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Crafting - Medic

Crafting - Medic


NameTypeDescriptionRaritymaterial_1material_2Can use Medicine Bag Charges?ChargesToolsRequire workshopWorkshop
Healing TinctureHealingHeals 1d6 + INT MOD + PBCommonHealing HerbsSalineYes1Medicine Bag or Healers KitNo
Greater Healing TinctureHealingHeals 2d6 + INT MOD + PBUncommonHealing Herbs2 SalineYes2Medicine Bag or Healers KitNo
Superior Healing TinctureHealingHeals 3d6 + INT MOD + PBRareHealing Herbs3 SalineYes3Medicine Bag or Healers KitYesMedic station
Supreme Healing TinctureHealingHeals 3d6 + INT MOD + PBVery RareHealing Herbs4 SalineYes4Medicine Bag or Healers KitYesMedic station
Regen TinctureHealingHeals 1 Hit Point per turn for PB x turns; The tincture stops working if the creature is reduced to 0 hit pointsUncommonHealing HerbsSalineYes2Medicine Bag or Healers KitNo
AdrenalineHealingA creature that is Unconscious and has 0 Hit Points wakes up with 1 hit point; Also removes the Stun or Paralysed conditionUncommonHealing HerbsAdrenalineYes2Medicine Bag or Healers KitNo
AntidoteHealingRemoves the Poisoned conditionCommonHealing HerbsAntivenomYes1Medicine Bag or Healers KitNo
Smelling SaltsHealingRemoves the Stun condition or wakes up a Sleeping creatureUncommonHealing HerbsAmmoniaYes2Medicine Bag or Healers KitNo
Basic PoisonPoisonCreature makes a CON Save DC8 + Crafter’s PB + INT Mod; Does 2d6 Poison damage and gets the Poison condition for 1 minute, retake Save at end of the turn, on successful save take half damage and doesn’t get the Poison condition.CommonSolutionPoisonYes2Medicine Bag or Poisoners KitNo
Strong PoisonPoisonCreature makes a CON Save DC8 + Crafter’s PB + INT Mod; Does 2d8 Poison damage and gets the Poison condition for 1 hour, on successful save take half damage and doesn’t get the Poison condition.UncommonSolutionVenomYes2Medicine Bag or Poisoners KitNo
Deadly PoisonPoisonCreature makes a CON Save DC8 + Crafter’s PB + INT Mod; Does 4d8 Poison damage and gets the Poison condition for 24 hours, on successful save take half damage and doesn’t get the Poison condition.RareSolutionArsenicYes3Medicine Bag or Poisoners KitYesMedic station
Caustic PoisonPoisonCreature makes a CON Save DC8 + Crafter’s PB + INT Mod; Does 2d8 Acid damage and 1d8 Acid damage on the end of its next turn, on succesful save only half damage and no extra 1d8 damage.UncommonSolutionAcidNoMedicine Bag or Poisoners KitNo
AnaestheticPoisonCreature makes a CON Save DC8 + Crafter’s PB + INT Mod; It has no effect on creatures huge or larger; On failure puts a creature to sleep until it takes damage or is shaken awake; Lasts for 1 minuteUncommonSolutionEtherYes2Medicine Bag or Poisoners KitNo
Tailored AnaestheticPoisonA Studied creature makes a CON Save DC8 + Crafter’s PB + INT Mod; On failure puts a creature to sleep until it takes damage or is shaken awake; Lasts for 1 minuteRareSolutionEtherYes2Medicine Bag or Poisoners KitNo
DebilitatorPoisonCreature makes a CON Save DC8 + Crafter’s PB + INT Mod; It has no effect on creatures huge or larger; On failure the creature does half damage for 1 minute; Retakes the Save on the end of its turnUncommonSolutionOpiumNoMedicine Bag or Poisoners KitNo
Tailored DebilitatorPoisonA Studied creature makes a CON Save DC8 + Crafter’s PB + INT Mod; It has no effect on creatures huge or larger; On failure the creature does half damage for 1 minute; Retakes the Save on the end of its turnUncommonSolutionOpiumNoMedicine Bag or Poisoners KitNo
ParalyticPoisonCreature makes a CON Save DC8 + Crafter’s PB + INT Mod; It has no effect on creatures huge or larger; On failure the creature has the Paralyzed condition for 1 minute; Retakes the Save on the end of its turnRareSolutionCurareNoMedicine Bag or Poisoners KitYesMedic station
Tailored ParalyticPoisonA Studied creature makes a CON Save DC8 + Crafter’s PB + INT Mod; On failure the creature has the Paralyzed condition for 1 minute; Retakes the Save on the end of its turnVery RareSolutionCurareNoMedicine Bag or Poisoners KitYesMedic station
Energy BoostDrugA creature gains an extra 10 feet of movement for 1 minuteCommonSolutionSugarYes1Medicine BagNo
FocuserDrugA creature gains Advantage on Concentration checks for 1 minuteCommonSolutionCaffeineYes1Medicine BagNo
SensitizerDrugA creature gains Advantage on Perception and Investigation checks for 1 minuteCommonSolutionMescalineYes1Medicine BagNo
PsychedelicDrugA creature gains Darkvision 30 ft (or increases it by 30 ft) but gets Disadvantage on Perception checks for 1 minuteUncommonSolutionPsyMushroomsYes2Medicine BagNo
Red RageDrugA creature must make a WIS Save DC15 at start of their turn while this is active; On failure they make a melee attack at the closest creature. For 1 minute they have Advantage on the first Attack Roll of their turn for unarmed and melee weapon attacks.UncommonSolutionRedPowderYes2Medicine BagNo
Purified PsychedelicDrugA creature gain Darkvision 60 ft (or increases it by 30 ft) for 1 hourRareSolutionMescalineYes3Medicine BagYesMedic station
SteroidsDrugA creature gains Advantage on Strength checks and Saving Throws for 1 minuteRareSolutionSteroidYes3Medicine BagYesMedic station
DextramphetamineDrugA creature gains Advantage on Dexterity checks and Saving Throws for 1 minuteRareSolutionDextroseYes3Medicine BagYesMedic station
SedativeDrugA creature gains Advantage on Constitution checks and Saving Throws for 1 minuteRareSolutionEthanolYes3Medicine BagYesMedic station
NoothropicDrugA creature gains Advantage on Intelligence checks and Saving Throws for 1 minuteRareSolutionGinsengYes3Medicine BagYesMedic station
AmpakinesDrugA creature gains Advantage on Wisdom checks and Saving Throws for 1 minuteRareSolutionGlutamateYes3Medicine BagYesMedic station
OpioidDrugA creature gains Advantage on Charisma checks and Saving Throws for 1 minuteRareSolutionOpioidYes3Medicine BagYesMedic station
CocaineDrugA creature gains an extra Action, double movement and +2 AC for 1 minute. When the effect ends the creature is Stunned for 1 round.RareSolutionCocaineNoMedicine BagYesMedic station

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