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Potions


There are numerous Apothecaries, Potions, Herbalists and Toxicologists within Esau.


ITEMS

Acid (vial) = 25gp
Alchemist's Fire = 50gp
Antitoxin (vial) = 50gp
Bottle, glass = 2gp
Component Pouch = 25gp
Flask = 2cp
Healer's Kit = 5gp
Ink (1 ounce bottle) = 10gp
Jug = 2cp
Oil (flask) = 1sp
Perfume (vial) = 5gp
Poison, Basic (vial) = 100gp
Vial = 1gp
Alchemist's Supplies = 50gp
Brewer's Supplies = 20gp
Cook's Utensils = 1gp
Poisoner's Kit = 50gp


HEALING POTIONS

Regaining hit points by drinking one of these potions. The number of hit points depends on the potion’s rarity.
+ Standard = 50gp [2d4+2] - (common, dmg 187) = potion’s red liquid glimmers when agitated.
+ Greater = 100gp [4d4-4] - (uncommon, dmg 187) = This green tincture causes an electric sensation when used.
+ Superior = 500gp [8d4+8] - (rare, dmg 187) = This fuming copper draught smells spicy.
+ Supreme = 5000gp [10d4+20] - (very rare, dmg 187) = dark crimson red, thick swirling liquid.



GIANT STRENGTH POTIONS

Drinking this potion, changes your Strength score for 1 hour - to that of a race of Giants.
The type of giant determines the score. The potion has no effect on you if your Strength is equal to or greater than that score.
+ Sand Giant = 100gp [19 strength] - gritty, yellow - uncommon
+ Hill Giant = 500gp [21 strength] - green - uncommon
+ Frost Giant = 5000gp [23 strength] - cold, white - rare
+ Stone Giant = 5000gp [23 strength] - dense, light grey - rare
+ Fire Giant = 5000gp [25 strength] - spicy, red - rare
+ Cloud Giant = 50,000gp [27 strength] - foamy, misty - very rare
+ Storm Giant = 500,000gp [29 strength] - sharp crackling, dark gray - legendary



POTION OF RESISTANCES

uncommon When you drink this translucent potion, you gain resistance to one type of damage for 1 hour. The GM can choose the type, or determines it randomly by rolling a d10. d10 Damage Type 1 = Acid
2 = Cold
3 = Fire
4 = Force
5 = Lightning
6 = Necrotic
7 = Poison
8 = Psychic
9 = Radiant
10 = Thunder



OTHER POTIONS

* Potion of Invisibility = 500 pp
very rare, dmg 188
The potion’s container looks empty however 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.

* Potion of Growth = 100 gp
uncommon
Drinking this potion, means you gain the “enlarge” effect of the enlarge/reduce spell for 1d4 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.

Potion of Heroism = 250 pp
rare
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.

Philter of Love = 50 gp
uncommon
The first creature you see 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.

Potion of Animal Friendship = 100 gp
uncommon, dmg 187
Drinking this potion, means you can cast the animal friendship spell (save 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. Smells like rain.

Potion of Clairvoyance = 250 pp
rare
Drinking this potion, means you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.

Potion of Speed = 500 pp
very rare, dmg 188
Drinking this potion, means 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, with a musty smell.

Potion of Mind Reading = 250 pp
rare
Drinking this potion, means 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.

Potion of Poison = 100gp
uncommon
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.
When drinking 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 1d6. The poison ends when the damage decreases to 0.

Potion of Climbing = 75 gp
common
Drinking this potion, means 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.

Potion of Diminution = 250 pp
rare
Drinking this potion, means you gain the “reduce” effect of the enlarge/reduce spell for 1d4 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.

Potion of Flying = 500 pp
very rare
Drinking 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.

Potion of Water Breathing = 100 gp
uncommon
Drinking this means you can breathe underwater for 1 hour.
Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.

Potion of Gaseous Form = 250 pp
rare
Drinking this potion, means 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.

Potion of Climbing = 50 gp
common, dmg 187
Drinking this potion, means 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.
A glowing oil, contained in a glass jar.

Potion of Flying = 500 pp
very rare, dmg 187
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 glowing tincture smells salty.

Potion of Heat = 75gp
common
Called potion of heat due to how it works - any mob that comes to a 4 block radius of a player will start burning, doing half the damage. Also, will give you fire resistance it can be made by using magma cream and blaze powder.
The potion is a colourless with a characteristic pungent smell.


Potion of Invulnerability = 300 pp
Rare
For 1 minute after you drink this potion, you have Resistance to all damage.
The potion's syrupy liquid looks like liquefied iron.



OILS

Oil of Etherealness = 250 pp
rare
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.

Oil of Sharpness = 500 pp
very rare
This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.

Oil of Slipperiness = 100 gp
uncommon
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.



Potion Miscibility

(3 pp)
Miscibility is the idea of mixing potions and random results from doing so.
d10 Result, Remains Effective, Catastrophe
1 = inert mixture one remains fire
2 = inert mixture both/all remains explosion (3d6)
3 = inert mixture new effects (1d3) explosion (6d6)
4 = remains effective increased duration poison gas
5 = remains effective increased potency sleep gas
6 = ruins equipment reduced potency stinking cloud
7 = ruins materials side effect acid fog
8 = catastrophe changes state cloudkill
9 = magical, unstable changes colour rust gas
10 = magical, stable changes activity demon summoned

Additional Effects - ROLL d6
1 = All iron items in a 20 foot area need to roll a generic DC 14 saving throw or rust to uselessness. Creatures carrying or wearing such items may make a DC 14 Dexterity saving throw for their items.
2 = Permanent item. You may make up something entirely new – such as a nugget of silvery material that turns a pool of water into glass, a balm that ignites when mixed with blood, dust which causes cold damage, etc.
3 = Generally, spell effects are at the lowest possible levels. Saving throw DCs are 14.
4 = Releases a fog that causes all creatures to sleep (excluding those within resistence like Elves).
5 = Turns inert in 2d10 minutes unless used.
6 = No extra effects.



HERBS

Herbalists attempt to find the root cause of illness.
ingreidents supplied by Nursery
Practitioners will choose herbs based on the symptoms or ailments a patient describes during the consultation. They will also perform a clinical exam, inspecting certain areas of the body and create a personalized prescription.
* HERBS Quick Reference


PERIWINKLE POWDER = treating diarrhea, vaginal discharge, throat ailments, tonsillitis, chest pain, high blood pressure, sore throat, intestinal pain and swelling (inflammation), toothache, and water retention (edema).

MILK THISTLE = protecting the liver; stimulating breast milk production; helps with diabetes management.
DANDELION MILK = Dandelion leaves act as a diuretic, increasing the amount of urine your body makes. The leaves are used to stimulate the appetite and help digestion. Dandelion flower has antioxidant properties. Dandelion may also help improve the immune system.
GINGER = Better Digestion. Ginger helps speed up the digestion process and empty your stomach more quickly; improves immunity; relieves nausea and upset stomach; reduces pain; healthier skin;
LEMONGRASS = prevents the growth of some bacteria and yeast. Also, contains substances that are thought to relieve pain and swelling; reduce fever; improve levels of sugar; stimulate the uterus and menstrual flow; have antioxidant properties.
RASBERRY = low in calories but high in fiber, vitamins, minerals and antioxidants. They may protect against diabetes, cancer, obesity, arthritis and other conditions and may even provide anti-aging effects.
CINNAMON = Lowers blood sugar levels; a Powerful Anti-Diabetic Effect;
ALOE VERA = It contains healthful plant compounds; antioxidant and antibacterial properties; It accelerates wound healing; reduces dental plaque; helps treat canker sores; reduces constipation; helps improve skin and prevent wrinkles; lowers blood sugar levels;
SAGE = Can improve brain function, including memory;
PEPPERMINT = Relieves some pain; may reduce nausea;
ROSEMARY = Can Help Prevent Allergies and Nasal Congestion
;




BERRIES

ACAI BERRY = a small, round, black-purple drupe about 25 mm (1 in) in circumference, similar in appearance to a grape but smaller and with less pulp. This berry is delicate and must be used within a day of being picked as they perish quickly due to their high fat content. Has a high antioxidant content used to maintain skin, eye, brain and immune system health. Also to aid pregnancy and during pregnancy.
Show spoiler
The folklore says that chief Itaqui ordered all newborns put to death owing to a period of famine. When his own daughter gave birth and the child was sacrificed, she cried and died beneath a newly sprouted tree. The tree fed the tribe and was called açaí because that was the daughter's name (Iaçá) spelled backwards

ELDERBERRY = grape-like clusters on tall perennials with purple-red stems - dark purple berries look black. Berries turned into a syrup drink. Good for detox, respiratory problems, fortifying the immune system against common cold and flu, relieving allergies, purifying blood, maintaining healthy skin, and anti-inflammatory properties.
POKEBERRY = looks like Elderberries - grape-like clusters on tall perennials with purple-red stems - purple berries. All parts, berries, roots, leaves and stems, are poisonous to humanoids. Eating several berries can cause pain, nausea, vomiting, and diarrhea.
BLACKBERRY = The berries are 1 to 3cm diameter, changing colour from green to shades of red to black as it ripens - each berry an aggregate of many single-seeded juicy segments (drupelets). Beneficial vitamins, minerals, fiber, and antioxidants. Low in calories, carbs, and fat.
BLACKCURRENTS = a berry of translucent pulp with red or green tones and bittersweet taste. The fruit is small, of black-blue colour and spherical shape, with an intense taste when completely ripe. This berry is covered with hair and its pulp contains multiple small seeds. Helps immune system a boost, allowing a person's body to fight infection and viruses more effectively
 

ADDICTIVE MEDICINES

Enimat
Processed powder of a relatively common flower in grassland regions, usually compressed into pills. Powerful stimulant but incredibly addictive, usually highly illegal.
Effects – +10 Speed, immune to effects of exhaustion; lasts 2 hours.
Addiction – Upon each dose roll for an addiction saving throw, Wisdom vs DC 10+number of doses previously not resisted (max 10) to resist. Upon each long rest, roll for an addiction saving throw, identical to above; success removes 1 DC from the next addiction save, failure results in +1 exhaustion.
DC 10-13 – works as expected. Permanent +1 to exhaustion for addicts at this stage.
DC 14-16 – drug is less effective, +5 speed, can double dose to attain the +10. Permanent -2 to all Charisma checks and +2 to exhaustion for addicts at this stage.
DC 17-20 – drug is less effective, +0 speed, can double dose to attain the +5 or triple for +10. Permanent -4 to all Charisma checks and +3 to exhaustion for addicts at this stage.

Pipeweed
A common plant which grows best in temperate regions, dried and smoked in a pipe. A favorite of wizards for its calming effect, but popular among many classes and regions.
Effects – advantage on concentration saves, ritual spells only take 5 extra minutes; lasts 4 hours.
Addiction – upon each dose roll for an addiction saving throw, Wisdom vs DC5+number of doses previously not resisted (max 10) to resist. Upon each long rest, roll for an addiction saving throw, identical to above; success removes 1 DC from the next addiction save, no penalty for failure.
DC 5-7 – disadvantage on concentration and not able to cast rituals if not consumed at least once in the last 24 hours.
DC 8-14 – effects only last 3 hours, disadvantage on concentration and not able to cast rituals if not consumed at least once in the last 12 hours.
DC 15 – effects last only 2 hours, disadvantage on concentration and not able to cast rituals if not consumed at least once in the last 6 hours, and permanent disadvantage against disease even once addiction ends; this effect can be cured though Greater Restoration or similar spell.

Elven Pipeweed
A rare lichen which grows on the trees in some jungles and forests, dried and smoked in a pipe. Produces a numbing as well as minor hallucinogenic effect, usually illegal.
Effects – resistance to bludgeoning, piercing, slashing, force, and thunder damage, -2 initiative, weakness to psychic damage; lasts 2 hours.
Addiction – upon each dose roll for an addiction saving throw, Wisdom vs DC8+number of doses previously not resisted (max 10) to resist. Upon each long rest, roll for an addiction saving throw, identical to above; success removes 1 DC from the next addiction save, failure results in -2 initiative for day.
DC 8-10 – works as expected. -2 to initiative persists 2 more hours beyond end of effects.
DC 11-15 – works as expected, but -4 initiative and disadvantage on reflex saves which both last 2 more hours beyond end of effects.
DC 16-18 - works as expected, but -6 initiative, disadvantage on reflex saves, and slowed, all three of which both last 2 more hours beyond end of effects.

Drakeroot
A clear nectar distilled from the rare and usually poisonous drakeroot plant which screams when it is harvested. Intense sedative effect and powerfully addictive.
Effects – user falls immediately asleep and cannot be woken for 8 hours, counts as taking a long rest but all hit dice are recovered.
Addiction – upon each dose roll for an addiction saving throw, Wisdom vs DC10+number of doses previously not resisted (max 10) to resist. Upon each long rest made without Drakeroot, roll for an addiction saving throw, identical to above; success removes 1 DC from the next addiction save, no penalty on failure.
DC 10-12 – works as expected, however no hit dice are recovered during long rests without Drakeroot.
DC 13-16 – works as expected, however no hit dice and only half of total missing HP and spell slots recovered during long rests without Drakeroot.
DC 17-20 – works as expected, however without Drakeroot the character is unable to have a long rest or gain any of its benefits except to roll an addiction saving throw, instead taking the exhaustion penalty for not resting.




ITEMS: Potions - Herbs - Medicines - Alchemy - Poisons - Oils
ALTERNATIVE NAMES: Alchemist - Herbalist - Apothecary - Herb Doctor - Toxicologist (Poison)
TYPES: Magical - Medical - Herbal


This is for quick reference using my notes, as well as other websites


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