Potions of healing (restore 1d6/2d6/3d6/4d6 health)
Potion of stamina (restore 1d3 fatigue)
Potion of clarity (restore 1 rest dice, remake a mental save vs ongoing effects.)
Potion of speed (+10 ft movement speed and a +1d4 to dex based checks for 1 minute.)
Potion of numbness (reduce all incoming damage by 2, but take a -2 penalty to dex, wis, and cha based checks for 1 hour.)
Potion of strength (+2 to str checks for 1 hour. Gain advantage on checks made to withstand hot or cold environments for 1 hour.)
Potion of wisdom (+2 to wis checks for 1 hour.)
Potion of constitution (+2 to con for 1 hour. Remake a save vs ongoing disease.)
Potion of mana (make DC 15 con save. On success, you regain either 1 rest dice, a level worth of spell slots, metamagic points, or spell points, and gain 1d4 arcane health. Failure begets risk (Sibject to GM))
Potion of crimson (regain 1d12 health, gain 1d8 temporary health, and 1d4 arcane health.)
Potion of ambersap (regain 1 block and 1 rest dice.)
Phial of moonsugar (Extremely sweet and sticky. Attracts insects and sugar consuming critters.)
Corked flaggon (A flaggon is a larger container for a potion or elixir, usually storing 4 uses of a potion)
Tripwire (Can be used to trigger an item, component, or primed crossbow to trigger or attack)
Snare trap (Can be placed near trees or other counterweights, snares on success.)
Fine rope (Can be used to trip creatures, uphold segments, create intricate rope traps, or extend tripwires and snares.)
Pressure-plate (Triggers item, spring, or primed crossbow, or another connectable component.)
Bear-trap (Deals 2d6 damage and snares target.)
Caltrops (Covers area, dealing 1d4 piercing damage to unprotected targets that stomp through and counts as difficult terrain. Falling onto caltrops deals 1d6 piercing damage.)
Glass beads (trips targets.)
Ball bearings (trips targets.)
Chalk dust (Exposes invisible creatures, and blinds creatures if thrown at melee range. Requires a dex save.)
Iron spike (Can be used to create either falling or reflexive trap with a spike. Deals 1d8 piercing damage on impact.)
Spring box (Can be used to trigger, prime, or make reflexive a pressure sensitive traps or components. Can be set up to launch a small item when triggered.)
Powderbox (Can be used to ignite or propel a component or object when triggered)
Poison flask (1d8 poison damage when applied to weapon. DC 14 con save - poisoned for 1 hour.)
Oil (covers 4 tiles or items, or one medium object. When ignited, lasts 10 minutes and causes ignited property on exposure.)
Acid (Can be used to disolve a small item, corpse, or cover 1 tile, dealing 1 acid damage to those that enter it.)
Freezing liquid phial (Can be used to freeze 1 tile, item, or potion, or to extinguish burning oil or fire. Deals 3d4 cold damage when thrown.)
Smoke flask (Emits a 10ft radius sphere of smoke that obscures and lasts 1 minute)
Glowlight flask (Emits a bright light when opened and lasts 1 hour. Can be used to cover an item or 1 tile surface with it)
Blade oil (When applied to weapons, grant a +1 bonus to it for 1 minute.)
Cleansing balm (Can be applied to 1 item, tile, or bodypart to cleanse, or consumed by a creature to grant it an advantaged roll vs disease or infection.)
Flask of distilled alcohol (Can be applied to 4 tiles or items, or thrown at a target. The target gives off an odor, and loses the ability to use keen smell for 1 hour. Can be ignited to immediately deal 1d8 fire damage and inflict the ignited property on creatures covered.)
Black page (Can be used to increase the level of a spell cast by 1. 3d6 black pages can be combined to create a black scroll. Number chosen when assembly of a scroll begins.)
Black scroll (Can be used to learn an occult spell)
Crystalized mana (Can be crushed as a reaction to gain a +2 to the next save vs a spell. Lasts 2 turns.)
Elderlychen spore bag (Can be sprayed on 4 items or tiles. Elderlychen will rapidly sprout and glow when exposed to any magical aura.)
Forge amber (1 can be consumed when enchanting an item to increase a dice size or bonus provided by 1.)
Holy water (can be sprayed in a 10ft cone, or on 4 tiles. Undead and eldrich creatures that are exposed have disadvantage vs spells for 1 minute.)
Prismatic dust (reveals invisible creatures and magical items)
Stardust (can be consumed during casting to double the duration of a spell, or to increase the maximum health of an elemental being conjured by 1d8)
Warding rod (Can be consumed during dispelling or disenchanting to gain advantage on the check, but take 1d6 fire damage on failure as the rod burns out)
Mage-ash phial (Can be consumed to increase the lightning, cold, or force damage dealt by a spell by 1 dice.)
Puffballs (fungus, can be thrown to make a small spore cloud that obscures and disorients. Mundane affinity)
Elderlychen (lychen that grows in cool areas around magical items and places and glows slightly. Abjuration affinity.)
Red rot (fungus that grows on the corpses of eldrich and undead creatures. Necromancy and poison affinity.)
Crystal flowers (strange plant that grows deep underground near laylines. Difficult to harvest. Conjuration affinity.)
Windbells (small patches of plant said to grow in ancient ceremony sites. Often used for wakefullness tea. Divination affinity.)
Magestool (mushroom that grows in secluded shaded places. Poison and illusion affinity.)
Wargbloom (rare white lychen that blooms during full moons. Enchantment affinity.)
Deathblossoms (small black flowers that sometimes bloom and quickly wilt around old battlefields or sites of death. Necromancy, abjuration, and poison affinity.)
Amber physalia (strange golden-milky organism that grows where either cosmic amber has fallen or sacred trees are injured or leak. Quickly shrivels and dries when harvested. Evocation and healing affinity.
Ironbeard (lychen of a sort that grows on ironwood trees and in sacred groves. Transmutation and abjuration affinity.)
Fleshbell (fungus that grows in poisoned or shaded damp places. Poison and healing affinity.)
Sorcentine (small rare red flower. Bees that find it tend to produce a strange red honey. Elemental and illusion affinity.)
Dwarfscone (fungus that grows and eats into hard rock and appears as a curved horn-like cap.)
Wispcap (little bulbous mushroom that very slightly glow in the dark. Grow in patches throughout woods. Healing and mundane affinity.)
Cronegrass (blue-tinted grass that grows on top of submerged atuned or arcane objects or materials, or near old burrial sites. Divination affinity.)
Suncrown (small golden-orange mushroom that pops and releases spores when stepped on, and can even cause a small spark. Grows in decaying burned places. Mundane and cleansing affinity.)
Elfrose (ancient white flowerbush whos proper cultivation methods have been lost to time. Elemental, anti-disease, evocation, conjuration, and abjuration affinity.)
Moonfern (subtle gray-white fern that grows in temperate forests and old groves. Blooms at night. Divination and enchantment affinity.)
Alchemists supplies (perform alchemy, identify potions or substances, neutralize acid)
Artificers tools (repair, assemble, or modify a mechanism or tool. Repair golems and runes. Examine and disect golems and elementals.)
Artisan supplies (Create, repair, or modify crafts, clothes, leather, or instruments)
Arcane implements (examine and interact with arcane objects, scrolls, or wands, or golems. Heal elemental.)
Brewers supplies (brew drinks and lesser potions or admixtures)
Carpenters tools (create, repair, or modify wooden objects and structures)
Cartographer tools (create, examine and compare maps and charts, determine map details, prepare plans with maps, search for hidden knowledge.)
Cooks utensils (create meals, process ingredients)
Disguise kit (create disguises, copy appearances, obscure or cover details)
Herbalism kit (examine and prepare plants and fungus, prepare mixtures and remedies)
Healers supplies (heal creature during rest, tend to disease or injury)
Jewlers tools (Examine, perfect, and alter jewlery and gemstones)
Masons tools (repair, build, and examine stone structures and objects)
Navigators tools (Plot course, discover position while lost, search for locations)
Occult implements (identify and interact with occult runes and artifacts, examine extra-planar phenomena and objects)
Poisoners kit (prepare, mix, and test poisons, toxins, antivenoms, and related components)
Smiths tools (create, repair, and alter metal items)
Scribes tools (create tomes, notes, and scrolls)
Surgeons kit (treat serious injuries, disect, perform procedure)
Thieves tools (open lock, disable trap, sabotage mechanism)
Tinkers tools (create, combine, repair, and modify devices and mechanisms)
Base metals - Copper, lead, Iron, Nickel, Tin, and swamp iron. While they have their properties, their allignments are weak and they are mostly used for tools and simple weapons.
Alligned metals - Bronze, Electrum, Silver, Steel, or titanium. These are metals that are either alligned or pliable to magical or arcane forces.
Higher metals - Gold, Titanium, and Platinum. Higher metals are both used as currency and prime materials for arcane components and materials. Their arcane malliability makes them unalligned to any specific domain or force of magic.
Muted materials - Obsidian, amber, opal, pearl, amber, lapis lazuli, malachite and other false crystals. Materials that, while possessing some allignment or material-specific properties, are themselves in fact muting to most magical forces.
True gemstones - Amethysts, Diamons, Emeralds, Corrundum, Topaz, Emeralds, etc. These are true crystal structure gemstones with strong resonance, thereby being prime jewlery and enchantment targets.
Ironwood - Typically harvested in dead form. A metallic mesh-like structure from a unique organism. It has a strong allignment with mystical magic and maintains similar properties to steel.
Memory stone - a dark magenta stone-like material made by a long lost magical art. Prime material that reacts with psychic and arcane powers. Items that store magic or effects gain increased capacity if they include it.
Moon-silver - A very rare and limited material, coveted by artificers, smith sages, and enchanters for their unique properties. They possess a strong affinity with lunar magic, and with the arcane in general.
Mithril - A strong but light alloy of metal, whos forging and crafting is kept as a deep secret among dwarven smith cults. Any armor created from it is at least a +1, and has 3 less bulk.
Adamantine - A bright blue metal found only within the deepest layers of the earth beneath the undersea and even below the deep caverns rumored to occupy the deepest spots before the magma sea. It has an affinity for sharpness and power, and any edge or weapon made of it will be at least a +1 weapon.
Dragonite - A heavy bright red metal allow forged from a secret alloy, the creation of which requires exceedingly unattainable heat, only obtained by dragons breath or powerful magic. Any weapon created from it has its damage dice increased by 1, but incurs 1 extra bulk.
Starmetal - A material found in specific enchanted comets that, on very rare occasions, impact the earth. Items and materials created from this rare metal lend themselves to enchantments when forging, and have a +2 bonus, but require extreme strength to work the metal even under the most powerful forges.
Cold iron - A form of iron the has been decayed to its true base state by arcane artifice. It is nearly indestructible, decreases nearby temperature slightly, and shields arcane, occult, and mystical divination magic. Items created from this material incur 2 extra bulk.
Base metals - Copper, lead, Iron, Nickel, Tin, and swamp iron. While they have their properties, their allignments are weak and they are mostly used for tools and simple weapons.
Alligned metals - Bronze, Electrum, Silver, Steel, or titanium. These are metals that are either alligned or pliable to magical or arcane forces.
Higher metals - Gold, Titanium, and Platinum. Higher metals are both used as currency and prime materials for arcane components and materials. Their arcane malliability makes them unalligned to any specific domain or force of magic.
Muted materials - Obsidian, amber, opal, pearl, amber, lapis lazuli, malachite and other false crystals. Materials that, while possessing some allignment or material-specific properties, are themselves in fact muting to most magical forces.
True gemstones - Amethysts, Diamons, Emeralds, Corrundum, Topaz, Emeralds, etc. These are true crystal structure gemstones with strong resonance, thereby being prime jewlery and enchantment targets.
Ironwood - Typically harvested in dead form. A metallic mesh-like structure from a unique organism. It has a strong allignment with mystical magic and maintains similar properties to steel.
Memory stone - a dark magenta stone-like material made by a long lost magical art. Prime material that reacts with psychic and arcane powers. Items that store magic or effects gain increased capacity if they include it.
Moon-silver - A very rare and limited material, coveted by artificers, smith sages, and enchanters for their unique properties. They possess a strong affinity with lunar magic, and with the arcane in general.
Mithril - A strong but light alloy of metal, whos forging and crafting is kept as a deep secret among dwarven smith cults. Any armor created from it is at least a +1, and has 3 less bulk.
Adamantine - A bright blue metal found only within the deepest layers of the earth beneath the undersea and even below the deep caverns rumored to occupy the deepest spots before the magma sea. It has an affinity for sharpness and power, and any edge or weapon made of it will be at least a +1 weapon.
Dragonite - A heavy bright red metal allow forged from a secret alloy, the creation of which requires exceedingly unattainable heat, only obtained by dragons breath or powerful magic. Any weapon created from it has its damage dice increased by 1, but incurs 1 extra bulk.
Starmetal - A material found in specific enchanted comets that, on very rare occasions, impact the earth. Items and materials created from this rare metal lend themselves to enchantments when forging, and have a +2 bonus, but require extreme strength to work the metal even under the most powerful forges.
Cold iron - A form of iron the has been decayed to its true base state by arcane artifice. It is nearly indestructible, decreases nearby temperature slightly, and shields arcane, occult, and mystical divination magic. Items created from this material incur 2 extra bulk.
Hemp rope - Holds up to 500 pounds, or 20 bulk, doubled per quality bonus. 1 bulk / 300 ft.
Silk rope - Holds up to 500 pounds, or 20 bulk. Doubled per quality bonus. 1 bulk / 600 ft.
Torch - same as weapon. Illumintes 20ft radius. Can be ignited for 30 minutes, +1 hour per quality bonus.
Lantern - Illuminates 30ft radius. Can hold up to 6 hours of illumination from oil, and gains +8 hours per quality bonus.
Chain - Holds 5000 pounds, or 200 bulk, doubled per quality. 1 bulk per 100ft.
Telescope - Grants +1 to checks made to investigate distance objects per item quality bonus.
Satchel of ball bearings - spill in a 15ft cone, making difficult terrain that has a DC 14 trip chance if not walking slowly.
Bag of caltrops - Spill or throw cover up to 3 tiles within 15ft. Makes difficult terrain that has DC 14 dex save, dealing 1d4 piercing damage and hobbling on a failed save.