Alchemical Concoctions
Alchemical Concoctions are non-magical consumables that have intended effects and, often, unintended side-effects. In magically restrictive societies, these are used to combat injuries, illness, and increase performance.
| Concoction | Category | Properties | Type | Weight | Cost |
|---|---|---|---|---|---|
| Ash and Salt Gargle | Medicine | Ingest | 1 lb | 5 GP | |
| Black Sulfur Salve | Medicine | Contact | 1 lb | 50 GP | |
| Bloodletting Draught | Nostrum | Ingest | 1 lb | 400 GP | |
| Blue Vitriol Draught | Medicine | Toxic | Ingest | 1 lb | 100 GP |
| Boiled Moss Poultice | Medicine | Contact | 1 lb | 25 GP | |
| Burned Alum Mixture | Medicine | Contact | 1 lb | 50 GP | |
| Burned Bone Infusion | Tonic | Ingest | 1 lb | 50 GP | |
| Copper Draught | Poison | Toxic | Ingest | 1 lb | 300 GP |
| Dried Mandrake Powder | Anodyne | Addictive | Ingest | 1 lb | 100 GP |
| Malachite Powder | Nostrum | Toxic | Ingest | 1 lb | 5 GP |
| Oil of Vitriol | Poison | Contact | 1 lb | 300 GP | |
| Opium Draught | Anodyne | Addictive | Ingest | 1 lb | 100 GP |
| Powdered Bloodstone | Nostrum | Ingest | 1 lb | 5 GP | |
| Raw Honey Compress | Medicine | Contact | 1 lb | 25 GP | |
| Saltpeter Tonic | Medicine | Ingest | 1 lb | 15 GP | |
| Sanguine Tincture | Tonic | Ingest | 1 lb | 50 GP | |
| Spirit of Hartshorn | Tonic | Inhale | 1 lb | 25 GP | |
| Tincture of Quicksilver | Tonic | Toxic | Ingest | 1 lb | 50 GP |
| Verdigris Salve | Medicine | Toxic | Ingest | 1 lb | 50 GP |
| Vinegar of Four Thieves | Nostrum | Ingest | 1 lb | 250 GP |
Opium Draught (100 GP)
This anodyne is a euphoric, sedative, and painkiller. When ingested, it suppresses fear, dulls pain, and slows the body's responses.
For 6 hours, the user gains Advantage on saving throws against Fear, inhaled toxins, and Death. However, they also suffer Disadvantage on Intelligence (Knowledge) checks, Initiative rolls, and saving throws against the Unconscious condition.
Diseases. Suppresses Pain, Severe Headaches, Restless Sleep, Nausea, and Vomiting for duration.
After the effects wear off, the user experiences a crash for 2 hours, suffering Disadvantage on Strength and Dexterity checks and saving throws, as well as Intelligence (Knowledge) checks. Taking another dose alleviates these effects.
Powdered Bloodstone (5 GP)
As a Bonus Action, you can drink a vial of Powdered Bloodstone, but it has no discernable effect.
Raw Honey Compress (25 GP)
During a Short Rest, you can administer the Raw Honey Compress to yourself or another willing creature within 5 feet of yourself. If the creature spends Hit Point Dice during their Short Rest, they also regain 1d6 Hit Points.
Saltpeter Tonic (15 GP)
As a Bonus Action, you can drink a vial of Saltpeter Tonic to gain Advantage on their next saving throw against the Poisoned condition within 10 minutes.
Diseases. Suppresses Inflammation for 10 minutes.
Sanguine Tincture (50 GP)
As a Bonus Action, you can drink or administer the Sanguine Tincture to another creature within 5 feet of yourself. The creature that drinks the fluid in this vial gains 2d6 Temporary Points.
Spirit of Hartshorn (25 GP)
When inhaled, the drinker immediately awakens if unconscious and gains 10 feet of movement for 1 minute. The fumes are disorienting, causing Disadvantage on Dexterity (Sleight of Hand) checks and Intelligence checks for the duration.
Diseases. Suppresses 1 level of Exhaustion, Weakness, and Dizziness for duration.
Tincture of Quicksilver (300 GP)
This tonic is a stimulant and mental enhancer derived from purified mercury. When ingested, it sharpens cognition and increases energy but scatters focus and leads to exhaustion once the effects wear off.
For 4 hours, the user gains +2 to Intelligence, +10 ft movement speed, and Advantage on saving throws against the Charmed condition. However, they also have Disadvantage on Concentration checks and must spend movement each turn due to restless energy.
Diseases. Suppresses 1 level of Exhaustion and Weakness for duration.
After the effects wear off, the user experiences a crash for 2 hours, suffering Disadvantage on all Intelligence and Dexterity checks and saving throws. Taking another dose alleviates these effects.
Verdigris Salve (50 GP)
As a Utilize Action, you can administer the Verdigris Salve to yourself or another willing creature within 5 feet of yourself. For 1 hour, the creature has Advantage on Constitution saving throws against contracting diseases spread through blood or physical contact.
Diseases. Suppresses Bleeding and Inflammation for duration.
Vinegar of Four Thieves (250 GP)
As a Bonus Action, you can administer the Vinegar of Four Thieves to yourself or another willing creature within 5 feet of yourself. A creature subjected to Vinegar of Four Thieves makes a DC 15 Constitution save when ingested or has the symptoms of The Blight for 24 hours (Nausea, Vomiting, Diarrhea).
Diseases. A creature who fails their save is cured of any disease at the end of 24 hours. On a success, the concoction has no effect and any disease remains. Creatures who succeed on their save are immune to the effects of the concoction for 48 hours.