This downtime activity details the uses of four separate tools, in line with "chemistry", or "potion-brewing". Each downtime activity is generally the same, though requiring separate tools and ingredients to go about creating their consumables.
Alchemy: Alchemy denotes potion and oil making. It takes Plants (and sometimes Raw Materials) to create. Alchemy falls more in line with granting support effects.
Botany: Botany denotes salves and medicine making. Using Herbs, botany creates status remedies, and healing potions.
Alcohol: Alcohol is a strange drink using Yeast which is often found when brewed correctly to have unique effects on the body, within this world in particular it seems to grant a significant amount of defensive effects.
Poisons: Poisons use Fungi, creating debilitating and damaging effects that can be induced upon other creatures. Inflicting status conditions and other crippling effects.
Recipes
The recipes you can learn are shared among the four types of Brewing, held in a recipe book you begin when you first take proficiency in a Brewing tool. When your proficiency bonus increases, you can add a new recipe to your recipes known. This recipe must be of an appropriate level or lower, as indicated by the Discovering Recipes Table below. If the player gets a higher proficiency bonus, they can instantly learn a new recipe without any cost or time investment.
Discovering Recipes
Proficiency Bonus | Recipe Level
+3 | Common (3)
+4 | Uncommon (1)
+5 | Uncommon (1)
+6 | Rare (1)
+7 | Rare (1)
+8 | Very Rare (1)
+9 | Very Rare (1)
Recipes Found in the World
As you adventure, you may encounter other characters or happen upon recipes for other alchemical creations. When you come across a new recipe, you can add it to your recipes known after spending the required time and money spent in research experimentation to become proficient in recreating it, as indicated by the Recipes Table below.
Researching and learning a new recipe does not result in any product.
Recipe Level | Time | Cost
Common | 10 DT | 25,00 Berri
Uncommon | 20 DT | 50,000 Berri
Rare | 30 DT | 125,000 Berri
Very Rare | 40 DT | 250,000 Berri
Brewery Crafting
When the player has gathered all required ingredients, tools and recipes and decides to make a certain potion, poison, or other product with one of their kits, the player must spend the required amount of Berri, as well as the number of DT working on their project. The player is allowed to spend their long rest working on their project if they are under the influence of items like Midnight oil or features that allow menial work to be done during a long rest. Crafting checks made during this time are halved.
While the player spends the required time (2 DT) working on the brew, they will roll a tool based check using the tool for the given brew type and adding the total to the Crafting Goal (CG) of the brew. Once you have reached the Crafting Goal, you have officially completed the item.
Pricing Guide
Potions, poisons and other products have set prices based on their rarity. This cost is paid up front once the production is started. The price of ingredients used is subtracted from this price. The price of the product depends on its rarity and can be found in the table below.
Potion Rarity | Cost
Common | 25,000 Berri
Uncommon | 50,000 Berri
Rare | 125,000 Berri
Very Rare | 250,000 Berri
Alchemical Brewing
Requires: Alchemist's Kit proficiency
Proficiency with alchemist's kit allows you to produce useful concoctions, such as potions and oils. You use either your Wisdom or Intelligence modifier when making Alchemist's Kit tool checks.
Contents
The Alchemist's kit include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients including salt, distilled alcohol, powdered iron, and purified water
Common Alchemy Recipes (CG 25)
Common Alchemy recipes require a Common Plant, as well as 50,000 Berri to cover the cost of other ingredients. When you finish your alchemy, you gain a number of the consumable equal to your proficiency bonus.
Potion of Energy
When you drink this potion as a bonus action, you gain 2d6+5 energy points. You can also administer this potion to another creature as an action.
Bottled Breath
This contents of this bottle are fluid and cause a chemical reaction when breathed in that despite making you feel like you are drowning will recycle oxygen allowing you to hold your breath substantially longer.
If you exhale the fluid, you gain the effect of the Gust technique. If you hold the fluid, you don’t need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn’t give you the benefit of exhaling the fluid.
Potion of Plantspeak
A clear, brown liquid filled with vibrant green twigs and leaves that changes into a pale yellow liquid once opened. Drinking it grants the drinker the ability to communicate with plants for 5 minutes.
Potion of Climbing
When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and grey layers resembling bands of stone. Shaking the bottle fails to mix the colors.
Soothsalts
Soothsalts are derived from a naturally occurring crystalline. Soothsalts are consumed orally in lozenge-sized doses, and frequent users can be identified by the telltale crimson stain around their mouths. A creature subjected to a dose of soothsalts gains advantage on all Intelligence checks for 1d4 hours.
For each dose of soothsalts consumed, the creature must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion—an effect which is cumulative with multiple doses.
Soothsalts may sold for a high amount of Berri, but is illegal to trade.
Quenching Pilther
A blue potion that always has 2 ice cubes, a sprig of mint and 2 slices of lemon floating in it. It always cool to the touch. Drinking the potion quenching a person’s thirst completely and removes their need to drink anything for 2 days. This makes it highly sought after near desserts for those who venture on caravans.
Smoke Grenade
As an action, a character can throw a grenade at a point up to 60 feet away.
One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.
Uncommon Alchemy Recipes (CG 50)
Uncommon Alchemy recipes require an Uncommon Plant, as well as 125,000 Berri to cover the cost of other ingredients. When you finish your alchemy, you gain a number of the consumable equal to half your proficiency bonus (rounded down.)
Potion of Greater Energy
When you drink this potion as a bonus action, you gain 3d6+10 energy points. You can also administer this potion to another creature as an action.
Midnight Oil
When the midnight oil is used to light a lantern, it emits bright light for 5 feet and dim light a further 5 feet for 8 hours. If a creature stays in the light emitted by this oil for the full 8 hours, they get all the benefits of a long rest without needing to sleep, provided they only engage in light activity such as reading, studying, talking, etc.
Oil of Slipperiness
Using specially blended materials, this oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each large size category). Applying the oil takes 10 minutes. For the duration of one hour, the target’s movement is unaffected by difficult terrain, and techniques and other effects can not reduce the target’s speed. The oil can also be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease technique in that area for 8 hours.
Potion of Giant Strength
When you drink this potion, your base Strength score changes to 22 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
Blight Ichor
This bitter chartreuse concoction is distilled from a vine native jungles and tropical areas. The sickly green liqueur harbors potent psychedelic properties. Provided it is neither a construct nor undead, a creature subjected to a dose of blight ichor gains advantage on Intelligence and Wisdom saves, as well as vulnerability to psychic damage, for 1 hour.
For each dose of blight ichor consumed, the creature must succeed on a DC 15 Constitution saving throw or become Confused for 1d6 hours. An undead creature subjected to a dose of blight ichor gains advantage on all Dexterity checks and is immune to the frightened condition for 1 hour.
Like Soothsalts, Blight Ichor is illegal to trade.
Featherstep Draught
When you drink this dark violet concoction, you are considered under the effects of the Feather Fall technique for 1d4 hours.
Potion of Advantage
When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour. This potion takes the form of a sparkling, golden mist that moves and pours like water.
Bonding Brew
When you share a bottle of Brew with another creature, you both become Bonded, like family. This effect lasts for 24 hours.
Mind. You can telepathically communicate with your bonded partner within a range of 60ft. The closer you get to your bonded partner, the deeper the connection becomes, to a point within 5ft where you are experiencing their every surface thought. Wisdom (Insight) checks made on your Bonded partner within 5 ft. are done so with advantage.
Body. If your Bonded partner takes damage, you may decide to take that damage instead. However, any additional effects such as paralysis or poison still take effect as they regularly would.
Rare Alchemy Recipes (CG 75)
Rare Alchemy recipes require a Rare Plant, as well as 250,000 Berri to cover the cost of other ingredients. When you finish your alchemy, you gain three of the consumable.
Potion of Superior Energy
When you drink this potion as a bonus action, you gain 5d6+15 energy points. You can also administer this potion to another creature as an action.
Potion of Heroism
For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you gain a 1d4 bonus to attack rolls and saving throws. This blue potion bubbles and steams as if boiling.
Potion of Mind Reading
When you drink this potion, you gain the effect of the detect thoughts technique (DC 16 Wisdom saving throw) for 10 minutes. The potion's dense, purple liquid has an ovoid cloud of pink floating in it.
Thor's Might
A churning mass of a deep blue liquid, shot through with white streaks that remind of lightning. The container which holds this potion always shakes and quivers slightly. After drinking this potion, upon hitting a target with a melee weapon attack let’s out thunderous crack that deals an extra 1d6 thunder damage for 1 minute, there is no limit to how often it can be used within this timespan.
Potion of True Dreaming
Black as the void, this liquid appears to flash in bright colors when looked at through the corner of one’s eye. When you drink this potion before falling asleep, your dreams show you true visions of of the past, present or possible future events related to a creature, location or object of your choosing. The DM determines the nature and duration of these visions.
Note: This can only be used during an Adventure.
Potion of Diminution
When you drink this potion, your size decreases for 1d4 hours. Your size, along with the size of all your equipment (worn and carried) is halved in all dimensions, and your weight is reduced to one-eighth of normal. This reduction decreases your size by one category - from Medium to Small, for example. Until the duration ends, you gain a +1 to your AC. You gain advantage on Dexterity checks and saving throws. The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.
Potion of Enlargement
When you drink this potion, your size increases for 1d4 hours. Your size, along with the size of all your equipment (worn and carried) doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category - from Medium to Large, for example. If there isn't enough room for you to double its size, your attain the maximum possible size in the space available. Until the duration ends, you also gain advantage on Strength checks and Strength saving throws.
Potion of Maximum Power
The first time you cast a damage-dealing technique of Paradise rank or lower within 1 minute after drinking the potion, instead of rolling dice to determine the damage dealt, you can instead use the highest number possible for each die. This glowing purple liquid smells of sugar and plum, but it has a muddy taste.
Liquid Luck
Visually indistinguishable from water, but tasting and smelling like the drinker’s favorite fruit. Drinking this potion grants the drinker advantage on all Deception, Insight and Persuasion checks for 3 hours.
Hunter's Vindication
This bottle of liquid smells like old boots, but tastes sweetly and dry. Upon drinking it, the consumer gains the Marksman Slayer feat for 10 minutes.
Very Rare Alchemy Recipes (CG 100)
Very Rare Alchemy recipes require a Very Rare Plant, as well as 500,000 Berri to cover the cost of other ingredients. When you finish your alchemy, you gain one of the consumable. (edited)
Potion of Supreme Energy
When you drink this potion as a bonus action, you gain 7d6+20 energy points. You can also administer this potion to another creature as an action.
Oil of Sharpness
This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item has a +3 bonus to attack and damage rolls.
Bubble Brew
When you drink this potion, strange bubbles form around your body, granting you a flying speed equal to your walking speed for 10 minutes and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
Potion of Possibility
When you drink this clear potion, you gain two Fragments of Possibility, each of which looks like a Tiny, greyish bead of energy that follows you around, staying within 1 foot of you at all times. Each fragment lasts for 1 hour or until used.
When you make an attack roll, an ability check, or a saving throw, you can expend your fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against you, you can expend your fragment to roll a d20 and choose which of the d20s to use, the one you rolled or the one the attacker rolled. If the original d20 roll has advantage or disadvantage, you roll your d20 after advantage or disadvantage has been applied to the original roll.
Potion of Speed
For 1 minute, when you drink this potion your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the minute ends, you gain 2 ranks of exhaustion. The potion's yellow fluid is streaked with black and swirls on its own.
Potion of Truesight
Drinking this potion grants truesight with a range of 120 feet for 1 hour.
Essence of Rage
A brown potion with the consistency of mud, it turns into a clear, violently red potion when agitated with more than the lightest touch. When ingested or brought in contact with the blood of a creature through injury or injection, it forces the target to make a DC 19 Constitution saving throw. On a successful save, the target gains advantage on Strength skill checks and saving throws, their Strength based attacks deal extra damage equal to their Strength modifier for 1 minute.
On a failed save, the target is inflicted with the Maddened condition for up to 1 minute. Starting on the 2nd turn after the potion is applied, the target can make another Constitution saving throw. On a success, all effects end, but the target takes 3 ranks of exhaustion. This potion has no effect on constructs or undead.
Botanical Brewing
Requires: Herbalism Kit proficiency.
Proficiency with an Herbalism Kit allows you to identify plants and safely collect their useful elements, and to create healing salves, potions, and tinctures. You use either your Dexterity or Intelligence modifiers when making Botanist's tools tool checks.
Contents
Herbalism Kit's includes three pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and five glass jars.
Common Botany Recipes (CG 25)
Common botany recipes require a Common Herb, as well as 50,000 Berri to cover the cost of other ingredients. When you finish your botany, you gain a number of the consumable equal to your proficiency bonus.
Potion of Healing
You regain 2d6 + 5 hit points when you drink this potion. The potion's red liquid glimmers when agitated. It confers no benefit to undead or constructs.
Soothing Salve
A sticky, sour smelling salve that can be applied to wounds. When you expend hit dice to recover hit points while using this salve, you recover an additional 3 hit points for each hit die expended. This effect lasts for 1 hour after applied.
Willowshade Oil
A dark blue oil can be extracted from the fruit of the Willowshade plant. A creature can use its action to apply the oil to another creature that has been petrified for less than 1 minute, causing the petrified condition on that creature to end at the start of what would be that creature’s next turn.
Uncommon Botany Recipes (CG 50)
Uncommon Botany recipes require an Uncommon Herb, as well as 125,000 Berri to cover the cost of other ingredients. When you finish your botany, you gain a number of the consumable equal to half your proficiency bonus (rounded down.)
Potion of Revival
An entirely opaque, black potion with a point of light hanging in the middle. Drinking this potion has no effect on live people, but when poured down the throat of a person who died within a minute of administration it revives them, returning them to 1 HP. This does not work if they died of old age nor can it repair any missing body parts.
Neutralizer
A moss green, liquid, this potion is meant to counteract the effects of Physical conditions. Drinking it immediately fully resolves a single physical condition effecting yourself.
Potion of Greater Healing
You regain 3d6 + 10 hit points when you drink this potion. The potion's red liquid glimmers when agitated. It confers no benefit to undead or constructs.
Tea of Refreshment
This warm drink removes one level of exhaustion from whoever drinks it.
Rare Botany Recipes (CG 75)
Rare Botany recipes require a Rare Herb, as well as 250,000 Berri to cover the cost of other ingredients. When you finish your botany, you gain three of the consumable.
Bottled Rest
A purple potion seemingly filled with clouds that continuously roll past the upper part of the solution. Drinking this restores 3 Hit Die.
Elixir of Health
When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it. It confers no benefit to undead or constructs.
Potion of Restoration
A purple potion with images of strands of muscle, blood veins and chunks of organ floating in it. Drinking this potion causes destroyed or missing body parts and/or organs to regrow over a period of a week. This causes severe itching and sometimes rash like pain at the sites of regrowth.
Potion of Superior Healing
You regain 5d6 + 15 hit points when you drink this potion. The potion's red liquid glimmers when agitated. It confers no benefit to undead or constructs.
Very Rare Botany Recipes (CG 100)
Vert Rare Botany recipes require a Very Rare Herb, as well as 500,000 Berri to cover the cost of other ingredients. When you finish your botany, you gain one of the consumable.
Revival Dust
When this small pouch of purple dust is sprinkled on a dead humanoid, the dust is absorbed by the remains, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This item doesn't, however, remove curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life. This spell closes all mortal wounds, but it doesn't restore missing body parts.
Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Phoenix Down
This brightly orange/red potion is highly sought after by soldiers and adventurers. After drinking it, the consumer gains 2d6 hit points at the start of their turn for 1 minute.
Potion of Vitality
This potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat. Drinking this potion removes all exhaustion from the drinker and cures any diseases and/or poisons affecting them. For the next 24 hours, the drinker has double the normal amount of hit die to expend during short rests and regains the maximum number of hit points for any Hit Die you spend.
Potion of Supreme Healing
You regain 7d6 + 20 hit points when you drink this potion. The potion's red liquid glimmers when agitated. It confers no benefit to undead or constructs.
Alcohol Brewing
Requires: Brewers Supplies proficiency.
Brewing is the art of producing alcohol. Not only does alcohol serve as a beverage, but the process of brewing purifies water. Brewing alcohol takes weeks of fermentation to get the proper ingredients, but only a few hours of work to produce results.
After consuming an Alcohol you must succeed an Endurance check against a DC specified on the Alcohol, on a successful check the effects of the Alcohol take place as normal but on a failed check the effects take place as normal and you gain one rank of the "tipsy" condition, each rank of the condition lasts as long as the effects of the alcohol or one hour whichever is longer, each additional rank of Tipsy increases its duration additively so if you gain two ranks of tipsy both of which lasting for an hour then you have two ranks of tipsy for two hours.
Contents
Brewer's supplies include a large glass jug, a quantity of hops, a siphon, and several feet of tubing.
Common Brewing Recipes (CG 25)
Common brewing recipes require a Common Yeast, as well as 50,000 Berri to cover the cost of other ingredients. When you finish your brewing, you gain a number of the consumable equal to your proficiency bonus.
Stout
A creature that imbibes this liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
DC 12
Winters Bite
This brew is cold enough that frost forms on whatever contains it, drink enough and that might include you! The drinker of this alcohol gains immunity against adverse effects from high temperature for an hour.
DC 14
Alabastan Sun
So warm it makes a campfire seem frozen. The consumer of this alcohol gains immunity against the adverse effects of low temperatures for an hour as they are filled with the heat of a summer day.
DC 14
Hexacomb Honey Mead
Sweeter than sap this rich drink fortifies the consumers body with the strength of the greatest shape existing in nature. After drinking this mead a creature will gain 2d6 +5 Temporary Hit Points.
DC 15
Marbled Scotch
Just one bottle of this stuff weighs as much as a sack of bricks. Upon consuming this drink you gain 2d4 damage reduction against bludgeoning, piercing, and slashing, however you also count as a stone structure for the purposes of effects such as siege.
DC 17
Uncommon Brewing Recipes (CG 50)
Uncommon brewing recipes require a Uncommon Yeast, as well as 125,000 Berri to cover the cost of other ingredients. When you finish your brewing, you gain a number of the consumable equal to half your proficiency bonus (rounded down.)
Hearty Stout
A mirky, pumpkin orange liquid, this alcohol grants the drinker advantage on saving throws against poison damage or against the poisoned condition for 1 hour. During this period, the drinker also does not take damage over time from any type of poison nor can they drop to 0 hit points from poison damage.
DC 16
Ironskin Mead
This dull grey brew has a weight to it that you can feel even within your stomach. For an hour after drinking you are treated as being under the effects of the "Tekkai" technique.
DC 18
Tough Stuff
When you drink this alcohol, you gain resistance to one type of damage for 1 hour. This alcohol requires you to use a metal or leather material with the Resist (Element) property. The damage type depends on the metal or leather you use to create the alcohol.
DC 17
Fishman's Gin
Salty as the sea and just as cruel a mistress this drink froths and foams with just the slightest motion always instilled with the commotion of an ocean. After consuming this drink you gain the ability to breathe underwater and your swim speed becomes equal to your walking speed if it was not greater already. For the duration you are also immune to the effects of deep ocean pressure. The effects of this drink last for eight hours.
DC 20
Rare Brewing Recipes (CG 75)
Rare brewing recipes require a Rare Yeast, as well as 250,000 Berri to cover the cost of other ingredients. When you finish your brewing, you gain three of the consumable.
Armored Ale
Heavy as iron this brew feels almost thick as you drink it like molten metal. After consuming this alcohol your AC increases by 2 for the next hour.
DC 27
Scaled Whisky
Contained within a bottle that looks reminiscent of the patterns upon fish or snakes this whisky packs a serious kick requiring an iron gullet to keep it down. After drinking this brew roll 3d4, you gain an amount of damage reduction equal to the value rolled for the next eight hours.
DC 26
Jugger Nog
You surge with the strength and stamina of titans unstoppable as a juggernaut. After consuming this brew your movement is unaffected by difficult terrain, and effects can neither reduce your speed nor cause you to be paralyzed or restrained. You may also spend 5 feet of movement to automatically escape from restraints, such as manacles or a creature that has you grappled. Finally, being underwater imposes no penalties on your movement or attacks. These effects last for an hour.
DC 28
Grave Geist
For the paranoid and fearful look no further than this decoction as it is rumored that those who consume Grave Geist live forever. After consuming this drink if you would be reduced to 0 hit points you are instead reduced to 1, if an effect would instantly kill you it instead doesn't. The effect of this brew disappears once it takes effect.
DC 29
Very Rare Brewing Recipes (CG 100)
Very Rare brewing recipes require a Very Rare Yeast, as well as 500,000 Berri to cover the cost of other ingredients. When you finish your brewing, you gain one of the consumable.
Unbreakable Beer
This dark substance shimmers all the colors of the rainbow, and its bottle is nigh impossible to open. After drinking this alcohol the drinker gains resistance to every damage type for one minute. In order to make this alcohol one must use Dragon Scales in addition to the Very Rare Yeast.
DC 30
Spectral Spirits
Containing the distilled essence of entities from beyond the grave this drink is as light as a feather and feels like naught but cool air as it glides over your tongue. After consuming this drink you gain immunity to non-haki-infused Bludgeoning, Piercing, and Slashing damage for an hour.
DC 35
Energized Rum
This sweet drink fills you with an energy to such an extent you feel as though you are vibrating. For an hour after consuming this drink whenever you would take damage you may instead reduce your energy by the amount of damage you would have taken. This happens after complete damage calculation.
DC 32
Poison Brewing
Requires: Poisoner's tools proficiency.
Proficiency with a poisoner's kit allows you to create poisons from various materials and handle them without risking exposing yourself to their harmful effects. Poisons are separated into several categories:
Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.
Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. A DM may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Injury: Injury poison can be applied as an action to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
Creatures immune to poison damage or the poisoned condition are immune to the effects of poison brews, unless otherwise stated. You use either your Wisdom or Intelligence modifier when making Poisoner's tools tool checks.
Contents
Poisoner's tools include 5 glass vials, a mortar and pestle, various common chemicals, and a glass stirring rod.
Common Poison Recipes (CG 25)
Common poison recipes require a Common Fungi, as well as 50,000 Berri to cover the cost of other ingredients. When you finish your poison, you gain a number of the consumable equal to your proficiency bonus.
Acid Tablets
Designed to look like Stomach Stoppers, these tablet pack a punch. Consuming one forces the target to make a DC 13 Constitution saving throw or take 1d6 acid damage and be unable to vomit for 30 seconds. At the start of each subsequent turn, the target must repeat the saving throw. A successful saving throw allows the target to throw up and rid themselves of the poison’s effect.
Type: Ingested
Basic Poison
You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the Poisoned weapon or ammunition must make a DC 13 Constitution saving throw or take one rank of Poisoned. Once applied, the poison retains potency for 1 minute before drying.
Type: Injury
Biza’s Breath
A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or use each of its actions, for one minute, to make a melee attack against a randomly determined creature within its reach. If there is no other creature within its reach, the poisoned creature does nothing on its turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Type: Inhaled
Dazzling Bomb
A small bomb that can be thrown up to 30 feet. When set off, it fills a 15 ft radius sphere with a highly irritating powder. Creatures exposed to the powder are forced to make a DC 13 Dexterity saving throw or be stunned for 1 turn. This poison overcomes immunity and resistance to Poison damage and the Poisoned condition.
Type: Inhaled
Liquid Paranoia
A creature who ingests this poison is inflicted with the frightened condition, with the source of fear being the next humanoid it sees within 5 minutes of ingestion. The creature must make a DC 13 Wisdom saving throw, on a failed save the fear lasts for 1 hour or half as long on a success.
Type: Ingested
Nausea Pellet
A black pellet made from Sourgrass that can be thrown as an improvised weapon with a 20/40 range. When thrown at a target, it shatters into a fine powder filling a 5x5ft square. Creatures in that square must make a DC 13 Constitution saving throw or take one rank of Poisoned for 30 seconds and can repeat the saving throw at the end of their turn. Affected creatures can also decide to spend their action throwing up or a bonus action to rid themselves of the effect.
Type: Inhaled
Poisoners Grease
This sticky, adhesive fluid acts as a psychedelic when exposed to skin making creatures believe they are on fire. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the Poisoners Grease as an improvised weapon.
On a hit, the target takes 1d4 psychic damage as it believes its burning at the start of each of its turns unless it is immune to fire. A creature can end this effect by using its action to make a DC 10 Dexterity check to wipe off the grease.
Type: Contact
Uncommon Poison Recipes (CG 50)
Uncommon Poison recipes require an Uncommon Fungi, as well as 125,000 Berri to cover the cost of other ingredients. When you finish your poison, you gain a number of the consumables equal to half your proficiency bonus (rounded down)
Assassin’s Blood
A creature subjected to this poison must make a DC 15 Constitution saving throw. On a failed save, it takes 1d12 poison damage and takes one rank of Poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t Poisoned.
Type: Ingested
Bane Shroom Extract
Pink and smelling like strawberries, this is a poison that forces the drinker to make a DC 15 Constitution saving throw. On a failed save, the target has disadvantage against Strength, Constitution and Dexterity saving throws for 15 minutes. On successful save, the target experience no effects.
Type: Ingested
Black Paste
This poison was specifically designed to stick to the user's skin and leave a mark, commonly known among pirates as "The Black Mark". Once applied onto a creature (it does not matter where), they must succeed a DC 15 Constitution check or take 1d6 Poison damage. Every 2 rounds the target has "The Black Mark", they must continue making Constitution checks or take the damage. The creature must spend 1 minute removing Black Paste, washing it from their body with water.
Type: Contact
Directed Delay
This black liquid is highly viscous, having the consistency of concentrated molasses. When brought in contact with the blood via an injury or injection, the target has to make a DC 15 Wisdom saving throw. On a failed save, the target experiences the effects of the Slowed condition and can remake the saving throw at the end of each turn. On a successful save, the target’s movement speed is reduced by 5 feet for 3 turns.
Type: Injury
Lava Paste
Though a mundane looking, yellowish paste, this concoction is anything but. Once applied on skin or clothing, the paste forces the target to make a DC 15 Constitution saving throw. On a failed save, the target takes 2d6 fire damage and becomes vulnerable against fire damage for 1 occasion for the next 12 hours, on a successful save the target takes half damage and does not become vulnerable.
Type: Contact
Malice
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or take two ranks of Poisoned for up to 1 hour. The poisoned creature is blinded.
Type: Inhaled
Noxious Transpiration
This pale turquoise poison has a very unique way of working. Drinking it itself is not dangerous but causes the drinker’s sweat to turn poisonous for 1 hour. This effect only happens 2 hours after drinking it. Any contact with the drinker with a surface of skin approximately the size of the palm of the hand or larger forces the target to make a DC 15 Constitution saving throw or take 1d10+4 poison damage. A successful save results in no damage. Once the target is exposed once, it cannot be affected by the poison again for 12 hours.
Type: Contact
Truth Serum
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or can’t knowingly speak a lie for 1 hour.
Type: Ingested
Rare Poison Recipes (CG 75)
Rare Poison recipes require a Rare Fungi, as well as 250,000 Berri to cover the cost of other ingredients. When you finish your poison, you gain a three of the consumable.
Burnt Othur Fumes
A creature subjected to this poison must succeed on a DC 17 Constitution saving throw or take 3d6 poison damage as well as one rank of the Envenomed condition, and must repeat the saving throw at the start of each of its turns. After three successful saves, the poison ends and the condition is removed.
Type: Inhaled
Hell Powder
A hyper fine, red powder with a faintly smoky aroma, this powder is to be blown into the face of the target before dispersing harmlessly into the air. The target has to make a DC 17 Charisma Saving throw. On a failed save, the target experiences an altered version of reality where it perceives the world as a hellscape inhabited by foul creatures and becomes extremely vulnerable to intimidation, aggressive forms of persuasion and deception for 1 hour, taking disadvantage and a -5 penalty on Insight checks. On a successful save, the target becomes slightly paranoid and skittish.
Type: Inhaled
Tontatta Poison
This poison is typically made only by the Tontatta, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 17 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Type: Injury
Dream Essence
A creature subjected to this sand-like poison must succeed on a DC 17 Constitution saving throw or become effected for 8 hours. The effected creature falls unconscious. The creature can repeat the saving throw if it takes damage or if another creature takes an action to try and shake it awake.
Type: Inhaled
Fire Plague
A rose-orange powder that is to be baked into bread or pastry. The baked goods take on a slight red hue. Eating at least a quarter of the bread or pastry forces the consumer to make a DC 17 Constitution saving throw. On a failure, the consumer takes 1d6 fire damage and 1d6 necrotic damage, becomes poisoned and gets necrotic patches of skin all over their body. While poisoned, the consumer has vivid hallucinations concerning death and demise. The saving throw can be remade every morning. On a successful save, all effects end.
Type: Ingestion
Devil's Venom
A creature that carries a devil fruit power that is subjected to this poison must make a DC 17 Constitution saving throw or become Suppressed for 1d4 hours. A creature that has resistance or immunity to poisons granted by their devil fruit is still normally affected by this poison.
Type: Inhaled.
Deathsleep
A creature that ingests this poison must succeed at DC 17 Constitution saving throw or become effected by the poison for 24 hours. The effected creature appears to be dead, and only succeeding a DC 20 Medicine check can determine otherwise.
Type: Ingested
Very Rare Poison Recipes (CG 100)
Very Rare Poison recipes require a Very Rare Fungi, as well as 500,000 Berri to cover the cost of other ingredients. When you finish your poison, you gain one of the consumable.
Gorgon's Blood
This thick, grey liquid is a poison is to be applied to weapons or ammunition. If those weapons come in contact with the blood of a creature 3 times, the target is forced to make a DC 19 Charisma saving throw or become petrified over the next 3 turns; becoming more and more sluggish at the start of each of their turns, losing 1/3 of their max movement speed. On a failed save, the target loses 5ft of movement for the next 15 minutes. Once a target has made a successful saving throw, they are immune to the poison for the next minute.
The poison can coat a weapon for 5 minutes or 20 pieces of ammunition for a period of 3 days. Constructs are not affected by this poison.
Type: Injury
Silver Tears
A creature that ingests this poison suffers no effect for 1d6 hours. If the poison has not been neutralized before then, the creature must succeed on a DC 19 Constitution saving throw, becoming paralyzed for 1 hour and taking 9d6 poison damage on a failure, or no condition and half as much damage on a success.
Type: Ingested
Water of Death
This liquid looks, smells and tastes like water. Even the majority of alchemic and other tests on this liquid cannot distinguish it from water. Only an Archaeologist or higher or detailed alchemic test, costing 4 DT and costing 60,000 Berri, can reveal that this liquid is actually one of the deadliest poisons in existence.
Made from very rare mushrooms, herbs and poisons, any contact with this poison forces the subjected creature to make a DC 19 Constitution saving throw. On a failed save, the creature suffers blindness and deafness for 1d4 days and takes 3 ranks of Weakened. The creature’s maximum hit points is permanently reduced by 2d12. On a successful save, the creature’s maximum hit points is reduced by 2d6 hit points and has blurred vision and muffled hearing for 24 hours.
The lost maximum hit points can only be restored by completing a long rest or ingesting a Potion of Vitality.
Type: Injury, Ingestion