| Name | Type | Description | Rarity | material_1 | material_2 | Can use Medicine Bag Charges? | Charges | Tools | Require workshop | Workshop |
|---|
| Healing Tincture | Healing | Heals 1d6 + INT MOD + PB | Common | Healing Herbs | Saline | Yes | 1 | Medicine Bag or Healers Kit | No | |
| Greater Healing Tincture | Healing | Heals 2d6 + INT MOD + PB | Uncommon | Healing Herbs | 2 Saline | Yes | 2 | Medicine Bag or Healers Kit | No | |
| Superior Healing Tincture | Healing | Heals 3d6 + INT MOD + PB | Rare | Healing Herbs | 3 Saline | Yes | 3 | Medicine Bag or Healers Kit | Yes | Medic station |
| Supreme Healing Tincture | Healing | Heals 3d6 + INT MOD + PB | Very Rare | Healing Herbs | 4 Saline | Yes | 4 | Medicine Bag or Healers Kit | Yes | Medic station |
| Regen Tincture | Healing | Heals 1 Hit Point per turn for PB x turns; The tincture stops working if the creature is reduced to 0 hit points | Uncommon | Healing Herbs | Saline | Yes | 2 | Medicine Bag or Healers Kit | No | |
| Adrenaline | Healing | A creature that is Unconscious and has 0 Hit Points wakes up with 1 hit point; Also removes the Stun or Paralysed condition | Uncommon | Healing Herbs | Adrenaline | Yes | 2 | Medicine Bag or Healers Kit | No | |
| Antidote | Healing | Removes the Poisoned condition | Common | Healing Herbs | Antivenom | Yes | 1 | Medicine Bag or Healers Kit | No | |
| Smelling Salts | Healing | Removes the Stun condition or wakes up a Sleeping creature | Uncommon | Healing Herbs | Ammonia | Yes | 2 | Medicine Bag or Healers Kit | No | |
| | | | | | | | | | |
| Basic Poison | Poison | Creature 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. | Common | Solution | Poison | Yes | 2 | Medicine Bag or Poisoners Kit | No | |
| Strong Poison | Poison | Creature 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. | Uncommon | Solution | Venom | Yes | 2 | Medicine Bag or Poisoners Kit | No | |
| Deadly Poison | Poison | Creature 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. | Rare | Solution | Arsenic | Yes | 3 | Medicine Bag or Poisoners Kit | Yes | Medic station |
| Caustic Poison | Poison | Creature 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. | Uncommon | Solution | Acid | No | | Medicine Bag or Poisoners Kit | No | |
| Anaesthetic | Poison | Creature 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 minute | Uncommon | Solution | Ether | Yes | 2 | Medicine Bag or Poisoners Kit | No | |
| Tailored Anaesthetic | Poison | A 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 minute | Rare | Solution | Ether | Yes | 2 | Medicine Bag or Poisoners Kit | No | |
| Debilitator | Poison | 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 turn | Uncommon | Solution | Opium | No | | Medicine Bag or Poisoners Kit | No | |
| Tailored Debilitator | Poison | A 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 turn | Uncommon | Solution | Opium | No | | Medicine Bag or Poisoners Kit | No | |
| Paralytic | Poison | Creature 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 turn | Rare | Solution | Curare | No | | Medicine Bag or Poisoners Kit | Yes | Medic station |
| Tailored Paralytic | Poison | A 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 turn | Very Rare | Solution | Curare | No | | Medicine Bag or Poisoners Kit | Yes | Medic station | |
| | | | | | | | | |
| Energy Boost | Drug | A creature gains an extra 10 feet of movement for 1 minute | Common | Solution | Sugar | Yes | 1 | Medicine Bag | No | |
| Focuser | Drug | A creature gains Advantage on Concentration checks for 1 minute | Common | Solution | Caffeine | Yes | 1 | Medicine Bag | No | |
| Sensitizer | Drug | A creature gains Advantage on Perception and Investigation checks for 1 minute | Common | Solution | Mescaline | Yes | 1 | Medicine Bag | No | |
| Psychedelic | Drug | A creature gains Darkvision 30 ft (or increases it by 30 ft) but gets Disadvantage on Perception checks for 1 minute | Uncommon | Solution | PsyMushrooms | Yes | 2 | Medicine Bag | No | |
| Red Rage | Drug | A 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. | Uncommon | Solution | RedPowder | Yes | 2 | Medicine Bag | No | |
| Purified Psychedelic | Drug | A creature gain Darkvision 60 ft (or increases it by 30 ft) for 1 hour | Rare | Solution | Mescaline | Yes | 3 | Medicine Bag | Yes | Medic station |
| Steroids | Drug | A creature gains Advantage on Strength checks and Saving Throws for 1 minute | Rare | Solution | Steroid | Yes | 3 | Medicine Bag | Yes | Medic station |
| Dextramphetamine | Drug | A creature gains Advantage on Dexterity checks and Saving Throws for 1 minute | Rare | Solution | Dextrose | Yes | 3 | Medicine Bag | Yes | Medic station |
| Sedative | Drug | A creature gains Advantage on Constitution checks and Saving Throws for 1 minute | Rare | Solution | Ethanol | Yes | 3 | Medicine Bag | Yes | Medic station |
| Noothropic | Drug | A creature gains Advantage on Intelligence checks and Saving Throws for 1 minute | Rare | Solution | Ginseng | Yes | 3 | Medicine Bag | Yes | Medic station |
| Ampakines | Drug | A creature gains Advantage on Wisdom checks and Saving Throws for 1 minute | Rare | Solution | Glutamate | Yes | 3 | Medicine Bag | Yes | Medic station |
| Opioid | Drug | A creature gains Advantage on Charisma checks and Saving Throws for 1 minute | Rare | Solution | Opioid | Yes | 3 | Medicine Bag | Yes | Medic station |
| Cocaine | Drug | A creature gains an extra Action, double movement and +2 AC for 1 minute. When the effect ends the creature is Stunned for 1 round. | Rare | Solution | Cocaine | No | | Medicine Bag | Yes | Medic station |
Comments