Professional Documents
Culture Documents
Credits
This is heavily adapted from a mix of core rules and many
different homebrew ideas I found around the web, most
notably Octavian's Guide to Herbalism & Alchemy and The
Wilderness Survival Guide.
Art Credits
Cover:
"Alchemy Workshop" by Yaroslav Radeckyi
Interior:
"Solstice Gathering" by Anne Stokes
"Dragon Carcass" by Thomaswivegg
"Alchemist" by Alan Vadell
"Eitri - Berloga-workshop" by Luciano Komorizono
"Bone armor character concept" by jeffchendesigns
"Dwarf-Forge" by Graffiti-freak
CONTENTS
2
Part 1: Collecting Materials
Herbalism
The craft of gathering, harvesting and identifying plants and
ingredients for use in alchemical concoctions. While players Harvest Table
are out traveling the world they might want to gather some
local flora. Herbalism is used to gather things like petals, Herbalism Check Max. # of Harvest Checks
seeds, coral, mushrooms, leaves and much more. 15-17 1
The use of an herbalism kit is required to gather 18-19 2
ingredients through the use of clippers and other tools to
seperate the needed parts from the plants found. Vials, 20-21 3
pouches and other containers are then used to store those 22-23 4
ingredients for future use or sale.
The following guide will walk you through the three main 24-25 5
functions of Herbalism. 26-27 6
28-29 7
Finding Herbs
30-31 8
You can make one DC 15 Wisdom (Nature/Herbalism Kit)
per day to determine if you can find anything that can be 32-33 9
harvested. Compare the result to the Harvest Table to 34-35 10
determine the maximum number of Harvest Checks you can 36-37 11
make. Each harvest takes 1 hour and you do not need to use
the full harvest count.
The base DC is 15, however this can be adjusted, or even
impossible, according to the environment. For example, if you
are traveling through rocky mountains plant life might be
more sparse, or non-existent in a stone basement.
If you are proficient with an herbalism kit but not Nature,
add your proficiency bonus to the check. If you are proficient
in Nature and the herbalism kit you gain advantage on this
check.
Specific Search
Perhaps you know exactly what you are looking for. As an
alternative to the regular check you may pick a known
ingredient you wish to find from your local Biome. Make a
Wisdom (Nature/Herbalism Kit) check with a DC of 15 plus
the DC Modifier of that ingredient. On a failure, you use 1
hour of time and are unable to find the ingredient you were
searching for. If you perform a search for a specific ingredient
you only harvest once.
Venturing further out
During downtime you may venture further out into the
wilderness to reach far off biomes. Depending on where you
are in the world, you may travel to distant environments given
that you have enough days of downtime to travel there, gather
herbs, and travel back. For each day you spend gathering
herbs, you may make up to two Herbalism checks.
Example Harvest:
You're in a Forest looking for Ingredients
and you find:
1d2 = 2
2d6 = 4
You harvested 2 Emetic Wax from the Forest Terrain Table
Herbalism Prices
d100 + Mod You Find...
20 or lower A buyer offering a tenth of the base price
21 - 40 A buyer offering a fifth of the base price, and a shady buyer offering half of the base price
41 - 80 A buyer offering half of the base price, and a shady buyer offering the full price
81 - 90 A buyer offering to purchase all of your ingredients at once at half price
90 or higher A shady buyer who is willing to buy all of your ingredients at full price, no questions asked
You determine the buyer's identity. Buyers sometimesss procuree rare and very items through proxiesss to ensure that their
identities remain unknown. If the buyer is shady, it's up to you whether the sale creates legal complications for the party later.
Part Values
The value of each harvested unit ranges between 1% to 50%
of the experience of the creature. You can determine the
values of each extracted part in the following table.
Unit Value
CR Creature rarity Unit value
4 or less Common 1% of the creature exp.
5-12 Uncommon 5% of the creature exp.
13-18 Rare 10% of the creature exp.
19-24 Very Rare 25% of the creature exp.
25+ Legendary 50% of the creature exp.
A
lthough a skilled herbalist could make a salve Alchemy Check
using Wild Sageroot, it could only be able to
heal an adventurer's wounds over a long period Intelligence (Arcana/Alchemist's Supplies)
of time (usually day's or weeks). And only to a
certain degree depending on the severity of the Alchemy Check DC = 15 + ingredient
wounds. As is the case for many common folk difficulty modifier
this is the only healing they can come by, or
afford for that matter. Each attempt requires 1 day and 1 unit of the material
Alchemy on the other hand is the process of attempting to being tested. There are three possible results when making
purify, mature, and perfect these magical materials (both an Alchemy Check:
plant and monster). This guide explores how alchemy can be On a successful Alchemy Check, you create the
used to eperiment with natural materials to unlock the corresponding potion or poison and learn the formula.
potnetial of these ingredients and discover the formula for On a failure, the vial’s contents don’t look exactly like you
magical concoctions. expected. It is up to the DM to decide whether the
Once the formula is known and the required ingrediants character knows if the mixture will work correctly or not.
are available, the player can take the time and cost required Making progress (the result is within 3 of the DC). You
to craft the corresponding magical item (XGE 128). haven't quite gotten it right, but subsequent attempts will
To conduct an alchemical experiment, you must own a set have -2 to the total DC.
of alchemist's supplies and make an Alchemy Check.
Reverse Engineering
Poisons If you have an existing potion or poison you can attempt to
One of an assassin's primary tools. The cunning combination reverse engineer it to learn the formula. Each vial of potion
of beatuy and leathality. or poison provides three units with which you can
Each poison must be delivered in one of four ways in order experiment on. Make an Alchemy Check with DC
to be effective: corresponding to the rarity of the tincture.
Inhaled Reverse Engineering DC
Ingested DC Mixture Rarity
Injury 10 Common
Skin contact
15 Uncommon
20 Rare
Enveonming Weapons 25 Very Rare
A single vial of poison can be applied to 1 weapon
30 Legendary
or up to 3 pieces of ammunition. A poison used
this way retains its potency until the weapon
successfully hits a creature or it is washed off. Any left over part of the mixture will have a diminished
effect.
Crafting Potions and Poisons
Once you know the formula and have access to the required
ingredients, tools (alchemist's supplies for potions and a
poisoner's kit for poisons), time, and money, you can make
new potions and poisons by using 1 unit of each ingredient
you would like to use and the following table (with
proficiency):
Ingredient Rarity Days (Potions/Poisons) Cost
Common 2/1 25 gp
Uncommon 5/2 100 gp
Rare 25/12 1,000 gp
Very Rare 60/30 10,000 gp
PART 2 | ALCHEMY
10
Part 3: Crafting and Materials
D
uring your adventures and travels, you can Hiring Artisans
collect a series of materials to craft special You can hire one or more artisans to help you create the item
equipment. This section expands the crafting or to create the item completely by themselves. When using
system found in the Player's Handbook and special materials, you need to hire an artisan who knows how
modifies some parts of it. to work that material.
The cost for hiring an artisan depends of the type of item
You can craft nonmagical items, including adventuring you want to create. In general, for rarer items you will need
equipment. Proficiency with a set of tools is not required to an artisan who knows how to work the material, has a
attempt crafting, but it certainly helps. You may need access crafting formula, or something similar. You can see the cost
to a special location for crafting the item as well. For of hiring an artisan in the following table. If you hire an
example, someone attempting a smithing project needs a artisan to create a unique item with special materials, the
forge to craft a sword or suit of armor. cost per day is 15 gp.
For each day of downtime you spend crafting, you can craft
one or more items with a total market value not exceeding 25 Hiring an Artisan
gp, and you must expend raw materials worth half the total Item type Cost per day
market value. If something you want to craft has a market Normal (common artisan 2 gp
value greater than 25 gp, you make progress every day in 25 labor)
gp increments until you reach the market value of the item. Special (special materials) 5 gp
For example, a suit of plate armor (market value of 1,500 gp)
takes 60 days to craft by you. By the end of this process the Unique (completely new 10+ gp (15+ gp w/ special
total cost to you is half the market value of the item (this item) materials)
represents the common raw materials used).
If you are not proficient with the requisite set of tools, the Crafting a Unique item
time and cost of this process increases by 50%. The number Crafting a Unique item is experimental by definition and as
of days an untrained person spends crafting counts towards such there is an inherent risk of failure. When you craft a
becoming proficient in that tool (XGE 134). Unique item, you must make a skill check at the end of the
Multiple characters can combine their efforts toward the process to see if you have succeded. The skill check should be
crafting of a single item, provided that the characters all have appropriate for the task at hand and the materials used. For
proficiency with the requisite tools and are working together example, Intelligence (Athletics/Tool) for smithing or
in the same place. Each character contributes 25 gp worth of Dexterity (Nature/Tool) for woodcarving and leatherworking.
effort for every day spent helping to craft the item. For If you are proficient in the tool being used but not the
example, three characters with the requisite tool proficiency related skill, add your proficiency bonus to the check. If you
and the proper facilities can craft a suit of plate armor in 20 are proficient in both the tool and the skill, you gain
days. advantage on the roll.
While crafting, you can maintain a modest lifestyle without DC = 13 + Material Rarity Modifier + # of different
having to pay 1 gp per day, or a comfortable lifestyle at half Special Materials used + # of component items
the normal cost (see chapter 5 of the Player's Handbook for
more information on lifestyle expenses). Material Rarity Modifier
Rarity DC Modifier
Item Types Non-Special +0
There are three types of nonmagical items you can craft: Common +1
Common items are the items you can easily find in a store, Uncommon +2
dungeons and most of the artisans make them regularly, like
a longsword or leather armor. Rare +3
Special items are the pieces of equipment crafted with Very Rare +4
special materials, like a darksteel longsword.
Unique items are completely new creations, with custom If more than one special material is used, use only the
forms, qualities and benefits, like a greatsword with a highest rarity amongst those materials.
mechanism to transform it into two scimitars. On a success, congratualtions! You have successfully
created a new, unique item! On a failure, you must finish a
Value of Special Items long rest before you can make the check again. After 3
The market value of Special items is calculated as the market consecutive failures, the project is irreparable and all the
value of the item created plus the Unit Values of each special materials you used are lost.
material used times the number of units needed.
For example, a darksteel longsword edged in obsidian =
value of a longsword (15 gp) + 2 units of darksteel (2 x 250
gp) + 2 units of obsidian (2 x 250) = 1015 gp.
A Life of Learning
Just because you don't know how to use that
hammer and anvil doesn't mean you can't learn!
The number of days required to gain proficiency
in a new tool or language of any kind is:
50 - 5 x Int mod
(negative modifiers do not increase this amount)
H
ere you will find descriptions for each of the Blue Toadshade
ingredients gathered by herbologists. Some of This mushroom has a dark blue cap with a yellow striped
the plants are common enough to be instantly stem. When disturbed, this mushroom lets off a puff of blue
recognizable while others may stay hidden for powder. This causes no permanent harm to surrounding
years. Each ingredient provides unique creatures, but it can stain their skin and equipment for a
qualities and uses for the alchemically- short while. The powder is commonly used to color various
minded member of your party. inks and dyes. Herbalists search for the fungi around sources
of water, where aquatic life often thrives.
Arctic Creeper
This noxious weed usually grows in extremely cold Cactus Juice
environments, or at higher elevations where snow tends to This usually clear liquid can be found within most cacti
accumulate. The leaves of the plant characterized by a around the world. It’s reasonably difficult to extract, as many
pleasant sweet minty flavor, whereas the root is bitter and cacti are dangerous to work with. Brewers love to use this
acidic. The Arctic Creeper is toxic to many unwary travelers, juice in many recipes, as one of its effects is to delay alcohol
as it is quite easy to consume the root’s toxins while enjoying intoxication, allowing people to purchase and consume more
the sweet flavorsome leaves. before it hits them.
Arrow Root Chromus Slime
This unusually elongated plant can stand up to four feet tall, This thin, slimey substance is often observed flowing within
and is very easy to spot due to its distinctive white and brown water as if it had a mind of its own. Often times, herbalist
speckled pattern. The Arrow Root thrives in desert and mistake this slime with mercury, as it has the same
drought environments, as the plant needs very little water to consistency and look. When attempting to collect the slime, it
survive. When diced and boiled in water the plant creates a reverberates and alters any plant life it touches in its vicinity.
frothy silver liquid, which is ideal for sharpening weapons
without the use of magic or other means. Cosmos Glond
This four-leafed plant is notorious for being difficult to find.
Amanita Cap This is mostly due to the plant growing in the most obscure
This large mushroom is often found growing in clusters near and unpredicatable places. Its leaves have the uncanny
bodies of water, or around other damp terrain. It has a bold appearance of stars in a night sky.
blue stem accompanied by a large red cap, which makes this
fungi extremely easy to identify. Professional herbalists often Devil’s Bloodleaf
cut the head from the root, as the mushroom has the rare Only a few recorded instances of this red and yellow flower
ability to re-grow its cap within a few short weeks. exist. This large and bold red leaf can be going back in
history to the dawn of humankind. It was once a popular
Basilisk’s Breath decoration around homes and gardens, but has become one
Often referred to as Grey Restraints amongst the nobles of of the rarest plants in the world. It is said to give immense
the world, this dark grey vine is only rarely found atop the vitality and health to one who can properly prepare the plant.
highest peaks of mountainous regions. It is fabled that this
vine is a gift from the gods, as a way to test humanity. Often Drakus Flower
sold for outrageous sums of gold, Basilisk’s Breath can attract This bright red and pale green flower can be found in both
unwanted attention to those trying to sell it for profit. temperate and warm environments. It’s a natural favorite
amongst entertainers, due to the petal’s ability to ignite with a
Bloodgrass moderate application of friction. This ignition does not cause
The most boring, common plant life found in the wild is this harm, only simple theatrical sparks.
dark brown grass. It has absolutely no remarkable qualities,
other than being relatively harmless, and its use as basic Dried Ephedra
sustenance when properly prepared. Herbalists do not find A bush often found in dry environments, it is thorny and hard
this grass very unique, but still tend to collect it as it occupies to harvest without scratching your skin. It has a distinct dark
almost no space in their packs. purple hue when viewed at a distance, but up close it looks
black. Herbalists often find the sweet, rosey scent alluring.
A
s the DM, you can decide to use any of these
additional rulings in your games when it comes Optional Restrictions
to this supplement. However, make sure to Ampule
communicate this with your players so they
understand. An ampule holds completed poisons and potions. They are 1"
diameter by 3" tall cylinders with an airtight stopper on one
end. They are made of magically created, unbreakable glass
and hold about 1.25 fluid ounces of liquid. Each potion or
Ingredient Expiration poison must be used in it's entirety to gain their benifit
(approximately 1 fluid ounce).
This variant of herbalism affects how long an ingredient can
go when not used in an alchemy item or preserved in another Ampule Pouch
way. If the ingredient is in an alchemy item, it is no longer These pouches carry a total of 5 ampules and may be worn at
considered an ingredient for purposes of expiration. the waist, on a bandolier, or sewn into the inside of a jacket or
Most ingredients can only last about a week in game time robes. They are sturdy enough to hold all 5 ampule vials
before losing their full potential. If used past this time period, securly no matter what the wearer is doing during their
the concoction can have slightly altered effects, or not work at adventures.
all. However, the rare and very rare ingredients can last a
month in game time due to the hostile environments they are Ingredient Pouch
found in. A pouch that can hold a certain amount of alchemy
A good way to preserve ingredients from expiring too early ingredients for use in potions and poisons. This pouch is
is to use an Ingredient Pouch (25 gp, 1 lb). Every pouch made up of multiple sections so as to keep different
operates differently, but costs the same. Some of these components safely away from each other to minimize cross-
pouches keep the ingredients dry, while others merely contamination.
remove oxygen from the container. Any style of these pouches
doubles the ingredient's shelf life.
Potion Toxicity
Drinking too many potions can have variable consequences if
not carefully monitored. If you feel that your players are
making and using too many potions, this variant ruling might
be for you:
Potion Quick Drinking and Toxicity for 5e
Underdark Treasure
Not many people go looking for a fight in the Underdark, let
alone ingredients to make fascinating concoctions. With this
variant ruling, any ingredients from the Underdark, and any
items produced with those ingredients, have a black glow to
them. Buyers will buy these at 5x the regular value of a
normal version. Additionally, the DM might decide that the
potion or poison has additional effects randomly added that
are tied to the Underdark.
VARRIANT RULES
19
Appendix A: Ingredient Lists
Poison Herb Ingredients
Herbs Rarity DC Modifier Biome
Arctic Creeper Common +2 Arctic, Mountain
Amanita Cap Common +1 Coastal, Swamp
Basilisk's Breath Very Rare +5 Mountain
Cactus Juice Common +2 Desert, Grasslands
Chromus Slime Rare +4 Coastal, Underdark
Drakus Flower Common +2 Desert, Grasslands, Mountain
Emetic Wax Common +1 Forest, Swamp
Frozen Seedlings Rare +4 Arctic, Mountain
Genko Brush Uncommon +2 Hills, Underdark
Harrada Leaf Common +1 Forest
Lavender Sprig Common -2 Coastal, Grasslands, Hills
Quicksilver Lichen Uncommon +3 Most Terrain
Radiant Synthseed Rare +4 Underdark
Spineflower Berries Uncommon +3 Desert, Swamp
Wyrmtongue Petals Common +0 Most Terrain
Most Terrain
"Most Terrain" indicates that the herb can be
found almost anywhere in any biome, should you
choose to search specifically for it.
Potion Proficiency
If you are not proficient with either alchemist's
supplies or Arcana, the time and cost of crafting a
potion increases by 50%. The number of days an
untrained person spends crafting counts towards
becoming proficient with alchemist's supplies
(XGE 134).