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 |
Supported By
Creation is made possible by generous patrons:
- Abeezy
- Abyssal Knight
- Amara
- Andrew Keenan Richardson
- Andrew Valenti
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- Tony Bucher
- Verixa Okblek
- Witasmott
- WitchDoctorXera
- Wraithkin
- Zaubern
...and many more!
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
This will be included as part of the full crafting system in Kibbles' Compendium of Craft and Creation, available for preorder in PDF, Softcover (Crafting System Only), and Hardcover. Visit www.kthomebrew.com for more information.
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.
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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