Recipes List


Alteration Ointment

Time: 6 hours
Tools: alchemist’s supplies
Ability Check: DC 10 Intelligence

Animal Essence – Caterpillar
Description: This changeable fluid has no effect on its own, but provides the base for many alchemical concoctions.

Potion of Heroism

Time: 250 hours
Tools: Herbalism Kit/alchemist’s supplies
Ability Check: DC 20 Wisdom

Swamp Water
Mummy Lord Bone
Duration: 1 hour
Description: This blue potion bubbles and steams as if boiling. When you drink this potion, you gain 10 temporary hit points at the start of each of your turns, and gain the effects of the Bless spell.

Potion of Resistance

Time: 18 hours
Tools: Herbalism Kit/alchemist’s supplies
Ability Check: DC 15 Wisdom

Alteration ointment
Distilled Pure Spirits
Lemon drops

Duration: 1 hour
Description: When you drink this potion, you gain resistance to one type of damage. The GM can choose the type or
determines it randomly.
To select specific resistance, replace ivory with:
Ankheg Mandible – Acid
Remorhaz Scale – Cold
Frost Giant Hair – Fire
Emerald – Force
Essence of Will-o’-wisp – Lightning
Slaad Tongue – Necrotic
Giant Centipede Tentacle – Poison
Illithid Saliva – Psychic
Angel’s Wing Feather – Radiant
Storm Giant skin – Thunder

Bottled lightning

Flammable, Fluid, Volatile

Time: 17 hours
Tools: alchemist’s supplies
Ability Check: DC 10 Intelligence

Elemental Essence – Lightning
Description: As an action, a creature can uncork this vial and release a stroke of lightning forming a line 15 feet long and 5
feet wide in the direction they choose. Each creature in the line must make a DC 10 Dexterity saving throw. A creature takes 1d6
lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the
area that aren’t being worn or carried.

Medusa’s Essence

Flammable, Fluid

Time: 15 hours
Tools: alchemist’s supplies
Ability Check: DC 25 Intelligence

Cockatrice feather
Silkworm thread
Monster Essence – Medusa Eye
Description: As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature, treating the medusa’s essence as an improvised weapon. On a hit, the target must make a DC 20 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by greater restoration or similar magic.


Ward of Protection

Time: 20 hours
Ability Check: DC 10 Intelligence
Tools: Arcane Focus
Ingredients: Iron, Turtle armor slate
Description: Wards are small tokens, typically shaped like shields or helmets, that contain protective power. As a bonus action, you can expend a ward to create a minor protective effect, destroying the item.
Ward of Protection. As a reaction, you can expend this ward to increase your AC by 1 until the end of your next turn.

Robe of Beneficence

Time: 1,000 hours
Ability Check: DC 25 Intelligence
Tools: Weaver’s tools, Ward of Protection
Ingredients: Blood of a creature able to cast Divine spells
Description: The sacred blood of a martyr who died in the fight against evil once stained this holy garment. While wearing this robe, you have resistance to damage from the attacks of fiends or undead. You also have advantage on saving throws you make to resist the spells or abilities of a fiend or undead; if you roll a 20 on your saving throw, the fiend or undead that targeted you takes 1d8 radiant damage.

Recipes List

Baldur's Gate NimrodYanai