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Apothecary, Village or Hamlet

Items   Adventuring Gear
  • Acid (50 GP) - This vial contains a black, corrosive fluid. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a creature or object, treating the acid as an Improvised Weapon. On a hit, the target takes 2d6 acid damage.
  • Alchemist's Fire (50 GP) - This flask contains a sticky, adhesive fluid that ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the Alchemist's Fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 12 Dexterity check to extinguish the flames.
  • Blinding Toxin (50 GP) (Illicit) - This vial contains a thick, dark poison. As an action, you can use the poison to coat one slashing or piercing weapon or up to three pieces of ammunition. A creature hit by the poisoned weapon or ammunition must make a DC 12 Constitution saving throw. On a failed save, the creature takes 1d4 poison damage and becomes blinded. On a successful save, the creature takes half as much damage and does not become blinded. A creature blinded by the poison can make another DC 12 Constitution saving thrown at the end of its turn to overcome the condition. Once applied, the poison losses potency after 1 minute or after 3 hits, if applied to a slashing or piercing weapon.
  • Bottle, Glass (1 GP) - Capacity: 1.5 Pints
  • Component Pouch (25 GP)
  • Ink (1 Ounce Bottle) (2 GP)
  • Ink Pen (5 CP)
  • Ioun's Bane (50 GP) (Illicit) - This vial contains a thick, clear poison. As an action, you can use the poison to coat one slashing or piercing weapon or up to three pieces of ammunition. A creature hit by the poisoned weapon or ammunition must make a DC 12 Constitution saving throw. On a failed save, the creature becomes confused until the end of its next turn. At the start of its next turn, the creature must roll 1d6. On a 1-2, the creature does not take an action and uses all its movement to move in a random direction. On a 3-4, the creature does not move and uses its action to make a melee attack against a random creature within its reach, if able. On a 5-6, the creature does not move or take an action.
  • Iverna's Kiss (50 GP) - This flask contains a thin, white fluid that freezes when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the Iverna's Kiss as an improvised weapon. On a hit, the target takes 1d6 cold damage. If the target is a large or smaller creature, it is also restrained. A restrained creature can use its action to break free from the ice by making a DC 12 Strength check. Fire damage dealt to the ice ends the restrained condition immediately.
  • Journal (1 GP)
  • Mortar and Pestle (5 GP)
  • Paralyzing Toxin (50 GP) (Illicit) - This vial contains a thick, dark poison. As an action, you can use the poison to coat one slashing or piercing weapon or up to three pieces of ammunition. A creature hit by the poisoned weapon or ammunition must make a DC 12 Constitution saving throw. On a failed save, the creature takes 1d4 poison damage and becomes paralyzed. On a successful save, the creature takes half as much damage and does not become paralyzed. A creature paralyzed by the poison can make another DC 12 Constitution saving thrown at the end of its turn to overcome the condition. Once applied, the poison losses potency after 1 minute or after 3 hits, if applied to a slashing or piercing weapon.
  • Poison (50 GP) (Illicit) - This vial contains a thick, dark poison. As an action, you can use the poison to coat one slashing or piercing weapon or up to three pieces of ammunition. A creature hit by the poisoned weapon or ammunition must make a DC 12 Constitution saving throw. On a failed save, the creature takes 1d4 poison damage and becomes poisoned. On a successful save, the creature takes half as much damage and does not become poisoned. A creature poisoned by the poison can make another DC 12 Constitution saving thrown at the end of its turn to overcome the condition. Once applied, the poison losses potency after 1 minute or after 3 hits, if applied to a slashing or piercing weapon.
  • Pouch (5 SP) - Capacity: .2 Cubic Feet
  • Scale, Merchant's (5 GP)
  • Slicking Solution (50 GP) - This flask contains an dark, oily fluid. As an action, you can spill the fluid from the flask to a cover a level, 10-foot square area. The area becomes difficult terrain, and any creature moving through the area must succeed on a DC 10 Dexterity saving throw or fall prone.
  • Smoke Powder (50 GP) - This flask contains black powder that produces black smoke when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact and creating a 20-foot-radius sphere of smoke centered on that point. The smoke spreads around corners, and its area is heavily obscured. It lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
  • Vial (1 GP) - Capacity: 4 Ounces
Ingredients
  • Alchemy Ingredients, Common (5 GP)
  • Herbalism Ingredients, Common (5 GP)
  • Poison Ingredients, Common (5 GP) (Illicit)
Tools
  • Alchemist's Supplies (50 GP)
  • Herbalism Kit (5 GP)
  • Poisoner's Kit (50 GP) (Illicit)
Magic Items   Potions and Oils
  • Potion of Arcane Recovery (100 GP) - Drinking the potion restores one 1st-Level spell slot.
  • Potion of Healing (50 GP) - Drinking the potion restores 2d4 + 2 HP.
  • 1 Additional Common

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