Artificer Behind a bottle of growling green liquid the Halfling smiled. Class Features As an Artificer, you gain the following class features Hit Points Hit Dice: 1d6 per Artificer level

1d6 per Artificer level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Artificer level after 1st Proficiencies Armor: None

None Weapons: Light and finesse weapons

Light and finesse weapons Tools: Artisan's Tools, Alchemist Tools, Smith Tools Saving Throws: Intelligence, Constitution

Intelligence, Constitution Skills: Investigation + two from Sleight of Hand, Arcana, History, Medicine Equipment You s tart with the following equipment, in addition to the equipment granted by your background: (a) a simple weapon or (b) a dagger and a ranged simple weapon

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

15 GP Artificer Level Proficiency Bonus Features Cantrips Known Spells Prepared 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting 3 1 1 — — — — — — — — 2nd +2 Artificer Schools 4 2 2 — — — — — — — — 3rd +2 Understanding of Magic 4 3 2 1 — — — — — — — 4th +2 — 4 4 3 1 — — — — — — — 5th +3 Careful Accuracy, Speed up 4 4 3 1 1 — — — — — — 6th +3 Artificer School Feature 4 4 3 2 1 — — — — — — 7th +3 Battlefield Experience 4 4 3 2 1 1 — — — — — 8th +3 — 4 4 3 2 2 1 — — — — — 9th +4 Speed up (2) 4 4 3 3 2 1 1 — — — — 10th +4 Artificer School Feature 4 4 3 3 2 2 1 — — — — 11th +4 Minor Experience 5 4 3 3 2 2 1 1 — — — 12th +4 — 5 4 3 3 3 2 1 1 — — — 13th +5 Artificer School Feature 5 4 3 3 3 2 1 1 1 — — 14th +5 Power of Knowledge 5 4 3 3 3 2 2 1 1 — — 15th +5 Better Experience 6 4 3 3 3 2 2 1 1 — — 16th +5 — 6 4 3 3 3 2 2 2 1 1 — 17th +6 Artificer School Feature 6 5 3 3 3 2 2 2 1 1 — 18th +6 Speed Up (3) 6 5 4 3 3 2 2 2 1 1 — 19th +6 — 7 5 4 3 3 2 2 2 1 1 1 20th +6 Artificer School Feature 7 6 4 3 3 2 2 2 1 1 1

Spellcasting Works like the Wizard Artificer Spells List Mend, Control Flame, Detect MAgic, Detect Poison and disease, Comprehend Language, Thunderwave, Identify, Pyrotechnics, Animated Servant Artificer Schools When you reach level 2 you choose beetween Transmuter, Alchemist, Gunsmith and Magic Scribe. Each of these subclasses has its own features that will gain at levels 2, 6, 10, 13, 17, 20. Understanding of Magic Beginning at level 3, once per short rest you can cast one of these spells without expending spell slots and without using your book: identify, detect magic, detect poison and diseases, comprehend languages. You gain one additional cast at level 7 and other 2 at level 11. Careful Accuracy When you reach level 5 you double your proficiency into investigation checks Speed Up Starting at level 5 if you really need to finish something and you are in a hurry you can expend one spell slot of level 3 or higher and speed up the process. This way what you are doing, or the tools you casted on this special magic will take one tenth of the time required to be completed. This spell has other effects anyway. Used on a fire will make it Burn way stronger and brighter end it will extinguish soon. If something is falling it will fall way faster and so on. Once you use this feature you can't do so again until you finish a long rest. This magic also doubles the movement speed of a target, or the damage of acid or poison. You can use this feature twice per long rest starting at level 9 and three times starting at level 18. Battlefield Experience At level 7, depending on your subclass you gain a battle oriented benefit. Transmuter : Casting offensive spells without the book doesn't provoke attack of opportunity.

Alchemist : Throwing bottles or other potions doesn't have disadvantage if enemies are around you, neither causes opportunity attack.

Gunsmith : You gain an extra attack in your turn. This extra attack cannot be cumulated with other extra attacks.

Magic Scribe: You have advantage on concentration checks if you take damage. Minor Experience When you reach level 11 you choose from another subclass of the artificer something you can craft at level 2. Now you can craft that one thing of that level of that subclass. Power of Knowledge At level 14 you gain advantage on intelligence saving throws and intelligence checks. Better Experience Level 15. Works like minor experience, choose two more of second level or one of sixth level.

Artificer Schools Transmuter This subclass is mostly spell focused, precisely on transmutation, evocation and conjuration. Expanded Spells Transmuter Expanded Spells Level Extra Prepared Spells Extra Spells Extra Spell Slots 1st 2 Create or Destroy Water, Satellite Eye ─ 2nd 2 - +2 3rd 3 Alter Self, Levitate, Heat Metal, Harpoon Chain ─ 4th 3 - +1 5th 4 Fireball, Gaseous form, Erupting earth, Water Walk ─ 6th 4 - +1 7th 5 Stoneskin, Fabricate, Sprout Limbs ─ 8th 5 - +1 9th 6 Animate Objects, Awaken, Raise Dead ─ 10th 6 - +1 11th 7 Flesh to Stone, Move Earth ─ 12th 7 - +1 13th 8 Delayed Blast Fireball, Mordenkainen’s Magnificent Mansion, Resurrection ─ 14th 8 - +1 15th 8 Incinerate ─ 16th 8 - +1 17th 9 ─ ─ 18th 9 - ─ 19th 9 - ─ 20th 9 - ─ How to read the Transmuter Table Extra Spells Prepared : you add this number to your current total of spells you can prepare.

: you add this number to your current total of spells you can prepare. Extra Spells : when you gain the corresponding level you gain access to these spells. You can choose to learn them or not

: when you gain the corresponding level you gain access to these spells. You can choose to learn them or not Extra Spell Slots: you permanently add a number of spells slots equal to the one written in the table to your current highest spell slot level. (For example a level 6 transmuter will have 5 first level, 3second level and 2 third level spell slots) Transmute Starting at level 2 if you interact with an object you can change it. You can change its materials, its shape. To do so you must expend time, see the table. Transmute Table Transmutation Time Required Change a material into another material of same rarity 1 hour for each kilogram of material Change the shape of an object 1 minute multiplied by the size of the object (10 for medium, 100 large) Turn to dust a non magical item 1 minute multiplied by the size of the object (10 small, 100 for medium, 1000 large) Memory and Practice At level 6 choose 2 of your extra transmuter spells, you can cast them without using the book. Also choose 2 Elemental Monk features of level 3. You can use them expending a spell slot of level equal to the ki points required to use that feature. At levels 10, 13 and 17 you choose another transmuter spell you can cast and another elemental monk feature of level 6, 9 and 13 or lower respectively. Life Gift At level 10 you can create constructs. It requires time and materials, as shown in the table. Constructs Construct Time and Resources Homunculus 2 months Scarecrow 1 month Animated Armor 3 months Nature's Energy Starting at level 13 twice per long rest you can cast an evocation or conjuration spell of level 4 or lower without expending a spell slot.

Master of Puppets At level 17 you gain access to new constructs to create. Also your constructs now gain your int modifier + your transmuter level + your proficiency bonus as HP. Construct Time and Resources Helmed Horror 10 months Clay Golem 5 months Flesh Golem 6 months Apex of Transmutation At level 20 you can create a phylosopher stone, which has its own features. Phylosopher Stone wondrous item, gem Preparation Time: 7 months

7 months Ingredients: The stone holds up to 20 charges. It regains a charge each hour. You can expend a spell slot of level 7 or higher to recharge 1 charge. You can expend 1 charge to cast Cure Wounds of second level, 2 charges to cast Invisibility, 3 charges to cast Greater Invisibility, 5 charges to change the material of up to 1 kilogram of matter into a material of greater rarity, 10 charges to cast Clone, 20 charges to cast True Resurrection. Every time your HP fall to 0, if the stone is within 1 meter from you, you instead drop to 1 HP and the stone loses 10 charges. (This last effect requires attunement, which you obtain holding the stone for 10 seconds) If the stone loses all charges it is destroyed. Alchemist Potionist At level 2 you can prepare potions for yourself and your allies. You gain proficiency with alchemist tools. You can spend part of your downtime or also part of a long or short rest looking for simple ingredients or cooking and mixing ecc.. This applies only to easy potions, while more complex ones would interfere with rest benefits. You need to find recipes for your potions and add them to your book of recipes. Given this you start with 5 potions you know of and you gain 1 new one each level in this class. For example you could learn the recipe from a comrade on the battlefield or experiment until you find it yourself, up to you and your master. You can also invent a potion. First discuss with your master if its effects are okay with your level, then make an intelligence check. You can repeat the intelligence check each hour until you come up with the ingredients. Discuss with your master how the creation of the potion progresses trough other intelligence checks. You (alone) can carry up to 10 liters of potions. Throwing a potion: to find the potion you were looking for and throw/use it you will spend one action. Examples of potions Alchemist level Potions you can prepare 2nd Low Healing Potion, Paralyzing poison, Potion of climbing, Lesser Acid, Grow Beard Potion, Sneezing smoke, Flammable Oil 6th Holy Water, Freshwater, Personal Heal Potion, Explosive Mixture, Charming Elixir, Purifier, Minor Freeze Gel 10th Regenerative Elixir, Madness Fog, Freeze Gel, Shout Potion, Potion of Talkativity, Dragon Breath Candy, Everlasting Smoke 13th Distilled Sun, Permanence Additive, Neutralizer, Black Neurotoxin, Oil of Sharpness, Truth Serum 17th Separator, Blizzard in the bottle, Crystallizator, Fake Death 20th Resurrecter, Potion of Feral Fury, Killer Cloud Antidote production When you reach level 6 you can produce antidotes to your poisons and other venoms you can interact with. The preparation time is the double of the preparation time of the poison. If there is no preparation time, for example it's a natural venom discuss with your master, depending on how much strong and powerful it is. Intelligence checks may be required. This way you can also produce anti-potions (for example if a potion sets your constitution score to 5, you can prepare a potion that sets that score back to normal) Mixing Potions To mix potions with an additive sum the time required to make the potions/additives/powders ecc and divide it by the number of potions/additives/poisons ecc… you are mixing Emergency Pocket At level 6 you can choose up to 3 potions (per short rest) that you can store in separate, ready to use pockets. To use/throw these potions you only need one bonus action. You can choose other 2 potions at level 17. Expert Brewer When you reach level 10 choose 7 potions/poisons/oils etc.. The preparation times for these are halved. You add to this preferred list 3 potions at level 13, 2 at 17, 2 at 20 Antitoxine Starting at level 13 trough experiments you have become used to many poisons and potions. You gain resistence to poison damage and you have advantage in saving throws against effects of something you drink/eat/inhale. Mixing potions Beginning at level 17, if you try to mix 2 or more potions you can try to understand the outcome of the mixing. Make an intelligence check of apropriate DC (talk with Dm of course). On a success you can understand the result of the mix.

The Jar You store in a special Jar 7 different potions. You can store up to 1 liter of each of these potions. The jar also if full still weights 500 grams. Only you can control the Jar. At your command, with a bonus action the Jar will pour itself and the content you choose. Gunsmith This subclass is more about crafting magical objects, explosives and trinkets. The gunsmith crafts magical and non magical objects to use during the adventure. The process of crafting is often long and it requires the Gunsmith to spend some downtime forging them. Examples of Gunsmith Items Gunsmith Level Items you can craft 2nd Chilling Scimitar, Token of Healing, Cloak of Darkness, Quiet Armor, Minor armor of fire absorption 6th Explosive Mace, Portable door (small), Explosive Mixture, Ring of Minor Protection 10th Ring of Shooting Stars, Frost Halberd, Rod of Snakes, Portable Hole, Portable Door 13th Thunder Shield, Thunderspear, Flying Carpet (small), Flying Bed, Staff of Wonders, Portable Swamp 17th Moving Fortress, Bright Sword, Blanket of Healing, Chair of Suppression 20th Flying Castle, Vampiric Sword, Ghostly Hood Self forged Your hit die is a d10 for this subclass. Proficiency with Smith's tools. Hardworker You gain the benefits of a long rest also if you don't do light activity. This means you can spend part of a long rest working. You still need 6 hours of sleep. Starting at level 10 you gain proficiency with the items you make. Others will still need proficiency to what the item is to use it properly. For example a mace, a sword, a shield, an armor. Magic items user By 13th level, you ignore all class, race, and level requirements on the use of magic items. More than this you can be attuned to a number of items equal to 2 + your Int modifier. Trained Eye Beginning at level 13 your identify spell doesn't require touch, just proximity. You gain advantage in saving throws and attack rolls against consructs. Magical Wardrobe Beginning at level 17 twice per long Rest you can use the Leomund's Hidden Closet without expending a spell slot. Equipping At level 20, twice per long rest you can equip something you are attuned with that is in your Leomund Special Closet, in a place on the material plane you know of or inside a bag of holding or similar that you are wearing. Equipping costs one bonus action and makes you wear or wield anything you are equipping. If you already are wearing something of the same cathegory you switch the two objects. You don't need to use the Leomund Special Closet spell to equip something you keep there Magic Scribe Tome of Spells Your spellbook has infinite pages and it has been enchanted to give you some benefits: there is no limit to the number or the type of spells you can have prepared, but you need to read them. You can cast all the spells you know, reading them in your tome, as long as you have spell slots. To open the book is required an action to focus on a special spell that you used to craft it and that lets you cast all the spels written there. Favourite Spells There are some spells you know so well you don't need the book to cast them. At level 2 you start with 2 favourite spells and you gain one each 2 levels in this class. To cast them you will use the corresponding spell slot and you can also increase their level consuming higher spell slots. Spell Writer Beginning at level 2 you can copy whatever spell you find into your book, as long as you can read it, also if you are not able to cast it yet and you will not fail doing so. Also you can craft scrolls copying spells from your book to an empty scroll and consuming a spell slot equal to the spell level. Rune Magic Starting at level 6 you can write magical runes or glyphs with special effects. Also you gain the Glyph of protection spell as an extra favourite spell (and you have it in the book) One hour is the default time to write on a surface of 1 meter squared or less. It takes one more hour each 1 meter squared extra you write on. The Glyph you write so covers a volume around it of 5 meters cubed. They can be a cylinder, a parallelepipedon a sphere or a cone. To activate the glyph some conditions must be met. For example "someone or something touches the glyph" or someone enters the area of the glyph or similar. A glyph that deals damage, changes the position of someone, creates matter, or heals disappears after it is triggered. A row of linked glyphs (for example to surround a place) must all have the same effect. This because to write a different kind of glyph you need a long rest. Overwriting a glyph doesn't add effects, instead triggers the glyph you are trying to overwrite. Discuss the level of the Glyph with your master, general rule is that you can write glyphs which level is the same of your spellcasting level or lower.

Concentrated Starting at level 10 if you are concentrating on a spell you can cast another spell that requires concentration without interrupting the first one. To do so you make an intelligence saving throw against 10 + the levels of the two spells added together. And each turn you repeat a concentration check as long as the two spells are active together. On a fail you take any form of damage the spells you were casting could provide as psychic damage + 6d6 psychic damage and the two spells end. Once you use this feature you can't do it again until you finish a long rest. Improved Rune Magic At level 13 your times to write a glyph are halved and you can write two kinds of different runes per long rest. Spellshaper Starting at level 13 you can cast a spell from your book changing it a bit. This makes the spell count as a higher level spell. You can apply this only once per long rest. Spellshaper Cost Effect +1 Double casting range +2 (+1) Change type of damage +1 for target Double size or add extra target +1 Halve casting time Action and Bonus action spells A spell casting time of an action, if halved becomes a bonus action. A spell which casting time is already a bonus action cannot have its casting time further halved. Deepest understanding Starting at level 17 you can use the deep understanding feature twice per long rest. More than this the damage you take if you fail is halved. Changing the damage type of a spell costs 1 now Writing in the air At level 17 you can write runes in the air. Also you gain access to the spell write in the air (which you actually use freely when you write in the air) if you don't know it already. Greater Knowledge At level 20 if you cast a spell as an action you can cast another spell as a bonus action (provided that the spell can be casted as a bonus action somehow) as long as the level of the bonus action spell is 5 or less, modifications included.

Potions, Poisons and others Low Healing Potion potion Preparation Time: 2 hours

2 hours Quantity: 400 ml

400 ml Ingredients: A snail shell, onion or garlic leaves, tea flowers, clean water.

A snail shell, onion or garlic leaves, tea flowers, clean water. Appearence: Orange-Light Red liquid. It's warm Restores 1d4 + 2 HP (ingestion) Paralyzing Poison poison Preparation Time: 1 hour

1 hour Quantity: 50 ml

50 ml Ingredients: A spider head, oleander flowers, oil, the hair of a stinging caterpillar.

A spider head, oleander flowers, oil, the hair of a stinging caterpillar. Appearence: Light green, almost translucent liquid. Paralyzes the target for 1d4 minutes (ingestion) Potion of climbing potion Preparation Time: 30 minutes

30 minutes Quantity: 200 ml

200 ml Ingredients: A quartsz rock powder, water, oil, an alpine star flower

A quartsz rock powder, water, oil, an alpine star flower Appearence: Orange, bright liquid. Lesser Acid mixture Preparation Time: 3 hours

3 hours Quantity: 450 ml

450 ml Ingredients: Sulfur powder, petroleoum, salt, the stomach of a cat.

Sulfur powder, petroleoum, salt, the stomach of a cat. Appearence: Orange-Light Red liquid. It's warm It causes 1d4 damage from acid to whatever it touches. The effect repeats each turn for 1 minute, but a successful dexterity saving throw removes the acid (contact). Of course the little bottle of acid can be thrown to cover a creature, or 5 feet squared of floor or walls. (Glass is immune) Grow beard Potion potion Preparation Time: 30 minutes

30 minutes Quantity: 300 ml

300 ml Ingredients: A snail shell, onion or garlic leaves, tea flowers, clean water.

A snail shell, onion or garlic leaves, tea flowers, clean water. Appearence: Orange-Light Red liquid. It's warm Sneezing smoke gas Preparation Time: 2 hours

2 hours Quantity: 400 ml

400 ml Ingredients: A snail shell, onion or garlic leaves, tea flowers, clean water.

A snail shell, onion or garlic leaves, tea flowers, clean water. Appearence: Purple and Green smoke Flammable Oil ointment Preparation Time: 2 hours

2 hours Quantity: 400 ml

400 ml Ingredients: A snail shell, onion or garlic leaves, tea flowers, clean water.

A snail shell, onion or garlic leaves, tea flowers, clean water. Appearence: Orange-Light Red liquid. It's warm Holy Water mixture Preparation Time: 3 days

3 days Quantity: 200 ml

200 ml Ingredients: Pure water, a white rose, a white lily, white ashes of ash tree, silver powder.

Pure water, a white rose, a white lily, white ashes of ash tree, silver powder. Appearence: Looks like water, but shines a bit. If drinked removes a curse, as if it was a remove curse spell.Deals 6d6 to an undead, demon or devil. (Contact)Deals 12d8 to an undead, demon or devil (ingestion) Freshwater potion Preparation Time: 12 hours

12 hours Quantity: 500 ml

500 ml Ingredients: A snail shell, onion or garlic leaves, tea flowers, clean water.

A snail shell, onion or garlic leaves, tea flowers, clean water. Appearence: Orange-Light Red liquid. It's warm Heals 2d6 + 4 HP (ingestion) Personal Healing Potion potion Preparation Time: 2 days

2 days Quantity: 400 ml

400 ml Ingredients: Water, a nail or a hair of the person which this potion will heal, dark green moss, oak bark.

Water, a nail or a hair of the person which this potion will heal, dark green moss, oak bark. Appearence: Color changes beetween shades of purple, red, pink, orange, yellow, looks dense. It's warm. Heals 3d6 + 6 + Cons modifier of the user. (ingestion). Only the person whose hair or nail is used for the potion can benefit from it. If it isn't the case then it will only restore 1d4 Explosive Mixture mixture Preparation Time: 1 day

1 day Quantity: 500 ml

500 ml Ingredients: A snail shell, onion or garlic leaves, tea flowers, clean water.

A snail shell, onion or garlic leaves, tea flowers, clean water. Appearence: It looks as if yellow-orange flames burn inside the bottle. Deals 4d6 fire damage in a sphere of 2 meters radius and half the damage in a sphere of 5 meters of diameter. (Explosion when contact with air) Enemies in the inner sphere make a constitution saving throw or are thrown away for 3 meters. Ingesting it causes 4d6 fire damage + 4d8 force damage.

Charming Elixir potion Preparation Time: 2 hours

2 hours Quantity: 400 ml

400 ml Ingredients: A snail shell, onion or garlic leaves, tea flowers, clean water.

A snail shell, onion or garlic leaves, tea flowers, clean water. Appearence: Orange-Light Red liquid. It's warm Restores 1d4 + 2 HP (ingestion) Purifier powder Preparation Time: 30 minutes

30 minutes Quantity: 10 mg

10 mg Ingredients: Lemon peel, scallop shell powder, shredded garlic, winegar, sulfur powder.

Lemon peel, scallop shell powder, shredded garlic, winegar, sulfur powder. Appearence: Grey-lavander powder Neutralizes common poisons, venoms and diseases from food/water. Minor Freeze gel mixture Preparation Time: 2 hours

2 hours Quantity: 400 ml

400 ml Ingredients: A snail shell, onion or garlic leaves, tea flowers, clean water.

A snail shell, onion or garlic leaves, tea flowers, clean water. Appearence: Light blue gel, with darker spots. Freezes a sphere of whater of 10 meters radius. Regenerative Elixir potion Preparation Time: 3 days

3 days Quantity: 500 ml

500 ml Ingredients: A snail shell, onion or garlic leaves, tea flowers, clean water.

A snail shell, onion or garlic leaves, tea flowers, clean water. Appearence: Orange-Light Red liquid. It's warm Each turn restores 1d6 + Int, for one minute, effect not cumulable with other regenerative elixirs. (ingestion) Madness Fog gas Preparation Time: 2 hours

2 hours Quantity: 400 ml

400 ml Ingredients: A snail shell, onion or garlic leaves, tea flowers, clean water.

A snail shell, onion or garlic leaves, tea flowers, clean water. Appearence: Orange-Light Red liquid. It's warm Restores 1d4 + 2 HP (ingestion) Freeze Gel mixture Preparation Time: 1 hour

1 hour Quantity: 50 ml

50 ml Ingredients: A spider head, oleander flowers, oil, the hair of a stinging caterpillar.

A spider head, oleander flowers, oil, the hair of a stinging caterpillar. Appearence: Light green, almost translucent liquid. Freezes a sphere of 20 meters radius. Also, on an enemy deals 4d6 cold damage and halves their movement speed. Shout potion potion Preparation Time: 30 minutes

30 minutes Quantity: 200 ml

200 ml Ingredients: A quartsz rock powder, water, oil, an alpine star flower

A quartsz rock powder, water, oil, an alpine star flower Appearence: Orange, bright liquid. Whoever drinks this potion feels the urge to scream and shout for one hour Potion of talkativity potion Preparation Time: 3 hours

3 hours Quantity: 450 ml

450 ml Ingredients: Sulfur powder, petroleoum, salt, the stomach of a cat.

Sulfur powder, petroleoum, salt, the stomach of a cat. Appearence: Orange-Light Red liquid. It's warm Who drinks this potion will start talking with anyone or anything they'll meet. For one hour. Dragon Breath Candy candy Preparation Time: 30 minutes

30 minutes Quantity: 300 ml

300 ml Ingredients: A snail shell, onion or garlic leaves, tea flowers, clean water.

A snail shell, onion or garlic leaves, tea flowers, clean water. Appearence: It looks dark red with shades of orange. It tastes spicy You can use your bonus action to chew and swallow one of these candies. If you do so you can use your action to breathe fire that deals 3d6 in a cone of 5 meters in front of you. If you eat more than one of these candies without having a long rest beetween you take 10d6 fire damage. Distilled Sun mixture Preparation Time: 5 days

5 days Quantity: 300 ml

300 ml Ingredients: A phoenix feather, a Red ibiscus flower, boiling water, a burning ember, ruby powder, molten iron

A phoenix feather, a Red ibiscus flower, boiling water, a burning ember, ruby powder, molten iron Appearence: Bright yellow orange liquid. It's warm, almost hot. Deals 8d8 fire damage and 2d8 radiant damage (contact). Deals 10d10 fire damage and 4d10 radiant damage (ingestion). Undeads take double damage, while demons and devils double only the radiant damage.

Permanence Additive powder Preparation Time: 3 days

3 days Quantity: 400 ml

400 ml Ingredients: A snail shell, onion or garlic leaves, tea flowers, clean water.

A snail shell, onion or garlic leaves, tea flowers, clean water. Appearence: Orange-Light Red liquid. It's warm Alone it does nothing, if mixed with another potion it may have different results: 1/8 neutralizes the potion 4/8 doubles the duration of the potion if it has one, or neutralizes it if it hasn't a duration 1/8 the potion explodes dealing 3d4 acid damage 1/8 the potion becomes permanent (if it can, or it's neutralized) Neutralizer powder Preparation Time: 1 day

1 day Quantity: 200 ml

200 ml Ingredients: Pure water, a white rose, a white lily, white ashes of ash tree, silver powder.

Pure water, a white rose, a white lily, white ashes of ash tree, silver powder. Appearence: White, light grey powder. If mixed with another potion it neutralizes its effects. Black neurotoxin poison Preparation Time: 4 days

4 days Quantity: 50 ml

50 ml Ingredients: Cobra venom, Jellyfish tentacles, a fang of a Viper, Mandrakeroot

Cobra venom, Jellyfish tentacles, a fang of a Viper, Mandrakeroot Appearence: Dark red, Purple ooze Deals 1d4 + Int necrotic damage (ingestion or contact). On the next turn it deals 2d4 + Int, on the other one 3d4 + Int, on the other one 4d5+Int, on the other one 5d4+ Int, then each turn deals 5d4 + Int. (all necrotic damage) Constitution saving throw halves the damage. Oil of Sharpness ointment Preparation Time: 2 days and half

2 days and half Quantity: 400 ml

400 ml Ingredients: A snail shell, onion or garlic leaves, tea flowers, clean water.

A snail shell, onion or garlic leaves, tea flowers, clean water. Appearence: Orange-Light Red liquid. It's warm Restores 1d4 + 2 HP (ingestion) Truth Serum potion Preparation Time: 2 days

2 days Quantity: 400 ml

400 ml Ingredients: Water, a nail or a hair of the person which this potion will heal, dark green moss, oak bark.

Water, a nail or a hair of the person which this potion will heal, dark green moss, oak bark. Appearence: Color changes beetween shades of purple, red, pink, orange, yellow, looks dense. It's warm. Who drinks this potion will tell the truth for one hour. He can still avoid speaking Separator powder Preparation Time: 3 days

3 days Quantity: 50 mg

50 mg Ingredients: A snail shell, onion or garlic leaves, tea flowers, clean water.

A snail shell, onion or garlic leaves, tea flowers, clean water. Appearence: It's a dark green powder. When added when mixing 2 potions it makes their effects stay separately and simultaneously in the mixed potion Blizzard in the Bottle mixture Preparation Time: 6 days

6 days Quantity: 700 ml

700 ml Ingredients: A snail shell, onion or garlic leaves, tea flowers, clean water.

A snail shell, onion or garlic leaves, tea flowers, clean water. Appearence: It looks like a snowfall ball. A Blizzard develops in a 300 meters radius sphere. Everyone in it takes 4d10 cold damage each turn, moves in difficult terrain and the light is considered dim. (Lasts 10 rounds) Crystallizator potion Preparation Time: 30 minutes

30 minutes Quantity: 10 mg

10 mg Ingredients: Lemon peel, scallop shell powder, shredded garlic, winegar, sulfur powder.

Lemon peel, scallop shell powder, shredded garlic, winegar, sulfur powder. Appearence: Grey-lavander powder Contact or ingestion causes a petrification status after 5 turns. The appearence of the petrified subject is light green or pink, translucent Resurrecter potion Preparation Time: 1 year

1 year Quantity: 20 ml

20 ml Ingredients: A snail shell, onion or garlic leaves, tea flowers, clean water.

A snail shell, onion or garlic leaves, tea flowers, clean water. Appearence: Orange-Light Red liquid. It's warm As long as a creature has been dead for less than 24 hours and its body is in good conditions (head and heart in their place essentially) if it takes this potion it will return alive in 10 minutes. This effect can occurr also in corpses which have been preserved trough magical or medical means. Potion of feral fury potion Preparation Time: 2 hours

2 hours Quantity: 400 ml

400 ml Ingredients: A snail shell, onion or garlic leaves, tea flowers, clean water.

A snail shell, onion or garlic leaves, tea flowers, clean water. Appearence: Light blue gel, with darker spots. If who drinks this potion is an humanoid it gets covered in fur and develops sharp claws which deal 1d6 slashing damage. It gets +4 to AC, as if it was natural armor, constitution, dexterity, strenght and +200 temporary HP. Effects last 1 hour.

Killer Cloud gas Preparation Time: 2 hours

2 hours Quantity: 400 ml

400 ml Ingredients: A snail shell, onion or garlic leaves, tea flowers, clean water.

A snail shell, onion or garlic leaves, tea flowers, clean water. Appearence: Light blue gel, with darker spots. Any creature in a 10 meters radius sphere takes eache turn 3d8 necrotic damage, 3d8 poison damage and 3d8 acid damage and one level of exhaustion each 2 turns (2nd, 4th, 6th ecc..) Constructs take only acid damage. Lasts 10 rounds Fake death potion Preparation Time: 10 days

10 days Quantity: 500 ml

500 ml Ingredients: A snail shell, onion or garlic leaves, tea flowers, clean water.

A snail shell, onion or garlic leaves, tea flowers, clean water. Appearence: Green-grey ink like liquid. A creature that drinks this potion after half an hour falls asleep and after another half an hour appears as dead. It stays in this state for 24 hours. If inspected the body seems to have died for the effects of a poison or a sickness. After this time the creature begins to return to life and within one hour it is full conscious. Holy Water potion Preparation Time: 3 days

3 days Quantity: 200 ml

200 ml Ingredients: A part of the beast you want to transform into,

A part of the beast you want to transform into, Appearence: Looks like water, but shines a bit. After drinking this potion an humanoid transforms into the beast whose part has been used in making the potion for one hour. Lucky Drink potion Preparation Time: 6 months

6 months Quantity: 200 ml

200 ml Ingredients: A part of the beast you want to transform into,

A part of the beast you want to transform into, Appearence: Looks like water, but shines a bit. After drinking this potion a creature gets +1d8 on any ability check, saving throw or attack roll it makes for the next 6 hours. If this potion is drinked again within 6 months it will still have this effect, but will decrease the ability scores of the target by 2 for the next 6 months.

Wondrous Items Chilling Scimitar weapon, scimitar Rarity: Common

Common Preparation Time: 3 hours

3 hours Raw Materials: M (a small doll)

M (a small doll) Appearence: It reflects light blue light This scimitar deals extra 1d4+2 cold damage Token of Healing consumable, gem Rarity: Common

Common Preparation Time: 3 hours

3 hours Raw Materials: M (a small doll)

M (a small doll) Appearence: Light green gem This gadget casts cure wounds when thrown at someone. After it casts the spell the rock is not anymore magical Cloak of darkness dress, cloak Rarity: Uncommon

Uncommon Preparation Time: 3 hours

3 hours Raw Materials: M (a small doll)

M (a small doll) Appearence: It reflects light blue light This cape gives you +1 AC in darkness or dim light, confusing the perception of you that your enemies have, which can't properly identify your figure. Quiet Armor armor, any Rarity: Common

Common Preparation Time: 2 days

2 days Raw Materials: M (a small doll)

M (a small doll) Appearence: It reflects light blue light This enchanted armor makes no sound while moving. Therefore it doesn't put disadvantage on stealth checks regarding sound. Minor armor of fire absorption armor, any Rarity: Common

Common Preparation Time: 3 days

3 days Raw Materials: M (a small doll)

M (a small doll) Appearence: It reflects light blue light This armor gives you resistance to fire. Explosive Mace weapon, mace Rarity: Uncommon

Uncommon Preparation Time: 2 days

2 days Raw Materials: M (a small doll)

M (a small doll) Appearence: The head of the mace is bright This mace holds up to 4 charges. When you hit an enemy with it you can use a charge to deal 1d12 extra force damage and push away the enemy by 5 meters (Cos saving throw) (Charges restore after a day or after 1 hour of treatment) Rarity An object can have a rarity, if it hasn't it's below common, so it's something that is easy to find anywhere, acocrding to its use (it's difficult to find fruit in a fish store) Common : Special objects which can be imbued with some magic or just be really peculiar and useful.

: Special objects which can be imbued with some magic or just be really peculiar and useful. Uncommon : Items which can offer great advantages in everyday life, or contain some sort of magic that makes them highly desiderable.

: Items which can offer great advantages in everyday life, or contain some sort of magic that makes them highly desiderable. Rare : Really special objects, which give special powers or contain secrets. Adventurers seek these items ardently.

: Really special objects, which give special powers or contain secrets. Adventurers seek these items ardently. Very Rare : These Items are often heavily researched and protected. Some may contain enormous powers, while others could heavily influence the life of people.

: These Items are often heavily researched and protected. Some may contain enormous powers, while others could heavily influence the life of people. Epic : Items belonging to the great heroes of history, which importance resonates troughout ages.

: Items belonging to the great heroes of history, which importance resonates troughout ages. Legendary: Objects which esistence is questionable and absurd. Stories are told about these items. Portable door (small) wondrous item, tool Rarity: Rare

Rare Preparation Time: 1 week

1 week Raw Materials: Silk of Blue caterpillar, Vanishing cat Saliva, Concentrated Gravity Oil

Silk of Blue caterpillar, Vanishing cat Saliva, Concentrated Gravity Oil Appearence: It looks like a piece of cloth, black and lucid This 1 meter diameter black piece of cloth can be applied to a surface. If so it sticks to it and creates a tunnel deep at maximum 5 meters.If it is removed while someone is inside that person must make a dexterity saing throw. On a success he will go out on the nearest side, on a fail he will go out on the nearest side and take 10d6 slashing damage, on a 1 he will lose a limb or worse and go out on the nearest surface. The one who removes the hole automatically succeds the saving throw. Ring of Minor Protection jewel, ring Rarity: Rare

Rare Preparation Time: 3 hours

3 hours Raw Materials: M (a small doll)

M (a small doll) Appearence: It reflects light blue light This ring can store up to 3 charges which are restored each day at dawn. You can use the charges to use cure wounds, sanctuary or bless.

Ring of Shooting stars jewel, ring Rarity: Uncommon

Uncommon Preparation Time: 3 days

3 days Raw Materials: M (a small doll)

M (a small doll) Appearence: It reflects light blue light This scimitar deals extra 1d4+2 cold damage Frost Halberd weapon, halberd Rarity: Uncommon

Uncommon Preparation Time: 5 days

5 days Raw Materials: M (a small doll)

M (a small doll) Appearence: It reflects light blue light +1 weapon. This halberd deals extra 2d6 + 2 cold damage . Rod of Snakes Wondrous item, Rod Rarity: Common

Common Preparation Time: 3 days

3 days Raw Materials: M (a small doll)

M (a small doll) Appearence: It reflects light blue light As an action you can transform this rod into 3 venomous snakes that will attack your enemies. As a bonus action you can instruct the three snakes separately, telling them where to go, who to attack. As a bonus action you can call back them and return them into the Rod shape. If one of the three snakes drops to 0 HP all three of them return at you in the shape of the rod. Once you use the rod you can't do so again till you finish a long rest. Portable Hole wondrous item, tool Rarity: Common

Common Preparation Time: 3 hours

3 hours Raw Materials: M (a small doll)

M (a small doll) Appearence: It reflects light blue light This scimitar deals extra 1d4+2 cold damage Portable Door wondrous item, tool Rarity: Common

Common Preparation Time: 3 hours

3 hours Raw Materials: M (a small doll)

M (a small doll) Appearence: It reflects light blue light This 2 meter diameter black piece of cloth can be applied to a surface. If so it sticks to it and creates a tunnel deep at maximum 5 meters.If it is removed while someone is inside that person must make a dexterity saing throw. On a success he will go out on the nearest side, on a fail he will go out on the nearest side and take 10d6 bludgeoning damage, on a 1 he will lose a limb or worse and go out on the nearest surface. The one who removes the hole automatically succeds the saving throw. Thunder Shield shield, any Rarity: Common

Common Preparation Time: 3 days

3 days Raw Materials: M (a small doll)

M (a small doll) Appearence: It reflects light blue light When someone misses you with an attack you can use yor reaction to hit them with the shield, dealing 2d4 bludgeoning damage. If you do so you can use a charge (shield has 4 charges, which recharge at dawn) to deal 3d10 thunder damage and knock away for 6 meters the enemy. It then makes a constitution saving throw. On a fail the enemy is prone. You can do so also using your shield to directly attack, instead that waiting for the enemy to attack you. Thunder Spear weapon, spear Rarity: Common

Common Preparation Time: 3 hours

3 hours Raw Materials: M (a small doll)

M (a small doll) Appearence: It reflects light blue light This polearm deals additional thunder damage (2d10) on a hit. It stores up to three charges. You can use one of them to add 2d8 lightining to the damage (once per turn) and paralayze the target until your next turn on a failed constitution saving throw Flying Carpet (small) animated object, vehicle Rarity: Common

Common Preparation Time: 3 hours

3 hours Raw Materials: M (a small doll)

M (a small doll) Appearence: It reflects light blue light This animated object can fly at a flying speed of 40. It can hold up to 400 kg. It has space for 2 medium size creatures. It can count as a mount. Flying Bed animated object, vehicle Rarity: Common

Common Preparation Time: 3 hours

3 hours Raw Materials: M (a small doll)

M (a small doll) Appearence: It reflects light blue light This animated object can fly at a flying speed of 20. It can carry 1000 kg. It has space for 4 medium size creatures Staff of Wonders weapon, scimitar Rarity: Common

Common Preparation Time: 3 hours

3 hours Raw Materials: M (a small doll)

M (a small doll) Appearence: It reflects light blue light This animated object can fly at a flying speed of 20. It can carry 1000 kg. It has space for 4 medium size creatures