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Compendio Apotecario
by u/amfiroso
3rd Edition
Compendio Apotecario
T
hroughout the world, flora and fauna grow If successfull, roll 2d6 to identify the herb found using the
and weawe their genealogy with magic and relative location table depending on whether proficiency for
various planes of existance, whether for herbalism (page 2) or poisoner's kit (page 4) was used.
good or ill, these mutations and new forms DC Location
are often extra-ordinary and awe-ispiring.
Herbalism involves the knowledge of lore 15 Forest, Grassland, Hill, Swamp
involving particular plants and animals, and 18 Coast, Mountain, Underdark, Underwater
their usable, valuable parts. It requires foraging and
identifying new and old produce alike, in various 23 Arctic, Desert
environments, harvesting them, and storing them for later
use as simple herbs and teas for quick ingestion or topical Harvesting from Plantlife
use or to create powerful potions. Creating potions is the Make a DC20 Wisdom or Intelligence check adding your
simple use of a single, specific ingredient to create a proficiency for herbalism or poisoner's kit to the check. If
potion, poultice, or enchantment. Herbalism is the you fail the check, parts of the plant are damaged beyond
profession behind gathering these types of natural animals use and are rendered useless. The scale of the failure,
and plants to harvest their supernatural bi-products. The expressed as harvesting modifier, determines how
poisoner's kit is used for creating simple, and often not so detrimental the loss, as shown in the table below.
simple, hindering poisons for friends and foes alike.
Score Harvesting modifier
Herbalism Kit 17-20+ 0
This kit contains a variety of instruments such as clippers, 11-16 -1
mortar and pestle, and pouches used by herbalists to create 6-10 -2
natural remedies. Proficiency with this kit lets you add your
proficiency bonus to any ability checks you make to find 1-5 -3
and identify herbs, and to craft and apply potions and
poultices. The kit contains 5 vials. Additional vials must be Determine the final portion size according to the herb
purchased and secured if a character wishes to craft and found (see "Portion Size" column in the appropriate
carry more products at once than these kits can hold. location table whether you are using Herbalism or
Poisoner's kit proficiency) and apply the harvesting
Poisoner's Kit modifier.
A poisoner’s kit includes 5 vials, chemicals, and other
equipment necessary for the creation of poisons.
Proficiency with this kit allows you to find the plants
needed to create poisons and allows you to add your Quick rules
proficiency bonus to any ability checks you make to search 1. Foraging
and identify ingredients or to use them for crafting poisons.
Additional containers must be acquired if needed. Wisdom or Intelligence check adding your kit
proficiency, with DC determined by location.
Foraging Ingredients If successful, roll 2d6 to determine the
Make a Wisdom or Intelligence check adding your ingredient you find based on location (see
proficiency for herbalism or poisoner's kit with a DC tables).
determined by the location of searching as shown in the
table below. Each foraging attempt takes 1 hour of time 2. Harvesting
with the availability of ingredients in the area determined Roll a DC 20 Wisdom or Intelligence check
by the DM. Foraging while traveling at a normal pace adding your kit proficiency to determine the
imposes disadvantage on the check. harvesting modifier.
Determine the final portion size according to
the herb found and apply the harvesting
modifier.
3. Crafting
DC Intelligence check based on the
ingredients used. You can add kit proficiency
to this check.
1
Mountain
Herbalism 2d6 Ingredient Portion Size Application
Herbs Location & applications 2, 12 Gentian root 3 Ingestion
Arctic 3, 11 Black elder berries 5 Ingestion
2d6 Ingredient Portion Size Application 4, 10 Saponaria officinalis 5 Topical
2, 12 Ironwort 4 Ingestion 5, 9 Artemisia petrosa 2 Ingestion
3, 11 Bear grapes 4 Ingestion 6, 7, 8 Elfin thyme 4 Ingestion
4, 10 Gentian root 3 Ingestion
Swamp
5, 9 Mistletoe 2 Ingestion
2d6 Ingredient Portion Size Application
6, 7, 8 White tear 4 Ingestion
2, 12 Red elder 4 Ingestion
Using a Poison
Crafting a Poison You may use a bonus action to apply a vial of poison to a
Once you recover an ingredient, you can begin the process single melee weapon or one piece of ammunition. Once
of crafting a poison. Crafting a poison requires an hour of applied, the poison retains potency for 1 minute or until you
work followed by an Intelligence check using your hit with the weapon.
poisoner’s kit proficiency, with a DC established by the A creature hit by poisoned weapons or ammunition must
difficulty modifiers of your added ingredients. Poisons make a Constitution saving throw with a DC equal to 10 +
require one portion of Leaves of blood hilder as a base and the poison crafter's proficiency. On a failure, the creature is
can include a number of additional ingredients up to your poisoned for one minute and suffers the additional effects
proficiency bonus (duplicates allowed). Any poison with a of its ingredients, if any. If the crafted poison has added
total DC less than 13 may be crafted in the field during a damage, the creature takes half the poison damage on a
short rest. Otherwise, crafting a poison must be done in a successful saving throw. A poisoned creature must repeat
safe environment such as a room at an inn. Crafting a the saving throw at the end of each of its turns, ending the
poison in a workshop grants a +2 bonus on the check.
On a effects on a success.
successful Intelligence crafting check, you can create a
number of doses of potent poison equal to your proficiency
bonus. On a failure, you do not create the poison and all
used ingredients are lost. Vials remain stable for 1 week
after crafting before becoming inert.
4
The level of a spell potion is equal to the level of the spell
Additional Rules it reproduces.
The level of any other potion is equal to the
highest level of spell effect it reproduces, if any. If not, then
Harvesting poison from Creatures the level is based on its rarity as listed in the DMG.
The
You can attempt to harvest poison from a poisonous level for dusts, elixirs, ointments, oils, philtres, glues, and
creature, such as a snake, wyvern, or carrion crawler solvents is based on their rarity as listed in the DMG.
encountered in the wilds. The creature must be The new potions rarity and level is determined by the
incapacitated or dead, and the harvesting requires 1d6 rarity of the ingredients used.
minutes followed by a DC 20 Intelligence (Nature or adding Potion Lvl Brewing
your proficiency for poisoner's kits) check to harvest lvl Spell Rarity Cost Time DC
enough material for a single vial. Should you fail this check,
you are unable to extract any poison. If you fail this check 1 Cantrip Common 50gp 3 hours 15
by 5 or more, you rupture the creature's gland and are 1 1st Common 50gp 3 hours 16
subject to the full effects of that creature’s poison.
To turn 2 2nd Uncommon 200gp 1 day 16
these ingredients into a usable poison, you must succeed
on an Intelligence crafting check with a DC determined by 3 3rd Uncommon 450gp 1 day 17
the DM at the time of crafting (minimum DC of 15). See 4 4th Rare 800gp 2 days 18
page 258 of the DMG for details on the effects of these
poisons. 5 5th Rare 1250gp 2 days 18
Ingredients harvested from poisonous creatures cannot 6 6th Very Rare 1800gp 3 days 19
be combined with foraged ingredients. If the players find a 7 7th Very Rare 2450gp 3 days 20
deceased creature, hours or days after death, or simply slay
a creature it is up to the DM what items remain. Some 8 8th Very Rare 3200gp 4 days 21
items may have already been stolen, not remain on the 9 9th Legendary 4050gp 5 days 22
creature after death, have rotted beyond use, or through the
hack and slash of the party been generaly destroyed. Examples
Potion levels of specific items
Dust of Disappearance - 2,
Selling Crafted Items Dust of Dryness - 3, Dust of Sneezing & Choking - 2, Elixir
Although most items created works to their full intent, of Health - 4, Keoghtom's Ointment - 3, Oil of Etherealness -
many items created this way is not up to the standard of the 4, Oil of Sharpness - 6, Oil of Slipperiness - 3, Philter of
common folk, adventures guild and many merchants. Love - 3, Sovereign Glue - 9, Universal Solvent - 9.
Therefore selling crafted potions, poisons, and Potion levels of non spell potions
Climbing - 1, Fire
enchantments will need a successful Persuasion check to Breath - 3, Heroism - 4, Invulnerability - 4, Longevity - 6,
convince the merchant that it is of the highest quality (DC Poison - 3, Resistance - 3, Vitality - 6, Water Breathing - 3,
determined by the DM).
Giant Strength: Hill - 3, Frost/Stone - 4, Fire - 5, Cloud - 6,
Learning New Ingredients, Storm - 9, Healing: Basic - 1, Greater - 3, Superior - 4,
Supreme - 6.
Potions, and Poison Recipes
Many times learning a of a new ingredient or potion recipe Potion levels of spell potions
Animal friendship - 1,
will be as simple as experimenting, learning from other Clairvoyance - 3, Diminution - 2, Flying - 3, Gaseous form -
experienced alchemists, herbalists, and poison enthusiasts 3, Growth - 2, Invisibility - 2, Mind reading - 2, Speed - 3.
or reading a book on the core subject, either in the terrain
found or the potion recipes. Credits & References
Another method to discern the ingredients used in Based on Poison, Herbalism, & Alchemy v1.2 by u/nivalis3
crafting a potion is to destroy the item outright and (from /u/Shylocv's and /u/calculuschild's posts) and
examining the ingredients inside. Make an Intelligence Poisoner's kit by Morgan Boetsma. For the "guidelines for
(Nature) check to determine the ingredients with the DC new potions", a post of TrapperQ from forum.rpg.net. Art:
determined by the potion rarity as per the table below. cover by Tibor Sulyok, page 1 by F. P. Michetti, page 5 by
Agnieszka Świejkowska, pages 6 and 7 by Olda Drebas.
Recipe Made with The Homebrewery. Thanks to my players for
DC Rarity playtesting and M.Russo for revision.
15 Common
20 Uncommon
25 Rare
30 Very Rare