Creating an Alchemist

Alchemy is the science of understanding, deconstructing, and reconstructing matter. However, it is not an all-powerful art. If one wishes to obtain something, something of equal value must be given. This is the law of equivalent exchange; the basis of all alchemy.
By following strict, scientific laws, deeply tied to the nature of life, the universe and magic, Alchemists bend the natural world to their whims in ways that would sometimes make sorcerers envious. They brew potions, craft items and shift the chemical values of elements in an act called "transmutation", which can change lead into gold, turn men into beasts and destroy, or reassemble their environment to suit their whims.
As an Alchemist, you will need to be a deeply analytical and skeptical character; probing the world for answers, and constantly studying and taking notes about your environment. That said, Alchemists serve so many different functions, that all walks of life try their hand at the art; beggars, promising snake oils that would cure any disease, military scientists inventing apocalyptic weapons of war, or academics, that want to find the all important secrets of immortality!

Quick Build

You can make an Alchemist quickly, by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Sage background. Third, choose "Cellular weaponisation serum", "Flux" and "Light potion" tonics along with the following 1st level Concoctions for your Alchemical journal: "Bewitchment brew", "Healing Potion", "Globe of Calamitous Intent", "Sleeping Potion", "Slowfall potion", and "Bag of winds".

Alchemist table:

Class Features

Hit Points

Hit Dice: 1D6 per Alchemist level
Hit Points at 1st Level: 6+ your Constitution modifier
Hit Points at Higher Levels: 1D6 (or 4) + your Con modifier per Alchemist level after 1st.

Proficiencies

Armour: None
Weapons: Simple weapons
Tools: Healer's kit, Herbalism kit, Poisoner's kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Sleight of Hand, Stealth, Arcana, History, Investigation, Nature, Medicine, Survival & Magical Engineering

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) two daggers or (b) any simple weapon

  • (a) 30 darts or (b) a light crossbow and 20 bolts

  • A component pouch

  • (a) a scholar's pack or (b) an explorer's pack

  • An Alchemical Journal

Concoction Brewing

Concoctions are an Alchemist's primary skill. These are the fruits of your transmutations and can take the form of potion bottles, elixirs, toxins or explosives; all of which can have disastrous or beneficial effects for you and your allies. These follow the general rules of spellcasting in Chapter 10 of your player's handbook, and are noted down in your Alchemical Journal.

Tonics

Tonics are potions that are simple enough for you to throw together that you have memorised them, and can combine their ingredients with little effort. As a result, you do not need to "prepare them" as one would a spell or concoction and they do not cost concoction points to brew. At 1st level you know three tonics of your choice from the Alchemist's Concoction's list. You learn additional tonics of your choice at higher levels, as shown in the Tonics known column of the Alchemist table.

Alchemical Journal

At 1st level you have an Alchemical journal containing six 1st level concoctions of your choice, and follows the rules of the "Spellbook" feature of the Wizard class, replacing spells for concoctions.

Preparing and using concoctions

The Alchemist table shows how many concoction points you have to brew your concoctions of 1st level and higher. To brew one of these concoctions, you must expend a number of points equal to the value of the concoction or higher, which is a representation of you using ingredients that you have rationed to brew your potions. Once you have run out of points, this symbolises you having expended you having used up all of your ingredients for making potions and you cannot use any concoction abilities (aside from tonics) until you have rested. You regain all expended concoction points when you finish a long rest.

Concoction level point cost:

You prepare the list of Alchemist concoctions that are available for you to cast. To do so, choose a number of Alchemist concoctions from your Alchemical journal equal to your Intelligence modifier + your Alchemist level (minimum of one concoction). The concoctions must be of a level for which you have access as indicated in the Alchemist table. Brewing a concoction does not remove it from your prepared list.
You can change your list of prepared concoctions when you finish a long rest. Preparing a new list of concoctions requires time spent studying your Alchemical journal and brewing the relevant ingredients in flasks and vials. At least 1 minute per concoction level for each concoction on your list.

Alchemical ability

Intelligence is your Alchemical ability (identical to spellcasting ability) for your Alchemical concoctions, since you learn your concoctions through dedicated study and experimentation. You use your Intelligence whenever a concoction refers to your alchemical ability.
In addition, you use your Intelligence modifier when setting the saving throw DC for an Alchemist concoction you brew, although you will most likely be using dexterity to hurl your chemicals at opponents and allies alike.

Concoction save DC= 8+ your proficiency bonus + your Intelligence mod.

Concoction attack modifier= your proficiency bonus + your Intelligence mod.

Learning Concoctions of 1st level and higher

Each time your gain an Alchemist level, you can add two Concoctions to your Alchemical journal. Each of these concoctions must be of a level for which you have access as shown in the Alchemist table. On your adventures you might find other potions or concoctions that you can add to your journal (see the "Your spellbook" sidebar in the Wizard class section of your Player's hand book).

Acquiring ingredients

Naturally, an Alchemist needs to be constantly on the look out for ingredients to gather to regain the use of their concoction points for the next day. if you acquire ingredients for any reason, you should attempt to note down what it is that you have acquired, this will become useful for various class features, and maybe add more flavour to your concoctions. You may wish to claim that you will be adding a specific kind of animal venom to a potion, which, with the DM's discretion could add to your potion's effects, or simply change how it works.

Mixing concoctions

The joy of Alchemy is in it's discovery, although this is usually completely disastrous. At any time, provided that you have the correct number of concoction points available, you may elect to brew two different concoctions in the same container and loose them as one action. This has the potential to make two concoctions reach their target at the same time, or increase the radius of a potion from a "consumed" potion, to one that hits a wide area. If you choose to do so, the stats of the two concoctions are mixed, and both effects are triggered as a combination with the DM's consideration. However, you must also roll on the Potion mixability chart below:

 

The DM may choose at any time to make you roll on this chart if any creature is under the effects of more than one of your concoctions at any one time, provided that the concoction is of 1st level or above. You can avoid having to roll on this table in this manner by succeeding in an intelligence saving throw VS your own concoction save DC.

As an academic, you can make a note of the effects of mixing these concoctions together, and those effects cannot alter if the combination of chemicals ever effect a target in the same way. This way, you can learn that someone who is affected by Tiger oil and Bull's rage at the same time for example, may burst into flames every time, and that these two should never be mixed!

Similarly, if the effects are advantageous, you may choose to make this brew a permanent addition to your Alchemical journal and use it as an agreed upon concoction with the DM. The Concoction level and all of it's effects must be agreed with the DM while maintaining the spirit of your discovery.

Concoction Launcher

You have learned over years of study that there are some chemicals that you may not wish to stand too close to when they react with the world outside the confines of their glass vials or globes. To this end you have endeavored to construct a means of delivery to loose some of your potions where they are most needed.
Choose any weapon in the Player's hand book, be it a combat weapon or a ranged one. You may even work with your DM to invent a specific device. You have invented your very own version of this weapon. You become proficient in that particular weapon's use and may use any concoction abilities that state their range as "fired" siting the effect of the weapon that you have chosen for the range of the concoction. A cunning assassin, may want to use a dagger, or a military alchemist may want to find a crossbow or a flamethrower!
If you find a more suitable weapon for your needs during your adventures, you may spend one week of rest time to modify it to become your concoction launcher. Your previous concoction launcher is cannibalized for parts during this process and is destroyed, along with your proficiency in it's use.

Alchemical specialisiation

When you reach 2nd level, you choose an Alchemical specialisation, shaping your studies as either a Metamophosist, a Thaumaturgist, a Toxicant, or a Grenadier. All are detailed at the end of the class description.
Your choice grants you features at 2nd level, and again at 6th, 10th and 14th level.

Alchemists are generally able to spend their concoction points to make as many potions as they can, and store them for later use. They can even have allies throw or consume them. Usually, when an alchemist does this, their concoctions loose potency (cannot be used) after 24 hours, although potions of their chosen specialisation are permanent and can be used or sold if needs be.

Ability score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using the feature.

Tinker Tailor

At 5th level the alchemist gains proficiency in magical engineering, which can be doubled if chosen at the beginning of the class.
When taking a long rest, the alchemist may attempt to create a useful item using an applicable selection of their list of ingredients or other items they have acquired.
Simple items such as sun rods may be made in batches, while complicated items like that portal gun may take weeks of long rests, several tests and a lot of specific ingredients. It may be possible to find a schematic or blueprint created by another alchemist that will help in the creation of an item.
Using this ability still counts as a long rest for all purposes other than regaining your alchemy points for the day, instead your points are halved for the next day.

Philosopher's stone

At 18th level, you have achieved such mastery over the laws of alchemy that you have been able to produce a tiny Philosopher's stone; an impossible object that can bypass the axioms you have come to live your life by and allow you to brew certain concoctions without needing any physical ingredients. Choose a 1st level concoction and a 2nd Level concoction from your Alchemical journal. You can use these concoctions at their lowest level without expending any concoction points when you have them prepared. If you use either concoction at a higher level, you must expend concoction points.
By spending 8 hours in study, you can transmute your philosopher's stone into a new one which can hold two different concoctions.

Greater Philosopher's stone

When you reach 20th level, your philosopher's stone grows to the size of your palm and can bend the laws of Alchemy to gain mastery over two powerful concoctions.
Choose two 3rd level concoctions in your Alchemical journal as the ones your stone knows. You always have these concoctions prepared, they don't count against the number of concoctions you have prepared, and you can use each of them without expending concoction points. When you do so, you draw energy from the stone and cannot do so again until you finish a long rest. This requirement to rest does not affect the concoctions stored from the level 18 philosopher's stone ability.
If you wish to brew these concoctions at a higher level, you must prepare them as normal.

Alchemical Specialisation

Comparative to the schools of wizardry, the science of Alchemy is a cutting edge and unexplored fount of knowledge, but patterns and specialisations are undeniable. These patterns are so distinct, that among the thousands of alchemical techniques and potions that exist, concoctions, can generally be grouped into one of four types, that an alchemist leans toward as a focus for their studies: Potions, Mutagens, Poisons, and Bombs.

Metamorphosist

Metamorposists are biological Alchemists and devote their lives to studying the building blocks of the organic; shaping life in new and exiting ways, playing god and mutating their friends and foes alike.
For you, the races of the world are weak and vulnerable to the laws of time and entropy...but combined...they could be so much greater! Why should only elves have enhanced hearing? Why would a Dragonborn be alone in it's tough scales or it's fire breath? In fact...why don't we give a few creatures actual dragon wings while we're at it!?!

2nd level- Beginning when you select this specialisation at 2nd level, the gold and time you must spend to copy a Mutagen concoction into your Alchemical journal is halved.
2nd level- Starting at level 2 when your choose this path, you can re-roll on potion mixability chart when your mixture involves mutagens.
6th level- By level 6, you have consumed so many mutagenic compounds that your DNA and species identity is more fluid. You may cast the spell "polymorph" targeted at yourself, once per long rest without taking up any spell slots or concoction points.
10th Level- Starting at 10th level, you have learned how to alter people at a cellular level at will, known as the act of Flesh Transmutation. Once per long rest, you may transmute a willing participant, including yourself within touch range. The effects of this transmutation can; Restore 2D10 years of youth, Cure all diseases, curses or poisons, or cast the Polymorph spell without costing any spell slots or concoction points.
14th Level- By 14th level, your expertise have grown so potent, that you have outgrown your mortality and frail body. You learn the "Clone" spell, and can cast that once per long rest, provided that you have the ingredients required.

Thaumaturgist

Thaumaturgists understand that the inherent laws of alchemy are not only a science but are deeply tied to the study of magic. By understanding the fundamental patterns and nature of the material universe deeply enough, a thaumaturgist can draw connections to the laws of magic from those of physics and chemisty to manipulate them as easily as ancient wizards.

2nd level- Beginning when you select this specialisation at 2nd level, the gold and time you must spend to copy a Potion concoction into your Alchemical journal is halved.
2nd Level- Starting at level 2 when your choose this path, you can re-roll on potion mixability chart when your mixture involves Potions.
6th Level- When you have experimented with the laws of magic enough, you can transmute the properties of one material into another. You can alter the material of which something is made (i.e. stone into wood, iron into gold), alter the shape of something (i.e. turning an iron railing into a sword). Although this is an at will ability, your magic does have it's limits: For each 10 minutes that you spend performing this transmutation, you can transform 1 cubic foot of material, and requires complete concentration, more so than any spell. During your transmutation time, you cannot move, or even speak.
10th Level- By 10th level, you have learned that the laws of magic an alchemy are so entwined, that you can Transmute Air, allowing you to cast spells that you have learned. You may learn 2 spells and 3 cantrips from any class, and cast them as a wizard, so long as the spells are written in your alchemical journal. These spells can be any level up to 5th and consume your concoction points to cast.
14th Level - Starting at 14th level, you have learned to apply your air transmutation to the world in a greater sense. Once per long rest, you may rearrange the physical structure of a material in a 10 foot cube, anywhere within 60 feet of you in any way that you choose, provided that the material is not organic, living matter. You may alter this in any way you choose, for example, you could form a bridge out of a nearby mound of earth for your allies to cross, or reshape the water vapour in the air to form an ice barrier in front of you to avoid a dragon's breath.

Toxicant

A toxicant is often referred to as a plague doctor, and assassin, or a poisoner. They are those who are so fascinated by death that they have found chemical means of prolonging it, shortening it, deforming it or ending it. As such, they are known for their use of subtle, usually consumed potions which leave the drinker at the whim of the toxicant.

2nd Level- Beginning when you select this specialisation at 2nd level, the gold and time you must spend to copy a Poison concoction into your Alchemical journal is halved.
2nd level- Starting at level 2 when your choose this path, you can re-roll on potion mixability chart when your mixture involves Poisons.
6th level- Beginning at level 6, you learn that the best way to administer poisons is through stealth! You gain proficiency in using a disguise kit, and targets have disadvantage to resist your poisons if they've not yet acted in combat. In addition, Once per turn, if you attack someone with a poison and have advantage on the attack roll, during a surprise attack or while hidden, the attack deals critical damage.
10th level- By level 10, you have taste tested so many poisonous ingredients, that your body is a living anti-venom. You are now immune to poisons, and double your proficiency in all saving throws related to constitution.
14th level- You have fundamentally altered your body to become a poison resistant assassination machine. You gain Darkvision, and can cast Darkness at will , as well as Pass without Trace and Misty Step once per short rest by transmuting the air around you to give you the advantage on the battlefield.

Grenadier

Grenadiers are seen as the least refined of the schools of Alchemy; less excited by the prospect of new knowledge or discovery, and more enthralled with the prospect of flattening cities and joining military campaigns. As a grenadier, you have learned that life is fleeting and unspectacular...so it's best to add some excitement to life, by ending some...preferably with a mushroom cloud.

2nd level- Beginning when you select this specialisation at 2nd level, the gold and time you must spend to copy a Bomb concoction into your Alchemical journal is halved.
2nd level- Starting at level 2 when your choose this path, you can re-roll on potion mixability chart when your mixture involves Bombs.
6th level- Beginning at 6th level, you have learned the intricacies and the art of destruction enough to alter your concoctions' effects. For each Bomb concoction that you use you may spend 1 extra concoction point to alter your attack in one of the following ways:

  • Bomb-shaping: When you loose a Bomb that forces creatures to make a saving throw, you can protect some of those creatures from the concoction's full force. You may choose a number of creatures equal to Intelligence mod. A chosen creature automatically succeeds on their saving throw.

  • Vicious Bomb: When you roll damage for a bomb, you may re-roll a number of damage dice equal to your Intelligence mod, but you must use the new rolls no matter what.

  • Pervasive Bomb: When a bomb forces a creature to make a saving throw, you may make this creature have disadvantage to resist.

  • Giant Bomb: When a bomb affects a radius or range of at least 5 feet, you may increase the range or radius by your Intelligence modifier in feet + your proficiency bonus in feet.

  • Lingering Bomb: You may double the duration of a bomb's effect by a maxiumum of 24 hours.

10th level- By 10th level, you have learned to shape explosions so effectively that you may use multiple of the effects listed above, spending 1 concoction point per effect of your choice. Alternatively, you may transmute the air around the explosion to alter the type of range that the bomb has. By using the same volume of space as the original attack, you may change the range value of a bomb to be a Line, Cone, Cube, Sphere or Cylinder as noted in your Player's hand book. This effect costs 2 concoction points and can only be done once per turn.
14th level- By 14th level, you learn how to transmute the air around you to turn an opponent into a living bomb. Once per long rest, you may target one creature or object within 120feet. You may spend your concoction points as a bonus action to send the effect of one of your bombs that will cling to that creature, transforming them into a ticking time bomb. Roll a D6, this is how many turns this creature has before the bomb inside them goes off. Every turn, this creature takes D6+ your Intelligence mod of the damage type of the bomb. If they die before the bomb can go off, you can transfer the living bomb effect to another creature within range as a bonus action for no additional concoction point cost.

Concoctions

tonics:

  • Cellular weaponisation serum- (Bonus action. Consumed. Ingredients; mimic blood, antler, sentient tree bark. Lasts 1 minute) After consuming this potion, your hair, skin and nails flex and harden as you see fit, forming deadly weapons to use in combat. For the duration, you can use your strength or dex for the attack and damage rolls of melee attacks adding your proficiency bonus as an unarmed weapon, and the weapon's damage die becomes a D8. The body part(s) that you form into weapons count as magical for the duration. (Mutagen)

  • Flux- (1 action, thrown/fired, Components hydra blood or basilisk venom) You hurl test tube of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dex saving throw or take 1D6 acid damage. (Bomb)
    This potion's damage increases by 1D6 when you reach 5th level (2D6), 11th level (3D6), and 17th level (4D6).

  • Ichor brew- (1 action. Consumed. Ingredients; holy blood. Lasts 1 minute) Brewed from the blood of ancient demigods spilled on various battlefields, this potion makes those that drink it take on the properties of a hero of legend temporarily. Once, before this concoction's effects end, the consumer can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The effect then ends. (Mutagen)

  • Light potion- (1 action. Self. Ingredients; phosphorescent cave moss, quarts crystal shards. Lasts 1 hour) You brew up a highly reactive compound that glows with a brilliant light in it's bottle. Until the mixture's effects end, the container sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The effect ends if you brew another batch or dismiss it as an action. You can break the vial containing the liquid on an object or creature within throwing range, and the surface it is spilled on will glow for the duration. (potion)

  • Ooze mutagen- (1 action. Consumed. Ingredients; the purified oil of an ooze. Lasts 1 round) You drink a mixture of distilled oozes which temporarily alter your flesh to become rubbery and hard to damage. Until the end of your next turn, you have resistance against bludgeoning, piercing and slashing damage. (Mutagen)

  • Pheromone fever- (1 action. Consumed. Ingredients; Musk glands and cupid feathers. Lasts 1 minute) For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the potion's effect ends, the creature realizes that you used a potion to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it. (Potion)

  • Slow fall potion- (1 reaction. Consumed. Contains a single feather. Lasts 1 minute) A falling creature's rate of descent slows to 60 feet per round until the concoction ends. (Basically walking speed.) If the creature lands before the effect ends, it takes no falling damage and can land on its feet, and the concoction ends for that creature. (potion)

  • Toxic mist- (1 action. 10 foot range. Ingredients; sulfur, hydrogen) You open a highly pressurized vial of gasses toward a creature you can see within range and project a puff of noxious gas from it. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. (Poison)
    This concoction's damage increases by 1d12 when you reach, 5th level (2d12), 11th level (3d12), and 17th level (4d12).

1st Level concoctions:

  • Bag of Winds- (1 action. Range Self/15 foot cube. Contains fragments of a torn bag of holding or portable hole) A gust of potent wind sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. (Potion)

    At Higher Levels. When you brew this concoction using a slot of 2nd level or higher, the damage increases by a 1d8 for each slot level above first.

  • Bewitchment brew- (1 action. Thrown/ fired/ consumed. Ingredients; ergot fungus, hyocine leaf, beetle carapace. Lasts 1 hour) You throw a test tube of an iridescent colour, which releases a colourful gas. The recipient of this attack must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails it is charmed by you until the concoction ends or until you or your companions do something harmful to it. The charmed creature regards you as a friendly acquaintance. When the effect ends it knows it has been charmed. (Poison)

    At higher levels. When you brew this potion using a slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. They must be within 30ft of each other when you target them.

  • Bull's rage- (1 bonus action. Thrown/fired. Bull's blood, pit fiend dust. Lasts 1 minute) You attempt to compel a creature into a duel by pumping their blood full or an experimental rage hormone. One creature within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your demand for the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this concoction doesn't restrict the target's movement for that turn.
    The effect ends if you attack any other creature, if you target a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target. (Mutagen)

  • Create or destroy water- (1 action. Thrown/fired. Contains powdered water elemental heart.)
    Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

    Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
    (Potion)

    At Higher Levels. When you brew this concoction using a slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

  • Cricket- (1 action. Consumed. Contains boiled rubber, cricket wings. Lasts 1 minute) When a creature consumes this concoction, the creature’s jump distance is tripled until the effect ends. Depending on the strength of the concoction, a consumer may grow vestigial wings, their legs may bend to a cricket's shape or simply grow a layer of flaky exo-skin around their legs which peels off when the effect ends. (Mutagen)

  • Globe of calamitous intent- (1 action. Thrown/fired. Ingredients; the hearts of a handful of elementals) Hastily mixing a combination of poorly understood chemicals into a glass globe, you throw an orb of transforming elements at an opponent. You choose acid, cold, fire, lightning, poison, necrotic or thunder for the type of potion you create, and then make a ranged attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose. (Bomb)

    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

  • Grease bomb- (1 action. Thrown/fired. Contains seal blubber. Lasts 1 minute) Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. (Bomb)

  • Jester gas- (1 action. Thrown/fired. Ingredients; a clown's white makeup, bat wing, the hair of a lunatic. Lasts 1 minute) A creature that you hit with this pungent purple gas perceives everything as hilariously funny and falls into fits of laughter if this concoction affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.

    At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the potion's effect ends. (poison)

  • Lesser healing potion- (1 action. Thrown/fired. Contains rose petal and blood of a newborn lamb) A creature of your choice that you can see within range regains hit points equal to 1d4 + your Int ability modifier. This concoction has no effect on undead or constructs. (potion)

    At higher levels. When you brew this concoction using a slot of 2nd level or higher, the healing increased by 1d4 for each slot level above 1st.

  • Magic detection flask- (1 action. Self range. Contains Beholder dust. Lasts 10 minutes) You brew a mixture of chemicals in a glass flask. This volatile brew glows in the presence of magic, glowing brighter the closer it becomes to something magical. For the duration, you sense the presence of magic within 30 feet of you. The concoction changes colour based on the school of magic, if any. The concoction's detection can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. (potion)

  • Minor Health potion- (1 action. Consumed. Contains rose petals and unicorn hair) A creature that drinks this dull red liquid regains a number of hit points equal to 1d8 + your Int ability modifier. This concoction has no effect on undead or constructs. (potion)

    At Higher Levels. When you brew this concoction using a slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

  • Purify food and drink- (1 action. Thrown/fired. Contains an elven pie crust, dwarven mead and ambrosia) All non-magical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. (Potion)

  • Scholar's Friend: (1 action. Consumed. Ingredients; soot, salt, dust of an ancient spell book. Lasts 1 hour) For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

    This concoction doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. (Potion)

  • Stalker tag- (1 action. Thrown/fired. Lasts 1 minute) You choose one target within range and mage an attack roll to hit them. The creature or object within range is outlined by blue, green, or violet light (your choice). Any creature in a 20 foot cube when the concoction goes off is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. (Potion)

  • Sun spray- (1 action. Self, 15 foot cone. Ingredients; diamond dust, silver. Duration 1 round) You shake up a highly pressurized potion, and release it as a spray in a cone in front of you. A dazzling array of flashing, colored light springs from your bottle. Roll 6d10; the total is how many hit points of creatures this concoction can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). Starting with the creature that has the lowest current hit points, each creature affected by this concoction is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. (Potion)

    At Higher Levels. When you brew this potion using a slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

  • Sleeping Potion- (1 action. Thrown/fired. Contains sand, eyelashes of a hypnotized witch. Lasts 1 minute) This concoction sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this concoction falls unconscious until the effect ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creatures’ hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. (Potion)

    At higher levels. When you brew this concoction using a slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. 

  • Smoke bomb- (1 action. Throw/fired. Contains fog spirit essence. Lasts 1 hour) You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. (Bomb)

    At Higher Levels. When you brew this concoction using a slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

  • Tiger oil- (Bonus action. Touch. Ingredients; Tiger blood, quicklime, pine resin, calcium phosphate, sulphur. Lasts 1 minute) You douse a weapon in a weapon oil that quickly sparks into a deep red flame. For the duration, weapon attacks made with this weapon deal an additional 1D8 fire damage. (potion)

  • Troll's Blood formula- (1 action. Consumed. Contains Troll's blood and starfish blood. Lasts 1 hour) Bolstering your self with the grim blue blood of trolls, your wounds start to slowly heal over. You gain 1d4+4 temporary hit points for the duration. (Mutagen)

    At Higher Levels: When you brew this concoction using a slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

  • Vigor- (1 action. Consumed. Contains bull's hormones and cocoa leaf. Lasts 1 minute) A creature that consumes this potion is imbued with bravery. Until the effect ends, the creature is immune to being frightened and gains temporary hit points equal to your Int ability modifier at the start of each of its turns. When the effect ends, the target loses any remaining temporary hit points from this concoction. (potion)

    At Higher Levels. When you brew this concoction using a slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

2nd level concoctions:

  • Beholder's bane- (1 action. Thrown/Fired. Ingredients; Beholder eye, shard of an old mirror ground to dust. Lasts 1 minute)You can blind or deafen a foe. Choose one creature that you can see within throwing range of your concoction to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the effect ends. (Poison)

    At Higher Levels. When you brew this potion using a slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

  • Dragon scale formula- (1 action. Consumed. Ingredients; A handful of dragon scales/teeth. Lasts 1 hour) The imbiber of this potion grows tough, colourful lizard scales all over their body until the concoction wears off. The target's AC can't be less than 16 regardless of what kind of armour they're wearing and they are resistant to fire damage. (Mutagen)

  • Duper's Draught- (1 action, Consumed, Ingredients chameleon eye, mimic dust, Duration 1 hour). When you drink the thick, green, porridge-like potion, you assume a different form. When you drink this potion, choose one of the following options, the effects of which last for the duration of the concoction. During the potion's effect, you can end the effects of one option to gain the benefits of a different one.
    Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
    Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the concoction, you can use your action to change your appearance in this way again.
    Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it. (Mutagen)

  • Fortitude- (1 action, thrown/fired, Components Horse blood & coca leaf, duration 8 hours) You throw an inky red potion that combusts into pink smoke. Choose up to 3 creatures that are standing within 5 feet of each other within range. Each creature's hit point maximum and current hit points increase by 5 for the duration and their eyes turn a deep red colour.
    At higher levels. When you brew this potion using a concoction slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot above 2nd. (Mutagen)

  • Placidification brew- (1 action. Thrown/fired, 20-foot radius. Ingredients; fairy wing, hemp leaves, opium. Lasts 1 minute) You throw a globe containing a mint green liquid within range. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
    You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
    Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed.
    When the potion effect ends, the creature becomes hostile again, unless the DM rules otherwise. (Potion)

  • Truth serum- (1 action. Consumed. Ingredients; Dregshroom dust, lotus oil, shaving of a judges gavel. Lasts 10 minutes) Once consumed, the target cannot willingly deceive anyone. Until the concoction's effects end, must make a Charisma saving throw. On a failed save a creature can't speak a deliberate lie. You know weather the target fails their save, and the creature is aware that they are under the effects of the concoction.
    Your target can be deliberately evasive or try and not respond at all, but they cannot withhold the truth if asked directly for the duration of the effect. (poison)

  • The Ice Hornet- (1 action. Thrown/fired. Ingredients; Yeti tongue, Ice Mephit heart) You throw two globes of highly reactive chemicals, which meet in the same spot. When they touch one another, they fill the air with jagged shards of ice in a cube, five feet on each side. A creature takes 4D4 piercing damage when it enters the spell's area for the first time, or if it starts it's turn here for the duration of the reaction. (Bomb)

    At Higher Levels. When you brew this potion as a concoction of 3rd level or higher, the damage increases by 2D4 for each slot above 2nd.

  • Evolution serum- (1 action. Consumed. fur or a feather from a beast. Lasts 1 hour) A creature that consumes this thick black liquid has their genetics altered to have them suit their environment more accurately. Choose one of the following effects; the target gains that effect until the end of the concoction. For the duration, the consumer also grows physical traits related to the type of mutation. They might grow enormous muscles, pheromone secretion glands, or a third eye for example. (Mutagen)
    Endurance
    . The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the effect ends.
    Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
    Dexterity. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
    Pheromones. The target has advantage on Charisma checks.
    Cunning. The target has advantage on Intelligence checks.
    Wisdom. The target has advantage on Wisdom checks.

  • Greater Bewitchment brew- (1 action. Thrown/fired. Ingredients; ergot fungus, hyocine leaf, fairy hair. Lasts 1 minute) One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On your subsequent turns, you must use your action to maintain control over the target, or the effect ends. Also the target can make a Wisdom saving throw at the end of each of its turns. On a success, the effect ends. (poison)

  • Organic adhesive- (1 action. Thrown/fired. Contains a small, straight piece of iron and horse tendons. Lasts 1 minute) Choose a humanoid that you can see within range. The target's skin begins to ooze and deform into a sticky paste, gluing all their appendages together. The target must succeed on a strength saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another strength saving throw. On a success, the effect ends on the target. (Potion)

    At Higher Levels: When you brew this concoction using a slot slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

  • Invisibility Potion- (1 action. Consumed. an eyelash encased in gum arabic. Lasts 1 hour) A creature that consumes this potion becomes invisible until the effect ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The potion ends for a target that attacks or casts a spell. (potion)

  • Ailment Antidote- (1 action. Consumed. Contains swamp rat finger and newt eye) A creature that drinks this potion can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. (Potion)

  • Phantom sight- (1 action. Consumed. Contains a pinch of talc and a small sprinkling of powdered silver. Lasts 1 hour) For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. (Potion)

  • Subtle's favorite- (1 action. Thrown/Fired. Contains a snake’s tongue and either a bit of honeycomb or a drop of sweet oil. Lasts 8 hours) You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the effect.
    The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the concoction's effect ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the potion expires, the activity isn’t performed. If you or any of your companions damage the target, the concoction's effects are broken. (potion)

  • Bolstering Miasma- (1 action. Thrown/fired. Contains lion's blood. Lasts 8 hours) Your concoction forms a thick mist that empowers your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. (potion)

    At Higher Levels: When you brew this concoction using a slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

  • Potion of life warding- (1 action. Consumed. Salt, copper, and iron. Lasts 10 days) You pour this concoction into the mouth or a corpse or over other remains. For the duration, the target is protected from decay and can’t become undead. The concoction also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead. (Potion)

  • Potion of Salvation- (10 minutes to brew. Thrown/Fired. Contains a shred of the garment of a prophet) Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your concoction brewing ability modifier. This potion has no effect on undead or constructs. (Potion)

    At Higher Levels: When you brew this concoction using a slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

  • Protection from poison- (1 action. Consumed. Contains, somewhat ironically, snake venom. Lasts 1 hour) A creature consumes this concoction. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage. (Poison)

  • Hush- (1 action. Thrown/Fired. Lasts 10 minutes) For the duration, no sound can be created within or pass through a 20-foot-radius sphere centred on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. (Bomb)

  • Drow's eye formula- (1 action. Consumed. Contains the fluid from a drow's eye. Lasts 8 hours) A willing creature that drinks this potion is granted the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet. (potion)

  • Weapon fortification syrum- (Bonus action. Touch. Lasts 1 hour)

    You pour this glowing green liquid on to a nonmagical weapon. Until the effect ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. (potion)

  • Soulfire- (1 action. Touch. Requires a page of a pyromancer's spellbook. Lasts until dispelled)

    A sickly teal flame, equivalent in brightness to a torch, springs forth from a globe and drenches an object you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched. This a tiny wellspring of a very sinister and forbidden force that most mages would shy away from, but a rational alchemist would see no problem is using as a tool. (Potion)
    For more details on the use of forbidden pyromancy, check out our homebrew Pyromancer class!

  • Ventablack- (1 action. Thrown/fired. Contains bat fur and a drop of pitch or piece of coal. Lasts 10 minutes) Magical darkness spreads from a point you choose with in range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bow l or a helm , blocks the darkness. If any of this effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. (Bomb)

  • Pym particles- (1 action. Thrown/Fired. Radioactive particles. Lasts 1 minute) You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the concoction has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. (Potion)

    Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage.

    Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1)

  • Misty Step Potion- (1 bonus action. Consumed. Contains a wizard's scroll of misty step ground into a fine dust)  Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. (Potion)

  • Web shooter- (1 Action. Thrown/fired. Contains some spiderweb. Lasts 1 hour) You throw a globe that creates a mass of thick, sticky webbing at a point of your choice within range upon impact. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. (Bomb)

  • Gecko- (1 action. Consumed. Contains a drop of bitumen and a lizard. Lasts 1 hour) Until the concoction ends, one willing creature grows tiny almost invisible hairs all over their body and gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed. (Mutagen)

3rd level concoctions:

  • Inferno formula-  (1 action. Thrown/fired. Ingredients; phosphorus, jet, coal, ethanol. Lasts 1 minute) You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you brew this concoction, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. (Bomb)

    At Higher Levels. When you brew this concoction using a slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. 

  • Liquid luck- (1 action. Consumed. Ingredients; Ashwinder egg, Squill bulb, Murtlap tentacle, Tincture of thyme, Occamy eggshell, Powdered common rue.) This potion bestows hope and good fortune to those that drink it. The potion tastes of rose water and summer fruits, and grants the imbiber D3 inspiration points to spend however they choose. (Potion)

  • Mermaid's kiss- (1 action. Consumed. Ingredients; Mermaid scales, pearl shavings. Lasts 24 hours) You brew a batch of a blue, viscous fluid which causes up to 10 creatures to grow gills scales and webbed appendages. After consuming this concoction, the imbibers can breathe underwater and can swim 60 feet per action. (Mutagen)

  • Toxic miasma- (1 action. Thrown/fired. Ingredients; rotten eggs, skunk cabbage leaves. Lasts 1 minute) You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. (Poison)

  • Fear Gas- (1 action. Self (30-foot cone). Contains a white feather or the heart of a hen). Lasts 1 minute)

    Each creature in a 30-foot cone is drenched in a thick fog that activates the section of the brain that experiences fear and must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

    While frightened by this concoction, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the effect ends for that creature. (Poison)

  • Druid's blessing- (1 action or 8 hour. Thrown/Fired/Poured. Contains the mulch that cultivates in the pockets of a druid. Instantaneous)

    This potion channels vitality into plants within a specific area. There are two possible uses for the concoction, granting either immediate or long-term benefits.

    If you brew this concoction using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the concoction's area from being affected.

    If you brew this concoction over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. (Mutagen)

  • Temporary Zombification potion- (1 action. Consumed. The crusty tongue of a dead translator and a miniature soul. Lasts 10 minutes)

    You grant the semblance of life and intelligence to a corpse of your choice, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The concoction fails if the corpse was the target of this potion within the last 10 days. Until the effect ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This concoction doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events. (potion)

  • Dryad formula-  (1 action. Consumed. ground brain of a Dryad. Lasts 10 minutes)

    You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the concoction's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

    You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.

    Plants might be able to perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable plants to uproot them selves and move about, but they can freely move branches, tendrils, and stalks.

    If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.

    This concoction can cause the plants created by the entangle spell to release a restrained creature. (Mutagen)

  • Babel- (1 action. Consumed. Contains a ground down, tiny, golden, parasitic fish. Lasts 1 hour)

    This concoction grants the creature who drinks it the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says. (Mutagen)

  • Daylight Potion- (1 action. Thrown/fired. Contains Fire elemental eye and feather of a lesser angel. Lasts 1 hour)

    A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

    If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm , blocks the light.

    If any of this effect's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled. (Potion)

  • Phase flask- (1 action. Consumed. Contains the crystal heart of a stone golem. Lasts 8 hours)

    You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

    While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the effect. You otherwise can’t move.

    Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered. (Mutagen)

  • Adrenaline shot- (1 action. Touch. Contains the adrenal gland of a giant spider.)

    You slam a huge needle into the chest of a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts. (Potion)

  • Universal weapon Oil-  (1 Action. Touch. Contains salamander scale, copper, holy water, sapient tree wood. Lasts 1 hour)

    A non magical weapon you pour this concoction on becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. At Higher Levels. When you brew this concoction using a slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4. (Poison)

  • Firebomb- (1 action. Thrown/Fired. Contains petroleum, whale oil and nitroglycerine)

    You throw a blisteringly hot orb of tumultuous fire to a point within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

    The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

    At Higher Levels. When you brew this concoction using a slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. (Bomb)

  • Ghost serum- (Consumed. Contains a genie's lamp fragment and an air elemental' s essence. Lasts 1 hour)
    A creature that consumes this potion transforms along with everything it's wearing and carrying, into a misty cloud for the duration. The concoction ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
    While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
    While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells. (Potion)

  • Time displacement formula- (1 action. Thrown/Fired. Contains the cogs of a pocket watch. Lasts 1 minute)
    You create a glowing vial of purple chronal energy and loose it at a creature, which temporarily displaces them from the timestream. Choose a willing creature that you can see within range. Until the effect ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the concoction ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. (potion)

4th Level concoctions:

  • Stone skin potion- (1 action. Consumed. Ingredients; the heart of a stone golem. Lasts 1 hour) The imbiber of this potion grows tough, grey cobbled stonesall over their body until the concoction wears off. The target has resistance to bludgeoning, piercing and slashing damage. (Mutagen)

  • Cleansing Miasma- (1 action. Thrown/fired, 30 foot radius. Ingredients; hair of a priest, unicorn tear, penicillin. Lasts 10 minutes) You throw a globe of thick, blue liquid which bursts into a cloud of healing smoke when it hits the ground. Each creature in the cloud (including you and all hostiles) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned. (Potion)

  • Desiccation formula- (1 action. Consumed. Ingredients; Mummy finger, dehydrated water elemental, sand) This clear, but viscous liquid has the faint scent of aniseed and when consumed, has the effect of draining moisture and vitality from anyone who has the misfortune to drink it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a non magical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies. (Poison)

    At Higher Levels. When you brew this concoction using a slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. 

  • Healing Miasma- (1 action. Thrown/fired, 30 foot radius. Ingredients; red mountain flower, singing norn-root, ginger, starfish blood. Lasts 10 minutes) You throw a globe of red liquid to the ground which produces a thin mist of healing fumes in a 30-foot radius. Any creature (including you and all hostiles) that end their turn in the cloud, regain 2D6 hit points. (Potion)

  • Instant madness- (1 action. Thrown/fired. Ingredients; psilocybin fungus, jester's tooth Lasts 1 minute) This potion assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you throw this concoction or be affected by it.

    An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. 

    1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.

    2-6 The creature doesn’t move or take actions this turn.

    7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.

    9-10 The creature can act and move normally.

    At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. (poison)
    At Higher Levels. When you brew this concoction using a slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

  • Marvin's malleability medicine- (1 action. Touch. Ingredients; Rubber, changeling eye, gnarlock grease) Originally invented to combat arthritis, this salve temporarily transforms any non-magical material into a soft, clay-like texture to be remolded before it sets again in it's original density. You pour this concoction on an object of Medium size or smaller or something no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible. (Potion)

  • Purity Miasma- (1 action. Thrown/ fired, 30 foot radius. Ingredients; frankincense, gold dust, phoenix feather. Lasts 10 minutes) You throw a globe of a thin, golden liquid which bursts into a white smoke when it hits the ground which radiates with healing energy in a 30-foot radius. Each creature in the aura (including you and all hostiles) has resistance to necrotic damage and it's hit point maximum can't be reduced. In addition, all living creatures regain 1 hit point when it starts it's turn in the cloud with 0 hit points. (Potion)

  • Freedom of movement- (1 action. Consumed. Contains a leather strap, bound around the arm or a similar appendage. Lasts 1 hour) For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks. (Mutagen)

  • Detection globe- (1 action. Range, self. Contains a fragment of clothing from the target or some of their DNA. Lasts up to 1 hour)

    You generate a globe of liquid made with the essence of a living creature, from an article of clothing or a sample of their DNA. The globe senses the direction to the creature’s location and glows stronger or weaker depending on whether you are on the right path to find them, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

    The concoction can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have sampled some piece of such a creature at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.

    This concoction can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature. (Potion)

  • Superior Duper's draught- (1 action. Thrown/fired. Lasts up to 1 hour)

    This concoction transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn't have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. (mutagen)

  • Dehydration dust- (Thrown/fired, Contains the heart of a water elemental)
    You throw a vial at a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This concoction has no effect on undead or constructs.

    If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the concoction deals maximum damage to it.

    If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.

    At Higher Levels. When you brew this concoction using a slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. (poison)

  • Transmute- (Casting Time: 10 minutes, range 120 feet, Instantaneous)

    You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

    Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained

    within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

    Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.

  • Greater Invisibility Potion- (1 action. Consumed. Contains Dragonfly wing and a cuttlefish's brain. Lasts 1 minute) Whoever drinks this potion becomes invisible until the concoction's effects ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. (Potion)

  • Mana potion- (1 action. Consumed. Contains the dust of a burned wizard's grimoir) When this opaque blue liquid is consumed, the brewer's intelligence modifier determines the number of spell slots, ki points of equivalent spell points that the drinker receives. To determine the spell slot level, roll a D3 for each slot. This has no effect on concoction points. (Potion)

5th level concoctions:

  • Contagion- (1 action. Consumed. Lasts 7 days) Your potion inflicts disease. Make a melee attack against a creature within your reach. On a hit, you inject the creature with a disease of your choice from any of the ones described below. At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the concoction ends. Since this concoction induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

    Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

    Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

    Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

    Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

    Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

    Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.  (Poison)

  • Greater rejuvenation potion- (1 action. Consumed. Contains diamond dust worth at least 100 gp) You imbue a creature with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:

    • One effect that charmed or petrified the target

    • One curse, including the target’s attunement to a cursed magic item

    • Any reduction to one of the target’s ability scores

    • One effect reducing the target’s hit point maximum (Potion)

  • Health Potion- (1 action. Thrown/Fired. Contains Unicorn eyelash and a monk's prayer bead) A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8+your concoction ability modifier. This concotion has no effect on undead or constructs. (potion)

    At higher levels.When you brew this concoction using a slot of the 6th level or higher, the healing increases by 1d8 for each slot level above the 5th

  • Hypnotic haze- (1 action. Thrown/fired. Contains Brain leech worm extract. Lasts 1 minute) You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by a spell, this concoction's effect ends, and none of the target’s memories are modified. While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the concoction's effect ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner. A remove curse or greater restoration spell cast on the target restores the creature’s true memory. (Mutagen)

    At Higher Levels. If you brew this concoction using a slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).

  • Medusa oil- (1 bonus action. Touch range. Ingredients; Medusa eye and cockatrice beak. Duration; 1 minute) You douse a weapon in the condensed oil from the eye of a medusa, and the dust of a cockatrice's beak. The next time you hit a creature with this weapon, you deal an additional 5D10 necrotic damage,as their flesh is seared and flakes of like slate. Additionally, if the target has 50 hit points or fewer, you turn it to stone completely, which can only be removed with a "remove curse" spell or a stone-flesh spell/potion. (Poison)

  • Mustard bomb- (1 action. Thrown/fired. Ingredients; sulfur and chlorine. Lasts 10 minutes)You create a 20-foot-radius sphere of poisonous, yellowgreen fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the effect. Its area is heavily obscured. When a creature enters the concoction's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. (Poison)

    At Higher Levels. When you brew this concoction using a slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

  • Medusa Medicine- (1 action. Thrown/Fired. Contains venom of a medusa. Lasts 1 minute) Choose a creature that you can see within range. The target must succeed on a Con saving throw or be paralyzed for the duration as their tissue calcifies into hard bone! This concoction has no effect on undead or constructs. At the end of each of its turns, the target can make another Con saving throw. On a success, the concoction's effect on the target. (Mutagen)

    At Higher Levels. When you brew this potion using a slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

  • Wyvern's breath- (1 action. 60 foot cone. Ingredients; wyvern venom, black pudding essence) A blast of acidic mist erupts from the vial in your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 acid damage on a failed save, or half as much damage on a successful one. A creature killed by this melts into a viscous liquid. (poison)

    At Higher LeveIs. When you brew this concoction using a slot of 6th level or higher, the damage increases by 1d8 for each slot leveI above 5th.

6th level concoctions:

  • Greater Healing Potion- (1 action. Thrown/Fired. Contains Fairy wing, bark of a sapient tree) Choose a creature that you can see within range. A surge of positive energy washed through the creature, causing it to regain 70 hit points. this spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. (Potion)

    At Higher Levels. When you brew this concoction using a slot of the 7th level or higher, the amount of healing increases by 10 for each slot level above the 6th.

  • Glacier bomb- (1 action. Thrown/fired. Ingredients; quarts, nitrogen. Lasts 10 minutes) You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius o f up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section o f wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. (Bomb)

    At Higher Levels. When you brew this concoction using a slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.

  • Greater Bewitchment Brew- (1 action. Consumed. Contains a snake’s tongue and either a bit of honeycomb or a drop of sweet oil. Lasts 24 hours) You Consume a cocktail of extremely potent pheramones which cause creatures within 60 feet of you want to follow your words, and suggest a course of activity (limited to a sentence or two) and influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.
    Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed.
    If you or any of your companions damage a creature affected by this concoction, the concoction's effects end for that creature. (Mutagen)
     
    At Higher Levels. When you brew this concotion using a 7th-level slot, the duration is 10 days. When you use an 8th-level slot, the duration is 30 days. When you use a 9th-level slot, the duration is a year and a day.

  • Pit Fiend's Kiss- (1 action. Thrown/Fired. Contains pestilential boil from the recently dead. Fungus of the underdark) You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes. (Poison)

  • Snake eye serum- (1 action. Consumed. Mushroom powder, saffron, genie fat. Lasts 1 hour) This concoction gives the willing creature who consumes it the ability to see things as they actually are. Your pupils shrink and turn into thin slits, your irises a pale gold colour. For the duration, the creature has truesight and notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. (Mutagen)

  • Seizure serum- (1 action. Thrown/Fired. Contains the glands of electric eels. Lasts 1 minute) Choose one creature that you can see within range. The target begins to violently seize as their muscles contract and relax for the duration. A seizing creature must use all its movement to seize without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this concoction, other creatures have advantage on attack rolls against it. As an action, a seizing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the concoction's effects end. (Poison)

7th level concoctions:

  • Greater Mana potion- (1 action. Consumed. Contains Beholder tongue and the dust of a burned wizard's grimoir) When this glowing blue liquid is consumed, the target rolls a D3 + the brewer's Intelligence modifier. This result is the number of spell slots, ki points of equivalent spell points that the drinker receives. To determine the spell slot level, roll a D6 for each slot. This has no effect on concoction points. (Potion)

  • Potion of Magic denial- (1 action. Consumed. Contains ancient dragon scales. Lasts 1 minute) This pungent, acidic tasting liquid burns in the drinker's stomach for the duration, but infuses their blood with a potent anti-magic aura. For the duration the drinker is immune to magical effects and takes half damage from magical spells. They also take normal weapon damage from magic weapons for the duration. (Potion)

  • Regeneration Serum- (1 minute. Consumed. Contains Blood of Lizards, oozes and starfish. Lasts 1 hour) A creature that drinks this serum stimulates its natural healing ability. The target regains 4d8+15 hit points. For the duration of the concoction, the target regains 1 hit point at the start of each of it's turns (10 hit points each minute). The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part an hold it to the stump, the concoction instantaneously causes the limb to knit to the stump. (Mutagen)

  • The Realm Mists- (1 action. Contains mists of the space between spaces. 60-foot cone) You loose a pressurized container containing a thick white mist. These incredibly hard to acquire mists are captured at the edges of reality and mark the veil between worlds. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which realm affects it. (Potion)

    1. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 

    2.  The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.

    3. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

    4. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.

    5. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. 

    6.  On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

    7. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM ’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)

    8. The target is struck twice. Roll twice more, re-rolling any 8. 

8th level concoctions:

  • Antipathy/Sympathy salve- (1 hour to perform this action. 60 foot range. Ingredients; The black heart of a demon, an elephant's musk gland, ambergris, a holy relic. Lasts 10 days) This potion attracts or repels creatures of your choice. You pour our concoction on something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura’s effect.

    Antipathy: The salve causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can’t see the target. If the creature moves more than 60 feet from the target and can’t see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.

    Sympathy: The salve causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can’t willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

    Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again. (Potion)

  • De-evolution potion: (1 action. Consumed. Ingredients; A rat tail, pigeon feather, spider leg, wolf tooth, dragon scale, fairy blood. Lasts 24 hours) Your potion turns others into beasts. You can brew enough to change up to 10 people. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms. The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature’s normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak or cast spells. The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment. (Mutagen)

  • Deep Mind- (1 action. Consumed. Contains Tendril of a Mind flayer. Lasts 24 hours) The concoction alters the shape of the drinker's brain morphing it in unthinkable ways. Until the concoction's ends, one willing creature is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The concoction even foils wish spells and spells or effects of similar power used to affect the target’s mind or to gain information about the target. (Mutagen)

  • Immolation Miasma- (1 action. Thrown/Fired. contains Ifrit beard hair, soot and lamp oil. Lasts up to 1 minute) A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns. (Bomb)

  • Null globe- (1 action. Thrown/ Fired. Contains a pinch of powdered iron or iron filings. Lasts 1 hour) A 10-foot-radius invisible sphere of antimagic surrounds a point within range. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.
    Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.
    Areas o f Magic. The area of another spell or magical effect, such as fireball, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall o f fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
    Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
    Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a + 1 longsword in the sphere functions as a nonmagical longsword. A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.
    Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.
    Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
    Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don’t nullify each other. (Potion)

  • Vampire's bane - (1 action. Fired/Thrown. fire and a piece of sunstone) Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This concoction dispels any darkness in its area that was created by a spell. (Bomb)

  • Vial of un-thinking- (1 Action. Thrown/Fired. Contains a handful of clay, crystal, glass, or mineral spheres) You launch a rich purple globe of gas which de-evolves the recipient's brain size, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, communicate in any intelligible way. The creature can, however, identify friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this spell, If it succeeds on it's saving throw the spell ends. This concoction can also be ended by Greater Restoration, heal, or wish. (Mutagen)

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9th level concoctions:

  • Bad Trip- (1 action. Thrown/Fired 30 foot radius. Ingredients; Death cap fungus, skull mushroom, purple mountain flowers) Lasts 1 minute) Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-­‐‑foot-­‐‑radius    sphere centered on a point of your choice within range must make a Wisdom saving throw. On a  failed save, a creature becomes frightened for the duration. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the concoction's effects ends for that creature. (Poison)

  • Black Finger of Death- (1 action. Thrown/Fired. Contains the dedicated fingernail of an ancient litch) You launch a concoction so black that even a daylight spell cannot illuminate it, causing one creature within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the concoction has no effect (101 hp or more). (Poison)

  • Body reassignment serum- (1 action. Consumed. ingredients; mercury, a prism, powdered shrunken head of a wizard) Choose one creature or nonmagical object that can either drink, or have this concoction poured on them/it. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. Unless you affect this target with the same potion again, or a similar spell, the effects are permanent. Shapechangers aren’t affected by this concoction. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this concoction.
    Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
    Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature’s statistics and resolves all of its actions and movement. If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it. Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form. This spell have no affect on a target that has 0 hit points. (Mutagen)

  • Supreme Health Potion- (1 Action. Consumed. Contains Angel feather and Phoenix down) A wave of healing energy washes over a creature who drinks this concoction. The target regains all of its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs. (Potion)

  • Supreme Mana potion-  (1 action. Consumed. Contains White dragon blood, and Ichor of a dead god) Whoever drinks this neon blue potion instantly has all of their spell slots, Ki points, or Spell points restored as if by a long rest. This concoction does not regenerate concoction points. (potion)