TEXT: I
  DUNGEONS DRAGONS
  An extensive expansion for potioncraft in the 
  world’s greatest roleplaying game
  
  DUNGEONS DRAGONS
  An extensive expansion for potioncraft in the 
  world’s greatest roleplaying game
  
  Cr e d it s
  Designed and created by heavyarms
  This supplement contains material adapted from the 
  following sources:
  • Broderick's Compendium of Fantasy Plants by 
  NeurotoxicNihilist
  • Creature Loot by Jon Gazda
  • Monte's Guide to Magical Items by Drewfro666
  Standing on the shoulders of giants:
  • Alchemist's Supplies by calculuschild
  • Herbalism & Alchemy by Dalagrath
  With special thanks to blackmage for their invaluable 
  feedback.
  Made using GMBinder
  Cover Art: Alchemist's Workshop by Even Mehl Amundsen, 
  The Fruit Of His Labor by Nahman Ehrar (variant cover).
  Interior Art: Wildflower Heather from antiqueimages, 
  Alchemist's Satchel Concept by Tibor Sulyok, Ritual 
  Preparations by Olga Drebas, Alchemy Lab by Jonathan 
  Smith, Magic Potion by Igor Esaulov, DSA Potion by Matthias 
  Rothenaicher, Magnoly byjakhont, Succulent Painting by 
  Hsieying, Watercolor Poppies from pngtree, Tarrasque by 
  Khronen, Gems and bottles byJulia Tar, Stranger of Sword 
  City by Experience Inc., Crystal Ball by Bob Eggleton.
  Revisio n 1.2
  Co n t e n t s
  In t r o d u c t io n  
  3-4
  The Alchemist......................................................................... 3
  The Herbalist.......................................................................... 3
  Tool Proficiencies (XGE)........................................................ 4
  Recommended Feats..............................................................4
  I. FlELDCRAPT 
  5
  Gathering Flora.......................................................................5
  Harvesting Creatures..............................................................5
  II. POTIONCRAFT 
  6-7
  The Crafting Process..............................................................6
  Herbal Alchemy.......................................................................7
  Tissue Transmutation.............................................................7
  III. Po t io n s  A-Z 
  8-19
  Potion List...............................................................................8
  Potion Descriptions...........................................................9-19
  IV. Appe n d ic e s  
  20-37
  Appendix A: Terrain Ecosystems.........................................20
  Appendix B: Plants and Fungi of the Realms................ 21-25
  Appendix C: Creature Loot Tables................................. 26-28
  Appendix D: Quick Reference Crafting Tables.............. 29-32
  Appendix E: Probability Tables.......................................33-35
  Appendix F: Arcane Tratition (Potion Wizard)................... 36
  Appendix G: DM Toolkit.......................................................37
  ON THE COVER
  Even Mehl Amundsen illustrates an alchemist in his workshop.
  ON THE ALTERNATIVE COVER
  Nahman Ehrar shows us a herbalist lovingly tending to his plants.
  
  Th e Al c h e mis t 's Co mpa n io n
  istorically, the art of potion-making was known 
  only to a select few individuals. These people 
  were hand-picked by great masters and taught, 
  often through dangerous trial and error, the 
  correct methods for creating concoctions to 
  heal, enhance one's faculties, or improve base 
  materials.
  Se c r e t s Ma d e Simpl e
  This book, penned by Shalara Malarrkin, apprentice to the 
  potion wizard Kappiyan Flurmastyr, and commissioned by the 
  Eltorchul Academy, is the work of decades of research in the 
  field of potion-making. Contained within you will find scores 
  of recipes, discovered and refined by potionmakers, 
  herbologists, and alchemists over the centuries.
  Methodologies have been codified into simple and clear 
  instructions, that are easy to read and follow, for both students 
  and masters alike.
  I wish you good work, young master.
  Th e Al c h e mis t
  Alchemyis the pursuit of divinity through achieving the 
  transmutation of base metals into gold, the discovery of the 
  universal panacea, and the preparation of the elixir of eternal 
  life. It is a journey of discovery, experimenting with the 
  mundane with the goal of creating something greater than the 
  sum of it's parts.
  An alchemist is never far from their alchemist’s supplies. 
  This set of equipment includes beakers, mixing and 
  measuring containers, a small mortar and pestle, and a 
  miscellany of common alchemical ingredients, including salt, 
  powdered iron, and purified water. Proficiency with these 
  tools lets you to add your proficiency bonus to any ability 
  checks you make to craft alchemical concoctions including 
  acids, explosives, and a wide range of potions.
  Th e He r b a l is t
  Herbalism is the study of the use of medicinal herbs around 
  the world; as well as the business of growing, collecting, and 
  distributing herbs and herbal remedies.
  The primary tool of the herbalist is the herbalism kit. This 
  kit includes pouches to store herbs, clippers and leather 
  gloves for collecting plants, a mortar and pestle, and several 
  glass jars. Proficiency with this kit lets you to add your 
  proficiency bonus to any ability checks you make to create a 
  range of natural remedies and potions, including common 
  antitoxins and all rarities of potion of healing. Also, 
  proficiency with this kit gives you advantage on any ability 
  checks you make to locate or identify plants.
  While proficiency with these tools is required to craft the 
  various potions, oils and salves listed in this volume, they 
  may be given to and used by characters who are not 
  proficient.
  INTRODUCTION
  The Alchemy Almanac by heavyarms
  
  To o l  Pr o f ic ie n c ie s (XGE)
  This section offers a brief recap of ways to bring the 
  alchemist's supplies and the herbalism kit tools into your 
  adventure, including suggested uses and sample DCs, found 
  in Xanathar's Guide to Everything.
  Al c h e mis t 's Su ppl ie s
  Alchemist’s supplies enable a character to produce useful 
  concoctions, such as acid or alchemist’s fire.
  Skills. Every tool potentially provides advantage on a check 
  when used in conjunction with certain skills, provided a 
  character is proficient with the tool and the skilL
  Arcana. Proficiency with alchemist’s supplies allows you to 
  unlock more information on Arcana checks involving potions 
  and similar materials.
  Investigation. When you inspect an area for clues, 
  proficiency with alchemist’s supplies grants additional insight 
  into any chemicals or other substances that might have been 
  used in the area.
  Al c hemist 's Suppl ies
  Activity
  DC
  Create a puff of thick smoke
  10
  Identify a poison
  10
  Identify a substance
  15
  Start a fire
  15
  Neutralize acid
  20
  He r b a l is m Kit
  Proficiency with an herbalism kit allows you to identify plants 
  and safely collect their useful elements.
  Skills. Every tool potentially provides advantage on a check 
  when used in conjunction with certain skills, provided a 
  character is proficient with the tool and the skilL
  Arcana. Your knowledge of the nature and uses of herbs 
  can add insight to your magical studies that deal with plants 
  and your attempts to identify potions.
  Investigation. When you inspect an area overgrown with 
  plants, your proficiency can help you pick out details and clues 
  that others might miss.
  Medicine. Your mastery of herbalism improves your ability 
  to treat illnesses and wounds by augmenting your methods of 
  care with medicinal plants.
  Nature and Survival When you travel in the wild, your skill 
  in herbalism makes it easier to identify plants and spot 
  sources of food that others might overlook.
  Identify Plants. You can identify most plants with a quick 
  inspection of their appearance and smell
  Her ba l ism Kit
  Activity 
  DC
  Find plants 
  1 5
  Identify poison 
  20
  Re c o mme n d e d  Fe a t s
  The crafting system presented in this guide is balanced on the 
  assumption that double proficiency can be obtained with 
  alchemist's supplies or the herbalism kit by a character 
  wishing to follow one or both pursuits.
  With that in mind, it is strongly recommended to allow use 
  of the Alchemist feat from Unearthed Arcana: Feats (in games 
  that allow feats), as well as the following (or similar) 
  equivalent for the herbalism kit:
  He r b a l is t
  You are expert at harvesting the useful properties of herbs and 
  other plants, and using them to create medicinal salves, 
  remedies, and unguents. You gain the following benefits:
  • Increase your Intelligence or Wisdom score by 1, to a 
  maximum of 20.
  • You gain proficiency with the herbalism kit. If you are 
  already proficient with it, you add double your proficiency 
  bonus to checks you make with it.
  • As an action you can inspect a plant within 5 feet of you 
  and determine whether it is edible or poisonous, provided 
  that you can see and smell it.
  • You can apply herbal remedies to help yourself or your 
  allies recover from maladies. Over the course of a short 
  rest, you can expend one reagent to remove one poison or 
  disease from either yourself or a friendly creature within 
  reach. You must have access to a herbalism kit to use this 
  benefit.
  Further information on the balancing of this system, 
  including design notes and probability tables for both 
  gathering and crafting under various player character 
  scenarios is presented at the end of this volume.
  Re s t  Va r ia n t s
  This guide assumes the standard rules for short and long 
  rests described in the Player's Handbook, approximating two 
  gathering attempts and a single crafting attempt between long 
  rest cycles. If you use a variant rule for resting, please scale 
  accordingly.
  INTRODUCTION
  4
  The Alchemy Almanac by heavyarms
  
  I. Fie l d c r a f t
  I.a . Ga t h e r in g  Fl o r a
  Throughout the natural world exist myriad forms of plant life, 
  fungi, and other organic material that the skilled practitioner 
  can use in the alchemical and homeopathic creation of 
  potions, salves, oils and powders. While traversing the 
  wilderness, you may wish to gather such local flora.
  This is one facet of the practicing herbalist - whose talents 
  extend to creating homeopathic remedies using the extracts of 
  these flora. The alchemist possesses knowledge for the use of 
  such specimens in a range of alchemical creations.
  Ga t her ing Req uir ement s
  • A character attempting to gather local flora must be in 
  possession of a herbalism kit.
  • Proficiency with the kit is not required, but confers 
  advantage on attempts to gather flora if you are proficient 
  in the underlying skill.
  Th e Ga t h e r in g  Pr o c e s s
  Make an Intelligence (Nature) check to locate, identify and 
  harvest local flora. You make this check with advantage if you 
  are proficient with the herbalism kit and also proficient in the 
  underlying skill. The DC depends on the method of search, as 
  shown in the Foraging Ingredients table. You spend 1 hour 
  per foraging attempt. Availability of ingredients may be
  adjusted by the DM.
  Fo r a g ing Ing r edient s
  Method of Search 
  DC
  Dedicated search without traveling 
  12
  Traveling at a slow pace 
  15
  Traveling at a normal pace 
  18
  Traveling at a fast pace 
  21
  On a success, you collect one ingredient, determined by 
  rolling on the most appropriate Terrain Ecosystems table for 
  your current location. On a critical success (success by 10 or 
  more); you instead recover ld4 ingredients, making separate 
  rolls for each on the Terrain Ecosystems table. These tables 
  are located in Appendix A.
  Gathered flora are immediately harvested and converted to 
  alchemical reagents (discussed in the following section), 
  which can be stored indefinitely using containers included in 
  your herbalism kit or alchemist's supplies. A description of the 
  available flora in each region is presented, along with optional 
  advanced rules, in Appendix B.
  Spel l -a ssist ed Ga t her ing
  The locate animals or plants spell or similar effect conveys 
  information on the types of flora in the surrounding area, and 
  the direction towards which they are located. The DM rolls 
  ld4 times on the current Terrain Ecosystem table and 
  provides information on these nearby flora. On a subsequent 
  successful foraging attempt, you can choose from the 
  revealed flora instead of rolling on the Terrain Ecosystem 
  table.
  Do w n t ime Ga t h e r in g
  While there are no strict rules are listed herein, it is generally 
  advised to limit foraging attempts to one or two per day of 
  downtime spent - a full day if departing from a nearby 
  settlement, or half a day if downtime is to be spent in the 
  wilderness. Alternatively, the DM can refer to Xanathar’s 
  Guide to Everything: Downtime Activities as a template for 
  devising their own ruleset for these actions.
  I.b . Ha r v e s t in g  Cr e a t u r e s
  The following rules and examples are presented for 
  harvesting alchemical materials from creatures found or 
  defeated. This system is compatible with 
  , which
  covers all manner of monster loot, the use of which is 
  encouraged but entirely optional
  Ha r vest ing Req uir ement s
  • A character attempting to harvest alchemical ingredients 
  must be in possession of alchemist's supplies.
  • Proficiency with these tools is not required, but confers 
  advantage on attempts to harvest alchemical ingredients if 
  you are proficient in the underlying skill.
  If you are using Creature Loot, at the DM's discretion 
  checks made to harvest alchemical ingredients can be made 
  separately from checks to harvest other materials as follows:
  Th e Ha r v e s t in g  Pr o c e s s
  If a creature dies naturally or its body was found hours or 
  days after death, it is up to the DM what loot remains: specific 
  parts may have already been looted, not remain on the 
  creature long after death, or have degraded beyond use.
  If the party is present when the creature is killed, you must 
  make an appropriate in order to claim the loot. You make this 
  check with advantage if you are proficient with alchemist's 
  supplies and also proficient in the requisite skill
  The requisite skill is determined as follows:
  • Nature: Beast/Dragon/Monstrosity/Plant
  • Survival: Giant/Humanoid
  • Religion: Celestial/Fey/Fiend/Undead
  • Arcana: Aberration/Construct/Elemental/Ooze
  The DC depends on the challenge rating of the creature, as 
  shown in the Harvesting a Carcass table.
  Ha r vest ing a  Ca r c a ss
  Challenge Rating
  DC
  <5
  12
  6-10
  15
  11-15
  18
  >16
  21
  This represents your ability to harvest the items without 
  damaging or destroying them.
  A comprehensive table of alchemical creature loot is 
  presented in the Creature Loot Tables in Appendix C.
  PART 11 FIELDCRAFT
  The Alchemy Almanac by heavyarms
  
  II. POTIONGRAFT
  This guide interprets alchemy as a way to harness and extract 
  the magical essence of ingredients you find out in the world 
  and use it to your own advantage to create far more powerful 
  elixirs, oils and enchantments than what could be created 
  with just the raw ingredients.
  Cr a f t inc Req uir ement s
  • A player attempting to craft potions must be in possession 
  of either a herbalism kit or alchemist's supplies, depending 
  on the individual requirements of the recipe.
  • Proficiency with the relevant tool is required, representing 
  the base competency needed to handle the equipment and 
  follow instruction precisely.
  -±____________________________________________________b.
  Cr a f t ing in t he Fiel d
  Alchemical items of common and uncommon rarity can be 
  crafted in the field - all you need are the necessary 
  ingredients and access to the correct tool. More potent 
  creations leave little room for distraction or error, and require 
  a safe workshop environment such as a private room at an 
  inn, or a guild alchemist's laboratory. A character can attempt 
  to craft these more unstable items in the field, but makes the 
  check at disadvantage.
  ~---------------------------------------------------------------------~
  Black powder. Consists of a mixture of sulfur, charcoal and 
  saltpeter. Black powder is used in the creation of explosives.
  Grease. More common types of grease are made by 
  combining plant oils with lime soap. Grease is required to 
  make alchemical oils.
  Phosphorus. Phosphorus can be processed into a weak 
  acid or powdered and used to produce a thick white smoke.
  Sulfur. Refined sulfur is created by burning volcanic sulfur 
  deposits in brick kilns built on sloping hillsides. Can either be 
  dissolved to form sulfuric acid, or burned to create a thick 
  noxious smoke.
  Other bases include common ingredients such as distilled 
  water or salt - all standard within a set of alchemist's 
  supplies.
  Ac q u is it io n
  Alchemical bases must be purchased from an apothecary or 
  other dealer in alchemical goods, the prices of which are 
  shown in the Alchemical Bases table. A general trader may be 
  able to supply the most common ingredients, while the rarest 
  ingredients may only be available in large cities, or perhaps 
  even restricted to members of an arcane guild of a certain 
  rank.
  Th e Cr a f t in g  Pr o c e s s
  Crafting must be performed over an uninterrupted two hour 
  session. When an attempt at crafting is initiated all 
  ingredients are immediately consumed Interruptions to the 
  process result in automatic failure.
  At the end of the session, make one of the following checks, 
  depending on the tool you are using:
  Alchemist's Supplies modifier = proficiency bonus + 
  your Intelligence modifier
  Herbalism Kit modifier = proficiency bonus + your 
  Intelligence OR Wisdom modifier
  The DC depends on the item rarity, as shown in the Potion 
  Crafting table.
  Po t io n Cr a f t inc
  Rarity
  DC
  Rarity
  DC
  Common
  10
  Very Rare
  22
  Uncommon
  15
  Legendary
  25
  Rare
  19
  Th e Al c h e mic a l  Ba s e
  All alchemical concoctions require an alchemical base, a 
  foundation on which the formulations are created Generally, 
  the more powerful the effect, the more refined and costly the 
  requisite base. The following list describes the most common 
  categorizations of bases:
  AlcohoL Made from naturally occurring ethanol fermented 
  over time, distilled to varying degrees of purity. Alcohol is 
  required create potions, as well as substances that ignite and 
  burn readily.
  Al c hemic a l  Ba ses
  Base
  Rarity
  Cost Availabilit
  Alcohol
  Common
  lOgp
  General
  Calcium Grease
  Common
  lOgp
  General
  Phosphorus
  Common
  lOgp
  General
  Black Powder
  Uncommon
  25 gp
  Specialist
  White Phosphorus
  Uncommon
  25 gP
  Specialist
  Sulfur
  Uncommon
  25 gp
  Specialist
  Distilled Alcohol
  Rare
  100 gp
  Specialist
  Lithium Grease
  Rare
  100 gp
  Specialist
  Aluminum Grease
  Very Rare
  250gp
  Limited
  Pure Alcohol
  Very Rare
  250gp
  Limited
  PART II | POTIONCRAFT
  6
  The Alchemy Almanac by heavyarms
  
  Me t h o d  1: He r b a l  Al c h e my
  Herbal alchemy involves the use of the extracted essence of 
  harvested flora. The following additional ingredients are 
  required in addition to the correct alchemical base when 
  creating potions using this method:
  I. Re a g e n t s
  Reagents are the extracted purified essence of alchemical 
  flora which form the basis of herbal alchemy. Alchemical 
  symbols are used to denote the six categories of reagent as 
  follows:
  Reagent
  Water
  Symbol
  Reagent
  Symbol
  Air
  Fire
  Life
  $
  Earth
  Shadow
  •
  All varieties of alchemical flora are associated with only one 
  reagent. A summarized list of all currently known alchemical 
  creations, including information on the type and number of 
  reagents required for crafting each is shown in the Quick 
  Reference Crafting Tables in Appendix D.
  The relative availability of each reagent type varies 
  according to the generally prevailing weather conditions of the 
  surrounding area (e.g: fire-type flora are commonly found in 
  desert climates; whereas water-type flora are more rare). 
  Information on the different flora available in each climate 
  region is presented in the Terrain Ecosystems tables in 
  Appendix A.
  II. Spe c ia l  Re q u ir e me n t s
  Certain recipes list a supplementary requirement to the 
  alchemical base and reagents necessary for a preparation. For 
  example, potions mimicking the effect of a spell often require 
  casting the spell as part of the crafting process, thereby 
  imbuing the potion with its magics.
  Me t h o d  2: Tis s u e Tr a n s mu t a t io n
  Studying the unique properties of creatures forms part of the 
  alchemist's pursuit, and has resulted in the development of 
  potions using special tissues harvested from specific 
  creatures. This method requires only a unique ingredient 
  from a certain creature or creatures in addition to the 
  correct alchemical base. Due to the arcane nature of potion­
  making using creature organs and viscera, the vast majority of 
  such concoctions are created using alchemist's supplies.
  Cr e a t u r e Pa r t s
  A complete list of potions that can be prepared using creature 
  parts is presented in the Quick Reference Crafting Tables in 
  Appendix D. Instances listing multiple parts for a single 
  concoction indicates a range of potential ingredients, not a 
  requirement to be in possession of each, needed to attempt 
  the preparation.
  -s___________________________________________________ h­
  Do w nt ime Cr a f t ing
  Much like gathering, strict rules have not been codified for 
  crafting alchemical items as a downtime activity. As a general 
  rule it is advised to limit crafting to a single attempt per full 
  day of downtime spent, taking either half a day or a full day, 
  at the DM's discretion.
  
  III. Po t io n s  A-Z
  5
  Al c h e mis t  
  Po t io n s
  Co mmo n Po t io ns
  Acid, Phosphoric 
  Alchemist's Fire
  Alchemist's Tinder^
  Cat's Eye^
  Flash Pellet^
  Liquid Courage^
  Oil of Lightt
  Poison Smoke 
  Smokestickt
  Tanglefoot Bagt 
  Thunderstonet
  Unc o mmo n Po t io ns
  Acid, Sulfuric^ 
  Gunpowder
  Morning Star^
  Oil of Darkness^
  Oil of Flame^
  Oil of Lesser Sharpness^
  Oil of Levitation^
  Philter of Love
  Potion of Arcane Armor 
  Potion of Aggression^
  Potion of Elven Enmity 
  Potion of Fire Breath 
  Potion of Hill Giant's 
  Strength
  Potion of Magic Strikes^ 
  Potion of Nomog-Geayat 
  Potion of Poison
  Potion of Rampage^
  Potion of Recklessness^ 
  Potion of Resistance
  Potion of Sanctuary^
  his chapter contains all the recipes we have 
  gathered in our research. The chapter begins 
  with the potion lists suitable for the alchemist 
  and then the herbalist. The remainder contains 
  potion descriptions, presented in alphabetical 
  order by the name of the potion.
  Ra r e Po t io ns
  Acid, Hydrochloric^
  Dragon Eggf
  Elixir of Health
  Oil of Keen Edge^
  Oil of Invisibility^
  Oil of Magic Vestment^
  Oil of Minor Sharpness^
  Potion of Darkvision^
  Potion of Diminution
  Potion of Displacement^
  Potion of Evasion^
  Potion of Fire Giant's 
  Strength
  Potion of Frost/Stone Giant's 
  Strength
  Potion of Gaseous Form
  Potion of Greater Magic 
  Strikes^
  Potion of Gruumsh’s Furyt
  Potion of Hrugguk^
  Potion of Invulnerability
  Potion of Levitation^
  Potion of Magic Resistance^
  Potion of Mind Reading
  Potion of Misdirection^
  Potion of Nondetectiont
  Potion of Raise Undead^
  Potion of Recall^
  Potion of Shadow 
  Teleportation^
  Potion of Spider Clind/ 
  Potion of Tongues^
  Potion of Tremorsenset
  Ver y Ra r e Po t io ns
  Draught of Fine Fettle^
  Oil of Etherealness
  Oil of Greater Magic 
  Vestment^
  Oil of Sharpness 
  Potion of Broodguard
  Transformation^
  Potion of Cloud Giant's 
  Strength
  Potion of Flying
  Potion of Immunity^
  Potion of Invisibility
  Potion of Longevity 
  Potion of Polymorph^
  Potion of Shadow^
  Potion of Superior 
  Blindsighft
  Potion of Superior
  Darkvisiont
  Potion of Superior Magic 
  Strikes^
  Potion of Protection from
  Arrows^
  Potion of Raget
  Potion of Speed
  Leg enda r y Po t io ns
  Oil of Superior Magic 
  Vestment^
  Potion of Storm Giant's 
  Strength
  Potion of Tarrasque 
  Constitution^
  Potion of Tarrasque 
  Strength^
  Potion of Truesight^
  Potion of Ultimate 
  Resilience^
  He r b a l is t  
  Po t io n s
  Co mmo n Po t io ns
  Antitoxin
  Fortifying Powder^ 
  Oil of Magic Stones^ 
  Potion of Climbing 
  Potion of Healing 
  Potion of Springing^
  f Homebrew item not found in official source material
  Unc o mmo n Po t io ns
  Oil of Shillelaght
  Oil of Slipperinesst 
  Pomander of Warding^ 
  Potion of Adaptation^ 
  Potion of Animal Friendship 
  Potion of Greater Healing 
  Potion of Growth
  Potion of Invisibility from 
  Undead^
  Potion of Water Breathing
  Ra r e Po t io ns
  Potion of Ability 
  Enhancement^
  Potion of Barkskint
  Potion of Camouflage^ 
  Potion of Clairvoyance^
  Potion of Courage
  Potion of Fungal Immunity^
  Potion of Heroism
  Potion of Protection from 
  Evil and Good^
  Potion of Remove Curse^
  Potion of Restoration^
  Potion of Superior Healing 
  Potion of Water Walk^
  Ver y Ra r e Po t io ns
  Potion of Faith Shielding^ 
  Potion of Protection from 
  Poison^
  Potion of Supreme Healing 
  Potion of Vitality
  Stone Salvet
  Leg enda r y Po t io ns
  Potion of Hope^
  Potion of Magic Circle^
  PART in | POTIONS A-Z
  8
  The Alchemy Almanac by heavyarms
  
  Po t io n  De s c r ipt io n s
  The potions are presented in alphabetical order. A potion's 
  description gives its name, category, rarity, magical properties, 
  and the items needed to create it.
  Ac id
  Improvised weapon, rarity varies
  • Alchemical Base: Phosphorus/ sulfur/ salt
  • Herbal Alchemy: 
  A ' ® ' sulfuric acid
  • Tissue Transmutation: Flumph tentacle or yellow flower
  As an action, you can splash the contents of this vial onto a 
  creature within 5 feet of you or throw the vial up to 20 feet, 
  shattering it on impact. In either case, make a ranged attack 
  against a creature or object, treating the acid as an improvised 
  weapon. On a hit, the target takes damage depending on its 
  rarity, as shown in the Acid Vials table.
  Ac id Via l s
  Vial of ...
  Rarity
  Bonus
  Phosphoric Acid
  Common
  2d6
  Sulfuric Acid
  Uncommon
  4d6
  Hydrochloric Acid
  Rare
  6d6
  If imbibed, acids deal twice the normal damage, and if the 
  target is a living creature it must succeed on a DC 13 
  Constitution saving throw or become poisoned for ld4 hours.
  Improvised weapon, common
  • Alchemical Base: Alcohol
  • Herbal Alchemy: (S
  • Tissue Transmutation: N/A
  This sticky, adhesive fluid ignites when exposed to air. 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 alchemist's fire as an improvised weapon. On a 
  hit, the target takes ld4 fire damage at the start of each of its 
  turns. A creature can end this damage by using its action to 
  make a DC 10 Dexterity check to extinguish the flames.
  Al c h e mis t 's Tin d e r
  Improvised weapon, common
  • Alchemical Base: Alcohol
  • Herbal Alchemy:
  • Tissue Transmutation: N/A
  This 6 inch long, square wooden rod is coated with a dry 
  alchemical substance, which is then coated with a layer of 
  wax. When the wax is scraped away to expose the alchemical 
  substance to air, the substance ignites a minute later with 
  intense heat and burns for 5 minutes.
  The fire is unaffected by wind or precipitation, and inflicts 
  ld6 points of fire damage each round to anything touching it. 
  It is primarily used to light fires in difficult conditions.
  An t it o x in
  Potion, common
  • Alchemical Base: Alcohol
  • Herbal Alchemy: Q)
  • Tissue Transmutation: N/A
  A creature that drinks this vial of liquid gains advantage on 
  saving throws against poison for 1 hour. It confers no benefit 
  to undead or constructs.
  Ga t 's Ey e
  Potion, common
  • Alchemical Base: Alcohol
  • Herbal Alchemy: ®
  • Tissue Transmutation: N/A
  Drinking this inky-black potion causes your eyes to take on a 
  cat-like appearance, allowing you to see in dim light within 60 
  feet of you as if it were bright light for 8 hours.
  Dr a g o n  Eg g
  Improvised explosive, rare
  • Alchemical Base: Black powder
  • Herbal Alchemy: ((^ + ® + a barrel chest or similar 
  container
  • Tissue Transmutation: N/A
  This small iron-bound wooden cask is filled with an 
  alchemical mix of strange powders and liquids. It smells very 
  strongly of sulfur. A fuse protrudes from the top of the cask. 
  The cask weighs 20 lbs. Once lit, the fuse burns quickly. Id4 + 
  1 rounds after you ignite the fuse, the cask explodes. Each 
  creature in a 20-foot radius must make a DC 15 Dexterity 
  saving throw. A target takes 8d6 fire damage on a failed save, 
  or half as much on a successful one.
  If the dragon's egg cask suffers any fire or lightning damage, 
  it explodes at the end of the next round.
  ±b.
  DM To o l k it :
  Consider rolling the fuse die secretly and keeping the 
  result hidden from the players, simulating the varying time to 
  detonation of early explosives!
  ~---------------------------------------------------------------------F
  Dr a u g h t  o f  Fin e Fe t t l e
  Potion, very rare
  • Alchemical Base: Pure alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Tarrasque claw
  When you drink this potion, you gain immunity to being 
  charmed, frightened, paralyzed, poisoned, and blinded for 4 
  hours.
  PART III I POTIONS A-Z
  9
  The Alchemy Almanac by heavyarms
  
  El ix ir  o f  He a l t h
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: 
  + <§>
  • Tissue Transmutation: N/A
  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.
  Fl a s h  Pe l l e t
  Improvised weapon, common
  • Alchemical Base: Phosphorus
  • Herbal Alchemy: j A
  • Tissue Transmutation: N/A
  When thrown against a hard surface, this walnut-sized 
  alchemical pellet explodes in a blinding flash of light. As an 
  action, you can throw the pellet at a point up to 30 feet away. 
  Each creature in a 5-foot radius must succeed at a DC 12 
  Dexterity saving throw to avert their gaze or are blinded for 1 
  round, and suffer disadvantage on any attack rolls or Wisdom 
  (Perception) checks based on sight 1 round additional round 
  after that. Creatures with a vulnerability to bright light have 
  disadvantage on this save.
  Fo r t if y in g  Po w d e r
  Potion, common
  • Alchemical Base: Alcohol
  • Herbal Alchemy: j A
  • Tissue Transmutation: N/A
  A single packet of this chalky white powder is mixed with a 
  beverage. Drinking this potion provides 2d4 temporary hit 
  points. A creature cannot benefit from more than one dose of 
  this powder before finishing a long rest.
  Gu n po w d e r
  Explosive, uncommon
  • Alchemical Base: Black powder
  • Herbal Alchemy: (If + j A
  • Tissue Transmutation: N/A
  Gunpowder is chiefly used to propel a bullet from the barrel of 
  a pistol or rifle, or it is formed into a bomb. Gunpowder is 
  stored in small wooden kegs and water resistant powder 
  horns.
  Setting fire to a container full of gunpowder can cause it to 
  explode, dealing fire damage to creatures within 10 feet of it 
  (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 
  Dexterity saving throw halves the damage. Setting fire to an 
  ounce of gunpowder causes it to flare for 1 round, shedding 
  bright light in a 30-foot radius and dim light for an additional 
  30 feet.
  Liq u id  Co u r a g e
  Potion, common
  • Alchemical Base: Alcohol
  • Herbal Alchemy:
  • Tissue Transmutation: N/A
  When you drink this potion, you become immune to being 
  frightened for 1 hour. If you are frightened when you drink the 
  potion, you are no longer frightened. The liquid within smells 
  strongly of alcohol.
  Mo r n in g  St a r
  Improvised weapon, uncommon
  • Alchemical Base: White phosphorus
  • Herbal Alchemy: =i + ®
  • Tissue Transmutation: N/A
  As an action, you can throw this grenade at a point up to 30 
  feet away. At the start of your next turn, it emits an opaque 
  cloud of poisonous gas filling a 20-foot radius sphere. Each 
  creature that is completely within the cloud at the start of its 
  turn must make a Constitution saving throw (DC 12) or 
  become poisoned for 1 minute. A creature can make the 
  saving throw again at the start of each of its turns, ending the 
  poisoned condition on a success.
  Additionally, the gas ignites violently on contact with an 
  open flame, and each creature in the area must make a DC 15 
  Dexterity saving throw. A target takes 4d6 fire damage on a 
  failed save, or half as much on a successful one. The gas 
  dissipates naturally over a period of up to 1 minute, 
  depending on the wind conditions.
  Oil  o f  Da r k n e s s
  Potion, uncommon
  • Alchemical Base: Calcium grease
  • Herbal Alchemy: 
  + ®
  • Tissue Transmutation: N/A
  This oil can coat a single object with a surface area of up to 10 
  square feet. Applying the oil takes 1 minute. Magical darkness 
  spreads from the object to fill a 15-foot radius sphere for 10 
  minutes. Covering the object with an opaque object blocks the 
  darkness.
  Oil  o f  Et h e r e a l n e s s
  Potion, very rare
  • Alchemical Base: Aluminium grease
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Succubus/Incubus heart or a vial 
  of ectoplasm
  Beads of this cloudy gray oil form on the outside of its 
  container and quickly evaporate. The oil can cover a Medium 
  or smaller creature, along with the equipment it's wearing and 
  carrying (one additional vial is required for each size category 
  above Medium). Applying the oil takes 10 minutes. The 
  affected creature then gains the effect of the etherealness 
  spell for 1 hour.
  PART III I POTIONS A-Z
  10
  The Alchemy Almanac by heavyarms
  
  Oil  o f  Fl a me
  Potion, uncommon
  • Alchemical Base: Calcium grease
  • Herbal Alchemy: + (£>
  • Tissue Transmutation: N/A
  This oil can coat one melee weapon or up to 5 pieces of 
  ammunition. Applying the oil takes 1 minute. For 1 hour, the 
  coated weapon deals an additional ld6 fire damage. A 
  flammable object hit by this weapon ignites if it isn't being 
  worn or carried
  Oil  o f  Ke e n Ed g e
  Potion, rare
  • Alchemical Base: Lithium grease
  • Herbal Alchemy: 4 + it
  • Tissue Transmutation: N/A
  This 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 weapon is magical and 
  scores a critical hit on a roll of 19 or 20.
  Oil  o f  In v is ibil it y
  Potion, rare
  • Alchemical Base: Lithium grease
  • Herbal Alchemy: + ©
  • Tissue Transmutation: N/A
  This oil can coat a single object with a surface area of up to 10 
  square feet. Applying the oil takes 1 minute. The object 
  becomes invisible for 24 hours.
  Oil  o f  Le v it a t io n
  Potion, uncommon
  • Alchemical Base: Calcium grease
  • Herbal Alchemy: 4 +
  • Tissue Transmutation: N/A
  This oil can coat a single object with a surface area of up to 10 
  square feet that weighs 500 pounds or less. Applying the oil 
  takes 1 minute. The object rises 5 feet into the air and floats 
  there for 10 minutes. The object can be moved freely by 
  physical labor, and continues to float in place for the duration.
  Oil  o f  Lig h t
  Potion, common
  • Alchemical Base: Calcium grease
  • Herbal Alchemy: (£>
  • Tissue Transmutation: N/A
  This oil can coat a single object with a surface area of up to 10 
  square feet. Applying the oil takes 1 minute. The object 
  radiates bright light in a 60-foot radius and dim light for an 
  additional 60 feet. Covering the object with an opaque object 
  blocks the light.
  Oil  o f  Ma g ic  St o n e s
  Potion, common
  • Alchemical Base: Calcium grease
  • Herbal Alchemy: 4
  • Tissue Transmutation: N/A
  This oil can coat up to three small stones. Applying the oil 
  takes an action. For 1 hour, the coated stones become magical 
  and gain a +1 bonus on attack and damage rolls made with 
  them. They can be slung from a sling as magical ammunition, 
  or can be thrown. If thrown, they have the Thrown property, a 
  range of 20/60 feet, and deal ld4 damage. All creatures are 
  considered proficient when throwing the stones.
  Oil  o f  Ma g ic  Ve s t me n t
  Potion, rarity varies
  • Alchemical Base: Lithium grease/ aluminium grease/ 
  aluminium grease
  • Herbal Alchemy: 4+^/4+ 
  / ^ + A
  • Tissue Transmutation: N/A
  This oil can coat one set of armor or clothing. Applying the oil 
  takes 10 minutes. For 8 hours, the coated item is magical and 
  grants a bonus to AC depending on its rarity, as shown in the 
  Oils of Magic Vestement table. Coated clothing is treated as 
  armor that grants an AC of 10 plus the target's Dexterity 
  modifier.
  Oil s o f  Ma g ic  Vest ement
  Oil of ...
  Rarity
  Bonus
  Magic Vestment
  Rare
  +1
  Greater Magic Vestment
  Very Rare
  +2
  Superior Magic Vestment
  Legendary
  +3
  Oil  o f  Sh a e pn e s s
  Potion, rarity varies
  • Alchemical Base: Calcium grease/ lithium grease/ 
  aluminium grease
  • Herbal Alchemy: |+A/$ + 
  / $ + @
  • Tissue Transmutation: N/A
  This clear, gelatinous oil sparkles with tiny, ultra-thin 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 is magical 
  and has a a bonus to attack and damage rolls depending on 
  the potion's rarity, as shown in the Oils of Sharpness table.
  Oil s o f  Sha r pness
  Oil of..
  Rarity
  Bonus
  Lesser Sharpness
  Uncommon
  +1
  Minor Sharpness
  Rare
  +2
  Sharpness
  Very Rare
  +3
  Oil  o f  Sh il l e l a g h
  Potion, uncommon
  • Alchemical Base: Calcium grease
  • Herbal Alchemy: A + Q
  • Tissue Transmutation: N/A
  This oil can coat one club or quarterstaff. Applying the oil 
  takes 1 minute. For 1 hour, you can use your Wisdom modifier 
  instead of Strength for the attack and damage rolls of melee 
  attacks using the coated weapon, and the weapon's damage 
  die becomes a d8. The weapon also becomes magical, if it isn't 
  already.
  PART in | POTIONS A-Z
  11
  The Alchemy Almanac by heavyarms
  
  Oil  o f  Sl ippe r in e s s
  Potion, uncommon
  • Alchemical Base: Calcium grease
  • Herbal Alchemy: 4 + @
  • Tissue Transmutation: N/A
  This sticky black unguent is thick and heavy in the container, 
  but it flows quickly when poured. The oil can cover a Medium 
  or smaller creature, along with the equipment it's wearing and 
  carrying (one additional vial is required for each size category 
  above Medium} Applying the oil takes 10 minutes. The 
  affected creature then gains the effect of a freedom of 
  movement spell for 8 hours.
  Alternatively, the oil can be poured on the ground as an 
  action, where it covers a 10-foot square, duplicating the effect 
  of the grease spell in that area for 8 hours.
  Ph il t e r  o f  Lo v e
  Potion, uncommon
  • Alchemical Base: Alcohol
  • Herbal Alchemy: 
  + @ (must be brewed on a new
  moon)
  • Tissue Transmutation: N/A
  The next time you see a creature within 10 minutes after 
  drinking this philter, you become charmed by that creature for 
  1 hour. If the creature is of a species and gender you are 
  normally attracted to, you regard it as your true love while you 
  are charmed This potion's rose-hued effervescent liquid 
  contains one easy-to-miss bubble shaped like a heart.
  Po is o n Smo k e
  Improvised weapon, common
  • Alchemical Base: Sulfur
  • Herbal Alchemy: ©
  • Tissue Transmutation: N/A
  As an action, you can throw this vial up to 20 feet, shattering it 
  on impact. Make a ranged attack against a creature, treating 
  the poison smoke as an improvised weapon. On a hit, the 
  target takes ld4 poison damage and must make a 
  Constitution saving throw (DC 13) or become poisoned for 1 
  minute. A creature can make the saving throw again at the 
  start of each of its turns, ending the poisoned condition if 
  successful Creatures that don’t need to breathe or are 
  immune to poison automatically succeed on this saving throw.
  Po ma n d e r  o f  Wa r d in g
  Incense, uncommon
  • Alchemical Base: Alcohol
  • Herbal Alchemy: A + : j
  • Tissue Transmutation: N/A
  This ball of aromatic spices and perfumes fills an area in a 15- 
  foot radius with a strong aroma for 8 hours after being 
  unwrapped Undead creatures of CR 2 or lower that enter this 
  area must make a Wisdom saving throw (DC 15) or be turned 
  as detailed in the Turn Undead cleric feature.
  Po t io n o f  Abil it y  En h a n c e me n t
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: A +
  • Tissue Transmutation: N/A
  When you drink this potion, you gain a +2 bonus to one ability 
  score for 1 hour, depending on it's type.
  d6
  Name
  Ability Score
  1
  Boar's Strength
  +2 Strength
  2
  Cat's Grace
  +2 Dexterity
  3
  Bear's Endurance
  +2 Constitution
  4
  Fox's Cunning
  +2 Intelligence
  5
  Owl's Wisdom
  +2 Wisdom
  6
  Eagle's Splendour
  +2 Charsima
  Po t io n o f  Ad a pt a t io n
  Potion, uncommon
  • Alchemical Base: Alcohol
  • Herbal Alchemy: A +
  • Tissue Transmutation: N/A
  When you drink this potion, you and everything you wear and 
  carry are unharmed by temperatures as low as -50°F and as 
  high as 150°F for 24 hours.
  Po t io n o f  Ag g r e s s io n
  Potion, uncommon
  • Alchemical Base: Alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Orc war chief head
  When you drink this potion, you can take a bonus action on 
  each of your turns to Dash towards an enemy you can see. 
  This effects lasts for 1 hour.
  Po t t o n o f  An ima l  Fr ie n d s h ip
  Potion, uncommon
  • Alchemical Base: Alcohol
  • Herbal Alchemy: $ + @ + animal friendship spell
  • Tissue Transmutation: Dryad heart or sahuagin fin
  When you drink this potion, you can cast the animal 
  friendship spell (DC 13) for 1 hour at will Agitating this 
  muddy liquid brings little bits into view: a fish scale, a 
  hummingbird tongue, a cat claw, or a squirrel hair.
  Po t io n o f  Ar c a n e  Ar mo r
  Potion, uncommon
  • Alchemical Base: Alcohol
  • Herbal Alchemy: A + 
  + mage armor spell
  • Tissue Transmutation: N/A
  When you drink this potion, you are surrounded in a 
  protective magical force, granting you an AC of 13 + your 
  Dexterity modifier for the next 8 hours as long as you are not 
  wearing any armor.
  PART in | POTIONS A-Z
  12
  The Alchemy Almanac by heavyarms
  
  Po t io n o f  Ba r k s k in
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: j A + 
  + barkskin spell
  • Tissue Transmutation: N/A
  When you drink this potion, your skin feels dry and stiff as it 
  gains a rough, bark-like appearance. Your AC can't be less 
  than 16 for the next hour regardless of what kind of armor 
  your are wearing.
  Po t io n o f  Br o o d g u a r d Tr a n s f o r ma t io n”™
  Potion, very rare
  • Alchemical Base: Pure alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: 5 vials of broodguard blood
  A humanoid that drinks the potion must make a DC 15 
  Constitution saving throw. On a failure, the creature is 
  incapacitated for ld6 + 6 days, and slowly transforms into a 
  Yuan-Ti Broodguard over that period On a success, the 
  creature takes 14 (4d6) poison damage but is otherwise 
  unaffected
  A spell such as lesser restoration or remove curse can end 
  the transformation process at any time before it runs its 
  course. After the process is complete, only a wish spell can 
  reverse the effect.
  Po t io n o f  Ca mo u f l a g e
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: j A + ® + pass without trace spell
  • Tissue Transmutation: N/A
  When you drink this potion, you gain the effect of the pass 
  without trace spell for 1 hour (no concentration required}
  Po t io n o f  Cl a ir v o y a n c e
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: , + ® + clairvoyance spell
  • Tissue Transmutation: N/A
  When you drink this potion, you gain the effects of the 
  clairvoyance spell for 10 minutes (no concentration required} 
  An eyeball bobs in the yellowish liquid but vanishes when the 
  potion is opened
  Po t io n o f  Cl imbin g
  Potion, common
  • Alchemical Base: Alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Drider leg
  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 gray layers 
  resembling bands of stone. Shaking the bottle fails to mix the 
  colors.
  Po t io n o f  Da r k v is io n
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: j A + ®
  • Tissue Transmutation: Cloaker, froghemoth, or roper eye
  When you drink this potion, you gain darkvision to a distance 
  of 60 feet for 8 hours. If you already have darkvision with a 
  range of at least 60 feet, the range increases by 30 feet for the 
  duration.
  Po t io n o f  Dimin u t io n
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: j A + 0 + enlarge/reduce spell
  • Tissue Transmutation: N/A
  When you drink this potion, you gain the "reduce" effect of the 
  enlarge/reduce spell for ld4 hours (no concentration 
  required) 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.
  Po t io n o f  Dis pl a c e me n t
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: £ + - + blur spell
  • Tissue Transmutation: N/A
  When you drink this potion, you gain the effects of the blur 
  spell for 1 minute (no concentration required) Looking into 
  this potion's bottle, you can see multiple shifting reflections of 
  your own face in the orange fluid.
  Po t io n o f  El v e n En mit y
  Potion, uncommon
  • Alchemical Base: Alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Sahuagin baron heart
  Drinking this potion gives you advantage on attack rolls 
  against elves, and on saving throws against effects from spells 
  cast by elves for 1 hour.
  Po t io n o f  Ev a s io n
  Potion, very rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Demilich tooth
  For 1 hour after drinking it, when you are subjected to an 
  effect that allows you to make a Dexterity saving throw to take 
  only half damage, you instead take no damage if you succeed 
  on the saving throw, and only half damage if you fail
  Po t io n o f  Fa it h  Sh ie l d in g
  Potion, very rare
  • Alchemical Base: Pure alcohol
  • Herbal Alchemy: A +
  • Tissue Transmutation: N/A
  PART in I POTIONS A-Z
  13
  The Alchemy Almanac by heavyarms
  
  When you drink this potion, you gain a +2 bonus to AC for the 
  next 10 minutes and are surrounded by a shimmering field, 
  shedding bright light in a 20-foot radius and dim light for an 
  additional 20 feet.
  Po t io n o f  Fir e  Br e a t h
  Potion, uncommon
  • Alchemical Base: Alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Chimera claw or 4 hell hound 
  teeth
  After drinking this potion, you can use a bonus action to 
  exhale fire at a target within 30 feet of you. The target must 
  make a DC 13 Dexterity saving throw, taking 4d6 fire damage 
  on a failed save, or half as much on a successful one. The 
  effect ends after you exhale the fire three times or when 1 
  hour has passed
  This potion's orange liquid flickers, and smoke fills the top 
  of the container and wafts out whenever it is opened
  Po t io n o f  Fl y in g
  Potion, very rare
  • Alchemical Base: Pure alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Glabrezu claw
  When you drink this potion, you gain a flying speed equal to 
  your walking speed for 1 hour 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.
  Po t io n o f  Fu n g a l  Immu n it y
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Fomorian stomach lining
  When you drink this potion, you gain immunity to the 
  poisoned condition if it would be caused by fungi or fungal 
  creatures for 8 hours.
  Po t io n o f  Ga s e o u s Fo r m
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: ^ + 
  + gaseous form spell
  • Tissue Transmutation: N/A
  When you drink this potion, you gain the effect of the gaseous 
  form spell for 1 hour (no concentration required) or until you 
  end the effect as a bonus action. This potion's container seems 
  to hold fog that moves and pours like water.
  Po t io n o f  Gia n t  St r e n g t h
  Potion, rarity varies
  PART in I POTIONS A-Z
  When you drink this potion, your Strength score changes for 1 
  hour. The type of giant determines the score (see the table 
  below) The potion has no effect on you if your Strength is 
  equal to or greater than that score.
  This potion’s transparent liquid has floating in it a sliver of 
  fingernail from a giant of the appropriate type. The potion of 
  frost giant strength and the potion of stone giant strength have 
  the same effect.
  Type of Giant
  Strength
  Rarity
  Hill giant
  21
  Uncommon
  Frost/stone giant
  23
  Rare
  Fire giant
  25
  Rare
  Cloud giant
  27
  Very rare
  Storm giant
  29
  Legendary
  Po t io n o f  Gr o w t h
  Potion, uncommon
  • Alchemical Base: Alcohol
  • Herbal Alchemy: kS + A
  • Tissue Transmutation: Duergar head
  When you drink this potion, you gain the "enlarge" effect of 
  the enlarge/reduce spell for ld4 hours (no concentration 
  required) The red in the potion's liquid continuously expands 
  from a tiny bead to color the clear liquid around it and then 
  contracts. Shaking the bottle fails to interrupt this process.
  Po t io n o f  Gr u u ms h ’s Fu r y
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Orc left eye of fury
  When you drink this potion, your melee attacks deal an extra 
  ld8 damage for 1 hour. This effect ends early if you fail to take 
  an attack action against a creature for more than 30 seconds.
  Po t t o n o f  He a l in g
  Potion, rarity varies
  • Alchemical Base: Alcohol/ distilled alcohol/ pure alcohol
  • Herbal Alchemy: 
  / +any/ +any/ *2  + any
  • Tissue Transmutation: Centaur hoof, ki-rin hoof, rhino 
  horn, or unicorn hoof
  • Alchemical Base: Alcohol/ Distilled alcohol/ Pure alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Brontosaurus heart, cyclops heart, 
  ettin heart, or a giant fingernail (various)
  You regain hit points when you drink this potion. The number 
  of hit points depends on the potion's rarity, as shown in the 
  Potions of Healing table. Whatever its potency, the potion's 
  red liquid glimmers when agitated
  Po t io ns o f  Hea l ing
  Potion of-.
  Rarity
  HP Regained
  Healing
  Common
  2d4 + 2
  Greater Healing
  Uncommon
  4d4 + 4
  Superior Healing
  Rare
  8d4 + 8
  Supreme Healing
  Very rare
  10d4+ 20
  Po t t o n o f  He r o is m
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: + jh,
  • Tissue Transmutation: N/A
  14
  The Alchemy Almanac by heavyarms
  
  For 1 hour after drinking it, you gain 10 temporary hit points 
  that last for 1 hour. For the same duration, you are under the 
  effect of the bless spell (no concentration required) This blue 
  potion bubbles and steams as if boiling.
  Po t io n o f  Ho pe
  Potion, legendary
  • Alchemical Base: Pure alcohol
  • Herbal Alchemy: + j A
  • Tissue Transmutation: N/A
  When you drink this potion, you gain advantage on all attack 
  rolls, ability checks, and saving throws, and a +2 bonus to all 
  damage rolls, for the next minute.
  Po t io n o f  Hr u g g u k
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Strong bugbear heart
  When you drink this potion, you gain advantage on saving 
  throws against being charmed, frightened, paralyzed, 
  poisoned, stunned, or put to sleep for ld4 hours.
  Po t io n o f  Immu n it y
  Potion, very rare
  • Alchemical Base: Pure alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Adult remorhaz heat gland, 
  chromatic dragon tail (various), or a vial of tarrasque 
  stomach acid
  When you drink this potion, you gain immunity to one type of 
  damage for 1 hour, depending on it's type.
  Po t io n o f  In v is ibil it y
  Potion, very rare
  • Alchemical Base: Pure alcohol
  • Herbal Alchemy: 
  ® + invisibility spell
  • Tissue Transmutation: Duergar head, imp wing, or a vial 
  of ectoplasm
  This potion's container looks empty but feels as though it 
  holds liquid When you drink it, you become invisible for 1 
  hour. Anything you wear or carry is invisible with you. The 
  effect ends early if you attack or cast a spell
  Po t io n o f  In v is ibil it y  f r o m Un d e a d
  Potion, uncommon
  • Alchemical Base: Alcohol
  • Herbal Alchemy: 4, + ©
  • Tissue Transmutation: N/A
  When you drink this potion, you become invisible to undead 
  creatures for 1 hour. Anything you wear or carry is invisible 
  with you. Other creatures perceive you normally. The effect 
  ends early if you attack, cast a spell, or turn undead The 
  potion is a deep, transparent green and it glows faintly in dim 
  or dark conditions.
  Po t io n o f  In v u l n e r a bil it y
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: (S + j A
  • Tissue Transmutation: N/A
  For 1 minute after you drink this potion, you have resistance 
  to nonmagical damage. The potion's syrupy liquid looks like 
  liquefied iron.
  Po t io n o f  Le v it a t io n
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: j A + . + levitate spell
  • Tissue Transmutation: N/A
  When you drink this potion, you gain the effect of the levitate 
  spell for 10 minutes (no concentration required)
  Po t io n o f  Lo n g e v it y
  Potion, very rare
  • Alchemical Base: Pure alcohol
  • Herbal Alchemy:
  • Tissue Transmutation: N/A
  When you drink this potion, your physical age is reduced by 
  ld6 + 6 years, to a minimum of 13 years. Each time you 
  subsequently drink a potion of longevity, there is a 10% 
  cumulative chance that you instead age by ld6 + 6 years.
  Po t t o n o f  Ma g ic  Cir c l e
  Potion, legendary
  • Alchemical Base: Pure alcohol
  • Herbal Alchemy: 
  + j A
  • Tissue Transmutation: N/A
  When you drink this potion, you and each creature within 10 
  feet of you gain the effect of the protection from evil and good 
  spell for 1 hour (no concentration required) A creature only 
  benefits from this effect while they remain within 10 feet of 
  you, and a creature that moves within 10 feet of you gains the 
  effect even if they were not within range when you drank the 
  potion.
  In addition, aberrations, celestials, elementals, fey, fiends, 
  and undead cannot willingly move to a space within 10 feet of 
  you. If they enter the area unwillingly (such as if you move 
  towards them, or if they are pushed into the area) they are not 
  forced to move away.
  Po t io n o f  Ma g ic  Re s is t a n c e
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Demilich tooth, demon snake tail, 
  demon spider leg, goristro horn, or hezrou spine
  When you drink this potion, you have advantage on all saving 
  throws against spells and magical effects for 1 hour. The 
  potion's shimmering liquids is striped with all the colors of the 
  rainbow.
  PART in | POTIONS A-Z
  15
  The Alchemy Almanac by heavyarms
  
  Po t io n  o f  Ma g ic  St r ik e s
  Potion, varies
  • Alchemical Base: Alcohol/ distilled alcohol/ pure alcohol
  • Herbal Alchemy: 
  + 
  + $ / A +
  • Tissue Transmutation: N/A
  When you drink this potion, your unarmed strikes and natural 
  weapons become magical and gain a bonus on attack and 
  damage rolls for 1 hour. This bonus depends on the potion's 
  rarity, as shown in the Potions of Magic Strikes table.
  Po t io ns o f  Ma g ic St r ik es
  Potion of ...
  Rarity
  Bonus
  Magic Strikes
  Uncommon
  + 1
  Greater Magic Strikes
  Rare
  +2
  Superior Magic Strikes
  Very Rare
  +3
  Po t io n  o f  Min d  Re a d in g
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: 1 + (§) + detect thoughts spell
  • Tissue Transmutation: Doppelganger brain or neothelid 
  tentacle
  When you drink this potion, you gain the effect of the detect 
  thoughts spell (save DC 13). The potion's dense, purple liquid 
  has an ovoid cloud of pink floating in it.
  Po t io n  o f  Mis d ir e c t io n
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: ^ + (§>
  • Tissue Transmutation: N/A
  When you drink this potion, choose another creature or object 
  within 30 feet. For the next 8 hours, whenever you are 
  subjected to any divination spell or other form of magical 
  scrying effect, the effect instead targets the chosen creature or 
  object as long as you remain within 1 mile of it.
  Po t io n  o f  No mo g -Ge a y a
  Potion, uncommon
  • Alchemical Base: Alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Strong hobgoblin heart
  For 1 minute after drinking this potion, your weapon attacks 
  deal an extra 7 (2d6) damage if an ally is within 5 feet of the 
  target that isn't incapacitated
  Po t io n  o f  No n d e t e c t io n
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: (£) + ® + nondetection spell
  • Tissue Transmutation: N/A
  When you drink this potion, you gain the effect of the 
  nondetection spell for 8 hours.
  Po t io n  o f  Po is o n
  Potion, uncommon
  • Alchemical Base: Sulfur
  • Herbal Alchemy: ® + any + any potion of healing
  • Tissue Transmutation: N/A
  This concoction looks, smells, and tastes like a potion of 
  healing or other beneficial potion. However, it is actually 
  poison masked by illusion magic. An identify spell reveals its 
  true nature.
  If you drink it, you take 3d6 poison damage, and you must 
  succeed on a DC 13 Constitution saving throw or be poisoned 
  At the start of each of your turns while you are poisoned in 
  this way, you take 3d6 poison damage. At the end of each of 
  your turns, you can repeat the saving throw. On a successful 
  save, the poison damage you take on your subsequent turns 
  decreases by ld6. The poison ends when the damage 
  decreases to 0.
  Po t io n  o f  Po l y mo r ph
  Potion, very rare
  • Alchemical Base: Pure alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Lizardfolk heart of semuanya, a 
  vial of archdruid blood oni eye, or a vial of ancient metallic 
  dragon salve (various)
  When you drink this potion, you gain the effect of the 
  polymorph spell for 1 hour (no concentration required). The 
  potion's rust orange color is flecked with dark grey.
  Po t io n  o f  Pr o t e c t io n  f r o m Ar r o w s
  Potion, very rare
  • Alchemical Base: Pure alcohol
  • Herbal Alchemy: A. +
  • Tissue Transmutation: N/A
  When you drink this potion, you gain a +2 bonus to AC against 
  ranged weapon attacks for the next 10 minutes.
  PART III I POTIONS A-Z
  The Alchemy Almanac by heavyarms
  
  Po t io n o f  Pr o t e c t io n f r o m Ev il  a n d Go o d
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: 
  + @ + protection from evil and good
  spell
  • Tissue Transmutation: N/A
  When you drink this potion, you gain the effect of the 
  protection from evil and good spell for 1 hour (no 
  concentration required}
  Po t io n o f  Pr o t e c t io n f r o m Po is o n
  Potion, very rare
  • Alchemical Base: Pure alcohol
  • Herbal Alchemy: <$> + @
  • Tissue Transmutation: Green dragon tail or a vial of foul 
  ichor
  When you drink this potion, you become immune to poison 
  damage and the poisoned condition for 1 hour. If you are 
  poisoned when you drink the potion, the poison is neutralized.
  Po t io n o f  Ra g e
  Potion, very rare
  • Alchemical Base: Pure alcohol
  • Herbal Alchemy: 
  + @
  • Tissue Transmutation: N/A
  When you drink this potion, you fly into a berserk rage. For 1 
  minute, you have advantage on Strength checks and Strength 
  saving throws, you gain a +2 bonus when you roll for damage 
  with a melee weapon attack using Strength, and you have 
  resistance to bludgeoning, piercing, and slashing damage. If 
  you are able to cast spells, you can't cast them or concentrate 
  on them while raging.
  This effect ends early if you are knocked unconscious or if 
  your turn ends and you haven't attacked a hostile creature 
  since your last turn or taken damage since then.
  Po t io n o f  Ra is e  Un d e a d
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Death tyrant skull
  When poured over the remains of an undead creature, this 
  potion repairs the body and refreshes the necromantic magics 
  to return the creature to unlife. The undead regains all of its 
  hit points and remains under your control for the next 24 
  hours.
  Po t io n o f  Ra mpa g e
  Potion, uncommon
  • Alchemical Base: Alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Leucrotta hoof
  For 1 minute after drinking this potion, when you reduce 
  another creature to 0 hit points with a melee attack, you can 
  use your bonus action to move up to half your speed and make 
  an additional melee attack. This effect ends early if you 
  haven't attacked or taken damage since the beginning of your 
  last turn.
  Curse. While under the effects of this potion, you are 
  cursed. As long as you remain cursed, you must take the 
  Attack action on each of your turns to attack a creature.
  Po t io n o f  Re c a l l
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Minotaur horn
  When you drink this potion, you gain the ability to perfectly 
  recall any path they have traveled for up to 8 hours, and 
  automatically succeed on saving throws to escape the maze 
  spell and similar areas.
  Po t io n o f  Re c k l e s s n e s s
  Potion, uncommon
  • Alchemical Base: Alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Barlgura tusk
  When you drink this potion, you gain advantage on melee 
  weapon attack rolls using Strength for 1 minute, but during 
  this time attack rolls against you have advantage.
  Po t io n o f  Re mo v e  Cu r s e
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: 4 + (£'
  • Tissue Transmutation: N/A
  When you drink this potion, all curses affecting you end. If the 
  curse is caused by a magic item, the curse remains on the 
  object, but the potion breaks the drinker's attunement to the 
  object so it can be removed or discarded.
  Po t io n o f  Re s is t a n c e
  Potion, uncommon
  • Alchemical Base: Alcohol
  • Herbal Alchemy:
  • Tissue Transmutation: Cambion horn, death knight eye, 
  demilich tooth, a dollop of orange jelly, grell beak, heart of 
  the mummy, mote of green flame, naga bone, shambling 
  mound vine, young remorhaz heat gland
  When you drink this potion, you gain resistance to one type of 
  damage for 1 hour, depending on it's type.
  dlO
  Damage Type
  dlO
  Damage Type
  1
  Acid
  6
  Necrotic
  2
  Cold
  7
  Poison
  3
  Fire
  8
  Psychic
  4
  Force
  9
  Radiant
  5
  Lightning
  10
  Thunder
  17
  PART in | POTIONS A-Z
  The Alchemy Almanac by heavyarms
  
  Po t io n o f  Re s t o r a t io n
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy:
  • Tissue Transmutation: N/A
  When you drink this potion, your exhaustion level is reduced 
  by one. You cannot benefit from the effects of this potion again 
  before finishing a long rest.
  Po t io n o f  Sa n c t u a r y
  Potion, uncommon
  • Alchemical Base: Alcohol
  • Herbal Alchemy:
  • Tissue Transmutation: N/A
  When you drink this potion, any creature targeting you with 
  an attack or harmful spell within the next minute must make a 
  DC 12 Wisdom saving throw. On a failed save, the creature 
  must choose a new target or lose the attack or spell This 
  potion doesn't protect the drinker from area effects, such as 
  the blast from a fireball spell The effect ends if you make an 
  attack or cast a spell
  Po t io n o f  Sh a d o w
  Potion, very rare
  • Alchemical Base: Pure alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Mote of shadow
  For a period of 1 hour after drinking this potion, you gain 
  resistance to all damage types other than force, fire, or radiant 
  as long as you are in dim light or darkness. Additionally, any 
  damage type, resistance, vulnerability, or immunity granted by 
  an items of draconic origin is changed to necrotic.
  Po t io n o f  Sh a d o w  Te l e po r t a t io n
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Meenlock or shadow mastiff heart
  When you drink this potion, you can use a bonus action to 
  teleport to an unoccupied space within 30 feet, provided both 
  your present location and the destination are in dim light or 
  darkness. The effect lasts for 10 minutes.
  Po t io n o f  Spe e d
  Potion, very rare
  • Alchemical Base: Pure alcohol
  • Herbal Alchemy: 
  + haste spell
  • Tissue Transmutation: N/A
  When you drink this potion, you gain the effect of the haste 
  spell for 1 minute (no concentration required) The potion’s 
  yellow fluid is streaked with black and swirls on its own.
  Po t io n o f  Spid e r  Cl imb
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Roper eye
  When you drink this potion, you gain the effect of the spider 
  climb spell for 1 hour (no concentration required)
  Po t io n o f  Spr in g in g
  Potion, common
  • Alchemical Base: Alcohol
  • Herbal Alchemy:
  • Tissue Transmutation: N/A
  When you drink this potion, your jump distance is tripled for 1 
  hour.
  Po t io n o f  Su pe r io r  Bl in d s ig h t
  Potion, very rare
  • Alchemical Base: Pure alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Elder brain occipital lobe
  When you drink this potion, you gain blindsight to a distance 
  of 120 feet for 1 hour.
  Po t io n o f  Su pe r io r  Da r k v is io n
  Potion, rare
  • Alchemical Base: Pure alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Vrock or drider eye
  When you drink this potion, you gain darkvision to a distance 
  of 120 feet for 8 hours. If you already have darkvision with a 
  range of at least 120 feet, the range increases by 60 feet for 
  the duration.
  Po t io n o f  Ta r r a s q u e  Co n s t it u t io n
  Potion, legendary
  • Alchemical Base: Pure alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Tarrasque gullet (makes ldlO 
  potions)
  When you drink this potion, your Constitution score becomes 
  30 for 1 hour. The potion has no effect on you if your 
  Constitution is equal to or greater than that score.
  Po t io n o f  Ta r r a s q u e  St r e n g t h
  Potion, legendary
  • Alchemical Base: Pure alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Tarrasque heart (makes ldlO 
  potions)
  When you drink this potion, your Strength score becomes 30 
  for 1 hour. The potion has no effect on you if your Strength is 
  equal to or greater than that score.
  PART in | POTIONS A-Z
  18
  The Alchemy Almanac by heavyarms
  
  Po t io n o f  To n g u e s
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: £ + ® + tongues spell
  • Tissue Transmutation: N/A
  When you drink this potion, you gain the effect of the tongues 
  spell for 1 hour.
  Po t io n o f  Tr e mo r s e n s e
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Remorhaz or umber hulk antenna
  When you drink this potion, you gain tremorsense to a 
  distance of 60 feet for 1 hour.
  Po t io n o f  Tr u e s ig h t
  Potion, very rare
  • Alchemical Base: Pure alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Arcanaloth eye, demilich tooth, 
  erinyes feather, eye of the empyrean, eye of the sphinx, 
  marilith head, or nothic eye
  When you drink this potion, you gain truesight to a distance of 
  120 feet for 1 hour.
  Po t io n o f  Ul t ima t e  Re s il ie n c e
  Potion, legendary
  • Alchemical Base: Pure alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Kraken eye
  Drinking this potion grants advantage on all saving throws for 
  8 hours. This effect cannot be dispelled.
  Po t io n o f  Vit a l it y
  Potion, very rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: A vial of troll blood
  When you drink this potion, it removes any exhaustion you are 
  suffering and cures and disease or poison affecting you. For 
  the next 24 hours, you regain the maximum number of hit 
  points for any Hit Die you spend. The potion's crimson liquid 
  regularly pulses with dull light, calling to mind a heartbeat.
  Po t t o n o f  Wa t e r  Br e a t h in g
  Potion, uncommon
  • Alchemical Base: Alcohol
  • Herbal Alchemy: 4 + = L J
  • Tissue Transmutation: N/A
  You can breathe underwater for 1 hour after drinking this 
  potion. Its cloudy green fluid smells of the sea and has a 
  jellyfish-like bubble floating in it.
  Po t io n o f  Wa t e r  Wa l k
  Potion, rare
  • Alchemical Base: Distilled alcohol
  • Herbal Alchemy: 4 + 
  + water walk spell
  • Tissue Transmutation: N/A
  When you drink this potion, you gain the effect of the water 
  walk spell for 1 hour.
  Smo k e s t t c k
  Improvised weapon, common
  • Alchemical Base: Calcium grease
  • Herbal Alchemy: £
  • Tissue Transmutation: N/A
  This alchemically treated wooden stick instantly creates thick, 
  opaque smoke when ignited. As an action, you can snap the 
  end to expose a primer of alchemist's fire and throw it up to 
  30 feet. When the smokestick lands, it emits a cloud of smoke 
  that heavily obscures the area in a 10-foot cube. The stick is 
  consumed after 1 round, and the smoke dissipates naturally 
  over a period of up to 1 minute, depending on the wind 
  conditions.
  St o n e  Sa l v e
  Potion, very rare
  • Alchemical Base: Pure alcohol
  • Herbal Alchemy: N/A
  • Tissue Transmutation: Basilisk or gorgon stomach
  This healing salve made from the gastric juices of a basilisk or 
  gorgon ends the petrified condition on a creature it is applied 
  to.
  Ta n g l e f o o t  Ba g
  Improvised weapon, common
  • Alchemical Base: Calcium grease
  • Herbal Alchemy: j A
  • Tissue Transmutation: N/A
  This fragile canvas sack contains coiled strands of fibrous 
  alchemical goo that expand and become sticky when exposed 
  to air. As an action, you can throw the bag up to 30 feet, 
  causing an effect identical to the web spell (DC 12), filling a 5- 
  foot cube, for 1 minute. Large creatures have advantage on 
  saving throws against the effects of the goo. Huge or larger 
  creatures are unaffected. The bag does not function 
  underwater.
  Th u n d e r s t o n e
  Improvised weapon, common
  • Alchemical Base: Black powder
  • Herbal Alchemy:
  • Tissue Transmutation: N/A
  This dull, brittle crystal shatters upon striking a hard surface, 
  creating a deafening bang audible out to 500 feet. As an 
  action, you can throw the thunderstone up to 30 feet. Each 
  creature in a 15-foot radius of the point of impact must 
  succeed on a DC 12 Constitution saving throw or be deafened 
  for one minute.
  19
  PART in | POTIONS A-Z
  The Alchemy Almanac by heavyarms
  
  IV. Appe n d ic e s
  Appe n d ix  A: Te r r a in  Ec o s y s t e ms
  The following tables present examples of the dominant forms 
  of plant life in each prevailing climate. When a character 
  succeeds a roll to gather local flora, the player rolls a d20 to 
  determine the exact item harvested based on the most 
  appropriate regional climate chosen by the DM.
  A detailed description of the flora listed in these tables is 
  available in the proceeding appendix, Plants and Fungi of the 
  Realms.
  Ar c t ic Fl o r a
  Rarity
  Reagent
  ld20
  Name
  1-6
  Arctic Creeper
  Common
  A
  7-11
  Blueleaf
  Common
  =23
  _0
  12-14
  Kanishta
  Uncommon
  A
  15-17
  Obaddis Leaf
  Uncommon
  (£>
  18-19
  Salamander Orchid
  Rare
  6
  20
  Basilisk Breath
  Very Rare
  ®
  Co a st a l  Fl o r a
  1d20 Name
  Rarity
  Reagent
  1-6
  Cat's Tail
  Common
  A
  7-11
  Dragonwort
  Common
  (£)
  12-14
  Air Plant
  Uncommon
  =23 
  "O
  15-17
  Sand Vine
  Uncommon
  18-19
  Ecru
  Rare
  A
  20
  Chromus Slime
  Very Rare
  d
  Deser t  Fl o r a
  1d20 Name
  Rarity
  Reagent
  1-6
  Sandberry Bush
  Common
  6
  7-11
  Bloodstaunch
  Common
  A
  12-14
  Rose Campion
  Uncommon
  ®
  15-17
  Arrowroot
  Uncommon
  18-19
  Ephedra
  Rare
  20
  Dragontears
  Very Rare
  Fo r est  Fl o r a
  1d20 Name
  Rarity
  Reagent
  1-6
  Bloodgrass
  Common
  7-11
  Blueleaf
  Common
  =23
  “0
  12-14
  Weirwood Bark
  Uncommon
  A
  15-17
  Golden Lungwort
  Uncommon
  6
  18-19
  Darkberry
  Rare
  ®
  20
  Kingsfruit
  Very Rare
  Gr a ssl a nd Fl o r a
  Rarity
  Reagent
  1d20
  Name
  1-6
  Fairy Bells
  Common
  “D
  7-11
  Devil weed
  Common
  d
  12-14
  Bloodgrass
  Uncommon
  15-17
  Fleshwort
  Uncommon
  ®
  18-19
  Lusiri Blossom
  Rare
  20
  Ecru
  Very Rare
  A
  Mo unt a in Fl o r a
  1d20 Name
  Rarity
  Reagent
  1-6
  Bloodstaunch
  Common
  A
  7-11
  Goblinberry Bush
  Common
  d
  12-14
  Arctic Creeper
  Uncommon
  A
  15-17
  Ephedra
  Uncommon
  18-19
  Seregon
  Rare
  =23
  “0
  20
  Basilisk Breath
  Very Rare
  ®
  Sw a mp Fl o r a
  1d20 Name
  Rarity
  Reagent
  1-6
  Goblin-Trap
  Common
  ®
  7-11
  Creeping Mangrove
  Common
  12-14
  Rattlestalks
  Uncommon
  “0
  15-17
  Corpsebomb
  Uncommon
  d
  18-19
  Knitbone
  Rare
  A
  20
  Tekkil
  Very Rare
  Under g r o und Fl o r a
  1d20 Name
  Rarity
  Reagent
  1-6
  Fleshwort
  Common
  ®
  7-11
  Gravefist
  Common
  A
  12-14
  Corpsebomb
  Uncommon
  6
  15-17
  Quicksilver Lichen
  Uncommon
  i
  18-19
  Ghost Tendrils
  Rare
  20
  Wispstalks
  Very Rare
  “D
  TERRAIN ECOSYSTEMS
  20
  The Alchemy Almanac by heavyarms
  
  Appe n d ix  B: Pl a n t s a n d  Fu n g i o f  t h e Re a l ms
  This section presents some flavor text for the flora listed in 
  the Terrain Ecosystems tables located in the prior appendix. 
  Additionally, the text contains optional advanced descriptions 
  and uses if you prefer a more diverse use of local flora in your 
  game.
  Opt io n a l  Ad v a n c e d Ru l e s
  The standard rules assume gathered flora are immediately 
  converted to alchemical reagents. This method was chosen to 
  simplify inventory management. However, if you are 
  amenable to more detailed inventoiy tracking, this system is 
  fully compatible with Broderick's Compendium of Fantasy
  ., which contains over 650 unique flora, helpfully 
  segregated by rarity and environment.
  On occasion these flora have unique mechanics, so you may 
  want to hold onto them and choose if and when to harvest 
  their reagent. While Broderick's Guide doesn't mention an 
  associated element for each plant, the DM can use their 
  judgment, and this is often intuitive.
  Ex c e r pt s f r o m Br o d e r ic k ’s Co mpe n d iu m
  Air  Pl a n t
  Coastal, uncommon
  A sponge-like surface plant that produces and stores air. A fist­
  sized piece can be held in the mouth to provide a medium 
  creature with 5 minutes of air before the plant wilts and the 
  recipient is back to normal breathing conditions for whatever 
  the environment determines. This effect works underwater, in 
  clouds of poison or dangerous spores, sandstorms, and other 
  similar conditions.
  Ar c t ic  Cr e e pe r  <
  Arctic and Mountains, common
  A low, gray-stemmed creeping plant that grows around rock 
  formations in high, cold climates. The leaves can be dried and 
  ground, and added as an ingredient to many common poisons to 
  change the damage type to cold or necrotic.
  Ar r o w r o o t
  Deserts, rare
  An unusual, wood-stemmed plant dappled brown and white. The 
  roots are very shallow in soil and extend vertically to form a 
  teepee like structure at the base of the plant. The stem can be 
  dried and ground and mixed with oil to create a frothy polishing 
  oil that can add a +1 to a weapon’s damage without the need for 
  magic or craftsmanship for a 8 hours.
  Ba s il is k  Br e a t h ®
  Arctic and Mountains, very rare
  A smallish, evergreen bush resembling the dwarf holly, but 
  produces pale gray berries instead of the typical bright red 
  berries of the holly. These berries can be juiced to create a 
  strong paralytic poison that can be applied to a slashing or 
  piercing weapon. A target damaged by the weapon must make a 
  Wisdom saving throw or is slowed as if by the slow spell 
  Additionally, the creature must make a Constitution saving 
  throw at the end of each of it's turns for 4 rounds. On a failed 
  save, the target is paralyzed for 1 minute.
  The DC for both the Wisdom and Constitution saving throws 
  is equal to 8 + the Nature skill of the person who prepared the 
  poison. The potency of this poison dissipates after a successful 
  strike.
  Bl o o d g r a s s $
  Grassland and Forests, common
  A wide-bladed grass with a red-tinted central vein running the 
  length of the blade that grows in small bunches. Bloodgrass can 
  be ground into a thick brown paste that can be added and mixed 
  into most potions and drinks to become adequate food 
  equivalent to a day’s rations for the party.
  Bl o o d s t a u n c h  a
  Desert and Mountains, common
  A small leafy herb that is often found in gullies and ravines in 
  arid regions and foothills. The herb has bright green leaves, and 
  smells faintly like honey crossed with fresh rainfall From you 
  leaves a resin can be extracted that can be applied to open 
  wounds to quickly staunch bleeding. Applying the herb to a 
  bleeding wound grants the recipient recovery of 1 hit point and 
  confers immunity to bleed damage for 1 hour.
  Bl u e l e a f
  Arctic and Forests, common
  Known for the gleaming blue color of it's leaves, the tree often 
  grows in thick copses throughout the north. The thin trunks of 
  the trees are remarkably durable, despite high winds and heavy 
  snowfall and one use of the tree is the wood, which is often used 
  by the Volodni craftsmen to create weapons and armor. 
  Magically treating the wood, called “bluewood”, causes it to 
  become as hard as steel though only weighing half as much 
  (crafting with bluewood requires special training from a Volodni 
  craftsman) High-priced entertainers often bum small pieces of 
  the wood, as it creates leaping blue flames. The leaves and sap 
  are often ground in the creation of a vivid blue dye that is used to 
  dye clothes in the north, and sometimes in the creation of tattoo 
  ink. The crew of a notorious pirate fleet that has plagued the 
  Sword Coast in recent years are distinguished by the vivid blue 
  tattooing that covers their faces.
  Ca t 's Ta il  i
  Coastal common
  Cat's Tail is a small plant with long, thin, spear-shaped leaves 
  rising from its base, and a single long and thin flower atop the 
  stalk. When ground into a salve, it will remedy all pain in a 
  person's feet over the course of a short rest.
  PLANTS AND FUNGI OF THE REALMS
  21
  The Alchemy Almanac by heavyarms
  
  Ch r o mu s Sl ime
  Coastal very rare
  A yellow-orange slime mold found growing in dark, humid 
  places, near a supply of constant water. The slime mold is 
  capable of filtering out the salt in salt water and can therefore 
  live in fresh water or by the ocean. When combined with high­
  grade alcohol and added to a potion or poison chromus slime 
  reverses it's effect, creating the opposite effects to what the 
  potion or poison would typically do.
  Co r ps e b o mb
  Underground and Swamps, uncommon
  The fungus begins life as a tiny spore that floats along until 
  inhaled by a creature, and lodges itself in the moist tissue of 
  the lungs. The spore then begins to grow, causing irritation, 
  pain, and finally death once the fungus has reached a sizable 
  mass. Once the host creature has perished, the fungus 
  increases growth rapidly until it pushes a hollow tendril forth 
  from the flesh. At the exposed end of the tendril the fungus 
  begins growing a thin membrane, which is inflated by the 
  gases produced by the rotting body. When the membrane 
  ruptures and disperses the spores, each living creature in a 
  40-foot radius sphere must make a Constitution saving throw 
  (DC 10). On a failed save a target inhales spores, and each 
  hour thereafter must repeat the Constitution saving throw 
  with a cumulative -1 penalty to the rolL Each hour the creature 
  suffers a cumulative ld6 piercing damage (2d6 on the second 
  failure, 3d6 on the third, etc.) as the fungus spreads through 
  it's internal organs. A single success stops the process and 
  renders the fungus inert. If the fungus catches fire the spore 
  sack soon explodes, and each creature in a 20-foot radius 
  sphere must make a Dexterity saving throw (DC 15). A target 
  takes 3d6 fire damage on a failed save, or half as much on a 
  successful save. All spores are incinerated in this process.
  Cr e e pin g  Ma n g r o v e £
  Swamps, common
  Growing along the edge of the swamps, it's gnarled roots 
  reach down into the brackish water, and spindly branches 
  protruding vertically towards the sky. The branches are 
  covered with large amounts of small oval-shaped leaves. 
  During warmer seasons the trees bud small hard fruits that 
  drop off to float along the slight currents of a swamp. This 
  species of mangrove has flourished in areas where others 
  have perished, due to their ability to slowly pull up roots and 
  migrate to areas of higher moisture or more favorable 
  alkalinity. The mangroves have been known to uproot small 
  trees and brush, or simply walk over them, trampling them 
  down. Wood from these trees burns readily, even when 
  sopping wet.
  Da r k b e r r y  ®
  Forests and Underground rare
  Short bushes with spindly branches and fluffy green leaves, 
  the plant is known for the unusual berries that only a few 
  produce. The small purple berries contain essence from the 
  Plane of Shadow, and the bushes are said to only grow where 
  the Shadow Weave is strongest. When a darkberry is split or 
  crushed, it releases shadowstuff, creating a circle of magical 
  darkness with a 5-foot radius sphere, lasting for 1 minute.
  PLANTS AND FUNGI OF THE REALMS
  De v il w e e d  (Wy s s in )
  Grassland common
  A dull-colored grass with sharp awns that can be rolled and 
  smoked like tobacco, providing +2 to Strength-based ability 
  checks and -1 to all other ability checks for ld6 hours.
  Dr a g o n t e a r s <
  Desert, very rare
  This rare, small, translucent succulent grows primarily in the 
  low desert. When crushed, it exudes a sweet, milky white 
  substance with numbing properties. Properly prepared, 
  determined by succeeding on an Intelligence (Nature) check 
  (DC 15), dragontear unguent promotes rapid healing, healing 
  for 3d8 hit points and preventing scarring on successful 
  application. The unguent can be fatal when prepared 
  incorrectly and applied to an open wound, as it's numbing 
  properties can cause choking or heart failure.
  Dr a g o n w o r t  ?
  Coastal common
  This plant has a gnarled, erect and cylindrical stem. It has 
  wavy leaves, dark green on top, bluish green underneath. It 
  has pink flowers that cluster in a spike at the top of the stem. 
  The root of this herb should be boiled over a low heat for 
  three days, and the infusion drunk by people with the plague 
  in order cure some symptoms or the plague as a whole (60% 
  chance to cure completely)! The value of this herb increases 
  greatly in times of plague.
  22
  The Alchemy Almanac by heavyarms
  
  Ec r u a
  Coastal and Grassland, rare
  Small, red-leaved drooping palm trees that grow no more than 
  5-feet tall The trees produce a small, red, crystalline growths, 
  as a result of build-up of the plants internal resins, called 
  "ecru crystal". This crystal can be dissolved in a strong acid 
  and consumed to induce a state of blissful relaxation for 10 
  minutes. During this time, there is a 25% chance that a 
  spellcaster consuming ecru crystal will receive a boost of ld4 
  -1 points to either Wisdom, Charisma, or Intelligence for 24 
  hours. During this period, the consumer’s Dexterity score is 
  halved.
  Eph e d r a  $
  Desert and Mountains, rare
  This small succulent sedum produces small offshoots which 
  hold between 8 and 16 small leaves. These leaves can then be 
  dried and ground into a powder to mix with a poultice or 
  potion to increase the tier of a healing die by 1, turning a d6 
  into a d8, etc. This effect can be used during short rests or 
  with healing magic as a poultice, or can be used by adding to a 
  health potion
  Fa ir y  Be l l s =?
  Grassland, common
  A leafy green plant that springs up in clusters, the majority of 
  the plant is rather uninteresting, save for the violet flowers 
  that seem to bloom almost year-round When the wind blows 
  through the flowers, their seeds rattle around inside and 
  create a curious ringing sound much like tiny bells. Many 
  rural children enjoy picking them and weaving the flowers 
  into their garments, which then jingle as they run and twirL 
  There is also a legend that the sound of the flowers ward off 
  evil spirits, a legend that is partially true. Any fiend must make 
  a DC 15 Wisdom save vs. fear in order to approach within 10 
  feet of the fairy bells or anyone wearing them.
  Fl e s h w o r t  ®
  Grasslands and Underground commom
  A short plant with gray stalks and olive-colored hairy leaves, 
  the fleshwort thrives in areas where corpses lay. Often the 
  plant will be seen on the site of battlefields, or where the dead 
  were quickly buried Some healers use the fibrous body of the 
  fleshwort to speed up the healing process (during a short rest, 
  a character may add ld6 to the total amount of hit points 
  recovered):
  Gh o s t  Te n d r il s ($)
  Underground rare
  A pale collection of tendrils, the fungus crawls along the 
  ground looking for recent corpses. Once it locates a suitable 
  host, it quickly spreads tendrils throughout the limbs of the 
  creature, and begins a process of limited reanimation. While 
  within the corpse, the fungus moves about in whatever form of 
  locomotion the corpse was capable of in life, although lack of 
  fine motor control often causes the corpse to stumble about 
  on all four limbs. The fungus then searches for other possible 
  hosts to embed with spores, often attacking warm living 
  targets. Once embedded the fungus require ld6+4 hours to 
  reach maturity where it can reanimate the host corpse.
  The tendrils avoid sunlight whenever possible, as it causes 
  the fungus to quickly dry out and perish. Thus, the fungus is 
  often found in subterranean locations, such as crypts or in 
  some locations of the Underdark. Local subterranean races 
  that are aware of the fungus often dismember or burn their 
  dead to prevent the fungus from spreading.
  Gh o s t  Te n d r il s
  Small plant, unaligned
  Armor Class 10 (natural armor)
  Hit Points 30 (4d 8 + 12)
  Speed 20 ft.
  STR 
  DEX 
  CON
  INT 
  WIS
  CHA
  12 (+1) 
  6 (-2) 
  16 (+3)
  3 (-4) 
  6 (-2)
  4 (-3)
  Saving Throws Wis +1
  Damage Vulnerabilities Fire
  Condition Immunities blinded, deafened, frightened
  Senses blindsight 60 ft., passive Perception 8
  Languages -
  Challenge 1 (200 XP)
  Actions__________________________________
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one. Hit: 
  4 (1 d6+l) bludgeoning damage.
  Reactions________________________________
  Regenerate. Each round the plant may feed from the corpse 
  it inhabits, losing 1 point of Strength to heal 1 d6 hit points.
  PLANTS AND FUNGI OF THE REALMS
  23
  The Alchemy Almanac by heavyarms
  
  Go bl in be r r y  Bu s h A
  Mountains
  Growing in high, desolate areas, the small bushes have dark 
  green leaves that are nearly black, with silver undersides. The 
  bushes sporadically sprout reddish-purple berries that have a 
  strong sharp smell that often causes people to gag. Mixing the 
  juice of the berries with a significant quantity of water and 
  honey makes an interesting drink that is served sporadically 
  in Evereska and Baldur’s Gate. The juice can also be used as 
  an astringent, if the patient can handle the smelL
  Go bl in-Tr a p ®
  Swamps, common
  Often found in clusters, these plants resemble brown leathery 
  vases sitting on the ground with ragged leaves splayed out 
  around the base where thick roots grasp the earth. The tops 
  are open, and if one should peer inside the glint of their 
  golden seeds can be seen in the interior. However, these 
  plants are traps, and many an explorer have come across the 
  remains of smaller humanoids, their hands still clutching the 
  golden seed pods. If someone is unwise enough to reach into 
  the pod, they must make a Dexterity saving throw (DC 15) or 
  suffer ld4 damage from the internal spines of the plant, and 
  are then grappled. 10 points of damage must be inflicted upon 
  the plant to free a trapped arm, the leatheiy surface providing 
  a natural AC of 11. Ripping the plant out of the ground 
  requires a successful Strength (Athletics) check (DC 20) and 
  inflicts another ld4 damage upon the trapped victim.
  Go l d e n Lu n g w o r t  6
  Forests, uncommon
  The golden lungwort has large oval leaves, covered in small 
  hairs and small pale blotches. It grows to a height of about 1 
  foot, and has small bell-shaped flowers with five petals which 
  change color from pink to mauve to blue. Flowers of different 
  colors are often found on the same plant. This herb heals the 
  user of all aches and pains at the cost of -1 to all Intelligence­
  based ability checks for the next 4 hours.
  Gr a v e f is t  a
  Underground, common
  A pale white mushroom with five knobby protrusions, the 
  mushroom often resembles a skeletal hand reaching upward 
  When the mushroom grows in clusters, it appears as if 
  numerous corpses are attempting to reach out of the soil The 
  fungus predominantly grows in the Underdark, however it has 
  also been seen in dark basements and unused root cellars. 
  Several tales of superstition follow the fungus, with many 
  believing it's appearance in your cellar heralds a coming death 
  in the family. This may have some truth, as the mushrooms 
  release toxic spores that slowly inflict 4d8 poison damage 
  spread over a period of 2d8 days to creatures that sleep or live 
  within 100 feet of this fungus.
  Ka n is h t a  a
  Arctic, uncommon
  A short plant that grows in tendrils across the ground 
  sprouting broad fluffy leaves, the kanishta thrives in the cold 
  environment. Growing beneath the ground is a thick, dark 
  colored root.
  PLANTS AND FUNGI OF THE REALMS
  Although it is extremely bitter tasting, chewing on the root 
  provides temporary relief from the cold weather. Those that 
  chew it express a feeling of warmth passing through their 
  body, and a sense of renewed strength, gaining resistance to 
  cold and frost damage, and +1 to Strength checks for 4 hours.
  Kin g s f r u it  |
  Forests, very rare
  The bark of this tree is a smooth rich brown, while the soft 
  leaves are oval-shaped and sprout in small clusters. During 
  the summer months, small violet flowers grow from the tree. 
  During the autumn months, the tree produces a dark brown 
  fruit with a tough exterior. The fruit has an extremely hard 
  rind, requiring a blow from a hammer to open. Striking either 
  end of the fruit causes the exterior to divide cleanly into six 
  equal parts. The inside of the fruit is golden-yellow, and quite 
  sweet. Eating the fruit restores hit points equal to two of your 
  hit dice and restores any hit dice expended from short rests.
  Kn it bo n e  a
  Swamps, rare
  A tall, stalky plant with purple flowers and long, hard, slightly 
  sharp leaves. The leaves and flowers can be ground into a 
  poultice that, when applied to an injured creature, will recover 
  1 Hit Die and heal ldlO hit points.
  Lu s ir i Bl o s s o m (Kis s o f  Dis c o r d) |
  Grassland, rare
  A herb with dull red leaves that resemble lips. Ingestion 
  causes ld4 hours of hallucinations and the feeling that you 
  must now go on a spirit quest. You feel pulled toward a far off 
  destination.
  Oba d d is Le a f  $
  Arctic, uncommon
  A rare variety of holly able to retain magic when used as 
  Druidic focus. As a component for spells that target plants, it 
  doubles both area and duration.
  Qu ic k s il v e r  Lic h e n i
  Underground, uncommon
  A slimy, glittering silver lichen that can be ground into a 
  soluble, flavorless powder that can be added to food or drink 
  to grant damage weakness to poison for 2d6 hours.
  Ra t t l e s t a l k s
  Swamps, uncommon
  These tall stalks that grow out of stagnant water end in a thick 
  bulb with a hard shell In the warmer months, the stalk 
  withers, and the bulb falls off, to float around until the bulb 
  softens and falls away to disperse the seeds within. The seeds 
  sit freely in the shell and when shaken make a slight rattling 
  noise, which is unnerving when the wind rushes through a 
  cluster of rattlestalks. Tribes that live in the swamps will often 
  use the unnerving aspect of the rattlestalks to create fear 
  inducing noisemakers that are then added to spears and other 
  weapons. When rattled, those that have no knowledge of the 
  rattlestalks must make a DC 8 Wisdom saving throw, or be 
  Frightened for ld4 minutes.
  24
  The Alchemy Almanac by heavyarms
  
  Ro s e Ca mpio n ®
  Desert, rare
  Consuming this green-brown herb will protect against 
  scorpion and spider stings for a period of three days, granting 
  advantage on Constitution saving throws against poison from 
  arachnids.
  Sa n d b e r r y  Bu s h
  Deserts, common
  Small bushes with waxy green leaves, the sandberry bush 
  grows in the remote reaches of the Shaar. It has small yellow 
  berries that have a bitter taste, but can be brewed to make a 
  soothing tea. The few nomadic tribes that pass through the 
  Shaar pick the berries as a remedy for insomnia. Acts as a 
  sleep aid, if the consumer is willing, inducing a 6-hour sleep 
  cycle with no negative side effects.
  Sa l a ma n d e r  Or c h id
  Arctic, rare
  This rare orchid is constantly on fire, and propagated by a 
  talented spellcaster from the City of Brass. A creature 
  proficient with the herbalism kit can apply the sticky pollen of 
  the flower to a bladed weapon on a successful Intelligence 
  (Nature) check (DC 15), causing it to deal an additional ld6 
  fire damage for 8 hours. Handling the salamander orchid 
  without proper tools found in the herbalism kit causes ld6 
  points of fire damage per minute.
  Sa n d  Vin e ®
  Coastal uncommon
  A relatively rare rope-like seaweed found along temperate or 
  warmer coasts, it grows both above and below water and is 
  commonly rooted to a small rock. Can be dried and used as 
  rope. Using the herbalism kit, its juices can be extracted to 
  produce vine oil, a topical anesthetic granting 5 temporary hit 
  points for 1 hour. Has the side effect that within 24 hours of 
  use, a creature cannot stabilize on its own (so even with 
  successful death saves, the creature or person must be 
  assisted). Regular use gives a creature a signature odor of salt 
  and slightly-rotted fish.
  Se r e g o n
  Mountains, rare
  Blood-red flowers that bloom directly from their roots in rocky 
  soil Ingesting the flower’s nectar grants a creature 2d6 
  temporary hit points that last for 1 hour. This effect cannot be 
  combined with any other effect that grants temporary hit 
  points.
  Te k k il  $
  Swamps, very rare
  A succulent swamp plant with fat red leaves which, when 
  chewed, have an analgesic effect with a sense of euphoria. You 
  gain a +5 bonus to saving throws against fear, and are 
  immune to the frightened condition for the next hour. The 
  numbing effect confers a -5 penalty to all Dexterity-based 
  saving throws during this time.
  We ir w o o d  Ba r k  a
  Forests, uncommon
  A rare oak-like tree with leaves a silver sheen of brown on top 
  and velvet black on the underside, viewed as sacred by dryads 
  and treants. A weirwood can grow to heights in excess of two 
  hundred feet, and the oldest living specimens are estimated to 
  be more than six centuries old The wood does not burn from 
  non-magical fire, and imparts a warm clear tone to 
  instruments made from it. It can replace oak or holly in any 
  spell and living weirwood has quadruple fire resistance (no 
  means to preserve this quality after harvesting is known). 
  Weirwood trees within range of a magical light source emits 
  light as a candle for 1 minute after leaving the area.
  Wis ps t a l k s =P
  Forests and Underground, very rare
  This rare fungus has become something of a fable among 
  herbalists. It is reported to have a large, translucent blue 
  bulbous cap growing atop a thin stem, and normally forms in 
  small clusters deep within damp cave environments and 
  forests. When consumed, the creature must make a 
  Constitution saving throw (DC 13). On a failed save, the 
  creature takes ld6 poison damage and nothing else happens 
  except the creature coughing up what part of the fungus they 
  tried to consume. On a success the creature becomes 
  transparent (but not invisible) for 1 hour, gaining a +10 bonus 
  to Dexterity (Stealth) checks.
  PLANTS AND FUNGI OF THE REALMS
  The Alchemy Almanac by heavyarms
  
  Appe n d ix  C: Cr e a t u r e Lo o t  Ta b l e s
  These tables function as convenient reference sheets for which 
  creatures may contain alchemical loot which can be harvested 
  by a character or characters following the steps detailed in 
  section I.B. Harvesting Creatures.
  Cr ea t u r e Al c h em ic a l  Lo o t  Ta bl e
  Creature
  Challenge Rating
  Source
  Alchemical Loot f
  Ancient Brass Dragon
  20
  MM, pg 104
  Ancient Metallic Dragon salve x 1
  Ancient Bronze Dragon
  22
  MM, pg 107
  Ancient Metallic Dragon salve x 1
  Ancient Copper Dragon
  21
  MM, pg 110
  Ancient Metallic Dragon salve x 1
  Ancient Gold Dragon
  24
  MM, pg 114
  Ancient Metallic Dragon salve x 1
  Ancient Silver Dragon
  23
  MM, pg 116
  Ancient Metallic Dragon salve x 1
  Androsphinx
  17
  MM, page 281
  Eye of the Sphinx x 2
  Arcanaloth
  12
  MM, pg 313
  Arcanaloth eye x 2
  Archdruid
  12
  VGM, pg 210
  Vial of Archdruid blood x 3
  Babau
  4
  VGM, page 136
  Vial of foul ichor x 1
  Banshee
  4
  MM, page 23
  Vial of ectoplasm x 1
  Barlgura
  5
  MM, pg 56
  Barlgura tusk x2, Vial of foul ichor x 1
  Basilisk
  3
  MM, pg 24
  Basilisk stomach x 1
  Black Dragon (Young, Adult, Ancient)
  7, 14,21
  MM, pg 87-89
  Black Dragon tail x 1
  Blue Dragon (Young, Adult, Ancient)
  9, 16, 23
  MM, pg 90-92
  Blue Dragon tail x 1
  Bone Naga
  4
  MM, page 233
  Naga bone x 2d4
  Brontosaurus
  5
  VGM, pg 139
  Brontosaurus heart x 1
  Bugbear Chief
  3
  MM, page 33
  Strong Bugbear heart x 1
  Cam bion
  5
  MM, pg 36
  Cam bion horn x 2
  Centaur
  2
  MM, pg 38
  Centaur hoof x 2
  Chasme
  6
  MM, page 57
  Vial of foul ichor x 1
  Chimera
  6
  MM, pg 39
  Chimera claw x ld8
  Cloaker
  8
  MM, pg 41
  Cloaker eye x 2
  Cloud Giant
  9
  MM, pg 1 54
  Cloud Giant fingernail x ld4
  Cyclops
  6
  MM, page 45
  Cyclops heart x 1
  Death Knight
  17
  MM, page 47
  Death Knight eye x 2
  Death Tyrant
  14
  MM, pg 29
  Death Tyrant skull x 1
  Demilich
  18
  MM, page 48-49
  Demilich tooth x 4d4
  Doppelganger
  3
  MM, page 82
  Doppelganger brain x 1
  Dretch
  1/4
  MM, page 57
  Vial of foul ichor x 1
  Drider
  6
  MM, pg 120
  Drider leg x 2d4, Drider eye x 1 d2
  Dryad
  1
  MM, pg 121
  Dryad heart x 1
  Duergar
  1
  MM, pg 122
  Duergar head x 1
  Elder Brain
  14
  VGM, pg 174
  Elder Brain occipital lobe x 2
  Empyrean
  23
  MM, page 1 30
  Eye of the Empyrean x 2
  Erinyes
  12
  MM, pg 73
  Erinyes feather x 2dl 0
  Ettin
  4
  MM, page 132
  Ettin heart x 1
  Fire Giant
  9
  MM, page 1 54
  Fire Giant fingernail x ld4
  Flameskull
  4
  MM, page 134
  Mote of green flame x 1 d4
  Flumph
  1/8
  MM, page 13 5
  Flumph tentacle x ld4
  Fomorian
  8
  MM, page 136
  Fomorian stomach lining x 1
  Froghemoth
  10
  VGM, page 145
  Froghemoth eye x 3
  Frost Giant
  8
  MM, page 15 5
  Frost Giant fingernail x ld4
  Glabrezu
  9
  MM, page 58
  Glabrezu claw x 2
  Gorgon
  5
  MM, page 171
  Gorgon stomach x 1
  Goristro
  17
  MM, page 59
  Goristro horn x 2
  Green Dragon (Young, Adult, Ancient)
  8, 15, 22
  MM, pg 93-96
  Green Dragon tail x 1
  f In some cases it is possible to obtain the same item from multiple sources 
  MM: Monster Manual, VCM: Volo's Guide to Monsters
  CREATURE ALCHEMICAL LOOT TABLE
  26
  The Alchemy Almanac by heavyarms
  
  Cr ea t ur e Al c hemic a l  Lo o t  Ta bl e (c o n t in u ed }
  stomach acid x 4dl 0 
  f In some cases it is possible to obtain the same item from multiple sources
  MM: Monster Manual, VCM: Volo's Guide to Monsters
  Creature
  Challenge Rating
  Source
  Alchemical Loot f
  Grell
  3
  MM, page 172
  Grell beak x 1
  Guardian Naga
  10
  MM, page 234
  Naga bone x 2d4
  Gynosphinx
  17 MM,
  page 282
  Eye of the Sphinx x 2
  Hell Hound
  3
  MM, page 182
  Hell Hound tooth x ld8
  Hezrou
  8
  MM, page 60
  Hezrou spine x 2d4
  Hill Giant
  5
  MM, page 15 5
  Hill Giant fingernail x ld4
  Hobgoblin Captain
  3
  MM, page 186
  Strong Hobgoblin heart x 1
  Hobgoblin Warlord
  6
  MM, page 187
  Strong Hobgoblin heart x 1
  Imp
  1
  MM, page 76
  Imp wing x ld2
  Jackalwere
  1/2
  MM, page 193
  Vial of foul ichor x 1
  Ki-rin
  12
  VGM, page 163
  Ki-rin hoof x ld4
  Kraken
  23
  MM, page 196-197
  Kraken eye x 2
  Leucrotta
  3
  VGM, page 169
  Leucrotta hoof x 1 d4
  Lizard King/Queen
  4
  MM, page 205
  Demon Snake tail x 1
  Lizardfolk Shaman
  2
  MM, page 205
  Lizardfolk Heart of Semuanya x 1
  Manes
  1/8
  MM, page 60
  Vial of foul ichor x 1
  Marilith
  16
  MM, page 61
  Marilith head x 1, Demon Snake tail x 1
  Maw Demon
  1
  VGM, page 137
  Vial of foul ichor x 1
  Meenlock
  2
  VGM, page 170
  Meenlock heart x 1
  Minotaur
  3
  MM, page 223
  Minotaur horn x 2
  Minotaur Skeleton
  2
  MM, page 273
  Minotaur horn x ld2
  Mummy
  3
  MM, page 228
  Heart of the Mummy x 1
  Neothelid
  13
  VGM, page 181
  Neothelid tentacle x 4
  Nothic
  2
  MM, page 236
  Nothic eye x 1
  Ochre Jelly
  2
  MM, page 243
  Dollop of Orange jelly x 2d4
  Oni
  7 MM,
  page 239
  Oni eye x ld2
  Orc Eye of Gruumsh
  2
  MM, page 247 Or
  c Left Eye of Fury x 1
  Orc War Chief
  4
  MM, page 246
  Orc War Chief head x 1,
  Orc Left Eye of Fury x 1
  Quasit
  1
  MM, page 63
  Vial of foul ichor x 1
  Red Dragon (Young, Adult, Ancient)
  10, 17, 24
  MM, pg 97-99
  Red Dragon tail x 1
  Remorhaz
  11
  MM, pg 258
  Adult Remorhaz heat gland x 1, 
  Remorhaz antennae x 1 d4
  Rhinoceros
  2
  MM, page 336
  Rhino horn x 1
  Roper
  5
  MM, page 261
  Roper eye x 1
  Sahuagin
  1/2
  MM, page 263
  Sahuagin fin x 1
  Sahuagin
  2
  MM, page 264
  Sahuagin fin x 1
  Sahuagin Baron
  5
  MM, page 264
  Sahuagin Baron heart x 1, Sahuagin fin x 2
  Shadow Demon
  4
  MM, page 64
  Vial of ectoplasm x 1, Vial of foul ichor x 1
  Shadow Dragon
  23-27 MM,
  page 84-85
  Mote of shadow x 3
  Shadow Mastiff
  2
  VGM, page 190
  Shadow Mastiff heart x 1
  Shambling Mound
  5
  MM, page 270
  Shambling Mound vine x 4d8
  Shoosuva
  8
  VGM, page 137
  Vial of foul ichor x 1
  Specter
  1
  MM, page 279
  Vial of ectoplasm x 1
  Spirit Naga
  8
  MM, page 234
  Naga bone x 2d4
  Stone Giant
  7
  page 156
  StoMMjiant fingernail x ld4
  Storm Giant
  13
  MM, page 156
  Storm Giant fingernail x ld4
  Succubus/lncubus
  4
  MM, page 285
  Succubus/lncubus heart x 1
  Tarrasque
  30
  MM, page 286
  Tarrasque claw x 2dl0, Tarrasque gullet x 1,
  Tarrasque heart x 1, Vial of Tarrasque
  CREATURE ALCHEMICAL LOOT TABLE
  27
  The Alchemy Almanac by heavyarms
  
  Cr ea t ur e Al c hemic a l  Lo o t  Ta bl e (c o n t in u ed )
  Creature
  Tri-Flower Frond
  Challenge Rating
  1/2
  Source
  TOA, page 234
  Alchemical Loot f
  Yellow flower x 1
  Troll
  5
  MM, page 291
  Vial of Troll blood x 1
  Umber Hulk
  5
  MM, page 292
  Umber Hulk antenna x ld2
  Unicorn
  5
  MM, page 293-294
  Unicorn hoof x 1 d4
  Vrock
  White Dragon (Young, Adult, Ancient)
  6
  6, 13, 20
  MM, page 63
  MM, pg 100-103
  Vrock eye x 1 d2, Vial of foul ichor x 1
  White Dragon tail x 1
  Will-o’-Wisp
  2
  MM, page 301
  Vial of ectoplasm x 1
  Wraith
  5
  MM, page 302
  Vial of ectoplasm x 2
  Yochlol
  10
  MM, page 65
  Demon Spider leg x 2d4
  Young Remorhaz
  5
  MM, page 258
  Young Remorhaz heat gland x 1,
  Remorhaz antenna x 1 d2
  Yuan-Ti Broodguard
  2
  VGM, page 203
  Vial of Broodguard blood x 1
  f In some cases it is possible to obtain the same item from multiple sources 
  MM: Monster Manual, VGM: Volo's Guide to Monsters, TOA: Tomb of Annihilation
  CREATURE ALCHEMICAL.LOOT TABLE
  28
  The Alchemy Almanac by heavyarms
  
  Appe n d ix  D: Qu ic k  Re f e r e n c e Cr a f t in g  Ta b l e s
  These tables function as convenient reference sheets for potion- Su M MARY Rll LES 
  making, following the steps detailed in section II. Potioncraft.
  Idol Indicates the tool required to attempt to create the item. 
  Proficiency in the named tool is required.
  Base. Indicates the alchemical base necessary to create the 
  item, as described in section II. Potioncraft.
  Reagents. These are obtained from gathering wild flora with 
  alchemical properties, as described in section II. Potioncraft.
  Special Requirements. Indicates additional requirements to 
  create the item. A spell named as an additional requirement 
  must be cast as part of the crafting attempt.
  Creature Parts. Required for the tissue transmutation 
  alchemical method. Only one part item is required, multiple 
  parts indicating a different ways to create the same item.
  Quic k Ref er enc e Cr a f t ing Ta bl e - Her ba l  Al c hemy
  Name
  Tool
  Base
  Reagents
  Crafting DC
  Special Requirements
  Acid, Phosphoric
  Alchemist's supplies
  Phosphorus
  6
  10
  —
  Acid, Sulfuric
  Alchemist's supplies
  Sulfur
  15
  —
  Acid, Hydrochloric
  Alchemist's supplies
  Salt
  A + ®
  19
  Sulfuric acid
  Alchemist's Fire
  Alchemist's supplies
  Alcohol
  d
  10
  —
  Alchemist's Tinder
  Alchemist's supplies
  Alcohol
  =20 
  “D
  10
  —
  Antitoxin
  Herbalism kit
  Alcohol
  10
  —
  Cat's Eye
  Alchemist's supplies
  Alcohol
  ®
  10
  —
  Dragon Egg
  Alchemist's supplies
  Black Powder
  6 + •
  19
  Barrel, chest or similar container
  Elixir of Health
  Alchemist's supplies
  Distilled alcohol
  A + $
  19
  —
  Flash Pellet
  Alchemist's supplies
  Phosphorus
  A
  10
  —
  Fortifying Powder
  Herbalism kit
  Alcohol
  A
  10
  —
  Gunpowder (8lbs) f
  Alchemist's supplies
  Black Powder
  15
  —
  Liquid Courage
  Alchemist's supplies
  Alcohol
  10
  —
  Morning Star
  Alchemist's supplies
  White Phosphorus
  + ®
  15
  —
  Oil of Darkness
  Alchemist's supplies
  Calcium grease
  6 + ®
  15
  —
  Oil of Flame
  Alchemist's supplies
  Calcium grease
  6 + $
  15
  —
  Oil of Keen Edge
  Alchemist's supplies
  Lithium grease
  i + A
  19
  —
  Oil of Invisibility
  Alchemist's supplies
  Lithium grease
  + ®
  19
  —
  Oil of Levitation
  Alchemist's supplies
  Calcium grease
  15
  —
  Oil of Light
  Alchemist's supplies
  Calcium grease
  (£)
  10
  —
  Oil of Magic Stones
  Herbalism kit
  Calcium grease
  A
  10
  —
  Oil of Magic Vestment
  Alchemist's supplies
  Lithium grease
  19
  —
  Oil of Magic Vestment, Greater
  Alchemist's supplies
  Aluminum grease
  22
  —
  Oil of Magic Vestment, Superior
  Alchemist's supplies
  Aluminum grease
  i + A
  25
  —
  Oil of Sharpness, Lesser
  Alchemist's supplies
  Calcium grease
  A -A
  15
  —
  Oil of Sharpness, Minor
  Alchemist's supplies
  Lithium grease
  6 +
  19
  —
  Oil of Sharpness
  Alchemist's supplies
  Aluminum grease
  + ®
  22
  —
  Oil of Shillelagh
  Herbalism kit
  Calcium grease
  A + <$>
  15
  —
  Oil of Slipperiness
  Herbalism kit
  Calcium grease
  i + ®
  15
  —
  Philter of Love
  Alchemist's supplies
  Alcohol
  §) + ®
  15
  Brewed on a new moon
  Poison Smoke
  Alchemist's supplies
  Sulfur
  ®
  10
  —
  Pomander of Warding
  Herbalism kit
  Alcohol
  A + $
  15
  —
  Potion of Ability Enhancement
  Herbalism kit
  Distilled alcohol
  19
  —
  Potion of Adaptation
  Herbalism kit
  Alcohol
  15
  —
  Potion of Animal Friendship
  Herbalism kit
  Alcohol
  + ®
  15
  Animal friendship spell
  Potion of Arcane Armor
  Alchemist's supplies
  Alcohol
  A +
  15
  Mage armor spell
  Potion of Barkskin
  Herbalism kit
  Distilled alcohol
  A + =P
  19
  Barkskin spell
  f Gunpowder optional firearm component for use in games with firearms
  QUICK REFERENCE CRAFTING TABLES
  29
  The Alchemy Almanac by heavyarms
  
  Quic k Ref er enc e Cr a f t inc Ta bl e - Her ba l  Al c hemy (c o n t in u ed )
  Name
  Tool
  Base
  Reagents
  Crafting DC
  Special Requirements
  Potion of Camouflage
  Herbalism kit
  Distilled alcohol
  A + =r>
  19
  Pass without Trace spell
  Potion of Clairvoyance
  Herbalism kit
  Distilled alcohol
  + @
  19
  Clairvoyance spell
  Potion of Darkvision
  Alchemist's supplies
  Distilled alcohol
  A + ©
  19
  —
  Potion of Diminution
  Alchemist's supplies
  Distilled alcohol
  A + $
  19
  Enlarge/Reduce spell
  Potion of Displacement
  Alchemist's supplies
  Distilled alcohol
  A
  19
  Blur spell
  Potion of Faith Shielding
  Herbalism kit
  Pure alcohol
  i + $
  22
  —
  Potion of Caseous Form
  Alchemist's supplies
  Distilled alcohol
  6 + =P
  19
  Caseous form spell
  Potion of Growth
  Herbalism kit
  Alcohol
  <5 + A
  15
  —
  Potion of Healing
  Herbalism kit
  Alcohol
  “D
  10
  —
  Potion of Healing, Greater
  Herbalism kit
  Alcohol
  +Any
  15
  —
  Potion of Healing, Superior
  Herbalism kit
  Distilled alcohol
  +Any
  19
  —
  Potion of Healing, Supreme
  Herbalism kit
  Pure alcohol
  2 + Any
  22
  —
  Potion of Heroism
  Herbalism kit
  Distilled alcohol
  6 + A
  19
  —
  Potion of Hope
  Herbalism kit
  Pure alcohol
  A + A
  25
  —
  Potion of Invisibility
  Alchemist's supplies
  Pure alcohol
  i + <S>
  22
  Invisibility spell
  Potion of Invisibility from Undead
  Herbalism kit
  Alcohol
  + •
  15
  —
  Potion of Invulnerability
  Alchemist's supplies
  Distilled alcohol
  A + A
  19
  —
  Potion of Levitation
  Alchemist's supplies
  Distilled alcohol
  A + .
  19
  Levitate spell
  Potion of Longevity
  Alchemist's supplies
  Pure alcohol
  $
  22
  —
  Potion of Magic Circle
  Herbalism kit
  Pure alcohol
  i + A
  25
  —
  Potion of Magic Strikes
  Alchemist's supplies
  Alcohol
  <> + $
  15
  —
  Potion of Magic Strikes, Greater
  Alchemist's supplies
  Distilled alcohol
  6+ $
  19
  —
  Potion of Magic Strikes, Superior
  Alchemist's supplies
  Pure alcohol
  A + ty
  22
  —
  Potion of Mind Reading
  Alchemist's supplies
  Distilled alcohol
  F + 0
  19
  Detect thoughts spell
  Potion of Misdirection
  Alchemist's supplies
  Distilled alcohol
  i + $
  19
  —
  Potion of Nondetection
  Alchemist's supplies
  Distilled alcohol
  $ + @
  19
  Nondetection spell
  Potion of Poison
  Alchemist's supplies
  Sulfur
  © + Any
  15
  Any potion of healing
  Potion of Protection from Arrows
  Alchemist's supplies
  Pure alcohol
  A +
  22
  —
  Potion of Protection from 
  Evil and Good
  Herbalism kit
  Distilled alcohol
  + ©
  19
  Protection from Evil 
  and Good spell
  Potion of Protection from Poison
  Herbalism kit
  Pure alcohol
  $ + ©
  22
  —
  Potion of Rage
  Alchemist's supplies
  Pure alcohol
  6 + ©
  22
  —
  Potion of Remove Curse
  Herbalism kit
  Distilled alcohol
  i + $
  19
  —
  Potion of Resistance
  Alchemist's supplies
  Alcohol
  A + A
  15
  —
  Potion of Restoration
  Herbalism kit
  Distilled alcohol
  6+ $
  19
  —
  Potion of Sanctuary
  Alchemist's supplies
  Alcohol
  i + $
  15
  —
  Potion of Speed
  Alchemist's supplies
  Pure alcohol
  6 +
  22
  Haste spell
  Potion of Springing
  Herbalism kit
  Alcohol
  6
  10
  —
  Potion of Tongues
  Alchemist's supplies
  Distilled alcohol
  i + ©
  19
  Tongues spell
  Potion of Water Breathing
  Herbalism kit
  Alcohol
  15
  —
  Potion of Water Walk
  Herbalism kit
  Distilled alcohol
  i + <■
  19
  Water walk spell
  Smokestick
  Alchemist's supplies
  Calcium Grease
  A
  10
  —
  Tanglefoot Bag
  Alchemist's supplies
  Calcium Grease
  A
  10
  —
  Thunderstone
  Alchemist's supplies
  Black Powder
  10
  —
  QUICK REFERENCE CRAFTING TABLES
  30
  The Alchemy Almanac by heavyarms
  
  Quic k Ref er enc e Cr a f t inc Ta bl e - Tissue Tr a nsmut a t io n
  Name
  Tool
  Base
  Crafting DC
  Creature Parts
  Acid, Phosphoric
  Alchemist's supplies
  Alcohol
  10
  Flumph tentacle, Yellow flower
  Draught of Fine Fettle
  Alchemist's supplies
  Pure alcohol
  22
  Tarrasque claw
  Oil of Etherealness
  Alchemist's supplies
  Aluminium grease
  22
  Succubus/lncubus heart, Vial of ectoplasm
  Potion of Aggression
  Alchemist's supplies
  Alcohol
  15
  Orc War Chief head
  Potion of Animal Friendship
  Herbalism kit
  Alcohol
  15
  Dryad heart, Sahuagin fin f
  Potion of Blindsight, Superior
  Alchemist's supplies
  Pure alcohol
  22
  Elder Brain occipital lobe
  Potion of Broodguard 
  Transformation
  Alchemist's supplies
  Pure alcohol
  22
  Vial of Broodguard blood x 5
  Potion of Climbing
  Alchemist's supplies
  Alcohol
  10
  Drider leg
  Potion of Darkvision
  Alchemist's supplies
  Distilled alcohol
  19
  Cloaker eye, Froghemoth eye, Roper eye
  Potion of Darkvision, Superior
  Alchemist's supplies
  Distilled alcohol
  22
  Drider eye, Vrock eye
  Potion of Elven Enmity
  Alchemist's supplies
  Alcohol
  15
  Sahuagin Baron heart
  Potion of Evasion
  Alchemist's supplies
  Distilled alcohol
  19
  Demilich tooth
  Potion of Fire Breath
  Alchemist's supplies
  Alcohol
  15
  Chimera claw, Hell Hound teeth x 4
  Potion of Flying
  Alchemist's supplies
  Pure alcohol
  22
  Clabrezu claw
  Potion of Fungal Immunity
  Herbalism kit
  Distilled alcohol
  19
  Fomorian stomach lining
  Potion of Ciant Strength, Cloud
  Alchemist's supplies
  Pure alcohol
  22
  Cloud Giant fingernail
  Potion of Ciant Strength, Fire
  Alchemist's supplies
  Distilled alcohol
  19
  Fire Giant fingernail
  Potion of Ciant Strength, Frost
  Alchemist's supplies
  Distilled alcohol
  19
  Frost Giant fingernail
  Potion of Ciant Strength, Hill
  Alchemist's supplies
  Alcohol
  15
  Brontosaurus heart, Cyclops heart, 
  Ettin heart, Hill Giant fingernail
  Potion of Ciant Strength, Stone
  Alchemist's supplies
  Distilled alcohol
  19
  Stone Giant fingernail
  Potion of Ciant Strength, Storm
  Alchemist's supplies
  Pure alcohol
  25
  Storm Giant fingernail
  Potion of Growth
  Herbalism kit
  Alcohol
  15
  Duergar head
  Potion of Cruumsh’s Fury
  Alchemist's supplies
  Distilled alcohol
  19
  Orc Left Eye of Fury
  Potion of Healing
  Herbalism kit
  Alcohol
  10
  Centaur hoof, Rhino horn
  Potion of Healing, Supreme
  Herbalism kit
  Pure alcohol
  22
  Unicorn hoof, Ki-rin hoof
  Potion of Hrugguk
  Alchemist's supplies
  Distilled alcohol
  19
  Strong Bugbear heart
  Potion of Immunity, Acid
  Alchemist's supplies
  Pure alcohol
  22
  Black Dragon tail, Vial of 
  Tarrasque stomach acid
  Potion of Immunity, Cold
  Alchemist's supplies
  Pure alcohol
  22
  Adult Remorhaz heat gland, 
  White Dragon tail
  Potion of Immunity, Fire
  Alchemist's supplies
  Pure alcohol
  22
  Red Dragon tail
  Potion of Immunity, Lightning
  Alchemist's supplies
  Pure alcohol
  22
  Blue Dragon tail
  Potion of Invisibility
  Alchemist's supplies
  Pure alcohol
  22
  Duergar head, Imp wing, Vial of ectoplasm
  Demilich tooth, Demon Snake tail,
  Potion of Magic Resistance
  Alchemist's supplies
  Distilled alcohol
  19
  Demon Spider leg, Goristro horn, 
  Hezrou spine
  Potion of Mind Reading
  Alchemist's supplies
  Distilled alcohol
  19
  Doppelganger brain, Neothelid tentacle
  Potion of Nomog-Ceaya
  Alchemist's supplies
  Alcohol
  15
  Strong Hobgoblin heart
  Lizardfolk Heart of Semuanya,
  Potion of Polymorph
  Alchemist's supplies
  Pure alcohol
  22
  Oni eye, Vial of Archdruid blood, 
  Vial of Ancient Metallic Dragon salve
  Potion of Protection from Poison
  Herbalism kit
  Pure alcohol
  22
  Green Dragon tail, Vial of foul ichor
  Potion of Raise Undead
  Alchemist's supplies
  Distilled alcohol
  19
  Death Tyrant skull
  Potion of Rampage
  Alchemist's supplies
  Alcohol
  15
  Leucrotta hoof
  Potion of Recall
  Alchemist's supplies
  Distilled alcohol
  19
  Minotaur horn
  Potion of Recklessness
  Alchemist's supplies
  Alcohol
  15
  Barlgura tusk
  Potion of Resistance, Cold
  Alchemist's supplies
  Alcohol
  15
  Shambling Mound vine, 
  Young Remorhaz heat gland
  Potion of Resistance, Fire
  Alchemist's supplies
  Alcohol
  15
  Cam bion horn, Mote of green flame, 
  Shambling Mound vine
  Potion of Resistance, Lightning
  Alchemist's supplies
  Alcohol
  15
  Dollop of Orange jelly, Grell beak
  f Potion only affects creatures with a swim speed
  31
  QUICK REFERENCE CRAFTING TABLES
  The Alchemy Almanac by heavyarms
  
  Quic k Ref er enc e Cr a f t ing Ta bl e-Tissue Tr a nsmut a t io n (c o n t in u ed )
  Name
  Tool
  Base
  Crafting DC
  Creature Parts
  Potion of Resistance, Necrotic
  Alchemist's supplies
  Alcohol
  15
  Death Knight eye, Demilich tooth, 
  Heart of the Mummy
  Potion of Resistance, Poison
  Alchemist's supplies
  Alcohol
  15
  Death Knight eye, Demilich tooth, Naga bone
  Potion of Resistance, Psychic
  Alchemist's supplies
  Alcohol
  15
  Demilich tooth
  Potion of Shadow
  Alchemist's supplies
  Pure alcohol
  22
  Mote of shadow
  Potion of Shadow Teleportation
  Alchemist's supplies
  Distilled alcohol
  19
  Meenlock heart, Shadow Mastiff heart
  Potion of Spider Climb
  Alchemist's supplies
  Distilled alcohol
  19
  Roper eye
  Potion of Tarrasque Constitution
  Alchemist's supplies
  Pure alcohol
  25
  Tarrasque gullet (makes 1 dl0 potions)
  Potion of Tarrasque Strength
  Alchemist's supplies
  Pure alcohol
  25
  Tarrasque heart (makes IdlO potions)
  Potion of Tremorsense
  Alchemist's supplies
  Distilled alcohol
  19
  Remorhaz antenna, Umber Hulk antenna 
  Arcanaloth eye, Demilich tooth,
  Potion of Truesight
  Alchemist's supplies
  Pure alcohol
  22
  Erinyes feather, Eye of the Empyrean, 
  Eye of the Sphinx, Marilith head, Nothic eye
  Potion of Ultimate Resilience
  Alchemist's supplies
  Pure alcohol
  25
  Kraken eye
  Potion of Vitality
  Herbalism kit
  Distilled alcohol
  19
  Vial of Troll blood
  Stone Salve
  Herbalism kit
  Pure alcohol
  22
  Basilisk stomach, Gorgon stomach
  QUICK REFERENCE CRAFTING TABLES
  32
  The Alchemy Almanac by heavyarms
  
  Appe n d ix  E: Pr o b a b il it y  Ta b l e s
  Cr a f t ing Suc c ess Ra t e - Ba sic Pr o f ic ienc y
  Level
  Proficiency
  Bonus
  Ability Score 
  Modifier f
  Common 
  (DC 10)
  Uncommon 
  (DC 15)
  Rare 
  (DC 19)
  Very Rare 
  (DC 22)
  Legendary 
  (DC 25)
  1st
  +2
  +3
  80%
  55%
  35%
  20%
  5%
  2nd
  +2
  +3
  80%
  55%
  35%
  20%
  5%
  3rd
  +2
  +3
  80%
  55%
  35%
  20%
  5%
  4th
  +2
  +4
  85%
  60%
  40%
  25%
  10%
  5 th
  + 3
  +4
  90%
  65%
  45%
  30%
  15%
  6th
  +3
  +4
  90%
  65%
  45%
  30%
  15%
  7th
  +3
  +4
  90%
  65%
  45%
  30%
  15%
  8th
  +3
  + 5
  95%
  70%
  50%
  35%
  20%
  9th
  +4
  + 5
  100%
  75%
  50%
  40%
  25%
  10th
  +4
  + 5
  100%
  75%
  55%
  40%
  25%
  11th
  +4
  + 5
  100%
  75%
  55%
  40%
  25%
  12th
  +4
  + 5
  100%
  75%
  55%
  40%
  25%
  13th
  + 5
  + 5
  100%
  80%
  60%
  45%
  30%
  14th
  + 5
  + 5
  100%
  80%
  60%
  45%
  30%
  15th
  + 5
  + 5
  100%
  80%
  60%
  45%
  30%
  16th
  + 5
  + 5
  100%
  80%
  60%
  45%
  30%
  17th
  +6
  + 5
  100%
  85%
  65%
  50%
  35%
  18th
  +6
  + 5
  100%
  85%
  65%
  50%
  35%
  19th
  +6
  + 5
  100%
  85%
  65%
  50%
  35%
  20th
  +6
  + 5
  100%
  85%
  65%
  50%
  35%
  Cr a f t ing Suc c ess Ra t e - Pr o f ic ienc y x 2
  Level
  Proficiency
  Bonus
  Ability Score 
  Modifier f
  Common 
  (DC 10)
  Uncommon 
  (DC 15)
  Rare 
  (DC 19)
  Very Rare 
  (DC 22)
  Legendary 
  (DC 25)
  1st
  +2
  +3
  90%
  65%
  45%
  30%
  15%
  2nd
  +2
  +3
  90%
  65%
  45%
  30%
  15%
  3rd
  +2
  +3
  90%
  65%
  45%
  30%
  15%
  4th
  +2
  +4
  95%
  70%
  50%
  35%
  20%
  5 th
  + 3
  +4
  100%
  80%
  60%
  45%
  30%
  6th
  +3
  +4
  100%
  80%
  60%
  45%
  30%
  7th
  +3
  +4
  100%
  80%
  60%
  45%
  30%
  8th
  +3
  + 5
  100%
  85%
  65%
  50%
  35%
  9th
  +4
  + 5
  100%
  95%
  75%
  60%
  45%
  10th
  +4
  + 5
  100%
  95%
  75%
  60%
  45%
  11th
  +4
  + 5
  100%
  95%
  75%
  60%
  45%
  12th
  +4
  + 5
  100%
  95%
  75%
  60%
  45%
  13th
  + 5
  + 5
  100%
  100%
  85%
  70%
  55%
  14th
  + 5
  + 5
  100%
  100%
  85%
  70%
  55%
  15th
  + 5
  + 5
  100%
  100%
  85%
  70%
  55%
  16th
  + 5
  + 5
  100%
  100%
  85%
  70%
  55%
  17th
  +6
  + 5
  100%
  100%
  95%
  80%
  65%
  18th
  +6
  + 5
  100%
  100%
  95%
  80%
  65%
  19th
  +6
  + 5
  100%
  100%
  95%
  80%
  65%
  20th
  +6
  + 5
  100%
  100%
  95%
  80%
  65%
  f Ability Score Modifier is an assumed best-case scenario
  PROBABILITY TABLES
  33
  The Alchemy Almanac by heavyarms
  
  Ga t her ing No r ma l  Suc c ess Ra t e (DC 12)
  Level
  Proficiency
  Bonus
  Ability Score 
  Modifier f
  Base 
  (No modifiers)
  Nature 
  Proficiency
  Proficiency & 
  Advantage
  1st
  +2
  +3
  60%
  70%
  91.0%
  2nd
  +2
  +3
  60%
  70%
  91.0%
  3rd
  +2
  +3
  60%
  70%
  91.0%
  4th
  +2
  +4
  65%
  75%
  93.75%
  5 th
  +3
  +4
  65%
  80%
  96.0%
  6th
  +3
  +4
  65%
  80%
  96.0%
  7th
  +3
  +4
  65%
  80%
  96.0%
  8th
  +3
  + 5
  70%
  85%
  97.75%
  9th
  +4
  + 5
  70%
  90%
  99.0%
  10th
  +4
  + 5
  70%
  90%
  99.0%
  11th
  +4
  + 5
  70%
  90%
  99.0%
  12th
  +4
  + 5
  70%
  90%
  99.0%
  13th
  +5
  + 5
  70%
  95%
  99.75%
  14th
  +5
  + 5
  70%
  95%
  99.75%
  15th
  +5
  + 5
  70%
  95%
  99.75%
  16th
  +5
  + 5
  70%
  95%
  99.75%
  17th
  +6
  + 5
  70%
  100%
  100.0%
  18th
  +6
  + 5
  70%
  100%
  100.0%
  19th
  +6
  + 5
  70%
  100%
  100.0%
  20th
  +6
  + 5
  70%
  100%
  100.0%
  Ga t her ing Cr it ic a l  Suc c ess Ra t e (DC 12)
  Level
  Proficiency 
  Bonus
  Ability Score 
  Modifier f
  Base 
  (No modifiers)
  Nature 
  Proficiency
  Proficiency & 
  Advantage
  1st
  +2
  +3
  10%
  20%
  36.0%
  2nd
  +2
  +3
  10%
  20%
  36.0%
  3rd
  +2
  +3
  10%
  20%
  36.0%
  4th
  +2
  +4
  15%
  25%
  43.75%
  5 th
  +3
  +4
  15%
  30%
  51.0%
  6th
  +3
  +4
  15%
  30%
  51.0%
  7th
  +3
  +4
  15%
  30%
  51.0%
  8th
  +3
  + 5
  20%
  35%
  57.75%
  9th
  +4
  + 5
  20%
  40%
  64.0%
  10th
  +4
  + 5
  20%
  40%
  64.0%
  11th
  +4
  + 5
  20%
  40%
  64.0%
  12th
  +4
  + 5
  20%
  40%
  64.0%
  13th
  +5
  + 5
  20%
  45%
  69.75%
  14th
  +5
  + 5
  20%
  45%
  69.75%
  15th
  +5
  + 5
  20%
  45%
  69.75%
  16th
  +5
  + 5
  20%
  45%
  69.75%
  17th
  +6
  + 5
  20%
  50%
  7 5.0%
  18th
  +6
  + 5
  20%
  50%
  7 5.0%
  19th
  +6
  + 5
  20%
  50%
  7 5.0%
  20th
  +6
  + 5
  20%
  50%
  7 5.0%
  f Ability Score Modifier is an assumed best-case scenario
  PROBABILITY TABLES
  34
  The Alchemy Almanac by heavyarms
  
  Ha r vest ing Suc c ess Ra t e - Ba se Ca se
  Level
  Proficiency
  Bonus
  Ability Score 
  Modifier f
  CR<5 
  (DC 12)
  CR6-10 
  (DC 15)
  CR 11-15 
  (DC 18)
  CR>16 
  (DC 21)
  1st
  +2
  +3
  60%
  45%
  30%
  15%
  2nd
  +2
  +3
  60%
  45%
  30%
  15%
  3rd
  +2
  +3
  60%
  45%
  30%
  15%
  4th
  +2
  +4
  65%
  50%
  35%
  20%
  5 th
  + 3
  +4
  65%
  50%
  35%
  20%
  6th
  +3
  +4
  65%
  50%
  35%
  20%
  7th
  +3
  +4
  65%
  50%
  35%
  20%
  8th
  +3
  +5
  70%
  55%
  40%
  25%
  9th
  +4
  +5
  70%
  55%
  40%
  25%
  10th
  +4
  +5
  70%
  55%
  40%
  25%
  11th
  +4
  +5
  70%
  55%
  40%
  25%
  12th
  +4
  +5
  70%
  55%
  40%
  25%
  13th
  + 5
  +5
  70%
  55%
  40%
  25%
  14th
  + 5
  +5
  70%
  55%
  40%
  25%
  15th
  + 5
  +5
  70%
  55%
  40%
  25%
  16th
  + 5
  +5
  70%
  55%
  40%
  25%
  17th
  +6
  +5
  70%
  55%
  40%
  25%
  18th
  +6
  +5
  70%
  55%
  40%
  25%
  19th
  +6
  +5
  70%
  55%
  40%
  25%
  20th
  +6
  +5
  70%
  55%
  40%
  25%
  Ha r vest ing Suc c ess Ra t e - Best  Ca se (Sk il l  Pr o f ic ienc y & Adva nt a g e)
  Level
  Proficiency
  Bonus
  Ability Score 
  Modifier f
  CR<5 
  (DC 12)
  CR6-10 
  (DC 15)
  CR11-15 
  (DC 18)
  CR>16 
  (DC 21)
  1st
  +2
  +3
  91.0%
  79.75%
  64.0%
  43.75%
  2nd
  +2
  +3
  91.0%
  79.75%
  64.0%
  43.75%
  3rd
  +2
  +3
  91.0%
  79.75%
  64.0%
  43.75%
  4th
  +2
  +4
  93.75%
  84.0%
  69.75%
  51.0%
  5 th
  + 3
  +4
  96.0%
  87.75%
  7 5.0%
  57.75%
  6th
  +3
  +4
  96.0%
  87.75%
  7 5.0%
  57.75%
  7th
  +3
  +4
  96.0%
  87.75%
  7 5.0%
  57.75%
  8th
  +3
  + 5
  97.75%
  91.0%
  79.75%
  64.0%
  9th
  +4
  + 5
  99.0%
  93.75%
  84.0%
  69.75%
  10th
  +4
  + 5
  99.0%
  93.75%
  84.0%
  69.75%
  11th
  +4
  + 5
  99.0%
  93.75%
  84.0%
  69.75%
  12th
  +4
  + 5
  99.0%
  93.75%
  84.0%
  69.75%
  13th
  + 5
  + 5
  99.75%
  96.0%
  87.75%
  75.0%
  14th
  + 5
  + 5
  99.75%
  96.0%
  87.75%
  75.0%
  15th
  + 5
  + 5
  99.75%
  96.0%
  87.75%
  75.0%
  16th
  + 5
  + 5
  99.75%
  96.0%
  87.75%
  75.0%
  17th
  +6
  + 5
  100%
  97.75%
  91.0%
  79.75%
  18th
  +6
  + 5
  100%
  97.75%
  91.0%
  79.75%
  19th
  +6
  + 5
  100%
  97.75%
  91.0%
  79.75%
  20th
  +6
  + 5
  100%
  97.75%
  91.0%
  79.75%
  f Ability Score Modifier is an assumed best-case scenario
  PROBABILITY TABLES
  35
  The Alchemy Almanac by heavyarms
  
  Appe n d ix  F: Ar c a n e Tr a d it io n
  At 2nd level, a wizard gains the Arcane Tradition feature. The 
  following Potion Wizard option is available to a wizard, in 
  addition to the options offered in the Player's Handbook.
  Po t io n  Wiz a r d
  A number of arcane colleges specialize in the art of 
  potioncraft. In the Sword Coast, such institutes include the 
  Waterdhavian academies of Blackstaff and Eltorchul as well 
  as the Watchful Order. Potioncraft is a multi-disciplinary 
  pursuit, with a traditions rooted in the study of both alchemy 
  and transmutation. For the arcane practitioner, potion-making 
  is combined with rigorous physical training to improve or 
  enhance the biological response to alchemical effects.
  Followers of this tradition are known as potion wizards, 
  their knowledge and skill in matters alchemical surpassed by 
  none. Well-prepared, seldom is the foe more formidable than 
  they.
  Po t io n Wiza r d Fea t ur es
  Wizard Level Feature
  2nd 
  Natural Philosopher, Practiced Hand
  6th 
  Alter Solute
  10th 
  Invigorate
  14th 
  Heightened Tolerance
  Na t u r a l  Ph il o s o ph e r
  At 2nd level, you gain proficiency with either alchemist's 
  supplies or the herbalism kit. If you are already proficient with 
  it, you add double your proficiency bonus to checks you make 
  with it.
  Pr a c t ic e d  Ha n d
  Starting at 2nd level, your extensive use of potions and vials 
  allows you to handle them quickly in combat. You can take a 
  bonus action on each of your turns in combat to consume a 
  potion you are carrying on your person.
  Al t e r  So l u t e
  Starting at 6th level, you can change the type of one 
  alchemical reagent in your possession. The new reagent type 
  is determined by rolling a d6 as follows:
  d6
  Reagent
  d6
  Reagent
  1
  4
  4
  2
  6
  5
  3
  A
  6
  9
  Once you use this feature, you must finish a long rest before 
  you can use it again.
  In v ig o r a t e
  Beginning at 10th level you can reroll a saving throw that you 
  fail against the diseased, blinded, deafened, paralyzed, or 
  poisoned condition. If you do so, you must use the new roll 
  and you can't use this feature again until you finish a short or 
  long rest.
  He ig h t e n e d  To l e r a n c e
  By 14th level your body has adapted to the physical stress of 
  mixing alchemical solutions. You can benefit from the effects 
  of two potions concurrently.
  Al t er  So l ut e: St a t ist ic a l  Impa c t
  The following table presents the revised odds of obtaining a 
  particular type of reagent in a given climate region from 
  combining both the original and feature roll:
  d20 
  Roll
  Result
  Odds 
  (Base)
  Odds (with Alter 
  Solute)
  1-6
  Common
  2/7
  1/2
  7-11
  Common
  1/4
  2/5
  12-14
  Uncommon
  1/7
  1/3
  15-17
  Uncommon
  1/7
  1/3
  18-19
  Rare
  1/10
  1/4
  20
  Very Rare
  1/20
  2/9
  emy Almanac by heavyarms
  
  Appe n d ix  G: DM To o l k it
  Desig n St a t ement
  I wanted this system to feel as authentic as possible, without 
  overstepping its boundaries as a side activity looking to add 
  interesting depth and roleplay for the right sort of player. 
  There are already numerous (excellent) systems available, so 
  why create a new one? From an extensive review of existing 
  systems, these are the primary issues I wanted to address:
  • Too Many Dice Rolls. The primary goal of this system 
  was to reduce activities to a single player-roll, and that is 
  all As both player and DM I did not want to bog-down 
  session time with rolls to gather; rolls to identify; rolls to 
  harvest; and rolling again to discover new properties or 
  new recipes. These are all fine in automated (videogame) 
  systems, but don't translate well to being a small part of a 
  small part of a shared tabletop experience.
  • Discovery. The process of discovering new recipes or the 
  properties of new flora can be fun, but is often 
  cumbersome and interferes with the natural flow of 
  gameplay (see above): The rationale for discovery is usually 
  presented is a lack of access - and as such a character 
  must learn by doing. In 5e spellcasters are assumed to 
  have ready access to arcane knowledge in the form of new 
  spells; their slow accrual of capability instead representing 
  study and practice. In a similar approach to spellcasting, I 
  have chosen to assume a ready access to knowledge, and 
  the slow accrual of capability is represented by an 
  increasing relative probability of success over time through 
  leveling up and other player choices.
  • Difficult to Track. Unavoidably, a binary system of flora-to- 
  potion means there will be a lot of inventory tracking. With 
  the reagent method for flora, all you need keep track of is a 
  maximum of six items - at the table this can be in the form 
  of a short list on a pad of paper, or poker chips which can 
  be doled out to and cashed in by the player as they attempt 
  to create potions. While this remains a potential issue for 
  creature parts, this method of alchemy is expected to be far 
  less common, and in truth I wanted to ensure full 
  compatibility with Jon Gazda's Creature Loot, the last word 
  on monster loot tables. Its use and implementation 
  remains entirely optional
  • Lack of Comprehensiveness. A.K.A. the inability to craft 
  the magical potions in the Dungeon Master’s Guide. If a 
  level 20 master alchemist can’t create a potion of 
  invisibility then who can, exactly?
  • Environment-locking. Ever since Dalagath’s Herbalism & 
  Alchemy, it's become the standard in gathering systems 
  that provide loot tables to segregate them based on 
  regional climate. This functions perfectly in a games where 
  players easily traverse various environments in a short 
  time, but this is rarely the case in D&D. I believe restricting 
  access to player choice in this way oversteps the system’s 
  boundary as a side-activity (tool) when it begins impacting 
  broader decisions and narrative direction (e.g: “we should 
  go this way to search for plant X”). My solution is not 
  revolutionary: simply combining the ideas of local climate 
  systems with the reagent system first envisioned by 
  calculuschild The probabilities are skewed, but everything 
  is obtainable with a little luck.
  Rul e Cl a r if ic a t io ns & Rec o mmenda t io ns
  The following assumptions, made in the creation and 
  balancing of this system, are presented as rules guidance for 
  the DM:
  I. Po t io n  Mis c ib il it y
  An unavoidable result (and indeed, a stated goal) of this 
  supplement is to increase the potential availability of potions 
  to player characters. Therefore it is advised to not use the 
  variant rule for mixing potions described in the Dungeon 
  Master's Guide, and instead rule that if a player character 
  consumes a potion while another that provides a benefit is 
  still in effect, the initial effect is immediately overwritten and 
  no longer applies.
  A rule set for potion miscibility may be included in future 
  revisions if sufficiently requested, but is presently considered 
  outside of the scope of this supplement.
  II. In t e r a c t io n  w it h  Dis pe l  Ma g ic
  The Alchemy AlmanaC
  Dispel magic and similar effects can target magical effects 
  created by potions, but a potion can't be rendered inert by it. 
  This includes any effect with a timed duration from drinking a 
  potion, but does not include permanent effects such as those 
  granted by a potion of longevity.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/The Alchemy Almanac v1.pdf