potion, you gain resistance to the selected damage type of the potion for 1 hour.

Potion of Speed

Potion, very rare


When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion’s yellow fluid is streaked with black and swirls on its own.

Potion of Water Breathing

Potion, uncommon


You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.

Potion of Mind Reading

Potion, rare


When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13, no concentration required) for 1 hour. The potion’s dense, purple liquid has an ovoid cloud of pink floating in it.

Potion of Poison

Potion, uncommon


This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

Concoctions

Alchemical AcidK

Concoction, common


A small flask of burbling acid, a strange hissing green viscous liquid. It deals 4d4 acid damage when poured on an object. Can be used as a simple ranged weapon with the thrown (20/60) property, dealing 4d4 acid damage on hit. You do not add your modifier to the damage roll.

Quality Rarity Acid Damage
Common Common 4d4
Potent Uncommon 6d4
Powerful Rare 8d4

Alchemical FireK

Concoction, common


A small flask of volatile orange liquid. It deals 2d10 fire damage when poured on an object. Can be used as a simple ranged weapon with the thrown (20/60) property, dealing 2d10 fire damage on hit. You do not add your modifier to the damage roll.

Quality Rarity Fire Damage
Common Common 2d10
Potent Uncommon 3d10
Powerful Rare 4d10

Alchemical NapalmK

Concoction, common


A vicious sticky flammable substance. It deals 3d4 fire damage when poured on an object. Can be used as a simple ranged weapon with the thrown (20/60) property, dealing 3d4 fire damage on hit. You do not add your modifier to the damage roll.

On hit, the target creature or object continues to burn for one minute, taking 1d4 fire damage at the start of their turn (or at the start of your turn for an object without a turn) until a creature spends an action to put the flames out.

Bottled WindK

Concoction, common

As an action, you can open this casting gust without verbal or somatic components. Alternatively, you can breath from it, letting out only a little bit at a time, breathing directly from the bottle, but each time you must make a DC 5 athletics checks. On failure, you cast gust as above and all the air is lost. You can get 10 minutes of breathable air from one bottle.

Sticky Goo PotionK

Concotion, common

When broken and exposed to air, it creates a very sticky rapidly expanding web like foam, with the effect of the spell web centered on where the flask breaks. You can reliably throw the flask to a target point within 30 feet, shattering it on impact.

Oils

Burning OilK

Oil, common

As an action, you can coat a weapon in this oil and ignite it. For 1 minute, the ignited weapon burns, dealing an additional 1d4 fire to attacks made with it, and providing bright light in a 20-foot radius and dim light for an additional 20 feet.

Flametongue OilK

Oil, uncommon

As an action, you can coat a weapon in this oil and ignite it. For 1 minute, the ignited weapon burns, dealing an additional 2d6 fire to attacks made with it, and providing bright light in a 20-foot radius and dim light for an additional 20 feet.

Oil of Sharpness

Oil, very rare


This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.

Explosives

Blasting Powder

Explosive, common

A fine grey powder with large grains and the faint smell of sulfur and charcoal that comes in small packets weighing 1/2 pound.

When ignited by 1 or more fire or lightning damage, it explodes violently. All creatures within 10 feet of it must make a DC 14 Dexterity saving throw. On failure, they take 1d4 fire + 1d4 thunder damage, or half as much on a success. The amount of damage increases by 1d4 (both the fire and thunder) and the radius increases by 5 feet for each additional packet of Blasting Powder detonated in the same spot, up to a maximum of five packets. Deals double damage to buildings and structures. Creatures in range of more than one stack of up to 5 explosives at the same time take damage only from the highest damage effect.

Frequently used for mining and other responsible things... until adventurers get their hands on it.

Nail Bomb

Explosive, uncommon

A brutal instrument, this mixes explosive powder and nails to create a devastating fragmentation device. An exceedingly dangerous device. Heavier and more deadly than other explosives, the primary damage comes from the metal shrapnel (nails) flung in all directions. It can be detonated by dealing 1 fire or lightning damage to it. As an action, a packet of this explosive can be accurately thrown 20 feet, but will not detonate on impact (usually). When it detonates, all creatures within 20 feet (for common) of the target point must make a Dexterity saving throw with a DC equal to the crafter's Alchemy DC. On failure, they take 8d4 piercing damage, or half as much on a success.

You can fuse your explosives. When fused, intentionally dealing fire damage to the explosives (or otherwise lighting the fuse) causes it to detonate on a delay, selected from: short (the end of your turn), medium (the start of your next turn), and long (2 rounds, at the start of your turn).

Dwarven Alcohol

Only dwarves really know if the name of this liquid explosive is a joke or not, but must assume it is an acquired taste. An explosively flammable liquid that comes in a flask, this flask can be splashed across a 5 foot square within 5 feet. Once splashed, it can be ignited by 1 or more fire or lightning damage it explodes in a plume of fire, dealing 2d4 fire damage to all creatures within 5 feet of the container, or within a square that has been soaked with it.

Smoke Powder

Explosive, common

A fine grey powder with large grains and the faint smell of sulfur and charcoal that comes in small packets weighing 1/2 pound.

When ignited by 1 or more fire or lightning damage, it releases a blast of thick black smoke that fills a 20 foot radius. Everything in this smoke is heavily obscured for 2d4 rounds. At the start of your next turn after the number of rounds rolled, the smoke begins to fade leaving everything within the radius lightly obscured, and it clears completely at the start of your next after that.

Additionally uses of the smoke powder extend the duration of heavy obscurement for an additional 1d4 rounds.

Simple/Potent/Powerful Explosive

Explosive, common/uncommon/rare

A bundled explosive alchemical preparation. It can be detonated by dealing 1 fire or lightning damage to it. As an action, a packet of this explosive can be accurately thrown 20 feet, but will not detonate on impact (usually). When it detonates, all creatures within 10 feet (for common) of the target point must make a Dexterity saving throw with a DC equal to the crafter's Alchemy DC. On failure, they take 1d8 + 1d8 thunder damage, or half as much on a success. Creatures in range of more than one explosive take damage only from the highest damage effect.

Name Radius Damage
Common 10 feet 1d8 fire + 1d8 thunder.
Potent 15 feet 2d8 fire + 2d8 thunder.
Powerful 20 feet 4d8 fire + 4d8 thunder.

You can fuse your explosives. When fused, intentionally dealing fire damage to the explosives (or otherwise lighting the fuse) causes it to detonate on a delay, selected from: short (the end of your turn), medium (the start of your next turn), and long (2 rounds, at the start of your turn).

Grenade Casing

Explosive, uncommon

A simple construction of a two chambered projectile (typically made of glass). When you add an Alchemist Fire and an Explosive to its separate compartments, it becomes an incredibly dangerous device. As an action, a character can light this bomb and throw it at a point up to 60 feet away. Creatures within the range of the explosive used must make a Dexterity saving throw against the DC of the explosive used, or take damage equal to the explosion + 1d4 piercing damage + 1d4 fire damage.

Miscellaneous

Magical Ink

Component, common/uncommon/rare/very rare/legendary


Magical ink that is used by Enchanters to create scrolls, made by rendering down magical alchemical ingredients.

Alchemy Modifiers

The following are alchemical modifiers that can applied to potion. All alchemical modifiers require approval from the DM if the modifier will work with a given potion or creation.

Modifier Difficulty Modifier Effect
Aerosol +8 Require two additional reactive reagents of equal rarity to the rarest reagent of the potion. Rather than drinking it, when uncorked or broken (as an action) it effects all creatures in a 5 foot radius as if they'd consumed it.
Celestial +3 Requires an common divine essence. Adds the effect of lesser restoration to the potion.
Divine +6 Requires an uncommon divine essence. Adds the effect of greater restoration to the potion.
Endothermic +4 Any fire damage the potion does becomes frost damage
Expansive +5 Requires an additional reactive reagent. Expands the area of effect of any area of effect the potion has by 5 feet.
Insidious +3 The effect of the potions becomes shrouded from magic such as identify. You can make the potion appear as another potion of the same rarity. Another alchemist can indentify it by making an Alchemy Check against your Alchemy DC

Additional Materials

You can simply load more reagents into any potion, increasing its potency in different ways, though it increases the difficulty. You can make a "custom potion" simply by using these modifiers with no base potion. When you do so, the base DC is 8.

Additional Reagent Difficult Modifier Effect
Common Curative +2 The potion restores +1d4 hit points when consumed.
Common Reactive +2 The potion deals +1d4 fire damage when shattered (or consumed).
Common Poisonous +2 The potion deals +1d4 poison damage when consumed
Uncommon Curative +3 The potion restores +2d4 hit points when consumed.
Uncommon Reactive +3 The potion deals +2d4 fire damage when shattered (or consumed).
Uncommon Poisonous +3 The potion deals +2d4 poison damage when consumed
Rare Curative +4 The potion restores +3d4 hit points when consumed.
Rare Reactive +4 The potion deals +3d4 fire damage when shattered (or consumed).
Rare Poisonous +4 The potion deals +3d4 poison damage when consumed
Very Rare Curative +5 The potion restores +4d4 hit points when consumed.
Very Rare Reactive +5 The potion deals +4d4 fire damage when shattered (or consumed).
Very Rare Poisonous +5 The potion deals +4d4 poison damage when consumed
Legendary Curative +6 The potion restores +5d4 hit points when consumed.
Legendary Reactive +6 The potion deals +5d4 fire damage when shattered (or consumed).
Legendary Poisonous +6 The potion deals +5d4 poison damage when consumed

Harvesting & Looting

Harvesting and looting are two paths to the same place, but generally depend on what kind of foe the enemy has vanquished and is not collecting the stuff of. Typically humanoid creatures that carry stuff are candidates for the Individual Treasure tables, awhile Aberrations, Beasts, Dragons, Monstrosities, and Plants are harvesting candidates.

If you don't normally provide loot equivalent to default treasure tables, you don't need to start providing loot equivalient to them using these new tables, simple apply these tables as frequently as it makes sense for your game.

Remember that you can fully mix and match as it makes sense - you can replace coinage with gems or art pieces, you can replace crafting items that wouldn't make sense with coinage, gems, or art pieces, etc. The tables are merely a guide and convenience for what sort of range of materials should come from what sort of creature.

Harvesting

The Harvesting tables replace the Individual Treasure for Aberration, Beast, Dragon, Monstrosity, and Plant type creatures.

Remnants

Remnants optional replace the Individual Treasure table for creatures that leave behind no body on death, like Elementals, Celestials, or Fiends (ones that leave behind a body can use the Harvesting table).

Loot

The Loot tables optionally replace the Individual Treasure for Humanoid type creatures - you can use this table in all cases or in some cases.

Recommendation

I would recommend using the table for all humanoid enemies, but using the equivalent gold value for roughly half of enemies to keep gold flowing into the PCs pockets while also providing abundant crafting supplies.

Hoards

Rather than replacing the hoard tables, simple use the default hoard table and replace an amount of coins, gems, and art pieces with crafting materials. This ensures that players are still getting the sort of loot the expect, but also fills in new materials into things that would often fill little role beside being converted to coinage at a later date.

Basic Harvesting

Beasts, Dragons, and Monstrosities can be harvested using Wisdom (Survival) for meat and hides. As a DMs discretion, a Plant type creature can be harvested for food using the same DC and amount, but providing common fresh ingredients instead of meat.

Exotic Creature Harvesting

Applicable Targets: Aberration, Constructs, Dragons, Monstrosities, Plants, Some Undead

A random roll is performed to judge what can be harvested from the monster. For Dragons and Monstrousities, a Wisdom (Medicine) check is required to harvest the material without destroying it, for Constructs, an Intelligence (Arcana) check is required, and for Plants an Intelligence (Nature) check is required.

If a beast is sufficiently magical, poisonous, or vemous, a DM can opt to use the Dragon & Monstrosity table for exotic harvesting, but this should be rare - even a poisonous beast is usually too mundane for the magical properties of harvested materials, and a beast should always be rolled on the 0-4 CR table regardess of its CR.

At a DMs discretion, some Undead may be harvested as well if there is something that would make sense for them provide in this manner, in which case the would use an Intelligence (Arcana) check. Undead are less likely to provide anything of use, simply having a rare chance of providing arcane essences, though some would consider the use of these essences evil.

Double Harvesting

If a monster is applicable for both Basic Harvesting and Exotic Harvesting, you can perform both, but the second check rolled has disadvantage on the skill check to successfully gather the materials.

Exotic Remnants

Applicable Targets: Celestials, Elementals, Fiends, Some Undead

Some creatures typically do not leave behind corpses. While these most often disappear without a trace, sometimes they will leave behind a fragment of the magical forces that powered them as a remnant, in the form of a reagent or essence. These are less likely to result in a crafting item, but don't require any check to gather it successfully.

Applying Material Tables

As a DM, never feel compelled to roll on a table if you feel it makes sense to do something else. The tables provide a baseline, but if you feel that it makes sense of a given monster to leave behind a given material, simply do so, requiring the check that seems most appropriate (using the tables as a guide if you wish).

Exotic Harvesting (CR 0-4)
d100 DC Dragon & Monstrosity Construct Aberration Undead Plant
01-30 6 -- Parts -- -- --
31-60 8 Common Poisonous Reagent Fancy Parts Common Reactive Reagent -- Common Poisonous Reagent
61-85 8 Common Reactive Reagent Fancy Parts Common Curative Reagent -- Common Curative Reagent
86-00 10 Common Primal Essence Common Arcane Essence Common Primal Essence Common Arcane Essence Common Primal Essence
Exotic Remnants (CR 0-4)
d100 Celestial Fiend Elemental Incorporal Undead
01-50 -- -- -- --
51-80 -- -- Common Reactive Reagent --
81-00 Common Divine Essence Common Arcane Essence Common Primal Essence Common Divine Essence
Exotic Harvesting (CR 5-10)
d100 DC Dragon & Monstrosity Construct Aberration Undead Plant
01-30 10 Uncommon Reactive
Reagent
Fancy Parts Common Reactive Reagent Common Arcane Essence Common Poisonous
Reagent
31-60 12 Uncommon Poisonous
Reagent
1d4 Fancy Parts Uncommon Reactive Reagent 1d4 Common
Poisonous Reagent
Uncommon Poisonous
Reagent
61-85 12 1d4 Uncommon
Reactive Reagent
1d6 Fancy Parts Uncommon Curative Reagent 1d4 Uncommon
Poisonous Reagents
1d4 Uncommon Curative
Reagent
86-00 14 Uncommon Primal
Essence
Uncommon Arcane
Essence
Uncommon Arcane
Essence
Uncommon Arcane Essence Uncommon Primal
Essence
Exotic Remnants (CR 5-10)
d100 Celestial Fiend Elemental Incorporal Undead
01-20 -- -- -- --
21-50 Common Curative
Reagent
Common Reactive
Reagent
Common Reactive
Essence
Common Poisonous
Reagent
51-80 Uncommon Curative
Reagent
Uncommon Reactive
Reagent
Uncommon Reactive
Essence
Uncommon Poisonous
Reagent
81-90 Common Divine
Essence
Common Arcane
Essence
Common Primal
Essence
Common Arcane
Essence
91-00 Uncommon Divine
Essence
Uncommon Arcane
Essence
Uncommon Primal
Essence
Uncommon Arcane
Essence
Exotic Harvesting (CR 11-16)
d100 DC Dragon & Monstrosity Construct Aberration Undead Plant
01-30 12 Uncommon Reactive Reagent Esoteric Parts Uncommon Reactive Reagent Uncommon Poisonous Reagent Uncommon Poisonous Reagent
31-60 14 Uncommon Primal Essence 1d4 Esoteric Parts Uncommon Psionic Essence Uncommon Arcane Essence Uncommon Primal Essence
61-80 14 Rare Reactive Reagent Uncommon Arcane Essence Rare Reactive Reagent Rare Poisonous Reagent Rare Curative Reagent
81-90 14 Rare Poisonous Reagent Uncommon Arcane Essence Rare Poisonous Reagent Uncommon Arcane Essnece Rare Poisonous Reagent
91-99 14 Rare Primal Essence Rare Arcane Essence Rare Arcane Essence Rare Arcane Essence Rare Primal Essence
00 16 Very Rare Primal Essence Very Rare Arcane Essence Very Rare Arcane Essence Very Rare Arcane Essence Very Rare Primal Essence
Exotic Remnants (CR 11-16)
d100 Celestial Fiend Elemental Incorporal Undead
01-20 Uncommon Curative Essence Uncommon Reactive Reagent Uncommon Reactive Reagent Uncommon Poisonous Reagent
21-50 Uncommon Divine Essence Uncommon Arcane Essence Uncommon Primal Essence Uncommon Arcane Essence
51-80 Rare Curative Reagent Rare Reactive Reagent Rare Reactive Reagent Rare Poisonous Reagent
81-00 Rare Divine Essence Rare Divine Arcane Essence Rare Primal Essence Rare Arcane Essence
Exotic Harvesting (CR 17+)
d100 DC Dragon & Monstrosity Construct Aberration Undead Plant
01-30 15 1d4 Rare Reactive Reagent 1d4 Esoteric Parts 1d4 Rare Reactive Reagent 1d4 Rare Poisonous Reagent 1d4 Rare Poisonous Reagent
31-50 16 Rare Primal Essence Rare Arcane Essence Rare Psionic Essence Rare Arcane Essence Rare Primal Essence
51-89 16 Very Rare Primal Essence Very Rare Arcane Essence Very Rare Arcane Essence Very Rare Arcane Essence Very Rare Primal Essence
90-00 17 Legendary Primal Essence Legendary Arcane Essence Legendary Arcane Essence Legendary Arcane Essence Legendary Primal Essence
Exotic Remnants (CR 17+)
d100 Celestial Fiend Elemental Incorporal Undead
01-20 Rare Curative Essence Rare Reactive Reagent Rare Reactive Reagent Rare Poisonous Reagent
21-50 Rare Divine Essence Rare Arcane Essence Rare Primal Essence Rare Arcane Essence
51-69 Very Rare Curative Reagent Very Rare Reactive Reagent Very Rare Reactive Reagent Very Rare Poisonous Reagent
70-89 Very Rare Divine Essence Very Rare Arcane Essence Very Rare Primal Essence Very Rare Arcane Essence
90-00 Legendary Divine Essence Legendary Arcane Essence Legendary Primal Essence Legendary Arcane Essence

Gathering Tables

Many of the materials can simply be found growing in the wild, and can be gathered by someone that knows what to look for and spends the time doing just that. When traveling at a slow pace through wilderness for 8 hours or more (i.e. not urban land or farmland) you can make a gathering check, but have disadvantage on the check to harvest anything found.

If you dedicate 8 hours to gathering without traveling, you can make two checks (without disadvantage) or find one item other than an essence of their choice that is available within

that biomes table, (making the skill check from the corresponding line of the table to harvest it) or 1d12 of any trivial time (making a DC 8 skill check to harvest it)

The found items then have to be gathered. You can choose to gather reagents, search for materials, or hunt wild game. Roll a d100 and consult the corresponding table below for the relevant biome to determine what is found.

Gather Reagents

Reagents are harvested with making a Wisdom ability check. If have an Herbalism kit and are proficient with it, you can add your proficiency modifier to the roll.

Common Locations - CR 0-10

Gather Reagents
d100 DC Forest Desert Grasslands Marsh Mountains
01-10 -- -- -- -- -- --
11-30 10 common curative reagent -- -- common poisonous reagent --
31-50 10 common curative reagent common reactive reagent common curative reagent common poisonous reagent common reactive reagent
51-60 10 common poisonous reagent common curative reagent common reactive reagent common curative reagent common curative reagent
61-70 10 common reactive reagent common poisonous reagent common poisonous reagent common reactive reagent common poisonous reagent
71-80 12 1d4 common curative reagents 1d2 common reactive reagents 1d2 common curative reagents 1d4 common reactive reagents 1d2 common reactive reagents
81-90 14 uncommon curative reagent uncommon reactive reagent uncommon curative reagent uncommon poisonous reagent uncommon reactive reagent
91-95 14 uncommon poisonous ingredient uncommon poisonous ingredient uncommon reactive ingredient uncommon reactive ingredient common curative ingredient
96-00 14 common primal essence common arcane essence common divine essence common primal essence common primal essence

Uncommon Locations - CR 0-10

Gather Reagents
d100 DC Caves Underdark Graveyards Shore Tundra
01-10 -- -- -- -- -- --
11-30 10 common reactive reagent common poisonous reagent common curative reagent common curative reagent common reactive reagent
31-50 10 common poisonous reagent common reactive reagent common poisonous reagent common poisonous reagent common curative reagent
51-60 10 1d4 common reactive reagent 1d4 common poisonous reagents 1d4 common curative reagents 1d4 common curative reagents 1d4 common reactive reagents
61-70 12 uncommon reactive reagent uncommon poisonous reagent uncommon curative reagent uncommon reactive reagent uncommon curative reagent
71-80 12 uncommon curative reagent uncommon curative reagent uncommon reactive reagent uncommon reactive reagent uncommon reactive reagent
81-90 14 common primal essence common arcane essence common divine essence common primal essence common primal essence
91-95 14 uncommon poisonous reagent uncommon poisonous reagent uncommon reactive reagent uncommon reactive reagent uncommmon reactive reagent
96-00 14 uncommon primal essence uncommon arcane essence uncommon divine essence uncommon primal essence uncommon primal essence

Appendix B

Optional Specific Gathering Results

Artic Locale
Name Rarity Description Properties Purchase Price
Cold Snaps Common Frozen berries that burst violently when broken. Reactive 20 gp
Ice Bamboo Common Bamboo formed entirely out of ice, does not melt. Curative 15 gp
Snake Tracks Common A dead looking weed found beneath layers of snow and ice. Poisonous 15 gp
Blizzard Bones Common Bones that have been through three blizzards. Curative 15 gp
Yeti Droppings Common Particularly potent yeti droppings. Poisonous 15 gp
Snowmelt Flower Uncommon A strange flower that grows up through the snow melting a patch of it Reactive 40 gp
Unicorn Fur Rare Glistening pure white stalks that grow in sheltered spots Curative 200 gp
White Lotus Rare A glistening white flower Curative, Poisonous 300 gp
Desert Locale
Name Rarity Description Properties Purchase Price
Waterdrop Cactus Common A tiny cactus containing a single drop of water. Curative 15 gp
Lighting Sand Common Glassy sand struck by lightning. Reactive 15 gp
Dry Cough Common A gnarled point that looks inedible. Poisonous 15 gp
Morninglord Uncommon A cactus that produces little white flowers in the dawn's light Curative 40 gp
Oasis Bane Uncommon A small root sucks up water and looks edible. Poisonous 40 gp
Blacksand Uncommon A strange black sand, particularly find grains with an odd smell Reactive 40 gp
Forest Locale
Name Rarity Description Properties Purchase Price
Elfmarks Common Small twisting vines with pale flowers. Curative 15 gp
Fairy Steps Common Tiny white flowers in the shape of fairy wings. Curative 15 gp
King's Salvation Common A golden brown root. Curative 15 gp
King's Damnation Common A reddish brown root. Poisonous 15 gp
Catfern Common Green cattail fern. Exotic 15 gp
Silverscale Uncommon Silvery tree bark with a scale like texture. Curative 40 gp
Sweetpetal Uncommon Rose-like flower petals found on the forest floor Poisonous 40 gp
Dyradtears Rare Small blue flowers that grow near dead trees. Curative 200 gp
Divine Laurel Very Rare Golden leaves that glimmer as if gilded. Curative 2,000 gp
Mountains/Caves Locale
Name Rarity Description Properties Purchase Price
Goldbane Common Clumpy yellow powder. Reactive 15 gp
Rare Earth Powders Common Dirt with traces of rare vitamins. Curative 15 gp
Dragongrass Uncommon Red leafy grass. Reactive, Exotic 40 gp
Minebane Uncommon Long black roots that give off smoke. Reactive 40 gp
Crystal Spider Webbing Uncommon Crystalline Webs Poisonous 40 gp
Plains Locale
Name Rarity Description Properties Purchase Price
Lightning Roots Common Still living roots from a tree hit by lightning Reactive 15 gp
Hoof Thistle Common Small snaring weeds with an unpleasant thistle Curative 15 gp
Humming Berries Common Small red berries the hum slightly when held Reactive 15 gp
Dried Tar Common Black flakes of sludge like substance Reactive 15 gp
Goldshine Grass Uncommon Strange grass that looks like it is gilded Poisonous 40 gp
Centaur Droppings Uncommon Strange foul smelling mud. Curative 40 gp
Burned Belladonna Uncommon A strange plant that looks like it is burned. Reactive, Poisonous 60 gp
Swamps Locale
Name Rarity Description Properties Purchase Price
Drooping Death Common Drooping dead looking ferns. Curative 15 gp
Wartflower Common A sickly yellow flower with strange growths Curative 15 gp
Swamp Oil Common A rainbow sheened oily substance Reactive 15 gp
Hag Trail Uncommon Wilted plants that grow on corpses Poisonous 40 gp
Sad Salvation Uncommon A brilliantly blue flower that grows in decay Curative 40 gp
Burning Sludge Uncommon Watery sludge that seems is burning hot and slightly smokes Reactive 40 gp
Hag Fruit Rare A pleasantly apple looking fruit that grows on gnarled trees Poisonous 200 gp
Shambling Seedling Rare A seedling that sprouted on a shambling mound. Curative 200 gp
Fetid Gas Rare Rare swap gas that smells of sulfur. Reactive, Poisonous 300 gp
Coastal Locale
Name Rarity Description Properties Purchase Price
Merweed Common Always damp blue leaves. Curative 15 gold
Rotweed Common Seaweed like weeds that give off an unpleasant smell. Poisonous 15 gold.
Oyster Flowers Uncommon Oyster shaped white and blue flowers with an odd smell. Curative 15 gold.
Exotic Locale
Name Rarity Description Properties Gathering Locale Purchase Price
Elemental Earth Rare Loose soil Poisonous Plane of Earth 200 gold
Elemental Fire Rare Ever burning fire Reactive Plane of Fire 200 gold
Elemental Water Rare Water Curative Plane of Water 200 gold
Apple of Arborea Legendary A golden apple. Curative Arborea 5,000 gold
Spider Queen's Steps Legendary Dark purple flowers. Poisonous Underdark 5,000 gold

Optional Specific Harvesting Results

Monstrosity
Monster Rarity Organ Description Properties Purchase Price
Ankheg Common Ankheg Acid Gland Squishy brown organ prone to leaking green stuff Poisonous, Reactive 15 gp
Basilisk Uncommon Basilisk Eye Beedy and hard, almost rocklike in texture. Poisonous 40 gp
Behir Rare Pristine Behir Scale Humming with static charge, grinding it can be a hazardous process. Reactive 200 gp.
Bulette Uncommon Bulette Liver Fat A giggling gelatin like substance with a grey hue. Curative 40 gp
Chimera Uncommon Ram Horn Marrow Scrapped from the inside of the ram's horn. Curative 40 gp
Cockatrice Common Cockatrice Tongue A hideous worm-like thing that is very tough Poisonous 15 gp
Darkmantle Common Darkmantle Pigment Sac A small gland that changes color to whatever surface it is on. Poisonous 15 gp.
Death Dog Common Unbroken fang Jagged foul smelling fangs. Poisonous 15 gp
Ettercap Common Webbing Mass A sticky white substance that must be carefully handled. Special 10 gp
Gorgon Uncommon Metalized Gorgon Heart A heart that has started to turn metallic with iron shot through it Curative 40 gp
Grick Common Grick Beak Incredibly hard surface; shiny when polished. Poisonous 15 gp.
Harpy Common Harpy Claws Sort of like very large chicken feet. Poisonous 15 gp.
Hydra Uncommon Hydra Blood Syrupy black liquid with a swamp gas smell Curative, Poisonous 40 gp.
Kraken Legendary Astral Grey Matter A slimy material with strange properties. Reactive 5,000 gp.
Manticore Common Pristine Tail Spike A long vicious looking thing that must be carefully ground Poisonous 10 gp
Medusa Uncommon Hair snake fangs Tiny fangs from the snakes of a medusa's hair. Poisonous 40 gp
Mimic Common Mimic's "Heart" An odd organ that keeps changing shape. Curative 15 gp.
Purple Worm Poison Very Rare Fang Venom Poison extracted from a Purple Worm's maw Poisonous 2,000 gp
Elementals
Monster Rarity Organ Description Properties Purchase Price
Mud Mephit Common Foul Dust The crusty dried remains of it's head Poisonous 15 gp
Smoke Mephit Common Swirling Soot Little flecks of ash that never quite settle. Reactive 15 gp
Stream Mephit Common Steaming Droplets Droplets of water that are never quite cool. Reactive 15 gp
Stream Mephit Common Frozen Droplets Droplets of water that never quite thaw. Curative 15 gp
Magma Mephit Common Burning Rocks Small rock chips that are painfully hot to the touch. Reactive 15 gp
Magmin Common Magmin Charcoal Small pieces of ever warm charcoal. Reactive 15 gp
Fire Snake Common Fire Snake Scales Small red scales that are warm to the touch. Reactive 15 gp
Azer Common Flaming Beard Hairs Small beard hairs made of fire. Smells faintly like burning hair. Reactive 15 gp
Gargoyle Common Gargoyle's Stone Heart A gem like heart. Curative 15 gp
Elementals (cont)
Monster Rarity Organ Description Properties Purchase Price
Water Weird Common Essence of Tainted Water Brackish water with high surface tension. Poisonous 15 gp
Air Element Uncommon Uncommon Primal Essence An eddy of every swirling wind magic. Primal Essence 40 gp
Earth Element Uncommon Uncommon Primal Essence An unremarkable looking stone. Primal Essence 40 gp
Fire Element Uncommon Uncommon Primal Essence Small sourceless fires. Primal Essence 40 gp
Water Element Uncommon Uncommon Primal Essence A cup of water that never dries. Essence 40 gp
Salamander Uncommon Salamander's Tongue A long leathery tongue. Exotic 40 gp
Xorn Uncommon Xorn's Stomach Acid A burbling very acidic substance. Reactive, Poisonous 40 gp
Galeb Duhr Uncommon Duhrian Heart A strange rock with veins of crystal throughout. Curative 40 gp
Invisible Stalker Uncommon Uncommon Primal Essence An eddy of wind that always swirls toward you. Primal Essence 40 gp
Dao Rare Heart A heart shaped stone with dark veins. Primal Essence 200 gp
Djinni Rare Heart A floating blue heart that slowly spins. Primal Essence 200 gp
Efreeti Rare Heart An ever burning coal the size of a fist. Primal Essence 200 gp
Marid Rare Heart A flabby heart that never stops oozing. Primal Essence 200 gp
Dragons
Monster Rarity Organ Description Properties Purchase Price
Pseudodragon Common Pseudodragon Stringer A small sharp barb Poisonous 15 gp
Wyrmling Common Wyrmling Heart A heart in the color of the wyrmling Reactive, Essence 30 gp
Faerie Dragon Common Faerie Dragon Heart A small sparkling liver. Poisonous 15 gp
Wyvern Uncommon Wyvern Stinger Pieces of the wyvern's tail singer. Poisonous 40 gp
Young Dragon Rare Dragon Heart A large heart flaring with elemental power Reactive, Primal Essence 300 gp
Shadow Dragon Heart Rare Shadow Dragon Heart An ethereal heart that casts a pitch black shadow. Arcane Essence 200 gp
Adult Dragon Very Rare Dragon Heart A huge heart flaring with elemental power Reactive, Primal Essence 3,000 gp
Dragon Turtle Very Rare Dragon Turtle Lungs The rubbery flesh from the lung tubes Curative 2,000 gp
Ancient Dragon Legendary Dragon Heart A massive heart flaring with elemental power Reactive, Primal Essence 7,500 gp
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Art Credits

All art is commissioned artwork for this document, copyright KibblesTasty.

  • Reagents & Essences by Liza Alykova
  • Potions (All) by Liza Alykova
  • Alchemist by Alifka Hammam
  • Potionsmith by Trung Tin Shinji

Kibbles' Crafting System

This is a standalone piece of Kibbles' Crafting System. For blacksmithing, enchanting, cooking, leatherworking, and more, get the full system at https://www.patreon.com/KibblesTasty for $1.

Kibbles' Compendium of Craft and Creation

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License

OPEN GAME License Version 1.0a The following text is the property of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, License, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, Spells, enchantments, personalities, teams, personas, likenesses and Special abilities; places, locations, environments, creatures, Equipment, magical or supernatural Abilities or Effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the OPEN Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to Identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or Conditions may be applied to any Open Game Content distributed using this License.

  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive License with the exact terms of this License to Use, the Open Game Content.

  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original Creation and/or You have sufficient rights to grant the rights conveyed by this License.

  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a Challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

  15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.


END OF LICENSE

 

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