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  Booms, Heals, and Bleedings
  Booms, Heals, and Bleedings
  Additional mechanics for craft-based characters.
  by Ryan Langr
  
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  Credits
  Credits
  Produced by: Realmwarp Media
  Artwork: Creative Commons: Cover (Alchemist, Joseph Wright), ToC, 5, 7, 13, 30
  DMs Guild Creator resources: 8, 10, 11, 12, 15, 16, 19, 20, 21, 22, 31
  Matthew Richmond: 24
  Design: Ryan Langr
  Editing and Layout: Ryan Langr
  Special Thanks: Special thanks goes to the homebrew communities on facebook for
  giving advice in fine tuning and balance!
  Notice a mistake or think we can improve balance? We love feed back and want the
  players and DMs who use our material to feel some ownership in it! Contact us through
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  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other
  Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other
  countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
  permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is
  copyright 2019 by Realmwarp Media and published under the Community Content Agreement for Dungeon Masters Guild.  
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat
  31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  
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  Table Of Contents
  Table Of Contents
  4
  4
  4
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  5
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  41
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  Obtaining Resources
  Obtaining Resources
  Rarity
  Rarity
  Harvesting
  Harvesting
  Bombs
  Bombs
  Throwing a bomb
  Throwing a bomb
  Making a Bomb
  Making a Bomb
  Alchemy
  Alchemy
  The Ancient Art of Alchemy
  The Ancient Art of Alchemy
  Creating Consumables
  Creating Consumables
  Consumable Worth
  Consumable Worth
  Index of Alchemy Consumables
  Index of Alchemy Consumables
  Acid Flask to Drink of Elven Ears
  Acid Flask to Drink of Elven Ears
  Dust of Disappearance to Go Flame
  Dust of Disappearance to Go Flame
  "Greater Pill" to Molotov
  "Greater Pill" to Molotov
  "Necromancer's" to "Polymorph"
  "Necromancer's" to "Polymorph"
  "Polystench" to "Gaseous Form"
  "Polystench" to "Gaseous Form"
  P. Giant Strength to P. Healing
  P. Giant Strength to P. Healing
  P. Healing to P. Mind Reading
  P. Healing to P. Mind Reading
  P. Neutrality to Slow Fall Slurry
  P. Neutrality to Slow Fall Slurry
  Smoke Stick to X-Ray Draught
  Smoke Stick to X-Ray Draught
  Poison Making
  Poison Making
  Creating Consumables
  Creating Consumables
  Consumable Worth
  Consumable Worth
  Poisons
  Poisons
  Assassin's Blood to "Carrion Mucus"
  Assassin's Blood to "Carrion Mucus"
  Chasme Venom to Dragon's Breath
  Chasme Venom to Dragon's Breath
  Dream Breath to Fungus Spore
  Dream Breath to Fungus Spore
  Ghoul Posion to Lyncanthropy Touch
  Ghoul Posion to Lyncanthropy Touch
  Madness Bloom to Otyugh's Bite
  Madness Bloom to Otyugh's Bite
  Pale Tincture to Spectre's Drain
  Pale Tincture to Spectre's Drain
  Spider Venom to Wyvern Poison
  Spider Venom to Wyvern Poison
  Yochlol Mist to Yuan-Ti's Bite
  Yochlol Mist to Yuan-Ti's Bite
  Ingredients
  Ingredients
  A to C
  A to C
  D to E
  D to E
  F to L
  F to L
  M to R
  M to R
  S to V
  S to V
  Y and Z
  Y and Z
  Materials and Equipment
  Materials and Equipment
  What is "Equipment"?
  What is "Equipment"?
  What are "Materials"?
  What are "Materials"?
  Equipment
  Equipment
  Gems, Minerals, and Stone
  Gems, Minerals, and Stone
  Metals
  Metals
  Organics
  Organics
  Appendix 1
  Appendix 1
  3
  
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  Harvesting and Gathering Techniques
  Harvesting and Gathering Techniques
  M
  uch of the needed equipment, potions,
  and poisons can be crafted by the
  competent adventurer. This requires
  that the person possesses the
  appropriate ingredients or materials.
  While it is taken for granted that all of these ingredients and
  materials can be bought from various merchants, or found as
  loot, many of them can also be found in mines, the
  environment, or on creatures. The harvesting, mining, and
  gathering mechanics show how to obtain these ingredients
  much more cheaply than buying them. It also provides
  approximate costs for buying them.
  Rarity
  Rarity
  Rarity is important in establishing how much an ingredient,
  material, equipment, or consumable is worth. Rarity is
  affected by many things including: availability of resources,
  desirability of product, legal status of the product, and
  difficulty of production or acquisition.
  Rarity is both in general (ie as an item overall), and in
  comparison (very common gems may still be a relatively
  uncommon item). If the DM wishes, rarity may also change
  throughout the campaign as the world's economy changes.
  Availability of a component differs exponentially between
  tiers (the difference in availability between common and
  uncommon is not as great as between uncommon and rare).
  For example, if a normal person has a 75% chance to see a
  very common gem during their life, they may have a 50% of
  seeing a common gem, a 20% chance of seeing an
  uncommon, a 5% chance of seeing rare, and a .5% chance of
  seeing a very rare. Details are up to the DM to decide.
  As a rule, the rarity of a specific item trumps the general
  rarity rules. The Rarity Table outlines, in general, how much
  an item of a given rarity is worth.
  Ingredient Rarity Table (General)
  Ingredient Rarity Table (General)
  Rarity
  Value (in gp)
  Very Common/Simple
  <50g
  Common
  50-100g
  Uncommon
  100-500g
  Rare
  500-1,250g
  Very Rare
  1,250-2,500g
  Legendary
  2,500-5,000g
  Epic
  5,000g+
  Harvesting
  Harvesting
  Rarity is also used to establish how easy an ingredient is to
  harvest from an unconscious creature. A creature that is alive
  may increase the DC significantly depending on its CR. This
  can also be used to gather herbs, berries, and food. The DM
  establishes rarity if it is not found in the lists provided. When
  harvesting poisonous items, failing the harvest DC by more
  than 5 may inflict the poison on you, at the DM's discretion.
  Harvesting Table
  Harvesting Table
  Rarity
  Survival DC for (x) unit/oz
  Very Common/Simple
  5(1),10(2),15(3),20(4)
  Common
  8(1),16(2),24(3)
  Uncommon
  12(1),18(2),24(3)
  Rare
  15(1),20(2),27(3)
  Very Rare
  18(1),26(2)
  Legendary
  21(1),28(2)
  Epic
  25(1),30(2)
  Mining
  Mining
  Mining can be used to find rare gems and ores. When you find
  an ore, you can smelt two of them together to get 1 lb. (unit or
  ingot) of said metal.
  Mining must be done with a pickaxe. Various qualities of
  pickaxes will give greater "attack" modifiers. Ores and gems
  can be found by stating what you are looking for, and if it is
  available in the environment, rolling the appropriate DC to
  locate 1-4 ores/gems.
  Once the ore/gem is found, the character must make an
  appropriate Attack (Mining Check) roll to extract it equal to
  Roll + Strength Modifier + Pickaxe Modifier + Proficiency
  Bonus
  You do not receive your proficiency bonus if you are not
  proficient with Mining Tools. A character can make a number
  of attacks equal to 1 + Constitution Modifier per short rest,
  or risk suffer the next level of exhaustion.
  Smelting the ore can be done by any player with access to a
  smeltery, and takes 1d6 hours per level of rarity.
  Mining Table
  Rarity
  DC Surv to find (1)
  unit/lb
  Attack Roll to
  extract 1 unit
  Very
  Common/Simple 5(1),10(2),15(3),20(4)
  10
  Common
  8(1),16(2),24(3)
  12
  Uncommon
  12(1),18(2),24(3)
  15
  Rare
  15(1),20(2),27(3)
  18
  Very Rare
  18(1),26(2)
  21
  Legendary
  21(1),28(2)
  24
  Epic
  25(1),30(2)
  27
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  Bombs
  Bombs
  M
  ore science than magic, bombs are
  naturally available to those classes that
  specialize in the mechanical and
  chemical aspects of weaponry--
  Artificers in particular.
  Much like brewing poisons and potions, bomb making takes
  specific knowledge and materials. While in general they are
  cheaper and faster to make than potions and poisons, they
  have the ability to deal moderate damage--provided you can
  stock the appropriate materials and your throwing arm is
  good enough.
  Throwing a Bomb
  Throwing a Bomb
  Bombs are simple, ranged, finesse weapons. On your turn, you
  can use an action to throw a bomb. A bomb has a normal
  range of 60 feet, and a maximum range of 120 feet. The DC
  for avoiding a bomb is based on the creature who throws it,
  not the one who creates the bomb:
  DC = 8 + Proficiency Modifier + Strength or Dex Modifier.
  On Hit: Creatures in a 10-foot radius must make a Dexterity
  saving throw. On a failure, they take 7 (3d4) force damage and
  are knocked prone. On a success, they take half damage and
  are not knocked prone.
  Making a Bomb
  Making a Bomb
  Mechanist* Artificers are naturally able to make bombs, but
  other classes may gain the ability to do so through a feat or
  training. To make a batch (2) of bombs, you must be proficient
  in Tinker's Tools, and spend a long rest mixing the following:
  1) 10 oz. of gunpowder (1 oz coal, 2 oz sulfur, 7 oz saltpeter)
  (an artificer's ammo bag magically produces 10 oz of
  gunpowder a day).
  2) 1 of the following catalysts:
  1 Flask of oil:
  Standard Bomb: Does normal damage.
  1 Flask of Acid:
  Acid Bomb: Targets take an additional 7 (3d4) acid
  damage. If used on an item (metal door/wall) it burns a 10
  foot hole in it.
  1 Flask of Alchemist Fire:
  Fire Bomb: Targets take an additional 2 (1d4) fire damage,
  and if they fail the save, burn for 2 (1d4) damage for three
  turns, or until they successfully make the Dexterity check
  at the end of its turn, ending the effect on a success.
  1 Essence of Will o Wisp:
  Flash Bomb: Targets are blind until the start of your next
  turn if they fail the Dexterity saving throw.
  1 Giant's Finger:
  Concussion Bomb: Targets are stunned until the start of
  your next turn if they fail Dexterity saving throw.
  100 Ball Bearings:
  Pipe Bomb: Targets take an additional 10 (4d4)
  bludgeoning damage.
  1 Flask of Holy Water:
  Radiant Bomb: Targets take an extra 7 (3d4) radiant
  damage if they are undead or fiend.
  2 Bags of Holding:
  Banishment Bomb (Makes only 1 bomb): Dexterity saves
  against this bomb fail automatically. All creatures and
  objects within a 10-foot-radius are sucked into a one-way
  gate to the Astral Plane.
  1 Flask of Yeti Blood:
  Freeze Bomb: Targets take an additional 5 (2d4) cold
  damage. If they fail the saving throw, their speed is reduced
  to 0 until the end of their next turn.
  1 Ectoplasm (undead):
  Shadow Bomb: Targets take an additional 10 (4d4)
  necrotic damage.
  5
  * Some references in this supplement are for future
  products still in production by Realmwarp Media.
  These are denoted by an asterisk. Elements that are
  already available will be noted by the Title
  Abbreviation in parenthesis (PHB).
  
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  Alchemy
  Alchemy
  A
  mixture of magic and science, Alchemy is
  naturally available to classes like the Combat
  Medic and the Artificer. Any other class can
  learn to make potions with a simple feat. With
  enough patience and materials, the potentially
  expensive and time consuming practice of
  Alchemy can open up boundless possibilities for
  the adventurer--from healing to invisibility.
  The Ancient art of
  The Ancient art of
  Alchemy
  Alchemy
  Not to be confused with the pseudoscientific practice of
  transmuting metals (lead into gold, for example), Alchemy in
  the true sense is, the method by which different natural
  elements are combined into a consumable, magical,
  reactant to body or environment.
  Although poisons are mixed to provide consumable
  reactants, they are not magic and as such cannot be made
  using Alchemical principles.
  Creating Consumables
  Creating Consumables
  One may create alchemical products only by following the
  method outlined below.
  1) Proficiency with an Alchemist's Kit: To create
  consumables, the person must both possess an Alchemy Kit
  and have proficiency with it.
  2) Possess the appropriate ingredients: Each
  consumable possesses distinct ingredients which only the
  Alchemist knows how to combine to produce the desired
  effects. Ingredients may be bought if their rarity does not
  preclude it, or they may be found through the appropriate
  Survival check, or by harvesting it from the appropriate
  creature. In some cases, substitutes for certain ingredients
  may be discovered by experimentation or research (at the
  DM's discretion, or by suggestions in this book).
  3) Brew for the appropriate time: Because alchemical
  effects are potent, their ingredients take time to come
  together. Based on the potions complexity, an Alchemist must
  spend the amount of time brewing as indicated on the
  brewing table:
  Brewing Time
  Rarity
  Cooking Time
  Simple
  2 days
  Common
  8 days
  Uncommon
  16 days
  Rare
  32 days
  Very Rare
  64 days
  Legendary
  120 days
  The Alchemist does not need to be actively brewing the
  potion the whole time, and with proper precautions they may
  travel with a brewing potion (at their own risk). However, it
  takes roughly 8 hours to initiate the process of brewing.
  Certain research may reduce brewing or initiation time. You
  may simultaneously brew a number of batches equal to your
  proficiency modifier.
  4) Intelligence Checks: Because alchemical products are
  so particular, an appropriate application of the intellect must
  be made. To finish a product, use your Alchemy Tools to roll
  from the DC INT table (applying proficiency bonus):
  Rarity
  DC
  Simple
  Not Necessary
  Common
  10
  Uncommon
  15
  Rare
  20
  Very Rare
  25
  Legendary
  27
  Consumable worth
  Consumable worth
  Alchemy is a lucrative business if you can find your own
  ingredients. In some cases, selling a single potion could
  provide for you the rest of your life. However, they are hard to
  sell, and most people cannot afford them. Still, the value table
  breaks down worth based on value you can typically sell them
  for.
  Rarity
  Value (in gp)
  Simple
  10
  Common
  50
  Uncommon
  250
  Rare
  500
  Very Rare
  1,250
  Legendary
  2,500
  It is important to note, however, that the individual
  ingredients may cost (or be worth more) than the potion
  themselves. This is because consumables, since they are only
  used once, are significantly decreased in value than other
  magic items of the same rarity. Nevertheless, for the shrewd
  Alchemist, it can provide a substantial living.
  6
  A Note to DM's.
  According to RAW, potions take an action to
  consume. In general, my personal games require only
  a Bonus action to drink a potion under normal
  circumstances. Except in cases where the use of a
  normal action is expressed (usually for balance
  reasons), the time needed for using a potion is up to
  the DM.
  
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  Index of Alchemy Consumables
  Index of Alchemy Consumables
  What follows in a comprehensive guide concerning each consumable: It's ingredients, rarity, batch size (amount/brew), and effect.
  ___
  Acid Flask
  Acid Flask
  Rarity. Simple
  Batch Size. 2
  Ingredients. 1 Rust Monster Antenna
  Effect. (PHB 148)
  Variations
  Variations
  Substitute Ingredients are not found in the
  Ingredient index, but a well learned alchemist may
  know them, and be able to discover more (DMs
  should feel free to add ingredients from monsters
  in any supplements not mentioned in the resource).
  A commonly known substitute for Rust Monster
  Antenna includes:
  Gray Ooze Muck
  Alchemist's Fire
  Alchemist's Fire
  Rarity. Common
  Batch Size. 6
  Ingredients. 1 oz. Azer blood, 1 Flask of Oil
  Effect. (PHB 148-149)
  Variations
  Variations
  Commonly known substitutes for Azer Blood
  include:
  Essence of Fire Elemental
  Salamander Blood
  Antidote
  Antidote
  Rarity. Simple
  Batch Size. 2
  Ingredients. 1 Bundle of Efficacious Herbs
  Effect. Drinking this potion removes a single poisonous
  effect, and makes you immune to that specific poison for
  24 hours.
  Antitoxin
  Antitoxin
  Rarity. Simple
  Batch Size. 2
  Ingredients. 1 Bundle of Efficacious Herbs
  Effect. (PHB 151)
  Blurring Ointment
  Blurring Ointment
  Rarity. Common
  Batch Size. 2
  Ingredients. 1 Cloaker Tail, 1 Eye of Displacer Beast
  Effects. This bottle vibrates rapidly. As an action, you can
  apply this ointment to a creature. The creature is under the
  effect of the blur spell (PHB 219).
  Comatose Concoction
  Comatose Concoction
  Rarity. Rare
  Batch Size. 1
  Ingredients. 1 Bundle of Efficacious Poisonous Plants, 1 oz.
  Mimic Adhesive, 1 Jasper
  Effects. This black liquid tastes like tar, but is as smooth and
  viscous as water. When you drink this potion, you are under
  the effect of the feign death spell (PHB 240) for 24 hours,
  but cannot be woken except by drinking a Potion of Vitality.
  Drink of Elven Ears
  Drink of Elven Ears
  Rarity. Uncommon
  Batch Size. 2
  Ingredients. 1 Elf Ear
  Effects. This pale white liquid has a sweet, woody taste.
  When you drink this potion, you have advantage on Wisdom
  (Perception) checks based on hearing for 1 hour.
  7
  
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  Dust of Disappearance
  Dust of Disappearance
  Rarity. Uncommon
  Batch Size. 1
  Ingredients. 1 oz. of Diamond Dust, 1 Obsidian.
  Effect. (DMG 166)
  Dust of Dryness
  Dust of Dryness
  Rarity. Uncommon
  Batch Size. 1d6 + 4
  Ingredients. 1 oz. of Diamond Dust, 1 Mystic Sponge Plant
  Effect. (DMG 166)
  DM Notes
  DM Notes
  Mystic Sponge: a rare, glowing plant that grows in
  the deepest parts of the ocean. It is known for
  being capable of holding large amounts of water.
  Variations
  Variations
  Commonly known substitutes for Mystic Sponge
  Plant include:
  Essence of Sand Elemental *
  Essence of Sand Dragon *
  Dust of Sneezing and Choking
  Dust of Sneezing and Choking
  Rarity. Uncommon
  Batch Size. 1
  Ingredients. 1 oz. Diamond Dust, 1 Onyx
  Effect. (DMG 166)
  Eagle Eye Elixir
  Eagle Eye Elixir
  Rarity. Common
  Batch Size. 2
  Ingredients. 1 Eye of Giant Eagle
  Effect. This purple potion contains chunks of eagle eye in it.
  When you drink this potion, you gain advantage on Wisdom
  (Perception) checks using sight for 8 hours.
  Universal Ingredients
  Universal Ingredients
  Some ingredients, like water, are used almost
  universally in potions and are "assumed
  ingredients". It is up to the DM to decide if a
  shortage or restriction of water prohibits alchemical
  creations. Other such resources might include:
  glass bottles/vials and access to open flame. Some
  things may be included in the Alchemists tools,
  according to your DM's wishes.
  Felix Major
  Felix Major
  Rarity. Very Rare
  Batch Size. 1 (Roll a d20, on a 20, the batch size is doubled)
  Ingredients. 1 Hafling Foot, 1 oz. Diamond Dust, 1 lb. Gold
  Effect. This potion glitters gold and tastes like unctuous
  butter. You may drink this potion as an action. For the next
  24 hours, you are under the Lucky effect of the Halfling
  race (PHB 28).
  Felix Minor
  Felix Minor
  Rarity. Rare
  Batch Size. 2 (Roll a d100, on a 98-100, the batch size is
  doubled)
  Ingredients. 1 Hafling Foot, 1 oz. Diamond Dust, 1/2 lb.
  Gold
  Effect. This potion glitters gold and tastes like unctuous
  butter. You may drink this potion as an action. For the next
  8 hours, you are under the Lucky effect of the Halfling race
  (PHB 28).
  Go-Flame
  Go-Flame
  Rarity. Common
  Batch Size. 1d4
  Ingredients. 1 oz. Azer Blood
  Effects. This red stick is about 6 inches long. When you
  snap it, it glows with brightness equivalent to a torch, with a
  flame appearing at the end. It uses neither heat nor oxygen,
  and cannot be extinguished. It can be covered or hidden,
  but burns for 8 hours before fizzling out.
  8
  
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  Greater Pill of Popping
  Greater Pill of Popping
  Rarity. Very Rare
  Batch Size. 1d4+1
  Ingredients. 1 Blink Dog Paw, 2 oz. Diamond Dust, 1 oz.
  Quicksilver, 1 oz. Vampire Blood
  Effects. This pink pill is slightly larger than its lesser
  counterpart. When you take this pill you may teleport up to
  30 feet to an unoccupied space that you can see.
  Haughty Draught of Hiding
  Haughty Draught of Hiding
  Rarity. Uncommon
  Batch Size. 2
  Ingredients. 1 oz. Blood of a Doppelganger
  Effects. This potion is a different color depending on who is
  looking at it. When you drink this potion, you gain the
  effects of the disguise self spell (PHB 233) for 24 hours.
  When you drink this potion, roll a number of d20's equal to
  your Intelligence modifier (Minimum of 1). If the total
  number is under 16, instead of the disguise self you are
  afflicted with one of the following effects until the potion
  wears off:
  Roll
  (d10) Affliction
  1
  Large, pustuous boils.
  2
  Turned into a giant cat.
  3
  Blindness.
  4
  You grow a beard and ear hair down to your knees.
  5
  You appear naked to everyone who looks at you.
  6
  You make your transformation, but as the opposite
  sex you intended.
  7
  Everyone who looks at you sees you as their worst
  nightmare.
  8
  Everyone who sees you comes under the philter of
  love effect.
  9
  You emit a horrific stench.
  10
  Instead of your appearance, your voice changes.
  Only dogs can hear you.
  Variations
  Variations
  Instead of blood of a doppleganger, the Alchemist
  may use the same amount of blood from any single
  creature that can shapeshift or appear as a
  humanoid other than itself (Reaper Scout (RPS),
  Gold Dragon, etc.).
  Insta-Mend Jelly
  Insta-Mend Jelly
  Rarity. Simple
  Batch. 1d6+1
  Ingredients. 1 oz. Spider Silk, 1 oz. Ochre Jelly Ooze
  Effects. This beige jelly can mend most simple surfaces. You
  may use it in place of the mending cantrip, meeting the
  same requirements for surface type and area.
  Jug of Astral Drink
  Jug of Astral Drink
  Rarity. Legendary
  Batch Size. 1
  Ingredients. 1 Star Ruby, 1 Githyanki Lung, 1 Aboleth Eye
  Effects. Up to 8 creatures can drink this silvery cloudy drink.
  When you drink this potion, you are under the effects of the
  astral projection spell (PHB 215).
  Keoghtom's Ointment
  Keoghtom's Ointment
  Rarity. Uncommon
  Batch Size. 1d4+1
  Ingredients. 1 oz. Diamond Dust, 1 oz. Basilisk Blood, 1
  Bundle of Strong Herbs
  Effect. (DMG 179)
  Lesser Pill of Popping
  Lesser Pill of Popping
  Rarity. Rare
  Batch Size. 1d4+1
  Ingredients. 1 Blink Dog Paw, 1 oz. Diamond Dust, 1 oz.
  Quicksilver
  Effects. This pink pill could save you from danger...or throw
  you in the middle of it. When you take this pill you are
  immediately transported in a random direction (1d8) a
  random number of feet equal to 1d6 x 5 ft.
  Molotov
  Molotov
  Rarity. Uncommon
  Batch Size. 1d4
  Ingredients. 2 Essence of Fire Elemental, 2 flasks of Oil
  Effects. This bubbling liquid pulses with a faint light and
  heat, and is activated by contact with air. As an Action you
  can remove the cork that plugs this vial. At the start of 1d4
  of your turns after activation (6-24 seconds), the vial
  explodes, dealing 21 (6d6) fire damage in a 30-foot radius
  sphere. The fire spreads around corners and through walls.
  Creatures in the affected area can make a DC 15 Dexterity
  saving throw to take half damage. Picking up and throwing
  the vial, or replacing the cork, requires an action.
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  Necromancer's Nectar
  Necromancer's Nectar
  Rarity. Uncommon
  Batch Size. 1d4
  Ingredients. 2 oz. Bone Dust, 1 oz. Vampire Blood
  Effects. This opaque, white potion emits a faint shriek when
  opened. As an action, you can pour this liquid over a pile of
  bones or a dead body, of a Medium or smaller humanoid.
  The target is under the effect of the Animate Dead spell
  (PHB 212).
  Vampire's Blood
  Vampire's Blood
  Whether or not Vampires have blood has been
  debated since before Bram Stoker's Dracula.
  Therefore, Vampire blood can either be blood
  directly takien from the "veins" of a Vampire, or
  blood recently consumed by a Vampire and
  removed from its stomach before digestion--DM's
  call.
  Oil of Etherealness
  Oil of Etherealness
  Rarity. Rare
  Batch Size. 1
  Ingredients. 1 oz. Diamond Dust, 1 oz. Phase Spider Venom,
  1 Flask of Oil
  Effect. (DMG 183-184)
  Variations
  Variations
  Commonly known substitutes for Phase Spider
  Venom include:
  Hairs of a Reaper Scout (RPS).
  Ectoplasm of Ghost
  Oil of Slipperiness
  Oil of Slipperiness
  Rarity. Uncommon
  Batch Size. 1
  Ingredients. 1 oz. Diamond Dust, 1 oz. Black Pudding Muck,
  1 oz. Couatl Feathers.
  Effect. (DMG 184)
  Philter of Love
  Philter of Love
  Rarity. Uncommon
  Batch Size. 1
  Ingredients. 1 Dragon Heart, 1 Bundle of Efficacious Herbs,
  1 Lapis Lazuli
  Effect. (DMG 184)
  Polymorph Potion
  Polymorph Potion
  Rarity. Legendary
  Batch Size. 1
  Ingredients. 1 Ancient Gold Dragon Heart, 1 Doppleganger
  Heart, 1 oz. Diamond Dust, 1 oz. Quicksilver.
  Effects. This potion is always changing shape, size, and
  color. When you drink this potion, roll a number of d4's
  equal to your level and divide by 4 (rounded down,
  minimum of 1). You transform into a creature (not limited
  to beast) of that CR. The DM decides which creature you
  polymorph into, as long as its of equal CR. The effect lasts
  for 1 hour, and you cannot save against it, since you chose
  to drink the potion. You follow all other rules of the
  polymorph spell (PHB 266).
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  Polystench Spread
  Polystench Spread
  Rarity. Simple
  Batch Size. 1d4
  Ingredients. 8 oz. animal droppings.
  Effects. This potion is sludgy brown and smells like a wet
  dog. One vial of this spread can cover 4 medium creatures.
  When you complete a batch of this sludge, you choose a
  beast of CR 5 or lower. Any creature that spreads this over
  their body emits a stench as though they were that animal.
  Potion of Animal Friendship
  Potion of Animal Friendship
  Rarity. Uncommon
  Batch Size. 1
  Ingredients. 1 oz. Piranha Scales, 1 Wolf Heart, 1 Eyes of
  Giant Eagle, 1 oz. Giant Wolf Spider Venom, 1 Zircon.
  Effect. (DMG 187)
  Potion of Clairvoyance
  Potion of Clairvoyance
  Rarity. Rare
  Batch Size. 1
  Ingredients. 1 Hag's Eye, 1 oz. Unicorn Blood, 1 Amethyst
  Effect. (DMG 187)
  Potion of Climbing
  Potion of Climbing
  Rarity. Common
  Batch Size. 1
  Ingredients. 1 Tabaxi Claw, 1 Malachite, 1 Bundle of
  Efficacious Herbs
  Effect. (DMG 187)
  Potion of Diminution
  Potion of Diminution
  Rarity. Rare
  Batch Size. 1
  Ingredients. 1 oz. Diamond Dust, 1 Gnome Ear, 1 Eye of
  Sprite, 1 Jasper, 1 Tourmaline
  Effect. (DMG 187)
  Potion of Fire Breath
  Potion of Fire Breath
  Rarity. Uncommon
  Batch Size. 2
  Ingredients. 1 Adult Red Dragon Tongue, 1 oz. Fire Newt
  Saliva
  Effect. (DMG 187)
  Variation
  Variation
  While it is normally the gland of the dragon that
  gives its breath a specific elemental power, no one
  knows why it is the tongue of an Adult Red Dragon
  that is used in this potion.
  It is theorized that the tongue of any Adult
  Dragon that breathes fire could be substituted in
  this potion.
  Potion of Flying
  Potion of Flying
  Rarity. Very Rare
  Batch Size. 1
  Ingredients. 1 Angel Feather, 1 Emerald, 1 Topaz
  Effect. (DMG 187)
  Potion of Gaseous Form
  Potion of Gaseous Form
  Rarity. Rare
  Batch Size. 1
  Ingredients. 1 Essence of Air elemental, 1 Vial of Acid, 1 oz.
  Quicksilver, 1 Essence of Will-o-Wisp
  Effect. (DMG 187)
  Essences (and Ectoplasm)
  Essences (and Ectoplasm)
  Essences are used in many different formulas. They
  are sometimes left behind when an incorporeal or
  otherwise elemental creature is killed. It is similar in
  nature to the goopy, gel-like substance of
  Ectoplasm, which is left behind by ghosts and the
  like. In some cases the term is interchangeable,
  though Ectoplasm tends to be used exclusively for
  undead. Some potions calls for a specific type of
  Ectoplasm or Essence. DM Note. When a creature
  that can drop Ectoplasm or Essence is killed, roll a
  d20. On a 13 or higher, the creature leaves behind
  1 oz. of the substance per size tier of the creature.
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  Potion of Giant Strength (Hill)
  Potion of Giant Strength (Hill)
  Rarity. Uncommon
  Batch Size. 1
  Ingredients. 1 Hill Giant Finger
  Effect. (DMG 187)
  Potion of Giant Strength
  Potion of Giant Strength
  (Frost/Stone)
  (Frost/Stone)
  Rarity. Rare
  Batch Size. 1
  Ingredients. 1 Frost or Stone Giant Finger
  Effect. (DMG 187)
  Only One Ingredient
  Only One Ingredient
  One ingredient potions may be deceptively hard to
  brew. While the formula of materials may be
  obvious, only an appropriately skilled Alchemist will
  know how to mash, brew, and properly stir the
  potion so it turns out correctly. Don't
  underestimate simple ingredients... for brewing a
  potion is in the minute details.
  Potion of Giant Strength (Fire)
  Potion of Giant Strength (Fire)
  Rarity. Rare
  Batch Size. 1
  Ingredients. 1 Fire Giant Finger
  Effect. (DMG 187)
  Potion of Giant Strength (Cloud)
  Potion of Giant Strength (Cloud)
  Rarity. Very Rare
  Batch Size. 1
  Ingredients. 1 Cloud Giant Finger
  Effect. (DMG 187)
  Potion of Giant Strength (Storm)
  Potion of Giant Strength (Storm)
  Rarity. Legendary
  Batch Size. 1
  Ingredients. 1 Storm Giant Finger
  Effect. (DMG 187)
  Potion of Giant Strength (Fire)
  Potion of Giant Strength (Fire)
  Rarity. Rare
  Batch Size. 1
  Ingredients. 1 Fire Giant Finger
  Effect. (DMG 187)
  Potion of Giant Strength (Cloud)
  Potion of Giant Strength (Cloud)
  Rarity. Very Rare
  Batch Size. 1
  Ingredients. 1 Cloud Giant Finger
  Effect. (DMG 187)
  Potion of Giant Strength (Storm)
  Potion of Giant Strength (Storm)
  Rarity. Legendary
  Batch Size. 1
  Ingredients. 1 Storm Giant Finger
  Effect. (DMG 187)
  Potion of Growth
  Potion of Growth
  Rarity. Uncommon
  Batch Size. 1
  Ingredients. 2 oz. Quicksilver, 1 Treant Root
  Effect. (DMG 187)
  Potion of Healing
  Potion of Healing
  Rarity. Common
  Batch Size. 2
  Ingredients. 4 Bundles Weak Herbs
  Effect. (DMG 187-188)
  Herbs
  Herbs
  Herbs are found in various tiers (weak, efficacious,
  strong, and potent) and are used primarily in healing
  potions. They do have other uses, however.
  The terms are just groupings that function to
  describe the strength of various herbs. For the
  purpose of narrative, the Alchemist only needs to
  know the strength of the Herb bundle, not the
  specific herbs used in the potion they are creating.
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  Potion of Healing (Greater)
  Potion of Healing (Greater)
  Rarity. Uncommon
  Batch Size. 1
  Ingredients. 1 Bundle Efficacious Herbs, 1 Naga Tooth, 1
  Bloodstone
  Effect. (DMG 188)
  Potion of Healing (Superior)
  Potion of Healing (Superior)
  Rarity. Rare
  Batch Size. 1
  Ingredients. 1 Bundle of Strong Herbs, 1 Naga Tooth, 1 oz.
  Hydra Blood, 1 Bloodstone
  Effect. (DMG 188)
  Potion of Healing (Supreme)
  Potion of Healing (Supreme)
  Rarity. Very Rare
  Batch Size. 1
  Ingredients. 1 Bundle of Potent Herbs, 1 Naga tooth, 1 oz.
  Hydra Blood, 1 Troll Claw
  Effect. (DMG 188)
  Potion of Heroism
  Potion of Heroism
  Rarity. Rare
  Batch Size. 1
  Ingredients. 1 oz. Diamond Dust, 1 Flask Holy Water, 1
  Unicorn Horn
  Effect. (DMG 188)
  Diamond Dust
  Diamond Dust
  Diamond dust is one of the most common potion
  ingredients. 10 oz. of diamond dust is obtained by
  grinding 1 diamond into dust, which can only be
  done with Jeweler's or Miner's Tools.
  Potion of Incorporealness
  Potion of Incorporealness
  Rarity. Simple
  Batch Size. 3
  Ingredients. 3 oz. Ectoplasm
  Effect. When you drink this potion, for 1 minute you can
  move through other creatures and objects as if they were
  difficult terrain. You take 5 (1d10) force damage if you end
  your turn inside an object.
  Potion of Insight
  Potion of Insight
  Rarity. Uncommon
  Batch Size. 1d6+1
  Ingredients. 1 oz. Dragon Blood
  Effects. When you drink this potion, you have advantage on
  Wisdom (Insight) checks for 1 hour.
  Potion of Invisibility
  Potion of Invisibility
  Rarity. Very Rare
  Batch Size. 1
  Ingredients. 1 oz. Diamond Dust, 1 oz. Quicksilver, 1 Oni
  Heart
  Effect. (DMG 188)
  Potion of Longevity
  Potion of Longevity
  Rarity. Very Rare
  Batch Size. 1
  Ingredients. 1 Vampire Heart, 1 Eye of Mummy Lord, 1
  Black Pearl
  Effect. (DMG 188)
  Potion of Mind Reading
  Potion of Mind Reading
  Rarity. Rare
  Batch Size. 1
  Ingredients. 1 Tentacle of Mindflayer, 1 Nothic Eye, 1 oz.
  Quicksilver, 1 Pseudodragon Brain, 1 Tiger Eye Gem.
  Effect. (DMG 188)
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  Potion of Neutrality
  Potion of Neutrality
  Rarity. Common
  Batch Size. 1d4
  Ingredients. Heart of any Neutral or Unaligned Creature.
  Effects. This potion appears a neutral beige. When you drink
  this potion, any attempt to read your alignment shows up as
  neutral. Additionally, any effects based on alignment treat
  you as though you were neutral. Your true alignment does
  not change.
  Potion of Resistance
  Potion of Resistance
  Rarity. Uncommon
  Batch Size. 1
  Ingredients. 1 Dragon Scale, 1 oz. Blood of a Lycanthrope
  Effect. (DMG 188)
  Crafting Notes
  Crafting Notes
  The dragon scale you use as an ingredient
  determines the type of resistance the potion has.
  Potion of Speed
  Potion of Speed
  Rarity. Very Rare
  Batch Size. 1
  Ingredients. 10 oz. Diamond Dust, 1 Tip of Dragon wing, 1
  Garnet, 1 Horse Heart
  Effect. (DMG 188)
  Potion of Vitality
  Potion of Vitality
  Rarity. Very Rare
  Batch Size. 1
  Ingredients. 1 oz. Ruby dust, 1 oz. Diamond dust, 1 Bundle
  Potent Herbs
  Effect. (DMG 188)
  Potion of Water Breathing
  Potion of Water Breathing
  Rarity. Uncommon
  Batch Size. 2
  Ingredients. 1 Merrow Heart, 4 oz. Piranha Scales, 1 Pearl
  Effect. (DMG 188)
  Purifying Potion
  Purifying Potion
  Rarity. Simple
  Batch Size. 1d4+1
  Ingredients. 1 Flask of Holy Water, 1 Bundle of Weak Herbs
  Effects. The liquid in this potion bubbles while corked.
  While uncorked the vial gives off a faint, refreshing mist,
  which acts like a purify food and drink spell. You may only
  use the potion once.
  Quietism Potion
  Quietism Potion
  Rarity. Legendary
  Batch. 1
  Ingredients. 1 Mind Flayer Tentacle, 1 Finger of Clay Golem,
  1 Rakshasa Claw
  Effects. This potion holds a floating mind flayer tentacle.
  Drinking this potion grants you the effects of the mind
  blank spell (PHB 259-260) for 24 hours
  Rage Rum
  Rage Rum
  Rarity. Common
  Batch Size. 1d6+1
  Ingredients. 1 Revenant Heart
  Effects. This blood-red potion bubbles when it senses anger.
  Drinking this potion induces the rage (PHB 48) feature in
  the creature for 1d4 rounds. When the effect ends, the
  creature must succeed on a DC 15 Constitution saving
  throw or suffer 1 level of exhaustion
  Resurrection-Aide
  Resurrection-Aide
  Rarity. Uncommon
  Batch Size. 1d6+1
  Ingredients. 1 oz Gelatinous Cube Goo, 1 oz. Quicksilver.
  Effects. This sticky, red liquid smells like cherries. You may
  pour this potion over a corpse or other remains. The target
  is under the effects of the gentle repose spell (PHB 244)
  for 1d4 weeks.
  Slow Fall Slurry
  Slow Fall Slurry
  Rarity Common
  Batch Size. 1d6
  Ingredients. 1 oz. manure, 1 Eagle Feather
  Effects. This potion floats in a bubble-like orb within its jar,
  though flecks of manure also float inside the bubble. You
  may drink this as a reaction when you fall. You are under the
  effects of the feather fall spell (PHB 239) for 1 minute.
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  Smoke Stick
  Smoke Stick
  Rarity. Simple
  Batch Size. 1d6+1
  Ingredients. Essence of Fire or Air Elemental
  Effect. This stick produces a thick cloud of smoke. As an
  action, you break it open and can choose to either hold on
  to it, or throw it to a point up to 30 feet away. The area in a
  10-foot-radius around the stick is filled with thick smoke
  that blocks vision. The stick smokes for 1 minute and then
  disappears.
  Variations
  Variations
  A commonly known substitute for Fire or Air
  Elemental Essence is the Essence of a Djinni or
  Efreeti. If either of these are used, the Batch Size
  becomes 2d6+2.
  Swift Step Draught
  Swift Step Draught
  Rarity. Simple
  Batch Size. 1d4+1
  Ingredients. 1 Blink Dog Paw
  Effect. This vial holds a bubbling brown liquid, which a
  creature can drink as an action. Doing so increases the
  creature's speed by 20 feet for 1 minute.
  Tanglefoot Bag
  Tanglefoot Bag
  Rarity. Simple
  Batch Size. 1d4+1
  Ingredients. 1 oz. Black Pudding Muck
  Effect. This bag is filled with writhing, sticky, black tar. As an
  action, you can throw it at a point on the ground within 30
  feet of you. The bag bursts on impact and covers the
  ground in a 5-foot radius with sticky goo. The area becomes
  difficult terrain for 1 minute, and any creature that starts its
  turn on the ground in that area has its speed halved for that
  turn.
  ### Thunderstone
  Rarity. Simple
  Batch Size. 2d6+3
  Ingredients. 3 Strands Storm Giant's Hair
  Effect. As an action, you can hurl this crystalline shard at a
  creature, object, or surface within 30 feet of you. The shard
  shatters on impact with a blast of concussive energy. Each
  creature within 10 feet of the point of impact must
  succeed on a DC 13 Constitution saving throw or be
  knocked prone and pushed 10 feet away from the point.
  Universal Solvent
  Universal Solvent
  Rarity. Legendary
  Batch Size. 1
  Ingredients. 5 oz. Basilisk Blood, 2 oz. Red Dragon Blood, 1
  Alexandrite
  Effect. (DMG 209)
  Veritas Smoke
  Veritas Smoke
  Rarity. Uncommon
  Batch Size. 1
  Ingredients. 1 Smoke Stick, 1 flask of Holy Water
  Effects. When you snap this stick, it smokes for 10 minutes
  in a 15-foot-radius sphere. The smoke is light and can be
  easily seen through. Everything within the smoke is under
  the effects of the zone of truth spell (PHB 289).
  Vision Vapors
  Vision Vapors
  Rarity. Very Rare
  Batch Size. 1
  Ingredients. 1 Eye of Angel
  Effects. When this smokey vial is opened, every creature
  within 10 ft. must succeed on a DC 20 Constitution saving
  through or fall unconscious for 1 minute. While
  unconscious, each creature has visions of one of their
  possible futures.
  X-Ray Draught
  X-Ray Draught
  Rarity. Rare
  Batch Size. 1
  Ingredients. 2 0z. Ectoplasm (Banshee), 2 oz. Ruby dust
  Effects. This clear liquid has a faint cloudiness to it, else it
  would look like air. Drinking this potion grants you X-ray
  vision for 8 hours. As a Bonus action, you can activate the
  X-ray vision to see through most surfaces. The target area
  can be between 1-5 feet, which you choose when activating
  the ability. The surface appears faint and translucent to the
  viewer and anything on the other side appears as normal.
  The vision is blocked by 3 feet of stone, 1 inch of common
  metal, a thin sheet of lead, or 5 feet of wood or dirt.
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  Poison Making
  Poison Making
  C
  onsisting of mostly scientific and naturalistic
  methods of extraction and brewing, poison
  making tends to be practiced with evil intent in
  mind. While having a little medicinal value
  (anaesthetisation for surgery, for example), most
  poisons are damaging and considered evil and
  taboo. It is hard to find them outside the black
  market. Therefore, while they are hard to sell, a
  knowledgeable practitioner can make exceptional money from
  the concoctions.
  Creating Consumables
  Creating Consumables
  One may create poisonous products only by following the
  method outlined below.
  1) Proficiency with a Poisoner's Kit: To create
  consumables, the person must both possess a Poisoner's Kit
  and have proficiency with it.
  2) Possess the appropriate ingredients: Each poison
  requires distinct ingredients which only the proficient brewer
  knows how to combine to produce the desired effects.
  Ingredients may be bought if their rarity does not preclude it,
  or they may be found through the appropriate survival check,
  or by taking it from the appropriate creature. In some cases,
  substitutes for certain ingredients may be discovered by
  experimentation or research.
  3) Brew for the appropriate time: Because poisonous
  effects are potent, their ingredients take time to come
  together. Based on the potion's complexity, a poison maker
  must spend the amount of time brewing as indicated on the
  brewing table:
  Brewing Time
  Rarity
  Cooking Time
  Common
  2 days
  Uncommon
  5 days
  Rare
  13 days
  Very Rare
  32 days
  Legendary
  80 days
  The poisoner does not need to be actively brewing the
  potion the whole time, and with proper precautions they may
  travel with a brewing poison (at their own risk), however, it
  takes roughly 8 hours to initiate the process of brewing.
  Certain research may reduce brewing or initiation time. You
  may have a number of potions brewing simultaneously equal
  to your Intelligence modifier. Even when a poison is
  harvested directly from a creature, it must still be cooked for
  an adequate amount of time.
  4) Kit Checks: Because poisons are so particular, an
  appropriate application of the Poison Kit must be made. To
  finish a product, roll from the DC table using your (applying
  proficiency bonus):
  Kit Check DC
  Rarity
  Intelligence DC
  Common
  10
  Uncommon
  13
  Rare
  15
  Very Rare
  18
  Legendary
  21
  Unfortunately there is no way to lower the difficulty of
  creating such particular and deadly consumables, but through
  certain research and studies, the Poisoner may be able to
  make them easier. Failing the check may produce undesirable
  effects (including, but not limited to, creating a different
  poison).
  Consumable worth
  Consumable worth
  Poison-making is a lucrative business if you can find your own
  ingredients. In some cases, selling a single creation could
  provide for you the rest of your life. However, they are hard
  and illegal to sell, and most people could not afford them. Still,
  the value table breaks down worth based on value you can sell
  them for.
  Value Table
  Rarity
  Value (in gp)
  Common
  100-499
  Uncommon
  500-999
  Rare
  1,000-1,499
  Very Rare
  1,500-1,999
  Legendary
  2,000+
  It is important to note, however, that the individual
  ingredients may cost (or be worth more) than the potion
  themselves. This is because consumables, since they are only
  used once, are significantly decreased in value than other
  magic items of the same rarity. Nevertheless, for the shrewd
  Poisoner, it can provide a substantial living.
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  Poisons
  Poisons
  What follows in a comprehensive guide concerning each consumable: It's ingredients, rarity, batch size (amount/brew),and effect.
  ___
  Assassin's Blood
  Assassin's Blood
  Rarity. Common
  Value. 150g
  Type. Ingested
  Batch Size. 4
  Ingredients. 1 Bundle Weak Poisonous Plants
  Effect. (PHB 258).
  Bakhtak's* Blood
  Bakhtak's* Blood
  Rarity. Uncommon
  Value. 500g
  Type. Ingested
  Batch Size. 2
  Ingredients. 1 oz. Bakhtak Blood
  Effect. A creature that ingests this poison becomes invisible
  for 1 minute. They must also succeed on a DC 13
  Constitution saving throw or become paralyzed for 1
  minute. They can repeat the saving throw at the end of each
  of their turns.
  Basilisk Venom
  Basilisk Venom
  Rarity. Rare
  Value. 1,000g
  Type. Injured
  Batch Size. 1
  Ingredients. 1 oz. Basilisk Blood and 2 Basilisk Eyeballs.
  Effect. A creature who is injured by this poison must make a
  DC 12 Constitution saving throw or take 7 (2d6) poison
  damage, and become poisoned. If they fail by 5 or more
  they begin to turn to stone and are restrained. It must
  repeat the throw at the end of its next turn. On a success,
  the effect ends. On a failure, the creature is petrified until
  freed by a greater restoration spell or other magic.
  Bayot's Grasp
  Bayot's Grasp
  Rarity. Uncommon
  Value. 750g
  Type. Injured
  Batch Size. 2
  Ingredients. 1 oz. Bayot Venom (Harvested from Fang)
  Effect. A creature who is injured by this poison must
  succeed on a DC 12 Constitution saving throw or fall
  asleep. They are unconscious until another creature takes an
  action to wake them up.
  Burnt Othur Fumes
  Burnt Othur Fumes
  Rarity. Uncommon
  Value. 500g
  Type. Inhaled
  Batch Size. 2
  Ingredients. 3 Bundles Efficacious Poisonous Plants
  Effect. (PHB 258).
  Brain Rot
  Brain Rot
  Rarity. Very Rare
  Value. 1,500g
  Type. Injury
  Batch Size. 1
  Ingredients. 1 Brainrot Plant
  Effect. A creature injured by this poison must succeed on a
  DC 20 Constitution saving throw or lose 1 Intelligence
  point at the end of each long rest. A creature may repeat the
  saving throw at the end of each long rest, before the poison
  takes effect again, to avoid losing the Intelligence point.
  This poison can only be cured when the creature succeeds
  on three total saves. A creature who dies from this poison
  (when their Intelligence score reaches 0) turns into a
  zombie 1d4 days later.
  Brain Rot
  Brainrot is roughly 3 feet tall, with 2 sets of 3 black
  flowers at its top. Its stalk is covered in inch-long
  thorns, which will inflict the poison upon the
  careless traveler as it lashes out, or if the check to
  harvest it fails by more than 5 (12 or less).
  It is typically found in dark caves, but can survive
  anywhere with high moisture and little light. It is
  spread when a zombie or skeleton is killed and the
  remains are not burned and salted.
  Carrion Crawler Mucus
  Carrion Crawler Mucus
  Rarity. Common
  Value. 200g
  Type. Contact
  Batch Size. 4
  Ingredients. 3 oz. Carrion Crawler Mucus
  Effect. (PHB 258).
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  Chasme Venom
  Chasme Venom
  Rarity. Rare
  Value. 1,300g
  Type. Ingested
  Batch Size. 1
  Ingredients. 2 oz. Chasme Venom
  Effect. The creature who ingests this poison must make a
  DC 15 Constitution saving throw or have its maximum hit
  points reduced by 24 (7d6). If this reduced the target to 0
  hit points, they die. The effect ends after a long rest, or
  when greater restoration or similar spell is cast.
  Chuul Blood
  Chuul Blood
  Rarity. Uncommon
  Value. 800g
  Type. Injured
  Batch Size. 2
  Ingredients. 2 Chuul Tentacles
  Effect. A creature injured by this poison must succeed on a
  DC 13 Constitution saving throw or be poisoned for 1
  minute. Until this poison ends, the target is paralyzed. The
  target can repeat the throw at the end of each of its turns,
  ending the effect on itself on a success.
  Cockatrice Saliva
  Cockatrice Saliva
  Rarity. Common
  Value. 200g
  Type. Injured
  Batch Size. 4
  Ingredients. 2 oz. Cockatrice Saliva
  Effect. When injured by this poison, the target must
  succeed on a DC 11 Constitution saving throw. On a fail the
  target begins to turn to stone and is restrained. It must
  repeat the saving throw at the end of its next turn. On a
  failure, the creature is petrified for 24 hours.
  Couatl Bite
  Couatl Bite
  Rarity. Uncommon
  Value. 999g
  Type. Ingested
  Batch Size. 1
  Ingredients. Couatl Tongue
  Effect. A creature injured by this poison must succeed on a
  DC 13 Constitution saving throw or be poisoned for 24
  hours. Until this poison ends, the target is unconscious.
  Another creature can use an action to shake the target
  awake.
  Demilich Dust
  Demilich Dust
  Rarity. Legendary
  Value. 2,200g
  Type. Contact
  Batch Size. 1
  Ingredients. 1 Demilich Eye
  Effect. A creature that comes in contact with this poison
  must succeed on a DC 15 Constitution saving throw. On a
  fail, they are blinded for one minute. Their maximum hit
  points are reduced by 10 (3d6), and if they are reduced to 0
  in this way, they die. A creature's maximum hit points can
  be restored through a greater restoration or similar spell.
  Devil's Beard
  Devil's Beard
  Rarity. Rare
  Value. 1,000g
  Type. Injury
  Batch Size. 1
  Ingredients. 1 Devil's Beard
  Effect. When a creature is injured by this poison, they must
  succeed on a DC 12 Constitution saving throw or be
  poisoned for 1 minute. A creature poisoned in this way
  cannot regain hit points. It can repeat its saving throw at the
  end of each of its turns.
  Devil's Bite
  Devil's Bite
  Rarity. Legendary
  Value. 2,500g
  Type. Injury
  Batch Size. 1
  Ingredients. 2 oz. Pit Fiend's Blood
  Effect. A creature injured by this poison must succeed on a
  DC 21 Constitution saving throw or become poisoned.
  While poisoned in this way, the target can't regain hit points
  and it takes 21 (6d6) poison damage at the start of each of
  its turns. The poisoned target can repeat the saving throw at
  the end of each of its turns, ending the effect on itself on a
  success.
  Dragon's Breath
  Dragon's Breath
  Rarity. Legendary
  Value. 2,100g
  Type. Inhaled
  Batch Size. 1
  Ingredients. 1 Dragon Gland (Ancient/Adult Green)
  Effect. Any creature which inhales this poison in a 30-ft
  radius must make a DC 18 Constitution saving throw,
  taking 56 (16d6) poison damage on a fail, or half as much
  damage on a success.
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  Dream Breath
  Dream Breath
  Rarity. Rare
  Value. 1,000g
  Type. Inhaled
  Batch Size. 1
  Ingredients. 1 Bundle Poisonous Plants (Strong)
  Effect. when thrown, this poison explodes in a 15 foot
  radius. All creatures in the area must succeed on a DC 16
  Constitution saving throw or fall unconscious and take 3
  (1d6) psychic damage as they are haunted by their worst
  nightmares. The creature takes the damage at the beginning
  of each turn. They remain unconscious until they succeed
  on the saving throw at the end of their turn, or another
  creature spends an action to shake them awake.
  Dretch Gas
  Dretch Gas
  Rarity. Common
  Value. 150g
  Type. Inhaled
  Batch Size. 4
  Ingredients. 1 Dretch Anal Gland
  Effect. Any creature which inhales this poison in a 10 foot
  radius must succeed on a DC 11 Constitution saving throw
  or be poisoned until the start of its next turn. While
  poisoned this way, creatures are under the effects of the
  slow spell.
  Drow Poison
  Drow Poison
  Rarity. Common
  Value. 200g
  Type. Injury
  Batch Size. 4
  Ingredients. 4 oz. Drow Blood, This poison must be created
  in darkness
  Effect. (PHB 258).
  Essence of Ether
  Essence of Ether
  Rarity. Common
  Value. 300g
  Type. Inhaled
  Batch Size. 2
  Ingredients. 4 Bundles Poisonous Plants (Weak)
  Effect. (PHB 258).
  Ettercap Venom
  Ettercap Venom
  Rarity. Common
  Value. 300g
  Type. Injury
  Batch Size. 3
  Ingredients. 2 oz. Ettercap Venom
  Effect. A creature injured by this poison must succeed on a
  DC 11 Constitution saving throw or be poisoned for 1
  minute. The creature can repeat the saving throw at the end
  of each of its turns, ending the effect on itself on a success.
  Flumph Stench
  Flumph Stench
  Rarity. Common
  Value. 150g
  Type. Inhaled
  Batch Size. 3
  Ingredients. 2 Flumph Tendrils
  Effect. Each creature in a 10-foot-radius of this poison must
  make a DC 10 Constitution saving throw or be poisoned
  and coated in this fetid gas for 4 hours. Any creature within
  5 feet of a poisoned creature is poisoned until they move
  away. The gas can be removed by bathing during a short
  rest.
  Fungus Spore
  Fungus Spore
  Rarity. Uncommon
  Value. 600g
  Type. Inhaled
  Batch Size. 2
  Ingredients. 3 Fungus Gas Spores
  Effect. Each creature within a 20-foot-radius must make a
  DC 15 Constitution saving throw or take 10 (3d6) poison
  damage and become infected with a disease. Spores invade
  an infected creature's system, killing the creature in a
  number of hours equal to 1d12 + Constitution Score unless
  the disease is removed. In half that time, the creature
  becomes poisoned for the rest of the duration. After the
  creature dies, it sprouts 2d4 Tiny gas spores that grow to
  full size in 7 days.
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  Ghoul Poison
  Ghoul Poison
  Rarity. Common
  Value. 300g
  Type. Injured
  Batch Size. 3
  Ingredients. 2 Ghoul or Ghast Claws
  Effect. A creature injured by this poison must succeed on a
  DC 10 Constitution saving throw or be paralyzed for 1
  minute. The creature can repeat the saving throw at the end
  of each of its turns, ending the effect on itself on a success.
  Gnoll Saliva
  Gnoll Saliva
  Rarity. Common
  Value. 250g
  Type. Injury
  Batch Size. 4
  Ingredients. 1 oz. Gnoll Fang of Yeenoghu Saliva.
  Effect. A creature injured by this poison must make a DC 12
  Constitution saving throw or take 7 (2d6) poison damage.
  Grell Venom
  Grell Venom
  Rarity. Uncommon
  Value. 500
  Type. Injury
  Batch Size. 2
  Ingredients. 1 Grell Tentacle
  Effect. A target injured by this poison must succeed on a DC
  11 Constitution saving throw or be poisoned for 1 minute.
  The poisoned target is paralyzed, and it can repeat the
  saving throw at the end of each of its turns, ending the
  effect on a success.
  Imps Venom
  Imps Venom
  Rarity. Common
  Value. 400g
  Type. Injury
  Batch Size. 4
  Ingredients. 2 Imp Stingers
  Effect. A creature injured by this poison must make a DC 11
  Constitution saving throw, taking 10 (3d6) poison damage
  on a fail, or half as much damage on a success.
  Lamia's Curse
  Lamia's Curse
  Rarity. Uncommon
  Value. 750g
  Type. Contact
  Batch Size. 2
  Ingredients. 1 Lamia Finger
  Effect. When a creature comes in contact with this poison
  they become magically cursed for 1 hour. Until the curse
  ends, they have disadvantage on Wisdom saving throws and
  all ability checks.
  Lich's Curse
  Lich's Curse
  Rarity. Legendary
  Value. 2,000
  Type. Contact
  Batch Size. 1
  Ingredients. 1 Lich Finger
  Effect. When creature comes in contact with this poison
  they must Succeed on a DC 18 Constitution saving throw
  or be paralyzed for 1 minute. The target can repeat the
  saving throw at the end of each of its turns, ending the
  effect on itself on a success.
  Lycanthropy Touch
  Lycanthropy Touch
  Rarity. Rare
  Value. 1,400
  Type. Ingested
  Batch Size. 1
  Ingredients. 3 oz. Blood of a Lycanthrope
  Effect. When a creature ingests this poison they must
  succeed on a DC 13 Constitution saving throw or be
  inflicted with a random type of Lycanthrope.
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  Madness Bloom
  Madness Bloom
  Rarity. Very Rare
  Value. 1,500g
  Type. Ingested
  Batch Size. 1
  Ingredients. 1 Bundle Poisonous Plants (Potent)
  Effect. A creature who ingests this poison must succeed on
  a DC 18 Intelligence save or suffer one effect of Long Term
  Madness (DMG 260). if a creature fails by more than 5, they
  suffer one Indefinite Madness effect, instead.
  Malice
  Malice
  Rarity. Common
  Value. 250g
  Type. Inhaled
  Batch Size. 2
  Ingredients. 4 Bundles Poisonous Plants (Weak)
  Effect. (PHB 258).
  Midnight tears
  Midnight tears
  Rarity. Very Rare
  Value. 1,500g
  Type. Ingested
  Batch Size. 1
  Ingredients. 2 Bundles Poisonous Plants (Potent)
  Effect. (PHB 258).
  Naga's Bite
  Naga's Bite
  Rarity. Rare
  Value. 1,300g
  Type. Injury
  Batch Size. 1
  Ingredients. 2 Naga Tooth
  Effect. When a creature is injured by this poison, they must
  make a DC 13 Constitution saving throw, taking 31 (7d8)
  poison damage on a failed save, or half as much on a
  success.
  Nightmare's Revenge
  Nightmare's Revenge
  Rarity. Rare
  Value. 1,250
  Type. Inhale
  Batch Size. 1
  Ingredients. 2 oz. Ectoplasm (Nightmare)
  Effect. When this vial is broken or uncorked, all creatures
  within a 20-foot-radius must make a DC 16 Intelligence
  saving throw, taking 22 (4d10) psychic damage on a failed
  save, or half as much on a success. All targets have
  hallucinations of their worst fear for 1 minute.
  Oil of Taggit
  Oil of Taggit
  Rarity. Common
  Value. 400g
  Type. Contact
  Batch Size. 4
  Ingredients. 4 Bundles Poisonous Plants (Efficacious)
  Effect. (PHB 258).
  Otyugh's Bite
  Otyugh's Bite
  Rarity. Uncommon
  Value. 800g
  Type. Injury
  Batch Size. 2
  Ingredients. 1 Otyugh's Tooth
  Effect. A creature injured by this poison must succeed on a
  DC 15 Constitution saving throw against disease or
  become poisoned until the disease is cured. Every 24 hours
  that elapse, the target must repeat the saving throw,
  reducing its hit point maximum by 5 (1d10) on a failure.
  The disease is cured on a success. The target dies if the
  disease reduces its hit point maximum to 0. This reduction
  is reversed once the disease is cured.
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  Pale Tincture
  Pale Tincture
  Rarity. Common
  Value. 250g
  Type. Ingested
  Batch Size. 4
  Ingredients. 4 Bundles Poisonous Plants (Weak)
  Effect. (PHB 258).
  Purple Worm Poison
  Purple Worm Poison
  Rarity. Legendary
  Value. 2,000g
  Type. Injury
  Batch Size. 1
  Ingredients. 1 Purple Worm Tooth
  Effect. (PHB 258).
  Quasit Blood
  Quasit Blood
  Rarity. Common
  Value. 150g
  Type. Injury
  Batch Size. 3
  Ingredients. 2 Quasit Claws
  Effect. A creature injured by this poison must succeed on a
  DC 10 Constitution saving throw or take 5 (2d4) damage
  and become poisoned for 1 minute. The target can repeat
  the saving throw at the end of each of its turns, ending the
  effect on a success.
  Rakshasa's Curse
  Rakshasa's Curse
  Rarity. Very Rare
  Value. 1,900g
  Type. Contact
  Batch Size. 1
  Ingredients. 1 Rakshasa Claw
  Effect. A creature who comes in contact with this poison is
  cursed the next time it takes a long or short rest, filling its
  thoughts with horrible images and dreams. The cursed
  target gains no benefit from finishing a short or long rest.
  The curse lasts until it is lifted by a remove curse spell or
  similar magic.
  Serpent Venom
  Serpent Venom
  Rarity. Common
  Value. 200g
  Type. Injury
  Batch Size. 4
  Ingredients. 2 Giant Poisonous Snake Fangs
  Effect. (PHB 258).
  Silencing Shot
  Silencing Shot
  Rarity. Uncommon
  Value. 500g
  Type. Injury
  Batch Size. 1d4
  Ingredients. 4 Bundles Poisonous Plants (Efficacious)
  Effect. A creature injured by this potion must succeed on a
  DC 13 Constitution saving throw, or become unable to
  speak for 1 minute.
  Slaad's Phage
  Slaad's Phage
  Rarity. Rare
  Value. 1,450g
  Type. Injury
  Batch Size. 1
  Ingredients. 1 Blue Slaad Claw
  Effect. A humanoid target must succeed on a DC 15
  Constitution saving throw or be infected with the disease
  Chaos Phage. While infected, the target can't regain hit
  points , and its hitpoint maximum is reduced by 10 (3d6)
  every 24 hours. If the disease reduces the target's hit point
  maximum to 0, the target instantly transforms into a red
  slaad or, if it has the ability to cast spells of 3rd level or
  higher, a green slaad. Only a wish spell can reverse the
  transformation.
  Specters Drain
  Specters Drain
  Rarity. Common
  Value. 150g
  Type. Contact
  Batch Size. 4
  Ingredients. 2 oz. Ectoplasm, Specter
  Effect. A creature who comes in contact with this poison
  must succeed on a DC 10 Constitution saving throw or
  have its maximum hit points reduced by 10 (3d6). This
  reduction lasts until the creature finishes a long rest. The
  target dies if its hit point maximum is reduced to 0.
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  Spider Venom
  Spider Venom
  Rarity. Common
  Value. 150g
  Type. Injury
  Batch Size. 4
  Ingredients. 3 oz. Venom (Giant Wolf Spider)
  Effect. A creature injured by this poison must make a DC 11
  saving throw, taking 9 (2d8) poison damage on a failed
  save, or half as much on a successful one. If the poison
  damage reduces the target to 0 hit points, the target is
  stable but poisoned for 1 hour, even after regaining hit
  points, and is paralyzed while poisoned in this way.
  On Spider Venom
  Many different of species have venom, and all of
  them could be used to make this poison. The CR of
  the spider should determine the harvest DC, how
  much can be harvested, how many ounces are
  needed, and the batch size. Its feasible that the
  venom from a CR 8 spider could make a single
  batch of 8 with a single oz. For balance reasons, we
  suggest not changing the potency of the actual
  poison.
  Thri's Bite
  Thri's Bite
  Rarity. Common
  Value. 200g
  Type. Injury
  Batch Size. 2
  Ingredients. 1 Thri-Kreen Beak
  Effect. A creature injured by this poison must succeed on a
  DC 11 Constitution saving throw or be poisoned for 1
  minute. If the saving throw fails by 5 or more, the target is
  also paralyzed while poisoned in this way. The poisoned
  target can repeat the saving throw on each of its turns,
  ending the effect on itself on a success.
  Torpor
  Torpor
  Rarity. Uncommon
  Value. 600g
  Type. Ingested
  Batch Size. 2
  Ingredients. 4 Bundles Poisonous Plants (Strong)
  Effect. (PHB 258).
  Truth Serum
  Truth Serum
  Rarity. Common
  Value. 150g
  Type. Ingested
  Batch Size. 2
  Ingredients. 2 oz. Blood of Fey
  Effect. (PHB 258).
  Vampire's Bite
  Vampire's Bite
  Rarity. Very Rare
  Value. 1,900g
  Type. Ingest
  Batch Size. 1
  Ingredients. 1 Vampire Heart
  Effect. A creature who ingests this has its maximum hit
  points reduced by 10 (3d6). The reduction lasts until the
  target finishes a long rest. If this reduces the target's hit
  points to 0 they die, and if buried in the ground, it rises the
  following night as a vampire spawn, but not under a
  vampire's control.
  Wight's Touch
  Wight's Touch
  Rarity. Uncommon
  Value. 700g
  Type. Contact
  Batch Size. 2
  Ingredients. 2 oz. Ectoplasm (Wraith or Wright)
  Effect. When a creature comes in contact with this
  substance, it must succeed on a DC 14 Constitution saving
  throw or have its hit point maximum reduced by 18 (4d8).
  This reduction lasts until the target finishes a long rest. The
  target dies if this effect reduces its hit point maximum to 0.
  Wyvern Poison
  Wyvern Poison
  Rarity. Rare
  Value. 1,200g
  Type. Injury
  Batch Size. 1
  Ingredients. 1 Wyvern Stinger
  Effect. (PHB 258).
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  Yochlol Mist
  Yochlol Mist
  Rarity. Rare
  Value. 1,300g
  Type. Inhaled
  Batch Size. 1
  Ingredients. 3 oz. Yochlol Sludge.
  Effect. All creatures within 5 feet of the mist must succeed on a DC 14 Constitution saving throw or be poisoned until the start of
  their next turn. While poisoned in this way, the target is incapacitated.
  Yuan-Ti's Bite
  Yuan-Ti's Bite
  Rarity. Rare
  Value. 1,000
  Type. Injury
  Batch Size. 1
  Ingredients. 1 Yuan-Ti's Fang
  Effect. When a creature is injured by this poison, it takes 10 (3d6) poison damage.
  Creating your Own Poison
  Creating your Own Poison
  This list of poisons is by no means exhaustive. Any creature that produces a negative effect can be turned into a
  poison. To create your own poison, follow these steps:
  Establish rarity: how much damage and how debilitating is the poison? What CR is the creature it comes from?
  What is the saving throw?
  Establish Ingredients: What part of the creature causes the effect? If its plant based, what could it be mixed with?
  With these two primary characteristics established, you have the basis of a working, in-game poison for your players
  to work with.
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  Ingredients
  Ingredients
  Ingredients are defined as anything that is used in the crafting and creating of consumables for Alchemy and Poisons. It
  includes gems that are used in recharging magical items and artifacts. All gems and metals will also be included in the Materials
  section of this expansion.
  Term Meanings
  Term
  Meanings
  Note
  (h)
  harvested from
  use harvesting/mining mechanics
  g( )
  rarity (vc/s,c,uc,r,vr,l,e)
  use rarity table
  Ingredient
  cost
  Found
  Use
  Aboleth Eye
  1,000g(vr)
  Aboleth(h)
  Jug of Astral Drink
  Acid (vial)
  25g(c)
  Rust Monster (h)
  Potion of Gaseous Form
  Alexandrite
  500g(r)
  Mining
  Universal Solvent
  Amethysts
  100g(uc)
  Mining
  Potion of Clairvoyance
  Azer Blood
  50g/oz(uc)
  Azer (h)
  Alchemist's Fire, Go-Flame
  Angel Feather
  1,000g(vr)
  Angel (h)
  Potion of Flying
  Ingredient
  cost
  Also found in
  Use
  Bakhtak's Blood
  100g/oz(uc)
  Bakhtak(h)
  Bakhtak's Blood Poison
  Basilisk's Blood
  100g/oz(r)
  Basilisk (h)
  Basilisk Venom, Keoghtom's Ointment, Universal Solvent
  Bayot's Blood
  500g/oz(uc)
  Bayot(h)
  Bayot's Grasp
  Black Pearl
  500g(r)
  Giant Black Clam (h)
  Potion of Longevity
  Black Pudding Muck
  50g/oz(uc)
  Black Pudding (h)
  Potion of Clairvoyance, Tanglefoot Bag
  Blink Dog Paw
  30g (vc)
  Blink Dog(h)
  Swift Step Draught, Lesser/Greater Pill of Popping
  Bloodstone
  50g(uc)
  Mining
  PoGH, PoSH
  Blood of Doppelganger
  200/oz(r)
  Doppleganger
  Haughty Draught of Hiding
  Blood of Fey
  100g(r)
  Any Fey(h)
  Truth Serum
  Blood of Lycanthrope
  100g/oz(uc)
  Lycanthrope (h)
  Potion of Resistance, Lycanthropy’s Touch
  Bone Dust
  5g/oz (vc)
  Bone(h*)
  Necromancer's Nectar
  Brain Rot Plant
  1,000g (vr)
  Gathering
  Brain Rot Poison
  Ingredient
  cost
  Also found in
  Use
  Carrion Crawler Mucus
  50g/oz(c)
  Carrion Crawler(h)
  Carrion Crawler Mucus
  Chuul's Blood
  100g/oz
  Chuul(h)
  Chuul Blood
  Cloaker Tail
  50g(c)
  Cloaker(h)
  Blurring Ointment
  Cockatrice Saliva
  50g/oz(c)
  Cockatrice(h)
  Cockatrice Saliva
  Couatl Feathers
  100g/oz(uc)
  Couatl (h)
  Oil of Slipperiness
  Couatl Tongue
  500g(r)
  Couatl(h)
  Couatl Bite
  A
  B
  C
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  Ingredient
  cost
  Also found in
  Use
  Devil's Beard
  500g(r)
  Bearded Devil(h)
  Devil's Beard
  Diamond
  Dust
  500g/oz(vr)
  Diamond(h*)
  Dust of Dis., Dust of Dry., Dust of Sneez.., Elixir of Heath, Felix Major/Minor,
  Greater Pill., Keoghtom's., Lesser Pill., Oil of Eth., Oil of Sharp., Oil of Slip.,
  Polymorph Pot., Potion of Dim., Potion of Hero., Potion of Inv., Potion of Sp.,
  Potion of Vit.
  Doppelganger
  Heart
  400g(uc)
  Doppelganger(h)
  Polymorph Potion
  Dragon's
  Blood
  1,000g/oz(vr)
  Dragon(h)
  Potion of Insight, Universal Solvent(Red)
  Dragon's
  Gland
  1,500g(vr)
  Dragon(h)
  Dragon's Breath (Adult/Ancient Green)
  Dragon's
  Heart
  500g(r)
  Dragon(h)
  Philter of Love, Polymorph Potion (Ancient G Dragon)
  Dragon Scale
  200g(uc)
  Dragon(h),
  Gathering(vr)
  Potion of Resistance
  Dragon
  Tongue
  500g/oz(r)
  Dragon (h)
  Potion of Fire Breath(Red)
  Dragon Wing
  Tip
  1,000g (vr)
  Dragon (h)
  Potion of Speed
  Dretch Anal
  Gland
  50g(c)
  Dretch(h)
  Dretch Gas
  Drow Poison 100g/oz(uc)
  Drow(h,r)
  Drow Poison
  Ingredient
  cost
  Also found in
  Use
  Eagle Feather
  1g(vc)
  Eagle(h)
  Slow Fall Slurry
  Ectoplasm
  10g/oz(vc) Ghost, Specter,Wraith, Wil-
  o-Wisp, etc.(h)
  Potion of Incorp., Potion of Gaseous., Nightmare's Rev., Specters
  Drain, Wight's Touch, X-Ray Draught
  Elemental
  Essence
  500g(r)
  Any Elemental(h)
  Potion of Gaseous Form(Air), Smokestick (Air/Fire), Molotov (Fire)
  Elf Ear
  150g (uc)
  Elf/Half-Elf (h)
  Drink of Elf Ears
  Emerald
  1,000g
  (vr)
  Mining
  Potion of Flying
  Eye, Angel
  1,000g
  (vr)
  Angels (h)
  Vision Vapors
  Eye, Basilisk
  200g(uc)
  Basilisk(h)
  Basilisk Venom
  Eye, Demilich 3,000g(l)
  Demilich(h)
  Demilich Dust
  Eye, Displacer
  Beast
  50g(c)
  Displacer Beast
  Blurring Ointment
  Eye, Giant
  Eagle
  100g(uc)
  Giant Eagle(h)
  Eagle Eye Elixir, Potion of Animal Friendship
  Eye, Hag
  100g(uc)
  Hag(h)
  Potion of Clairvoyance
  Eye, Mummy
  Lord
  2,500g(l)
  Mummy Lord(h)
  Potion of Longevity
  Eye, Nothic
  100g(uc)
  Nothic(h)
  Potion of Mind Reading
  Eye, Sprite
  30g(vc)
  Sprite(h)
  Potion of Diminution
  D
  E
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  Ingredient
  cost
  Also found in
  Use
  Finger of Clay Golem
  50g(c)
  Clay Golem(h)
  Quietism Potion
  Fire New Saliva
  50g/oz(uc)
  Fire Newt(h)
  Potion of Fire Breath
  Flumph Tendril
  50g(c)
  Flumph(h)
  Flumph Stench
  Ingredient
  cost
  Also found in
  Use
  Garnet
  100g(uc)
  Mining
  Potion of Speed
  Gas Spore
  100g(uc)
  Gas Spore(h)
  Fungus Spore
  Gelatinous Cube Ooze
  50g/oz(c)
  Gelatinous Cube(h)
  Resurrection-Aide
  Ghast/Ghoul Claw
  150g(uc)
  Ghast/Ghoul(h)
  Ghoul Poison
  Giant Finger (Various)
  500-5kg(r->e)
  Gaint(h)
  Potions of Giant Strength(Various)
  Githyanki Lung
  100g(uc)
  Githyanki(h)
  Jug of Astral Drink
  Gnoll Saliva
  200g(uc)
  Gnoll Fang Of Yeenoghu(h)
  Gnoll Saliva
  Gnome Ear
  20g(uc)
  Gnome(h)
  Potion of Diminution
  Gold
  3g/oz (vc)
  Mining
  Felix Major, Felix Minor
  Grell Tentacle
  250g(uc)
  Grell(h)
  Grell Venom
  Ingredient
  cost
  Also found
  in
  Use
  Halfling Foot
  50g(uc)
  Halfling(h)
  Felix Major, Felix Minor
  Herbs, Weak
  10g/bundle
  (vc)
  Gathering
  Philter of Love, Potion of Climbing, Potion of Healing, Purifying Potion
  Herbs,
  Efficacious
  25g/bundle(c)
  Gathering
  Antidote, Antitoxin, Comatose Concoction, Keoghtom's Ointment, Potion of
  Greater Healing
  Herbs, Strong 50g/bundle(uc) Gathering
  Elixir of Health, Potion of Superior Healing, Potion of Vitality
  Herbs, Potent 100g/bundle(r) Gathering
  Potion of Supreme Healing
  Horse Heart
  100g(c)
  Horse(h)
  Potion of Speed
  Hydra Blood
  1,000g/oz(vr)
  Hydra(h)
  Elixir of Health, Potion of Superior Healing, Potion of Supreme Healing
  Ingredient
  cost
  Also found in
  Use
  Imp Stinger
  50g(c)
  Imp(h)
  Imp Venom
  Ingredient
  cost
  Also found in
  Use
  Jasper
  50g(c)
  Mining
  Comatose Concoction, Potion of Diminution
  Ingredient
  cost
  Also found in
  Use
  Lamia Finger
  500g(r)
  Lamia(h)
  Lamia's Curse
  Lapis Lazuli
  10g(vc)
  Mining
  Philter of Love
  Lich's Finger
  5,000g(l)
  Lich(h)
  Lich's Curse
  F
  G
  H
  I
  J
  L
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  Ingredient
  cost
  Also found in
  Use
  Malachite
  10g(vc)
  Mining
  Potion of Climbing
  Merrow Heart
  100g(c)
  Merrow(h)
  Potion of Water Breathing
  Mimic Adhesive
  200(uc)
  Mimic(h)
  Comatose Concoction
  Mind Flayer Tentacle
  1,500(vr)
  Mindflayer(h)
  Quietism Potion
  Mystic Sponge Plant
  100g(uc)
  Gathering
  Dust of Dryness
  Ingredient
  cost
  Also found in
  Use
  Naga Tooth
  200g(uc)
  Naga(h)
  Naga's Bite, PoGH, PoSH, PoSH+
  Ingredient
  cost
  Also found in
  Use
  Obsidian
  10g(vc)
  Mining
  Dust of Disappearance
  Ochre Jelly Ooze
  10g/oz (vc)
  Ochre Jelly(h)
  Insta-Mend Jelly
  Oni Heart
  1,000g(vr)
  Oni(h)
  Potion of Invisibility
  Onyx
  50g(c)
  Mining
  Dust of Sneezing and Choking
  Otyugh's Tooth
  200g(uc)
  Otyugh(h)
  Otyugh's Bite
  Ingredient
  cost
  Also found in
  Use
  Pearl
  100g(uc)
  Giant Clam(h)
  Potion of Water Breathing
  Piranha Scales
  25g/oz(c) Piranha(h), Gathering(uc) Potion of Animal Friendship, Potion of Water Breathing
  Pit Fiend Blood
  3,000g(l)
  Pit Fiend(h)
  Devil's Bite
  Poisonous Plants, Weak
  50g(c)
  Gathering
  Essence of Ether, Malice, Pale Tincture
  Poisonous Plants, Efficacious 100g(uc)
  Gathering
  Assass. Bld, Burnt Oth., Comat. Conc., Slnc sht., Oil of T.
  Poisonous Plants, Strong
  500g(r)
  Gathering
  Madness Bloom, Torpor
  Poisonous Plants, Potent
  1,000g(vr)
  Gathering
  Dream Breath, Midnight's Tears
  Pseudodragon Brain
  50g(uc)
  Pseudodragon(h)
  Potion of Mind Reading
  Purple Worm
  1,000g(vr)
  Purple Worm(h)
  Purple Worm Poison
  Ingredient
  cost
  Also found in
  Use
  Quasit
  Blood
  50g/oz(c)
  Quasit(h)
  Quasit Blood
  Quicksilver 100g/oz
  (uc)
  Cinnabar
  Ore(Mining*)
  Elixir of H., Greater Pill., Lesser Pill., Oil of Sharp., Polymorph Pot., Potion of Gas., Potion
  of Gr., Potion of Inv., Potion of Mind., Resurrect.
  Ingredient
  cost
  Also found in
  Use
  Rakshasa's Claw
  1,500g(vr)
  Rakshasa(h)
  Rakshasa' Curse, Quietism Potion
  Revenant Heart
  250g (uc)
  Revenant (h)
  Rage Rum
  Ruby dust
  100g/oz(uc)
  Ruby(h*)
  Potion of Vitality, X-Ray Draught
  Rust Monster Antennae
  25g(vc)
  Rust Monster(h)
  Acid Flask
  M
  N
  O
  P
  Q
  R
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  Ingredient
  cost
  Also found in
  Use
  Slaad Claw
  1,000g(vr)
  Slaad(h)
  Slaad's Phage(Blue)
  Snake Fangs
  50g(c)
  Giant Poisonous Snake(h)
  Serpent Venom
  Spider Web
  1g/oz(vc)
  Spiders(h)
  Insta-Mend Jelly
  Spinel
  100g(uc)
  Mining
  Oil of Sharpness
  Star Ruby
  1,000g (vr)
  Mining
  Jug of Astral Drink
  Storm Giant's Hair
  50g (c)
  Storm Giant(h)
  Thunderstone
  Ingredient
  cost
  Also found in
  Use
  Tabaxi Claw
  50g (r)
  Tabaxi(h, uc)
  Potion of Climbing
  Tentacle of Mindflayer
  500g(r)
  Mindflayer(r)
  Potion of Mind Reading
  Thri-Keen's Beak
  50g(c)
  Thri-Keen(h)
  Thri's Bite
  Tiger Eye Gem
  10g(vc)
  Mining
  Potion of MindReading
  Topaz
  500g(r)
  Mining
  Oil of Sharpness, Potion of Flying
  Tourmaline
  100g(c)
  Mining
  Potion of Diminution
  Treant Root
  100g(c)
  Mining
  Potion of Growth
  Troll Claw
  100g(c)
  Troll(h)
  PoSH+
  Ingredient
  cost
  Also found in
  Use
  Unicorn Blood
  500g(l)
  Unicorn(h(r))
  Potion of Clairvoyance
  Unicorn Horn
  300g(r)
  Unicorn(h)
  Potion of Heroism
  Ingredient
  cost
  Also found in
  Use
  Wolf heart
  50g(vc)
  Wolf(h)
  Potion of Animal Friendship
  Wyvern's Stinger
  500g(r)
  Wyvern(h)
  Wyvern Poison
  Ingredient
  cost
  Also found in
  Use
  Vampire Blood
  600g/oz(r)
  Vampire(h)
  Greater Pill of Popping, Necromancer's Nectar
  Vampire Heart
  1,000g(r)
  Vampire(h)
  Potion of Longevity, Vampire's Bite
  Venom, Chasme
  600g/oz(r)
  Chasme(h)
  Chasme Venom
  Venom, Ettercap
  50g/oz(c)
  Ettercap(h)
  Ettercap Venom
  Venom, Giant Wolf Spider
  50g/oz(c)
  Giant Wolf Spider(h)
  Potion of Animal Friendship, Spider Venom
  Venom, Phase Spider
  100g/0z(uc)
  Phase Spider(h)
  Oil of Etherealness
  S
  T
  U
  W
  V
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  Ingredient
  cost
  Also found in
  Use
  Yochlol Sludge
  500g/oz(r)
  Yochlol(h)
  Yochlol Mist
  Yuan-Ti's Fang
  500g(r)
  Yuan-Ti(h)
  Yuan-Ti's Bite
  Ingredient
  cost
  Also found in
  Use
  Zircon
  50g(c)
  Mining
  Potion of Animal Friendship
  Look for our other supplements:
  Look for our other supplements:
  Four Horsemen of the Apocalypse (FHA)
  Reapers (RPS)
  Magic and Science Backgrounds (MSB)
  The Melded (MLD)
  Expanded Tool Options (ETO)
  Coming Supplements Related to Alchemy:
  Coming Supplements Related to Alchemy:
  Epic Dragon Expansion
  Elemental Creatures
  Nightmare Monster Companion
  Revised Artificer
  Y
  Z
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  Materials and Equipment
  Materials and Equipment
  This section is experimental. It has not yet been playtested, though we have heard no complaints as to its balance. The goal
  is to provide a relatively complicated mechanic as simplisticly as possible. Perhaps the most difficult element of balance is
  the gold value of each material. If you have any suggestions as to how to improve this section, please contact us!
  What is "Equipment"?
  What is "Equipment"?
  Equipment, in a strict sense, is anything used in the non-
  combat situations that arise while adventuring. Pickaxes for
  mining, lumber axes and saws, and gem cutting tools for
  jewelers name only a few examples.
  In a broader sense, most adventurers would probably refer
  to their weapons, armor, and shields as part of their
  equipment, as it is essential for their livelihood. Therefore, this
  section will attempt to cover both (in subsequent editions), but
  will focus on those tools which are used for harvesting vital
  crafting materials.
  What are "Materials."
  What are "Materials."
  Materials are anything used to produce a non-consumable
  item. It is the wood for handles, bows, and arrow shafts. It is
  the metal for weapons and tool heads. It is the gems used to
  augment weapons or adorn magical items. Some materials
  are also ingredients, and many materials are organic in
  nature.
  Crafting
  Crafting
  Many materials, depending on durability and reliability, can be
  used to craft equipment directly. Stone, Iron, Steel, and
  Diamond are all common "tool heads" that can be used
  effectively to increase the effectiveness of tools or the
  deadliness of weapons.
  Other materials, like wood for example, are used as mounts
  or handles for tools. They may not provide any specific benefit
  to the tool, but are still required to make them.
  Plating and Augmenting
  Plating and Augmenting
  Most gems and metals are not able to fully form into an
  effective weapon. In this case, any mundane weapon or
  equipment can be augmented through the use of metal plating
  or inlaying a jewel. While gold may not make for the most
  durable armor, plating your chest piece with it may give you an
  extra edge in convincing your allies of your influence and
  riches.
  Magical Gems
  Magical Gems
  The basis behind these Gem Mechanics assumes that most
  gems possess some form of magical power. No matter what
  your reasoning for such imbued power, allowing them to
  augment weapons and armor grants an additional use over
  and beyond alchemical or mercantile.
  Augmentation Restrictions
  Augmentation Restrictions
  In order to assure that a weapon's power is not too extreme
  (thus overloading the mundane weapon with magical power
  and destroying it completely), certain restrictions must be
  followed:
  1. Magical weapons and items, no matter how simple or
  weak the nature of the enchantment, cannot be plated or
  inlaid.
  2. To receive or benefit from the bonus on a shield, armor,
  weapon, or other item, you must be wielding it (it must be
  worn or carried in your hand, etc.).
  3. Armor and shield bonuses cannot stack (unless otherwise
  noted). If, for example, you have an armor bonus of +2 to
  Dexterity saving throws, and a shield bonus of +1 to
  Dexterity saving throws, you take the greater of the two
  bonuses. As always, resistances or immunities cannot
  stack.
  4. An item may only have one augmentation, either metal or
  jeweled, unless otherwise noted in the material. You cannot
  change augmentations without destroying the weapon.
  5. Only the augmented damage is magical, rather than the
  whole weapon. In other words, the weapon itself cannot
  bypass mundane weapon resistance.
  Process
  Process
  The specific requirements (tools, hours of work, etc.) for
  actually creating or augmenting these items is up to the DM
  or whatever other mechanics used in conjunction with this
  supplement. The following is simply used as an index of the
  material's effects, difficulty to harvest, and value. A gem must
  be cut and polished if it is used for augmentation (but not for
  recharging). With Jewelers Kit, this DC = Mining Attack Roll
  - 5. If you pay someone to do it, the base cost is 10% of the
  total worth of the gem.
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  Equipment
  Equipment
  Pickaxes
  Pickaxes
  Pickaxes are used primarily in the mining of raw metals and
  gems, but may also be used as weapons in an emergency.
  Pickaxe. Melee Weapon. Versatile--1d4 (1d6) piercing damage.
  Costs 20g.
  Because the Pickaxe is primarily a tool, you must be proficient
  in mining tools to add your proficiency bonus to attacks or
  mining checks.
  Augmenting the pickaxe cannot give it any special effects
  besides a mining check modifier, or an attack/damage
  modifier of three or less. The attack modifier is dependant on
  the rarity of the material you use to augment the pickaxe.
  Pickaxe Augmentations
  Rarity
  Mining
  Check Mod
  Attack/Damage
  Mod
  Price
  increase
  from Base
  Simple/Common
  +0
  +0
  +0%
  Uncommon
  +1
  +1
  +50%
  Rare
  +2
  +1
  +200%
  Very Rare
  +3
  +2
  +1000%
  Legendary
  +4
  +3
  +2000%
  Epic
  +5
  +3
  +4000%
  Books
  Books
  While books can be crafted quite easily, they are presented
  here more as a function for your group to gain additional
  information. The following are suggestions for books your
  party may find, along with mechanics for using them and
  estimated value/rarity.
  Bestiaries and 'nomicons. These books are compendiums
  of information on beasts and other creatures like demons,
  celestials, fey, dragons, or whatever they may encounter.
  Uncommon, 50g.
  As an action, the holder of this book may make an
  Intelligence (Investigation) check. At the DM's discretion,
  they receive information appropriate to the roll. A low roll
  may mean they didn't find the information they were
  looking for, while a high roll may reveal anything from the
  creature's weakness/resistance to its strong saving throws
  or ability scores. If the character has spent the apprpriate
  time reading the book before, they can make the check
  with advantage.
  Atlases. These books contain maps of various land masses,
  dungeons, or towns.
  Common, 25g.
  The holder of this atlas makes Survival checks for
  navigation at advantage when it applies to an area covered
  in the atlas.
  Skill Books. These books contain instruction in a new skill or
  other proficiency. They are particularly useful for creatures
  that have the intelligence to absorb the information.
  Common, 25g.
  Once per day, requiring a complete short rest, the reader of
  this book can roll a DC 15 Intelligence check. On a
  success, they may roll a number of d20's equal to their
  Intelligence modifier. The total roll is added to your "skill
  bank". When the total of the "skill bank" reaches 5,000, the
  reader gains proficiency in that skill.
  Pantheons. These books contain knowledge of pantheons,
  gods, their beliefs, followers, and maybe even temple
  locations.
  Common, 25g.
  As an action, the reader may make an Intelligence
  (Investigation) check. At the DM's discretion, they receive
  information appropriate to the roll. A low roll may mean
  they didn't find the information they were looking for, while
  a high roll may reveal anything from the tenets the
  followers adhere to, or even the location of the closest
  temple. If the character has spent the apprpriate time
  reading the book before, they can make the check with
  advantage.
  Got an idea for more types of equipment? Shoot us
  an email, facebook message, or product comment!
  Help us hit silver best seller for 2 new pages just of
  equipment!
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  Gems, Minerals, and Stone
  Gems, Minerals, and Stone
  For "Recharge Mechanics" (even more ways to use Gems) check the Appendix! If a weapon or armor are not listed under a gem,
  the gem cannot be used for it. Some gems have no use, but are still listed.
  ___
  Alexandrite
  Alexandrite
  Value and Rarity: 500g, Rare (adds 7 recharges)
  Requirement for 1 Unit: DC 15 to find (Mountains near
  aluminum, or riverbeds), Pickaxe attack roll: 18
  Description: Transparent dark green
  Armor/Shields:
  3 gems: you gain resistance to poison.
  Weapons:
  Any melee Weapon, 2 gems: +1d4 poison damage.
  Arrows (1 gem = 5 arrowheads crafted): +1d4
  poison damage.
  Amber
  Amber
  Value and Rarity: 100g, Uncommon (adds 5 recharges)
  Requirement for 1 Unit: DC 12 to find (near coal, primarily
  near coastlines), Pickaxe attack roll: 15
  Description: Transparent watery gold to rich gold.
  Armor/Shields:
  5 gems: resplendent in radiant gold amber, you gain
  advantage in all Persuasion checks against
  merchants and traders.
  Amethyst
  Amethyst
  Value and Rarity: 100g, Uncommon (adds 5 recharges)
  Requirement for 1 Unit: DC 12 to find (Anywhere), Pickaxe
  attack roll: 15
  Description: Transparent deep purple
  Armor/Shields:
  2 gems: You are immune to the effects of
  drunkenness.
  Aquamarine
  Aquamarine
  Value and Rarity: 500g, Rare (adds 7 recharges)
  Requirement for 1 Unit: DC 15 to find (mountain peaks),
  Pickaxe attack roll: 18
  Description: Transparent pale blue-green
  Armor/Shields:
  3 gems: you may breathe under water as though you
  had the amphibious trait.
  Weapons:
  Any melee weapon, 2 gems: +1d4 cold damage.
  Arrows (1 gem = 5 arrowheads crafted): +1d4 cold
  damage.
  Azurite
  Azurite
  Value and Rarity: 10g, Very Common (adds 1 recharge)
  Requirement for 1 Unit: DC 5 to find (In open air in deserts,
  near Malachite), Pickaxe attack roll:10
  Description: Opaque mottled deep blue
  Armor/Shields:
  10 gems: You gain a swim speed equal to your
  movement speed.
  Banded Agate
  Banded Agate
  Value and Rarity: 10g, Very Common (adds 1 recharge)
  Requirement for 1 Unit: DC 5 to find (Modern or ancient
  dried lava streams), Pickaxe attack roll:10
  Description: Translucent striped brown, blue, white, or red
  Black Opal
  Black Opal
  Value and Rarity: 1,000g, Very Rare (adds 9 recharges)
  Requirement for 1 Unit: DC 18 to find (globally), Pickaxe
  attack roll: 21
  Description: Translucent dark green with black mottling and
  gold flecks.
  Armor/Shields:
  2 gems: Advantage on Stealth checks.
  Weapons:
  Any melee weapon, 2 gems: +1 Attack and Damage
  Rolls, +1d6 Necrotic Damage.
  Arrows (1 Gem = 10 arrowheads): +1d6 necrotic
  damage.
  Black Pearl
  Black Pearl
  Value and Rarity: 500g, Rare (adds 7 recharges)
  Requirement for 1 Unit: DC 15 to find/Harvest in a Giant
  Black Clam.
  Description: Opaque pure black
  Armor/Shields:
  4 gems: Can cast Greater Invisibility on self 1/Long
  Rest.
  Weapons:
  Any melee weapon, 3 gems: +1d4 Necrotic Damage.
  Arrows (1 Gem = 5 arrowheads): +1d4 necrotic
  damage.
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  Black Sapphire
  Black Sapphire
  Value and Rarity: 5,000g, Epic (fully recharges)
  Requirement for 1 Unit: DC 25 to find (alluvial deposits and
  under river beds), Pickaxe attack roll: 27
  Description: Translucent lustrous black with glowing
  highlights.
  Armor/Shields:
  1 gem: may cast greater invisibility on self 1/long
  rest.
  Weapons:
  Any melee weapon, 1 gem: +2 to attack and damage
  rolls, +1d6 necrotic damage.
  Bloodstone
  Bloodstone
  Value and Rarity: 50g, Common (adds 3 recharges)
  Requirement for 1 Unit: DC 8 to find (globally), Pickaxe
  attack roll: 12
  Description: Opaque dark gray with red flecks.
  Weapons:
  Any melee weapon, 4 gems: regain 1 hit point when
  an attack hits.
  Blue Quartz
  Blue Quartz
  Value and Rarity: 10g, Very Common (adds 1 recharge)
  Requirement for 1 Unit: DC 5 to find (globally), Pickaxe
  attack roll:10
  Description: Transparent pale blue
  Armor/Shields:
  10 gems: may walk on water
  Blue Sapphire
  Blue Sapphire
  Value and Rarity: 1,000g, Very Rare (adds 7 recharges)
  Requirement for 1 Unit: DC 18 to find (alluvial deposits and
  under river beds), Pickaxe attack roll: 21
  Description: Transparent blue-white to medium blue.
  Armor/Shields:
  2 gems: Resistance to cold damage
  Weapons:
  Any melee weapon, 2 gems: +1 to attack and
  damage rolls, +1d4 cold damage.
  Arrows (1 gem = 10 arrowheads): +1d4 cold
  damage.
  Blue Spinel
  Blue Spinel
  Value and Rarity: 50g, Common (adds 3 recharges)
  Requirement for 1 Unit: DC 8 to find (globally), Pickaxe
  attack roll: 12
  Description: Transparent deep blue
  Weapons:
  Any melee weapon, 4 gems: +1d4 cold damage.
  Arrows (1 gem = 1 arrowhead): +1d4 cold damage.
  Carnelian
  Carnelian
  Value and Rarity: 50g, Common (adds 3 recharges)
  Requirement for 1 Unit: DC 8 to find (globally), Pickaxe
  attack roll: 12
  Description: Opaque orange to red-brown
  Armor/Shields:
  2 gems: shines dim light to 30 ft.
  Weapons:
  Any melee weapon, 4 gems: +1d4 lightning damage.
  Arrows (1 gem = 5 arrowhead): +1d4 lightning
  damage.
  Chalcedony
  Chalcedony
  Value and Rarity: 50g, Common (adds 3 recharges)
  Requirement for 1 Unit: DC 8 to find (globally), Pickaxe
  attack roll: 12
  Description: Opaque white.
  Weapons:
  Any melee weapon, 4 gems: +1d4 radiant damage. -
  Arrows (1 gem = 1 arrowhead): +1d6 radiant
  damage.
  Chrysoberyl
  Chrysoberyl
  Value and Rarity: 100g, Uncommon (adds 5 recharges)
  Requirement for 1 Unit: DC 12 to find (Mountains near
  aluminum, or riverbeds), Pickaxe attack roll: 15
  Description: Transparent yellow-green to pale green.
  Armor/Shields:
  4 gems: resistance to Acid damage.
  Weapons:
  Any melee weapon, 2 gems: +1d4 acid damage.
  Arrows (1 gem = 2 arrowheads): +1d6 acid damage.
  Chrysoprase
  Chrysoprase
  Value and Rarity: 50g, Common (adds 3 recharges)
  Requirement for 1 Unit: DC 8 to find (globally), Pickaxe
  attack roll: 12
  Description: Translucent Green.
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  Citrine
  Citrine
  Value and Rarity: 50g, Common (adds 3 recharges)
  Requirement for 1 Unit: DC 8 to find (globally), Pickaxe
  attack roll: 12
  Description: Transparent pale yellow-brown.
  Armor/Shields:
  2 gems: Shines bright light 15 ft, and dim light for
  an additional 15 ft.
  Coal
  Coal
  Value and Rarity: 10g/lb, Very Common
  Requirement for 1 Unit: DC 5 to find (globally), Pickaxe
  attack roll:10
  Description: Black and dusty
  Used in:
  gunpowder (1oz), Golem fuel* (1/4->8lbs/hour).
  Coral(Gem)
  Coral(Gem)
  Value and Rarity: 100g, Uncommon (adds 5 recharges)
  Requirement for 1 Unit: DC 12 to find (Ocean/Sea floors),
  Pickaxe attack roll: 15
  Description: Opaque Crimson
  Armor/Shields:
  4 gems: You are immune to vampirism, health drain,
  and other effects that would transfer health from you
  to another person.
  Weapons:
  Any melee weapon, 4 gems: You regain +2 hit points
  every time your weapon hits.
  Crystal
  Crystal
  Value and Rarity: 500g, Rare (adds 7 recharges)
  Requirement for 1 Unit: DC 15 to find (bedrock or glaciers),
  Pickaxe attack roll: 18
  Description: A glasslike gem, cloudier than a diamond, but
  still clear.
  Armor/Shields:
  4 gems: whenever you take damage from a single
  target spell, you may reduce the damage by 1d6 and
  reflect it (1d6) back at the caster.
  Weapons:
  Staff or wand only, 3 gems. After each long rest, you
  may choose a Level 2 spell or lower from the Wizard
  spell list. You may cast that spell once, without
  components or a spell slot, once before your next
  long rest. Intelligence is your spell casting ability for
  this spell.
  Diamond
  Diamond
  Value and Rarity: 5,000g, Legendary (fully recharges)
  Requirement for 1 Unit: DC 21 to find (90+ miles below the
  surface), Pickaxe attack roll: 24
  Description: Transparent blue-white, canary, pink, brown, or
  blue.
  Armor/Shields:
  1 gem: +2 AC, advantage on stealth checks, cannot
  suffer a critical strike except from diamond or
  adamantine weapons.
  Weapons:
  Any melee weapon, 2 gems: +3 attack, +1 base
  attack dice.
  Arrows (1 gem = 5 arrowheads): +3 attack, +1 base
  attack dice.
  Used In:
  May be ground up to gain 10 oz. of Diamond dust.
  Emerald
  Emerald
  Value and Rarity: 1,000g, Very Rare (adds 7 recharges)
  Requirement for 1 Unit: DC 18 to find (globally), Pickaxe
  attack roll: 21
  Description: Transparent deep bright green
  Armor/Shields:
  2 gems: resistance to poison damage and advantage
  on Constitution throws against poison.
  Weapons:
  Any melee weapon, 2 gems: +1 to attack and
  damage rolls, +1d6 poison damage.
  Arrows (1 gem = 10 arrowheads): +1d8 poison
  damage.
  Eye Agate
  Eye Agate
  Value and Rarity: 10g, Very Common (adds 1 recharge)
  Requirement for 1 Unit: DC 5 to find (Modern or ancient
  dried lava streams), Pickaxe attack roll:10
  Description: Translucent striped brown, blue, or green.
  Fire Opal
  Fire Opal
  Value and Rarity: 1,000g, Very Rare (adds 7 recharges)
  Requirement for 1 Unit: DC 18 to find (globally), Pickaxe
  attack roll: 21
  Description: Translucent fiery red.
  Armor/Shields:
  2 gems: Resistance to fire damage.
  Weapons:
  Any melee weapon, 2 gems: +1 to attack and
  damage rolls, +1d6 fire damage.
  Arrows (1 gem = 10 arrows): +1d8 fire damage.
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  Flint
  Flint
  Value and Rarity: 5s, Very Common (adds 1 recharge)
  Requirement for 1 Unit: DC 5 to find (globally), Pickaxe
  attack roll:10
  Description: Dark grey, black, green, white or brown in
  colour, and often has a glassy or waxy appearance
  Weapons:
  Arrows (1 stone = 1 arrow): A flint arrow deals an
  extra 1d6 piercing damage against a lightly or
  unarmored foe. A flint arrow gains -3 to attack and
  damage rolls against a medium or heavy armored
  foe. When a flint arrow critically strikes, it deals x2
  the full amount of damage, but shatters, making the
  owner unable to use it again.
  Used In:
  Fire Starting Kit* (+2 to survival checks to starting
  fire in adverse conditions)
  Garnet
  Garnet
  Value and Rarity: 100g, Uncommon (adds 5 recharges)
  Requirement for 1 Unit: DC 12 to find (globally), Pickaxe
  attack roll: 15
  Description: Transparent red, brown-green, or violet.
  Glass
  Glass
  Value and Rarity: 10g/lb, Very Common
  Requirement for 1 Unit: 2 lbs of sand, smelted.
  Description: clear
  Armor:
  Light Armor, 10 lbs: (12+ Dex modifier) All piercing
  and slashing attacks have disadvantage against you,
  but all bludgeoning attacks roll with advantage
  against you. If a bludgeoning weapon scores a critical
  strike against you, your armor gains -1 AC. If it
  reaches a total of -3 AC it breaks.
  Weapons:
  Piercing and slashing weapons, 10 lbs: Deals an
  extra damage dice of slashing or piercing, and the
  weapon is finesse even if it normally wouldn't be.
  Staves, 8 lbs: You may cast the scrying spell 1/long
  rest, and are immune to scrying effects.
  Wands, 5 lbs: You may cast shield 3 times per long
  rest.
  Arrows (1 lb=4 arrows): Your arrows deal an extra
  1d4 piercing damage. If the arrow critical strikes, it
  shatters, bleeding the target for 1d4 necrotic
  damage at the start of each of its turns for 1 minute,
  and preventing any healing from occurring until it is
  healed by a level 3 or greater spell or a healer's kit.
  The glass arrow is lost if this occurs.
  Granite
  Granite
  Value and Rarity: 40g/lb, Very Common
  Requirement for 1 Unit: DC 5 to find (globally), Pickaxe
  attack roll:10
  Description: Various mottled colors
  Weapons:
  Any melee weapon, 10lbs: The weapon does an
  additional 1d4 poison damage.
  Arrows (1 lb=4 arrowheads): +1d4 poison damage.
  Radioactive. Granite is radioactive, which gives it its poison
  damage quality. Any creature that wields or uses this
  weapon must succeed on a DC 10 Constitution saving
  throw after each long rest or gain 1 level of exhaustion and
  does not receive the benefits of the long rest.
  Hematite
  Hematite
  Value and Rarity: 10g, Very Common (adds 1 recharge)
  Requirement for 1 Unit: DC 5 to find (globally), Pickaxe
  attack roll: 10
  Description: Opaque, grey-black
  Armor/Shields:
  Any, 10 gems: +1 AC.
  Jacinth
  Jacinth
  Value and Rarity: 5,000g, Epic (fully recharges)
  Requirement for 1 Unit: DC 25 to find (only among sand),
  Pickaxe attack roll: 27
  Description: Transparent fiery orange.
  Armor/Shields:
  Any, 1 gem: Resistance to fire damage.
  Weapons:
  Any melee weapon, 1 gem: +3 to attack and damage
  rolls, +1d6 fire damage.
  Jade
  Jade
  Value and Rarity: 100g, Uncommon (adds 5 recharges)
  Requirement for 1 Unit: DC 12 to find (globally), Pickaxe
  attack roll: 15
  Description: Translucent light green, deep green, or white.
  Armor/Shields:
  4 gems: You can speak draconic and have advantage
  on Persuasion checks against any dragon or person
  with draconic ancestry.
  Weapons:
  Any melee weapon, 4 gems: +1 to attack and
  damage rolls against dragons.
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  Jasper
  Jasper
  Value and Rarity: 50g, Common (adds 3 recharges)
  Requirement for 1 Unit: DC 8 to find (globally), Pickaxe
  attack roll: 12
  Description: Opaque blue, black, or brown.
  Jet
  Jet
  Value and Rarity: 50g, Common (adds 3 recharges)
  Requirement for 1 Unit: DC 8 to find (globally), Pickaxe
  attack roll: 12
  Description: Opaque deep black blue.
  Armor/Shields:
  2 gems: May cast darkness spell 1/short rest.
  Used In:
  Burns at half the efficiency of coal
  Limestone
  Limestone
  Value and Rarity: 25g Very Common (adds 1 recharge)
  Requirement for 1 Unit: DC 5 to find (globally), Pickaxe
  attack roll:10
  Description: Grainy pale
  Malachite
  Malachite
  Value and Rarity: 10g, Very Common (adds 1 recharge)
  Requirement for 1 Unit: DC 5 to find (deep mountain caves,
  near azurite), Pickaxe attack roll:10
  Description: Opaque striated light and dark green
  Magma
  Magma
  Value and Rarity: 40g, Very Common (adds 1 recharge)
  Requirement for 1 Unit: DC 15 to find and collect
  Description: Orange, quite hot.
  Used In:
  Golem powering:* 1/16-->2 gallons/hour.
  Marble
  Marble
  Value and Rarity: 50g, Common (adds 3 recharges)
  Requirement for 1 Unit: DC 8 to find (globally), Pickaxe
  attack roll: 12
  Description: Marbled
  Moonstone
  Moonstone
  Value and Rarity: 50g, Common (adds 3 recharges)
  Requirement for 1 Unit: DC 8 to find (Ancient and modern
  cooled lava veins, next to lakes), Pickaxe attack roll: 12
  Description: Translucent white with a pale blue glow.
  Armor/Shields:
  2 gems: Casts dim light in 30-foot-radius.
  Weapons:
  Any melee weapon, 4 gems: +1d4 radiant damage. -
  Arrows (1 gem = 1 arrowhead): +1d6 radiant
  damage.
  Moss Agate
  Moss Agate
  Value and Rarity: 10g, Very Common (adds 1 recharge)
  Requirement for 1 Unit: DC 5 to find (globally), Pickaxe
  attack roll:10
  Description: Translucent pink or yellow-white with mossy
  gray or green markings.
  Obsidian
  Obsidian
  Value and Rarity: 10g, Very Common (adds 1 recharge)
  Requirement for 1 Unit: DC 5 to find (Ancient or modern
  cooled lava flows), Pickaxe attack roll:10
  Description: Opaque bands of black and white, or pure black
  or white.
  Weapons:
  Arrows (1 gem = 1 arrow): An obsidian arrow deals
  an extra 1d6 necrotic damage against a lightly or
  unarmored foe. The arrow suffers disadvantage to
  attack and damage rolls against a medium or heavy
  armored foe. When the arrow critically strikes, it
  deals x2 the full amount of damage, but shatters,
  making the owner unable to use it again.
  Onyx
  Onyx
  Value and Rarity: 50g, Common (adds 3 recharges)
  Requirement for 1 Unit: DC 8 to find (globally), Pickaxe
  attack roll: 12
  Description: Opaque bands of black and white
  Armor/Shields:
  Any, 6 gems: You have advantage on Wisdom saving
  throws against fear effects.
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  Opal
  Opal
  Value and Rarity: 1,000g, Very Rare (adds 7 recharges)
  Requirement for 1 Unit: DC 18 to find (globally), Pickaxe
  attack roll: 21
  Description: Translucent pale blue with green and golden
  mottling
  Armor/Shields:
  Any, 2 gems: Resistance to cold damage. You do not
  suffer a rough terrain penalty or need to make
  Dexterity checks while on ice.
  Weapons:
  Any melee weapon, 3 gems: +1 to attack and
  damage rolls, +1d6 cold damage, reduces enemy
  movement speed by 10 feet.
  Arrows (1 gem = 10 arrowheads): +1d6 cold
  damage, reduces enemy movement speed by 10
  feet.
  Pearl
  Pearl
  Value and Rarity: 100g, Uncommon (adds 5 recharges)
  Requirement for 1 Unit: Must be harvested (DC 12)from a
  clam or giant glam.
  Description: opaque lustrous white, yellow, or pink
  Armor/Shields:
  Any, 5 gems: You may breathe under water as
  though you had the amphibious trait.
  Peridot
  Peridot
  Value and Rarity: 500g, Rare (adds 7 recharges)
  Requirement for 1 Unit: DC 15 to find (Meteorites, lava
  flows) Pickaxe attack roll: 18
  Description: Transparent rich olive green
  Armor/Shields:
  Any, 3 gems: You may cast animal friendship 3 times
  per long rest.
  Weapons:
  Any melee weapon, 3 gems: +1 to attack and
  damage rolls against beasts.
  Arrows (1 gem = 5 arrowheads): +1d8 piercing
  damage against beasts.
  Quartz
  Quartz
  Value and Rarity: 50g, Common (adds 3 recharges)
  Requirement for 1 Unit: DC 8 to find (globally), Pickaxe
  attack roll: 12
  Description: Transparent white, smokey grey, or yellow
  Weapons:
  Staff or wand, 3 gems: +1d6 damage to radiant spell
  damage.
  Rodochrosite
  Rodochrosite
  Value and Rarity: 10g, Very Common (adds 1 recharge)
  Requirement for 1 Unit: DC 5 to find, (High altitudes and low
  temperatures) Pickaxe attack roll:10
  Description: Opaque light pink
  Ruby
  Ruby
  Value and Rarity: 5,000g, Legendary (fully recharges)
  Requirement for 1 Unit: DC 21 to find (globally), Pickaxe
  attack roll: 24
  Description: Transparent clear red to deep crimson.
  Armor/Shields:
  Any, 1 gem: You are immune to necrotic damage
  Weapons:
  Any melee weapon, 1 gem: You regain 1d4 hit
  points when you hit with this weapon.
  Saltpeter (Niter)
  Saltpeter (Niter)
  Value and Rarity: 5g/oz, Very Common
  Requirement for 1 Unit: Harvested (DC 5) from Bat Guano.
  Description: White powder
  Used In:
  Gun powder--7 oz.
  Sand
  Sand
  Value and Rarity: 1g/lb, Very Common
  Requirement for 1 Unit: No DC to find or collect
  Description: who doesn't know what sand looks like?
  Used in:
  Glass: 2 lbs.
  Sandstone: 1 lb.
  Sandstone
  Sandstone
  Value and Rarity: 5g, Very Common
  Requirement for 1 Unit: DC 5 to find (Sandy or dry terrains),
  Pickaxe attack roll:10. Or compacting 1 lb of sand by
  expending two lvl 1 spell slots.
  Description: Like sand, only hard
  Weapons:
  Arrow Only (1 stone = 10 arrowheads): These
  arrowheads are magical for purposes of resistance.
  They disappear when they hit.
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  Sardonyx
  Sardonyx
  Value and Rarity: 50g, Common (adds 3 recharges)
  Requirement for 1 Unit: DC 8 to find (globally), Pickaxe
  attack roll: 12
  Description: Opaque bands of red and white
  Armor/Shields:
  Any, 10 gems: Advantage on persuasion rolls.
  Spinel
  Spinel
  Value and Rarity: 100g, Uncommon (adds 5 recharges)
  Requirement for 1 Unit: DC 12 to find (globally), Pickaxe
  attack roll: 15
  Description: Transparent red, red-brown, or deep green.
  Armor/Shields:
  Any, 5 gems: Resistance to acid damage.
  Weapons:
  Any melee weapon, 4 gems: +1d4 acid damage.
  Arrows (1 gem=2 arrowheads) +1d6 acid damage.
  Star Rose Quartz
  Star Rose Quartz
  Value and Rarity: 50g, Common (adds 3 recharges)
  Requirement for 1 Unit: DC 8 to find (globally), Pickaxe
  attack roll: 12
  Description: Translucent rosy stone with white star-shaped
  center.
  Armor/Shields:
  Any, 10 gems: Advantage to survival rolls to navigate
  unknown environments.
  Star Ruby
  Star Ruby
  Value and Rarity: 1,000g, Very Rare (adds 7 recharges)
  Requirement for 1 Unit: DC 18 to find (globally), Pickaxe
  attack roll: 21
  Description: Translucent ruby with white star-shaped center.
  Armor/Shields:
  Any, 1 gem: You have advantage on Survival checks
  made to navigate or find your way.
  Weapons:
  Any melee weapon, 2 gems: +1 to attack and
  damage rolls, +1d6 radiant damage:
  Arrows (1 gem = 10 arrowheads): +1d6 radiant
  damage.
  Star Sapphire
  Star Sapphire
  Value and Rarity: 1,000g, Very Rare (adds 7 recharges)
  Requirement for 1 Unit: DC 18 to find (alluvial deposits and
  under river beds), Pickaxe attack roll: 21
  Description: Translucent ruby with white star-shaped center.
  Armor/Shields:
  Any, 1 gem: You have advantage on survival checks
  made to navigate or find your way.
  Weapons:
  Any melee weapon, 2 gems: +1 to attack and
  damage rolls, +1d6 radiant damage:
  Arrows (1 gem = 10 arrowheads): +1d6 radiant
  damage.
  Sulfur
  Sulfur
  Value and Rarity: 5g/lb, Very Common (adds 1 recharge)
  Requirement for 1 Unit: DC 5 to find (alluvial deposits and
  under river beds. Refined from Cinnabar.), Pickaxe attack
  roll:10
  Description: yellow and stinky
  Used in:
  Gunpowder: 2oz
  Tiger Eye
  Tiger Eye
  Value and Rarity: 10g, Very Common (adds 1 recharge)
  Requirement for 1 Unit: DC 5 to find (globally), Pickaxe
  attack roll:10
  Description: Translucent brown with a gold center
  Topaz
  Topaz
  Value and Rarity: 500g, Rare (adds 7 recharges)
  Requirement for 1 Unit: DC 15 to find (globally), Pickaxe
  attack roll: 18
  Description: Transparent golden yellow
  Armor/Shields:
  Any, 2 gems: You have resistance to lightning
  damage
  Weapons:
  Any melee weapons, 3 gems: +1 to attack and
  damage rolls, +1d6 lightning damage.
  Arrows (1 gem = 5 arrowheads): +1d6 lightning
  damage.
  Tourmaline
  Tourmaline
  Value and Rarity: 100g, Uncommon (adds 5 recharges)
  Requirement for 1 Unit: DC 12 to find (globally), Pickaxe
  attack roll: 15
  Description: Transparent pale green, blue, brown, or red
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  Turquoise
  Turquoise
  Value and Rarity: 10g, Very Common (adds 1 recharge)
  Requirement for 1 Unit: DC 5 to find (globally), Pickaxe attack roll:10
  Description: Opaque light blue-green
  Yellow Sapphire
  Yellow Sapphire
  Value and Rarity: 1,000g, Very Rare (adds 7 recharges)
  Requirement for 1 Unit: DC 18 to find (alluvial deposits and under river beds), Pickaxe attack roll: 21
  Description: Transparent fiery yellow or yellow green
  Armor/Shields:
  Any, 2 gems: You gain immunity to fire damage
  Weapons:
  Any melee weapon, 2 gems: +2 to attack and damage rolls, +1d6 fire damage.
  Arrows (1 gem = 10 arrowheads): +1d6 fire damage.
  Zircon
  Zircon
  Value and Rarity: 50g, Common (adds 3 recharges)
  Requirement for 1 Unit: DC 8 to find (sand and desert environments), Pickaxe attack roll: 12
  Description: Transparent pale blue-green
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  Metals
  Metals
  Ore tends to be about 20% cheaper than the standard rate for rarity. Equipment is generally just plated with the metal. A character
  cannot gain benefits from both metal and gem/stone. To obtain a usable ingot (unit), you must have 2 ore and smelt it. Generally, you
  cannot do anything with ore except sell or smelt.
  ___
  Abyssium
  Abyssium
  Value and Rarity: 800g/ore; 1,600g/Ingot (Rare)
  Requirement for 1 Unit: DC 18 to find (The Abyssal Plane,
  Meteorites), Pickaxe attack roll: 21
  Description: A blue-green metal that gives off a great deal of
  energy.
  Global Effects: Any creature who wields or carries abyssium
  or an abyssium-plated item must make a DC 12
  Constitution saving throw after each long rest. On a failure,
  the creature takes 10 (3d6) poison damage and gains 1
  level of exhaustion. On a success, the creature takes half
  damage and does not suffer exhaustion.
  Armor/Shields:
  1 Ingot: Emits dim light in a 30 foot radius. Demons
  suffer disadvantage when they attack you. You gain
  resistance to, and advantage on saving throws
  against poison damage not caused by Abyssium.
  Weapons:
  Any melee weapon, 2 ingots: +2 to attack and
  damage rolls, +1d12 poison damage.
  Arrows (1 ingot = 10 arrowheads): +2d6 poison
  damage.
  Used in:
  Golem Power*: .01-->.25 ingots/hour
  Adamantine
  Adamantine
  Value and Rarity: 4,500g/ore; 10,000g/Ingot (Epic)
  Requirement for 1 Unit: DC 25 to find (Meteorites, space),
  Pickaxe attack roll: 27. Can only be smelted by prolonged
  dragon fire or by special dwarven smiths. Can only be
  forged by the finest dwarven or elven smiths.
  Description: Ruby red, harder than diamonds.
  Armor/Shields:
  Costs x2 normal armor: +2 to AC. Cannot suffer a
  critical hit. Resistance to all non-magical damage.
  Disadvantage on Dexterity saving throws.
  Weapons:
  costs x2 normal: +3 to attack and damage rolls. +1
  to critical strike range (stacks with other critical
  increases), +1 dice of damage.
  Arrows (1 ingot = 10 arrowheads): +1 to attack and
  damage rolls, +1 to critical strike range (stacks with
  other critical increases), +1 dice of damage.
  Used in:
  Adamantine Golem: 100 Ingots
  Bronze
  Bronze
  Value and Rarity: 10g/ingot, Very Common
  Requirement for 1 Unit: 2 copper ore, 1 tin ore.
  Description: Bronze colored
  Armor/Shields:
  Medium or Heavy/Shields: Costs 25% of their iron
  and steel counterparts (a bronze breastplate is
  100g), and are 50% the weight, but causes a
  vulnerability to fire and lightning damage.
  Weapons:
  Any melee weapon/Arrows: Costs 20% of their iron
  and steel counterparts (a bronze longsword costs
  only 3gp), and 30% of the weight, but takes a -1 to
  attack and damage rolls.
  Used in:
  Bronze Golem*: 60 Ingots.
  Cinnabar
  Cinnabar
  Value and Rarity: 5g/ore, Very Common
  Requirement for 1 Unit: DC 5 to find (Active lava veins and
  hot springs), Pickaxe attack roll: 8
  Description: Red Crystal
  Used In:
  When smelted yields 1 oz. quicksilver and 1 oz.
  sulfur.
  Copper
  Copper
  Value and Rarity: 4g/ore; 5g/ingot (1 ore required), Very
  Common
  Requirement for 1 Unit: DC 5 to find (globally), Pickaxe
  attack roll:10
  Description: reddish-orange
  Used in:
  Bronze: 2 ore.;
  Copper coins, 500 pieces/ingot.
  Elysium
  Elysium
  Value and Rarity: 4,000g/ore; 8,000g/ingot, Legendary
  Requirement for 1 Unit: DC 21 to find (Plane of Elysium),
  Pickaxe attack roll: 24. 2 ore per ingot.
  Description: Glowing white
  Armor/Shields:
  1 Ingot: You gain resistance to radiant damage, and
  the ability to speak and understand celestial.
  Weapons:
  Any melee weapon, 2 Ingots: +1 to attack and
  damage rolls against evil-aligned creatures. +1d6
  radiant damage.
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  Gold
  Gold
  Value and Rarity: 25g/ore; 50g/ingot, Common
  Requirement for 1 Unit: DC 8 to find (globally), Pickaxe
  attack roll: 12
  Description: Gold, shiny, relatively soft
  Armor/Shields:
  4 ingots: Advantage to persuasion checks.
  Used In:
  Gold coins: 50 pieces per ingot.
  Iron
  Iron
  Value and Rarity: 40g/ore;80g/Ingot, Common
  Requirement for 1 Unit: DC 8 to find (globally), Pickaxe
  attack roll: 12
  Description: Greyish
  Armor/Shields:
  Most standard armors are made of Iron. Iron armor
  gains no special properties. Anyone wearing it has
  disadvantage on persuasion checks against fey.
  Weapons:
  Most weapons are already made from iron. Iron
  weapons act as +1 weapons against fey creatures,
  and the wielder has disadvantage on persuasion
  checks against fey.
  Used in:
  Iron Golem (100 ingots).
  Lead
  Lead
  Value and Rarity: 100g, Uncommon
  Requirement for 1 Unit: DC 12 to find (globally), Pickaxe
  attack roll: 15
  Description: Silvery Sheen
  Armor/Shields:
  Costs 10% more than the standard and weighs twice
  as much. Is immune to radiation effects (like from
  abyssium) and grants the wearer advantage to
  Constitution saving throws against injury and touch
  poisons. The wearer is also immune to any effect,
  like scrying, which would be stopped by lead.
  Mythril
  Mythril
  Value and Rarity: 750g/ore; 1,500g/ingot, Very Rare
  Requirement for 1 Unit: DC 18 to find (Mountain depths),
  Pickaxe attack roll: 21
  Description: Shiny grey
  Armor:
  Cost twice the cost of standard, but weigh 80%. You
  gain +1 AC, and do not suffer disadvantage for
  stealth checks.
  Weapons:
  Cost twice the cost of standard, but weigh 80%.
  They count as silver for purposes of resistance, and if
  they are slashing or piercing, gain +1 to attack and
  damage rolls.
  Platinum
  Platinum
  Value and Rarity: 1,000g/ore; 2,000g/ingot, Very Rare
  Requirement for 1 Unit: DC 18 to find (globally), Pickaxe
  attack roll: 21
  Description: Shiny silvery
  Used In:
  Platinum coins: 200 pieces/ingot
  Silver
  Silver
  Value and Rarity: 10g/ore; 25g/ingot, Very Common
  Requirement for 1 Unit: DC 8 to find (globally), Pickaxe
  attack roll: 12
  Description: Silvery
  Used In:
  Silver Coins: 250 pieces/ingot
  Steel
  Steel
  Value and Rarity: 100g/ingot, Common
  Requirement for 1 Unit: 2 iron ore, 1 coal.
  Description: Light grey
  Armor/Shields:
  Steel armor and shields cost 10% more than their
  iron counterparts. They are immune to rust effects
  such as those from a rust monster, and cause half
  damage from the heat metal spell.
  Weapons:
  Steel weapons cost 10% more than their iron
  counterparts. They are immune to rust effects such
  as those from a rust monster, and takes half damage
  to the heat metal spell.
  Used In:
  Steel Golem (100 ingots)
  Tin
  Tin
  Value and Rarity: 2g/ore, Very Common
  Requirement for 1 Unit: DC 5 to find (globally), Pickaxe
  attack roll:10
  Description: pale grey
  Used In:
  Bronze Ingot: 1 ore
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  Organics
  Organics
  Organic materials are items like wood, hair strings, and bones. The are usually gathered using harvesting mechanics. You may only
  have one of these effects on a weapon (a bow cannot be made from a special hair and special wood), and these effects cannot be
  combined with gem or metal effects, unless otherwise stated.
  Bone
  Bone
  Value and Rarity: 1g/oz, Very Common
  Requirement for 1: DC based on animal from which it's harvested.
  Description: Off-white and brittle unless hardened.
  Armor/Shields:
  Bone Armor and Shields weigh and cost 50% of their normal counterparts. You gain an additional +1 AC (stackable). If a
  bludgeoning weapon scores a critical hit against bone armor or shield, it gains -1 AC. If it reaches a total of -3 AC, it breaks.
  This shield and armor can be enchanted or augmented.
  Weapons:
  Any slashing Weapon (requires 1/2 normal weight in bone): +1 to attack and damage rolls, +1d6 necrotic damage.
  Staves (Requires 1/2 normal weight in bone): You are resistant to necrotic damage. After each long rest, you may choose 1
  necromancy spell of 3rd level or lower. You may cast that spell once without any components or spell slot.
  Arrows (4 oz = 1 arrowhead): +1d6 Necrotic damage.
  Dragon Scales
  Dragon Scales
  Value and Rarity: 200g/oz, Uncommon
  Requirement for 1: DC based on dragon from which it's harvested.
  Description: Various colors depending on the dragon.
  Armor:
  Light Armor (1/2 the normal weight in dragon scales): A dragon scale light armor weighs half the normal weight and adds +2
  to AC. If it is made entirely from the same color dragon scales, the wearer gains resistant to the type of damage that dragon
  breathes.
  Greenwood
  Greenwood
  Value and Rarity: 1500g/lb, Very Rare
  Requirement for 1: DC 18 to harvest from living tree animated by a Treant.
  Description: An inherently magical, very flexible wood with a greenish hue.
  Weapons:
  Bows (2 lbs): A bow crafted from greenwood has its minimum and maximum ranges increased by 50% (100/300 becomes
  150/450). The bows get +1 to attack and damage rolls, and increase its critical range by 1 (stackable).
  Staves (2 lbs): A staff crafted from greenwood gets +1 to attack and damage rolls, and gains the "finesse" quality. After each
  long rest, you may choose 1 Ranger or Druid spell of level 3 or lower. You may cast that spell once without any components or
  spell slot.
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  Appendix: Artifact Recharge Mechanics
  Appendix: Artifact Recharge Mechanics
  I
  n a High magic campaign two things tend to happen:
  1) a tendency to dole out many powerful, recharging
  artifacts (Hey, why not? They're cool!) and 2) So.
  Many. Gems. The mechanics of this guide aim to help
  balance a campaign with a lot of artifacts, and (along
  with the Alchemy and Materials Mechanics) find a use
  for all those gems your party has been hoarding. Tons
  of artifacts are cool, but they still need to be balanced!
  Current Recharging
  Current Recharging
  Artifacts (DMG)
  Artifacts (DMG)
  Recharging at Dawn/Dusk
  Recharging at Dawn/Dusk
  Bowl of Commanding Water Elementals, Brazier of
  Commanding Fire Elementals, Censer of Controlling Air
  Elementals, Circlet of Blasting, Cloak of Arachnida, Cloak of
  the Bat, Crystal Ball of Telepathy, Cubic Gate, Dagger of
  Venom, Dragon scale Mail, Eyes of Charming, Gem of Seeing,
  Hammer of Thunderbolts, Helm of Telepathy, Helm of
  Teleportation, Iron Bands of Bilarro, Javelin of Lightning, Luck
  Blade, Mace of Terror, Medallion of Thoughts, Pearl of Power,
  Popes of power, Pipes of the Sewers, Plate Armor of
  Etherealness, Ring of Animal Influence, Ring of Elemental
  Command, Ring of Evasion, Ring of Shooting Stars, Ring of
  the Ram, Robe of Scintillating Colors, Robe of Stars, Rod of
  Alertness, Rod of Lordly Might, Rod of Resurrection, Rod of
  Rulership, Sending Stones, Staff of Charming, Staff of Fire,
  Staff of Frost, Staff of Healing, Staff of Power, Staff of
  Striking, Staff of Swarming Insects, Staff of the Adder, Staff of
  the Magi, Staff of the Woodlands, Staff of Thunder and
  Lightning, Staff of WIthering, Stone of Controlling Earth
  Elementals, Trident of Fish Command, Wand of Binding,
  Wand of Enemy Detection, Wand of Fear, Wand of Fireballs,
  Wand of Lightning Bolts, Wand of Magic Detection, Wand of
  Magic Missiles, Wand of Paralysis, Wand of Polymorph, Wand
  of Secrets, Wand of Web, Wand of Wonder.
  Other
  Other
  Boots of Speed, Cloak of Invisibility, Figurine of Wondrous
  Power, Horn of Valhalla, Ring of Djinni Summoning, Rod of
  Security
  Recharging in High Magic
  Recharging in High Magic
  Campaigns
  Campaigns
  In a setting where the characters have more artifacts they can
  attune to, or have a variety of choices about how to use their
  artifacts, the opportunity to recharge should present a crucial
  choice to the player. Nothing comes without cost. How much
  do they know about the situation, dungeon, or encounter
  they're entering, and which combination of artifacts will best
  best?
  Two Requirements
  Two Requirements
  The method of recharging is simple and requires only two
  components: a ritual, and a gem.
  Ritual
  Ritual
  Under these mechanics, artifacts can only be charged through
  a ritual. Every adventurer knows it, and can do it once per day.
  It takes 1 hour, so it can be done during a short or long rest, or
  even during down time. Furthermore, while a character can
  only recharge 1 artifact per day, if your settings warrants,
  players can take artifacts to a temple, or even specific
  merchants, where they can pay to have their artifacts
  recharged for a significant markup.
  Only artifacts that would normally recharge after a certain
  amount of time can use these mechanics. Artifacts such as the
  Pendant of Pure Good, which lose their value after charges
  are expended, cannot be recharged.
  Gems
  Gems
  Gems are the primary way in which an adventurer can
  recharge their artifacts. During the ritual, they expend the
  energy from 1 gem to recharge a certain amount based on the
  gems rarity. You cannot use more than 1 gem per ritual.
  As with most complicated things, there is a chance of
  failure. When performing the ritual, the player rolls a d100.
  With a small chance of failure, the Gem and artifact are
  destroyed. The Recharging Table highlights Gem Value (based
  on DMG pg 134), how many charges are gained, and the roll
  on which you fail.
  Recharging Table
  Gem Value (gp)
  Charges
  d100 Fail Roll
  10
  1
  None
  50
  3
  01
  100
  5
  01-02
  500
  7
  01-03
  1,000
  9
  01-04
  5,000
  FULL
  01-05
  Other Ways to Balance
  Other Ways to Balance
  Many Items
  Many Items
  Use it and lose it
  Use it and lose it
  If you really want to "mess" with your players an have every
  choice they make matter, you can eliminate the recharging
  ability of most items. Once they are used and the charges
  expended, they disintegrate and are gone. This lets you pump
  the campaign full of artifacts, and makes your party think
  whether they should really use the artifact in any given
  situation.
  Only attuned can recharge.
  Only attuned can recharge.
  Items can recharge at dawn, or after a rest, but only if you are
  attuned to them. This is pretty close to the current system, but
  guarantees that only up to three artifacts can be recharged per
  day. Under this mechanic, you would have to make any item
  with a charge require attunement.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/Booms Heals and Bleedings Bombs Alchemy and Poisons.pdf