The Comprehensive Guide to Collecting & Crafting A guide to collecting & crafting systems

for the world's greatest roleplaying game v1.5 By u/Mavrick593

Part 1: Collecting Materials Herbalism The craft of gathering, harvesting and identifying plants and ingredients for use in alchemical concoctions. While players are out traveling the world they might want to gather some local flora. Herbalism is used to gather things like petals, seeds, coral, mushrooms, leaves and much more. The use of an herbalism kit is required to gather ingredients through the use of clippers and other tools to seperate the needed parts from the plants found. Vials, pouches and other containers are then used to store those ingredients for future use or sale. The following guide will walk you through the three main functions of Herbalism. Finding Herbs You can make one DC 15 Wisdom (Nature/Herbalism Kit) per day to determine if you can find anything that can be harvested. Compare the result to the Harvest Table to determine the maximum number of Harvest Checks you can make. Each harvest takes 1 hour and you do not need to use the full harvest count. The base DC is 15, however this can be adjusted, or even impossible, according to the environment. For example, if you are traveling through rocky mountains plant life might be more sparse, or non-existent in a stone basement. If you are proficient with an herbalism kit but not Nature, add your proficiency bonus to the check. If you are proficient in Nature and the herbalism kit you gain advantage on this check. Specific Search Perhaps you know exactly what you are looking for. As an alternative to the regular check you may pick a known ingredient you wish to find from your local Biome. Make a Wisdom (Nature/Herbalism Kit) check with a DC of 15 plus the DC Modifier of that ingredient. On a failure, you use 1 hour of time and are unable to find the ingredient you were searching for. If you perform a search for a specific ingredient you only harvest once. Venturing further out During downtime you may venture further out into the wilderness to reach far off biomes. Depending on where you are in the world, you may travel to distant environments given that you have enough days of downtime to travel there, gather herbs, and travel back. For each day you spend gathering herbs, you may make up to two Herbalism checks.

Harvest Table Herbalism Check Max. # of Harvest Checks 15-17 1 18-19 2 20-21 3 22-23 4 24-25 5 26-27 6 28-29 7 30-31 8 32-33 9 34-35 10 36-37 11

Harvesting Plants Harvest Check You've successfully found plants. Now you have to harvest them. Make a number of Harvest Checks up to the amount from the Harvest Table by rolling 1d2, 2d6, and 1d12 for each harvest. Each harvest takes 1 hour. Characters who have proficiency with an herbalism kit have a greater ability to harvest ingredients and receive a bonus when havesting. They receive a +1 bonus to the quantity of ingredients harvested for having proficiency with an herbalism kit and a +2 Bonus if they have expertise with it. Rangers and druids also receive a +1 bonus to the quantity of ingredients harvested due to their attunement to nature. These bonuses are cumulative so a ranger who is proficient with an herbalism kit will recieve a +2 to all Harvest Checks using the 1d2. This means they will always be able to find or extract at minimum 3 portions of each ingredient gathered.

Harvest Yield: 1d2 ( +1 for Rangers or Druids )

( +1 for profiency with an Herbalism Kit or +2 with Expertise) This determins the number of units of the ingredient you found. Ingredient Type: 2d6 This determins which ingredient you find. Compare the result to the Terrain Table for your current biome. Common Ingredient Type: 1d12 This is for common ingredients and is rolled at the same time just in case your 2d6 come up 6, 7, or 8 on some of the Terrain Tables. It is only used if you are instructed to look at the Common Ingredients Table. Example Harvest: You're in a Forest looking for Ingredients and you find: 1d2 = 2 2d6 = 4

You harvested 2 Emetic Wax from the Forest Terrain Table Identifying Plants Unknown Ingredients What happens when you find an ingredient you don't recognize? Make an Intelligence (Nature/Herbalism Kit) check to see if you are able to identify the plant and its useful properties (passive scores and previously identifying the material allow automatic success). DC = 15 + DC Modifier of that Ingredient. If you are proficient with an herbalism kit but not Nature, add your proficiency bonus to the check. If you are proficient in Nature and an herbalism kit you gain advantage on this check. If successful, you know the name of the plant and the formula for how it can be used to create a poison or potion. If you are unable to identify the ingredient, you may perform research to discover what it is (consult books or an expert. XGE 132), or experiment with it. Each unit you have harvested is good for one attempt at experimentation to identify the plant's useful properites (see Alchemy section below).

Restrictions to Knowledge It's possible who you talk to only knows a limited amount of information. This can be limited in three different ways.



Ecosystem (Forest plants, mountain plants, etc...) Rarity (Common, Uncommon, Rare, or Very Rare) Usage (Poisons or Potions)



The alchemist or herbalist you speak to in the local appothacary may only deal with potions or even more restricted by only knowing ingredients used in potions from the local ecosystems.

Selling Herbalism Ingredients Herbs and common plants are often sold in cities, towns, and even sometimes villages. This can be done either during downtime or in session, and operates the same regardless. However, depending on how the economy of the world your in is about, the prices and quantities of said items could be at any end of the spectrum. Don’t expect to walk into the town of Willsbury, which recently was ransacked by orcs, and hope to sell your ingredients at full price, or even at all! Sometimes you can get lucky and unload all your unwanted ingredients in a capital city in need of fresh herbs, and other times you’ll be holding onto stuff for awhile. Under normal everyday circumstances, a player can expect to sell a handful or two of common ingredients to a merchant in a city or town. However, the amount of money for those herbs will still vary vastly. Rare ingredients are very hard to sell at full price, and even harder to find a buyer for. Just like selling magic items, the player will need to perform a DC 20 Intelligence (Investigation) check to find potential buyers of their products. Another player in the party can assist in this venture by offering their services, granting the original player advantage on this roll. On a failure, no buyer can be found until the player performs a long rest and attempts again. On a success, the player is able to find a buyer in a nearby area to them immediately. If this was done during downtime, it takes a number of days equal to the rarity of the ingredient. Also, the rarity of the ingredient you are trying to sell might affect the chance that the price will not be near full price for that particular ingredient. Consult the tables below for both the prices offered by a potential buyer, as well as the amount of days it would take during downtime to find one.

Selling Herbalism Ingredients Rarity Price d100 Roll Modifier Days to find Buyer (% chance in 1 day) Common Up to 15 gp +10 1d4 (25% in 1 day) Uncommon 16-40 gp +0 1d6 (17% in 1 day) Rare 41 - 100 gp -10 1d8 (13% in 1 day) Very Rare 100+ gp -20 1d10 (10% in 1 day) *Apply d100 Roll Modifier to rolls on the Herbalism Prices table

Herbalism Prices d100 + Mod You Find... 20 or lower A buyer offering a tenth of the base price 21 - 40 A buyer offering a fifth of the base price, and a shady buyer offering half of the base price 41 - 80 A buyer offering half of the base price, and a shady buyer offering the full price 81 - 90 A buyer offering to purchase all of your ingredients at once at half price 90 or higher A shady buyer who is willing to buy all of your ingredients at full price, no questions asked You determine the buyer's identity. Buyers sometimesss procuree rare and very items through proxiesss to ensure that their identities remain unknown. If the buyer is shady, it's up to you whether the sale creates legal complications for the party later.

Harvesting Creatures Creature parts are used as alchemical materials and for creating armor and weapons for the adventurers, which some of them gives special features. Others take some of the creature parts as trophies and decorations for their armor and houses. If you want to extract parts of animals and creatures, you may make an Intelligence (Nature) check to determine if you can ascertain how to safely and effectively extract the part. On a success, you gain +5 on the harvesting check. You can then make a Wisdom (Survival) check for harvesting parts. On a success, you are able to harvest the desired part. On a failed check, the part is destroyed or damaged. It's up to the DM to determine if different abilities or skills apply, depending on factors such as the desired part, the creature type and how common that creature is in the world. The DC for both checks is DC = 15 + 1/2 of the creature's CR (Creatures with a CR less than 2 don't add the CR to the DC). Harvesting Poison If you are attempting to harvest poison from a creature you must handle it carefully. If you fail the harvesting check by more than 5, you are subjected to the creature's poison. If you are proficient with the poisoner's kit your practice and expertise lends to no risk in handling the poison. In addition, you may add your proficiency bonus if you are not proficient in the harvesting skill. If you are proficient in both the harvesting skill and the poisoner's kit you gain advantage on the roll. When harvesting poison you collect one unit per creature, regardless of the creature's size. This does count towards the total number of harvest checks for that creature. The number of checks you can make and the time used for harvesting all the parts of a creature depends of the size of the creature as shown in the following table. Creature Size Max. Harvest Checks Time Required Tiny 1 15 minutes Small 1 30 minutes Medium 2 1 hour Large 3 1.5 hour Huge 4 2 hours Gargantuan 5 2.5+ hours Each successful check gives you a number of units depending on the creature size as shown in the following table, which can be used for creating new pieces of equipment or as alchemical materials. Creature size Units collected per check Tiny 1/4 unit Small 1/2 unit Medium 1 unit Large 2 units Huge 3 units Gargantuan 4 units When you use parts for crafting armor and weapons, you need a number of units of the same material depending on the size the creature that will use the item. You can read more about crafting and the materials in the crafting section. When you use the parts for alchemical work you can use 1 unit per Alchecmy Check. Each potion or poison that can be crafted from monster parts requires 1 unit. Note, some poisons extracted from animals do not require alchemical processing, such as Wyvern venom.

A Sampling of Parts The following table includes examples of creature parts. Some parts deal damage if you fail to extract it. The elemental damage can be any type of damage as determined by the DM (for example, a character takes fire damage on a failed check to extract the essential organ of a red dragon). You can determine the damage dealt using the same guidelines for trap damage found in chapter 5 of the Dungeon Master's Guide. Part Potential consequences Stinger Deals poison damage on a failed check Wings, feathers — Fins — Chitin — Tail — Fangs, teeth Deals piercing damage on a failed check Organ — Horns Deals piercing damage on a failed check Ectoplasm Deals necrotic damage on a failed check Scales — Elemental essence Deals elemental damage on a failed check Claws Deals slashing damage on a failed check Bones — Slime, mucus Deals elemental or poison damage on a failed check Essential Organ Deals elemental damage on a failed check Fur, hide — Blood — Part Values The value of each harvested unit ranges between 1% to 50% of the experience of the creature. You can determine the values of each extracted part in the following table. Unit Value CR Creature rarity Unit value 4 or less Common 1% of the creature exp. 5-12 Uncommon 5% of the creature exp. 13-18 Rare 10% of the creature exp. 19-24 Very Rare 25% of the creature exp. 25+ Legendary 50% of the creature exp. For example, if you harvest some feathers from a hippogriff (CR 1), the value of the feather unit will be 1% of the base experience (200 exp), which is 2 gp. A unit of pseudodragon's scales is worth 5 sp (CR 1/4), and a unit of an adult blue dragon's scales is worth 1,500 gp (CR 16). Butchering (Foraging Variant) While characters can forage to survive in the wilderness, they can also hunt creatures to harvest the meat for food. The meat they yield spoils after a single day if left uneaten and unpreserved. Eating spoiled meat might require a Constitution saving throw to avoid vomiting or disease. A character can make a Wisdom (Survival) DC 15 check to try to collect meat as food. The DC for the check is typically 15, but can be modified to suit the needs of the situation. The amount of meat harvested is determined by the creature size and the amount of time taken. Harvesting meat does not count towards the maximum harvest checks you can make on a particular creature. Creature Food Yield Creature Size Max. Food Yield Time Required Tiny 1 lb. 15 min. Small 4 lb. 30 min. Medium 16 lb. 1 hour Large 32 lb. 2 hours Gargantuan 64 lb. 4 hours

Harvesting the Earth Materials such as wood, stone, minerals and coral can be used to craft weapons or armor. Each search and potential harvest of these resources requires 1 day. As a part of downtime, you may travel to distant environments given that you have enough days of downtime to travel there, gather resources, and travel back. Depending on how much you gather you may need to account for a way to transport the materials. Minerals are divided into two types, Ore and Gemstones. Finding and Identifying Resources In order to locate minerals or other materials of the land, make a Wisdom (Nature/Tool) check. Compare the result to the table below. You find materials of each rarity equal to and lower than the DC that is passed. The DM determines which materials are available in your current location. You make an Intelligence (Nature/Tool) check against the same table to identify these materials (passive scores and previously identifying the material allow automatic success). On a success, you know what the matieral is and its useful properties. On a failure, the material remains unknown to them. They can seek out knowledge of the material, experiment with it, or simply have it crafted and see what effect it may have. For each of these checks, if you are proficient with an appropriate tool and not Nature, add your proficiency bonus. If you have proficiency with both Nature and the tool, you gain advantage on the check. DC Material Rarity 15 Common 17 Uncommon 19 Rare 21 Very Rare If you would like to search for a specific material, they state which resource or type of resource you are searching for and make a Wisdom (Nature/Tool) check against the specific DC corresponding to the desired material's rarity. On a failure, you do not find any useful materials. Harvesting Resources Of all of the materials found you choose one to harvest. The base DC for a harvest check for any type of material is DC 15, using an appropriate tool (axe for wood, miner's pick for ore, etc.). This DC may be modified depending on environment or circumstance. Make an ability check appropriate for the material being harvested and the tools being used, such as Strength (Athletics/Tool) for mining or felling a tree, or Dexterity (Tool) for extracting delicate gems. On a success, collect a number of units equal to 2d4 + your Constitution modifier. Collect half as much on a failure. If extracting gemstones, the DM determines the amount of the gemstones found, or rolls a d20 and compares the result with the following table. You can determine the kind of gemstones found using the tables on page 134 of the Dungeon Master's Guide. d20 Gemstones Found 1-10 1 gemstone (10 gp) 11-15 1d4+1 gemstones (10 gp) 16-18 1 gemstone (50 gp) 19 1d4+1 gemstones (50 gp) 20 Roll twice Material Values Minerals and other materials can be sold, and in some cases bought, at the value of each unit depending on the material. For more information see the materials field guide below. Special Materials by Biome These tables can be used to help guide the DM towards what is available in any given location. Not all locations within a biome necessarily have all resources, even those within the same rarity tier. The DM can choose what makes the most sense or determine it randomly. Grassland Rarity Resource Common Darksteel Common Darkwood Common Leafweave Uncommon Spotted Birch Rare Asmoroch Oak Hill Rarity Resource Common Cold Iron Common Darksteel Uncommon Adamantine Uncommon Mithral Rare Dwarvenstone Forest Rarity Resource Common Darkwood Common Leafweave Uncommon Plague Koa Uncommon Spotted Birch Rare Asmoroch Oak Swamp Rarity Resource Common Darkwood Common Leafweave Uncommon Plague Koa Uncommon Spotted Birch Rare Asmoroch Oak Mountain Rarity Resource Common Cold Iron Common Darksteel Uncommon Adamantine Uncommon Mithral Uncommon Obsidian Rare Aerocrystal Rare Dwarvenstone Rare Eternal Ice Rare Ignum Rare Orichalcum Very Rare Stellar Iron Underdark Rarity Resource Common Cold Iron Uncommon Admantine Uncommon Mithral Uncommon Obsidian Rare Aerocrystal Rare Dwarvenstone Rare Ignum Rare Orichalcum Very Rare Stellar Iron







Desert Rarity Resource Varies Ellond Hide Rare Ignum Rare Orichalcum Arctic Rarity Resource Common Cold Iron Rare Eternal Ice



Coastal Rarity Resource Common Coral Uncommon Obsidian Uncommon Plague Koa Rare Aerocrystal

Other Resources It is possible that players will seek a specific material or type of material that does not align with what is listed here. In this case, use these listed materials as a guideline to create the new material. Each new material should have at least a Rarity, Unit Price, and effect for either armor or weapons, even if that effect is decorative. Materials Reference Resource Rarity Source/Biome Adamantine Uncommon Mountain, Hill, Underdark Aerocrystal Rare Mountain, Underdark, Coastal Asmoroch Oak Rare Forest, Swamp, Grassland Beast Feather Varies Any feathered creature Bone Varies Any vertebrate creature Chitin Varies Any shelled creature Cold Iron Common Mountain, Hill, Arctic, Underdark Coral Common Coastal Darksteel Uncommon Hill, Grassland, Mountain Darkwood Common Forest, Grassland, Swamp Dwarvenstone Rare Mountain, Hill, Underdark Ellond Hide Varies Desert creatures Eternal Ice Rare Arctic, Mountain (top) Ignum Rare Desert, Underdark, Mountain (Volcanic) Infernal Leather Very Rare Infernal planes Infernal Steel Very Rare Infernal planes Leafweave Common Forest, Grassland, Swamp Mithral Uncommon Mountain, Hill, Underdark Monster Scales Varies Any scaled creature Obsidian Uncommon Mountain, Coastal, Underdark (Volcanic) Orichalcum Rare Desert, Mountain, Underdark Plague Koa Uncommon Forest, Swamp, Coastal Shadowsilk Varies Lair of arachnid creatures Shadowfell Linen Very Rare Shadowfell Spotted Birch Uncommon Forest, Grassland, Swamp Stellar Iron Very Rare Underdark, Mountain

Part 2: Alchemy Although a skilled herbalist could make a salve using Wild Sageroot, it could only be able to heal an adventurer's wounds over a long period of time (usually day's or weeks). And only to a certain degree depending on the severity of the wounds. As is the case for many common folk this is the only healing they can come by, or afford for that matter. Alchemy on the other hand is the process of attempting to purify, mature, and perfect these magical materials (both plant and monster). This guide explores how alchemy can be used to eperiment with natural materials to unlock the potnetial of these ingredients and discover the formula for magical concoctions. Once the formula is known and the required ingrediants are available, the player can take the time and cost required to craft the corresponding magical item (XGE 128). To conduct an alchemical experiment, you must own a set of alchemist's supplies and make an Alchemy Check. Poisons One of an assassin's primary tools. The cunning combination of beatuy and leathality. Each poison must be delivered in one of four ways in order to be effective: Inhaled

Ingested

Injury

Skin contact Enveonming Weapons A single vial of poison can be applied to 1 weapon or up to 3 pieces of ammunition. A poison used this way retains its potency until the weapon successfully hits a creature or it is washed off. Alchemy Check Intelligence (Arcana/Alchemist's Supplies) Alchemy Check DC = 15 + ingredient difficulty modifier

Each attempt requires 1 day and 1 unit of the material being tested. There are three possible results when making an Alchemy Check: On a successful Alchemy Check, you create the corresponding potion or poison and learn the formula .

. On a failure, the vial’s contents don’t look exactly like you expected. It is up to the DM to decide if the character knows that the mixture will not work correctly.

Making progress (the result is within 3 of the DC). You haven't quite gotten it right, but subsequent attempts will have -2 to the total DC. Reverse Engineering If you have an existing potion or poison you can attempt to reverse engineer it to learn the formula. Each vial of potion or poison provides three units with which you can experiment on. Make an Alchemy Check with DC corresponding to the rarity of the tincture. Reverse Engineering DC DC Mixture Rarity 10 Common 15 Uncommon 20 Rare 25 Very Rare 30 Legendary Any left over part of the mixture will have a diminished effect. Crafting Potions and Poisons Once you know the formula and have access to the required ingredients, tools (alchemist's supplies for potions and a poisoner's kit for poisons), time, and money, you can make new potions and poisons by using 1 unit of each ingredient you would like to use and the following table (with proficiency): Ingredient Rarity Days (Potions/Poisons) Cost Common 2/1 25 gp Uncommon 5/2 100 gp Rare 25/12 1,000 gp Very Rare 60/30 10,000 gp Note that the time to craft potions of healing is different: 1/5/15/20 days for each respective rarity. See the Formula tables of Appendix A for additional crafting details.

Part 3: Crafting and Materials During your adventures and travels, you can collect a series of materials to craft special equipment. This section expands the crafting system found in the Player's Handbook and modifies some parts of it. You can craft nonmagical items, including adventuring equipment. Proficiency with a set of tools is not required to attempt crafting, but it certainly helps. You may need access to a special location for crafting the item as well. For example, someone attempting a smithing project needs a forge to craft a sword or suit of armor. For each day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 25 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 25 gp, you make progress every day in 25 gp increments until you reach the market value of the item. For example, a suit of plate armor (market value of 1,500 gp) takes 60 days to craft by you. By the end of this process the total cost to you is half the market value of the item (this represents the common raw materials used). If you are not proficient with the requisite set of tools, the time and cost of this process increases by 50%. The number of days an untrained person spends crafting counts towards becoming proficient in that tool (XGE 134). Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 25 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 20 days. While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost (see chapter 5 of the Player's Handbook for more information on lifestyle expenses). Item Types There are three types of nonmagical items you can craft: Common items are the items you can easily find in a store, dungeons and most of the artisans make them regularly, like a longsword or leather armor. Special items are the pieces of equipment crafted with special materials, like a darksteel longsword. Unique items are completely new creations, with custom forms, qualities and benefits, like a greatsword with a mechanism to transform it into two scimitars. Value of Special Items The market value of Special items is calculated as the market value of the item created plus the Unit Values of each special material used times the number of units needed. For example, a darksteel longsword edged in obsidian = value of a longsword (15 gp) + 2 units of darksteel (2 x 250 gp) + 2 units of obsidian (2 x 250) = 1015 gp. Hiring Artisans You can hire one or more artisans to help you create the item or to create the item completely by themselves. When using special materials, you need to hire an artisan who knows how to work that material. The cost for hiring an artisan depends of the type of item you want to create. In general, for rarer items you will need an artisan who knows how to work the material, has a crafting formula, or something similar. You can see the cost of hiring an artisan in the following table. If you hire an artisan to create a unique item with special materials, the cost per day is 15 gp. Hiring an Artisan Item type Cost per day Normal (common artisan labor) 2 gp Special (special materials) 5 gp Unique (completely new item) 10+ gp (15+ gp w/ special materials) Crafting a Unique item Crafting a Unique item is experimental by definition and as such there is an inherent risk of failure. When you craft a Unique item, you must make a skill check at the end of the process to see if you have succeded. The skill check should be appropriate for the task at hand and the materials used. For example, Intelligence (Athletics/Tool) for smithing or Dexterity (Nature/Tool) for woodcarving and leatherworking. If you are proficient in the tool being used but not the related skill, add your proficiency bonus to the check. If you are proficient in both the tool and the skill, you gain advantage on the roll. DC = 13 + Material Rarity Modifier + # of different Special Materials used + # of component items Material Rarity Modifier Rarity DC Modifier Non-Special +0 Common +1 Uncommon +2 Rare +3 Very Rare +4 If more than one special material is used, use only the highest rarity amongst those materials. On a success, congratualtions! You have successfully created a new, unique item! On a failure, you must finish a long rest before you can make the check again. After 3 consecutive failures, the project is irreparable and all the materials you used are lost.

Special Unique Item Requirements Note that each component item included as part of the unique special item requires a full set of material units. Each type of special material used requires a full set of material units. Each type of special material can be used once per component item. For example, a double-sided darksteel dagger requires 4 units of darksteel, 2 for each dagger. The DC would be 13 + 2 (darksteel modifier) + 1 (one type of Special Material) + 2 (two daggers) = 18. A cold iron breastplate with lines of eternal ice running through it requires 3 units of cold iron and 3 units of eternal ice. The DC would be 13 + 3 (eternal ice modifier) + 2 (two different Special Materials) + 1 (a single breastplate) = 19. Special Materials To create an item with special materials, you need an amount of material units according to what you are crafting and the size of creature it is for. For a medium sized creature, you need 3 units of the same material for crafting armor and clothing, 2 units of the same material for weapons and shields, and 1 unit of the same material for 10 pieces of ammunition. The time and cost to craft an item with special materials is calculated using the market value of the type of item being crafted. For example, if you want to create adamantine plate armor for a medium sized character, it will take 60 days to craft it at a cost of 750 gp and 3 units of adamantine. If you hire two artisans to work with you, it will take 20 days at a total cost of 950 gp and 3 units of adamantine. For each size increment larger than medium you need twice the amount of materials (for 1 set of armor that would be 6 units for large, 12 for huge, and 24 for gargantuan). For each size increment smaller than medium you need only half the amount of materials. Crafting an item with two or more special materials is an advanced and delicate process. Such an item is considered Unique for crafting purposes. In the case of creature parts, you gain an extra benefit depending on the creature's CR: Creature CR AC bonus Weapon bonus 4 or less +0 +0 5-12 +0 +1 13-18 +1 +2 19-24 +2 +3 25+ +3 +4 For example, scale mail created with scales from an adult blue dragon (CR 16) will give you an extra +1 to your armor class, for a total of 15 + dex modifier (max. +2). A Life of Learning Just because you don't know how to use that hammer and anvil doesn't mean you can't learn! The number of days required to gain proficiency in a new tool or language of any kind is: 50 - 5 x Int mod (negative modifiers do not increase this amount)

The DM may also decide that a character's other skills also contribute to their ability to learn a new proficiency, such as Strength to reduce the time it takes to learn smithing and Dexterity to help learn forgery or how to become an effective jeweler. Conversely, certain proficiencies may require a minimum ability score. It seems unlikely that a wizard with a Stength of 8 will ever be able to master smithing. The cost to learn a new proficiency is 25 gp/workweek (5 days). This can be waived for a variety of reasons, such as your language instructor being a close friend or party member.

Materials Field Guide Here you will find a list of special materials, their unit value and the properties they grant to armor and weapons. Some of this material might have other special features as determined by the DM (for example, armor made with dragon bones could grant you resistance to the dragon's damage type). Adamantine Uncommon Material A jet black metal known as one of the hardest substances in existence. Unit value: 250 gp Armor: Any critical hit against you becomes a normal hit. Weapon: Ignore resistance to all nonmagical bludgeoning, piercing, or slashing damage dealt with this weapon. Aerocrystal Rare Material A light blue, glass-like crystal known for creating lightweight, precise weapons. Unit value: 500 gp Weapon: The weapon gains the finesse property. Asmoroch Oak Rare Material This hard wood has been scorched black. It is cold to the touch, seemingly devoid of life. Unit value: 500 gp Armor: Necrotic damage you take from an external source is reduced by 1d10. Weapon: When you hit a creature you deal an additional 1d4 necrotic damage. Beast Feathers Rarity Varies Hippogriffs, Rocs, giant eagles and other flying creatures have beautiful feathers that accentuate their majesty. Unit value: Determined by the creature's CR. Armor: While wearing clothing or any non-metallic armor made with beast feathers, you have advantage on Animal Handling checks. Bone Rarity Varies A series of bones joined together, commonly used by shamans and wildlings. It makes for a most fearsome display. Unit value: Determined by the creature's CR. Armor: You have advantage on Intimidation checks. Additional effects may apply depending on the creature the bones came from, as decided by the DM. Weapon: You have advantage on Intimidation checks. Additional effects may apply depending on the creature the bones came from, as decided by the DM. Chitin Rarity Varies The lightwieght, flexible shells of chitinous creatures such as giant crabs and remorhaz make for useful armor. Unit value: Determined by the creature's CR. Armor: The dexterity maximum of medium armor increases by 1. The Strength requirement of heavy armor decreases by 1. Cold Iron Common Material This iron seems to radiate an unnatural chill. Known for its effectiveness against fey creatures. Unit value: 100 gp Armor: Any fey creature that comes into contact with this armor takes 1d4 cold damage. Weapons: When you hit a fey creature you can roll the damage twice and use either result. Coral Common Material Primarily used by creatures of the sea to fashion weapons and armor, this hard material grants boons in the water. Unit value: 100 gp Armor: You gain a swimming speed equal to your walking speed. Weapons: Any melee weapon made with coral doesn't have disadvantage on attack rolls while underwater.

Darksteel Uncommon Material A night-blue metal that is only found in areas affected by frequent thunderstorms. Known for being infused with the energy of the storm. Unit value: 250 gp. Armor: Lightning damage you take from an external source is reduced by 1d10. Weapons: When you hit a creature you deal an additional 1d4 lightning damage. Darkwood Common Material This is as durable as the hardest steel, but very light. Unit value: 100 gp Armor: Negates any Strength requirement of the armor. Dwarvenstone Rare Material This marble-like stone is used by dwarves to create ceremonial armor, even though it is heavier and bulkier than metallic armors. Unit value: 500 gp Armor: Heavy armor grants +1 to your armor class, but the Strength requirement increases by 2. Ellond Hide Rarity Varies This burnt-orange hide is harvested from creatures that live in arid environments such as the desert. Unit value: Determined by the creature's CR. Armor: You can tolerate extreme heat without issue. You do not have to make Constitution checks when spending time in temperatures in excess of 100°F. Eternal Ice Rare Material This extrodinarily hard block of sky blue ice resists high temperatures, making it unable to melt under normal conditions. Unit value: 500 gp Armor: Cold damage that you take from an external source is reduced by 1d10. Weapon: When you hit a creature you deal an additional 1d4 cold damage. Ignum Rare Material This black, semi-translucent stone has a lava-like substence flowing inside of it, warming the surface. Unit value: 500 gp Armor: Fire damage you take from an external source is reduced by 1d10. Weapon: When you hit a creature you deal an additional 1d4 fire damage. Infernal Leather Very Rare Material A reddish hard leather created from the hide of a Hellish beast. Unit value: 750 gp Armor: You have a +1 bonus to your armor class and resistance to fire damage. Infernal Steel Very Rare Material A blood red metal found in the Nine Hells that exudes heat and hatred in equal measure. Unit value: 750 gp Armor: You have a +1 bonus to your armor class and resistance to fire damage. Weapon: When you hit a creature you deal an additional 2d4 fire damage. Leafweave Common Material The pattern of these naturally woven leaves makes them surprisngly durable. Unit value: 100 gp Armor: You have advantage on Dexterity (Stealth) checks in forested terrain. Mithral Uncommon Material This white-silver metal is lighter and more flexible than common steel. Unit value: 250 gp Armor: If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, mithral version of the armor doesn't. Weapon: Two handed weapons made with mithril lose the heavy property and all other weapons gain the light feature. Monster Scales Rarity Varies These come in a variety of colors, shapes, and sizes. Some may even hold some risidual magic from the creature whence they came. Unit value: Determined by the creature's CR. Armor: Bludgeoning, piercing, and slashing damage that you take from an external source is reduced by 1d10. Additional effects may apply depending on the creature the scales came from, as decided by the DM. See page 11 of this guide for additional benefits.

Obsidian Uncommon Material This glass-like stone's tones of black to deep purple shimmer in the light. It is known to be very sharp. Unit value: 250 gp Armor: When an enemy tries to grapple you, it takes 1d4 slashing damage. Weapons: Any piercing or slashing damage made with an obsidian weapon deals an additional 1d4 of that damage. Orichalcum Rare Material This bronze-orange metal glows warmly when near sources of magic. It is used to absorb the essence of magic. Unit value: 500 gp Armor: You have advantage on saving throws against spells and other magical effects. Weapon: When you hit a creature you deal an additional 1d4 force damage. Plague Koa Uncommon Material This mossy hard wood has small spores floating around it. Unit value: 250 gp Armor: Poison damage that you take from an attack is reduced by 1d10. Weapon: When you hit a creature you deal an additional 1d4 poison damage. Shadowsilk Rarity Varies This semi-transparent silk is carefully made by spiders and spider-like creatures. Unit value: Determined by the creature's CR. Armor: You have advantage on Dexterity (Stealth) checks in lightly obscured areas. Shaed Very Rare Material An impossibly soft material that is only found in the Shadowfell, imbued with the plane's dark essence. Unit value: 750 gp Armor: You have a +1 bonus to your armor class and resistance to psychic damage. Spotted Birch Uncommon Material The spots of this hard wood are actually small holes that cover the surface of the tree. These holes emit a pungent, stinging smell. Unit value: 250 gp Armor: Acid damage that you take from an external source is reduced by 1d10. Weapon: When you hit a creature you deal an additional 1d4 acid damage. Stellar Iron Very Rare Material A white bright metal with a soft texture but superior durability. Known for being imbued with celestial power. Unit value: 750 gp Armor: You have a +1 bonus to your armor class and resistance to necrotic and radiant damage. Weapon: When you hit a creature you deal an additional 2d4 radiant damage.

Flora Field Guide Here you will find descriptions for each of the ingredients gathered by herbologists. Some of the plants are common enough to be instantly recognizable while others may stay hidden for years. Each ingredient provides unique qualities and uses for the alchemically-minded member of your party. Arctic Creeper This noxious weed usually grows in extremely cold environments, or at higher elevations where snow tends to accumulate. The leaves of the plant characterized by a pleasant sweet minty flavor, whereas the root is bitter and acidic. The Arctic Creeper is toxic to many unwary travelers, as it is quite easy to consume the root’s toxins while enjoying the sweet flavorsome leaves. Arrow Root This unusually elongated plant can stand up to four feet tall, and is very easy to spot due to its distinctive white and brown speckled pattern. The Arrow Root thrives in desert and drought environments, as the plant needs very little water to survive. When diced and boiled in water the plant creates a frothy silver liquid, which is ideal for sharpening weapons without the use of magic or other means. Amanita Cap This large mushroom is often found growing in clusters near bodies of water, or around other damp terrain. It has a bold blue stem accompanied by a large red cap, which makes this fungi extremely easy to identify. Professional herbalists often cut the head from the root, as the mushroom has the rare ability to re-grow its cap within a few short weeks. Basilisk’s Breath Often referred to as Grey Restraints amongst the nobles of the world, this dark grey vine is only rarely found atop the highest peaks of mountainous regions. It is fabled that this vine is a gift from the gods, as a way to test humanity. Often sold for outrageous sums of gold, Basilisk’s Breath can attract unwanted attention to those trying to sell it for profit. Bloodgrass The most boring, common plant life found in the wild is this dark brown grass. It has absolutely no remarkable qualities, other than being relatively harmless, and its use as basic sustenance when properly prepared. Herbalists do not find this grass very unique, but still tend to collect it as it occupies almost no space in their packs. Blue Toadshade This mushroom has a dark blue cap with a yellow striped stem. When disturbed, this mushroom lets off a puff of blue powder. This causes no permanent harm to surrounding creatures, but it can stain their skin and equipment for a short while. The powder is commonly used to color various inks and dyes. Herbalists search for the fungi around sources of water, where aquatic life often thrives. Cactus Juice This usually clear liquid can be found within most cacti around the world. It’s reasonably difficult to extract, as many cacti are dangerous to work with. Brewers love to use this juice in many recipes, as one of its effects is to delay alcohol intoxication, allowing people to purchase and consume more before it hits them. Chromus Slime This thin, slimey substance is often observed flowing within water as if it had a mind of its own. Often times, herbalist mistake this slime with mercury, as it has the same consistency and look. When attempting to collect the slime, it reverberates and alters any plant life it touches in its vicinity. Cosmos Glond This four-leafed plant is notorious for being difficult to find. This is mostly due to the plant growing in the most obscure and unpredicatable places. Its leaves have the uncanny appearance of stars in a night sky. Devil’s Bloodleaf Only a few recorded instances of this red and yellow flower exist. This large and bold red leaf can be going back in history to the dawn of humankind. It was once a popular decoration around homes and gardens, but has become one of the rarest plants in the world. It is said to give immense vitality and health to one who can properly prepare the plant. Drakus Flower This bright red and pale green flower can be found in both temperate and warm environments. It’s a natural favorite amongst entertainers, due to the petal’s ability to ignite with a moderate application of friction. This ignition does not cause harm, only simple theatrical sparks. Dried Ephedra A bush often found in dry environments, it is thorny and hard to harvest without scratching your skin. It has a distinct dark purple hue when viewed at a distance, but up close it looks black. Herbalists often find the sweet, rosey scent alluring.

Emetic Wax This thick, white wax is often found seeping out of trees near lush and wet areas. It is commonly used in candle making, as the wax melts and re-hardens rather quickly, yet is strong enough to form delicate shapes. While useful, prolonged exposure can be irritating to the skin. Fennel Silk Often mistaken for a spider’s web, this white web like plant grows amongst frigid and dark environments. It uses sharp hooked tendrils to help secure the edges of the plant to nearby rocks or plants. Adventurers that are adept in the use of Fennel Silk will recognize the many applications it has for protecting your extremities from the harsh temperature of the northern mountains. Fiend’s Ivy These long, red thorn-encrusted vines can stretch up to 3 feet long and have sharp thorns that reach up to an inch or two long. It isn’t rare to find blood stains amongst these vines as many animals and adventurers can easily trip or get caught in the bushes. The vines also seem to have a reactive, almost sentient, quality to them as they relax when prey is near, and contract when captured. Frozen Seedlings These small, pea sized pods can be found amongst resilient flowers in very cold environments. Named for their almost frozen appearance, they can be plucked with relative ease and are often used in cold alcoholic drinks. Harrada Leaf This huge yellow leaf can often be found near tree tops in lush environments. It is often cultivated and harvested by gangs or the Thieves Guilds to be sold as a street drug. The potent nature of this addictive substance will cause a brief euphoric state followed by a long recovery period. Local law enforcement struggles against the use of this drug as too large of a dose can cause significant harm, or even death.

Drug Addiction At the DM’s discretion, they can introduce addiction to certain substances. These plants and ingredients that offer major boosts to a character’s body tend to have traces of themselves cling to the user for an extended period of time. They can even be found amongst the stomach lining or lungs days or weeks after simple usage. Characters that use these ingredients often should be wary of the consequences that come with them. Hyancinth Nectar This viscous liquid has a colorful kaleidescope appearance and can be extracted from the Hyancinth Flower near damp, humid areas. This nectar is in high demand and is often used by nobility as symbol of wealth when travelling to foreign lands. Hydrathistle Named for its appearance, this three-pronged blue and black flower is often found in dark and dank environments. When used alone, the thistle has no real beneficial effects. However, skilled alchemists have been able to unlock its potential to concoct potions that allow them to breath in water. Ironwood Heart This gnarled white seed is commonly found in the nooks of Ironwood Trees. These large seeds pulse with a slow repetitive beat when gripped tightly, often referred to as “Nature’s Heartbeat”. It is said that when cooked or properly prepared by an herbalist these seeds can increase a beings physical size greatly. Lavender Sprig These long stemmed purple-petal flowers can often be found swaying in the wind in huge patches. They are very common amongst green environments and have a distinct sweet smell. However, they taste extremely bitter when eaten. Luminous Cap Dust This powder can be shaken from the glowing yellow mushrooms often found in extremely dark environments. It keeps an ember-like glow for about a week after extracted. Many herbalists cultivate the glowing mushrooms in dark cellars in order to always have some of the dust at hand. Mandrake Root This tan root has serrated edges all along its body that often cause injury to herbalists who handle it improperly. When stripped of its outer skin, the soft tender center can be eaten with relative ease and is often used by physicians to reduce pain from poison or disease. Milkweed Seeds These small, white translucent seeds can be found when opening up a Milkweed Flower. They are often eaten by children due to their friendly look, but can cause indigestion. When crushed up and diluted these seeds offer powerful resistive effects. Mortflesh Powder This dark purple powder is often found inside a flower that grows on top of moss in dark, cold environments. The powder is often used as makeup for young men and women to reduce the look of age from their faces. It is rumored that when infused with a magical catalyst the effect is permanent.

Nightshade Berries These light blue berries can be found in small, clumped bunches among bushes in lush environments. They can be safely ingested and are often eaten by wild animals for their sweet, but tangy flavor. A skilled herbalist can extract and enhance the oily quality of the berry's fleshy center. Primordial Balm This thick substance has been observed changing its coloring, almost at will. The balm is unusually warm to the touch, and can seem to retain heat for weeks on end. Herbalists often find this substance growing on rocks in humid environments. The exact rarity of the substance is unknown, as its constantly changing appearance makes it difficult to identify. Quicksilver Lichen This silver and grey moss can be found growing amongst almost any substance as it seems to ignore environmental standards. Its soft, silky texture is used by small mammals to line their nests. When burned this plant gives off sour, noxious fumes. Radiant Synthseed This long black and boat-shaped pod emanates a yellow glow from within. When the pod is cracked open, it emits a pleasant, floral smell. Inside there are a few small seeds, glowing with a soft, golden light. When crushed or blended, these seeds darken and form a purple tar-like substance. Rock Vine This dark green vine has a stone-like exterior and can be found growing in the ground near very old minerals, often seeming to feed off the minerals themselves. For many years this vine seemed useless, but arcane studies have since shown this vine to be an important component in defensive spellcraft. Scillia Beans These light brown beans can occasionally be found hanging from Scillia Bushes in dry environments. They are often used to enhance flavors in stew and other meals. At full potency these beans offer the ability to climb steep cliffs and rock faces with ease. Silver Hibiscus This silver-grey plant looks as though it represents unchecked elemental potential. It often devleops round, symmetrical patterns that share a likeness to spider webs crisscrossing across the surface of the leaves. During thunderstorms it is said that the leaves flash in time with the lightning strikes. Spineflower Berries Often found hanging amongst the vertebrae-like flowers, this white berry must be harvested carefully as to not crush its delicate structure. When ingested, these berries provide little sustenance and leave the eater with a slight feeling of vertigo. Tail Leaf This very fuzzy, dark green leaf is circular in shape with three thick strands hanging from the center. When held, the leaf itself feels as though it is vibrating with untapped energy. Verdant Nettle With its green and yellow speckled mesh-like leaf, this plant is easily identified. It normally grows in forests and can catch a person’s feet when traveling if they aren't watching their footing. Rangers tell of its uses as a way to calm predatory animals. Voidroot This dark grey root thrives amongst the most extreme environments. Found in both desert and arctic environments, the growth rate of each root doesn't not appear consistent for the species. Herbalists tend to be very careful when they extract this root from the ground as it seems to defy gravity. Wild Sageroot The most common ingredient found among doctors' and healers' equipment would be these light pink roots. They measure about 3 to 5 inches in length and have a smooth, fuzzy texture to them. They are used every day by skilled alchemists and healers to create concoctions of extraordinary healing power. Wisp Stalks This incredibly rare fungi has become something of a fable amongst herbalists. It is reported to have a large bulbous cap growing atop a thin stem, and normally forms small clusters deep within damp cave environments and forests. The organism is a translucent blue and seems to fade from view at certain angles. Wrackwort Bulbs These large white bulbs can be found in swamps, wet caverns, and the damp hold of a ship. The bulbs release a puff of powder when disturbed to confuse and addle creatures nearby. When harvested successfully, these bulbs can be ground into a paste. Oddly, alchemists report that the resulting product always seems significantly less than what they started with. Wyrmtongue Petals These jagged, red petals can be found growing on Wyrmtongue Flowers in almost every terrain. The petals shimmer like oil as they shift in the wind. They are a favorite among paladins and seekers of justice.

Herbalism & Alchemy Variant Rules As the DM, you can decide to use any of these additional rulings in your games when it comes to this supplement. However, make sure to communicate this with your players so they understand. Ingredient Expiration This variant of herbalism affects how long an ingredient can go when not used in an alchemy item or preserved in another way. If the ingredient is in an alchemy item, it is no longer considered an ingredient for purposes of expiration. Most ingredients can only last about a week in game time before losing their full potential. If used past this time period, the concoction can have slightly altered effects, or not work at all. However, the rare and very rare ingredients can last a month in game time due to the hostile environments they are found in. A good way to preserve ingredients from expiring too early is to use an Ingredient Pouch (25 gp, 1 lb). Every pouch operates differently, but costs the same. Some of these pouches keep the ingredients dry, while others merely remove oxygen from the container. Any style of these pouches doubles the ingredient's shelf life. Potion Toxicity Drinking too many potions can have variable consequences if not carefully monitored. If you feel that your players are making and using too many potions, this variant ruling might be for you: Potion Quick Drinking and Toxicity for 5e Underdark Treasure Not many people go looking for a fight in the Underdark, let alone ingredients to make fascinating concoctions. With this variant ruling, any ingredients from the Underdark, and any items produced with those ingredients, have a black glow to them. Buyers will buy these at 5x the regular value of a normal version. Additionally, the DM might decide that the potion or poison has additional effects randomly added that are tied to the Underdark. Optional Restrictions Ampule An ampule holds completed poisons and potions. They are 1" diameter by 3" tall cylinders with an airtight stopper on one end. They are made of magically created, unbreakable glass and hold about 1.25 fluid ounces of liquid. Each potion or poison must be used in it's entirety to gain their benifit (approximately 1 fluid ounce). Ampule Pouch These pouches carry a total of 5 ampules and may be worn at the waist, on a bandolier, or sewn into the inside of a jacket or robes. They are sturdy enough to hold all 5 ampule vials securly no matter what the wearer is doing during their adventures. Ingredient Pouch A pouch that can hold a certain amount of alchemy ingredients for use in potions and poisons. This pouch is made up of multiple sections so as to keep different components safely away from each other to minimize cross-contamination.

Appendix A: Ingredient Lists Poison Herb Ingredients Herbs Rarity DC Modifier Biome Arctic Creeper Common +2 Arctic, Mountain Amanita Cap Common +1 Coastal, Swamp Basilisk's Breath Very Rare +5 Mountain Cactus Juice Common +2 Desert, Grasslands Chromus Slime Rare +4 Coastal, Underdark Drakus Flower Common +2 Desert, Grasslands, Mountain Emetic Wax Common +1 Forest, Swamp Frozen Seedlings Rare +4 Arctic, Mountain Genko Brush Uncommon +2 Hills, Underdark Harrada Leaf Common +1 Forest Lavender Sprig Common -2 Coastal, Grasslands, Hills Quicksilver Lichen Uncommon +3 Most Terrain Radiant Synthseed Rare +4 Underdark Spineflower Berries Uncommon +3 Desert, Swamp Wyrmtongue Petals Common +0 Most Terrain

Most Terrain "Most Terrain" indicates that the herb can be found almost anywhere in any biome, should you choose to search specifically for it.

Poison Formulas & Crafting Poisons can be crafted using either 1 unit of the plant ingredient or the listed monster part. These monster parts are not limited to this list. Other monster parts may produce the same or similar effects as many of the poisons here. Alternatively, the parts listed here may be used in other ways. If you provide an applicable herb or monster part where it is not required the time and cost to craft the poison is halved. Note that some poisons do not require crafting if harvested directly from a creature, such as Wyvern's venom. Crafting a poison is dangerous work. If you are not proficient with a poisoner's kit, the time and cost of creating a poison increases by 50%. The number of days an untrained person spends crafting counts towards becoming proficient with a poisoner's kit (XGE 134). Herbs Monster Part Delivery Method Poison Description Value Arctic Creeper Contact Oil of Taggit. DC 13 CON saving throw or become poisoned for 24 hours. Poisoned creature is unconcious. Wake on taking damage (DMG258). 400 gp Amanita Cap Inhaled Essence of Ether. DC 15 CON saving throw or poisoned for 8 hours. Poisoned creature is unconcious. Wake on taking damage or shaken awake (DMG258). 300 gp Basilisk's Breath Inhaled Basilisk's Breath. Slowly paralyzes the target. DC 16 CON saving throw. On a failed save, creature is restrained. Repeat saving throw at the end of the next turn. On a success, the effect is ended. On a failure, the creature's body locks up and is paralyzed for 24 hours. 12,000 gp Cactus Juice Ingested Pale Tincture. DC 16 CON saving throw or take 1d6 poison damage and become poisoned. Poisoned creature must repeat saving throw every 24 hours, taking 1d6 poison damage on a failure. Until poison ends, this damage can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally again (DMG 258). 250 gp Chromus Slime Wyvern venom Injury Wyvern's Sting. DC 15 CON saving throw, taking 7d6 poison damage on a failure, half damage on a success. 1,200 gp Drakus Flower Inahled Malice. DC 15 CON saving throw or poisoned for 1 hour. Poisoned creaerure is blinded (DMG 258). 250 gp Emetic Wax Carrion Crawler mucous Contact Carrion Crawler Mucous. DC 13 CON saving throw or poisoned for 1 minute. Poisoned creature is paralyzed. Can repeat the saving throw at the end of each turn (DMG 258). 200 gp Frozen Seedlings Ingested Midnight Tears. Has no effect until the stroke of midnight. If not neutralized by then, the creature must make a DC 17 CON saving throw, taking 9d6 poison damage on a failure, half damage on a success. 1,500 gp Genko Brush Injury Drow Poison. Must be made in darkness. DC 13 CON saving throw or poisoned for 1 hour. Fail by 5 or more, unconcious while poisoned. Wake on taking damage or shaken awake (DMG 258). 200 gp Harrada Leaf Giant poisonous snake venom Injury Serpent's Strike. DC 11 CON saving throw, taking 3d6 poison damage on failure, half as much on a success. 200 gp Lavender Sprig Ingested Assassin's Blood. DC 10 CON save. 1d12 poison damage and poisoned for 24 hours. On save, half damage and not poisoned (DMG 258). 150 gp Quicksilver Lichen Inhaled Burnt Othur Fumes. DC 13 CON saving throw or take 3d6 poison damage, and must repeat saving throw at start of each turn. On each successaive failure, take 1d6 poison damage. Afer three successes, the poison ends. 500 gp Radiant Synthseed Puprle Worm venom Injury Purple Death. DC 19 CON saving throw, taking 12d6 poison damage on a failure, half damage on a success. 2,000 gp Spineflower Berries Ingested Torpor. DC 15 CON saving throw or become poisoned for 4d6 hours. Poisoned creature is incapacitated (DMG 258). 600 gp Wyrmtongue Petals Ingested Truth Serum. DC 11 CON saving throw. On a failure, poisoned for 1 hour and the poisoned creature can't knowingly speak a lie, as if under the effects of a zone of truth spell (DMG 258). 150 gp

Potion Herb Ingredients Herbs Rarity DC Modifier Biome Arrow Root Uncommon +2 Desert, Forest, Grasslands Bloodgrass Common +0 Most Terrain Blue Toadshade Rare +3 Coastal, Forest, Swamp Chromus Slime Rare +4 Coastal, Underdark Cosmos Glond Rare +3 Coastal, Desert Devil’s Bloodleaf Very Rare +5 Hills, Swamp, Underdark Dried Ephedra Uncommon +2 Desert, Mountain Fennel Silk Common +2 Arctic, Underdark Fiend’s Ivy Rare +4 Arctic, Underdark Hyacinth Nectar Common +1 Coastal, Grasslands Hydrathistle Uncommon +2 Coastal, Swamp Ironwood Heart Uncommon +3 Arctic, Forest, Hills Luminous Cap Dust Rare +4 Mountain, Underdark Mandrake Root Common +0 Most Terrain Milkweed Seeds Common +2 Most Terrain Mortflesh Powder Very Rare +5 Arctic, Underdark Nightshade Berries Uncommon +3 Forest, Hills Primordial Balm Rare +4 Mountain, Swamp, Underdark Rock Vine Rare +4 Hills, Mountain Scillia Beans Common +1 Desert, Grasslands Silver Hibiscus Rare +4 Arctic, Underdark Tail Leaf Very Rare +5 Grasslands, Hills Verdant Nettle Uncommon +2 Forest Voidroot Very Rare +5 Arctic, Desert Wild Sageroot Common +0 Most Terrain Wisp Stalks Very Rare +5 Forest, Underdark Wrackwort Bulbs Rare +4 Coastal, Swamp

Potion Proficiency If you are not proficient with either alchemist's supplies or Arcana, the time and cost of crafting a potion increases by 50%. The number of days an untrained person spends crafting counts towards becoming proficient with alchemist's supplies (XGE 134).

Potion Formulas & Crafting Potions require both 1 unit of the plant ingredient and the listed monster part, unless otherwise noted. If the listed part is vague, such as an "essence", then it can be any part that you think fits that description. These monster parts are not limited to this list. Other monster parts may be used in place of the ones listed here. Alternatively, the parts listed here may be used in other ways. If you provide an applicable monster part where it is not required the time and cost to craft the potion is halved. Herbs Monster Part Potion Description Arrow Root Oil of Sharpness, but a +1 bonus (DMG 184) Blue Toadshade Potion of Gaseous Form (DMG 187) Chromus Slime Oil of Etherealness (DMG 183) Cosmos Glond Eye of second sight Potion of Clairvoyance (DMG 187) Devil’s Bloodleaf Essence of life regenerated Potion of Vitality (DMG 188) Dried Ephedra Philter of Love (DMG 184) Fennel Silk Potion of Striding. For 1 hour you add 10 ft. to your movement speed. The potion gradually shifts between all black and all yellow as it is turned from side to side. Fiend’s Ivy Potion of Mind Reading (DMG 188) Hyacinth Nectar Potion of Languages. For 1 hour you can understand the literal meaning of any language spoken near you and can read any language written, provided you ar etouching the surface on which it is written. The potion's hue cycles through the colors of a rainbow. Hydrathistle Potion of Water Breathing (DMG 188) Ironwood Heart Potion of Growth (DMG 187) Luminous Cap Dust Potion of Heroism (DMG 188) Mandrake Root Potion of False Life. Gain 1d4 + 4 temporary hit points for 1 hour. This potion is jet black with a white helix that rotates slowly inside the vial. Milkweed Seeds Infusion of resistance Potion of Resistance. If no infusion is included, the damage type is random (DMG 188) Mortflesh Powder Scorpion tail, adder fang, spider, and a tiny beating heart Potion of Longevity (DMG 188) Nightshade Berries Oil of Slipperiness (DMG 184) Primordial Balm Sliver of fingernail from a giant Potion of Giant Strength. Potion type matches the type of giant the nail is from (DMG 187) Rock Vine Potion of Invulnerability (DMG 188) Scillia Beans Potion of Climbing (DMG 187) Silver Hibiscus Draconic scale Potion of Dragon's Breath. For 1 hour the user can unleash a breathe weapon up to 3 times (PHB 34). If no scale is included, produces a Potion of Fire Breath (DMG 187) Tail Leaf Essence of alacrity Potion of Speed (DMG 188) Verdant Nettle Essence of the wild Potion of Animal Friendship (DMG 187) Voidroot Essence of gravity denied Potion of Flying (DMG 187) Wild Sageroot Antitoxin or Potion of Healing. 1/regular, 4/greater, 40/superior, 400/supreme (XGE 130) Wisp Stalks Essence of the unseen Potion of Invisibility (DMG 188) Wrackwort Bulbs Potion of Diminution (DMG 187)

Appendix B: Herb Terrain Tables These tables are used to randomly determine the type of plant found during the Harvest Check of the herbalism skill. Additional rulings can be found next to each ingredient on the charts below. For example, Hydrathistle is found in x1 or x2 amounts while searching for it underwater, but can only be found in larger quantities in a swamp if it's raining. Common Ingredients 1d12 Ingredient Additional Rules 1 Mandrake Root 2 Mandrake Root 3 Quicksilver Lichen 4 Quicksilver Lichen 5 Wild Sageroot 6 Wild Sageroot 7 Wild Sageroot 8 Wyrmtongue Petals 9 Wyrmtongue Petals 10 Milkweed Seeds 11 Milkweed Seeds 12 Bloodgrass Used to make a hearty hardtack Grassland Ingredients 2d6 Ingredient Additional Rules 2 Harrada Leaf 3 Drakus Flower 4 Lavender Sprig Find 2x the rolled amount 5 Arrow Root 6 Common Ingredient Roll on Common Ingredient table 7 Common Ingredient Roll on Common Ingredient table 8 Common Ingredient Roll on Common Ingredient table 9 Scillia Beans Find 2x the rolled amount 10 Cactus Juice 11 Tail Leaf 12 Hyancinth Nectar

Hill Ingredients 2d6 Ingredient Additional Rules 2 Devil’s Bloodleaf 3 Nightshade Berries 4 Tail Leaf Find 2x the rolled amount 5 Lavender Sprig 6 Common Ingredient Roll on Common Ingredient table 7 Common Ingredient Roll on Common Ingredient table 8 Common Ingredient Roll on Common Ingredient table 9 Ironwood Heart 10 Gengko Brush 11 Rock Vine Find 2x the rolled amount 12 Harrada Leaf Forest Ingredients 2d6 Ingredient Additional Rules 2 Harrada Leaf 3 Nightshade Berries 4 Emetic Wax 5 Verdant Nettle 6 Common Ingredient Roll on Common Ingredient table 7 Common Ingredient Roll on Common Ingredient table 8 Common Ingredient Roll on Common Ingredient table 9 Arrow Root 10 Ironwood Heart 11 Blue Toadshade 12 Wisp Stalks Night: Find 2x, Day: Re-roll