The Apothecary A man in a medicine shop sits, brewing a potion. Carefully, he adds different herbs and ingredients. Slowly but surely, the potion is being tailored specifically to the needs of his client’s health. On the street corner, a woman stands with a cart, selling herbs, medical recipes, and antidotes for poisons. Her business is booming in the big city where many are ailed with sickness. Although she doesn’t necessarily see the results, her effect is felt across the city. A traveling healer goes from town to town performing miracles of health for any and all who are sick. Many of these towns are thankful for this kindness, as they don’t have easy access to clerics or other healers. These are apothecaries; potion masters, healers, and caretakers for the sick. These are people who choose to learn the art of turning plant and animal parts into useful potions. Some choose to focus on poisons, while others choose to work on medicinal brews. Others still choose to use their skills in the heat of battle to help their allies. Whether their intentions are noble or not, an apothecary’s presence will rarely be ineffectual. Miraculous, Not Magical Apothecaries are usually very good at getting people back on their own two feet. This is because they are always striving to learn more about their craft, and push themselves beyond what is supposedly possible. An apothecary may set up a shop where they can work on such experiments, or they try new things on the road as they encounter more ingredients in more exotic places. As they learn, apothecaries add new components to what they already can create, sometimes working miracles with their potions. An apothecary's potions are almost strictly non-magical. They combine natural ingredients to gain desired affects, only imbue potions with magical properties occasionally when healing can only be done by magical means. Similar to wizards, apothecaries will often spend extra time trying to learn and perfect their craft when they're free. Creating an Apothecary When making an apothecary, be sure to ask yourself why your character chooses to go on with their daily tasks, and why they chose to become an adventurer. What led you to the life of an apothecary? Did a family member become gravely ill, requiring you to go out and find a cure for their ailment? Did you stumble upon another apothecary’s shop, and become enthralled with the craft? Were you horribly sick as a child and saved by a travelling healer? Is it a family trade, or are you the first to pursue it from your family? Have you trained with a mentor for several years, and branched off on your own? Consider your motivation for improving your craft. Are you on a quest for more knowledge in the art of potion making? Is it your goal to become a great healer? Do you want to make moves in the background, manipulating strings without others knowing? Are riches and wealth from selling your potions something you covett, or do you produce potions simply from the good in your heart? Perhaps you inherited this duty from someone close to you, and do things in that person’s name. As protectors and healers, most apothecaries fall under good or neutral alignment. However evil apothecaries are not unheard of. Consider the way your character may act under their circumstances, and what they may use their potions to do because of this. Take a look at the list of apothecary’s specialties to see what you think your character may want to pursue because of those circumstances. Quick Build You can make an apothecary quickly by following these suggestions. First, Constitution should be your highest stat, followed by Intelligence. Then choose the Guild Artisan background.

Image Credit: Roman Cherepov

The Apothecary Level Proficiency Bonus Features Salves 1st 2nd 3rd 4th 5th 6th 7th 8th 1st +2 Potion Making 3 2 — — — — — — — 2nd +2 Apothecary's Specialty 3 3 — — — — — — — 3rd +2 False Vials 3 4 2 — — — — — — 4th +2 Ability Score Improvement 4 4 3 — — — — — — 5th +3 Anatomic Knowledge 4 4 3 2 — — — — — 6th +3 Apothecary's Specialty Feature 4 4 3 3 — — — — — 7th +3 4 4 3 3 1 — — — — 8th +3 Ability Score Improvement 4 4 3 3 2 — — — — 9th +4 5 4 3 3 3 — — — — 10th +4 Apothecary's Specialty Feature 5 4 3 3 3 1 — — — 11th +4 5 4 3 3 3 2 — — — 12th +4 Ability Score Improvement 5 4 3 3 3 2 — — — 13th +5 5 4 3 3 3 2 1 — — 14th +5 Apothecary's Specialty Feature 5 4 3 3 3 2 1 — — 15th +5 Apothecary's Specialty Improvement 6 4 3 3 3 2 1 — — 16th +5 Ability Score Improvement 6 4 3 3 3 2 1 1 — 17th +6 6 4 3 3 3 2 1 1 — 18th +6 Powered Up Potion 6 4 3 3 3 2 1 1 — 19th +6 Ability Score Improvement 6 4 3 3 3 2 2 1 — 20th +6 Potion of Life and Death 6 4 3 3 3 2 2 1 1 *The numbers listed for the potions are the maximum number of brews you may carry at a given time. Your potion book may contain more potions than the numbers here. Class Features As an apothecary, you gain the following class features. Hit Points Hit Dice: 1d8 per apothecary level

1d8 per apothecary level Hit Points at first level: 1d8 + your constitution modifier

1d8 + your constitution modifier Hit Points at higher levels: 1d8 (or 5) + your constitution modifier Proficiencies Armor: Light armor

Light armor Weapons: Simple Weapons

Simple Weapons Tools: Alchemist's Supplies/Brewer's Supplies/Herbalism Kit

Alchemist's Supplies/Brewer's Supplies/Herbalism Kit Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Medicine, and one from Nature, Survivial, Investigation, or Persuasion ___ asdf Equipment You start with the following equipment, in addition to the equipment granted to you by your background: (a) two daggers, (b) a handaxe or (c) a quarterstaff

a component pouch

(a) an explorer's pack or (b) a scholar's pack

a potion recipe book

5 glass vials, 5 small glass mason jars, and 5 glass flasks Potion Making You have dedicated your life to making potions, medicines, poisons, and antidotes. You have a potion recipe book for these potions, and can prepare potions and salves during short and long rests as a non-strenuous task, depending on their time consumption. Your potion crafting ability is equal to your proficiency bonus plus your intelligence modifier. This is used when calculating some potion DC's.

Potion Recipe Book At 1st level, you have a potion recipe book with access to the recipe for 3 salves and 5 1st level potions. You can add one salve to your potion recipe book every apothecary level up to 10th level. You can add two potions that you could brew (see the apothecary table to see what level of potions you may brew at any given level) to your potion recipe book every apothecary level. The number of potions you can successfully brew at one time is determined by your level, and how many containers (vials, flasks, bottles, etc.) you have. Preparing and Using Potions Any and all potions that you make must be prepared before you can use them. You may prepare potions and salves during long and short rests. You must have all of the proper materials as defined by the recipe, and you must have a long enough amount of time to complete all potions you would like to brew. For example, if you want to brew 5 potions, and each one takes 1 hour to brew, you would not be able to brew all 5 positions during a 4 hour short rest. Salves can be made at any time due to their easy to find materials, and low preparation time. Apothecary's Specialty When you reach 2nd level, you choose a specialization for your potions and how you would like to make them. You may become a Poison Master, a Medicinal Master, a Battlefield Medic, or an Experimenter. Your choice grants you features at 2nd, 6th, 10th, and 14th level, and improves at 15th level. False Vials At 3rd level, you gain the ability to load throwable potions into temporary vials as a bonus action on your turn. These vials, if they hit a hostile creature, do 1d4 force damage and then release whatever potion was contained within them. Otherwise they only release the potion when the target is reached. The number of dice used for damage increases by one at level 5, 11, and 17. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Anatomic Knowledge Starting at 5th level, you know where the best places to strike are on the body. Up to three times between short or long rests, you may add your intelligence modifier to your attack rolls. column break Powered Up Potion Beginning at 18th level, you have spent time making one of your potions particularly powerful. You may select one potion of 4th level or lower that is in your potion book. That potion now is one and a half times more potent when you make it (i.e. a healing potion that heals 2d6 will now heal 3d6, or a potion that increases your speed by 10 feet now increases your speed by 15 feet). However, it takes twice as long to brew. You may brew the potion at regular strength if you wish by brewing it the normal amount of time. Potion of Life and Death At 20th level you learn how to make the potion of life and death. Potion of Life and Death 8th level potion Storage need: Large glass bottle

Large glass bottle Ingredients: Mandrake root worth 10 GP, Red Amanita Mushroom worth 10 GP, purified water, a diamond worth 100 GP

Mandrake root worth 10 GP, Red Amanita Mushroom worth 10 GP, purified water, a diamond worth 100 GP Time: 5 days

5 days Special Instructions: Must be brewed around the time of the full moon.

Must be brewed around the time of the full moon. Potion Type: Poison, Healing

Poison, Healing Potion Use: Ingested

Ingested Description: This potion has the ability to heal massive amounts, and kill just as easily. If the potion is ingested with rowan berries, the potion does 20d6 healing to the target. If it is not, the user must make a Constitution saving throw where the DC is 14 + your intelligence modifier. The target takes 20d6 poison damage, or 3/4 of that on a successful save. Apothecary's Specialties Many apothecaries choose to specialize in a particular kind of potion making. However, some choose to take more active routes to healing and potion making. At 2nd level you select one of these specializations that piques your interest. Poison Master You have chosen to put more effort into perfecting poisons and antidotes. Various poisons, venoms, and their cures are what you take pride in experimenting on. You find their effects intriguing, and wish to learn as much as you can about their lethal tendencies. The time it takes you to make poisonous potions and antidotes is halved when you select this specialization. Mithridatism Starting at 2nd level, your interest in poisons has led you to taking small doses of them to see their effects. These small doses have begun immunizing you to various types of poison and venom. You gain resistance to poison damage.

Potent Poisons At 2nd level, your experimentation on various poisons, venoms, and antidotes has allowed you to create more powerful remedies and ailments. You may add 1d4 extra damage to attacks made using poisonous potions, and you may use a successful medicine check (DC 13) to remove the poisoned condition from a non-hostile creature and heal them for 1d4. Your poisons also ignore poison resistance. Poison Touch Starting at 6th level, once per battle as a bonus action, you may apply poison to one of your blades, or the blade of an ally who is standing next to you. For the next minute, if an attack made with that blade hits, the target must also make a constitution saving throw. The target takes 2d6 poison damage, or half that on a successful save, in addition to the weapon’s normal damage. Chronic Poisons Beginning at 10th level, you have found ways to make your poisons potent enough to deal persistent damage to a target. Poisonous potions you make now give targets who fail their initial constitution saving throw a poisoned condition until the effect is removed either by magical or medicinal means. This also applies to the Poison Touch ability. Toxin Modification Starting at 14th level, you have found ways to tailor your poisons to target specific groups more viciously. You may select two races or creatures that your poisons do extra damage to. These races or creatures get a penalty to constitution saving throws made against your poisons equal to your proficiency plus your intelligence modifier. Your poisons deal 3d8 extra damage to these preferred races or creatures in addition to the regular damage caused by the poison. Poison Master Improvement Perfected Mithridatism Starting at 15th level, you have immunity to poison damage and have advantage against saving throws to induce poison due to your constant self experimentation. Medicinal Master You have decided that you want to be someone who is known around the world for the feats of healing that you produce. You have made it your goal to tend to the sick and wounded wherever you go, and wish to find the most powerful concoctions to make others feel better. The time it takes you to make healing potions and salves are halved when you select this specialization. Overhealing Potions Starting at 2nd level, you have developed potions that make people feel even better than they were before they were sick or injured. If a potion would heal above the maximum number of hit points of the target, the remaining healing that the potion would do is added as temporary hit points. This only works when the target is below maximum health. The maximum number of temporary hit that can be given by this ability is 10 + your current apothecary level. Potent Healing At 2nd level, through experiments on the recipes on your healing potions and salves, you’ve found ways to make your healing more effective. You may add 1d4 extra healing to any healing that is a result of your potions, or 1d8 instead if you make a successful medicine check (DC 13) on the target. Hale and Hearty Starting at 6th level, after completing a long rest, if you have no temporary hit points, you gain 15 temporary hit points. At level 12, this increases to 25 temporary hit points. Extended Healing Beginning at 10th level, you’ve given your healing potions the ability to heal more over time. After you use a healing potion, that potion will also heal the target one third of the amount it healed initially (rounded up) for 1d4 - 1 rounds after it is used. If a target is at or above maximum health when this would happen, the effect ends. Anti-Healing Starting at 14th level, you have found a way to prevent healing. As a bonus action you may add a special solvent to prepared healing potions on your turn. This potion becomes a throwable potion, now prevents hostile creatures who are splashed by it from being healed for 1d4 rounds. Medicinal Master Improvement Extreme Overhealing Potions Starting at 15th level your healing potions now overheal double the amount that they would normally. The maximum number of temporary hit points granted by this ability is now 20 + your apothecary level. Battlefield Medic Unlike most apothecaries, you have chosen to become an expert in both combat and medicine. You want to help those suffering from the injuries that they sustain on the battlefield, and even go so far as to aid them directly in battle. Martial Training and Fighting Style Your choice has required you to become a stronger fighter. At 2nd level, you gain proficiency with two light martial weapons, medium armor, and shields, and you may choose any one fighting style from the list available in the fighter class, except for Great Weapon Fighting. You can't take a fighting style option more than once, even if you later get to choose again. Mid-Battle Support Starting at 6th level, once per turn as a bonus action, you may apply a salve to a non-hostile creature within 5 feet of you. Extra Attack Starting at 6th level you can attack twice instead of once when you take an attack action on your turn. Stabilization Beginning at 10th level, your studies have allowed you to find ways to quickly stabilize people who are near death. When you roll a medicine check to stabilize an unconscious creature, you have advantage.

Battlefield Angel: Healing Starting at 14th level, once during a battle you may disengage as a bonus action in order to move to heal a non-hostile creature within your movement distance. (If the rogue yells that they need healing, this ability doesn’t work.) Battlefield Angel: Stabilization Starting at 14th level, if a non-hostile creature is knocked unconscious, you may use a dash action as a bonus action in order to use your standard action to roll a medicine check to stabilize that creature. Attacks of opportunity made against you while you are moving are made at disadvantage (if you run past someone on the way to your target). Battlefield Medic Improvement Increased Mid-Battle Support Starting at 15th level, up to three times before completing a short or long rest, instead of applying a salve, you may use a potion of 3rd level or lower on a non-hostile creature within 5 feet of you. Experimenter For most apothecaries, experimentation is normal. However, you find delight in seeing how far you can push the boundaries of the potions you make. These potions and salves are often unstable, sometimes weaker or stronger than expected, and on occasion, become explosive. Unstable Potions Since you enjoy experimenting on your potions whenever possible, sometimes the potions that you make have undesired effects. Other times the effect stays exactly the same. Starting at 2nd level, whenever you use a potion of 1st level or higher, roll an extra d20. If you roll a 1-3, the potion has a random effect (see random potion effect table at the end of the class document).

If you roll a 4-7, the potion has a weaker effect than normal. (1d4 penalty or change the duration by -1 round)

If you roll a 8-16, the potion has the same effect as normal.

If you roll a 17-20, the potion has a stronger effect than normal. (1d4 bonus or change the duration by +1 round) Mixed Potions Starting at 2nd level you may mix two different potions of the same level. If they don’t have conflicting types (i.e. poison and healing), the new potion will do both effects simultaneously at half their normal value i.e. a potion that gives +10 feet movement speed can be combined with a potion that gives +4 damage on an attack to give the user +5 feet of movement and +2 damage on an attack. These mixed potions take the full time to brew both potions and 15 more minutes to mix them together properly. Hurl Potions Starting at 6th level, you gain the ability to cast Catapult on a potion of your choice. This ability can be used twice before you must complete a short rest to refresh this ability. Explosive Results Beginning at 10th level, you gain access to the “Explosion in a Bottle” potion. This doesn’t count against your potion book limit. Explosion in a Bottle 3rd level potion Storage need: Glass bottle

Glass bottle Ingredients: Antimony worth 2 GP, juniper needles or cypress needles, acid, cotton cloth

Antimony worth 2 GP, juniper needles or cypress needles, acid, cotton cloth Preparation time: 30 minutes

30 minutes Potion type: Attack

Attack Potion use: Thrown 30 feet

Thrown 30 feet Description: On your turn, you may light the cloth fuse for this jerry-rigged explosive, and throw it. On impact this potion creates an explosion with a 10 foot radius. Any creature in the area must make a DC 14 dexterity saving throw. This explosion deals 4d8 fire damage or half of that on a successful saving throw. Anything flammable in the area of the explosion catches fire. Aura of Crazy Starting at 14th level, the crazed look you sometimes have in your eyes sparks fear in the hearts of enemies. Hostile creatures that start their turn within 20 feet of you must make a DC 13 wisdom saving throw or become frightened while within your aura of crazy. On a successful save they become immune to this aura for 24 hours. Experimenter Improvement Perfected Mixed Potions Starting at 15th level, mixed potions you make give two full effects to their target. However, they must be stored in a container double the size. (A potion that could be stored in a vial must be stored in a flask, and a potion that could be stored in a flask must be stored in a bottle etc.)

Random Potion Effects These effects take the place of the normal effect a potion would have. Random Potion Effects d20 Effect 1 Nothing happens. 2 The potion creates a slippery area on the ground 10 feet in radius. Anyone in the area must make a DC 13 Dex saving throw or fall prone. 3 The potion, no matter what it was, has the same effect as the 1st level potion “Acid Splash”. 4 The potion appears to do nothing, but will make the target fall asleep in 24 hours time. 5 The potion is only one fourth as effective as it would be normally. 6 The potion becomes an explosion in a bottle potion. 7 The potion, no matter what it was, has the same effect as the 1st level potion “Lesser Healing Potion”. 8 The potion in addition to its normal effect also gives the effect +10 feet movement speed for two hours. 9 The potion creates a 5 foot radius sphere of poisonous gas when used instead of its normal effect. Any creature in the sphere when this happens takes 2d4 poison damage. 10 The potion swaps the target’s strength and intelligence for the next 24 hours. 11 The potion is twice as effective as it would be normally. 12 The potion in addition to its normal effect also gives the effect -10 feet movement speed for two hours. 13 The potion appears to do nothing, but will give the target +10 speed for an hour in 24 hours time 14 The potion explodes in your hand as you use it, dealing you 1d4 piercing damage, and 1d4 emotional damage. 15 The potion creates a 5 foot radius sphere of smoke when used instead of its normal effect. 16 The potion swaps the target’s charisma and constitution for the next 24 hours. 17 The potion appears to do nothing, but will have an give the target the poisoned effect in 24 hours time. 18 The potion has the opposite effect as intended. Healing does damage, damage does healing, stat buffs are stat reductions etc. 19 The potion, no matter what it was, has the same effect as the 1st level potion “Increase Strength”. 20 The potion gives you a +2 bonus on all rolls for for the next 6 seconds. Types of Potions There are several different types of potions you create here are the types and usages: Healing: Heals for a specified amount of hit points. Must be used according to instructions

Heals for a specified amount of hit points. Must be used according to instructions Poison: Deals poison damage, and may have a poisonous effect in addition to the damage.

Deals poison damage, and may have a poisonous effect in addition to the damage. Acid: Deals acid damage, and may have a secondary effect depending on how strong the acid is.

Deals acid damage, and may have a secondary effect depending on how strong the acid is. Enhancement: Gives the user some sort of bonus based on what the potion is, such as a bonus on strength checks, or some type of damage resistance.

Gives the user some sort of bonus based on what the potion is, such as a bonus on strength checks, or some type of damage resistance. Attack: Attack type potions are usually thrown and cannot be used on self.

Attack type potions are usually thrown and cannot be used on self. Effect: Doesn't necessarily deal damage, but causes some sort of bodily reaction, for example sleep, or weakened strength. A potion may have any multiple types (i.e. attack, poison). Usage of Potions In addition to potion types, there are specific rules on how a potion can be used given in the recipe: Applied: Almost exclusive to salves, the potion can be applied directly to the skin to cause it's effect.

Almost exclusive to salves, the potion can be applied directly to the skin to cause it's effect. Ingested: The potion may be drank orally, either directly from its container, or by some other proxy drink.

The potion may be drank orally, either directly from its container, or by some other proxy drink. Inflicted: The potion can be applied to a weapon and give that weapon a temporary damage increase.

The potion can be applied to a weapon and give that weapon a temporary damage increase. Inhaled: The potion releases vapors that must be inhaled by a creature to be effective.

The potion releases vapors that must be inhaled by a creature to be effective. Splashed: The potion can be splashed out onto a target within 5 feet of the carrier. The creature splashed suffers any effects that may be caused by this.

The potion can be splashed out onto a target within 5 feet of the carrier. The creature splashed suffers any effects that may be caused by this. Thrown: The potion's container may be thrown. When the container hits the ground or a target, it breaks, releasing the potion.

Potions This is a list of potion names. Note: some of the potions lack ingredients due to a lack of creativity on my end. As a general rule, more dificult potions to make will also have higher cost components as part of the balance. Apothecary Salves (0 Level) Acidic Paste

Calming Salve

Cleansing Salve

Fortifying Salve

Hardening Salve

Purifying Salve

Salve of Aloe

Salve of Warmth

Slippery Salve

Soothing Salve

Sticky Paste

Surpassing Salve 1st Level Acid Splash

Assassin's Blood

Blue Tincture

Constrictor's Curse

Dexterity Enhancement

Increase Strength

Instant Cloud

Instant Slip-n-Slide

Lesser Healing Potion

Love Serum

Minor Antivenom

Potion of Minor Illness

Simplistic Poison

Speedy Potion

Weakening Potion

2nd Level Antidote

Burning Potion

Freezing Potion

Growth Serum

Intelligence Enhancement

Noxious Fumes

Potion of False Pretenses

Potion of Vigor

Smokescreen

Truth Serum

Wisdom Enhancement 3rd Level Constitution Enhancement

Disease Curing Potion

Dwarf Tranq

Hallucinatory Concoction

Nerve Agent

Oil of Taggit

Psychotic Serum

Romeo's Poison

Splash Heal

Tiring Mist

Vial of Tears 4th Level Corrosive Potion

Major Antivenom

Pink Tincture

Relaxing Fumes

Stiffening Solution

Surpassment Potion

Tincture of Restoration

Torpor

Vial of Hope

Wilhelm's Concoction 5th Level Beastly Concoction

Forceful Sleep

Greater Healing Potion

Healing Mist

Malice

Maria's Concoction

Mass Weakness

Tincture of Grace

Turbo Potion 6th Level Cloudkill in a Bottle

Dohter's Concoction

Greater Splash Heal

Green Tincture

Midnight Tears

Superior Healing Potion

Tincture of Resistance 7th Level Agent of Athleticism

Agent of Psychosis

Alfyn's Concoction

Black Tincture

Corroder of Armor

Frostflame Potion

Paradoxical Cloud 8th Level Potion of Life and Death Potion Descriptions These Potions are in alphabetical order. Acidic Paste Salve Storage need: Small glass mason jar

Small glass mason jar Ingredients: Citrus juice, Sunflower roots, Oak leaves

Citrus juice, Sunflower roots, Oak leaves Preparation time: 5 minutes

5 minutes Potion type: Attack, Acid

Attack, Acid Potion use: Applied, thrown 10 feet This is a slightly acidic compound that when applied to the skin creates a marginal burn, dealing 1d4 +1 acid damage to the target. You must be wearing hand protection of some sort to apply this without taking damage yourself. Acid Splash 1st-level Potion Storage need: Glass vial

Glass vial Ingredients: Citrus juice, water, slime

Citrus juice, water, slime Preparation time: 10 minutes

10 minutes Potion type: Attack, Acid

Attack, Acid Potion use: Thrown 30 feet, Splashed A clear solution that when it touches the skin or eyes burns, causing 2d6 acid damage. This potion may be thrown or splashed upon the opponent. If thrown, a creature hit by the potion also takes damage from the container shattering. Agent of Athleticism 7th level Potion Storage need: Small glass bottle

Small glass bottle Ingredients: Green Tea, Fat from red meat, water

Green Tea, Fat from red meat, water Preparation time: 15 hours

15 hours Potion type: Enhancement

Enhancement Potion use: Ingested A tonic that takes on a light yellow hue. When drank, the user feels a surge of energy. For 1 hour, the user of the potion's Strength and Dexterity increase by 5 up to a limit of 20. The user also gets 5 feet extra movement speed each round, and does not become fatigued as easily until the potion wears off. When under this potions influence, a creature will feel restless when sitting around, and will be inclined to do things such as climb, run, swim, or other sorts of althletics. Althletics checks are rolled at advantage.

Agent of Psychosis 7th level Potion Storage need: Glass vial

Glass vial Ingredients: 15 oz of Timmask mushroom, Water, Snake venom, Poppy flowers

15 oz of Timmask mushroom, Water, Snake venom, Poppy flowers Preparation time: 16 hours

16 hours Potion type: Poison

Poison Potion use: Ingested, Inflicted This glowing orange potion does its dirty work rather quickly. 1 minute after ingestion or infliction, and then every round thereafter for 10 rounds, the target/user must make a Constitution saving throw where the DC is 10 + your potion crafting ability. On a failed save, the target/user is Poisoned and succumbs to the psychotic element of your potion. This causes 6d6 poison damage, and 6d6 psychic damage, or half that on a Successful save. In addition, the target/user begins to hallucinate their greatest fears and nightmares all around them, and begins to hear voices in their head. On their turn, they must use their action to run away from the apparent source of this fear. The direction of the source of fear is randomly selected each turn. These effects last until the poison is cured, or until the poison wears off in 6 hours. This potion may be applied to a slashing or piercing weapon during down time. It wears off the weapon after 3 hours, or until someone is struck by the weapon. Alfyn's Concoction 7th level Potion Storage need: Glass mason jar

Glass mason jar Ingredients: A bunch of grapes, 5 GP worth of Red Aminata mushroom, an Antidote potion, Mold from bread

A bunch of grapes, 5 GP worth of Red Aminata mushroom, an Antidote potion, Mold from bread Preparation time: 20 hours

20 hours Potion type: Healing

Healing Potion use: Ingested, Splashed Created originally by Alfyn of Nesmé, one of the first to pursue the apothecary's craft, this poweful healing potion truly works miracles. Upon ingestion, the user regains 12d6 hit points, is cured of disease, is cured of poison, and gains poison and disease resistance for 3 hours after using the potion. As a part of the preparation time, this potion must be exposed to sunlight for at least 2 hours before it can work (this is indcluded in the preparation time). This potion can also be splashed on multiple people. Each creature splashed this way gains 6d6 hit points, and is cured of poison. They do not, however, gain resistance to poison and disease. Antidote 2nd level Potion Storage need: Glass vial

Glass vial Ingredients: Water, A small dose of poison, Ivy leaves

Water, A small dose of poison, Ivy leaves Preparation time: 30 minutes

30 minutes Potion type: Healing

Healing Potion use: Ingested When ingested by a poisoned target, if the poison is below or of equivalent level to the antidote, it is cured. Otherwise, the user may make a Constitution saving throw against the DC of the poison they are suffering from with a +3 bonus. If they make it, they are no longer Poisoned. This potion can be upgraded to higher levels by taking 30 minutes more to brew per level if you are able to craft potions of that level, and have not reached the limit on how many brews you may carry. Assassin's Blood 1st level Potion Storage need: Glass vial

Glass vial Ingredients: Hemlock, Alcohol,

Hemlock, Alcohol, Preparation time: 30 minutes

30 minutes Potion type: Poison

Poison Potion use: Ingested A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is Poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t Poisoned. (Yes, this was ripped straight from the DMG, as some of the other poisons are.) Beastly Concoction 5th level Potion Storage need: Small glass bottle

Small glass bottle Ingredients: Fur of a wolf, Alcohol,

Fur of a wolf, Alcohol, Preparation time: 6 hours

6 hours Potion type: Enhancement

Enhancement Potion use: Ingested This potion has a reddish brown coloration, and appears to bubble irratically sometimes. Upon ingestion, the user will feel a burst of strenth and saveragry. The user gains 5 feet movement speed, and gains advantage on Strength checks. The user also may add their strenght modifier to attack rolls while in this state. These effects last for one hour. Side effects of this potion include enhanced hair growth and an increased appetite for meat over the next couple days. Black Tincture 7th level Potion Storage need: Small glass bottle

Small glass bottle Ingredients: Nightshade berries, Legs of a toad, distilled water.

Nightshade berries, Legs of a toad, distilled water. Preparation time: 20 hours

20 hours Potion type: Poison

Poison Potion use: Ingested, Inflicted A potion black as the night sky, this poison appears as deadly as it is. When ingested or inflicted, the user/target must make a Constitution saving throw where the DC is 10 + your potion crafting ability. On a failed save, the user/target begins to take 4d6 poison damage every round until the poison is cured. On subsequent rounds, the user/target rolls another Consitution saving throw. On subsequent failed saves, the user gains more effects in this order: 1: The user is Poisoned until they are cured.

2: The user is Paralyzed until they are cured.

3: The user begins to take 2d6 more poison damage per round.

4: The user takes a point of exhaustion.

5 or more: The user begins to take 3d6 more poison damage per round.

On a successful save, the most recent effect of the potion is removed. This potion may be applied to a slashing or piercing weapon during down time. When this coats a weapon, the weapon glistens with a black sheen. It dries out after 3 hours, or after someone has been struck by the blade. Blue Tincture 1st level Potion Storage need: Glass vial

Glass vial Ingredients:

Preparation time: 15 minutes

15 minutes Potion type: Enhancement

Enhancement Potion use: Ingested A light blue potion with invigorating qualities. When consumed, this potion removes a point of exhaustion. It is best used on long journeys when you need to get somewhere fast. If a user consumes more than one within 24 hours, instead of the normal effect, they take 1d6 points of poison damage times the number of extra Blue Tincture's they've used. Every time they drink another one, the 24 hour limit is extended. Burning Potion 2nd level potion Storage need: Glass vial

Glass vial Ingredients: Lamp oil, Torchstalk Mushroom spores

Lamp oil, Torchstalk Mushroom spores Preparation time: 30 minutes

30 minutes Potion type: Attack

Attack Potion use: Thrown 30 feet This rather simple potion doesn't take very long to make, and can cause significant damage for what it is. When the potion's container is broken, the potion catches whatever surface it lands on on fire for 4 turns. If it lands on the ground, a 5 foot square bursts into flame. Creatures that end their turn in that square take 2d6 fire damage. If the potion is thrown at a creature, that creature may make a Dexterity save. On a failed save, the creature is caught on fire. It takes 2d6 fire damage initially, and 2d6 more fire damage on subsequent turns if the fire isn't put out. Calming Salve Salve Storage need: Small glass mason jar

Small glass mason jar Ingredients: Poppy flowers, Rose petals

Poppy flowers, Rose petals Preparation time: 5 minutes

5 minutes Potion type: Effect

Effect Potion use: Applied When crushed, these two flowers combine to create a paste that when applied causes a creature to calm down. When applied to a creature, the creature may choose to make a DC 10 Constitution saving throw. On a successful save, a hostile creature will remain hostile. On a failed save, the creature will calm down and become less agressive unless provoked by others. Cleansing Salve Salve Storage need: Small glass mason jar

Small glass mason jar Ingredients:

Preparation time: 5 minutes

5 minutes Potion type: Healing

Healing Potion use: Applied This salve, when applied, can cure minor infections, help aid agains poison, and help restore movement after paralysis. When applied, if the creature is Poisoned or Paralyzed, they may make a Constitution saving throw against the effect and add 3 to it. If they make the save, they are cured of the Poison or Paralysis. If both effects are present, then only one may be cured. Cloudkill in a Bottle 6th level Potion Storage need: Small glass bottle

Small glass bottle Ingredients:

Preparation time: 10 hours

10 hours Potion type: Attack, Poison

Attack, Poison Potion use: Thrown 30 feet, Inhaled A bastard recreation of the spell Cloudkill. When the container is broken on the ground, a noxious sphere of brownish yellow gas 15 feet in radius appears. The cloud spreads around corners, and the area within the radius is obscured. When a creature enters the area for the first time, or starts its turn there, it must make a Constitution saving throw. On a failed save, this does 8d8 poison damage, or half that much on a successful save. This cloud affects even creatures that hold their breath don't typically need to breathe. At the beginning of each of your subsequent turns, the cloud moves 5 feet in the direction it was thrown originally. The cloud lasts 5 minutes or until a strong wind disperses it. The cloud of gas is heavier than air, and thus sinks to the lowest level that it can when heading in a direction. Constitution Enhancement 3rd level Potion Storage need: Glass Flask

Glass Flask Ingredients:

Preparation time: 2 hours

2 hours Potion type: Enhancement

Enhancement Potion use: Ingested A rather simple potion to create and use, in a nice hue of magenta. Upon ingestion, the user of this potion gains 2 extra points (up to a maximum of 20) of Constitution for 6 hours. Constrictor's Curse 1st level Potion Storage need: Glass Flask

Glass Flask Ingredients: Snake venom, Mountain Laurel

Snake venom, Mountain Laurel Preparation time: 45 minutes

45 minutes Potion type: Attack, Poison

Attack, Poison Potion use: Ingested, Splashed A clear potion that could just as easily be mistaken for water. When ingested or splashed on someone, they mus succeed on a Constitution saving throw equal to 6 + your potion crafting ability or become Paralyzed. This paralysis is indefinite until healed.

Corroder of Armor 7th level potion Storage need: Glass Flask

Glass Flask Ingredients: Giant Slime slime, sea urchin spines, Salt water, Acid

Giant Slime slime, sea urchin spines, Salt water, Acid Preparation time: 16 hours

16 hours Potion type: Attack, Acid

Attack, Acid Potion use: Thrown 30 feet, Splashed Very dangerous to touch when completed. If this potion touches leather or metal armor made of a corrodable metal, the armor quickly begins to weaken, corrode, and sometimes fall appart. Make an attack roll against the creature wearing armor. On a hit, the armor becomes no longer suitable for protecting its owner, and the owner's AC decreases to their natural AC. Armor corroded this way cannot be repaired easily. If the potion touches the skin of a creature, it causes severe burns on the area. When used this way, the target must make a dexterity saving throw. On a failure, the crature is splashed with the potion and takes 10d12 acid damage as their skin and underlying muscle is eaten away by the acid. If the saving throw roll for this was a natural 1, the potion gets onto the target's face, causing permanent disfiguration and blindness. Corrosive Potion 4th level potion Storage need: Glass Flask

Glass Flask Ingredients: Giant Slime slime, Acid

Giant Slime slime, Acid Preparation time: 6 hours

6 hours Potion type: Attack, Acid

Attack, Acid Potion use: Thrown 30 feet, Splashed A clear liquid that acts as a powerful solvent. If it touches skin, that piece of skin begins to burn if the acid is not quickly washed off with water. If a it gets on a creature, that creature takes 3d6 acid damage for 2d4 + 2 turns. During the course of those turns, if the area is easily accessible, the aflicted creature may use its action to wash the acid off if they have water with them. Dexterity Enhancement 1st level Potion Storage need: Glass vial

Glass vial Ingredients:

Preparation time: 45 minutes

45 minutes Potion type: Enhancement

Enhancement Potion use: Ingested A rather simple potion to create and use, in a nice hue of yellow green. Upon ingestion, the user of this potion gains 2 extra points (up to a maximum of 20) of Dexterity for 6 hours. Disease Curing Potion 3rd level Potion Storage need: Glass Flask

Glass Flask Ingredients:

Preparation time: 1.5 hours

1.5 hours Potion type: Healing (illness)

Healing (illness) Potion use: Ingested Upon ingestion, this potion begins to almost magically cures illnesses such as colds, fevers, smallpox, and other bacterial or viral ailments. It may not be ideal for adventurers, but it can be very lucrative to sell this potion in towns, as many will put high value on it. Dohter's Concoction 6th level Potion Storage need: Large glass bottle

Large glass bottle Ingredients:

Preparation time: 16 hours

16 hours Potion type: Enhancement

Enhancement Potion use: Ingested Dohter was known for his seemingly endless energy. He created this potion as a way to keep himself aware and alert at all times. Upon ingestion, the user feels a boost of energy, and gains all of the following effects for 6 hours: The user gains 10 feet movement speed

The user may ignore any exhaustion points they have

The user gains 10 temporary hit points

The user gets +5 on perception checks relying on sight This potion is a beautiful sky blue, and seems to flow around its container. Dwarf Tranq 3rd level Potion Storage need: Large glass bottle or Waterskin

Large glass bottle or Waterskin Ingredients: Potatoes, Corn, Junniper berries, Water

Potatoes, Corn, Junniper berries, Water Preparation time: 2 hours to make, 2 weeks to ferment properly

2 hours to make, 2 weeks to ferment properly Potion type: Poison

Poison Potion use: Ingested An extremely strong alcoholic liquor capable of putting even dwarves into a drunken stupor after one or two shots. The alcohol can be made in two hours, but it must be left sitting for two or more weeks before it becomes effective. Best served in a shot glass that has been lit on fire, once ingested, the user must succeed on a DC 15 constitution saving throw or become drunk (the DM may define what "drunk" means.) On subsequent shots, the user must make another constitution saving throw, or take 2d6 poison damage. After the alcohol's effect wears off, the user will get a severe headache. Nobody actually knows if it tastes good or not. Forceful Sleep 5th level Potion Storage need: Glass Flask

Glass Flask Ingredients: Iron, Acid, Poppy flowers, Distilled water

Iron, Acid, Poppy flowers, Distilled water Preparation time: 5 hours

5 hours Potion type: Attack, Effect

Attack, Effect Potion use: Inhaled

To use this potion, apply it to some sort of absorbent cloth. On your turn, you may make a grapple check on an opponent within 5 feet of you of your size of smaller. On a success, you hold the cloth up to their face, and they must make a Constitution saving throw equal to 8 + your potion crafting ability, or the fumes coming off the cloth knock them unconcious. This potion doesn't affect creatures that don't need to breathe air. Fortifying Salve Salve Storage need: Small glass mason jar

Small glass mason jar Ingredients:

Preparation time: 5 minutes

5 minutes Potion type: Enhancement

Enhancement Potion use: Applied After aplication, this salve temprarily increases the user's ability to ward off acid, cold, force and fire damage. Roll 1d4. You gain this resistance until you are hit by an attack of that type: d4 Damage Type 1 Fire 2 Cold 3 Force 4 Acid The effect of this salve does not stack on itself. Freezing Potion 2nd level Potion Storage need: Glass flask

Glass flask Ingredients:

Preparation time: 1.5 hours

1.5 hours Potion type: Attack

Attack Potion use: Thrown 30 feet, Splashed While in storage, this potion is light blue and cold to the touch. If this potion hits a creature, it reacts with the air and drops the temperature of a 5 foot cube, causing ice to form. The creature that was hit takes 2d8 cold damage. Frostflame Potion 7th level Potion Storage need: Small glass bottle

Small glass bottle Ingredients: Torchstalk Mushroom spores,

Torchstalk Mushroom spores, Preparation time: 15 hours

15 hours Potion type: Attack

Attack Potion use: Thrown 30 feet A dangerous potion indeed, it's colored a marbled light orange and light blue. When thrown, the glass the potion is in will shatter, releasing the potion. When released, the potion creates a 5 foot radius circle of flame and frost appears that lasts 10 turns. The area quickly produces a 10 foot radius sphere of fog that is heavily obscured. The first time a creature enters the circle of flame, or if a creature ends its turn there, it takes 5d8 fire damage, and 5d8 cold damage as the elements compete for dominance. Every turn until the fire goes out, the radius of the fog grows by 5 feet, unless it is dispersed by wind, or some other force. Greater Healing Potion 5th level Potion Storage need: Small glass bottle

Small glass bottle Ingredients: Red Aminata Mushroom,

Red Aminata Mushroom, Preparation time: 6 hours

6 hours Potion type: Healing

Healing Potion use: Ingested Although it's not the most powerful healing potion in existence, it still packs a punch. Upon ingestion, the user regains 8d6+8 hit points. The potion, like most healing potions, is bright red. Greater Splash Heal 6th level Potion Storage need: Small glass bottle

Small glass bottle Ingredients: Red Aminata Mushroom,

Red Aminata Mushroom, Preparation time: 7 hours

7 hours Potion type: Healing

Healing Potion use: Splashed Although it has no effect when a creature drinks, it it can be absorbed through the skin heal creatures. When using this potion, you may spash up to 3 non-hostile creatures within 5 feet of you. Each of these creatures gains 6d6 + 6 hit points as the potion seeps into their skin to start the mending process. Green Tincture 6th level Potion Storage need: Glass vial

Glass vial Ingredients:

Preparation time: 8 hours

8 hours Potion type: Attack, Acid

Attack, Acid Potion use: Thrown 30 feet, Splashed An deep green hued liquid that can burn through many materials very quickly. When it gets on a creature, it starts to burn that creature's skin causing 8d8 acid damage. If it's splashed on a wooden door or floor, it burns a hole through the wood in up to a 1 foot area. If it lands on an area of plants, the plants shrivel. Growth Serum 2nd level Potion Storage need: Glass vial

Glass vial Ingredients:

Preparation time: 1 hour

1 hour Potion type: Enhancement

Enhancement Potion use: Thrown 30 feet, Ingested ,Splashed A green colored liquid that glows with the potential for life. When ingested, it acts as a stimulant that grows muscle, and gives the user +3 on strength checks for an hour. When thrown or spilled on the ground, the potion stimulates plant growth in a 10 foot radius circle from the center of the spill. This area becomes difficult terrain. Any plant life affected by this will continue to grow at a faster rate than normal after the potion wears off.

Hallucinatory Concoction 3rd level Potion Storage need: Glass flask

Glass flask Ingredients:

Preparation time: 3 hours

3 hours Potion type: Poison, Effect

Poison, Effect Potion use: Ingested, Inflicted A devilish potion that causes the user/target to see things that aren't there. Upon ingestion or infliction, the user must make a constitution saving throw where the DC is equal to 8 + your potion crafting ability. On a successful save, nothing happens. On a failed save, roll a d4. If the result is even, the user/target begins seeing nightmarish figures, and becomes fearful of them, and will either cower in fear, or run from them, to the bewilderment of everyone else. If the result is odd, the user/target begins to see things that simply don't make sense and mess with their ability to make decisions. This potion may be applied to a slashing or stabbing weapon. If used this way, it dries out after 3 hours. Hardening Salve Salve Storage need: Small glass mason jar

Small glass mason jar Ingredients:

Preparation time: 5 minutes

5 minutes Potion type: Enhancement

Enhancement Potion use: Applied A salve that hardens on top of whatever it's applied to. It gives the user a +1 bonus to their AC until the user is hit with an attack. This only works for soft (light?) armors and those that don't wear any armor. Healing Mist 5th level Potion Storage need: Glass flask

Glass flask Ingredients: Red Aminata Mushroom,

Red Aminata Mushroom, Preparation time: 9 hours

9 hours Potion type: Healing

Healing Potion use: Inhaled This pinkish potion is stored in liquid form. However, when its container is broken or it's spilled, a pinkish mist appears for a very short time in a 10 foot radius sphere. All creatures within the sphere gain 8d4 + 8 hit points. The mist disperses after one turn. Increase Strength 1st level Potion Storage need: Glass vial

Glass vial Ingredients: Fat from red meat, Whey, Water

Fat from red meat, Whey, Water Preparation time: 45 minutes

45 minutes Potion type: Enhancement

Enhancement Potion use: Ingested A rather simple potion to create and use, in a hue of brownish red. Upon ingestion, the user of this potion gains 2 extra points (up to a maximum of 20) of Strength for 6 hours. Instant Cloud 1st level Potion Storage need: Glass vial

Glass vial Ingredients:

Preparation time: 30 minutes

30 minutes Potion type: Effect

Effect Potion use: Thrown 30 feet A volitile concoction that evaporates into a dense cloud when released. When it's container is broken, a 30 foot radius cloud appears centered at the spot where the potion broke. The area is heavily obscured until the cloud is dispersed by some sort of wind, or the cloud naturally disperses after 10 minutes. The cloud is harmless to anyone inside of it. Instant Slip-n-Slide 1st level Potion Storage need: Glass flask

Glass flask Ingredients: Giant Snail Slime,

Giant Snail Slime, Preparation time: 30 minutes

30 minutes Potion type: Effect

Effect Potion use: Thrown 30 feet This potion is as greasy as they come. When it's container breaks, it creates a 20 foot radius circle on the ground that is extremely slippery. Creatures on the ground in the circle that want to move must make a DC 13 dexterity check or fall prone. The area within the circle is dificult terrain. The potion's effect subsides after approximately 10 minutes, or until the slippery area is washed away by water or covered up by other earth. Intelligence Enhancement 2nd level Spell Storage need: Glass vial

Glass vial Ingredients:

Preparation time: 1.5 hours

1.5 hours Potion type: Enhancement

Enhancement Potion use: Ingested A rather simple potion to create and use, in a hue of purpleish pink. Upon ingestion, the user of this potion gains 2 extra points (up to a maximum of 20) of Intelligence for 6 hours. Lesser Healing Potion 1st level Potion Storage need: Glass vial

Glass vial Ingredients: Red Aminita Mushroom

Red Aminita Mushroom Preparation time: 30 minutes

30 minutes Potion type: Healing

Healing Potion use: Ingested A deep red potion, this healing potion is as simple as they come. Upon ingestion, the user gains 3d6 hit points. The user also feels substantially more healthy for some reason.

Love Serum 1st level Potion Storage need: Glass vial

Glass vial Ingredients: Pineapple, Rose Petals

Pineapple, Rose Petals Preparation time: 30 minutes

30 minutes Potion type: Effect

Effect Potion use: Ingested, Inhaled Bright pink, and a little bit bubbly, just like love. This potion can be used one of two ways. The fisrt way is that it can be poured into a drink or directly ingested, in which case the user must succeed on a DC 13 constitution saving throw, or be Charmed by the next person they talk to that is of the gender they're attracted to. The second is to wear it as a perfume. For the next hour, any creature within 5 feet of you that is attracted to your gender and breaths air must make a DC 13 Wisdom check. On a failure, they are Charmed by you. Major Antivenom 4th level Potion Storage need: Glass vial

Glass vial Ingredients: Great Serpent Venom, Water, Sassafras Leaves

Great Serpent Venom, Water, Sassafras Leaves Preparation time: 5 hours

5 hours Potion type: Healing

Healing Potion use: Ingested A convenient cure for all of the nasty side effects of venoms and poisons that someone may get on an adventure. When ingested, this potion removes the Poisoned, Paralyzed, and Incapacitated conditions if they're caused by venom or poison. In addition, it gives the user 1 hour of immunity to the poison that caused them those status ailments to begin with. For instance, if this potion was used against crawler mucus, the user would be immune to that poison for an hour. Malice 5th level Potion Storage need: Glass vial

Glass vial Ingredients:

Preparation time: 8 hours

8 hours Potion type: Poison

Poison Potion use: Inhaled This poison is released by being splashed in an area or on someone. A creature subjected to this poison via this method must succeed on a DC 15 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature is Blinded. Maria's Concoction 5th level Potion Storage need: Small glass bottle

Small glass bottle Ingredients:

Preparation time: 9 hours

9 hours Potion type: Healing, Enhancement

Healing, Enhancement Potion use: Ingested Named for the girl it saved, Maria's concoction is dificult to make, but well worth the results. Upon ingestion, the user of this potion gains 8d6 hit points back. In addition, the the user gains advantage on Constitution saving throws for the next 24 hours, and cures any curable illness that may be ailing the user. This potion has a silvery glean to it, and is valued very highly in markets because of it's healing qualities. Mass Weakness 5th level Potion Storage need: Glass flask

Glass flask Ingredients:

Preparation time: 8 hours

8 hours Potion type: Effect

Effect Potion use: Thrown 30 feet, Inhaled A rare potion that weakens people physically without harming them, colored lavender with black spots floating in it. When its container shatters, the potion inside evaporates into a lavendar colored mist, creating a 15 foot radius sphere. Any creature within the sphere must make a Constitution saving throw equal to 8 + you potion crafting ability. On a failed save, a creature get's a -5 penalty on strength and dexterity checks for 1 minute. The sphere dissapates after one turn. Midnight Tears 6th level Potion Storage need: Glass vial

Glass vial Ingredients:

Preparation time: 12 hours

12 hours Potion type: Poison

Poison Potion use: Ingested A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 9d6 poison damage on a failed save, or half as much damage on a successful one. Minor Antivenom 1st level Potion Storage need: Glass vial

Glass vial Ingredients: Snake venom

Snake venom Preparation time: 45 minutes

45 minutes Potion type: Healing

Healing Potion use: Ingested An antidote that on consumption cures poison from things like snake bites, spider bites, and bug stings. It may not be the most powerful potion out there, but non adventureres are very aware of its presence, and will pay good money to get their hands on some if they're in an area infested with snakes or bugs. Nerve Agent 3rd level Potion Storage need: Glass vial

Glass vial Ingredients: Snake venom, Spider Venom, Water

Snake venom, Spider Venom, Water Preparation time: 4 hours

4 hours Potion type: Poison, Effect

Poison, Effect Potion use: Ingested, Inflicted A powerful nerve agent dirived from snake and spider venoms. This potion when consumed or inflicted by injury, forces the target to make a Constitution saving throw where the DC is equal to 8 + your potion crafting ability. On a failed save, the target becomes Poisoned and Paralyzed until they are cured, or until the potion wears off in an hour.

Noxious Fumes 2nd level Potion Storage need: Glass flask

Glass flask Ingredients:

Preparation time: 3 hours

3 hours Potion type: Poison

Poison Potion use: Thrown 30 feet, Inhaled A clear liquid that's fumes make it harder to breath. When it is released from its container, the potion creates a 10 foot radius sphere of poisonous air that looks just like normal air. Creatures entering the sphere for the first time, or ending their turn in the sphere must make a Constitution saving throw equal to 8 + your potion crafting ability. On a failed save, the creature takes 3d8 poison damage, or half of that on a successful save. The gas disperses after 1 minute, or if a strong wind blows it away. Oil of Taggit 3rd level Potion Storage need: Glass flask

Glass flask Ingredients:

Preparation time: 4 hours

4 hours Potion type: Poison

Poison Potion use: Contact A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become Poisoned for 24 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage. Paradoxical Cloud 7th level Potion Storage need: Large glass bottle

Large glass bottle Ingredients:

Preparation time: 20 hours

20 hours Potion type: Healing, Poison

Healing, Poison Potion use: Thrown 30 feet, Inhaled Marbled red and deep purple, this is one of few potions that has two contradictory effects. When making the paradoxical cloud potion, you may choose up to 6 creatures that you know well, including yourself. When inhaled by one of these creatures, that creature gains 4d8+4 hit points. Any other creature must make a Constitution saving throw where the DC is 8 + your potion crafting ability. On a failed save, they take 4d8+4 poison damage, or 4alf that much on a successful save. The potion manifests itself as a misty sphere 20 feet in radius. Any creatures in the sphere feel its effects every turn. The sphere affects even creatures that are holding their breath or don't need to breath. The sphere stays in the area for 1 minute, or until it is dispersed by a strong wind. The potion itself has a sickly sweet scent when in the air. Pink Tincture 4th level Potion Storage need: Glass vial

Glass vial Ingredients:

Preparation time: 7 hours

7 hours Potion type: Poison

Poison Potion use: Ingested Upon inspection, this potion looks just like a potion of minor healing, except that it's a lighter shade of color, giving it a pink hue. It in fact is quite dangerous becuase of this property in combonation with the toxins in it. Due to similarities, to recognize that this is not a minor healing potion, a viewer must either be an apothecary, or make a DC 15 investigation check. When ingested, the user must make a Constitution saving throw equal to 8 + the maker's potion crafting ability. On a failed save they take 8d6 poison damage, or half that on a successful save. In addition, on a failed save the user cannot be healed by non-magical means for 1 hour after ingestion. Potion of False Pretenses 2nd level Potion Storage need: Glass vial

Glass vial Ingredients:

Preparation time: 2 hours

2 hours Potion type: Acid

Acid Potion use: Thrown 30 feet, Splashed, Ingested A bright red colored potion that can easily burn through the skin if splashed on someone. However the it truly does damage when someone mistakes it for a healing potion and drinks it. Due to similarities, to recognize that this is not a minor healing potion, a viewer must be an apothecary, or make a DC 15 investigation check. When splashed on an opponent, if they have exposed skin, this potion deals 2d10 acid damage. When ingested, the chemical causes the throat to burn and makes stomach acid far more acidic than it should be, dealing 5d10 acid damage. Potion of Life and Death 8th level Potion Storage need: Large glass bottle

Large glass bottle Ingredients: Mandrake root worth 10 GP, Red Amanita Mushroom worth 10 GP, purified water, a diamond worth 100 GP

Mandrake root worth 10 GP, Red Amanita Mushroom worth 10 GP, purified water, a diamond worth 100 GP Time: 5 days

5 days Special Instructions: Must be brewed around the time of the full moon.

Must be brewed around the time of the full moon. Potion Type: Poison, Healing

Poison, Healing Potion Use: Ingested This potion has the ability to heal massive amounts, and kill just as easily. If the potion is ingested with rowan berries, the potion does 20d6 healing to the target. If it is not, the user must make a Constitution saving throw where the DC is 14 + your intelligence modifier. The target takes 20d6 poison damage, or 3/4 of that on a successful save.

Potion of Minor Illness 1st level Potion Storage need: Glass vial

Glass vial Ingredients:

Preparation time: 1 hour

1 hour Potion type: Attack, Effect

Attack, Effect Potion use: Thrown 30 feet, Splashed, Ingested, Inflicted, Inhaled Sickness wreaks havoc on societies without proper precautions. This potion can only be made if you come into contact with someone who is sick with a curable disease. When someone is affected by the potion, the must make a DC 15 Constitution saving throw, or fall ill in 2 hours time. Throughout the course of the illness, they are incapacitated, and lethargic. Potiion of Vigor 2nd level Potion Storage need: Glass vial

Glass vial Ingredients:

Preparation time: 1.5 hours

1.5 hours Potion type: Enhancement

Enhancement Potion use: Ingested Colored teal, and restless like the seas, a potion of vigor delivers a short term energy boost helping with physical tasks and Upon ingestion, this potion adds a +3 bonus to strength and dexterity checks for 10 minutes. Psychotic Serum 3rd level Potion Storage need: Glass vial

Glass vial Ingredients:

Preparation time: 4 hours

4 hours Potion type: Poison

Poison Potion use: Ingested, Inflicted This potion has a psychotic element that causes people to hallucinate auditorily and visually. Upon ingestion or infliction, the user/target must make a constitution saving throw equal to 8 + your potion crafting ability. On a failed save, they succumb to the psychotic element, taking 3d8 psychic damage. The user/target then rolls a d4. On an even number, the target becomes Frightened of the hallucinations, and is immobilized by fear. On an odd number, the target becomes distraught, and feels that they are going insane, resulting in erratic behavior. The potion's wears off after 6 hours. This potion may be applied to a slashing or piercing weapon during down time. If used this way, it dries out after 2 hours. Purifying Salve Salve Storage need: Small glass mason jar

Small glass mason jar Ingredients:

Preparation time: 5 minutes

5 minutes Potion type: Enhancement

Enhancement Potion use: Applied A salve that when applied, helps to heal non magical status caused py poisons. When applied, it lessens the effect of a poison by 1d4 hours. At level 10 this increases to 2d4 hours. Relaxing Fumes 4th level Potion Storage need: Small glass bottle

Small glass bottle Ingredients: Lavender extract,

Lavender extract, Preparation time: 6 hours

6 hours Potion type: Attack, Effect

Attack, Effect Potion use: Thrown 30 feet, Inhaled Given a lavendar coloration from it's ingredients, this potion has an extremely soothing aroma, so much so that it has been said to put people to sleep. When released from its container, this potion creates a 20 foot radius sphere of mist. Anyone entering the mist or starting their turn within the mist make a Constitution saving throw with a DC equal to 8 + your potion crafting ability. On a failed save, if the creature was enraged, they lose their rage, but become immune to the potion's effects for 10 minutes. Otherwise, the creature becomes pacified, losing all will to fight until provoked to fight. While pacified, the creature has disadvantage against persuasion rolls and is more likely to listen to reason. If they are attacked, the effect wares off and they become immune to it for 10 minutes. The effect of the potion wears off naturally after 1 hour. The sphere dissapates after 5 minutes. Romeo's Poison 3rd level Potion Storage need: Glass flask

Glass flask Ingredients:

Preparation time: 5 hours

5 hours Potion type: Poison

Poison Potion use: Ingested, Inflicted An odd orangish colored concoction, this potion doesn't actually intend to kill. Upon ingestion or infliction, if the user chooses to resist the poison, they make a Constitution saving throw equal to 8 + your potion crafting ability. On a failed save, they become Incapacitated for 24 hours. While they are under the effect of this potion, the user/target appears dead, and cannot be differentiated from a someone who is dead. Spells that intend to "ressurect" the target fail, coincidentailly making that the only way to see that they are poisoned, and not in fact dead. This potion may be applied to a slashing or piercing weapon during down time, but only affects the first person hit by the weapon. If used this way, it dries up after 30 minutes. Salve of Aloe Salve Storage need: Small glass mason jar

Small glass mason jar Ingredients: Aloe Vera, Green Tea Leaves

Aloe Vera, Green Tea Leaves Preparation time: 5 minutes

5 minutes Potion type: Enhancement

Enhancement Potion use: Applied When applied to the skin, this salve reduces the effects of burns, both natrually and unnaturally occuring. When applied all over the body, the creature that it's applied to gains fire resistance for 2 hours, and cannot get sunburnt. This salve is very popular among the common folk for it's cheap cost and soothing qualities.

Salve of Warmth Salve Storage need: Small glass mason jar

Small glass mason jar Ingredients: Pine Needles, 1 oz Torchstalk Mushroom spores

Pine Needles, 1 oz Torchstalk Mushroom spores Preparation time: 5 minutes

5 minutes Potion type: Enhancement

Enhancement Potion use: Applied When applied to the skin, this salve can help reduce the aftermath of frostbite, both naturally and unnaturally occuring. When applied all over the body, the creature that it's applied to gains cold resistance for 2 hours, and cannot get frostbite. This salve is very popular among the common folk for it's cheap cost and practical qualities. Simplistic Poison 1st level Potion Storage need: Glass vial

Glass vial Ingredients: Toad, Water

Toad, Water Preparation time: 30 minutes

30 minutes Potion type: Poison

Poison Potion use: Ingested, Inflicted The easiest poison to make, created by boiling a toad to extract it's poison. The water becomes murky when finished. Upon ingestion, the user must make a Constitution saving throw where the DC is 6 + your potion crafting ability. On a failed save, the user takes 2d4 poison damage every turn for the next 1d4+1 turns. On a successful save, they take only 1d4 poison damage, and do not take any damage on successive turns. This poison may be applied to a slashing or stabbing weapon. If it is used this way, it dries up after 3 hours. When attacked, a target must make a Constitution saving throw (same DC as above). On a failed save, the weapon also does 2d4 poison damage that turn only. When used this way, the potion dries out after 3 hours. Slippery Salve Salve Storage need: Small glass mason jar

Small glass mason jar Ingredients: Moss, Lotus Leaevs, Oil

Moss, Lotus Leaevs, Oil Preparation time: 5 minutes

5 minutes Potion type: Enhancement, Effect

Enhancement, Effect Potion use: Applied Good luck trying to get a hold of someone who's used this salve. This oily paste sets on top of the skin making it hard to grip someone who's had this applied to them thoroughly. When applied, the user gains advantage against grapple checks made against them, and their assailant has disadvantage. However, the user also has disadvantage on grapple checks they make against other creatures, and has disadvantage on climbing checks. When you're in a sticky situation though, something like this could be just the thing you need to escape the grip of that nasty mind flayer you're battling. The salve wears off after one hour of use. Column Break Smokescreen 2nd level Potion Storage need: Glass Flask

Glass Flask Ingredients:

Preparation time: 1.5 hours

1.5 hours Potion type: Effect

Effect Potion use: Thrown 30 feet This potion actually only takes up a small amount of it's container, filling up the rest with a grey colored smoke. When released from its container, it creates a spherical cloud of smoke 10 feet in radius that is heavily obscured. The area is dificult to breathe in, and the smoke causes irritation of the eyes. If a creature starts its turn within, or the first time a creature enters the area of the potion's effect, if they don't have some sort of eye protection that blocks out the smoke, they must make a DC 13 Constitution saving throw, or become blinded until they can wash out their eyes. The cloud remains in the area for 5 minutes or until it is blown away by some sort of wind. Soothing Salve Salve Storage need: Small glass mason jar

Small glass mason jar Ingredients:

Preparation time: 5 minutes

5 minutes Potion type: Healing, Effect

Healing, Effect Potion use: Applied When you apply this salve, you may select one of two effects. The first: when applied, this salve causes cuts and bruises to heal up, giving the target 1d6 hit points back. The second: when applied, this salve acts as a mussle relaxant, allowing for more dextrous movements, adding +2 to the target's next Dexterity saving throw. Speedy Potion 1st level Potion Storage need: Glass Flask

Glass Flask Ingredients: Coffee Beans, Tea Leaves, Water

Coffee Beans, Tea Leaves, Water Preparation time: 1 hour

1 hour Potion type: Enhancement

Enhancement Potion use: Ingested NYOOOOOOM. Or rather that's what this potion causes. Upon ingestion, this translucent sky blue potion invigorates the user, giving them + 15 feet movement speed for 1 minute. Despite their increased speed, the user's reaction time stays the same. Splash Heal 3rd level Potion Storage need: Glass Flask

Glass Flask Ingredients: Red Aminata Mushroom

Red Aminata Mushroom Preparation time: 5 hours

5 hours Potion type: Healing

Healing Potion use: Splashed Unlike most healing potions, this potion cannot be ingested to cause its effect. instead, it is splashed on a single target. When someone is splashed by this potion, they gain 4d6 hit points, and sparkle for a couple seconds.

Sticky Paste Salve Storage need: Small glass mason jar

Small glass mason jar Ingredients:

Preparation time: 5 minutes

5 minutes Potion type: Effect

Effect Potion use: Applied A gooey paste that enhances grip. When applied to the hands, it increases one's ability to climb and grapple, giving advantage on climbing and grapple checks. When applied to the soles of shoes, boots, feet etc. it gives the user advantage against attempts to push them down. This salve loses it's sticky properties after an hour of use. Stiffening Solution 4th level Potion Storage need: Small glass bottle

Small glass bottle Ingredients:

Preparation time: 5.5 hours

5.5 hours Potion type: Attack, Effect

Attack, Effect Potion use: Splashed A peculiar gray concoction that almost seems magical. When a target is splashed with this potion, the potion quickly begins to harden making it harder for the target to move. The target, on their turn, may make a Strenth check where the DC is equal to 12 + the number of turns the potion has been on them (up to a maximum of 25) to see if they can break the potion's effect. While the potion is on them, they have disadvantage on dexterity checks and saving throws, and cannot attack as easily with weapons. On a successful save, the target break's free of the potion's effect. If the save is repeatedly not made, the potion stops being effective naturally after 5 hours. Superior Healing Potion 6th level Potion Storage need: Small glass bottle

Small glass bottle Ingredients: Red Aminata Mushroom

Red Aminata Mushroom Preparation time: 13 hours

13 hours Potion type: Healing

Healing Potion use: Ingested One of the strongest healing potions around, and a bright red color. Upon ingestion, this potion causes the user to regain 8d6 + 8 hit points. This potion can be sold for high prices. Surpassing Salve Salve Storage need: Small glass mason jar

Small glass mason jar Ingredients:

Preparation time: 5 minutes

5 minutes Potion type: Enhancement

Enhancement Potion use: Applied When this salve is applied all over the body, it has a miraculous effect. Once applied, for up to five hours, or until the effect of the salve is used, if the target of the Surpassing Salve would take damage that lowers them to 0 hit points, it lowers them to 1 hit point instead. This only works once before the salve must be reapplied. Surpassment Potion 4th level Potion Storage need: Glass flask

Glass flask Ingredients:

Preparation time: 6 hours

6 hours Potion type: Enhancement

Enhancement Potion use: Ingested This silvery potion glitters in sunlight and glistens in moonlight. It allows a user to surpass their limits in battle. Upon ingestion, for 6 hours, if the user must be lowered to -10 hit points instead of 0 hit points to be knocked out. If the user is knocked out, they lose the effect of the potion. It becomes obvious to other creatures that the resistance caused by this potion is abnormal when the user drops below 0 hit points. Tincture of Grace 5th level Potion Storage need: Glass flask

Glass flask Ingredients:

Preparation time: 8 hours

8 hours Potion type: Enhancement

Enhancement Potion use: Ingested A concoction that's lavender and violet layers dance almost hypnotically through its container. Upon ingestion the user gains + 2 to Charisma and Dexterity (up to a maximum of 20) while the potion is in effect. In addition to this, the user seemingly takes on the grace of a dancer, and gains advantage on performance and persuasion checks. The potion wears off after 3 hours. While the user is under the influence of this potion, they may have cravings for fine wines or may want to show off their sudden gracefulness. Tincture of Resistance 6th level Potion Storage need: Glass flask

Glass flask Ingredients:

Preparation time: 12 hours

12 hours Potion type: Enhancement

Enhancement Potion use: Ingested A strong brew that is able to give the user seeminly unnatural levels of resistance. Upon ingestion, the user gains resistance to fire, cold, poison and acid damage for 1 hour. If the user already has resistance to one of those types of damage, the tincture causes that resistance to temporarly become immunity. Tincutre of Restoration 4th level Potion Storage need: Glass flask

Glass flask Ingredients:

Preparation time: 5 hours

5 hours Potion type: Healing, Enhancement

Healing, Enhancement Potion use: Ingested This potion is unique in that it can be used to bring someone back from near death. If used on an unconcious creature, that creature is revived with 1 hit point.

Otherwise, upon ingestion this potion causes the user to be cured of one of the following conditions: Poisoned, Paralyzed, or Incapacitated. Tiring Mist 3rd level Potion Storage need: Glass flask

Glass flask Ingredients:

Preparation time: 4 hours

4 hours Potion type: Attack, Effect

Attack, Effect Potion use: Thrown 30 feet A vapor that causes people to lose motivation and fall asleep is created by this potion. When released from its container, this potion creates a 15 foot radius sphere of mist. Anyone within the mist at the start of their turn or entering the mist for the first time must make a Constitution saving throw where the DC is 8 + your potion crafting ability. On a failed save, the creature falls asleep and is Incapacitated for 3 hours or until they take damage. This potion does not affect creatures that don't require air to breath, but does affect creatures that attempt to hold their breath. The mist disapates after 1 minute. Torpor 4th level Potion Storage need: Glass vial

Glass vial Ingredients:

Preparation time: 8 hours

8 hours Potion type: Poison

Poison Potion use: Ingested A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 4d6 hours. The Poisoned creature is Incapacitated. Truth Serum 2nd level Potion Storage need: Glass vial

Glass vial Ingredients:

Preparation time: 5 hours

5 hours Potion type: Poison

Poison Potion use: Ingested A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature can’t knowingly speak a lie, as if under the effect of a Zone of Truth spell. Turbo Potion 5th level Potion Storage need: Small glass bottle

Small glass bottle Ingredients: Coffee Beans, Tea Leaves, Pepermint Leaves, Water

Coffee Beans, Tea Leaves, Pepermint Leaves, Water Preparation time: 10 hours

10 hours Potion type: Enhancement

Enhancement Potion use: Ingested The upgraded version of the speedy potion, the turbo potion truly makes you move at inpercievable rates. Upon ingestion, for 30 minutes, the user gains +30 feet movement speed, +5 to initiative, and can use their reaction to dodge one attack per turn. The only downside is that the user literally cannot sit or stand still for the duration of the potion's effect, and must be doing something to burn off their energy. Vial of Hope 4th level Potion Storage need: Glass vial

Glass vial Ingredients: 200 Fireflies, Red Aminata Mushroom, Sunflower Petals, Water

200 Fireflies, Red Aminata Mushroom, Sunflower Petals, Water Preparation time: 10 hours

10 hours Potion type: Healing, Effect

Healing, Effect Potion use: Ingested Yellow and glowing softly like a lamp, this vial is bright enough to cast dim light on a 5 foot area. When ingested, the user gains 4d6 hit points, and is imbued with a sudden sense of hope for the next 1d6 hours. While the user has this hope, they cannot be frightened, and will tend to be optimistic, even when situations are dire. Vial of Tears 3rd level Potion Storage need: Glass vial

Glass vial Ingredients:

Preparation time: 6 hours

6 hours Potion type: Poison, Acid

Poison, Acid Potion use: Ingested, Inflicted, Splashed Named because of the tears known to be shed when afflicted by this potion. The vial of tears has a different effect when splashed, inflicted, and ingested. When ingested, the user must make a Constitution saving throw where the DC is 8 + your potion crafting ability. On a failed save, they take 3d8 poison damage, or half of that on a successful save. When applied to a slashing or stabbing weapon, the potion dries out after 1 hour. While on the weapon, if a creature is struck by that weapon, it takes an additional 2d8 acid damage, and must make a Constitution saving throw where the DC is equal to 8 + your potion crafting ability. On a failed save, they take 2d8 poison damage, or half that much on a successful save. When splashed onto a creature, that creature takes 3d8 acid damage. This potion may only be used in one of these ways at a time unless you have prepared more than one vial of the potion. Weakening Potion 1st level Potion Storage need: Glass vial

Glass vial Ingredients:

Preparation time: 1 hour

1 hour Potion type: Effect

Effect Potion use: Ingested Best used when slipped into your enemy's drink, this potion doesn't appear to do much at first. 10 minutes after ingestion, the target takes a -2 penalty to strength until the potion wears off. While the potion is in effect, the user has disadvantage to escape from bindings and grapple checks.